Resto Shaman Mastery

how does it work ? am i getting something wrong here ? even with 106% mastery it feels like nothing is happening.

As I remember it, you get 100% of the bonus of your mastery when your target is <50% hp. But I haven’t really dug into it in a while so that might be antiquated.

The lower % health your target, the more the mastery kicks in. So for example healing surge will hit a player at 90% for a lot less than a player at 30% health as mastery will scale up healing surge by a huge amount for the lower player and be barely noticeable for the higher hp player.

I haven’t looked into how it works in years so how exactly it works might have changed but last time I checked.

It worked inverse to your targets current health percentage.

So at 100% health you gain 0% of your mastery, at 1% health you gain 100% of your mastery, at 50% health you gain 50% of your mastery.

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sooo might be that i need more than 100% mastery ?

As far as I know mastery is not something resto shaman go for.

Generally you want crit on every slot, other than trinkets.

Enough haste to feel like your not too slow to get heals out in time to save people.

Then as much vers as the rest of your stats allow.

Mastery and vers are doing the same thing is slightly different ways but vers gives you damage reduction and improves your heals by the same amount 100% of the time.

Not that mastery is bad, its just that crit and vers are doing so much more for you that they are the better choice. I could be wrong though, my knowledge is a season out of date. You should check out some top shamans and see what kind of stat spreads they are using.

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We generally want to avoid mastery as resto and focus on crit, and vers as the other secondary stat.

Archon is a good site to look up. It breaks down the builds, talents and stat priorities for both raid and M+. But in general you don’t worry much about mastery as a resto shaman and tend to avoid it on gear pieces if you can in favor of other secondary stats.

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Just posting in support of statements made.

Generally, avoid all mastery. Get crit up. Just enough haste to feel ok. Everyone is different. I like about 12-14. Dump anything left over into vers

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Also worth noting in PvP it’s the opposite, you want mastery on every piece of gear. Turns those Surges into Lay on Hands.

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After reading this thread I have concluded that we need our mastery buffed and/or reworked.

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Every healing(and most damage/tank too imo) spec needs its mastery reworked. A few specs use it because of the raw healing power it provides but I don’t think any healer has a mastery that is more interesting than <heal will do x% more healing based on spec based caveat>

This is a problem for mastery in general, the idea was to have it be something that really made a classes spec better at its main job, or in other terms a very min/maxy focused stat. But pretty much all of them at this point are just flat % boosts to a subset of spells. Off the top of my head I think only windwalker monk mastery is still true to the idea behind the stat. It is afaik the only mastery that demands you play around it to get the reward of more damage.

priest mastery is awesome.

holy or disc? because holy is a nice little bonus but you don’t gear for it because its better to double dip on other stats that make your base mastery more effective and give you more upfront healing/damage and disc is just a flat% to their shields and atonement which is nothing play defining or interesting.

holy, well im going for it as main stat on the one (holy priest ) im playing.

100%. It’s pretty useless for a long time now. I honestly can’t remember when we even had that as a top stat to get.

I am working on moving over to haste for pvp and it feels better. You can really take advantage of all the “multipliers” the spec has like 1% increase for each riptide.

Paired with the new storm conduit talent, you can really put the pressure up early.

They need to change mastery for resto so its not worthless and also so its not such a pain to multi spec shaman in end game content.

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Agree, the way it works make it useless in raid progression if your not in RWF. My sugestion is a rebuild that give players a shield based in a overheal % that scales with mastery. Fits and balances with actual shaman situation: if we try to spam too much heal to improve the shield, go OOM really fast.

Take your Mastery % and divide it by 100 (100% health) so 106% Mastery would be 106/100 or 1.06.

For every percentage point of health the player is missing your heals are 1.06% bigger.

If the player is at 90% health or missing 10% your heals are 10 * 1.06 = 10.60% bigger.

If the player is at 30% health or missing 70% your heals are 70 * 1.06 = 74.2% bigger.

The lower the players health the bigger the heal. Its actually ok to not keep people topped off because heals cost the same amount of mana regardless of how much the heal for so a Healing Surge on a player with 90% health is not as efficient as a Healing Surge on a player with 50% health.

You get more bang for your buck to allow players to drop a little but not to the point they can get 1 shotted.

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we’ve been asking for years lol.

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