Post by Izichial
With mastery currently being worth something like 70-75% of the equivalent amount of haste depending on your gear it'll only be less bad to use. It's not really a question about absolute viability, one (secondary) stat is always going to have to be the best and mastery will still be (way) off haste. Obviously it's still a nice thing since if an item with mastery is an upgrade that's the way it is and you'll have to feel a bit less bad for not having something with haste there instead.
Looking at simulationcraft scaling factors and doing some quick napkin math it might become slightly better than crit if
Elerion's estimate is correct, though.
As for wording change in Mind Sear tooltip we'll just have to see, not exactly the first time a random word that could change the mechanics of a spell goes missing when there was no actual change.
Post by karlusdavius
Keep the discussion in one place please
http://www.wowhead.com/forums&topic=178351
Post by Izichial
As far as dps goes the only spec for which it is the best secondary stat is ferals, as far as I know, although it's the number one secondary stat after hit (and expertise for some) for several other melee specs. Many casters still prefer hit -> haste. Browse through the class forums on EJ if you're looking for something specific, stat weights are listed for most specs in their respective threads.
It's a pretty advanced tool but if you're comfortable with it's kind you could check out
http://code.google.com/p/simulationcraft/ for poking at numbers.
Post by echonn123
As far as dps goes the only spec for which it is the best secondary stat is ferals, as far as I know, although it's the number one secondary stat after hit (and expertise for some) for several other melee specs. Many casters still prefer hit -> haste. Browse through the class forums on EJ if you're looking for something specific, stat weights are listed for most specs in their respective threads.
It's a pretty advanced tool but if you're comfortable with it's kind you could check out
http://code.google.com/p/simulationcraft/ for poking at numbers.
Thanks for the tip, I have to get better at using EJ as I really only reference Wowhead and Shadowpriest.com. I have not messed around with simcraft as much myself because im a nub and cant necessarily understand how to use it. Plus there is a certain pleasure in wailing on the dummy for a while. I like the idea of mastery being priority (after the necessary stats that NEED to be capped). We'll see what happens as im sure blizz has got some excellent ideas still to come.
Post by Pachuca
I'm still leveling my priest, but upon hitting 84 in Deepholme due to a lot of rested experience I'm having a hell of a time with my mana. Basically I can't use my DoTs at all because 2 full rotations is enough to spend almost my entire blue bar, instead I have to burn enemies down with mind spike/MB, and finish them off with SWD, for the spirit tap glyph effect. That still isn't nearly enough to keep income level with spending, there's a significant mana defecit even when using dispersion and the fiend.
I levelled as Shadow and didn't have any mana problems unless I totally forgot to use SWD. While running around questing, there's little to no reason to use your full DoTs unless you're taking down a baddie with over 100k health, which are pretty few and far between.
On those regular mobs with around 50-70k health, you can nuke them down with a few Mind Spikes and your instant Mind Blast, taking them down to (hopefully)
just below 25%. You should then be able to finish them off with a double-tap of SWD, proccing both
Masochism and
Spirit Tap.
Oh, and of course I get zero, absolutely ZERO benefit of my mastery, since it only procs from DoTs, and spike extinguishes said DoTs/is mutually exclusive with casting mind flay.
It doesn't
only proc from DoTs. It also procs when you are "
critically hit by any attack". So let's say you're questing in Deepholm and you start casting Mind Spike on an enemy; the enemy will start running towards you to attack you, sometimes they will critically hit you and give you an Orb. Alternatively, you could pull one mob with VT/SWP/DP and then start your MS/MS/MB rotation on another mob, effectively killing them both at the same time and giving you a chance to proc some Orbs from your DoTs.
I don't think Blizzard was terribly concerned about how your Mastery was stacking up against single, non-elite mobs. They typically balance the game around boss encounters (raids, heroic dungeons) and PvP (3v3, 5v5, rated BGs).
Oh, and the orbs should never expire either until you use them up, unless you enter an instance of some sort (arena, BG, etc.)
They already last something like 60 seconds, I'm not sure how much longer you expect a self-proccing short term buff to last but that's plenty of time.