Some masteries are indeed extremely strong and not much different from what we saw in the stream preview. In that sense the goal to bring power of pure class setups closer to meta subclass builds was achieved. The big losers here are the subclass builds that incorporate non-meta lines for flavor.
I can't honestly say that I think the solution is good. But at this point I'll refrain from detailed criticism until the class reworks are done, I don't think people are receptive for it anyway.
I'll just say that I find many of them way too strong. People often act as if some skill lines had 0 value to begin with, but that is obviously an exaggeration. For example, Conservation of Energy (+ you can bring Surge) just leaves any other form of fully passive heals completely in the dust, while providing resource sustain that can easily eclipse scribed resource restores or dedicated sustain abilities. And the thematic fit? Seems arbitrary. Doesn't blood magic mean anyway that you'd sacrifice blood for spells? One passive from Dark Magic should be better at siphoning than the entire skill line of Siphoning? Besides the point. I have to say I dislike this extreme power creep. Can someone explain to me how this isn't just a reversion of the back-and-forth hardened ward changes from the last two years, except that this is way stronger? Wasn't there a unanimous conclusion that this was bad?
Many such cases with those masteries...
These were either designed without the intent of providing a balanced experience or with a very poor understanding of the game.
Aces-High-82 wrote: »Some masteries are indeed extremely strong and not much different from what we saw in the stream preview. In that sense the goal to bring power of pure class setups closer to meta subclass builds was achieved. The big losers here are the subclass builds that incorporate non-meta lines for flavor.
I can't honestly say that I think the solution is good. But at this point I'll refrain from detailed criticism until the class reworks are done, I don't think people are receptive for it anyway.
I'll just say that I find many of them way too strong. People often act as if some skill lines had 0 value to begin with, but that is obviously an exaggeration. For example, Conservation of Energy (+ you can bring Surge) just leaves any other form of fully passive heals completely in the dust, while providing resource sustain that can easily eclipse scribed resource restores or dedicated sustain abilities. And the thematic fit? Seems arbitrary. Doesn't blood magic mean anyway that you'd sacrifice blood for spells? One passive from Dark Magic should be better at siphoning than the entire skill line of Siphoning? Besides the point. I have to say I dislike this extreme power creep. Can someone explain to me how this isn't just a reversion of the back-and-forth hardened ward changes from the last two years, except that this is way stronger? Wasn't there a unanimous conclusion that this was bad?
Many such cases with those masteries...
These were either designed without the intent of providing a balanced experience or with a very poor understanding of the game.
You are aware that Heart of Flame provides even more on live already and will nie heal for even more since the buff in the patch notes.
Aces-High-82 wrote: »Some masteries are indeed extremely strong and not much different from what we saw in the stream preview. In that sense the goal to bring power of pure class setups closer to meta subclass builds was achieved. The big losers here are the subclass builds that incorporate non-meta lines for flavor.
I can't honestly say that I think the solution is good. But at this point I'll refrain from detailed criticism until the class reworks are done, I don't think people are receptive for it anyway.
I'll just say that I find many of them way too strong. People often act as if some skill lines had 0 value to begin with, but that is obviously an exaggeration. For example, Conservation of Energy (+ you can bring Surge) just leaves any other form of fully passive heals completely in the dust, while providing resource sustain that can easily eclipse scribed resource restores or dedicated sustain abilities. And the thematic fit? Seems arbitrary. Doesn't blood magic mean anyway that you'd sacrifice blood for spells? One passive from Dark Magic should be better at siphoning than the entire skill line of Siphoning? Besides the point. I have to say I dislike this extreme power creep. Can someone explain to me how this isn't just a reversion of the back-and-forth hardened ward changes from the last two years, except that this is way stronger? Wasn't there a unanimous conclusion that this was bad?
Many such cases with those masteries...
These were either designed without the intent of providing a balanced experience or with a very poor understanding of the game.
You are aware that Heart of Flame provides even more on live already and will nie heal for even more since the buff in the patch notes.
Yes and I heavily critizied that ability before. Also, blood magic is entirely passive. Almost the entire skill line was balanced around the power of this proc. Unlocking it for any resource costing cast completely upends those calculations. It should rather be either a weaker version of it for using non-Dark Magic skills, or have an internal cooldown for proccing off non-Dark Magic skills. Underestimating this passive by comparing it to the strongest active sustain ability in the game is just so far from being genuine.
I'd like it if people would open their eyes to absurd power creep before we need to reach Update 60, where all healing, sustain and damage can be taken care off by passives and overloaded abilities.
exiledtyrant wrote: »
What places do you think could use improvement with Class Mastery?
The masteries seem potent already. 20% weapon damage from Font of Power is already better than minor brutality/sorcery from sub-classing and probably worth about 6% out of the 12% critical damage you could get from a passive. Add another 8% to 10% raw damage that Static Reverberation has been adding to my parses, and that's gotta be close to what you get from 2 sub classes.
VinnyGambini wrote: »Just tested out pyrebrand DK, and it's absolutely terryfying.
Pyrebrand was nerfed 30%, but new passive increases its dmg by 300%, while also adding additional dot. From my calculations (confirmed by testing) 100% - 30% = 70%. 70% * 300% = 210%. So basically pyrebrand damage is DOUBLED and additional dot is ticking. ALSO new passive stacks are generated by PYREBRAND. So by just LA (not casting any skills!!!) you can get AMAZING dps.
Meanwhile reffering to my previous templar post, aetheric lancer got 4 second longer duration, for better uptime. Comparing to pyrebrand and new passive synergy, I cannot really find words how unfair it looks.
From my todays PVP testing - DK, serpent disdain warden and sorcerer are very strong, while arcanist, nb and templar are absolute garbage. I haven't tested PvE, but I'm quite sure situation is quite similar.




-> it is challenging to reach the armor cap in non-optimized group content, even with the CP "Force of Nature". NB is not the only class with that issue, would love to get a flat ammount of pen vs monster added to "Force of Nature" and make this CP compete with sublassing at the same level of "Backstabber" and "Fighting Finesse".I expected more of "Nocturnal Inspiration", I was able to go from 36% of Incap uptime to 62%, but I feel like I wasted a lot of ultimates because I could not keep up the rotation and the incaps. Might be less of a problem with high cost ultimates. Would love to have a line added to this passive to use all those wasted ultimates (given to nearby allies/retained with a cap/given back over time ?)
Butterbauch wrote: »Did Class Mastery help in providing a meaningful boost to power for playing as a solo class?
Specifically testing out the Warden healer I came to find that while the passives sound good on paper they don't provide a meaningful increase in power for the reasons listed below
Do you feel this system helps in allowing for more player agency in a post subclassing play environment?
Depending on the class you look at it opens more highly specialized playstyles which can benefit a group in more than one way, specifically when looking at the boost for competitiveness of the Dragonknight healer
What are the things you like about Class Mastery?
That it has the potential to positively impact build crafting diversity and the potential of expandability without impacting other systems too invasively
What places do you think could use improvement with Class Mastery?
Specifically looking at the passives of the warden and my personal picks being: Tundra's Maw and Nature's Bounty both of which being potent on paper but fall flat in actual gameplay.
Tundra's Maw: First things first, on paper this is an amazing passive which gives a spotlight to an otherwise rare Buff only being found on Nunatak, this has the potential of completely opening up the world of Late Game PvE for more people by providing more Critical Damage to one Potential target constantly or a tightly stacked group via clever utilization and it almost works as intended. Though what I found is that even when applying Chilled status effect every 1-2s this passive would fail to proc until the next application, I don't know how much of it has to do with lag or how to fix this grave issue but it has to be said none the less. Maybe an increase in duration could fix it but I'm not so sure how this would affect certain scenarios in PvP, tough still long story short the buff sometimes doesn't apply even though the target is being hit with the status.
Nature's Bounty: While the Buffs in theory are great to provide to a group from a PvE Healers perspective it doesn't feel like it can proc often which makes it feel useless in most situations. A PvE Healers task is to not only heal and provide buffs but also prevent damage via the application of damage shields. Long story short. Overheal doesn't proc the original warden passive and thus by extension the Class Mastery. We don't know yet what changes will be made to the warden in the coming updates but it would be nice to see it being able to activate from Overhealing also to be able to actually provide buffs to the group. It would even be fine if the values were reduced by a bit to account for the uptime, but some benefit to the group would be better than no benefit
(Also WIld Adaptation is very PvP focused in the healing aspect, it would be nice to see that the healing would also increase on negative effects on a target to make it more usable in PvE since you cannot get status effects on you by regular enemies)
Any other general thoughts around Class Mastery?
It has the potential to even the playing field between pure and subclasses but you shouldn't be afraid to buff the effectiveness across the board especially if nerfing other parts of a class and by that also the pure class is part of it
Aces-High-82 wrote: »Conservation of Energy: worse compared to Heart of Flame which now provides 15% of max health which is better than the Bloodmagic passive.
A static ressource restore like it was shown at the first time (1k mag and stam each) or bumping it up to 3% or adding 2% of max health would make it more considerable than just subclassing Ardent Flame for HoF
Font of Power: the scaling is a bit too harsh. The previous scaling at 1% per 1.5k max resource would be reasonable
Calculated Defense: considering you would have to slot the Bastion CP in order to make it somewhat valuable at least its duration could be adjusted to persist for a Global Cooldown turning it into a small additional layer of defense rewarding execution from the player
CannedChicken wrote: »The class mastery for sorc "Conservation of Energy" doesn't work for streak. It works for ball of lightning, but not streak.
Aces-High-82 wrote: »Conservation of Energy: worse compared to Heart of Flame which now provides 15% of max health which is better than the Bloodmagic passive.
A static ressource restore like it was shown at the first time (1k mag and stam each) or bumping it up to 3% or adding 2% of max health would make it more considerable than just subclassing Ardent Flame for HoF
Font of Power: the scaling is a bit too harsh. The previous scaling at 1% per 1.5k max resource would be reasonable
Calculated Defense: considering you would have to slot the Bastion CP in order to make it somewhat valuable at least its duration could be adjusted to persist for a Global Cooldown turning it into a small additional layer of defense rewarding execution from the player
Lol no, Sorc is already OP and on par with pure DK on PTS. Using your values would just make it the defacto best class in the game.

Aces-High-82 wrote: »Aces-High-82 wrote: »Conservation of Energy: worse compared to Heart of Flame which now provides 15% of max health which is better than the Bloodmagic passive.
A static ressource restore like it was shown at the first time (1k mag and stam each) or bumping it up to 3% or adding 2% of max health would make it more considerable than just subclassing Ardent Flame for HoF
Font of Power: the scaling is a bit too harsh. The previous scaling at 1% per 1.5k max resource would be reasonable
Calculated Defense: considering you would have to slot the Bastion CP in order to make it somewhat valuable at least its duration could be adjusted to persist for a Global Cooldown turning it into a small additional layer of defense rewarding execution from the player
Lol no, Sorc is already OP and on par with pure DK on PTS. Using your values would just make it the defacto best class in the game.
Yeah because bonkers 50% projectile mitigation and a better form of CoE on a delayed AoE burst skill are worse..
Aces-High-82 wrote: »Aces-High-82 wrote: »Conservation of Energy: worse compared to Heart of Flame which now provides 15% of max health which is better than the Bloodmagic passive.
A static ressource restore like it was shown at the first time (1k mag and stam each) or bumping it up to 3% or adding 2% of max health would make it more considerable than just subclassing Ardent Flame for HoF
Font of Power: the scaling is a bit too harsh. The previous scaling at 1% per 1.5k max resource would be reasonable
Calculated Defense: considering you would have to slot the Bastion CP in order to make it somewhat valuable at least its duration could be adjusted to persist for a Global Cooldown turning it into a small additional layer of defense rewarding execution from the player
Lol no, Sorc is already OP and on par with pure DK on PTS. Using your values would just make it the defacto best class in the game.
Yeah because bonkers 50% projectile mitigation and a better form of CoE on a delayed AoE burst skill are worse..
I'm not saying DK isn't OP, evident by my 3 threads requesting for DK nerfs in U49. I'm saying that with just 2 class mastery passives, both stamsorc and magsorc are currently on par or at least very close to DK's power level on PTS. DK's 50% projectile mitigation isn't going to do much when magsorcs can indefinitely kite them with infinite sustain and eventually kill them with a well-timed combo. Stamsorc is also able to dish out 4k-6k DPS in the right setup and actually has the healing to tank up to 10k DPS. Yes, 10k DPS, and I have the screenshots to prove that.
All of this is enabled by 2 class mastery passives. If you request for them to be buffed further, Sorc will become the next defacto BiS class and it would actually be worse than a DK meta because you cannot run away from them (Magsorc with infinite sustain and high tankiness/damage). Look back at how Hardened Ward magsorc made so many people complain lol. This wouldn't be any different.
Aces-High-82 wrote: »Aces-High-82 wrote: »Conservation of Energy: worse compared to Heart of Flame which now provides 15% of max health which is better than the Bloodmagic passive.
A static ressource restore like it was shown at the first time (1k mag and stam each) or bumping it up to 3% or adding 2% of max health would make it more considerable than just subclassing Ardent Flame for HoF
Font of Power: the scaling is a bit too harsh. The previous scaling at 1% per 1.5k max resource would be reasonable
Calculated Defense: considering you would have to slot the Bastion CP in order to make it somewhat valuable at least its duration could be adjusted to persist for a Global Cooldown turning it into a small additional layer of defense rewarding execution from the player
Lol no, Sorc is already OP and on par with pure DK on PTS. Using your values would just make it the defacto best class in the game.
Yeah because bonkers 50% projectile mitigation and a better form of CoE on a delayed AoE burst skill are worse..
I'm not saying DK isn't OP, evident by my 3 threads requesting for DK nerfs in U49. I'm saying that with just 2 class mastery passives, both stamsorc and magsorc are currently on par or at least very close to DK's power level on PTS. DK's 50% projectile mitigation isn't going to do much when magsorcs can indefinitely kite them with infinite sustain and eventually kill them with a well-timed combo. Stamsorc is also able to dish out 4k-6k DPS in the right setup and actually has the healing to tank up to 10k DPS. Yes, 10k DPS, and I have the screenshots to prove that.
All of this is enabled by 2 class mastery passives. If you request for them to be buffed further, Sorc will become the next defacto BiS class and it would actually be worse than a DK meta because you cannot run away from them (Magsorc with infinite sustain and high tankiness/damage). Look back at how Hardened Ward magsorc made so many people complain lol. This wouldn't be any different.
Aces-High-82 wrote: »Aces-High-82 wrote: »Conservation of Energy: worse compared to Heart of Flame which now provides 15% of max health which is better than the Bloodmagic passive.
A static ressource restore like it was shown at the first time (1k mag and stam each) or bumping it up to 3% or adding 2% of max health would make it more considerable than just subclassing Ardent Flame for HoF
Font of Power: the scaling is a bit too harsh. The previous scaling at 1% per 1.5k max resource would be reasonable
Calculated Defense: considering you would have to slot the Bastion CP in order to make it somewhat valuable at least its duration could be adjusted to persist for a Global Cooldown turning it into a small additional layer of defense rewarding execution from the player
Lol no, Sorc is already OP and on par with pure DK on PTS. Using your values would just make it the defacto best class in the game.
Yeah because bonkers 50% projectile mitigation and a better form of CoE on a delayed AoE burst skill are worse..
I'm not saying DK isn't OP, evident by my 3 threads requesting for DK nerfs in U49. I'm saying that with just 2 class mastery passives, both stamsorc and magsorc are currently on par or at least very close to DK's power level on PTS. DK's 50% projectile mitigation isn't going to do much when magsorcs can indefinitely kite them with infinite sustain and eventually kill them with a well-timed combo. Stamsorc is also able to dish out 4k-6k DPS in the right setup and actually has the healing to tank up to 10k DPS. Yes, 10k DPS, and I have the screenshots to prove that.
All of this is enabled by 2 class mastery passives. If you request for them to be buffed further, Sorc will become the next defacto BiS class and it would actually be worse than a DK meta because you cannot run away from them (Magsorc with infinite sustain and high tankiness/damage). Look back at how Hardened Ward magsorc made so many people complain lol. This wouldn't be any different.
This is a bit too hypothetical the part with infinitely kiting and eventually bursting through 50% damage mitigation. No one with a brain would die to something they have 50% damage mitigation to on top of being the tankiest class in the game. And DK themselves have infinite sustain, so this is just far too theoretical for me to believe.
I think caution is required in general. In some aspects, these talents are still underpowered. In some they are just right, and in others even too good. At the least all class mastery talents should be allowed to go Live as is, even if no further buffs are intended.
Since DK is effectively a 2.5 class, they should get TWO masteries, whereas every other gimped, lagging class should chose THREE until their respective updates—whenever those occur as ostensibly warden has already missed its deadline. Continuing to pile power onto a class with such a clear delta ahead of the others is typical ZOS fumbling. Do better.