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U50 Feedback Thread for Class Mastery

  • Aces-High-82
    Aces-High-82
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    Vaqual 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.
  • Zeeejay
    Zeeejay
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    Hello all,

    Here is my feedback for the Class Mastery as it specifically relates to Sorcerer Damage Dealer. I spent time on PTS yesterday doing some testing, plan to do more throughout the week. I will reply back to this comment if I feel anything has changed. If not, then I stand by what I have posted here. For reference, my preferred content I engage with is primarily Solo or Small Group PVE - Infinite Archive, Challenge Difficulty, solo/duo veteran DLC dungeons and arenas.

    Did Class Mastery help in providing a meaningful boost to power for playing as a solo class?
    -- Yes, Class Mastery provided a meaningful boost to power for playing as a solo class. There is a significant boost to power with Static Reverberation and Font of Power, creating really fun interactions with the kit as a fight progresses. There is a great sustain and passive healing tool with Conservation of Energy. Solid survival and minor group utility tool with Calculated Defense (I would like to see the group utility slightly buffed, however). Sphere of Influence is meant to be a survival tool with some group utility, but I think it needs some more attention/a second pass.

    Do you feel this system helps in allowing for more player agency in a post subclassing play environment?
    -- It certainly allows for more player agency, but I question whether it is enough for Sorcerer. The biggest draws for subclassing for me are the ability to have a class-sourced AOE major breach, and have class abilities that solve Sorcerer's inherent lack of cleave damage problem. Font of Power and Static Reverberation provide enough utility for non-pet builds (my favorite!) to be exceptionally strong, which provides some bar space to slot more cleave skills, but it still will have a difficult time competing with my current best subclassed setup in this regard.

    What are the things you like about Class Mastery?
    -- I love the expression of ramp up power in these Class Mastery passives. Static Reverberation builds throughout a fight and winds up just chunking like crazy at the end, really emphasizing the Sorcerer's "oppressive lightning mage" fantasy. Font of Power is extremely fun to build around and provides some motivation to give another look at spell damage-heavy item sets and skills.

    What places do you think could use improvement with Class Mastery?
    -- I would be interested in seeing a version of Static Reverberation that does AOE damage, even if it is toned down in terms of single target damage. It would be cool to see this address the cleave damage weakness of Sorcerer.
    --I would also like to see Sphere of Influence re-worked into something more utilitarian for group play. Right now, even in the most difficult fights, I will take every other passive before it since I do not slot a damage shield ability in my kit.


    Any other general thoughts around Class Mastery?
    -- Very cool system overall. I have seen so much energy and excitement surrounding this PTS and it has been a blast to play and test on. I intend to spend much more time on it in the coming weeks.
    @Zeeejay PC/NA
  • Vaqual
    Vaqual
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    Vaqual 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.
  • Firstmep
    Firstmep
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    Hi! This is my feedback on Templar class masteries.

    It is my understanding that class masteries are meant to bridge the gap between subclassing and pure classes, at least until reworks are complete. In this regard, as it relates to PVP subclassing currently covers to major holes in the Templar toolkit: good access to major brutality/sorcery and major savagery/prophecy, as well as reliable burst.
    Right now there are 2 excellent subclass skill lines that are the best for this purpose, from what i can see most templars seem to use them as well: Animal Companion and Ardent Flame.
    Animal companion gives us the netch for major sorcery(and some extra sustain), shalks(aoe burst skill that lines up nicely with jabs and ultimates like crescent and dawnbreaker). It also gives a fantastic movement ability in wings.
    Ardent Flame has whip deals massive damage(burst), incinerate for major savager/prophecy, and hearth of flame for sustain.

    With that in mind.

    Did Class Mastery help in providing a meaningful boost to power for playing as a solo class?

    Yes and no, and let me explain skill by skill:

    Bastion of Light: No notes, looks solid altho i dont feel like templar needed a significant bump in defenses.

    Devout Guardian: Can't see this being used that much in pvp, the average 30k hp build gets a 3k damage shield that breaks on the first light attack that grazes us.

    Bright Harbinger: Honestly this passive seems decent, but boring and again does nothing to help with the issues pure templars are facing. I'd much rather like this passive provide Major Sorcery and 300 weapon and spell damage, or maybe the 600 for us. It would not make it much more powerful, however it would definetly plug at least 1 hole left by not sublassing.
    Judgment’s Brand: The initial value of 2000 with potentially a 100% uptime was too strong, but these values are just bad for pvp. Also does nothing to help Templars lack of burst when pure classing. My suggestion here is to massively increase the amount flat damage added. but also tack on an appropiate cooldown. You can tinker with the values so it's still solid for pve, while providing Templars an interesting new burst opportunity.

    Steadfast Candescence: Boring, uninspired, i dont remember ever having tankiness issues on plar. Also Draconic Power already provides a flat 10% block amount passive, so this just looks utterly weak. A much more interesting approach would be to extend the block window provided by the restoring light passive that activates on channeled and cast time skills. Or just a completely different passive.

    Do you feel this system helps in allowing for more player agency in a post subclassing play environment?

    As it stand for Templar, i do not see this as giving more agency, as most of these passive are just small/moderate power boosts with no interesting gameplay element added, and do nothing to address to aforementioned issues with templars in pvp.

    What are the things you like about Class Mastery?

    I like that many of them are tied to existing passives, but like I said id prefer more meaningful effects.

    What places do you think could use improvement with Class Mastery?

    Already covered it above, but like I said, id like these passives to actually address the issues non subclassing templars face over just static power boosts.
  • Dracane
    Dracane
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    Vaqual wrote: »
    Vaqual 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.

    I see what you say. It seems disingenuous comparing it to the strongest sustain ability in the game. From the perspective of a tank however, this is not so far-fetched, because Sorc has nothing in this way currently. Dark Deal is not viable, because you can't just drop all you are doing and channel something for 1+ second that will also drain another important ressource and opens you up to getting one shot by a boss.

    This is why I stand by what I say. That passive must be strong, and this is not only true from a PvE tank perspective. But you are right that this power creep is crazy. Yet here we are, and now we have to power creep underperforming things so that they can also shine.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Waillyam23
    Waillyam23
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    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.

    +20% weapon damage on a character with +30% weapon damage from M/m Brutality/Sorcery => +15% damage increase
    +20% crit damage on a character with 60% crit chance and 105% crit damage => +7.36% damage increase

    Font of Power is waaaaaaaay more worth than you think !
  • VinnyGambini
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    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.
  • YandereGirlfriend
    YandereGirlfriend
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    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 still decon fodder for anyone not a pureclass DK, though. Which is a huge fail.

    IA sets aren't supposed to be "pureclass-only" sets. That is what Class Mastery passives are for. We need not merge the two.
  • Tyrobag
    Tyrobag
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    So the new stance is that unless you go pure class, or use a combo of the 3 most OP skill lines in the game, you can go fork yourself? These passives are INSANELY over powered beyond belief, so the only way you can possibly justify dropping them (which happens even if you only swap out one skill line) is by making sure that you're using three skill lines that synergize perfectly together from a power standpoint. What about the NB that wants to drop assassination for stomcalling? They end up massively underpowered despite keeping 2/3 of their oh so holy main class skill lines. And what happens after the class refresh? Despite all the assurances that the mastery system will be "iterated" on, the change to the Pyrebrand set shows that they have no intention to get rid of this after the skill lines are evened out.

    So to answer your question "Do you feel this system helps in allowing for more player agency in a post subclassing play environment?"
    NO. It completely destroys player agency. The whole point of subclassing was to let players play the way they want. The class refresh is necessary to balance out the skill lines and keep everyone on a level playing field. Class mastery makes that blatantly impossible. As long as class mastery exists, its going to keep pure classes at a higher power level by default, which means that subclassed builds using the ideal combinations of skills will continue to be tolerated as long as they don't exceed that power level, removing zos' incentive to properly balance the skill lines. If they did balance the skill lines evenly, then pure class builds become the only viable builds, since they erroneously have massive buffs from class mastery. How exactly did zos think that them shoehorning players into specific builds was "player agency"?
  • Waillyam23
    Waillyam23
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    Feedback NB DD
    • Did Class Mastery help in providing a meaningful boost to power for playing as a solo class?
      Yes for catching up in DPS, No for the loss of group utility, especially in smaller group content.
      I used this gear, food and CP for my tests:
      sx15fadjod48.png
      9w7bapvxv41k.png

      1) Subclassing NB/NC/TP
      3qj5dnrk0ne9.png
      -> 136k on the dummy
      -> I give 2 synergies, Major breach, minor Vulnerability, Major Vulnerability
      -> I get the 3271 armor pen from necro

      2) NB full class
      370q1g4k1ha1.png
      -> with "An Eye for Exploitation" and "Above and Beyond", 137k on the dummy
      -> with "Nocturnal Inspiration" and "An Eye for Exploitation", 130k on the dummy
      -> with "Nocturnal Inspiration' and "Above and Beyond", 132k on the dummy
      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 ?)
      -> 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".
      In dungeon i get an average of 3 stacks of "Force of Nature", in raid 9 stacks, and I need 5 stacks minimum to get even with the passive from Necromancer. As for the other solutions (changing weapons, weapon trait, monster set), it's too much to change to get even with subclassing.
    • Do you feel this system helps in allowing for more player agency in a post subclassing play environment?
      Yes.
    • What are the things you like about Class Mastery?
      1) Deeper class identity
      2) New gameplay
      3) Incentivize variety
    • What places do you think could use improvement with Class Mastery?
      1) Group buffs (named ones)
      2) Boring/hard to maintain Class Mastery
      for example "Share the Spoils" seems hard to maintain because the 4sec cooldown does not match the cooldown of Siphoning abilites, and the effect is much less exciting than the other Class Masteries
      3) Role-locked Class Mastery
      for example Nocturnal Inspiration favors damage dealers too much, it should also work on critical healing to allow healers and tanks to also benefit from this (like "An Eye for Exploitation")
    • Any other general thoughts around Class Mastery?
      I am sad to see that the class mastery is only available for pure class, it creates a big gap between players that only want one subclass skill line and the full subclassing/full single class. Why isn't the number of Class Mastery Point reduced by one per subclassing as it was teased ?
    Edited by Waillyam23 on 16 April 2026 12:10
  • Butterbauch
    Butterbauch
    Soul Shriven
    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
  • ImPoStier
    ImPoStier
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    Buff NB a lot and the IA set, buff Templar I think the original 2k would of been fine, maybe 1800 is the sweet spot and buff wrathsun make it 20 stacks, and give it minor slayer, buff necro they need way more damage, i think sorc is perfect DK is good, warden is only good with the mythic but it’s getting reworked soon so I wouldn’t worry about warden, if you left it as is I think it would be fine
  • YandereGirlfriend
    YandereGirlfriend
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    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

    The Warden heal could be even worse than that.

    The original Nature's Bounty passive is time-gated at once per second. So if the Mastery follows that same time-gating then it is almost useless in a group due to the heavily restrictive condition that you must heal real damage and that it can only fire once per second.

    It would be dead for anything other than solo play, basically.
  • VinnyGambini
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    I really dont get why passives power level and balance overall are being set according to pve. Some facts:
    1. Every class and subclass can reach over 100k dps
    2. Every class and subclass can wear sword and shield and be a tank
    3. Every class and subclass can get resto staff and become a healer.

    SURE some classes/ subclasses will be better at certain roles, but in the end, boss will die and you will clear pve content. The only difference is, it may take 5 minutes longer.

    So pve wise, everyone can play how he wants, and archieve their goals.

    Pvp on contrary needs balance to be fun, it is really unfair that someone goes 30-0 bgs only because he plays op class.

    Seriously why passives power level is adjusted to pve not pvp. Why class balance overall is adjusted to pve not pvp?

    I dont get it at all.
  • ArctosCethlenn
    ArctosCethlenn
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    Feels odd that some of the masteries have reduced effectiveness in pvp but not others. Battle spirit already cuts damage vs players, so judgements brand honestly does not look like it will do enough to help pure plar damage in pvp.

    But for above and beyond's +15% crit damage and healing, 7% vs players... isnt ALL healing on players? Or is it still +15% crit healing on players in pveland?
  • hoangdz
    hoangdz
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    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.
  • CannedChicken
    CannedChicken
    Soul Shriven
    The class mastery for sorc "Conservation of Energy" doesn't work for streak. It works for ball of lightning, but not streak.
    Edited by CannedChicken on 15 April 2026 13:39
  • Dracane
    Dracane
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    The class mastery for sorc "Conservation of Energy" doesn't work for streak. It works for ball of lightning, but not streak.

    Thank you. I posted this feedback yesterday and presumed it does not work for Ball of Lightning either. Then there is hope it's just unintentionally not working for Streak.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Aces-High-82
    Aces-High-82
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    hoangdz 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..


  • pluvioisaplanet
    pluvioisaplanet
    ✭✭✭
    Speaking from a PvE DD perspective, for the most part, the class masteries are really good and do a lot to fill the gap between pure class and subclassed setups.

    Then you have Necromancer, with the options for DD being Nothing Wasted and Cycle Unending. Nothing Wasted feels decent, hard to judge. But Cycle Unending is quite lacking, a max damage bonus of 25% which will only be at max for 75% of the fight, which averages the damage bonus out to about 20%. Whereas you have Arcanist with Unbound Potential, which is a 30% damage done bonus all the time.

    Taking the current top Necromancer parses, which are at just about 157k to 159k without the Pummeling Goliath ultimate which is very impractical to use, if Cycle Unending had a max of 50% Necromancer would still be a bit short of the current Dragonknight top parses which are at around 176k and 180k. Considering both these classes have a similar function in the DD role, slow ramp up, lots of cleave, Necromancer ought to be a lot closer to Dragonknight.

    Another look at the Cycle Unending passive would be great as it is very lacking at the moment.

    Parses referenced:
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    0fc118272nm4.png
    Edited by pluvioisaplanet on 15 April 2026 15:06
  • CAB_Life
    CAB_Life
    Class Representative
    The damage passives have to be so high that they become more appealing than the power you get from subclassing/ crit dam bonuses, etc. And the utility passives have to be so good that you would forsake stuff like minor toughness, etc. Most of these masteries fail on one or both targets, aside from the DK which is receiving some pretty wild buffs on top of their class refresh.

    I really hope we see some massive swings on the numbers and/ or utility benefits over the next few PTS cycles.
  • hoangdz
    hoangdz
    ✭✭✭✭
    hoangdz 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.
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    hoangdz wrote: »
    hoangdz 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.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • whteva4eva
    whteva4eva
    ✭✭✭
    Class Mastery Feedback – Healers & Tanks

    1. Did Class Mastery help in providing a meaningful boost to power for playing as a solo class?

    For support roles (healers and tanks), the system does not currently provide a meaningful increase in power.

    Support effectiveness is measured through group impact, not personal output. Most Class Mastery passives are too passive, conditional, or low-impact to significantly affect real gameplay, and therefore do not feel like a meaningful power increase when playing without subclassing.

    2. Do you feel this system helps in allowing for more player agency in a post subclassing play environment?

    Not for support roles. Subclassing currently provides:

    Reliable group buffs
    Resource sustain
    Strong, identity-defining utility

    Class Mastery does not offer an equivalent level of impact, which results in a lack of real choice. Healers and tanks are effectively forced into subclassing because the opportunity cost of losing that group utility is too high.

    3. What are the things you like about Class Mastery?

    It brings a strong concept with potential for build diversity, an opportunity to reinforce class identity, and opens space for alternative playstyles.

    4. What places do you think could use improvement with Class Mastery?

    1. Utility is too weak compared to subclassing

    Effects do not meaningfully impact group performance
    Not strong enough to justify replacing subclass utility

    2. Effects are too conditional or inconsistent

    Health thresholds and niche triggers reduce reliability
    Support roles need consistent uptime, not situational value

    3. Lack of group-oriented design

    Many passives feel like they were designed for DPS (self-focused bonuses)
    Healers and tanks need group-wide impact, not personal gain

    4. Passives are not role-defining and can be taken by DPS

    Some utility passives are generic enough that DPS can take them with little tradeoff. Because of this, they are tuned conservatively, which further weakens their value for supports. This results in passives that are not strong for supports, but still accessible to DPS, creating poor role identity

    5. Opportunity cost is too high

    Losing subclassing means losing proven, high-impact utility. Class Mastery does not currently compensate for that loss

    5. Any other general thoughts around Class Mastery?

    For support roles, Class Mastery needs to meet a higher standard:

    It should provide group utility powerful enough that a healer or tank could reasonably choose it over subclassing.

    This can be achieved by:

    Increasing group-wide utility, not just personal stats
    Ensuring high uptime and reliability
    Designing effects that are role-defining, not generic

    Additionally, if certain passives are intended to serve support roles, they should be designed in a way that:

    Either scales with healing/tanking behavior, or
    Provides value that DPS cannot easily utilize

    At its current state, the system feels overly cautious and sits in a middle ground where:

    It is not strong enough for supports
    But not specialized enough to justify being weak

    As a result, Class Mastery does not currently function as a true alternative to subclassing for healers and tanks, and player choice in these roles remains limited.
  • Aces-High-82
    Aces-High-82
    ✭✭✭✭
    hoangdz wrote: »
    hoangdz 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.

    You posted already what Pyrebrand is capable of. Sorc sticks with dogwater Monolith. The 600 damage dont even transfer to backbar..at best you kite away from a DK for endless stalemate
  • hoangdz
    hoangdz
    ✭✭✭✭
    Dracane wrote: »
    hoangdz wrote: »
    hoangdz 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.

    I don’t really care if they keep buffing Sorc or not. It’s only going to make me more unkillable.
    Edited by hoangdz on 15 April 2026 20:25
  • Kickimanjaro
    Kickimanjaro
    ✭✭✭
    Some initial thoughts after having spent some time looking at Warden and Arcanist which are the main classes I'm familiar with...

    I am both excited and concerned about the source of Major Brittle from Warden Mastery, excited because I want to build around it, but worried because this will be really strong in PvP. I am excited though because I miss playing a pure warden in PvP and will be doing so again when this goes live.

    I would have liked to see more crux interactions with the Arcanist, but perhaps this will come later with a full rework.

    Basically, I want more things to scale based on crux and for that scaling to be more extreme so that we actually have to care about and consider this mechanic a bit more. One example of this is Fulminating Rune: I think an interesting possible change would be for it to only grant additional synergies based on crux; so, if cast with 3 crux, then 3 allies could synergize and if cast with no crux, then no synergy. It's a very strong synergy for coordinated PvP and that's the context I'm approaching this from, as currently you can easily slap this skill on anyone with subclassing, and it performs at full strength.

    More on the Arcanist Mastery passives... two of them grant max crux and one grants a crux, but these feel really weak to me, and I'd rather see those do something else (generating crux is already so easy!). What about a brief window where Crux is "not depleted when consumed" (keep the player's crux counter from depleting while casting abilities that would consume them while still providing the bonuses to those abilities as if the crux were consumed)?

    With the influence of some skooma, I also considered for a moment how cool it would be if one of the Arcanist Mastery passives changed the crux mechanic slightly... specifically increasing the maximum amount of crux possible. I figured that such a change:
    1) Would almost certainly be overpowered
    2) Could either increase to 4 and allow abilities to get buffed by an additional crux, or increase to something like 6 but add provisions that cap consumed crux for bonuses at 3 or 4.
    3) Would need to consider the visual effect on the player from >3 crux... if 4, the visual effect on the player might not look as good as with 6, etc.

    Anyway, I like the idea behind the system. I think only being able to choose 2 is fair, though I wouldn't have minded a sixth choice (could have done two Mastery passives per skill tree, or one per tree and three others for total of six). If 6, then it'd be easier to expand this kind of system in the future if you want to:
    - could have 3 points distributed across 6 Mastery passives
    - allocated points based on number of base-class lines equipped (at pure class, you have 3, two lines 2, fully subclassed 1)
    - if you tie a mastery passive to a skill line, then perhaps you could gate that passive if the line is not active (example, if a warden went animal companions + green balance then could not benefit from a mastery passive that was tied to the winter's embrace line)
  • Oshea_OK
    Oshea_OK
    ✭✭✭
    Tested the Master Class on PTS for the Scor.
    Used a solo Oakensoul lighting HA type build (the only type of builds I play).
    Got 42k on non trial and 75 on trail.

    Used the two options for more DPS. First impression for this type of build is that its ok.
    Not bad, but not great either.

    Without more DPS or unity like Breach being part of the pure class, its not enough to make me want to give up sub-classing. For example for my solo oakensoul HA builds, the Warden line with animal for Breach (deep fisher) is just too hard not to take. This is extra important for Oakensoul solo HA builds I play.

    The scor pure class option with the adding lightning dps attack (Static Reverberation) would be an honest temptation for me to give up subcalssing, if it was AOE an did minor breach for a few seconds.
    Also there could be optoins in the Master class for 10 or 15% increase to HA attacks to make it more attractive to Oakensoul players.

    Also the my Oakensoul HA lighting builds seem weaker on the PTS?
  • ItsNotLiving
    ItsNotLiving
    ✭✭✭✭✭
    Why does Templar have Battle Spirit limitations on stuff that’s just cool for the class. The good damage mastery is fine but I don’t see Templar being able to complete with other pure classes nevertheless someone who is Subclassing. Also the Wrathsun battlespirit debuff is a joke.
    Edited by ItsNotLiving on 16 April 2026 01:21
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭✭
    CAB_Life wrote: »
    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.

    1st of all, Warden didn't miss their deadline, they were always scheduled for Q3 and Sorc for Q4.

    2nd, look better at the context of the patch. DK's 2 DPS Masteries are a stackable dot and 1~10% damage done, but they're also losing 7~15% damage done from Whip which was originally a bandaid to buff them last minute. They're basically only getting 1 Mastery in comparison to live, so to your point, yes, every other class is getting 1 more than DK from a DPS perspective.

    3rd, I'd also say DK's seem more tame than the other classes. Almost as if they specifically designed some Masteries to be stronger than others based on how underperforming the pure version of those classes do. Otherwise, why does Arcanist get +33% damage done permanently while DK gets 10% but they need to build up to it, yeah it improves healing too, but you'll notice a pattern of how some are juiced more than others in different directions.

    Frankly I'd expect Arcanist, Necromancer, and to a lesser extent Warden to have stronger Masteries because their non DPS lines are nearly strictly Support, they're great for subclassing, but not great for pure classing. The 4 OG classes tended to have their skills and passives better mixed up so it's less of a detriment for them considering.

    And yeah, this is a transitional period, we have to deal with the growing pains which means DK dominates for an entire patch, but give them the benefit of the doubt, ZOS be cooking. Masteries are great and from whats there, it looks exciting, I find it hard to look at this so negatively and say "do better" lol.
    Edited by MashmalloMan on 16 April 2026 01:47
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
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