ItsNotLiving wrote: »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.
whteva4eva wrote: »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.
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?
whteva4eva wrote: »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.
Pyrebrand shouldn't interact with Wildfire Embers. Procs aren't supposed to proc procs.
Conservation of Energy makes Blood for Blood full resource positive on all 3 pools. You spam it and all 3 resource pools go up. This maybe shouldn't proc on skills that cost health.

Pyrebrand shouldn't interact with Wildfire Embers. Procs aren't supposed to proc procs.
Pyreband & wildfire embers on the PTS are doing absurd DPS numbers. Between those two things + burning, which are essentially all "free" sources of damage which require no thoughtful input from you, they're sometimes netting a combined 4-5k DPS.
It's cool to see a playstyle avenue for dot DK via that mastery passive, but I really hate that we're embracing the "my light attacks cause you to take 5k DPS" mindset. It feels cheap and lazy compared to having passives boost the actual dot abilities of DK themselves. It's problematic in the same way that sets like relequen are problematic. Not to mention completely oppressive to fight against.
Would rather see the passive reworked to boost your dot abilities in some way. Flat % modifiers to dot damage, or perhaps scaling interactions when using multiple DK dots (shatterspike, embers/claw, burning talons, breath). Like perhaps having one of these DK dots active on your opponent will cause the next applied dot to deal x% more damage for it's duration. Just something that requires more thought than the fire and forget damage that is pyre/wildfire.Conservation of Energy makes Blood for Blood full resource positive on all 3 pools. You spam it and all 3 resource pools go up. This maybe shouldn't proc on skills that cost health.
I feel like if we're embracing the "classes can have access to infinite sustain" idea that DK now has, the mag/stam sustain isn't the main issue with conservation (even though it is nearly all the sustain you need as far as duels on the PTS go). The bigger issue I'm seeing is how much this heals now. It is #1 healing on CMX every single fight, and rewards you for stacking health which is a huge problem in PVP. For example, here is the healing in a duel on a 40k HP sorc build (which is very easy to achieve these days without giving up much).
Seems some sort of cooldown or reduction in effectiveness to the healing portion of conservation of energy is needed. I am all for buffing the pure classes to DK level, but this is like effortlessly-unkillable levels of healing (assuming you're not fighting an 8k dps pyre DK or a 10k dps WW).
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.
RedKynAbyss wrote: »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.
You don’t get all of that power by *just* light attacking. You need to BUILD wildfire stacks FIRST, then you get the powerful DoT. Pyrebrand will be even weaker in PvP now because it is INCREDIBLY easy to stop it from getting stronger by just cleansing any wildfire stacks that are on you. If you don’t have wildfire on you, then Pyrebrand is functionally useless. You’re overreacting to this, quite severely. If you’re fighting a DK, even before their rework or Pyrebrand, or Wildfire, you NEEDED a cleanse or you would get melted. That has always been the answer to fighting a DK in PvP, cleansing their DoTs. Pyrebrand changes with Wildfire have not changed that mentality at all.
RedKynAbyss wrote: »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.
You don’t get all of that power by *just* light attacking. You need to BUILD wildfire stacks FIRST, then you get the powerful DoT. Pyrebrand will be even weaker in PvP now because it is INCREDIBLY easy to stop it from getting stronger by just cleansing any wildfire stacks that are on you. If you don’t have wildfire on you, then Pyrebrand is functionally useless. You’re overreacting to this, quite severely. If you’re fighting a DK, even before their rework or Pyrebrand, or Wildfire, you NEEDED a cleanse or you would get melted. That has always been the answer to fighting a DK in PvP, cleansing their DoTs. Pyrebrand changes with Wildfire have not changed that mentality at all.
So everyone should run Mara's Balm to have a chance against DK dots? Cleanses are rare, weak and otherwise expensive. And Mara has a long cooldown.
There is no cleansing DK dots for any length of time for any normal player.
RedKynAbyss wrote: »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.
You don’t get all of that power by *just* light attacking. You need to BUILD wildfire stacks FIRST, then you get the powerful DoT. Pyrebrand will be even weaker in PvP now because it is INCREDIBLY easy to stop it from getting stronger by just cleansing any wildfire stacks that are on you. If you don’t have wildfire on you, then Pyrebrand is functionally useless. You’re overreacting to this, quite severely. If you’re fighting a DK, even before their rework or Pyrebrand, or Wildfire, you NEEDED a cleanse or you would get melted. That has always been the answer to fighting a DK in PvP, cleansing their DoTs. Pyrebrand changes with Wildfire have not changed that mentality at all.
RedKynAbyss wrote: »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.
You don’t get all of that power by *just* light attacking. You need to BUILD wildfire stacks FIRST, then you get the powerful DoT. Pyrebrand will be even weaker in PvP now because it is INCREDIBLY easy to stop it from getting stronger by just cleansing any wildfire stacks that are on you. If you don’t have wildfire on you, then Pyrebrand is functionally useless. You’re overreacting to this, quite severely. If you’re fighting a DK, even before their rework or Pyrebrand, or Wildfire, you NEEDED a cleanse or you would get melted. That has always been the answer to fighting a DK in PvP, cleansing their DoTs. Pyrebrand changes with Wildfire have not changed that mentality at all.
Elendildur wrote: »RedKynAbyss wrote: »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.
You don’t get all of that power by *just* light attacking. You need to BUILD wildfire stacks FIRST, then you get the powerful DoT. Pyrebrand will be even weaker in PvP now because it is INCREDIBLY easy to stop it from getting stronger by just cleansing any wildfire stacks that are on you. If you don’t have wildfire on you, then Pyrebrand is functionally useless. You’re overreacting to this, quite severely. If you’re fighting a DK, even before their rework or Pyrebrand, or Wildfire, you NEEDED a cleanse or you would get melted. That has always been the answer to fighting a DK in PvP, cleansing their DoTs. Pyrebrand changes with Wildfire have not changed that mentality at all.
So everyone should run Mara's Balm to have a chance against DK dots? Cleanses are rare, weak and otherwise expensive. And Mara has a long cooldown.
There is no cleansing DK dots for any length of time for any normal player.
Cleanses are mostly expensive, but the Netch is free, and Animal Companions is already one of the top PvP skill lines
Major_Mangle wrote: »RedKynAbyss wrote: »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.
You don’t get all of that power by *just* light attacking. You need to BUILD wildfire stacks FIRST, then you get the powerful DoT. Pyrebrand will be even weaker in PvP now because it is INCREDIBLY easy to stop it from getting stronger by just cleansing any wildfire stacks that are on you. If you don’t have wildfire on you, then Pyrebrand is functionally useless. You’re overreacting to this, quite severely. If you’re fighting a DK, even before their rework or Pyrebrand, or Wildfire, you NEEDED a cleanse or you would get melted. That has always been the answer to fighting a DK in PvP, cleansing their DoTs. Pyrebrand changes with Wildfire have not changed that mentality at all.
Go read the patch notes again, cleansing is considered "ending" which buffs the potency off upcoming wildfire stacks.Wildfire Embers: This passive upgrades your Dragonknight damage over time effects that apply to enemies (Searing Strike, Dragonfire Breath, Burning Talons, Shatterspike Mantle) to apply a unique 12 second damage over time effect on enemies whenever the triggering abilities end. This damage effect stacks up to 12 times, increasing by 25% damage per stack past 1 (up to 275%)
“End” in this case means naturally expiring, being recast early, or being cleansed.
Edit: What´s up with people being so "anti" players who calls out actual outliers and extremes that will 100% be a problem if they go live? Same in the WW thread where people justify clearly unbalanced/broken things just because something else has been broken for a patch.
RedKynAbyss wrote: »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.
You don’t get all of that power by *just* light attacking. You need to BUILD wildfire stacks FIRST, then you get the powerful DoT. Pyrebrand will be even weaker in PvP now because it is INCREDIBLY easy to stop it from getting stronger by just cleansing any wildfire stacks that are on you. If you don’t have wildfire on you, then Pyrebrand is functionally useless. You’re overreacting to this, quite severely. If you’re fighting a DK, even before their rework or Pyrebrand, or Wildfire, you NEEDED a cleanse or you would get melted. That has always been the answer to fighting a DK in PvP, cleansing their DoTs. Pyrebrand changes with Wildfire have not changed that mentality at all.
As a dot enjoyer 100% agree, pressure builds should need to land a solid rotation and dynamically refresh dots to be effective, not just close your eyes and spam 1-2 buttons. I'd like to see more 5sec dot SKILLS like Talons or Acid Spray that encourage dynamic rotations and use of burst combos on pressure playstyles, not brainless set-and-forget proc spam.It's cool to see a playstyle avenue for dot DK via that mastery passive, but I really hate that we're embracing the "my light attacks cause you to take 5k DPS" mindset.