U50 Feedback Thread for Class Mastery

  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Definitely. At the end of the day, passives can only do so much. It really is the abilities that matter.

    Someone in this thread made an excellent point that illustrated that issue perfectly, something like, "Conservation of Energy is only good because it lets you use the Dark Magic passives without having to actually use any Dark Magic skills." Which is just so on the nose.

    As, with basically one exception, Dark Magic skills are so trash that it is a mighty throw indeed to ever choose the skill line willingly. The Conservation passive is a complete condemnation of the entire line, an admission of defeat and capitulation.

    And Dark Magic is hardly alone. Indeed, the ears of Shadow immediately perk-up, recognizing its kindred situation.

    100%. Skills themselves are the make or break for builds, especially when we talk about more experienced end-game level content.

    Yep, and they're right, Conservation does provide the benefit without committing to casting a Dark Magic skill ... but .. one still has to carry that skill line and that is the problem.

    I can get any number of buffs to my W/S damage from subclassing that will give more consistent output than the 10% pool increase for 10 seconds Blood Magic gives. As for the heal-on-cast, which is the benefit this passive will be providing most of the time anyway, Sorcs have multiple healing options so this is just more unneeded redundancy. .. Which means the only real benefit from Conservation is the sustain values, which, I can get lesser amounts from other sources and if running Conservation means that I also have to carry the Dark Magic skill line then watch me continue to run to Batra to toss Dark Magic right in the bin.

  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭
    ZOS_Kevin wrote: »
    This is the official feedback thread for the new Class Mastery System. Specific feedback that the team is looking for includes the following:
    • Did Class Mastery help in providing a meaningful boost to power for playing as a solo class?
    • Do you feel this system helps in allowing for more player agency in a post subclassing play environment?
    • What are the things you like about Class Mastery?
    • What places do you think could use improvement with Class Mastery?
    • Any other general thoughts around Class Mastery?

    Lets talk about my beloved Templar. Lets start with adding some context.

    Context A: General gameplay
    Context B: End-Game Viability

    Tank
    Context A: The Templar is a well-rounded tank. Played well it wants for nothing to achieve the goal of mob control, damage mitigation, sustain, mobility, survivibility and ability to clear any content
    Context B: The Templar lacks the group buffs needed to be accepted as a tank at end-game compared to other classes and to subclassed builds

    Healing
    Context A: The Templar is a well-rounded healer. Providing both burst healing and HoT, useful synergies, and a strong healing ultimate, with the ability to clear any content
    Context B: The Templar lacks the group buffs needed to be accepted as a healer at end-game compared to other classes and to subclassed builds

    Damage
    Context A: The Templar has a fair amount of damage. It is however centred around AoE damage and a powerful execute. The short range on jabs pushes the Templar into melee ranges which means having more incoming AoE and mechanics to deal with
    Context B: The Templar lacks the group buffs needed to be accepted as a damage dealer at end-game compared to other classes and to subclassed builds, as well as falling well behind on damage numbers

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

    Meaningful? No. It does not address the problem encountered at end-game

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

    Not even a little.

    What are the things you like about Class Mastery?

    The overall concept is solid.

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

    Addressing the actual problems encountered by the class. See above.

    Any other general thoughts around Class Mastery?

    Nope.

    Conclusion:
    The class masteries do not fill in the gaps that Templars need filling. At end-game the view of the player base, rightly or wrongly, is that damage dealers should deal high numbers and that tanks and healers should provide group buffs. I personally think it is more nuanced than that, but that doesn't change the reality.

    Nothing provided in the CMs makes up for the lack of group utility and lack of damage to any measureable degree that would satisfy what is being asked for at end-game.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • BattleAxe
    BattleAxe
    ✭✭✭✭✭
    Biggest problem at the moment is looking at class masteries thru the lens of classes still waiting to be refreshed/reworked. Likely we will see class masteries adjust as more classes receive their individual passes on refresh/rework.
  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.

    Agreed .. I don't believe these passives should take any class into "near-meta" territory but they should seek to deliver class-only elevations to either power or utility, whatever the class is missing. This way these pure class options have a greater potential to be competitive with subclassed builds.

    Sorc IMO has always been a tricky class for the Devs. To start, the class has two widely disparagingly play style paths between pet-based and non-pet-based. This is further compounded by mechanics. The fundamental mechanics behind how Sorc skills execute their functions are so poorly optimized that it's almost laughable; this includes excessively long animations or even the AI behind how Sorc pets behave, to even the method of requiring opponents to stand-in-stupid easy to avoid skills that yield no results. It's not always about numbers it's also about method and function.

    Sorcs biggest deficiency is raw power and, IMO, that's what these passives need to bring but the values they give are just too low, especially in the context of our poor skills. ... What's a 20% temporary increase in damage if I can run a persistent 17% AND have access to Subbed skills? .. Or equip Beacon of Oblivion and cop a 15% bonus to damage PLUS whatever else from Subclassed passives AND have access to better skills? For Sorcs this is really a no brainer, these passives just don't deliver.

    It sounds like the other classes are in the same boat with these passives based on what others are posting. I don't think these passives is really going to encourage anyone to go with a base class unless these passives are tweaked to hit HARD. .. And that shouldn't be an issue because the values and scope of them can always be adjusted down during the class refreshes anyway.
  • acanca
    acanca
    ✭✭✭
    Necromancer is one of the weakest if not the single weakest class for pvp and they are shaping up to be easily the weakest pure class as well. I dont think allowing Malevolent Promise to target players would be broken and even if it would be broken please let us try it and give feedback, which is the entire point of pts in the first place.

    Malevolent Promise: This passive upgrades rank 2 of Corpse Consumption to mark the closest non-player enemy to you with death’s touch for 6 seconds whenever you consume a corpse, which allows you to use a corpse consuming ability against them. This can occur once every 2 seconds. Consuming or replacing this effect triggers rank 2 of Death Gleaning.

    Again, please let us target players with malevolent promise or please tell us that its currently not possible due to technical limitations/bugs etc. Thank you
  • umagon
    umagon
    ✭✭✭✭✭
    From a tankblade perspective I think evasive trance is a too much feast or famine. If I am already blocking then my damage mitigation is already high. And 1/3 second time frame isn’t a large enough time window to line up incoming attacks.
    I think changing the dodge to an automatic block with zero resource cost for 2-3 seconds; while scaling the block amount with how much the character has would be a better approach.

    Also changing the 5% increased damage to scale up to 10% based off of weapon/spell damage while allowing it function on both blocks and dodges would make it more flexible for different builds.

    Maybe change it to something like below (the values are for illustrative proposes):

    Evasive Trance: This passive causes you to Block incoming attacks for 3 seconds when activating a Nightblade ability; this has a 5 second cooldown after the effect ends. Blocking or dodging any attack through any means causes your attacker to take 5%-10% increased damage based on your weapon/spell damage for 5 seconds.
  • thepandalore
    thepandalore
    ✭✭✭
    Honest feedback about the Templar class mastery perks is that they are absolute weak sauce compared to what the other classes are getting. Bright Harbinger and Judgment's Brand don't add nearly enough damage to meaningfully compete with subclassed damage output, and Devout Guardian and Steadfast Candescence should really enhance templar tanks with some kind of debuff to bring them up to the minimum standard kit available in other classes.

    Nova's Maim doesn't count. Why on earth should Maim cost ult when it's readily available on-demand by other means?
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.

    Agreed .. I don't believe these passives should take any class into "near-meta" territory but they should seek to deliver class-only elevations to either power or utility, whatever the class is missing. This way these pure class options have a greater potential to be competitive with subclassed builds.

    Sorc IMO has always been a tricky class for the Devs. To start, the class has two widely disparagingly play style paths between pet-based and non-pet-based. This is further compounded by mechanics. The fundamental mechanics behind how Sorc skills execute their functions are so poorly optimized that it's almost laughable; this includes excessively long animations or even the AI behind how Sorc pets behave, to even the method of requiring opponents to stand-in-stupid easy to avoid skills that yield no results. It's not always about numbers it's also about method and function.

    Sorcs biggest deficiency is raw power and, IMO, that's what these passives need to bring but the values they give are just too low, especially in the context of our poor skills. ... What's a 20% temporary increase in damage if I can run a persistent 17% AND have access to Subbed skills? .. Or equip Beacon of Oblivion and cop a 15% bonus to damage PLUS whatever else from Subclassed passives AND have access to better skills? For Sorcs this is really a no brainer, these passives just don't deliver.

    It sounds like the other classes are in the same boat with these passives based on what others are posting. I don't think these passives is really going to encourage anyone to go with a base class unless these passives are tweaked to hit HARD. .. And that shouldn't be an issue because the values and scope of them can always be adjusted down during the class refreshes anyway.

    The passives are enough to encourage me personally. And as well my husband says that he will go back or at least try pure Warden.

    That is if things remain as they are. Already nerfs to the Sorcclass masteries, based on meaningless dummy parses and Werewolf abuse, are being implied in the PTS summaries. So if they come online any weaker, then I also don't know what will be.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • thepandalore
    thepandalore
    ✭✭✭
    The Flame-Lash changes create an irritatingly long chain of events for a meager reward.

    Step 1: set off balance
    Step 2: hit off balance enemy
    Step 3: spam flame lash
    Step 4: cast flame lash again for AOE damage and a mediocre self heal

    No. Simply, no.
    Edited by thepandalore on 24 April 2026 17:19
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    umagon wrote: »
    From a tankblade perspective I think evasive trance is a too much feast or famine. If I am already blocking then my damage mitigation is already high. And 1/3 second time frame isn’t a large enough time window to line up incoming attacks.
    I think changing the dodge to an automatic block with zero resource cost for 2-3 seconds; while scaling the block amount with how much the character has would be a better approach.

    Also changing the 5% increased damage to scale up to 10% based off of weapon/spell damage while allowing it function on both blocks and dodges would make it more flexible for different builds.

    Maybe change it to something like below (the values are for illustrative proposes):

    Evasive Trance: This passive causes you to Block incoming attacks for 3 seconds when activating a Nightblade ability; this has a 5 second cooldown after the effect ends. Blocking or dodging any attack through any means causes your attacker to take 5%-10% increased damage based on your weapon/spell damage for 5 seconds.

    Triggering the Damage Taken debuff on-block is a really neat idea!

    Also has the benefit of NOT blowing up your group like a Dodge can under certain trial conditions.
  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.

    Agreed .. I don't believe these passives should take any class into "near-meta" territory but they should seek to deliver class-only elevations to either power or utility, whatever the class is missing. This way these pure class options have a greater potential to be competitive with subclassed builds.

    Sorc IMO has always been a tricky class for the Devs. To start, the class has two widely disparagingly play style paths between pet-based and non-pet-based. This is further compounded by mechanics. The fundamental mechanics behind how Sorc skills execute their functions are so poorly optimized that it's almost laughable; this includes excessively long animations or even the AI behind how Sorc pets behave, to even the method of requiring opponents to stand-in-stupid easy to avoid skills that yield no results. It's not always about numbers it's also about method and function.

    Sorcs biggest deficiency is raw power and, IMO, that's what these passives need to bring but the values they give are just too low, especially in the context of our poor skills. ... What's a 20% temporary increase in damage if I can run a persistent 17% AND have access to Subbed skills? .. Or equip Beacon of Oblivion and cop a 15% bonus to damage PLUS whatever else from Subclassed passives AND have access to better skills? For Sorcs this is really a no brainer, these passives just don't deliver.

    It sounds like the other classes are in the same boat with these passives based on what others are posting. I don't think these passives is really going to encourage anyone to go with a base class unless these passives are tweaked to hit HARD. .. And that shouldn't be an issue because the values and scope of them can always be adjusted down during the class refreshes anyway.

    The passives are enough to encourage me personally. And as well my husband says that he will go back or at least try pure Warden.

    That is if things remain as they are. Already nerfs to the Sorcclass masteries, based on meaningless dummy parses and Werewolf abuse, are being implied in the PTS summaries. So if they come online any weaker, then I also don't know what will be.

    I can't get on board with these passives. If I'm running a DLC Vet dungeon or Trial or anything PvP there's no way I can be competitive in those content areas with those passives AND having to carry under-performing Sorc skill lines.

    And I lean on PvP as the higher priority here because that's the significantly higher bar in terms of power and mechanical needs. Nothing in PvE has anywhere near the dynamics and power that PvP does which means that any PvE content is much easier to address and engage with as opposed to PvP. A skill or a mechanic can be acceptable in PvE but at the same time extremely unacceptable in PvP and I think we see a lot of that in Sorc, specifically.

    We can get some solid sustain out of Conservation but there are multiple ways to get that level or more of sustain elsewhere. None of these passives deliver on persistent power, especially not like we can get elsewhere.

    If they go nerf the passives then it's pushing many Sorcs even more-so to stay with Subclassing. Dummy parsing is only part of comprehensive testing. Dummies don't represent any aspect of real-world in game combat. No enemy just stands there and "takes it" from a player.

    I can't speak for all players but it's not as if most of us Sorcs didn't already have a strategy for sustain or a strategy to delver strong burst power or persistent DPS. I'm not seeing where any of these passives brings Sorcs any of those benefits that we can't get elsewhere but also have access to far, far better skills through subclassing.

    If someone want's to run pure Sorc with these passives, that's great, however, I would very much maintain that in any real world scenario they're going to under perform. The main playstyle I can see someone making that choice for is Heavy Attacks, which is fine, it's definitely an option, I just wish Sorcs could get values and mechanics that support more than just that one-trick-pony setup.

    Maybe after the Sorc class refresh, IF (and this is a big IF) we get significantly re-worked skills that deliver on what Sorcs have been lacking then we have a better argument for these passives being as they are, but there's no way in the context of our poor skills. Right now, the passives need to deliver a lot more to make up for the penalty of having to carry those skills, otherwise, most are going to still see Subclassing as being more beneficial. .. especially when we can even Parse equal or higher numbers on a dummy with Subclassing that we can with these passives.

    These are seemingly "good on paper" passives.
    Edited by NxJoeyD on 24 April 2026 18:21
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.

    Agreed .. I don't believe these passives should take any class into "near-meta" territory but they should seek to deliver class-only elevations to either power or utility, whatever the class is missing. This way these pure class options have a greater potential to be competitive with subclassed builds.

    Sorc IMO has always been a tricky class for the Devs. To start, the class has two widely disparagingly play style paths between pet-based and non-pet-based. This is further compounded by mechanics. The fundamental mechanics behind how Sorc skills execute their functions are so poorly optimized that it's almost laughable; this includes excessively long animations or even the AI behind how Sorc pets behave, to even the method of requiring opponents to stand-in-stupid easy to avoid skills that yield no results. It's not always about numbers it's also about method and function.

    Sorcs biggest deficiency is raw power and, IMO, that's what these passives need to bring but the values they give are just too low, especially in the context of our poor skills. ... What's a 20% temporary increase in damage if I can run a persistent 17% AND have access to Subbed skills? .. Or equip Beacon of Oblivion and cop a 15% bonus to damage PLUS whatever else from Subclassed passives AND have access to better skills? For Sorcs this is really a no brainer, these passives just don't deliver.

    It sounds like the other classes are in the same boat with these passives based on what others are posting. I don't think these passives is really going to encourage anyone to go with a base class unless these passives are tweaked to hit HARD. .. And that shouldn't be an issue because the values and scope of them can always be adjusted down during the class refreshes anyway.

    The passives are enough to encourage me personally. And as well my husband says that he will go back or at least try pure Warden.

    That is if things remain as they are. Already nerfs to the Sorcclass masteries, based on meaningless dummy parses and Werewolf abuse, are being implied in the PTS summaries. So if they come online any weaker, then I also don't know what will be.

    I can't get on board with these passives. If I'm running a DLC Vet dungeon or Trial or anything PvP there's no way I can be competitive in those content areas with those passives AND having to carry under-performing Sorc skill lines.

    And I lean on PvP as the higher priority here because that's the significantly higher bar in terms of power and mechanical needs. Nothing in PvE has anywhere near the dynamics and power that PvP does which means that any PvE content is much easier to address and engage with as opposed to PvP. A skill or a mechanic can be acceptable in PvE but at the same time extremely unacceptable in PvP and I think we see a lot of that in Sorc, specifically.

    We can get some solid sustain out of Conservation but there are multiple ways to get that level or more of sustain elsewhere. None of these passives deliver on persistent power, especially not like we can get elsewhere.

    If they go nerf the passives then it's pushing many Sorcs even more-so to stay with Subclassing. Dummy parsing is only part of comprehensive testing. Dummies don't represent any aspect of real-world in game combat. No enemy just stands there and "takes it" from a player.

    I can't speak for all players but it's not as if most of us Sorcs didn't already have a strategy for sustain or a strategy to delver strong burst power or persistent DPS. I'm not seeing where any of these passives brings Sorcs any of those benefits that we can't get elsewhere but also have access to far, far better skills through subclassing.

    If someone want's to run pure Sorc with these passives, that's great, however, I would very much maintain that in any real world scenario they're going to under perform. The main playstyle I can see someone making that choice for is Heavy Attacks, which is fine, it's definitely an option, I just wish Sorcs could get values and mechanics that support more than just that one-trick-pony setup.

    Maybe after the Sorc class refresh, IF (and this is a big IF) we get significantly re-worked skills that deliver on what Sorcs have been lacking then we have a better argument for these passives being as they are, but there's no way in the context of our poor skills. Right now, the passives need to deliver a lot more to make up for the penalty of having to carry those skills, otherwise, most are going to still see Subclassing as being more beneficial. .. especially when we can even Parse equal or higher numbers on a dummy with Subclassing that we can with these passives.

    These are seemingly "good on paper" passives.

    For the average player, this is surely not doing it. For most people the tools and abilities offered through sub classing will outweigh any of this. For me at least it's good enough to delve into it again, particularly because I heavily dislike subclassing and should be glad to take any reason given to abandon its malevolent pull.

    I would lie if I said I don't feel uncertain. On the PTS I have tested a lot with my partner, and I notice how with Sorc's Font of Power, my damage is merely returned to where it was one and a half years ago when last we played. I feel no stronger at all despite having 35% more spell damage. It's like it merely brings me back to where I was years ago power wise.

    Which probably says a lot about Sorc or about the game. (I truly do not know, as I have not followed every patch) All I know is that pure MagSorc is really done for on current Live, and that the class mastery merely restores a semblence of what was.
    In order to explain what I mean when I say MagSorc, I shall let a wiser one speak:

    "Harry, the definition of a MagSorc is that he wears a staff, dons light armour and that he uses magic wards. But more importantly; it means that he does under no circumstances ever Stam.“ - Albus Percival Wulfric Brian Dumbledore

    What people understand under MagSorc nowadays in a world post hybridization and subclassing is just dreadful to me. You are not a MagSorc only because your magpool is 1k higher than your stam.
    Edited by Dracane on 24 April 2026 18:42
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.

    Agreed .. I don't believe these passives should take any class into "near-meta" territory but they should seek to deliver class-only elevations to either power or utility, whatever the class is missing. This way these pure class options have a greater potential to be competitive with subclassed builds.

    Sorc IMO has always been a tricky class for the Devs. To start, the class has two widely disparagingly play style paths between pet-based and non-pet-based. This is further compounded by mechanics. The fundamental mechanics behind how Sorc skills execute their functions are so poorly optimized that it's almost laughable; this includes excessively long animations or even the AI behind how Sorc pets behave, to even the method of requiring opponents to stand-in-stupid easy to avoid skills that yield no results. It's not always about numbers it's also about method and function.

    Sorcs biggest deficiency is raw power and, IMO, that's what these passives need to bring but the values they give are just too low, especially in the context of our poor skills. ... What's a 20% temporary increase in damage if I can run a persistent 17% AND have access to Subbed skills? .. Or equip Beacon of Oblivion and cop a 15% bonus to damage PLUS whatever else from Subclassed passives AND have access to better skills? For Sorcs this is really a no brainer, these passives just don't deliver.

    It sounds like the other classes are in the same boat with these passives based on what others are posting. I don't think these passives is really going to encourage anyone to go with a base class unless these passives are tweaked to hit HARD. .. And that shouldn't be an issue because the values and scope of them can always be adjusted down during the class refreshes anyway.

    The passives are enough to encourage me personally. And as well my husband says that he will go back or at least try pure Warden.

    That is if things remain as they are. Already nerfs to the Sorcclass masteries, based on meaningless dummy parses and Werewolf abuse, are being implied in the PTS summaries. So if they come online any weaker, then I also don't know what will be.

    I can't get on board with these passives. If I'm running a DLC Vet dungeon or Trial or anything PvP there's no way I can be competitive in those content areas with those passives AND having to carry under-performing Sorc skill lines.

    And I lean on PvP as the higher priority here because that's the significantly higher bar in terms of power and mechanical needs. Nothing in PvE has anywhere near the dynamics and power that PvP does which means that any PvE content is much easier to address and engage with as opposed to PvP. A skill or a mechanic can be acceptable in PvE but at the same time extremely unacceptable in PvP and I think we see a lot of that in Sorc, specifically.

    We can get some solid sustain out of Conservation but there are multiple ways to get that level or more of sustain elsewhere. None of these passives deliver on persistent power, especially not like we can get elsewhere.

    If they go nerf the passives then it's pushing many Sorcs even more-so to stay with Subclassing. Dummy parsing is only part of comprehensive testing. Dummies don't represent any aspect of real-world in game combat. No enemy just stands there and "takes it" from a player.

    I can't speak for all players but it's not as if most of us Sorcs didn't already have a strategy for sustain or a strategy to delver strong burst power or persistent DPS. I'm not seeing where any of these passives brings Sorcs any of those benefits that we can't get elsewhere but also have access to far, far better skills through subclassing.

    If someone want's to run pure Sorc with these passives, that's great, however, I would very much maintain that in any real world scenario they're going to under perform. The main playstyle I can see someone making that choice for is Heavy Attacks, which is fine, it's definitely an option, I just wish Sorcs could get values and mechanics that support more than just that one-trick-pony setup.

    Maybe after the Sorc class refresh, IF (and this is a big IF) we get significantly re-worked skills that deliver on what Sorcs have been lacking then we have a better argument for these passives being as they are, but there's no way in the context of our poor skills. Right now, the passives need to deliver a lot more to make up for the penalty of having to carry those skills, otherwise, most are going to still see Subclassing as being more beneficial. .. especially when we can even Parse equal or higher numbers on a dummy with Subclassing that we can with these passives.

    These are seemingly "good on paper" passives.

    For the average player, this is surely not doing it. For most people the tools and abilities offered through sub classing will outweigh any of this. For me at least it's good enough to delve into it again, particularly because I heavily dislike subclassing and should be glad to take any reason given to abandon its malevolent pull.

    I would lie if I said I don't feel uncertain. On the PTS I have tested a lot with my partner, and I notice how with Sorc's Font of Power, my damage is merely returned to where it was one and a half years ago when last we played. I feel no stronger at all despite having 35% more spell damage. It's like it merely brings me back to where I was years ago power wise.

    Which probably says a lot about Sorc or about the game. (I truly do not know, as I have not followed every patch) All I know is that pure MagSorc is really done for on current Live, and that the class mastery merely restores a semblence of what was.
    In order to explain what I mean when I say MagSorc, I shall let a wiser one speak:

    "Harry, the definition of a MagSorc is that he wears a staff, dons light armour and that he uses magic wards. But more importantly; it means that he does under no circumstances ever Stam.“ - Albus Percival Wulfric Brian Dumbledore

    What people understand under MagSorc nowadays in a world post hybridization and subclassing is just dreadful to me. You are not a MagSorc only because your magpool is 1k higher than your stam.

    Oh I feel this 100%. For a casual player, yes, they'll probably see a difference with these passives but, no, they won't keep up with subclassing.

    Many, myself included, advocated that subclassing should be restricted to, maybe, PvE only or at the very least have more limitations than the open season that it currently is, because we KNEW it would ruin PvP and overwhelm PvE, which it has done.

    Mag Sorc suffers greatly. Even before Subclassing Mag Sorc lagged but afterward they fell through the floor. I found a way to make Mag Sorc (somewhat) competitive but it's a very unique play style and extremely rare / niche setup that's also somewhat in-game expensive to operate as it requires a ton of filled Soul Gems. ... But, it delivers a lot of power and at the same time speaks to the darker side of Sorc lore.

    The passives are ok and will work for some but I don't seem them convincing the lions share to sign up for them.
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.

    Agreed .. I don't believe these passives should take any class into "near-meta" territory but they should seek to deliver class-only elevations to either power or utility, whatever the class is missing. This way these pure class options have a greater potential to be competitive with subclassed builds.

    Sorc IMO has always been a tricky class for the Devs. To start, the class has two widely disparagingly play style paths between pet-based and non-pet-based. This is further compounded by mechanics. The fundamental mechanics behind how Sorc skills execute their functions are so poorly optimized that it's almost laughable; this includes excessively long animations or even the AI behind how Sorc pets behave, to even the method of requiring opponents to stand-in-stupid easy to avoid skills that yield no results. It's not always about numbers it's also about method and function.

    Sorcs biggest deficiency is raw power and, IMO, that's what these passives need to bring but the values they give are just too low, especially in the context of our poor skills. ... What's a 20% temporary increase in damage if I can run a persistent 17% AND have access to Subbed skills? .. Or equip Beacon of Oblivion and cop a 15% bonus to damage PLUS whatever else from Subclassed passives AND have access to better skills? For Sorcs this is really a no brainer, these passives just don't deliver.

    It sounds like the other classes are in the same boat with these passives based on what others are posting. I don't think these passives is really going to encourage anyone to go with a base class unless these passives are tweaked to hit HARD. .. And that shouldn't be an issue because the values and scope of them can always be adjusted down during the class refreshes anyway.

    The passives are enough to encourage me personally. And as well my husband says that he will go back or at least try pure Warden.

    That is if things remain as they are. Already nerfs to the Sorcclass masteries, based on meaningless dummy parses and Werewolf abuse, are being implied in the PTS summaries. So if they come online any weaker, then I also don't know what will be.

    I can't get on board with these passives. If I'm running a DLC Vet dungeon or Trial or anything PvP there's no way I can be competitive in those content areas with those passives AND having to carry under-performing Sorc skill lines.

    And I lean on PvP as the higher priority here because that's the significantly higher bar in terms of power and mechanical needs. Nothing in PvE has anywhere near the dynamics and power that PvP does which means that any PvE content is much easier to address and engage with as opposed to PvP. A skill or a mechanic can be acceptable in PvE but at the same time extremely unacceptable in PvP and I think we see a lot of that in Sorc, specifically.

    We can get some solid sustain out of Conservation but there are multiple ways to get that level or more of sustain elsewhere. None of these passives deliver on persistent power, especially not like we can get elsewhere.

    If they go nerf the passives then it's pushing many Sorcs even more-so to stay with Subclassing. Dummy parsing is only part of comprehensive testing. Dummies don't represent any aspect of real-world in game combat. No enemy just stands there and "takes it" from a player.

    I can't speak for all players but it's not as if most of us Sorcs didn't already have a strategy for sustain or a strategy to delver strong burst power or persistent DPS. I'm not seeing where any of these passives brings Sorcs any of those benefits that we can't get elsewhere but also have access to far, far better skills through subclassing.

    If someone want's to run pure Sorc with these passives, that's great, however, I would very much maintain that in any real world scenario they're going to under perform. The main playstyle I can see someone making that choice for is Heavy Attacks, which is fine, it's definitely an option, I just wish Sorcs could get values and mechanics that support more than just that one-trick-pony setup.

    Maybe after the Sorc class refresh, IF (and this is a big IF) we get significantly re-worked skills that deliver on what Sorcs have been lacking then we have a better argument for these passives being as they are, but there's no way in the context of our poor skills. Right now, the passives need to deliver a lot more to make up for the penalty of having to carry those skills, otherwise, most are going to still see Subclassing as being more beneficial. .. especially when we can even Parse equal or higher numbers on a dummy with Subclassing that we can with these passives.

    These are seemingly "good on paper" passives.

    For the average player, this is surely not doing it. For most people the tools and abilities offered through sub classing will outweigh any of this. For me at least it's good enough to delve into it again, particularly because I heavily dislike subclassing and should be glad to take any reason given to abandon its malevolent pull.

    I would lie if I said I don't feel uncertain. On the PTS I have tested a lot with my partner, and I notice how with Sorc's Font of Power, my damage is merely returned to where it was one and a half years ago when last we played. I feel no stronger at all despite having 35% more spell damage. It's like it merely brings me back to where I was years ago power wise.

    Which probably says a lot about Sorc or about the game. (I truly do not know, as I have not followed every patch) All I know is that pure MagSorc is really done for on current Live, and that the class mastery merely restores a semblence of what was.
    In order to explain what I mean when I say MagSorc, I shall let a wiser one speak:

    "Harry, the definition of a MagSorc is that he wears a staff, dons light armour and that he uses magic wards. But more importantly; it means that he does under no circumstances ever Stam.“ - Albus Percival Wulfric Brian Dumbledore

    What people understand under MagSorc nowadays in a world post hybridization and subclassing is just dreadful to me. You are not a MagSorc only because your magpool is 1k higher than your stam.

    Oh I feel this 100%. For a casual player, yes, they'll probably see a difference with these passives but, no, they won't keep up with subclassing.

    Many, myself included, advocated that subclassing should be restricted to, maybe, PvE only or at the very least have more limitations than the open season that it currently is, because we KNEW it would ruin PvP and overwhelm PvE, which it has done.

    Mag Sorc suffers greatly. Even before Subclassing Mag Sorc lagged but afterward they fell through the floor. I found a way to make Mag Sorc (somewhat) competitive but it's a very unique play style and extremely rare / niche setup that's also somewhat in-game expensive to operate as it requires a ton of filled Soul Gems. ... But, it delivers a lot of power and at the same time speaks to the darker side of Sorc lore.

    The passives are ok and will work for some but I don't seem them convincing the lions share to sign up for them.

    I believe I may know as to what you refer. Soul gems afterall are a well known thing to our kind. I am interested to learn how this goes for you.

    What is so sad to see in pvp how class identity is gone. You never know what to expect when you see someone, but I hope the class mastery will animate more to return to pure classing.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.

    Agreed .. I don't believe these passives should take any class into "near-meta" territory but they should seek to deliver class-only elevations to either power or utility, whatever the class is missing. This way these pure class options have a greater potential to be competitive with subclassed builds.

    Sorc IMO has always been a tricky class for the Devs. To start, the class has two widely disparagingly play style paths between pet-based and non-pet-based. This is further compounded by mechanics. The fundamental mechanics behind how Sorc skills execute their functions are so poorly optimized that it's almost laughable; this includes excessively long animations or even the AI behind how Sorc pets behave, to even the method of requiring opponents to stand-in-stupid easy to avoid skills that yield no results. It's not always about numbers it's also about method and function.

    Sorcs biggest deficiency is raw power and, IMO, that's what these passives need to bring but the values they give are just too low, especially in the context of our poor skills. ... What's a 20% temporary increase in damage if I can run a persistent 17% AND have access to Subbed skills? .. Or equip Beacon of Oblivion and cop a 15% bonus to damage PLUS whatever else from Subclassed passives AND have access to better skills? For Sorcs this is really a no brainer, these passives just don't deliver.

    It sounds like the other classes are in the same boat with these passives based on what others are posting. I don't think these passives is really going to encourage anyone to go with a base class unless these passives are tweaked to hit HARD. .. And that shouldn't be an issue because the values and scope of them can always be adjusted down during the class refreshes anyway.

    The passives are enough to encourage me personally. And as well my husband says that he will go back or at least try pure Warden.

    That is if things remain as they are. Already nerfs to the Sorcclass masteries, based on meaningless dummy parses and Werewolf abuse, are being implied in the PTS summaries. So if they come online any weaker, then I also don't know what will be.

    I can't get on board with these passives. If I'm running a DLC Vet dungeon or Trial or anything PvP there's no way I can be competitive in those content areas with those passives AND having to carry under-performing Sorc skill lines.

    And I lean on PvP as the higher priority here because that's the significantly higher bar in terms of power and mechanical needs. Nothing in PvE has anywhere near the dynamics and power that PvP does which means that any PvE content is much easier to address and engage with as opposed to PvP. A skill or a mechanic can be acceptable in PvE but at the same time extremely unacceptable in PvP and I think we see a lot of that in Sorc, specifically.

    We can get some solid sustain out of Conservation but there are multiple ways to get that level or more of sustain elsewhere. None of these passives deliver on persistent power, especially not like we can get elsewhere.

    If they go nerf the passives then it's pushing many Sorcs even more-so to stay with Subclassing. Dummy parsing is only part of comprehensive testing. Dummies don't represent any aspect of real-world in game combat. No enemy just stands there and "takes it" from a player.

    I can't speak for all players but it's not as if most of us Sorcs didn't already have a strategy for sustain or a strategy to delver strong burst power or persistent DPS. I'm not seeing where any of these passives brings Sorcs any of those benefits that we can't get elsewhere but also have access to far, far better skills through subclassing.

    If someone want's to run pure Sorc with these passives, that's great, however, I would very much maintain that in any real world scenario they're going to under perform. The main playstyle I can see someone making that choice for is Heavy Attacks, which is fine, it's definitely an option, I just wish Sorcs could get values and mechanics that support more than just that one-trick-pony setup.

    Maybe after the Sorc class refresh, IF (and this is a big IF) we get significantly re-worked skills that deliver on what Sorcs have been lacking then we have a better argument for these passives being as they are, but there's no way in the context of our poor skills. Right now, the passives need to deliver a lot more to make up for the penalty of having to carry those skills, otherwise, most are going to still see Subclassing as being more beneficial. .. especially when we can even Parse equal or higher numbers on a dummy with Subclassing that we can with these passives.

    These are seemingly "good on paper" passives.

    For the average player, this is surely not doing it. For most people the tools and abilities offered through sub classing will outweigh any of this. For me at least it's good enough to delve into it again, particularly because I heavily dislike subclassing and should be glad to take any reason given to abandon its malevolent pull.

    I would lie if I said I don't feel uncertain. On the PTS I have tested a lot with my partner, and I notice how with Sorc's Font of Power, my damage is merely returned to where it was one and a half years ago when last we played. I feel no stronger at all despite having 35% more spell damage. It's like it merely brings me back to where I was years ago power wise.

    Which probably says a lot about Sorc or about the game. (I truly do not know, as I have not followed every patch) All I know is that pure MagSorc is really done for on current Live, and that the class mastery merely restores a semblence of what was.
    In order to explain what I mean when I say MagSorc, I shall let a wiser one speak:

    "Harry, the definition of a MagSorc is that he wears a staff, dons light armour and that he uses magic wards. But more importantly; it means that he does under no circumstances ever Stam.“ - Albus Percival Wulfric Brian Dumbledore

    What people understand under MagSorc nowadays in a world post hybridization and subclassing is just dreadful to me. You are not a MagSorc only because your magpool is 1k higher than your stam.

    Oh I feel this 100%. For a casual player, yes, they'll probably see a difference with these passives but, no, they won't keep up with subclassing.

    Many, myself included, advocated that subclassing should be restricted to, maybe, PvE only or at the very least have more limitations than the open season that it currently is, because we KNEW it would ruin PvP and overwhelm PvE, which it has done.

    Mag Sorc suffers greatly. Even before Subclassing Mag Sorc lagged but afterward they fell through the floor. I found a way to make Mag Sorc (somewhat) competitive but it's a very unique play style and extremely rare / niche setup that's also somewhat in-game expensive to operate as it requires a ton of filled Soul Gems. ... But, it delivers a lot of power and at the same time speaks to the darker side of Sorc lore.

    The passives are ok and will work for some but I don't seem them convincing the lions share to sign up for them.

    I believe I may know as to what you refer. Soul gems afterall are a well known thing to our kind. I am interested to learn how this goes for you.

    What is so sad to see in pvp how class identity is gone. You never know what to expect when you see someone, but I hope the class mastery will animate more to return to pure classing.

    For PvP I run a mix of Black Gem monster set which deals strong damage scaling off the targets max health, sacrificing a Soul Gem to fire the missile which is an extra, independent instance of damage along side my main attacks. My main spammable is Shocking Soul which not only procs the Black Gem set but its scribed with Anchorite’s Cruelty which consumes another Soul Gem to deal oblivion damage, which is yet another instance of simultaneous damage.

    I also run 5pc of Oblivions Foe which synergizes with Shocking Soul to apply a high scaling passive DoT on the target with Shocking Soul.

    I use the Energy Overload ult which buffs light attacks and synergizes perfectly with the Black Gem set.

    So my opening shot of Shocking Soul procs the monster set and the light attack Energy Overload fires the Soul Gem so the target takes 5 instances of damage from that one GCD application which scales to a high burst of damage.

    Practically nobody runs the BGM monster set, it’s a tricky dungeon to run and I’m fairly sure few are running Oblivions Foe but both align well with Sorc lore IMO and provide solid damage output and is a viable alternative play style for Mag Sorc if one can get used to it.

    For PvE I get rid of the BGM monster set for 5pc Oblivions Foe & 5pc Beacon of Oblivion. Since my character scales to high base DPS the Beacon is a solid buff. I also run a different scribe of Shocking Soul as well as Soul Burst to apply the Oblivions Foe DoT to a broad AoE. I use Consuming Trap as a high value DoT + part of my sustain strat.
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.

    Agreed .. I don't believe these passives should take any class into "near-meta" territory but they should seek to deliver class-only elevations to either power or utility, whatever the class is missing. This way these pure class options have a greater potential to be competitive with subclassed builds.

    Sorc IMO has always been a tricky class for the Devs. To start, the class has two widely disparagingly play style paths between pet-based and non-pet-based. This is further compounded by mechanics. The fundamental mechanics behind how Sorc skills execute their functions are so poorly optimized that it's almost laughable; this includes excessively long animations or even the AI behind how Sorc pets behave, to even the method of requiring opponents to stand-in-stupid easy to avoid skills that yield no results. It's not always about numbers it's also about method and function.

    Sorcs biggest deficiency is raw power and, IMO, that's what these passives need to bring but the values they give are just too low, especially in the context of our poor skills. ... What's a 20% temporary increase in damage if I can run a persistent 17% AND have access to Subbed skills? .. Or equip Beacon of Oblivion and cop a 15% bonus to damage PLUS whatever else from Subclassed passives AND have access to better skills? For Sorcs this is really a no brainer, these passives just don't deliver.

    It sounds like the other classes are in the same boat with these passives based on what others are posting. I don't think these passives is really going to encourage anyone to go with a base class unless these passives are tweaked to hit HARD. .. And that shouldn't be an issue because the values and scope of them can always be adjusted down during the class refreshes anyway.

    The passives are enough to encourage me personally. And as well my husband says that he will go back or at least try pure Warden.

    That is if things remain as they are. Already nerfs to the Sorcclass masteries, based on meaningless dummy parses and Werewolf abuse, are being implied in the PTS summaries. So if they come online any weaker, then I also don't know what will be.

    I can't get on board with these passives. If I'm running a DLC Vet dungeon or Trial or anything PvP there's no way I can be competitive in those content areas with those passives AND having to carry under-performing Sorc skill lines.

    And I lean on PvP as the higher priority here because that's the significantly higher bar in terms of power and mechanical needs. Nothing in PvE has anywhere near the dynamics and power that PvP does which means that any PvE content is much easier to address and engage with as opposed to PvP. A skill or a mechanic can be acceptable in PvE but at the same time extremely unacceptable in PvP and I think we see a lot of that in Sorc, specifically.

    We can get some solid sustain out of Conservation but there are multiple ways to get that level or more of sustain elsewhere. None of these passives deliver on persistent power, especially not like we can get elsewhere.

    If they go nerf the passives then it's pushing many Sorcs even more-so to stay with Subclassing. Dummy parsing is only part of comprehensive testing. Dummies don't represent any aspect of real-world in game combat. No enemy just stands there and "takes it" from a player.

    I can't speak for all players but it's not as if most of us Sorcs didn't already have a strategy for sustain or a strategy to delver strong burst power or persistent DPS. I'm not seeing where any of these passives brings Sorcs any of those benefits that we can't get elsewhere but also have access to far, far better skills through subclassing.

    If someone want's to run pure Sorc with these passives, that's great, however, I would very much maintain that in any real world scenario they're going to under perform. The main playstyle I can see someone making that choice for is Heavy Attacks, which is fine, it's definitely an option, I just wish Sorcs could get values and mechanics that support more than just that one-trick-pony setup.

    Maybe after the Sorc class refresh, IF (and this is a big IF) we get significantly re-worked skills that deliver on what Sorcs have been lacking then we have a better argument for these passives being as they are, but there's no way in the context of our poor skills. Right now, the passives need to deliver a lot more to make up for the penalty of having to carry those skills, otherwise, most are going to still see Subclassing as being more beneficial. .. especially when we can even Parse equal or higher numbers on a dummy with Subclassing that we can with these passives.

    These are seemingly "good on paper" passives.

    For the average player, this is surely not doing it. For most people the tools and abilities offered through sub classing will outweigh any of this. For me at least it's good enough to delve into it again, particularly because I heavily dislike subclassing and should be glad to take any reason given to abandon its malevolent pull.

    I would lie if I said I don't feel uncertain. On the PTS I have tested a lot with my partner, and I notice how with Sorc's Font of Power, my damage is merely returned to where it was one and a half years ago when last we played. I feel no stronger at all despite having 35% more spell damage. It's like it merely brings me back to where I was years ago power wise.

    Which probably says a lot about Sorc or about the game. (I truly do not know, as I have not followed every patch) All I know is that pure MagSorc is really done for on current Live, and that the class mastery merely restores a semblence of what was.
    In order to explain what I mean when I say MagSorc, I shall let a wiser one speak:

    "Harry, the definition of a MagSorc is that he wears a staff, dons light armour and that he uses magic wards. But more importantly; it means that he does under no circumstances ever Stam.“ - Albus Percival Wulfric Brian Dumbledore

    What people understand under MagSorc nowadays in a world post hybridization and subclassing is just dreadful to me. You are not a MagSorc only because your magpool is 1k higher than your stam.

    Oh I feel this 100%. For a casual player, yes, they'll probably see a difference with these passives but, no, they won't keep up with subclassing.

    Many, myself included, advocated that subclassing should be restricted to, maybe, PvE only or at the very least have more limitations than the open season that it currently is, because we KNEW it would ruin PvP and overwhelm PvE, which it has done.

    Mag Sorc suffers greatly. Even before Subclassing Mag Sorc lagged but afterward they fell through the floor. I found a way to make Mag Sorc (somewhat) competitive but it's a very unique play style and extremely rare / niche setup that's also somewhat in-game expensive to operate as it requires a ton of filled Soul Gems. ... But, it delivers a lot of power and at the same time speaks to the darker side of Sorc lore.

    The passives are ok and will work for some but I don't seem them convincing the lions share to sign up for them.

    I believe I may know as to what you refer. Soul gems afterall are a well known thing to our kind. I am interested to learn how this goes for you.

    What is so sad to see in pvp how class identity is gone. You never know what to expect when you see someone, but I hope the class mastery will animate more to return to pure classing.

    For PvP I run a mix of Black Gem monster set which deals strong damage scaling off the targets max health, sacrificing a Soul Gem to fire the missile which is an extra, independent instance of damage along side my main attacks. My main spammable is Shocking Soul which not only procs the Black Gem set but its scribed with Anchorite’s Cruelty which consumes another Soul Gem to deal oblivion damage, which is yet another instance of simultaneous damage.

    I also run 5pc of Oblivions Foe which synergizes with Shocking Soul to apply a high scaling passive DoT on the target with Shocking Soul.

    I use the Energy Overload ult which buffs light attacks and synergizes perfectly with the Black Gem set.

    So my opening shot of Shocking Soul procs the monster set and the light attack Energy Overload fires the Soul Gem so the target takes 5 instances of damage from that one GCD application which scales to a high burst of damage.

    Practically nobody runs the BGM monster set, it’s a tricky dungeon to run and I’m fairly sure few are running Oblivions Foe but both align well with Sorc lore IMO and provide solid damage output and is a viable alternative play style for Mag Sorc if one can get used to it.

    For PvE I get rid of the BGM monster set for 5pc Oblivions Foe & 5pc Beacon of Oblivion. Since my character scales to high base DPS the Beacon is a solid buff. I also run a different scribe of Shocking Soul as well as Soul Burst to apply the Oblivions Foe DoT to a broad AoE. I use Consuming Trap as a high value DoT + part of my sustain strat.

    I have tested Black Monstrosity only last night on the PTS and it dealt 2.8k against my companion. Seems it does only like 7.5% of HP in pvp. It did not convince me sadly, even though I like how well it works. I had the same idea as you. But I feel that our Shock Mastery script does the same as Anchorite, only all at once instead over 5 seconds.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • ArctosCethlenn
    ArctosCethlenn
    ✭✭✭✭
    d9n3hg8druhs.png
    Isn't it kinda a problem if a mastery is good for damage output, healing output, and defense altogether? There's no real choice if one mastery is so generalist that every variety of nightblade benefits in its own way from it.
  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.

    Agreed .. I don't believe these passives should take any class into "near-meta" territory but they should seek to deliver class-only elevations to either power or utility, whatever the class is missing. This way these pure class options have a greater potential to be competitive with subclassed builds.

    Sorc IMO has always been a tricky class for the Devs. To start, the class has two widely disparagingly play style paths between pet-based and non-pet-based. This is further compounded by mechanics. The fundamental mechanics behind how Sorc skills execute their functions are so poorly optimized that it's almost laughable; this includes excessively long animations or even the AI behind how Sorc pets behave, to even the method of requiring opponents to stand-in-stupid easy to avoid skills that yield no results. It's not always about numbers it's also about method and function.

    Sorcs biggest deficiency is raw power and, IMO, that's what these passives need to bring but the values they give are just too low, especially in the context of our poor skills. ... What's a 20% temporary increase in damage if I can run a persistent 17% AND have access to Subbed skills? .. Or equip Beacon of Oblivion and cop a 15% bonus to damage PLUS whatever else from Subclassed passives AND have access to better skills? For Sorcs this is really a no brainer, these passives just don't deliver.

    It sounds like the other classes are in the same boat with these passives based on what others are posting. I don't think these passives is really going to encourage anyone to go with a base class unless these passives are tweaked to hit HARD. .. And that shouldn't be an issue because the values and scope of them can always be adjusted down during the class refreshes anyway.

    The passives are enough to encourage me personally. And as well my husband says that he will go back or at least try pure Warden.

    That is if things remain as they are. Already nerfs to the Sorcclass masteries, based on meaningless dummy parses and Werewolf abuse, are being implied in the PTS summaries. So if they come online any weaker, then I also don't know what will be.

    I can't get on board with these passives. If I'm running a DLC Vet dungeon or Trial or anything PvP there's no way I can be competitive in those content areas with those passives AND having to carry under-performing Sorc skill lines.

    And I lean on PvP as the higher priority here because that's the significantly higher bar in terms of power and mechanical needs. Nothing in PvE has anywhere near the dynamics and power that PvP does which means that any PvE content is much easier to address and engage with as opposed to PvP. A skill or a mechanic can be acceptable in PvE but at the same time extremely unacceptable in PvP and I think we see a lot of that in Sorc, specifically.

    We can get some solid sustain out of Conservation but there are multiple ways to get that level or more of sustain elsewhere. None of these passives deliver on persistent power, especially not like we can get elsewhere.

    If they go nerf the passives then it's pushing many Sorcs even more-so to stay with Subclassing. Dummy parsing is only part of comprehensive testing. Dummies don't represent any aspect of real-world in game combat. No enemy just stands there and "takes it" from a player.

    I can't speak for all players but it's not as if most of us Sorcs didn't already have a strategy for sustain or a strategy to delver strong burst power or persistent DPS. I'm not seeing where any of these passives brings Sorcs any of those benefits that we can't get elsewhere but also have access to far, far better skills through subclassing.

    If someone want's to run pure Sorc with these passives, that's great, however, I would very much maintain that in any real world scenario they're going to under perform. The main playstyle I can see someone making that choice for is Heavy Attacks, which is fine, it's definitely an option, I just wish Sorcs could get values and mechanics that support more than just that one-trick-pony setup.

    Maybe after the Sorc class refresh, IF (and this is a big IF) we get significantly re-worked skills that deliver on what Sorcs have been lacking then we have a better argument for these passives being as they are, but there's no way in the context of our poor skills. Right now, the passives need to deliver a lot more to make up for the penalty of having to carry those skills, otherwise, most are going to still see Subclassing as being more beneficial. .. especially when we can even Parse equal or higher numbers on a dummy with Subclassing that we can with these passives.

    These are seemingly "good on paper" passives.

    For the average player, this is surely not doing it. For most people the tools and abilities offered through sub classing will outweigh any of this. For me at least it's good enough to delve into it again, particularly because I heavily dislike subclassing and should be glad to take any reason given to abandon its malevolent pull.

    I would lie if I said I don't feel uncertain. On the PTS I have tested a lot with my partner, and I notice how with Sorc's Font of Power, my damage is merely returned to where it was one and a half years ago when last we played. I feel no stronger at all despite having 35% more spell damage. It's like it merely brings me back to where I was years ago power wise.

    Which probably says a lot about Sorc or about the game. (I truly do not know, as I have not followed every patch) All I know is that pure MagSorc is really done for on current Live, and that the class mastery merely restores a semblence of what was.
    In order to explain what I mean when I say MagSorc, I shall let a wiser one speak:

    "Harry, the definition of a MagSorc is that he wears a staff, dons light armour and that he uses magic wards. But more importantly; it means that he does under no circumstances ever Stam.“ - Albus Percival Wulfric Brian Dumbledore

    What people understand under MagSorc nowadays in a world post hybridization and subclassing is just dreadful to me. You are not a MagSorc only because your magpool is 1k higher than your stam.

    Oh I feel this 100%. For a casual player, yes, they'll probably see a difference with these passives but, no, they won't keep up with subclassing.

    Many, myself included, advocated that subclassing should be restricted to, maybe, PvE only or at the very least have more limitations than the open season that it currently is, because we KNEW it would ruin PvP and overwhelm PvE, which it has done.

    Mag Sorc suffers greatly. Even before Subclassing Mag Sorc lagged but afterward they fell through the floor. I found a way to make Mag Sorc (somewhat) competitive but it's a very unique play style and extremely rare / niche setup that's also somewhat in-game expensive to operate as it requires a ton of filled Soul Gems. ... But, it delivers a lot of power and at the same time speaks to the darker side of Sorc lore.

    The passives are ok and will work for some but I don't seem them convincing the lions share to sign up for them.

    I believe I may know as to what you refer. Soul gems afterall are a well known thing to our kind. I am interested to learn how this goes for you.

    What is so sad to see in pvp how class identity is gone. You never know what to expect when you see someone, but I hope the class mastery will animate more to return to pure classing.

    For PvP I run a mix of Black Gem monster set which deals strong damage scaling off the targets max health, sacrificing a Soul Gem to fire the missile which is an extra, independent instance of damage along side my main attacks. My main spammable is Shocking Soul which not only procs the Black Gem set but its scribed with Anchorite’s Cruelty which consumes another Soul Gem to deal oblivion damage, which is yet another instance of simultaneous damage.

    I also run 5pc of Oblivions Foe which synergizes with Shocking Soul to apply a high scaling passive DoT on the target with Shocking Soul.

    I use the Energy Overload ult which buffs light attacks and synergizes perfectly with the Black Gem set.

    So my opening shot of Shocking Soul procs the monster set and the light attack Energy Overload fires the Soul Gem so the target takes 5 instances of damage from that one GCD application which scales to a high burst of damage.

    Practically nobody runs the BGM monster set, it’s a tricky dungeon to run and I’m fairly sure few are running Oblivions Foe but both align well with Sorc lore IMO and provide solid damage output and is a viable alternative play style for Mag Sorc if one can get used to it.

    For PvE I get rid of the BGM monster set for 5pc Oblivions Foe & 5pc Beacon of Oblivion. Since my character scales to high base DPS the Beacon is a solid buff. I also run a different scribe of Shocking Soul as well as Soul Burst to apply the Oblivions Foe DoT to a broad AoE. I use Consuming Trap as a high value DoT + part of my sustain strat.

    I have tested Black Monstrosity only last night on the PTS and it dealt 2.8k against my companion. Seems it does only like 7.5% of HP in pvp. It did not convince me sadly, even though I like how well it works. I had the same idea as you. But I feel that our Shock Mastery script does the same as Anchorite, only all at once instead over 5 seconds.

    Your setup might have something off. BGM hits WAY harder than that for me in PvP and that's with Battle Sprit effects. On average the instance of BGM damage scales to between 4k to 7k in PvP, and that's values registered on the target, after mitigation.

    If you want insights, DM me and I'll give you more info on it.
    Edited by NxJoeyD on 25 April 2026 01:42
  • NxJoeyD
    NxJoeyD
    ✭✭✭✭
    d9n3hg8druhs.png
    Isn't it kinda a problem if a mastery is good for damage output, healing output, and defense altogether? There's no real choice if one mastery is so generalist that every variety of nightblade benefits in its own way from it.

    I would say yes, IMO. That delivers quite a bit ... especially depending on whether the DR is factored into multiplicative diminishing returns or not. I would assume that it is but with this game, ya just never know.

    My guess is that this passive is built to address those builds which have the ability to, essentially, "hang out" in execute range and mitigate damage that would otherwise finish them off. This passive could give the NB the bump to damage past that on those builds. Now I don't know whether or not that's really the case, it's just a guess based on how it presents, but, that would be rather niche because that's really only a factor in PvP and would see this passive over-performing against any build that isn't set to survive in execute range of health.
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    NxJoeyD wrote: »
    Dracane wrote: »
    My initial impression was that the class masteries are too weak, then I doubted a bit when some started saying they are broken, but I am also back to thinking they are not enough. There was a wow effect for a few day, yet when considering everything and leaving aside unintended interactions, none of the masteries are good enough to seriously compete with subclassing at least as far as pvp is concerned.

    And it seems I am far from alone in my thinking.

    You're not wrong. I didn't test every class, I figured there were enough mains to cover them all .. but when I looked at Sorc I saw the same thing you are.

    People sometimes forget that there's an opportunity cost for choices we make in game. It's one thing to say X or Y Class Mastery passive is "good", in a vacuum .. but when one looks at those passives versus Subclassing that's where things fall short. There's no Class Mastery passive that I'm seeing that's going to present a sweeter opportunity than being able to slot a Merciless Resolve or Fatecarver or Shalks or Surprise Attack.

    These Mastery passives, from what I understand, are supposed to be a partial class enhancement to hold us over whilst the Devs work on the class refreshes; then seeing the Mastery passives adjusted as each class is re-worked for balance.

    These current Mastery passives aren't delivering the type of power or flexibility that Subclassing does, full stop.

    It doesn't matter whether it's PvE or PvP, Subclassing just delivers too much and if the only restrictions Subclassed builds have are these weak passives it's going to be a hard sell convincing people to stick with a pure base class build versus subbing.

    I don't doubt some people are seeing an increase in power by using the Class Mastery passives now than the power they were seeing before, BUT, that doesn't mean that the power they were outputting before the Mastery passives was anywhere near on par with the potential of what's out there; either for PvP or PvE.

    Thank you. You said this all well.
    The strongest of the class masteries is not universally strong enough to replace the things subclassing does. And they don't necessarily have to at this moment in time. As long as it's not griefing to play pure Templar, Sorc etc. until their reworks, then I am also glad.

    I just say this because I hope ZoS do not nerf any of them so soon only because there was some hype around them for a few days. The next update could genuinly be one of the most exciting ESO patches in recent memory. That is if things don't release butchered and balanced to death.

    It's so boring how everything Sorc gets are fix values, because they are afraid to give them anything that scales. Surge > fix heal value unaffected by stats. Dark Deal the same, and the previous iteration of Conservation of Energy too was a fix value.
    It's tiresome when nothing scales.

    Agreed .. I don't believe these passives should take any class into "near-meta" territory but they should seek to deliver class-only elevations to either power or utility, whatever the class is missing. This way these pure class options have a greater potential to be competitive with subclassed builds.

    Sorc IMO has always been a tricky class for the Devs. To start, the class has two widely disparagingly play style paths between pet-based and non-pet-based. This is further compounded by mechanics. The fundamental mechanics behind how Sorc skills execute their functions are so poorly optimized that it's almost laughable; this includes excessively long animations or even the AI behind how Sorc pets behave, to even the method of requiring opponents to stand-in-stupid easy to avoid skills that yield no results. It's not always about numbers it's also about method and function.

    Sorcs biggest deficiency is raw power and, IMO, that's what these passives need to bring but the values they give are just too low, especially in the context of our poor skills. ... What's a 20% temporary increase in damage if I can run a persistent 17% AND have access to Subbed skills? .. Or equip Beacon of Oblivion and cop a 15% bonus to damage PLUS whatever else from Subclassed passives AND have access to better skills? For Sorcs this is really a no brainer, these passives just don't deliver.

    It sounds like the other classes are in the same boat with these passives based on what others are posting. I don't think these passives is really going to encourage anyone to go with a base class unless these passives are tweaked to hit HARD. .. And that shouldn't be an issue because the values and scope of them can always be adjusted down during the class refreshes anyway.

    The passives are enough to encourage me personally. And as well my husband says that he will go back or at least try pure Warden.

    That is if things remain as they are. Already nerfs to the Sorcclass masteries, based on meaningless dummy parses and Werewolf abuse, are being implied in the PTS summaries. So if they come online any weaker, then I also don't know what will be.

    I can't get on board with these passives. If I'm running a DLC Vet dungeon or Trial or anything PvP there's no way I can be competitive in those content areas with those passives AND having to carry under-performing Sorc skill lines.

    And I lean on PvP as the higher priority here because that's the significantly higher bar in terms of power and mechanical needs. Nothing in PvE has anywhere near the dynamics and power that PvP does which means that any PvE content is much easier to address and engage with as opposed to PvP. A skill or a mechanic can be acceptable in PvE but at the same time extremely unacceptable in PvP and I think we see a lot of that in Sorc, specifically.

    We can get some solid sustain out of Conservation but there are multiple ways to get that level or more of sustain elsewhere. None of these passives deliver on persistent power, especially not like we can get elsewhere.

    If they go nerf the passives then it's pushing many Sorcs even more-so to stay with Subclassing. Dummy parsing is only part of comprehensive testing. Dummies don't represent any aspect of real-world in game combat. No enemy just stands there and "takes it" from a player.

    I can't speak for all players but it's not as if most of us Sorcs didn't already have a strategy for sustain or a strategy to delver strong burst power or persistent DPS. I'm not seeing where any of these passives brings Sorcs any of those benefits that we can't get elsewhere but also have access to far, far better skills through subclassing.

    If someone want's to run pure Sorc with these passives, that's great, however, I would very much maintain that in any real world scenario they're going to under perform. The main playstyle I can see someone making that choice for is Heavy Attacks, which is fine, it's definitely an option, I just wish Sorcs could get values and mechanics that support more than just that one-trick-pony setup.

    Maybe after the Sorc class refresh, IF (and this is a big IF) we get significantly re-worked skills that deliver on what Sorcs have been lacking then we have a better argument for these passives being as they are, but there's no way in the context of our poor skills. Right now, the passives need to deliver a lot more to make up for the penalty of having to carry those skills, otherwise, most are going to still see Subclassing as being more beneficial. .. especially when we can even Parse equal or higher numbers on a dummy with Subclassing that we can with these passives.

    These are seemingly "good on paper" passives.

    For the average player, this is surely not doing it. For most people the tools and abilities offered through sub classing will outweigh any of this. For me at least it's good enough to delve into it again, particularly because I heavily dislike subclassing and should be glad to take any reason given to abandon its malevolent pull.

    I would lie if I said I don't feel uncertain. On the PTS I have tested a lot with my partner, and I notice how with Sorc's Font of Power, my damage is merely returned to where it was one and a half years ago when last we played. I feel no stronger at all despite having 35% more spell damage. It's like it merely brings me back to where I was years ago power wise.

    Which probably says a lot about Sorc or about the game. (I truly do not know, as I have not followed every patch) All I know is that pure MagSorc is really done for on current Live, and that the class mastery merely restores a semblence of what was.
    In order to explain what I mean when I say MagSorc, I shall let a wiser one speak:

    "Harry, the definition of a MagSorc is that he wears a staff, dons light armour and that he uses magic wards. But more importantly; it means that he does under no circumstances ever Stam.“ - Albus Percival Wulfric Brian Dumbledore

    What people understand under MagSorc nowadays in a world post hybridization and subclassing is just dreadful to me. You are not a MagSorc only because your magpool is 1k higher than your stam.

    Oh I feel this 100%. For a casual player, yes, they'll probably see a difference with these passives but, no, they won't keep up with subclassing.

    Many, myself included, advocated that subclassing should be restricted to, maybe, PvE only or at the very least have more limitations than the open season that it currently is, because we KNEW it would ruin PvP and overwhelm PvE, which it has done.

    Mag Sorc suffers greatly. Even before Subclassing Mag Sorc lagged but afterward they fell through the floor. I found a way to make Mag Sorc (somewhat) competitive but it's a very unique play style and extremely rare / niche setup that's also somewhat in-game expensive to operate as it requires a ton of filled Soul Gems. ... But, it delivers a lot of power and at the same time speaks to the darker side of Sorc lore.

    The passives are ok and will work for some but I don't seem them convincing the lions share to sign up for them.

    I believe I may know as to what you refer. Soul gems afterall are a well known thing to our kind. I am interested to learn how this goes for you.

    What is so sad to see in pvp how class identity is gone. You never know what to expect when you see someone, but I hope the class mastery will animate more to return to pure classing.

    For PvP I run a mix of Black Gem monster set which deals strong damage scaling off the targets max health, sacrificing a Soul Gem to fire the missile which is an extra, independent instance of damage along side my main attacks. My main spammable is Shocking Soul which not only procs the Black Gem set but its scribed with Anchorite’s Cruelty which consumes another Soul Gem to deal oblivion damage, which is yet another instance of simultaneous damage.

    I also run 5pc of Oblivions Foe which synergizes with Shocking Soul to apply a high scaling passive DoT on the target with Shocking Soul.

    I use the Energy Overload ult which buffs light attacks and synergizes perfectly with the Black Gem set.

    So my opening shot of Shocking Soul procs the monster set and the light attack Energy Overload fires the Soul Gem so the target takes 5 instances of damage from that one GCD application which scales to a high burst of damage.

    Practically nobody runs the BGM monster set, it’s a tricky dungeon to run and I’m fairly sure few are running Oblivions Foe but both align well with Sorc lore IMO and provide solid damage output and is a viable alternative play style for Mag Sorc if one can get used to it.

    For PvE I get rid of the BGM monster set for 5pc Oblivions Foe & 5pc Beacon of Oblivion. Since my character scales to high base DPS the Beacon is a solid buff. I also run a different scribe of Shocking Soul as well as Soul Burst to apply the Oblivions Foe DoT to a broad AoE. I use Consuming Trap as a high value DoT + part of my sustain strat.

    I have tested Black Monstrosity only last night on the PTS and it dealt 2.8k against my companion. Seems it does only like 7.5% of HP in pvp. It did not convince me sadly, even though I like how well it works. I had the same idea as you. But I feel that our Shock Mastery script does the same as Anchorite, only all at once instead over 5 seconds.

    Your setup might have something off. BGM hits WAY harder than that for me in PvP and that's with Battle Sprit effects. On average the instance of BGM damage scales to between 4k to 7k in PvP, and that's values registered on the target, after mitigation.

    If you want insights, DM me and I'll give you more info on it.

    Excuse me? :D I definitely have to write you about this.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    Just wanted to post here that the Nature's Bounty Warden Mastery is... not currently in a great spot... due to its: a) restriction to healing actual damage on a target, and b) still being subject to the 1 target per second cooldown on the underlying regular Warden passive.

    That combination completely destroys any application of the passive to trial environments, which Warden healers will no doubt be disappointed to hear. The proc lasts for 4.5 seconds, and, with the cooldown in effect, will always be limited to a maximum of 4 players out of 12 in a trial. Warden Mastery group utility then will be carried by Tundra's Maw, which has no particular affinity with the healing role.

    Maybe this was intended? But Warden healers still have little reason to not subclass if that is the case. Which is a shame.
    Edited by YandereGirlfriend on 25 April 2026 05:23
  • Kleoxcv
    Kleoxcv
    ✭✭
    For one of the weaker necromancer class masteries why not make use of death knell passive (WITH A GRAVE LORD ABILITY SLOTTED Increases your Critical Strike Chance against enemies under 33% Health by 20%)

    Since the necromancer class doesn’t have an execute maybe a class mastery that makes All necromancer class (or just grave) abilities have an execute scalling of 300/400% to enemies under 33%
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭
    I am very disappointed that the templar masteries were not brought up in the week 2 summaryas theyre too weak to currently encourage pure classing.
    Ive seen that apparently aetheric lancer in a pure target dummy environment is producing some decent result but that set is not fit for actual combat encounters or pvp.
    As it stands the current masteries do nothing to plug in the holes left by not using subclassing for pvp.
    Templar is still missing a good source for major sorcery, prophecy and no breach(altho ele sus is hard to beat) in class.
    Scribing can make up for maybe one of those but not both. I'd really like the 300/600 illuminate passive to also grant major sorcery for its duration, I dont think it would be broken.
    Judgements brand needs to be a higher number, maybe with a cooldown, or a somewhat smaller number that affects all damage. We already have to abandon subclassing to access it, it makes 0 sense to then only apply to templar class damage.
    As it stands only bastion of light is a mastery passive that has the appropriate power level for a class mastery.
  • ArctosCethlenn
    ArctosCethlenn
    ✭✭✭✭
    Nocturnal inspiration and share the spoils are pretty similar. Share should stick around but probably catch a buff, and nocturnal inspiration should change completely instead of there being two ult gen masteries, one selfish and one self + group support.
  • hoangdz
    hoangdz
    ✭✭✭✭
    Keep it going guys. Conservation of Energy is already giga broken
    Edited by hoangdz on 27 April 2026 07:11
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    hoangdz wrote: »
    Keep it going guys. Conservation of Energy is already giga broken, but imma say nothing so they can buff it even more

    They already announced they will nerf it in the summary. I'm already prepared to stick with subclassing. Nothing ever remains after Sorc nerfs. Always heavy handed and destructive.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • danko355
    danko355
    ✭✭✭✭
    Nightblade class masteries seem pretty weak compared to other classes. It seems the class will fall behind even more after the class refresh, previously being behind DKs, subclasses and some classes, now being behind ANY class and subclasses. Class masteries just let us turn the character into ulti generating machine, that’s it. The tank passive for providing benefits while you are ALREAY blocking? Nonsense. Raising the crit is also not something the nightblade needs or lacks, it is the class with the best crit damage and crit passives, why double down in something instead of providing other interesting options? Why not to work more with stealth? With evasion?
  • Urvoth
    Urvoth
    ✭✭✭✭✭
    ✭✭
    Necromancer class masteries feel like a wasted opportunity. They have no flair and really don't help fill the substantial class gaps. Necro has languished for YEARS in the damage department and has had to heavily crutch on generic skills. While not perfect, the tanking and healing side has generally been much stronger and more synergistic. It's wild that zos is now primarily acknowledging the support side of class mastery for necro, but seems apathetic (as always) to necro dps.

    Why can't necro get a dot proc passive like DK is being given? Why does DK get ALL the dot additions like pyrebrand or class mastery, but Necro gets none? Necro is also supposed to be a dot class, and has a major passive AND skill(that Stalking Blastbones was deleted for) dedicated to boosting dots, yet doesn't have a single class sticky dot besides the absurdly clunky Ghostly Embrace. It similarly receives no new dot sources whenever there's new class content added. Even werewolf receives more "dot support" than necro does.

    Other classes are receiving UNIQUE damage procs or passives that provide alternate or interesting build/playstyle variations. Instead, Necro gets:
    • Nothing Wasted: Generic stat boost that's extremely similar to the existing class script. This'll be nice for PvE parsing, but a lot of necro PvP builds don't even use corpse consuming abilities because they're generally too clunky and static to be widely viable. This seems like a wasted opportunity to give necro something unique and flavorful.
    • Malevolent Promise: Makes corpse consumption a bit more dynamic and closer to how it should probably function by default. This is really the only interesting damage passive, but for some reason you can't even use it in PvP, so necro is essentially getting scammed with one less mastery passive than other classes. Even if it did work in PvP, it would only be potentially busted on Corpse Burster builds, so it's hardly a widely applicable damage passive for the class as a whole. Compared to the crazy damage procs other classes are getting, this passive ONLY allows necro to actually use its existing skills. Also, only allowing the closest enemy to be targeted as a corpse instead of any enemy would be an annoying mess when fighting groups. Why should a Necro not be able to target the person they're already focusing on just because another player stepped a foot closer for half a second? This passive desperately requires adjustment. If zos is concerned about Corpse Burster spam, it would be much better to just add a restriction for use with that set and then allow this passive for PvP.
    • Cycle Unending: Conditional, generic damage done bonus that will once again help with PvE parsing but doesn't expand necro's actual damage options. Despite being extremely conditional in PvP, since you're not going to consistently be sitting at 25% more relative health than your opponents, this passive is of course halved in PvP. Most of the time you might be getting an extra couple percent damage done against decent opponents. At that point, why not just subclass for stronger damage passives and skills? Also, Arcanist gets a very similar passive with Unbound Potential, except that's a consistent, essentially unconditional 15% damage done. Why does Arcanist get a consistent, reliable damage done passive that's also 3%(5% in PvE) higher than Cycle's max, while Necro gets something that won't even give the max bonus the majority of the time? Arcanist's damage kit is stronger than Necro's already.
    • Pound of Flesh: Amazing passive and the only one that feels widely applicable in both PvP and PvE. It also feels appropriately thematic to Necro, though I would prefer if it also restored 5% magicka to give more options for different build types. Either way though, a solid passive.
    • At the Precipice: Once again, this is just letting Necro actually use its skills like every other class can already do by default.

    Necro is already six feet under damage wise, and has been for years. Not only do these passives not help much with build variety, damage source options, or flavor, they're also just not competitive with subclassing. You can already source strong stat boosting passives with subclassing and you get entire lines with multiple strong skills on top of that. Necro really could've used a unique damage proc and/or more thoughtful, flavorful passives that aren't just generic stat boosts or a conditional passive that is completely disabled in PvP. Why not have a passive that makes your light attacks give a ramping empower to your skelly summons, a passive that adds a flat Xhundred damage done to all your dots, or a passive that makes all your direct damage class abilities explode for an additional X damage to all enemies in the area? There's innumerable unique, flavorful options that could've been implemented, just like what other classes are getting. It's so disappointing seeing Necro get the short end of the stick once again.

    Edited by Urvoth on 26 April 2026 04:40
  • VinnyGambini
    VinnyGambini
    ✭✭✭✭
    Honest feedback about the Templar class mastery perks is that they are absolute weak sauce compared to what the other classes are getting. Bright Harbinger and Judgment's Brand don't add nearly enough damage to meaningfully compete with subclassed damage output, and Devout Guardian and Steadfast Candescence should really enhance templar tanks with some kind of debuff to bring them up to the minimum standard kit available in other classes.

    Nova's Maim doesn't count. Why on earth should Maim cost ult when it's readily available on-demand by other means?

    Fully agree on templar dmg passives. Sure, they are working, but thay are nowhere as strong as other classes pasiives (sorc, dk, warden)
    hoangdz wrote: »
    Keep it going guys. Conservation of Energy is already giga broken, but imma say nothing so they can buff it even more

    It's hilarious that some sorc players say that sorc passives are weak. Sorc has the most powerful passives, and becomes absolutely broken class. And sorc WW is even more broken.
Sign In or Register to comment.