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Class Mastery should require all 3 skill lines.

dark_hunterxmg
dark_hunterxmg
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Just as the title states, all 3 skill lines should be required for Class Mastery to be used. One cannot be considered a "master" if they are a jack of all trades.
  • WuffyCerulei
    WuffyCerulei
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    Or at least 2 skill lines. Some classes just get jorked with having a third, ungreat skill line for things like DPS. Like sorcerer and dark magic.
    Sorcerer's pretty much been the same for years. Nerf Rush of Agony and Saints&Seducer's
  • Waugh
    Waugh
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    I completely agree. Right now, everyone is playing Guardian because it's one of the classes with the most powerful mastery with its snare/stun...
  • dark_hunterxmg
    dark_hunterxmg
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    Waugh wrote: »
    I completely agree. Right now, everyone is playing Guardian because it's one of the classes with the most powerful mastery with its snare/stun...

    This is the one seen most often. It's quite overpowered. When multiples are using it, it's like playing the floor is lava.
  • Erickson9610
    Erickson9610
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    I think the bonus of Class Mastery should increase the more skill lines belonging to your original Class you have equipped.

    For some Class Mastery effects, that would require a slight rework, like a cooldown that gets shortened the more original skill lines you have. For others, having more original skill lines would mean the bonus granted would be greater.


    I wouldn't mind if Class Mastery across all Classes in general was changed to a generic +bonus to Class abilities, though. Not much sense running a Script called "Class Mastery" if you aren't using Class abilities.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • YandereGirlfriend
    YandereGirlfriend
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    Scaling with class lines would be interesting.

    But right now there are clear winners and losers in terms of the effects so this would need to be addressed first.

    Necro is the poster boy for useless and nerfed class script and it needs to be changed ASAP.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Necro is the poster boy for useless and nerfed class script and it needs to be changed ASAP.

    Laughs in health scaling shielder build
  • The_Meathead
    The_Meathead
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    That damnable Warden charm (ie, the same thing as old Fear that was deemed problematic) drives me nuts. Anything to reduce its existence in Cyrodiil is welcome!
  • YandereGirlfriend
    YandereGirlfriend
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    That damnable Warden charm (ie, the same thing as old Fear that was deemed problematic) drives me nuts. Anything to reduce its existence in Cyrodiil is welcome!

    Indeed. Warden Charm was one of the worst additions to the game over the last year.

    It's like the old lessons of how Fears behaved were completely forgotten.
  • ESO_Nightingale
    ESO_Nightingale
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    That damnable Warden charm (ie, the same thing as old Fear that was deemed problematic) drives me nuts. Anything to reduce its existence in Cyrodiil is welcome!

    the warden mastery could have been some aoe frost damage ground effect

    instead its.... a charm?
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Nihilr
    Nihilr
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    That damnable Warden charm (ie, the same thing as old Fear that was deemed problematic) drives me nuts. Anything to reduce its existence in Cyrodiil is welcome!

    the warden mastery could have been some aoe frost damage ground effect

    instead its.... a charm?

    Charm should have been NB or Necro: Illusion school of magic was Shadow, but Necro would be amazing too since Vampire/Necro go sorta hand in hand in TES.

  • tsaescishoeshiner
    tsaescishoeshiner
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    What would the benefit or impact of this change be? And would it be better than just adjusting the Class Mastery scripts in the first place?

    Arcanist's is so helpful and well-suited for the class that I almost think it should be available for non-arcanists who subclass into arcanist skill lines. But the other Class Masteries aren't as specific to class mechanics.
    PC-NA
    in-game: @tsaescishoeshiner
  • Deimus
    Deimus
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    Nihilr wrote: »
    That damnable Warden charm (ie, the same thing as old Fear that was deemed problematic) drives me nuts. Anything to reduce its existence in Cyrodiil is welcome!

    the warden mastery could have been some aoe frost damage ground effect

    instead its.... a charm?

    Charm should have been NB or Necro: Illusion school of magic was Shadow, but Necro would be amazing too since Vampire/Necro go sorta hand in hand in TES.

    My thoughts exactly it felt like a slap in the face. They keep giving Necro bad AoE cc abilities like Totem and Grave Grasp, but decide to do an AoE cc that's easier to land, forces the target to come to you (great for Necro since it has NOTHING for class mobility), and gave it to a class with better cc options and mobility. To be fair every other class has better cc options than Necro and mobility or a gap closer skill.
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • YandereGirlfriend
    YandereGirlfriend
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    That damnable Warden charm (ie, the same thing as old Fear that was deemed problematic) drives me nuts. Anything to reduce its existence in Cyrodiil is welcome!

    the warden mastery could have been some aoe frost damage ground effect

    instead its.... a charm?

    Not just a Charm but the most widely hated effect in all of PvP for its bugginess and back-tracking on solved design decisions.
  • MincMincMinc
    MincMincMinc
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    That damnable Warden charm (ie, the same thing as old Fear that was deemed problematic) drives me nuts. Anything to reduce its existence in Cyrodiil is welcome!

    the warden mastery could have been some aoe frost damage ground effect

    instead its.... a charm?

    Not just a Charm but the most widely hated effect in all of PvP for its bugginess and back-tracking on solved design decisions.

    Zos: We got rid of the knockup of dizzy swing because a damage skill and stun is too strong to happen at the same time

    Also Zos: Charm is a timeable aoe uncounterable stun that cant be broken quickly while at the same time everyone is running aoe undodgeable jabs which scales the same as dizzy swing except with several additional bonuses.
    We should use the insightful and awesome buttons more
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