Since Maelstrom weapons were released, few if any of the Master weapons have retained any relevance - even after the cp160 scaling that recently occurred with SotH update. I propose they be revised to be more competitive, as vDSA is essentially a worthless trial apart from leaderboard placement when relevant. In the case of DW, Master weapons are even behind a two piece set like Lekis, which is really pathetic! Below are my thoughts for improvement:
*All Master weapons should be given a 1 piece set bonus to replace the stat bonus on the enchantment; the enchantment would still be there and be useful for the purpose intended, but having the 1 piece exist would allow Master weapons to be re-enchanted with things like Rage, Drain or Crusher if so desired, making them immediately useful. I will explain:
*DW: 1 piece set bonus of 94 weapon damage; enchantment adds more damage to twin slashes DOT.
*Master restoration staff: adds 1 piece 1032 max magicka bonus; enchantment restores 258 stamina to affected allies on the first tick.
*Master destruction staff: adds 1 piece max 1032 max magicka bonus; enchantment adds 516 damage to Destructive Touch and reduces cost of Touch by 12%.
*Master greatsword: adds 189 weapon damage 1 piece bonus; enchantment adds 688 damage to Cleave.
*Master bow: adds 1 piece 1032 max stamina bonus; enchantment adds 301 weapon damage against targets affected by Poison Arrow and its morphs.
*Master SHIELD (yes, get rid of weapons for this slot! Would also work in Maelstrom weapon to be more relevant to the skill line): adds 1 piece 1135 max health bonus (scaled up from 774 and +10% increase from the stamina and magicka enchants to match other set bonus ratios more appropriately); enchantment adds "damage dealt with Puncture heals use for 50% of the damage done" (this replaces the 2150 flat healing but does not heal for 100% of damage done like other set bonuses... bahrahas curse, leeching plate, song of lamae, etc. as the Master sword did back when it was v14 prior to TG patch before its nerf); damage dealt by ransack/pierce armor rarely exceeds 5k while in tanking gear against bosses in pve, and in pvp the damage is halved against players even in dps gear, so the 50% heal is largely the same as the flat number indicated currently.
**Maelstrom weapons should also have the 1 piece set bonus instead of enchantments adding both a bonus and a unique skill based effect. In this way even poorly traited Maelstrom/Master weapons could be re-enchanted and used as viable one piece bonus items (which would be nice considering the difficulty for people to complete vet MSA and DSA... yes I know they get easier the more you do them, but for that first time complete to get an infused 2h or dagger is painful... at least you could re-enchant it with Rage or Crusher so it still does something on an offbar or for a tank and yet retains the weapon damage 1 piece bonus).
**I also believe there needs to be axe and mace versions of dw and 2h weapons to align with Maelstrom weapons. See below for how dw would also get swords...
***Again reiterating that Master and Maelstrom swords should be replaced by Shields but have the same bonuses (with the revision above for Master); this would allow dw to have swords, as well, and make 1hs drop be more relevant to the skills used. Example: if i got an infused Master one-handed weapon and a Master Shield, i could decide to enchant the infused weapon with crusher and have a 1handed weapon with a 1 piece weapon damage bonus, a more relevant enchantment for tanking, and i would have the bonus from the unique shield enchantment for the puncture heal if i wanted to use both.
These changes are way more relevant and much better aligned to the power level commensurate with the difficulty to obtain Master and Maelstrom weapons. It would make Master weapons competitive with Maelstrom, which is expected of trial-dropped unique pieces.
Edited by mrowmrif2 on November 21, 2016 4:37PM