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Class Mastery vs Class Sets: Which has the stronger Class Identity?

Erickson9610
Erickson9610
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I know it's a little early for this poll considering that we haven't received the 3rd Class Set yet (and considering the Class Identity Refresh, which is designed to refresh/update/change the identity of each Class, is still in progress), but based on what we know of the Class Sets and Class Mastery effects, which of these two reinforce the current Class Identity of the Classes the best overall?

Please consider factors such as how relevant the effects are to how the corresponding Class plays, how strictly the effect requires the use of relevant Class abilities, and if these effects are a good representation of the Class as a whole. Please disregard factors such as how weak or strong the Class Mastery or Class Sets are; focus only on whether those effects thematically or mechanically could summarize how that Class is supposed to be played.
Edited by Erickson9610 on December 30, 2025 7:45AM
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Class Mastery vs Class Sets: Which has the stronger Class Identity? 28 votes

Class Masteries have the stronger Class Identity
14% 4 votes
Class Sets have the stronger Class Identity
75% 21 votes
Other
10% 3 votes
  • spartaxoxo
    spartaxoxo
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    Neither are designed to try and have you play a class fantasy. Whether or not that's a good thing is debatable. But they're moreso themes/flavors than playstyles as the game was already getting more and more homogenized even before subclassing. There are multiple ways to play within those themes. Some make more sense than others (the daedric summoning set not being good for summoning is pretty awful) but they aren't really about particular playstyles imo with a few exceptions. Encounters also aren't really designed to provide advantages to what little unique things there are on offer either. Like you're not going stealth up to flip a mechanism to let your team bypass one group of mobs only to be abused by a different one if you go that route, for example. So stealth is pointless to bring.

    I'm speaking from a PvE perspective.
    Edited by spartaxoxo on December 30, 2025 8:25AM
  • ZhuJiuyin
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    I believe that class sets better embody the characteristics of a class, whether considering acquisition methods, proc requirements, or visual effects.

    First, class sets typically require you to farm a specific class in the IA , which forces players to spend more time actually controlling and playing with that class, thus making it easier to develop an emotional connection and identification.

    Second, most class sets' proc requirements demand that you use skills from a specific skill line, while class identities have almost no requirements.

    Finally, some class sets have more striking visual or skill effects, even if they are ugly or misleading (such as the effects of Monolith of Storms), while most class identities have almost no visual effects.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Radiate77
    Radiate77
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    I’d pick Class Sets all day. The only Class Mastery that I would debate this with, would be the Warden one, everything else is just adding stats or helping to alleviate a design issue.

    That said, I would really appreciate our Class Sets to work if you have the skill line active, instead of needing to be on the over-arching class.
  • Soarora
    Soarora
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    I voted the wrong option, -1 from masteries, +1 to sets. I’m apparently illiterate at the moment.

    Masteries are generally pretty set and forget except for warden. Sets add a mechanic to your class that requires using class skills. In some cases, the sets are synergistic with how the classes are played— like nobility in decay rendering tethers more usable and corpseburster essentially being a perfect damage set that enforces a DPS necromancer playstyle.
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  • LunaFlora
    LunaFlora
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    Class Sets.

    And i really hope the Winter's Embrace class set will be useful for Frost damage builds, that would be so nice.
    Edited by LunaFlora on December 30, 2025 12:35PM
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  • Gadamlub14_ESO
    Gadamlub14_ESO
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    i main a non meta multi role arcanist and its a bit mixed.

    Mastery? gib crux. thats all they do except banner bearer which does a little more.

    Spattering disjunction? Procs random status effects. which i guess there is a passive that boosts status effect damage and proc chance. but...none of the arcanist abilities themselves actually proc status effects normally so without this set you have to get them from weapons or other non class skill lines? Eh. i run it anyway for the pretty glow effect. absolutely OP with the right rewards in IA tho.

    Reawakened Heirophant though, this is an interesting one. max mag and stam which plays well with the usual running of beam and flail. and the five piece makes it a very nice support set that leans in heavily with the chakram spam i like to run with. but still...doesnt really seem all that "arcanist" in theme outside of the cosmetic look and visual effects it gives. Still, its one i will forever run for the support half of my multi role build as long as that 5 effect stays in. Especially since ive long hit the hard cap of damage shields with chakrams so there isnt any point in replacing it, lol.

    I do currently run both of these fully lego'd on my main arcansist setups with a spellpower build. it works, makes for an excellent dual healer/dps build in at least non vet content. but disjunction is one i would replace if i can find something better and can part with the lovely green aura
  • Orbital78
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    They both need to be relooked at in most cases. Templar's mastery for example totally relies on you having the healing line.
  • BXR_Lonestar
    BXR_Lonestar
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    Orbital78 wrote: »
    They both need to be relooked at in most cases. Templar's mastery for example totally relies on you having the healing line.

    Honestly, regardless of what people think the answer is to this poll, they're going to HAVE to take a look at redoing the class sets and master scripts as part of the class reworks. I think the class armor sets are slightly stronger expressions of the classes, but to be perfectly honest, neither are what I would consider things that are vital to class identity because none of them truly take what each class does well and amplifies it to the next level, which is what I think the class scripts and armors should do. Most of them are kinda "meh" except for a couple, which are so good they are pretty much broken (charm), but again - none of them are really good expressions of what make a necro a necro, a warden a warden, etc.
  • Gabriel_H
    Gabriel_H
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    Neither. Both only provide true benefit if you spec a certain way and into a specific role; and not for nothing but some class sets "bonus" is a partial re-work of an existing class bonus, so it doesn't really provide as much as the text would claim.
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  • Gabriel_H
    Gabriel_H
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    Orbital78 wrote: »
    They both need to be relooked at in most cases. Templar's mastery for example totally relies on you having the healing line.

    It does not.

    "For 5 seconds, you gain 1320 Armor and 150 Weapon and Spell Damage. If Sacred Ground is active on you, these values are increased by 50%"

    That is not "totally relies on".

    Edit: And not for nothing, but Restoring Light is not the "healing line". It's a mixed line, and depending how you morph, it provides damage, sustain, and resistance (as well as a tanking buff).
    Edited by Gabriel_H on December 31, 2025 1:58AM
    PC EU
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  • ZhuJiuyin
    ZhuJiuyin
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    Gabriel_H wrote: »
    It does not.

    "For 5 seconds, you gain 1320 Armor and 150 Weapon and Spell Damage. If Sacred Ground is active on you, these values are increased by 50%"

    That is not "totally relies on".

    Edit: And not for nothing, but Restoring Light is not the "healing line". It's a mixed line, and depending how you morph, it provides damage, sustain, and resistance (as well as a tanking buff).



    I agree that Templar's mastery doesn't entirely rely on Restoring Light, but its versatility is still inferior to other class masteries.

    Similarly, Sorc's mastery only heals every 2 seconds when you have a pet, and the healing amount is very low, with the buff lasting only 5 seconds. When you don't have a pet, it deals a low-damage AoE. Therefore, Sorc's mastery not only forces players to use a specific skill line, but also forces them to avoid using a specific skill line, which is completely contrary to the philosophy of class masteries! (Of course, this isn't the first time Sorc has encountered a similar situation; look at that disastrous Beacon of Oblivion...)

    In my opinion, both class masteries and class sets need to be readjusted to align with the standards of the subclass era. For example, the binding of Templar's mastery to Restoring Light should be removed. Instead, when Templar's mastery is active, it should grant a buff lasting 5 seconds. Using other Templar skills consumes this buff, granting the player increased damage and armor for 10 seconds.

    @ZOS_Kevin Taking this opportunity, I'd like to ask if the Class Identity Refresh plan includes class masteries and class sets? The new class refresh might cause existing class masteries and class sets to become incompatible or difficult to use, and class masteries and class sets are essentially part of Class Identity. This might take more time to rework, but I think players want to know if class masteries and class sets will also have a chance to be updated later?

    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • heimdall14_9
    heimdall14_9
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    ZhuJiuyin wrote: »
    Gabriel_H wrote: »
    It does not.

    "For 5 seconds, you gain 1320 Armor and 150 Weapon and Spell Damage. If Sacred Ground is active on you, these values are increased by 50%"

    That is not "totally relies on".

    Edit: And not for nothing, but Restoring Light is not the "healing line". It's a mixed line, and depending how you morph, it provides damage, sustain, and resistance (as well as a tanking buff).



    I agree that Templar's mastery doesn't entirely rely on Restoring Light, but its versatility is still inferior to other class masteries.

    Similarly, Sorc's mastery only heals every 2 seconds when you have a pet, and the healing amount is very low, with the buff lasting only 5 seconds. When you don't have a pet, it deals a low-damage AoE. Therefore, Sorc's mastery not only forces players to use a specific skill line, but also forces them to avoid using a specific skill line, which is completely contrary to the philosophy of class masteries! (Of course, this isn't the first time Sorc has encountered a similar situation; look at that disastrous Beacon of Oblivion...)

    In my opinion, both class masteries and class sets need to be readjusted to align with the standards of the subclass era. For example, the binding of Templar's mastery to Restoring Light should be removed. Instead, when Templar's mastery is active, it should grant a buff lasting 5 seconds. Using other Templar skills consumes this buff, granting the player increased damage and armor for 10 seconds.

    @ZOS_Kevin Taking this opportunity, I'd like to ask if the Class Identity Refresh plan includes class masteries and class sets? The new class refresh might cause existing class masteries and class sets to become incompatible or difficult to use, and class masteries and class sets are essentially part of Class Identity. This might take more time to rework, but I think players want to know if class masteries and class sets will also have a chance to be updated later?

    im in the opinion that both class sets and class masteries should be LOCKED to PURE CLASS and them that sub-class cant use mastery or class sets as YOUR an MIX OF 2-3 classes
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