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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? 21 votes

Class Masteries have the stronger Class Identity
14% 3 votes
Class Sets have the stronger Class Identity
76% 16 votes
Other
9% 2 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.
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  • 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.
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