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class mastery from stream

  • Turtle_Bot
    Turtle_Bot
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    Radiate77 wrote: »
    Turtle_Bot wrote: »
    Radiate77 wrote: »
    284vcxxvuzdv.jpeg
    Hmmmm… I might have to pull my Templar from early retirement.

    I was wondering when someone was going to notice this mastery and am honestly surprised it took this long to be noticed given how "good" some theorycrafters claim to be.

    Who are you talking about with this?

    Nobody in particular, just a poorly worded observation on my part.
    Radiate77 wrote: »
    Turtle_Bot wrote: »
    Radiate77 wrote: »
    284vcxxvuzdv.jpeg
    Hmmmm… I might have to pull my Templar from early retirement.

    This mastery (assuming it works the same way every other "gains flat damage done to X" works in this game), is more than beyond broken with how much damage this gives.

    Assuming this mastery works how I think it might (based on other tooltips with this same descriptor), this mastery will trivialize PvE and will be worse for PvP than any of the current 1 shot builds out there.

    Yeah, I fully expect an add-on to surface solely for checking Burning Light procs to make it more visible when proc’d, or, an uptick in Aetheric Lancer use as it indicates the 2nd proc and it’s quite easy to just Ult Dump as the spear falls for easy kills. Or you can skip the ult entirely by running Asylum Inferno.

    No need for an ultimate with this. If it scales and interacts how I'm thinking it does due to how it's worded, Plar beam will be all that's needed.
  • o_Primate_o
    o_Primate_o
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    I think the intention of Lord of the Cycle gives the cro an "execute" - just don't you take any damage during exe. i'm guessing where there's multiple npcs it applies to only one, so does it apply randomly to one npc or what (boss) is tap targeted?

    Nightblade Direct Weakness is way too strong rn.

    Edited by o_Primate_o on March 12, 2026 2:58PM
    Xbox NA as o Primate o
  • Thumbless_Bot
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    Soarora wrote: »
    Radiate77 wrote: »
    Tannus15 wrote: »
    Can we please stop nerfing sorcs for using pets.
    I don't understand it, no other class gets nerfed for using their skills. Imagine if a necro passive was weaker if siphoning skill active.

    Beacon of Oblivion is a terrible set because of this reason. We've been complaining about it since it was released, can we not double down on this issue.

    I would be fine with this in pve. Pets are toxic in pvp and anything zos cam do to discourage their use in pvp is AOK by me.

    What fresh comedy is this?

    Pets are not an issue in PvP. If you can’t hit the player, tab target them or time your abilities better.

    Also, I use a controller.

    It’s called tab target because on PC it’s bound to tab by default. Supposedly for controller it’s pressing down the right stick.

    On controller it's a Press-and-Hold on the Right Stick while the reticle is on the target until it locks. And even then it's only a hard lock, as you can't cycle through targets.

    ESO is in dire need of complete controller UI revamp.

    If anyone thinks anyone has time for this in combat, well. I dont know what to sy about that...
    Edited by Thumbless_Bot on March 12, 2026 9:40PM
  • Tannus15
    Tannus15
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    Turtle_Bot wrote: »
    Radiate77 wrote: »
    284vcxxvuzdv.jpeg
    Hmmmm… I might have to pull my Templar from early retirement.

    I was wondering when someone was going to notice this mastery and am honestly surprised it took this long to be noticed given how "good" some theorycrafters claim to be.

    This mastery (assuming it works the same way every other "gains flat damage done to X" works in this game), is more than beyond broken with how much damage this gives.

    Assuming this mastery works how I think it might (based on other tooltips with this same descriptor), this mastery will trivialize PvE and will be worse for PvP than any of the current 1 shot builds out there.

    the numbers are subject to change, but the part your overlooking is how much damage you have to give up by running pure class.
    this isn't power creep. the power has already crept with subclassing. this is bringing pure class up to par, and yes, they are this far behind.
  • Radiate77
    Radiate77
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    Soarora wrote: »
    Radiate77 wrote: »
    Tannus15 wrote: »
    Can we please stop nerfing sorcs for using pets.
    I don't understand it, no other class gets nerfed for using their skills. Imagine if a necro passive was weaker if siphoning skill active.

    Beacon of Oblivion is a terrible set because of this reason. We've been complaining about it since it was released, can we not double down on this issue.

    I would be fine with this in pve. Pets are toxic in pvp and anything zos cam do to discourage their use in pvp is AOK by me.

    What fresh comedy is this?

    Pets are not an issue in PvP. If you can’t hit the player, tab target them or time your abilities better.

    Also, I use a controller.

    It’s called tab target because on PC it’s bound to tab by default. Supposedly for controller it’s pressing down the right stick.

    On controller it's a Press-and-Hold on the Right Stick while the reticle is on the target until it locks. And even then it's only a hard lock, as you can't cycle through targets.

    ESO is in dire need of complete controller UI revamp.

    If anyone thinks anyone has time for this in combat, well. I dont know what to sy about that...

    It’s quite easy with a paddle, but yeah I agree it could be easier for people without paddles.

    I haven’t checked, but perhaps there is an add-on to help? And if not, maybe someone should make one.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Radiate77
    Radiate77
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    Turtle_Bot wrote: »
    Radiate77 wrote: »
    Turtle_Bot wrote: »
    Radiate77 wrote: »
    284vcxxvuzdv.jpeg
    Hmmmm… I might have to pull my Templar from early retirement.

    I was wondering when someone was going to notice this mastery and am honestly surprised it took this long to be noticed given how "good" some theorycrafters claim to be.

    Who are you talking about with this?

    Nobody in particular, just a poorly worded observation on my part.
    Radiate77 wrote: »
    Turtle_Bot wrote: »
    Radiate77 wrote: »
    284vcxxvuzdv.jpeg
    Hmmmm… I might have to pull my Templar from early retirement.

    This mastery (assuming it works the same way every other "gains flat damage done to X" works in this game), is more than beyond broken with how much damage this gives.

    Assuming this mastery works how I think it might (based on other tooltips with this same descriptor), this mastery will trivialize PvE and will be worse for PvP than any of the current 1 shot builds out there.

    Yeah, I fully expect an add-on to surface solely for checking Burning Light procs to make it more visible when proc’d, or, an uptick in Aetheric Lancer use as it indicates the 2nd proc and it’s quite easy to just Ult Dump as the spear falls for easy kills. Or you can skip the ult entirely by running Asylum Inferno.

    No need for an ultimate with this. If it scales and interacts how I'm thinking it does due to how it's worded, Plar beam will be all that's needed.

    Your 2nd Force Pulse is getting 12,000 free damage with Asylum Staff, and if you’re lucky, and your Elemental Susceptibility goes off too, you’re looking at 18,000 damage… yeah idk if this one makes it to live. 😂
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Personofsecrets
    Personofsecrets
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    Wow, they really used "manifest destiny?" In this day and age?
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • SneaK
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    I’ve been vocal about my disdain for subclassing.. but I am curious about this, would it not open up more variety to allow let’s say:

    3 same class lines = 2 mastery passives
    2 same class lines = 1 mastery passive
    1 same class line = 0 mastery passives

    I say this because, if you look at subclassing vs multiclassing, if I subbed a Necro into Ardent Flame, and kept GL/BT (actually hyped about this), it would truly be a deathknight type of build. Which opens up a lot of variety while still keeping class identity. The fear here is that when these go live in conjunction with the refreshes, the idea of actual subclassing 2+1 goes out the window if you want to be competitive.

    So yea, for as much as I cannot stand multiclassing, I do think there are cool variety picks that can be competitive in true subclassing (2+1), but without access to even 1 mastery they won’t compete.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • YandereGirlfriend
    YandereGirlfriend
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    Urvoth wrote: »
    The necro tethering to an enemy/ally passives should just be base skill functions. Those are incredibly weak and uninteresting compared to some of these other passives of different classes. It’s not like the tethers are broken skills that are going to be game-changing just because you can use them directly on a target now.

    They really missed the opportunity to add flavorful and thematic options for necro. I would’ve much preferred to see a passive that gives a unique, fast ticking dot to necro light attacks, or maybe something that super charged the skeletal mage/archer.

    Indeed.

    Target-based (friend and foe) application of the corpse mechanic is the only way forward for the class. The ground-based pathway is exhausted and dead.

    Like you said, target-based should be baked into the skills by default as fundamental quality of life. Wasting an entire class passive on unlocking that is yet more evidence of Necromancer always receiving the table scraps.
  • YandereGirlfriend
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    Also, as much as I love powercreep, Rousing Roar absolutely cannot become a thing.

    It is so wildly overpowered that it beggars belief.

    Since it buffs ITSELF with Major Heroism, you are already well along the path toward nearly permanent uptime of all three extremely powerful (and rare) effects for an entire raid simply by stacking the Heroisms and Decisive. From there, it is fairly trivial to source the remaining ult from sets and other sources.

    It also completely robs the last gasp of justification for anyone to ever consider running a Sorcerer in content. Yeah, yeah, "Sorc Rework" and all. Okay. Well, we have the new Sorc class passives and they do absolutely nothing to move the needle on including a Sorc in a group, so please excuse my skepticism that the class is magically going to receive tons of bonus goodies to make themselves suddenly indispensable in raids.

    So why are we doing this? DK already slams with the rework and has tons of reasons to include them in group content. So why are the rich getting significantly richer while the poor are getting significantly poorer? Sorcerer needs more buffs not to have its final buff plundered by an already stacked class.
  • Unified_Gaming
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    Having considered this a lot for PvP and also PvE, I think the idea is great overall! That said, I am worried they may sway it too much the other way and make subclassing not viable vs pure class.

    At present if you subclass you often use 1 skill line. Sometimes 2 for META or specialised builds. Assuming we use 1 subclass only you now add new issues.

    The new skill line must be:
    > As strong skill wise / passive wise as original skill line
    > Provide as much additional power/benefit as the class mastery passives you lose for subclassing
    > Provide the skill types/effects you need/are lacking

    If this is not the case then you end up being at a power imbalance vs a pure class. This then makes it harder to balance PvP or PvE as you need to assume people have a minimum power balance level. The work of subclassing could in turn be lost/gone if not considered well.

    Solution:
    Make each class mastery passive have a rank system:
    Rank I = base class. Always on but at say 20% of the full passive power.
    Rank II = Have 2 base class skill lines. Makes passives 50% of base power
    Rank III = Pure class. Makes passive 100% of base power.

    Thoughts welcome.

    Thanks,
    Dan
    Unified Gaming - creating a shared and Unified Gaming community.

    For some of the best and most up to date PVP builds around or useful tips and tricks from an experienced player for PvP and PvE, then check out my channel and consider subscribing if you want to see regular ESO content.

    https://www.youtube.com/channel/UCorbta-fAHKJcxJ6ExbtPwg/
  • ADarklore
    ADarklore
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    Also, as much as I love powercreep, Rousing Roar absolutely cannot become a thing.

    It is so wildly overpowered that it beggars belief.

    Since it buffs ITSELF with Major Heroism, you are already well along the path toward nearly permanent uptime of all three extremely powerful (and rare) effects for an entire raid simply by stacking the Heroisms and Decisive. From there, it is fairly trivial to source the remaining ult from sets and other sources.

    It also completely robs the last gasp of justification for anyone to ever consider running a Sorcerer in content. Yeah, yeah, "Sorc Rework" and all. Okay. Well, we have the new Sorc class passives and they do absolutely nothing to move the needle on including a Sorc in a group, so please excuse my skepticism that the class is magically going to receive tons of bonus goodies to make themselves suddenly indispensable in raids.

    So why are we doing this? DK already slams with the rework and has tons of reasons to include them in group content. So why are the rich getting significantly richer while the poor are getting significantly poorer? Sorcerer needs more buffs not to have its final buff plundered by an already stacked class.

    Based on the bolded part, NO class should be considered 'indispensable', as that would mean they are more desirable to other classes. All classes should be more or less equal, and honestly, if they all brought the same thing to the table, then they would essentially be equal. In other words, by making each class try to bring something 'different', it's difficult to give them all something unique that isn't OP in one way or another, making some of them "indispensable". No class should be excluded because they don't bring something valuable, but at the same time, by giving some classes more desirable buffs, it creates this idea that certain classes are indispensable, which is wrong IMO. Which is why I say, either give all classes the exact same group buff, or remove group buffs from all classes and instead add them to gear or other skills that all classes have access too... that would settle it and make all classes equal.
    Edited by ADarklore on March 30, 2026 9:55AM
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
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