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Official Discussion Thread for "Specialize & Customize with Class Mastery"

ZOS_Kevin
ZOS_Kevin
Community Manager
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This is the official discussion thread for, "Specialize & Customize with Class Mastery"

"Discover how you can further focus your builds with the new Class Mastery system."
Edited by ZOS_Kevin on June 8, 2026 1:43PM
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • Destai
    Destai
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    I say this without knowing what the future holds, but I like the generic feel of the Warden Class Mastery. I can see the merit in skill or class specific bonuses, but I like the generic feel of the Warden passives. I can be more flexible in my builds rather just being locked into class skills. In any case, looking forward to see how this all pans out.
    Edited by Destai on May 14, 2026 9:08PM
  • Necrotech_Master
    Necrotech_Master
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    based on what i read in the PTS notes, if all of that makes it to live theres going to be some crazy balance issues lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Malyore
    Malyore
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    Sorcerer calculated defense is now a sorcerer ability WITH a cast time? Isn't that just 2 skills in the entire class?
  • Drew_Melbourne
    Drew_Melbourne
    Soul Shriven
    I appreciate this is not technically a nerf of my already sub-optimal subclass theme builds, but it certainly FEELS like a nerf.

    A modest proposal (half-serious): There should be some kind of floor-raising Class Master-style boons that are available only to sub-optimal/non-meta builds.

    "Did you subclass 3 skill lines that in no way compliment each other, because your theme is skills that start with the letter D? Here's a bonus to your damage shields!"
  • Cooperharley
    Cooperharley
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    I like the idea behind Class Mastery. After subclassing, base class identity needs a reason to matter, and this seems like a good way to reward players who want to lean into their original class instead of mixing the strongest lines from everywhere.

    That said, the system needs to be very carefully tuned. If these passives are too weak, single-class builds still will not compete with subclassing. If they are too strong or too generic in the wrong places, we just get a new balance problem.

    I actually like the more flexible/passive designs, like the Warden direction, because they can support different builds instead of forcing everyone into one narrow rotation. But some passives seem too restrictive or awkward. For example, if a Sorcerer passive depends on cast-time Sorcerer abilities, but the class barely has any practical options there, that feels like a passive that looks interesting on paper but will not meaningfully support many real builds.

    I also hope Class Mastery does not accidentally make fun theme builds feel worse. Some people subclass for roleplay or flavor, not because they are chasing the meta. It would be nice if the system raised the floor for underperforming or non-meta builds instead of only rewarding already-efficient setups.

    My main asks would be:

    Make Class Mastery strong enough that single-class builds are genuinely viable.

    Avoid narrow triggers that only work with one or two awkward skills.

    Balance PvE and PvP separately where needed.

    Keep the passives broad enough to support multiple roles and playstyles.

    Do not let this become just another mandatory min-max layer.

    Overall, I think Class Mastery is a good direction. It just needs to reinforce class identity without turning into either dead passives or a new balance mess.
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