So, we have a new patch, and seems ZOS broke up the tradition of making the subject of the most recent patch (WW this time) the most overpowered thing in the game, as in my (and several others) opinion the Dragonknight is still awkwardly powerful. Don't get me wrong, I love the intention and the direction of the Class Mastery idea - some degree of balance against broken subclassing builds, bringing back class identities, enabling further character customisation, I'm all for it - so maybe my excitement set way too high expectations, but I'm sad to see that my feedback from PTS testing was not taken into consideration and as such, I'm here to complain and criticize with another forum post. I'm still playing Arcanist with the hope that the game will be a slightly bit more fair by "the next update", but that update is yet to come - my analysis below will focus on comparing Arcanist and Dragonknight, but my point is that DK is still OP.
The difference in impact between the two classes is honestly impossible to ignore, and my feeling is validated by 99% of forum and in-game responses. DK was already one of the most complete, least‑punished classes in the game, and the new passives introduced in U50 amplify exactly the parts of the kit that were already strong. Meanwhile, Arcanist’s Class Mastery mostly smooths out rotation friction without addressing the real issues that hold the class back.
On Dragonknight, every Class Mastery passive feeds directly into an existing strength. Inexorable Descent increases overall damage, healing, and shield strength just for doing what DK already does, especially with the current crit meta (whip goes br br, numbers are off the charts). Booming Voice stacks even more sustain on top of Battle Roar, which was already the best sustain passive in the game, so while they have insane damage output, at least they are also invincible. Resolute Defense gives extra block mitigation and stamina return, making one the strongest tank even sturdier. Wildfire Embers adds more DoT pressure to the class that already dominates soon-to-be DoT‑based gameplay. And Lead From the Front is probably the most impactful of all: Major Berserk and Major Protection for the whole group, scaling with ultimate spent. DKs generate and spend ultimates constantly, so the uptime on these buffs can get extremely high in organized groups.
Arcanist’s Class Mastery, by comparison, feels much more modest. The passives we have access to mostly revolve around Crux generation and spending. Abyssal Emergence gives instant Crux and a damage buff when you use an ultimate, but Arcanist ultimates are literal trash in a PvP scenario and interesting-but-weak in a PvE scenario. Fate Realigned helps you get back to full Crux more reliably, which is nice to have I guess, but it pales in comparison to other passives, even with the increased damage. These are nice quality‑of‑life improvements, but they don’t solve the core problems: the dependency on Crux to receive a weak return of effort investment, the vulnerability and desync/targeting issues of beam channels, the awkward mid‑range situation where the Arcanist deals less damage than melee but has half the range as a ranged build, and the lack of a sustain lever comparable to Battle Roar. The class still feels rotation‑sensitive and noticeably more fragile under pressure. Going against a Dragonknight as an Arcanist in a Battleground is still a 90% death sentence. Arcanist had its mid-tier strength in survivability with its defensive powers, now since every other class received great Class Masteries, even that "advantage" is gone. Yet Dragonknight received a huge boost to an already overpowered arsenal of abilities.
Because of the above, the gap between the two classes actually widens with Class Mastery. DK gets more sustain, more survivability, more pressure, and now even more group utility. Arcanist gets smoother Crux flow and some extra damage, but nothing that changes how the class performs in real combat situations. In PvP, DK becomes even harder to kill and even more oppressive in sustained fights. In PvE, DK tanks now bring some of the strongest group buffs in the game on top of their already dominant toolkit. Arcanist doesn’t gain anything comparable.
I don’t think the solution is to gut DK — the class is fun and iconic, I would like the update it received together with the two handed weapon skill line, but everything else deserves love too, and the current state is half baked... and even if Class Mastery is meant to reward pure‑class builds fairly, then the current implementation leans heavily in one direction. Either DK’s passives need a bit of tuning, or Arcanist needs Class Mastery passive that actually addresses its structural weaknesses instead of the current "you do slightly better damage" and "you buff a bit better" situation. Right now, it’s hard to avoid the conclusion that Dragonknight gained far more from Class Mastery than Arcanist did, and the gap that already existed between the two classes is now even more noticeable.