Mastery ideas

Just spitting out some ideas I had around potential masteries. I know you guys might already have something in mind for each class, but here’s some ideas:

Primalist - Barbarian (we all know and want it)
Class Mastery: +20 Strength, Rage: gain 1 point of rage every time you get hit, up to max 100 (shows as a red line similar to ward, but above Mana). You also get 1 point every time you kill an enemy. Rage give you increase movement, attack speed and damage for each point you have, but decreases every second.

Sentinel - Juggernaut
Class Mastery: 20% Health, 20% Reflect damage, 50% of Total health as Endurance Threshold. (focus should be on max-ing endurance, vitality/health and reflect damage). Can dual-wield shields and damage scales based on Block.

Mage - Conjurer
Class Mastery: +10 Attunement, Summon Elemental. Elemental is a minion that has it’s own skill tree and can cast Mage skills with focus on one of the elements or none of the elements and focus on powerful melee attacks. When the elemental dies it splits into 3 smaller elementals, each focused on one of the elements: fire, lightning, cold.

Rogue - Assassin
Class Mastery: +5% Critical Chance, Contract killer: each kill adds up to a maximum: 50. When maximum threshold is reached, it is transformed into Crit Multiplier for the next hit (or next 3 seconds).

Acolyte - Demonologist
Class Mastery: +50 Health, 50% Fire resistance. Demonic Powers. Demonic Circle: all your summons are sacrificed and instead Imps are summoned for the amount of minions sacrificed (Golem gives 3 imps/golem). Demonic Sacrifice: can be used on minions to get 15% increased damage per minion or 30% fire damage per Imp minion. Inferno: powerful aoe that burns all ignites on target in the middle to do massive damage - each stack of ignite adds as a multiplier similar to crit multi.

I like the idea. But I would prefer something instead of DW and Block Scaling. Like being able to wield 2H Weapons with a Shield, but have some other drawback.
Also 50% HP as endurance threshold is way too much. 30 or 35% as baseline would be super strong already when the mastery passive tree offers enough other endurance support.

I think it needs to have something other than rage. Maybe Fury or Wrath. Rage is already occupied by Druid transformations.

I would love that… Yesterday I actually imagined something like this, a Mage mastery that could transform into some elemental form and summon elementals as companions.

I once asked Mike on the dev stream what would be easier to implement: A 4th Mastery or a whole new class.

His vote was a resound “new class”. So don’t get your hopes up.

As for the ideas itself though…

Barbarian - Would be closer to 10 Strength and a buff stacking up to 30ish I think. 100% movement speed is insane and both attack speed & damage scales with eachother, so that’s just too strong. I also don’t know and want it, not every game needs a Barbarian class.

Juggernaut - Again kinda OP stats. Forge Guard needs a revamp and I could definitely see the Shield-oriented warrior fit in here instead. Dual-wield shields is something that would take a ton of animation resources for a niche theme, when RoShields could somewhat fit the aesthetic.

Conjurer - They originally wanted to give Runemaster summons (Rune Golem, which would be somewhat of an elemental). They decided against it. I’m ok with one of the classes not having minions.

Assassin - Sounds ok, but don’t see how it’s different from a crit Blade Dancer.

Demonologist - Fire Warlock with Sacrifice & Infernal Shade basically already does this, but without the extra imps step.

Overall, the tanky Sentinel and wild Primalist are the 2 themes I see as different, and Forge Guard could definitely go that direction, with the Rage concept of melee hits/kills buffing you could be something in Shaman to work with as a passive for melee Physical builds. The rest sorta already exists in the game and it’s easier to make a unique to branch off of the existing Masteries than it is to make a whole new one. (Like the Spine of Malathos giving Warlocks a full fire Fissure, etc)

Wording could definitely be adjusted to fit the overall theme better and numbers definitely would need tweaking, I kinda made them mode OP than they should to create the class fantasy.

I see what you mean, it would definitely be easier to rework some of the current masteries and make them more interesting then add another class in an expansion or something.

Feel like there is so much potential overall with all masteries and am looking forward to seeing what they do in the future.

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