This is a feedback thread pointing out certain classes being inferior to the other in some ways, I welcome people to correct my opinion on the matter.
Offense-
[spoiler]
Now offensively I feel all the classes are more or less good with the exception of a few donkey shit skills (looking at you Blade Trap and Upheaval). I won’t bother bringing them up as everything that needed to be said about them (including cursing them) has already been done
We do however have to classes - Nightblade and Arcanist that have no “debuff” skill to bind devotion effects to. For nightblade one could say we have Blade Spirit, but it’s too far in the mastery bar and therefore isn’t worth wasting skill points
This worse in Arcanist as it has no offensive aura unlike NB so even RR based skill mods can’t be attached to anything. Currently all RR skill mods for Arcanist get wasted on useless skill called OFF, NB doesn’t suffer from this as RR skill mods for it get attached to Veil of Shadows
Solution-
[spoiler]-For Nightblade I’m stumped, I can’t think of any solution besides moving Blade Spirit to below rank 32 of mastery bar. BS is decent for devotions and that’s all it’s good for, it doesn’t exactly justify it’s presence so deep in the mastery bar so therefor I don’t think this change is unreasonable
-For Arcanist, they should either re-do OFF and make it so that the debuff is independent of the freeze effect. Naturally existing RR values on it should be adjusted or removed.
OR
Replace Nullification template with Annihilation Orb, I might be wrong but devotion effects and skill mods can be attached to Orb but they can’t be attached to Nullification. This would make all those RR skill mods finally useful and would solve devotion binding problem of arcanist
[/spoiler][/spoiler]
Defense-
[spoiler]
But defensively there’s always been a gap between each mastery, this is more noticeable (imo) in Ashes of Malmouth
Defensive Layers of Each Mastery-
[spoiler]
Below are the defensive layers for each mastery, I won’t list the skill names but rather the type of defense
Also * is meant to indicate the bonus is reserved for a certain build type(s)
^ is meant to indicate uptime of said layer
1. Soldier-
Shield support*^
Circuit Breaker*
%Damage Absorption*^
% Armor Bonus^
Armor Absorption^
Flat DA^
% Physique Bonus^
% HP bonus^
HP regeneration^
Reduced Enemy Damage
Elemental Resistance^
Slow Resistance^
Reduced Stun Duration^
Reduced Freeze Duration^
Bleeding Resistance^
2. Shaman-
% Physical Resistance*
% Damage Absorption^
Flat DA*
% HP bonus^
Flat Armor^
HP regeneration^
Heal skill
Pierce Resistance^
3. Occultist-
%Physical Resistance
%Damage Absorption^
Enemy OA reduction
Enemy Damage Reduction (I think it’s limited Physical Damage, can’t remember)
HP Regen
Heal Skill
Chaos Resistance^
Poison & Acid Resistance
4. Necromancer-
Flat HP bonus^
Flat DA^
Attack Damage Converted to Health*^
Reduced Enemy Damage
%Damage Absorption
Vitality Resistance*
5. Inquisitor-
Flat Damage Absorption
Flat DA
% Physical Resistance^
Flat HP bonus
Heal Skill
Chaos Resistance
Aether Resistance
Elemental Resistance
6. Arcanist-
%Damage Absorption^
Invulnerability (can be classified under the above but this beat everything)
Cooldown Reduction^
Reduced Enemy Elemental Damage
“Debuff” skill (Nullification, don’t know what to call it:p)
7. Demolitionist-
Flat Damage Absorption
%Chance to Deflect
Enemy Fumble Chance
Enemy Impaired Aim Chance
Reduced Enemy Physical Damage
HP Regen^
Flat Armor^
8. Nightblade-
Invulnerability (at the cost of mobility)
Heal Skill
HP Regen
%Chance to Dodge
%Chance to Deflect
Enemy Fumble Chance
Flat Armor^
Flat DA
Pierce Resistance^
Reduced Freeze Duration^
**It should be noted Word of Renewal, Blood of Dreeg and Pneumatic Burst have an effective 100% uptime as they’re basically pseudo auras. [/spoiler]
Key to Defenses-
[spoiler]
With the release of AoM from an end game perspective permanent and stacking reliable defensive layers have become more important than ever.
Now defense wise there’s actually a balance that is to be achieved between two key things
-High HP pool, this is more important now due to HP reduction mobs being too common in expac
-Reliable defensive layers to protect said HP pool (emphasis on the word reliable), your HP pool is only as good as your ability to defend it
The balance between these two is the key. High HP pool with no reliable defensive measures is chicken shit, low HP pool with tons of defensive measures is donkey shit. [/spoiler]
Classification of Defensive Layers
[spoiler]
Defensive Layers can be classified into reliable and unreliable.
1. Unreliable-
-DA is very important but at the same time not reliable (yes). I say this because enemy debuffs can reduce your DA, and guess what? They can stack their debuffs (Crucible). Realistically not every build can reach God-Tier DA w/o compromising too much which is why I listed it under unreliable classification
-Then there’s HP regeneration, HP regenaration is actually a very strong defensive layer in my personal experience if you can stack it that is. Realistically not many builds will be able to stack high levels of HP regeneration
-Fumble/Impaired Aim, very potent indeed. But not every attack can be mitigated this way
-Flat Armor is basically useless w/o some hefty % Armor bonuses
2. Reliable-
Heal Skills
Damage Absorption
Physical Resistance
Capped Resistances, similar to DA reduction enemies have ridiculous RR as well but as Avatar of Dreeg pointed out it’s much easier to overcap resistances than DA
I just want to clarify that I don’t mean to say the defenses classified under “Unreliable” are weak. They’re very potent but they’re easy to bypass when compared to the ones classified under the “Reliable” label. [/spoiler]
Short note on comparison of defensive layers of all the masteries-
Looking at all the masteries we have 4 (Necro, Shaman, Soldier, Inquisitor) that give us impressively high HP bonuses and 3 (Shaman, Soldier, Inquisitor) out of these 4 have heal skills and other reliable defensive layers to protect this HP pool
Now, you’ll notice that neither Occultist nor Arcanist have a high HP pool. But, they have atleast one extremely reliable defensive layers to protect whatever measly HP they might/might not have
The reliability factor is what is lacking in the defensive layers of Nightblade and Demolitionist imo. I should add that compared Demolitionist, Nightblade has more reliable defenses but compared to the rest of the classes both are lacking a lot
NB and Demo defenses-
[spoiler]Nightblade Defenses-
-Blade Barrier immobilizing us is the reason why no one bothers investing beyond 1 point into it even though everyone is aware of the CD is reduced when you invest more into the skill
-%Chance to Dodge and Deflect, from a balancing perspective the value are fine so I won’t say they’re low even though they are
Basically against powerful shotgun attacks these values won’t do us much good, and also since not every attack is a projectile/melee attack this defensive layer isn’t as effective as flat HP or Damage Aborption
-Enemy fumble chance, the enemies you need it against would still kick your ass despite this(although I’d say this can be said for any defensive layer that isn’t MoE) and again many potent attacks aren’t melee
-Heal Skill, imo this is the most reliable defensive layer in the mastery
Demolitionist Defenses-
-Blast Shield is king, or was at some point. The deflect projectiles is potent against one specific boss (Mad Queen) and helpful against 2 others (Valdaran and Zantarin). The damage absorption has been nerfed quite a bit since the Sabo/Commando meta especially on ultimate ranks.
This is actually the strongest defensive layer in the Demolitionist Mastery but it isn’t reliable in every situation anymore since the nerfs. The hardest hitting bosses CAN still make your HP drop significantly during Blast Shield
-Reduced Enemy Physical Damage, good but Physical isn’t the only damage type in the game.
-Fumble/Impaired Aim, potent indeed but I’ve already explained above in Nightblade section why they’re inferior (imo) to defensive layers of other masteries[/spoiler]
Proposal-
Now this being a dual class game we don’t notice these weaknesses (imo) a lot.
But I still feel closing the gap between defensive reliability of classes w/o extreme gear dependency (skill mods :P) would help a lot with build diversity while not touching the meta of the game
Demolitionist-
-Add 1 second duration to Blast Shield OR % HP restored to Blast Shield
-Add flat HP bonus to Vindicative Flame or Flame Touched
Nightblade-
-Reduce the scaling of CD values from BB
-Add flat HP bonus to Anatomy of Murder or Shadow Dance modifier
-Increase % HP restored value on Pneumatic Burst[/spoiler]
In Closing-
The changes I suggest won’t damage the current meta in anyway, in fact it’d help more builds to catch up to the meta imo
I could be horribly mistaken with my assessment of this situation. I say this cause my Spider Sense is constantly tingling while typing this.
So feel free to correct me on the subject


Given the history I’d rather not aid in tempting fate with Flame touched.
