Ideas about the 7th mastery

Hello crate ! i really love this game and i wish you keep updating it often with nice new content. However i would like to share some thoughts with you on a possible 7th mastery that i wish would come out.

I would enjoy a kind of necromancer mastery which would focus on the following:

Undead minions
thus providing summoner builds with 3 possible combinations rather than 1 (conjurer). Use zombies,skeletons,spectres,vampires,ghouls,ghosts. But i undestand that could cause a collision with PoE.

COLD SPELLS
Lets be honest here, there is almost no cold spells in the game. Arcanyst haas someeething and nightblade also has someeething. I think its exactly the same situation with lightning damage builds before shaman mastery came out.

More poison spells
I am trying to make a poison build now which is a witchhunter and i know that build works insanely well with dreeg’s set, mark of dreeg spell and the many procs you get from devotion. But if you really look the spells the classes currently have i can only designate the Dreeg’s Evil Eye as the only reliable poison damage source.

Supplements
You could also put other spells/buffs here to make the class viable (please not a second demo, i kill before i get killed) like a bone armor, duration spell that gives armor or phys reduction and even retaliates, a black despair aura that debuffs enemies,even new exclusive skills.

All and all that is all i had to share, beacause cold damage is unfortunately not existent, and poison and pet builds need some more options to go with. Please do not mistake that i say poison and pet builds are not viable, they are fucking good but the options you have there are kind of limited. Also a necromancer i think somehow thematicly can combine all 3.

Looking forward to hearing opinions from people

in one word : ranged. that’s the lacking role in GD roster currently and they got to address it in the expansion (there’s not much suspense though, they will).

we also know that a necro mastery is on tracks, so probably you’ll be right about the undead minions. i agree that more poison would be really welcome, some aether would be cool too (Aetherials create zombies after all).

but again, what i really wait for is a ranged class.

TIL Demolitionist doesn’t have any lightning damage.

I like the ranged mastery very much. As far as poison builds I have a very very strong poison melee witch hunter that doesn’t have a single point into the Dee live and didn’t use a single piece of the set. 150k - 175k poison ticks :slight_smile: not to say I wouldn’t like to see more dot type builds though, I love the idea behind them

Some ideas for a ranged class.

Vagabond

Adventurers, explorers and mercenaries, vagabonds appear throughout history with ever fleeting allegiances. Vagabonds excel in the use of devastating technological ranged weaponry, shunning brute force in favour of knowledge and wit. Although typically lacking magical talent, vagabonds are enthusiastic collectors of magical artifacts and have learnt to utilize them extensively in their hunt for ever greater riches and glory.

Class combos
Occultist - Apostate
Demolitionist - Engineer
Arcanist - Artisan
Soldier - Inquisitor
Nightblade - Assassin
Shaman - Strider

Example skills

Gunslinger - Passive ability
Enables the ability to dual-wield one-handed ranged weapons. Flat physical damage boost while dual-wielding ranged weapons and %fire and %cold damage.

Precise Strike - auto-attack replacer
Gain increasing amounts of OA per charge, charges resets on a successful critical hit. Critical hits caused by Precise Strike burst enemy armor and cause splinters to pierce nearby enemies.

Combat Dash - Activated ability
Flash towards a targeted destination in a quick dash of movement. Has minimal damage but unlike other movement skills can be used in quick succession to either dash between enemies or gain distance.

Bone Talisman - passive ability
A dark charm pieced together from appropriated occult artifacts, the bone talisman protects the vagabond against the forces beyond the fabric of reality. Boosts Aether and Chaos resistance, increases damage against Aetherial and Ch’thonian beings, increases energy regeneration.

Aura of the betrayer - Activated aura
The vagabond’s charm is bolstered to almost magical levels, causing mass confusion to adjacent enemies and occasionally forcing them to betray their allies.

We could also argue that GD does not have a ““holy”” kind of class. Like paladin in D2 and PoE templar. So i guess an inquisitor focusing on crossbows (van helsing theme) would not be that bad.

Commandos are very much paladins/templars imo, there are even items supporting it. Fiery melee combatants with healing auras, who can also smite their enemies with lightning.

I could see an Inquisitor class (or is that already a name of a class?)

after playing D2 for a while I got bitten by the Druid/shapeshifter bug, and I would like to see something like that in GD, with animal sympathy, (like D&D) instead of summoning because there is a summoner class already. nature powers and buffs(like MTG) and shifting into the naural beasts of the game, Manticore, Yetis, Drangouls, trolls, etc or maybe his/her own shapes, but there are not living creatures like wolves and bears.

or maybe twisted version…since the Main Character got Possessed and got the skills to use portals, maybe he also got the power to turn himself into undead/aethereal beasts like an undead/Aethereal golems and more, with the hability to turn enemies to his/her side after killing them, and sacrifice them for buffs or regain life(eating skills) or using them as a device (Command skills) for example turning a walking dead into a kamikaze. something like the Overseer in D2LoD.

Also a Trap mastery would be cool too