Personally, I think the masteries are a mess, at least compared to TQ.
In TQ, the choices were clear: raw offence - warfare, survivability - defence, ranged - hunting, “sneaky” - rogue, druid-style - nature, debuff - spirit, two classes for elemental damage (one of each) and later dream mastery came along and kind of upset the balance, being a perfect support for practically any other mastery.
In GD? The soldier combines both the raw offence and the defence in TQ (yet, it ends up more in the place of dream mastery, mainly because it offers survivability), the ranger does their job, the summoner is there, but best used for melee anyway and we have the assassin that fills the role pretty well, too. But. On top of all that, the ranger has a heavy focus in fire damage (but dabbles in chaos and lightning as well), the druid has lightning and the assassin has cold. By the time Crate reached the casters, they had to come up with chaos and aether, because all the sorcery we know of was already taken. And then we have DoT variants for most (but not all) kinds of damage.
Add to that that while TQ:IT gave you 222 skill points and required 64 to max out the masteries, GD gives you 220, but requires 100 for masteries, while having more skills and many of them maxxing out at slvl16. That makes most builds look unfinished (yes, I know, it also makes choices more meaningful).
Now, I know I got into GD late (subscribed since the alpha was released, but only played it since launch) and I’m not here to tell you GD sucks. I enjoy it quite a lot, actually. But I feel all the above make GD pretty daunting for anyone that’s not a TQ fan and thus limits its potential audience. Which in turn limits our fun, because a limited audience translates into less money for Crate to make expansions and such.
With that in mind, I’d like to know how other feel about masteries. And if we keep this constructive, maybe Crate will have a guideline about where to go next.
Thanks for your opinions.