Fighting Style Mastery 101

Mastery… A mechanic that serves only one purpose: To delay the player’s play for the sake of “realism” instead of fun.
You hate it, so do I—hence why I’m making this guide. With it, the time it will take you to master any fighting style will greatly decrease, going even faster than that of the good ol’ Fort Talos strategy.

Fighting Style Mastery: 2026 Edition

First, let’s establish how mastery is increased:

Fighting Style Mastery increases when you hit an enemy with a technique.
The technique’s damage scaling determines the amount of mastery that is gained.

Comparisons

Now that we know this, we can tailor our equipment for two stats: Haste (to decrease the cooldown time of the few techniques available to us) and Dexterity (to decrease the time it takes to fully charge attacks)
This is the first step to optimise mastery gain, so equip a fair haste amulet and some more pieces.

The next thing we need are enemies to hit—the more, the better. So of course, head to Fort Talos as you’re used to.
You knew this, I knew this, everyone knew this; It’s old news, yet here’s the catch: You’re not supposed to farm ensigns in the dungeons anymore, embolden yourself and raid its surface instead.


Why? Because you’re level 175 now, your damage and base health are both much higher than they used to be, so you can tank more enemies at once.
You see, Fort Talos’ surface has more enemies—a good portion of which are at higher ranks, allowing you to get more hits in before having to wait for them to respawn. It’s simply the best place to farm mastery at now.

Well, you’re all set then, don’t forget to disable the stealth talent as it’ll prevent you from triggering enemy aggro, slowing down the process and making it more tedious.
That’s it, that’s the guide. Happy mastery farming, it won’t last as long as it used to anymore.

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why is grouping them all up better than just killing them as you go around?
respawn time is better and its easy too

I went and tested this again, it turns out that it isn’t because you’re hitting multiple enemies at once that it’s beneficial but because you have the lowest power output and hit more than two attacks on them (making you deal more damage in total).
Now to know whether or not it saves time to group them up, we have to calculate the amount of times we use the skill and the amount of time it takes for them to respawn.

It takes 4 second for the cooldown of crash to be over (can be cut to 1 or 2 if one optimises a powerless intensity armourset).
You have to make use of 9, 18, or 27 crashes in order to take down all guards (counted per room and not per guards, so missing can happen).
This means that you have to wait 32/68/116 seconds to clear all rooms at minimum, and you will have to wait 24/0 more for the next cycle to begin. As opposed to waiting 0/4/8 seconds to defeat them all at once and 60 more for the next cycle to begin.

In the end, this is highly dependent on your fighting style’s minimum power output.
If you inflict less than 144 damage per crash (DOT included), the latter (grouping them up) will be better (unless you use intensity).* If you deal more however, the former (not grouping them up)</mark will be better.

So, what's the real trick then?

Using intensity, no power, and not grouping them up.

I have updated this guide to include all of my findings and have highlighted its key information to allow readers to skim through it.

Yes, bumping an old topic for this reason is fine as its relevance remains—this is legal necromancy.