Before to start read my post download the PTS and check that it is no more TESO, it is a new game with the same name, the faster you will realize it the faster you will understand that all caster builds buffed like hell now.
Balance, mechanics and the ideology of the caster behavior changed may be not for 100% but for sure no less than 80%.
What I've mentioned in 1.6 PTS that we sorcerers have to change the way of thinking at all.
So as with the gear you could not rise to much critical chance and buff your weapon damage with surge we have to go the way of spell damage which is looks like proposed now by ZOS.
Thank's also to the new buff given by Entropy and totally new spell damage calculation based on weapon damage figures and destro staff scaling it now the only way for casters but the way with a lot of variants.
Take Matrial knowledge set + Twilight's Ambrace will be really cool stuff 4/4 - 180*3 = 540 Spell damage boost up.
Gear variants could be even more effective - Wise Mag, Twilight's, Arche Mage,
Cyrodil's light (rings) my was quick and dirty done.
Wise Mag (3) - 3 Armor - Crit + spell damage
Twilight's (4) 2 Armor + 2 duals- Crit + spell dmaage + Max Health
Arche Mage (3) 2 Armor + Neck - Regen + spell damage
Cyrodil's light 2 rings - Spell damage
In total 180 Spell damage *4 = +720
720 +1590+20% = 2700 Spell damage
So finally passives in champions for the penetration+ weapons on penetration+ mundus on penetration ( it stuck each other to the light armor passive 70% penetration in total app.), as much as possible in to the Mana Attributes (balance health further with armor glifs)
For single target bar we take duals (long swards with penetration traits -1590 Spell dmg (gold improved))
Bar - Mages fury, Curse, Fragment, Entropy, Mega Light (protects also from stealth attacks now much better )))).
Ulti - Soul strike or Overload due to spell damage will be a lot of dps also for PVP and Atronach or meteor for PVE
Jwelery cost reduction, Passive in champion - cost reduction and Light armor buff
Result:
23K Mana 19K Health, 2300 Spell damage (with major sorcery buff after entropy)
Figures in the abilities are crazy
Mages fury - 2500 dmg (6000 on blow)
Curse - 5800 dmg
Fragment - 6800 + 20% on proc- 8160
Entropy - 2000 app.
And still with such setup we have 37% critical rate, you can imagine what happen if curse or fragment or fury blow crits ))
And thanks to penetration is almost everything goes in to the target.
I've made on PVP one round death of melee players (in lucky cases) - Entropy, curse, fragment, fury, fury, curse blow, Fury blow, RIP - DPS 14K
In PVE on the troll VR 8 DPS was up to 18K, 1,7 round done.
Now I am on job so could not give the detailed figures and proofs but it looks like the real nuke sorc, build ever possible in TESO
Will give more detailed description when EU characters will be copied to PTS.
In case have questions or doubts will be glad to discuss
So finally the potential for improvement is quite high in direction of spell damage + penetration.
Also we should not forget that nobody take care about spell resistance as sorcerers were always far away from being really dangerous as well as all other caster builds.
Will write down based on the same logic the destro staff AOE build description as damage scaling now also from Spell damage could be the same effective with tones of DPS
Filling tells to me that Pulse + Liquid Lightning (twice more damage per tick than the wall of elements now + it has cool synergy which do not brake the spell) + Megalight + Critical surge + Lighting form will be a good variant still to rush in to the big groups in PVE. Ulti Atronach (nice synergy +8% to all damage ) or Meteor (+ has a dot spot). Even nerf. of surge and crit chance will not effect your healing as the damage increases dramatically and you will get less times but more relevant heal ticks.