Overview
After numerous discussions, I decided to try to re-imagining the sorcerer skills to include stamina-build friendly morphs without heavily impacting on the magicka morphs (and adding some basic improvement suggestions). I found that this was pretty much impossible – not because it cannot be done, but because it will just extend the existing arguments between stamina/hybrid/magicka proponents.
So I tried an alternative method of satisfying the criteria. The key to this is alternative passives (not morphs, but mutually exclusive options) such that we can get closer to alternative builds without destroying existing ones. Naturally as these alternative passives are mutually exclusive with the existing ones it is only possible to select the new (alternative) passive at the expense of the original passive. The simplest way to think of it is as a passive morph – in that it is different to the original and a replacement for it.
However I also found it necessary to modify some of the existing skills, just not into stamina morphs – mostly because I think they are weak or they fail to provide any diversity.
Storm Calling
By the name this looks like it should be a powerhouse of lightning based damage abilities...
Mages Fury:
Lightning based, ranged damage with execute (at < 25% health) and minor splash on execute.
Endless Morph
Current: Killing an opponent with this restores magicka
Suggestion: Each subsequent cast of this spell reduces the magicka cost of the next cast of this spell within 2 seconds by 10% - to a maximum of 50% reduction. Magicka restoration is directly proportional to spell cost reduction (so at 50% cost reduction, restoration is 50% of normal).
Reason: This would enable it to be more endless and useful for sustain, esp. in the execution phase.
Wrath Morph
Current: The target explosion (the execute element) causes additional damage to nearby enemies.
Suggestion: Increased base damage, but slightly reduced execute “bonus” damage. Overall damage in execute phase is unchanged. Wrath applies a minor breach (spell resist) debuff to all targets hit by it (including by the explosion) and activates the explosion at 35%.
Reason: This would provide a group effect and also allow the execution phase to start earlier – plus the base damage makes it useable as a filler.
Lightning Form Morphs:
Provides the maximum spell resist and armour buffs for a decent time period and creates a mobile AoE DoT centred on the caster.
Suggestion: Reduce the cost by 5% per rank in a morph (i.e. 20% at rank IV in the morph).
Reason: This makes it more affordable for stamina builds and, due to the durations, won’t have any real impact on magicka builds (as this is not a spamable skill).
Lightning Splash:
A ground AoE DoT that hits for decent damage.
Liquid Morph
Current: Increased duration
Suggestion: Keep the same duration and make the ground AoE DoT is attached to the target for the duration.
Reason: This allows one morph to keep the DoT on the target reliably without the need for a recast (note that either morph could have this treatment – this is just the one I thought would work better).
Surge:
Provides major brutality (weapon damage) buff and healing on critical (with a 0.25s)
Suggestion: Reduce the CD to 0.05s (or whatever value is required to prevent AoE simultaneous heals), and add a major (minor because it impacts on other forms of self-healing?) mending buff (increases healing output).
Reason: This offsets the randomness of the heals and provides Sorcerer healers a significant buff. However it still prevents AoE damage spam from providing huge levels of healing (i.e. you cannot get healed multiple times from one Impulse/Steel Tornado/etc). So to offset that loss (compared to 1.6), the healing output is buffed (mending).
Note that this could be (and might need to be) rebalanced by changing the level of healing return in the base skill if required [i.e. reduce the healing return by x% (30% for major, 8% for minor) of its current value] such that the mending buff does not boost self-healing too much.
Critical Morph
Current: Increases the healing return by 10% to 20% at rank IV.
Suggestion: Reduce magicka cost by 30% and whilst active it provides a major Endurance (stamina regen) buff. Healing return from critical is not increased.
Reason: This would make it a useful for stamina builds and maybe PvP magicka builds.
Power Morph
Current: Provides major sorcery (spell damage) buff
Suggestion: No longer provides a Brutality buff. Provides major sorcery buff and major (minor?) berserk buff.
Reason: This would make it a very good DPS substitute for Structured Entropy for magicka builds.
Note this does make the morph slightly worse for hybrid builds (as they lose the brutality buff).
Bolt Escape
A short range teleport. Causes a stun at the launch point.
Streak morph
Current: Stuns opponents within path.
Ball of Light morph
Current: Leaves a 4 second ball that absorbs projectiles
Overload
Ultimate that provides a 3rd cast bar, and changes light attacks into powerful single target strikes and heavy attacks into AoE attacks.
Energy
Current: Strikes replenish magicka
Power
Current: Increases range and damage of heavy attack
Suggestion: Strikes replenish stamina
Reason: The counterpoint to energy overload, rather than increasing the power of the heavy attack.
Storm Calling Passives
This is the important part! With alternative passives we can get closer to what we desire for all types of build. However the alternative passives require you to select them at the expense of the original passive (so you can’t have both Capacitor and Battle Magus for example).
Capacitor
Current: Increased magicka regeneration
Battle Magus
Suggestion: All sorcerer damage abilities (including pets) can now scale off their stated resource, or both resources combined *0.7 (1pt) or *0.8 (2pt) – whichever is higher. Wards (and non-damaging skills that scale) now scale off magicka, or both health and magicka combined at *0.7 / *0.8.
Reason: This allows stamina and hybrids to be roughly comparable in damage to pure builds, but lose their magicka regeneration bonus.
Energised
Current: Increases lightning damage.
Infusion
Suggestion: Weapons are infused with lightning / power and cause additional damage. This damage increase is calculated off the sorcerers spell power. This passive allows the disintegrate passive to trigger from weapon attacks.
Reason: This makes sorcerer weapon damage slightly higher than it would otherwise be and synergises with Disintegrate and Expert Mage. This damage increase is intended to be lower than Energised provides for Lightning skills, even at high spell power levels (Diminishing returns apply). And yes this is probably actually better for spell power (hence magicka) builds.
Disintegrate
Current: Chance to proc a high damage disintegration (scales off health I think) on low health targets from lightning attacks.
Feedback
Suggestion: This has a high chance to cause a low damage feedback attack (which scales off health) when damaged if any Lightning skills are on your bar. The chance increases with number of abilities (5 / 10% per ability). It will not proc if your shield is hit and you take no damage.
Reason: This supports melee builds and provides additional damage for such roles (magicka or stamina).
Expert Mage
Current: Increase to spell power of 2% per sorcerer skill on the bar.
Wise Mage
Suggestion: Decrease the cost of all sorcerer skills by 5/10%.
Reason: This provides a sustain option instead of a damage option – which makes magicka abilities more affordable. This is good for stamina users and good for magicka sustain builds rather than straight DPS builds.
Dark Magic
This covers the use of daedric power to CC, damage and recover resources.
Crystal Shards
Damaging attack with a cast time that causes a knockdown.
Suggestion: Reduce the flight time dramatically. Make the animation less obvious and easy to pick out.
Reason: This is currently too easy to dodge, reflect, block, etc.
Crystal Blast
Current: Provides an AoE version of crystal shards.
Suggestion: Reduce the cast time slightly and reduce the AoE damage (with a knock-down). Allow this to procs off criticals (15% chance) for a insta-cast, reduced cost version. This insta-cast proc has a CD of 2s, although you can always hard cast.
Reason: This brings it more into line with Fragments but supports a different type of build – however the proc chance is lower and the effect has a CD.
Encase
This is a cone shaped area effect root.
Restraining Prison
Current: Adds a snare after the base effect ends.
Suggestion: Also changes the shape/targeting to be a circular, ranged, ground targeted AoE (as per Lightning Splash) that has exactly the same effect as the base Encase effect.
Reason: This supports tanks and melee builds as it allows it to be self-targeted (esp. if zos provide a means to enable self targeting for such abilities); and provides a more flexible skill for everyone else.
Rune Prison
Current: Disorientation CC that breaks on damage.
Suggestion: Reduce the cast time by 50%.
Reason: The cast time makes this a pre-combat cast only and it has no real use in PvP. A lower cast time would help somewhat.
Runic Cage Morph
Current: This causes a stun when the effect ends.
Suggestion: This becomes a hard encasing, rather than a disorientation effect. This does not break on damage from the sorcerer or his pets (including his own aoe/splash) – it does break on others damage. The target cannot be damaged by the sorcerer whilst inside the prison. The cost of breaking free from this effect is increased by 50%. Only one can be active at one time, recasting on the same target whilst the ability is currently active cancels the existing encasement.
Reason: This provides an alternative CC mechanism, that actually keeps an opponent locked down – but it doesn’t do anything else (no damage, no stun, etc).
Dark Exchange
This is a heal that restores magicka at the cost of stamina. It also CCs the sorcerer by applying a snare and being a channel (i.e. cannot use any other skills / attacks). Blocking cancels it.
“Stamina” Morph
Current: Converts magicka into stamina / health as a channel.
Suggestion: Change the skill into a toggle. Whilst toggled on, the ability swaps magicka for stamina and health – it does not snare the sorcerer, or stop them using skills. It is automatically toggled off by a performing a weapon swap, or when the sorcerer is hit by an interrupt (or by re-pressing the toggle). Whilst the toggle is active the sorcerers normal regeneration is halted (i.e. 0 magicka, stamina and health regeneration). Whilst on the skill bar (regardless of being on or off), it provides a minor maximum health increase (8%). The exact level of conversion is reduced compared to dark exchange to be appropriately balanced – the conversation rate must be good enough to be worth slotting regardless.
Better Conversion Rate Morph
Current: This morph makes the conversation rate better.
Suggestion: Change the skill into a toggle. Whilst toggled on, the ability swaps magicka for stamina and health – it does not snare the sorcerer, or stop them using skills. It is automatically toggled off by a performing a weapon swap, or when the sorcerer is hit by an interrupt (or by re-pressing the toggle). Whilst the toggle is active the sorcerers normal regeneration is halted (i.e. 0 magicka, stamina and health regeneration). Whilst on the skill bar (regardless of being on or off), it provides a minor maximum health increase (8%). The exact level of conversion is reduced compared to dark exchange to be appropriately balanced – the conversation rate must be good enough to be worth slotting regardless.
Daedric Mines
This generates 3 daedric mines that explode on contact causing high damage and a short immobilisation. They have a 3 second activation period and are generated in a PBAoE around the caster.
Suggestion: Bosses should be affected by multiple mines, but additional mines past the first should have their damage calculated on a diminishing returns basis – such that each subsequent mine hit within a 0. 5 second timescale causes 50% less damage than the previous (so 100%, 50%, 25%, etc).
In addition the mines (when active) should immobilise (stop) charging attacks (including streak / bolt escape)and should trigger and cause damage on anyone trying to dodge roll through them (otherwise it rather defeats the point of them).
Daedric Tomb
Current: This generates 3 mines with a 0 second activation period in a straight line in front of the caster.
Suggestion: The mines are invisible to everyone except the caster.
Daedric Minefield
Current: This generates 5 mines with a 3 second activation period in a PBAoE pattern around the caster.
Suggestion: The mines are invisible to everyone except the caster.
Negate Magic:
Suggestion: Allow negate magic to negate all abilities on initial activation and then have a charge system where additional negation use up 1 charge per standard ability, 5 per boss ability, and 10 per ultimate ability. The negate field has X charges after the initial negation and hence could negate the next X regular abilities, the next X/5 boss abilities, or the next X/10 ultimates used – at which point it collapses (even if it would have had duration left). My initial suggestion would be 10 charges and/or to tweak with ultimate / boss charge destruction.
Dark Magic Passives
These alternative passives help to get closer to what we desire for all types of build. However the alternative passives require you to select them at the expense of the original passive.
Unholy Knowledge
Current: This provides a 3/6 stamina and magicka ability cost reduction.
Unholy Bargain
Suggestion: Cost of all class skills (except dark exchange) is met by stamina when magicka resource is exhausted at a 10/0 % penalty.
Reason: This means that sorcerers can use all their magicka and then switch to stamina costs for class skills – which supports both stamina and magicka builds. BUT at the expense of a 6% cost reduction across the board.
Blood Magic
Current: Provides a heal when an opponent is hit by a dark magic ability (8% of max health)
Dark Strength
Suggestion: Provides a damage shield that increases with number of opponents hit (3/6% of max health per opponent) that lasts 5s. This ability stacks with itself (i.e. spamming dark magic can create a large shield… but for a very limited time).
Reason: This provides an alternate means of defense and supports pre-casts of as Encase, Daedric Mines, etc.
Persistence
Current: Increases duration of dark magic abilities.
Affliction
Suggestion: All dark magic abilities apply a minor maim debuff to targets hit. This debuff lasts for the full duration of the ability + 5 / 10% (irrespective of break free).
Exploitation
Current: Provides a minor prophecy buff (spell critical) on activation.
Dark Blessing
Suggestion: Provides a minor savagery buff on activation.
Daedric Summoning
In order to offset the impact of the Daedric Summoning toggles (i.e. 2 slots on your bars) and the casts times, I suggest the following:
All summoning toggles should gain an active ability (a little like defensive posture has a passive effect from being slotted and an active). The initial activation of the ability sets the toggle on and to actively de-toggle it is a CTRL+ability (or similar dual key press). Any use of the normal activation key after the toggle has been set on, activates a secondary ability based on the nature of the skill. In addition all summons should scale off maximum magicka or stamina.
Example abilities are
Familiar:
Activation ability: Daedric explosion
Active ability: AoE explosion at familiar location. Costs magicka.
Clanfear:
Activation ability: Tail swipe.
Active ability: AoE knockdown with taunt at clanfear location (same damage as the baseline familiar’s explosion).
Unstable Familiar:
Activation ability: Unstable explosion
Active ability: Causes an greater AoE explosion + stun at familiar location.
Costs magicka.
Winged Twilight:
Activation ability: Azura's light
Active ability: Performs a heal on caster. Costs magicka
Restoring Twilight:
Activation ability: Azura's light
Active ability as Winged Twilight. Morph provides a magicka regeneration aura
Twilight Matriarch:
Activation ability: Azura's light
Active ability as Winged Twilight. Morph provides a health regeneration aura
Daedric Curse:
Current: Causes a delayed AoE damage explosion.
Suggestion: This causes a minor DoT, with a significant AoE damage explosion for the same total damage as the current spell.
Daedric Prey:
Current: Increases pet damage whilst active.
Suggestion: Can also be used to identify targets to pets for the modified Empowered Ward.
Bound Armour:
Current: Provides a minor armour buff and improves maximum magicka.
Suggestion: Instead provides minor protection buff and improves maximum magicka.
Bound Aegis:
Current: Provides minor spell resistance buff (Ward).
Suggestion: Provides minor armour and spell resistance buffs.
Bound Armaments:
Current: Improves maximum stamina instead of magicka and provides additional damage on heavy attacks.
Suggestion: Also rovides minor armour buff (bear in mind the baseline change is to protection).
Conjured Ward:
Current: Wards self and pets with a shield scaled off magicka.
Empowered Ward:
Current: Warded pets do additional damage.
Suggestion: Empowered Ward can ward the sorcerer and up to 2 additional allies of the sorcerer.
If the sorcerer has pets active these are the first allies warded.
If the sorcerer has placed a daedric curse, then conjured ward will affect the two closest allies to the target of the curse (unless a pet has taken one or more of these wards). Otherwise it will be those closest to the sorcerer. Recasting empowered ward will kill all existing wards.
Wards from multiple sorcerers do not stack (so you cannot stack Empowered wards from another sorcerer with your own Conjured ward – and two sorcerers cannot ward stack the tank for twice the effect).
Daedric Summoning Passives
These are the alternative morphs for the daedric summoning.
Rebate:
Current: Regain magicka on the death of a pet
Suggestion: Regain magicka and health (10/20) on the death of a pet
Reason: This simply incorporates the clannfear health rebate passive into an actual passive.
Demonic Infusion:
Suggestion: The death of a pet infuses you with a surge of demonic strength.
When one of your pets dies / despawns, gain Major Berserk for 4/8s.
Reason: This provides a significant short term DPS boost on pet death.
Power Stone:
Current: Reduce cost of Ultimates
Power Siphon:
Suggestion: Pets gain you ultimate (1 per 10s / 1 per 5s) whilst they attack
Reason: This provides an means of ultimate generation using pets (roughly equivalent of catalyst)
Daedric Protection:
Current: Improved health recovery with skill slotted
Daedric Infusion:
Suggestion: Provides 1 / 2% max health per daedric summoning ability slotted
Reason: This supports tanks and life builds.
Expert Summoner:
Current: Familiar gains speed. Twilight gains damage. Atronach gains range.
Suggestion: All pets gain damage + health.
Clannfear gains armour/spell resist and charge.
Familiar gains speed and attack speed.
Twilight gains range and self-heal (i.e. it heals itself).
Atronach gains armour/spell resist and range.
Expert Conjuror:
Suggestion: Bound armour provides a minor increased healing received buff as an activation ability (similar to defensive stance) for 10s. This costs magicka (but see also unholy bargain).
Daedric Curse applies a minor defile effect to the target for 3/6s on cast.
Conjured ward duration increased 5 / 10% (so it doesn’t overpower shields any further).
Reason: This provides the non-pet builds with an alternative.
Overall:
The goal was to provide viable alternatives for stamina and hybrid builds and support for all roles. I hop that I have demonstrated that this is possible with some skill tweaks and the inclusion of alternative passives / passive morphs. Indeed without these passive morphs, this setup would not work for stamina / hybrids at all.
Anyway, please comment. And if anyone has the stomach, try the same for DK, NB and Temp.
Cheers