Preface: Now while I don't pretend to be the best magicka sorc, or even a good magicka sorc, I have played quite alot of it. In Cyrodiil magicka sorcerer is an extremely week class in 1vX's or versus large groups. (Meanwhile also losing to alot of cheese heavy armor tremorscale builds in 1v1s) and after being ignored for a bit I think some buffs would be well received. Some may have arguments such as "Oh I see _______ doing ______ and they don't need any buffs." However the real point is that any player who is seen doing particularily well on a magicka sorc, could probably be out preforming that class on a different character (and some strong magicka sorcs have already rerolled to play the meta more effectively). So enough about why I think sorcs should get some buffs, and a little bit about what I think those changes should be.
Boundless Storm: Let's be honest, Boundless Storm is an incredibly lackluster skill, sure you get the major ward and major resolve (and that is never to be overlooked) but in comparison to Hurricane which offers minor expedition for the full duration, as well as a scaling in size and damage dot. Some healthy changes to this skill that I have thought up are:
a) Increase Major Expeditions uptime by a flat percentage for every piece of light armor worn. This would allow magicka sorcs to use boundless storm to regain some mobility around the battle field (without spamming streak and draining a magicka pool) especially those who wear 5 light.
b) Remove the major expedition, and just have boundless storm suppress slows and roots, much like shuffle, for those 7.5 seconds (at rank 4) that the major expedition would be active. This change would allow sorcs to actually orient themselves in fights with the ability to aim streak.
Hardened Ward: Hardened Ward is the "bread" of magicka sorc, just the bread though because of the duration nerf. One interesting change that would be sort of a buff or nerf, depending upon how you play it, would be the ability for Hardened Ward to cleanse negative effects. Now hear me out, while having ward reliably purge dots or slows would be ridiculously OP. So have the hardened ward purge dots as its 6 second duration runs out, and cleanse an amount of dots proportional to the percentage of shield remaining. If you have 100-75% of your original ward remaining you would cleanse 4 negative effects, 74-50%, 3 negative effects, and so on so forth. If you recast your shield before the duration is out, you lose the "purge" and no negative effects would be purged. This would add a new level to sorcerer play, allowing skill to once again take effect. Suddenly instead of mindlessly recasting shields on rotation, you would have to contemplate if you would need the extra 6k damage shield (that had already been consumed off your original ward) or if you risk it in an attempt to cleanse 2 negative effects. Schematically (like lore based) this can make sense because the ward takes damage for you, and it takes DoT's for you, so as your magic dissipates, the negative effects that were attacking your ward would disappear also, however if you recast the shield, refreshing the magic, the DoT would continue to latch onto the shield.
Streak: Streak is supposed to be the offensive morph of bolt escape, but there is no reward for using it offensively, it is simply a 1.5 second stun with a drastically scaling cost. One way to give magicka sorcs back the ability to use streak offensively would be a change to how the cost increase doubles. A simply piece of code that would check, if an enemy was hit by streak, the cost does not increase (the streak "exhaustion" buff would refresh, but it would not proportionally increase the cost) however if you do not hit anyone with the streak, if you were using it to re position or to flee from a fight, the cost would multiply. However, with the simple use of a for loop in the code, one could prevent a magicka sorc from streaking 4 times into the distance then streaking into a mountain lion on the hills of cyrodiil to reset the buff. When streaks cost multiplies, it stays that way until the exhaustion buff completely disappears. To give a quick example, if I streak into an enemy zerg 4 times, hitting players each time, and streak costs 100 magicka, each of those streaks would cost 100 magicka. However if I find myself getting hit too much, and streak out of the zerg, streaking 4 times not hitting players, the cost of my final streak would be 1600 magicka. With the first being 200, 400, 800, following the typical multiplier. However if I get chased and I decide to streak back through a player chasing me 3 times, each streak would cost 1600 magicka, not increasing the exhaustion modifier assuming a player was hit.
Ball of Lightning: To be honest, I haven't seen Ball of Lightning used to great effect ever, with almost every magicka sorc I've seen using streak. (Pls don't hate, I apologize if you use Ball of Lightning to good effect, but I just haven't seen it happen, this is not an insult, simply an opinion). Ball of Lightning absorbs projectiles which can add very useful defensive side to streak. However it is simply lower duration wings, with a little mobility, and a ridiculous cost increase. One buff that I believe would make Ball of Lightning a legitimate option (to make it actually a choice if you wanted to run streak or ball of lightning) would be if gap closers were forced to target the "ball". This would force pursuant of a magicka sorc sprint and deplete there resources somewhat proportionately to how fast a magicka sorc burns resources streaking. There would be a legitimate choice and play style "determinant" based upon which morph of streak one chose.
Overload: Lets be honest, Overload doesn't need a buff, it is already an extremely cliche but powerful pvp spec, and strong in pve. I am simply requesting a quality of life change. Remove the animation of changing to your overload bar. Cyrodiil doesn't need the extra particles of lightning coming down from the sky, and the animation can be very buggy, causing a delay in casted skills and perhaps resulting in death. The removal of the animation would allow sorcs to reliably use a third bar without having to be worried about being caught mid overload with no defenses. (P.S.) it would be really lit if the simply barswap button would take one out of overload and back to the bar that overload was equipped on.
These are just a few of the thoughts I have had while playing the past few months. Please, let me know what you think, I'd love to know more about how others perceive the state of magicka sorc.
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Magicka Sorc- 'Cadderly