I'd like to discuss something other than how sorcereres can spam bolt escape in light armor in pvp or spam crystal shards ad nauseam for a dps rotation.
So I'm going to look at the skills themselves and evaluate the skill lines.
Starting with the strongest:
Storm Calling
This is the strongest skill line by virtue of having the least useless skills. Bolt Escape is the bigger highlight, but the others have their place and decent use.
Endless Fury
Is a rather nice execute skill. The morph makes it refund a nice set of mana if you kill your target.
Its alternative morph however is weak as the splash damage on explosion is not only niche, but the splash damage us negligible and 180 splash magic damage isn't much in VR levels. Not even 10% of a regular mob's HP.
Lightning Form
Great skill. The damage ticks are negligible and probably meant to work with Disintegrate, but since Disintegrate is so bad, about 350 damage over 9 seconds with Thundering Presence is not that great.
Lightning Splash
This skill alongside Overload are the real stinkers of the skill line. Simply put, as long as the spell doesn't trigger the synergy by itself after it ends, it will be a crap skill unless the actual damage is buffed. The original size is pitiful, so you have to morph it to Lightning Flood for it to actually be a functional AoE, albeit a really low damage one in its current state.
Surge
I know most people swear by this skill. Critical Surge is strong, yeah. But I hate it. The skill by itself, without being morphed into Critical Surge.
So let me summarize what is so terrible about this skill.
This skill has double the mana cost, is single target based on caster, and has one third of the duration of Molten Weapons.
So you have to morph Surge into Critical Surge to get the only real functional heal a Sorcerer has, it has no group utility, will wipe out your mana bar in no time for its outrageous cost and shorter duration, and on top of it provides less bonus than a DK's Igneous weapons because it is not group wide and Igneous Weapons adds additional fire damage that is not hit by a low weapon damage softcap.
And it forces you to gear full crit stacking in order to have a heal worth something in veteran content, and a heal contingent on staying offensive to be effective.
Most insulting is that one of our morphs is to make surge last about 10 less seconds less than Molten Weapons, which is a group buff, and provides no other benefit. Just terrible.
Bolt Escape
Good for casters mostly because of their cost reduction in light armor. As melee, this skill makes for an awkward initiator that would be much better if you made it a targeting reticle teleport with a 3 second cooldown to prevent spamming. Add an AoE damage component like those PvE battlemage mobs do when they port to a target and do an aoe explosion.
That could replace Streak considering Streak does really bad damage anyways and will never be taken over Ball of Lightning.
Overload
This ability is so bad. The damage is actually worse than just casting impulse. On a non-magicka stacking build, it doesn't even do more damage than a single melee light attack on its heavy attack cast.
The Overload skill also disables all your weapon passive bonuses, which is a huge loss.
This is an ultimate skill but it sure doesn't feel much like it.
Stormcalling Passives
Disintegrate
The really bad passive. 10% chance to disintegrate low health targets. What a waste considering low health mobs will likely die on a single impulse cast or steel tornado. A 10% chance is just bad. Even if you raised it to 60% the skill would not make for a good investment. This skill needs a revamp.
Capacitor and Expert Mage are fine. The only good passives really
Energized
Energized is not a good passive actually. It's a 5% boost on a skill line whose only damaging skill is a 20% HP and under execute. This will only ever be good when Storm Calling has an actually good nuke other than an execute.
This could instead be changed so that whenever you cast a Stormcalling spell your magicka, stamina, and health regen is increased by 50% for 5 seconds or soemthing like that.
Or you could turn it into a passive that gave the skills more offensive utility.
Dark Magic
This skill line has Negate Magic, Crystal Shards, and Encase that are the only standout skills. Encase costs a metric ton of magicka and is only use for Exploitation Passive as Volcanic rune is much better and cheaper for CC.
Dark Conversion is overshadowed by Spell Symmetry, and as a heal in a game where damage is so high, a 4 second self CC means you lose more health tanking damage without block than you actually recover. Hell, this spell can very easily kill you. So it's not used for the heal but for the magicka return, which is inferior to spell symmetry, and dark conversion is a skill that cannot be used by melee, stamina using sorcerers.
Rune Prison
A single target 1.5 sec cast CC in a game where some classes can spam AoE CC. Moderate cost.
This skill is completely outclassed by volcanic rune, because a single target CC does nothing in a game whose encounters center on large packs of mobs, and in an encounter where there are 3-4 mobs, those mobs are usually immune to CC so the skill cannot shine.
It also regens the target's health unlike volcanic rune, and volcanic rune does AoE damage to boot on top of a launch and 4 sec aoe stun.
Daedric Mines
Easily the worst sorcerer skill right after the pets, and that's kind of a tie. This thing has such a horrendous magicka cost for what it actually does.
I don't know why someone would want to wipe out 60% of their magicka bar on a single skill that takes 3 seconds to arm baseline or loses its area function to serve as an instant line skill that's overpriced.
The damage would be great if you wasted the time running a mob over all the mines, waiting 1.5 seconds of immobilize between each tiny explosion that doesn't even have much radius to affect nearby mobs.
Its cost needs a drastic reduction, the explosion radius to other mobs should be increased, the arming time should be 1 second baseline, and the immobilize could certainly be 2-3 seconds and interrupt casting.
Passives
Persistence only affects encase with Restraining Prison since it doesn't have much meaning for Rune Prison.
Exploitation is again used only in tandem with Restraining Prison. The other Dark Magic spells have barely any lasting effects to benefit from this passive.
Daedric Summoning
This is easily the worst skill line out of all classes in-game.
The summons will never be used in serious play until you revert the change making summons costs two skill slots. There's no way around it in a game with 10 total skill slots and several critical self buffs and cc and maintainance skills on top of offensive ones.
With that out of the way, here's why even then summons will be bad:
-They are made of wet toilet paper. A single charge up skill from a regular mob will wipe out a Twilight Matriarch, and she costs 1.5 sec cast time and a crapload of mana to resummon even with rebate.
2 melee swings from an elite mob kills a Matriarch. The Clannfear, the tankiest pet, can take slightly a couple more hits and that's not saying much. You need to make pets scale with our health stat and make them immune or take greatly reduced aoe damage.
- The AI is terrible. You can't sneak with a pet out, so you can't initiate combat from stealth, and you have to desummon a pet to skip past dungeons for leaderboard speed runs.
The pet will attack whatever it wants to attack, and all the summons do single target damage in a game where AoE is essential in most encounters.
- It's very telling that the only current use for a summon is summining and immediately despawning a volatile familiar to act as point blank aoe. Because out of abusing a detoggling interaction that treats it as a pet death to trigger the volatile familiar's explosion, the pet and Twilight Matriarch's actual attacks are actually pretty measly.
Bound Armor
Overshadowed by Storm Form. Costs 2 skill slots and while it doesn't cost magicka to activate every 9 seconds, it handicaps your max magicka by 10% while it is toggled, and the thing with armor is you only need it when you expect to get hit.
Costing 2 skill slots alone on top of covering your character's armor and currently bugging out and disabling disguises whenever you weaponswap is part of the reason why few people use it.
Its morphs are also weak. Bound Armament only benefits with heavy attack spam, which won't happen much once stamina builds actually have stamina dumps.
And Bound Aegis is worthless considering you already softcap armor with medium armor with just bound armor.
Most importantly bound armor returns less mitigation as many builds use either storm form or Immovable for the necessary spell resist, which bound armor does not provide.
Conjured Ward
Shields are not that great because they don't take into account mitigation before absorbing damage. And this is a selfish self-targeted shield with no group benefit, ends up mitigating less damage than storm form and costs a good bit of mana.
This could be a lot better if it was the group utility sorcerers need urgently.
Daedric Curse
Awful skill only made less bad but still bad as Velocious Curse. 6 second activation time for a skill that does less damage than a 1.3 second crystal shard and doesn't even stun. With mediocre splash damage. Even with 3.5 seconds its only used to bait crystal shard procs and even then its use is marginalized versus crystal shard spam.
This skill needs more utility and damage. A snare or power reduction/Concussion on detonation would be a good start.
Passives
Power Stone is the only worthy passive. Daedric Protection is a 20% increase to an incredibly weak stat (health regen). Health regen capped amounts to about 86 health every 2 seconds. A single veteran leve mob hits for triple to quadruple of that value. Bumping 76 health regen to say 84 is a blip in the radar and a complete waste of 2 skill points.
Expert Summoner needs to affect bound armor and twilight ward and daedric curse in some way, and will only be of use when summons themselves are of use.
Pets need to scale with gear and all stats better.
Class utility
Negate Magic is the only real utility a sorcerer brings to a team. You've got Lightning Flood's unremarkable synergy and that's about it as far as sorcerer group benefits.
The sorcerer needs better team utility, or its use after DK and Templar group utility dominance will be for raw DPS, in which it doesn't even beat the other classes, especially DK.
Once NB gets buffed to be the best single target class, sorcerer will only have ranged options to boast about, and that's not much to boast about if a healer can keep up DK's and NB's up through encounters and bosses die faster as a result.