It's no secret that some classes still have skills that haven't changed in any way throughout the game, or have never been used in class skills at all. I would like to consider this point so that the zos do not forgot them.
Encase:
This is a very old skills that hasn't been touched since the days of One Tamriel, only in one morph is a "Restraining Prison". It needs a few changes to be more usable again.
1.1 Morph Restraining Prison.
Generally should be used by tanks in PvE and PvP to AOE root targets. As a constraint, cast only in the direction your character is facing. And if earlier the major vitality gave + 30% by strengthening magical sorcerers in pvp too much an d helping in tanks in pve, now it gives only + 16% and is no longer felt in any way. This skill is currently not used anywhere. Sorcerer tanks have a big weakness - they are very vulnerable to trash packs. This could be corrected. Solution: While the target is immobilized, you regenerate health x scaling from your maximum health every second for every target. If the target broke out of the prison on their own, then you get a major vitality for 3-5 seconds (This is quite enough to make the tanks comfortable and eliminate the problem with a strong heal in pvp).
1.2 Shattering Prison
Its problem is that it only works after the end of its action. That is, the recast will not cause damage. This morph is useless everywhere, because in 95% of cases the target will not stand in place for more than 5 seconds in pvp, and for damage it does not make sense because the damage after the explosion does not live up to expectations (too small ). Therefore, the only choice is to either greatly increase the damage, or change the skill.
Solution: Each recast deals AOE damage (regardless of CC). At the end of the action, deals significant damage if the target does not escape. (This will give an AOE direct instead of the usual elemental blockade explosion from the staff. The total damage will be same+ bonus for small mobs remaining in the root, but the sorcerer's AOE will severely punish those who choose to stay in it.
2. Rune Prison
One of the skills that lost its brilliance long ago after the disorientation status effect was removed from the game. Used exclusively in pvp.
2.1 Rune cage morph.
This is a weak CC that can be dodged (DK laughing with a fossilize in the background). Solution: I like the idea of making a "punishing mage", so why not? When target drop CC, deals direct damage and blocks a random enemy skill for 3-5 seconds, the number of blocked skills cannot exceed 1-2. If the enemy has been in prison all the time, he is healed for N health. (This skill will give you the option to either escape and regret it, or endure receiving damage in cage, but as a result, get a strong heal)
2.2 Rune Defensive
Solution: Cost: stamina+magic and a general price increase. The CC from this skill cannot be dodged. (This will eliminate excessive spamming with this stun). You can also cast a spell on your ally, but the maximum number of defensive runes cannot exceed 2.
3. Negate
His whole problem is that he is too useless if he is only one. Solution for two morphs: Increase AOE radius (It will be useful for pve too) + 30% slowdown of the enemy in the area of negate.
This is just my idea, they can be seriously flawed in some combinations, so they need to be adjusted. If you like it then I will write about the templar.
Edited by ZOS_Icy on 15 April 2023 10:52