feel they need alittle tweaking to finally bring them more inline with being more competative so... here i go.
Restoration Staffs -
The mending buff on heavy attacks is nice but 3 seconds is REALLY weak, 7-8 seconds would be more reasonable, as no sane healer would be heavy attack channeling every 2 seconds for a small healing boost that could jeperdise your groups survival to charge up. otherwise i like this change.
Restoring springs: either increase the magicka restore by one additional target OR give the affected targets minor magicka+stamina regen
the other morph (i actually dont remember the name it's that bad compaired to springs): i feel the 1 extra second is kind of pointless, why not just include it into the base spell and make this morph more focused on being a bigger AoE with slightly increased healing output.
Prayer (unmorphed) : include the additional length+width morph as a default
the morph mentioned above (again pretty weak morph cant remember name) : either change it so the spell becomes a targeted ring or make it a smart heal similar to a Templars but of course weaker than the Templars so that they still have a better class choice for smart burst healing.
Healing Ward : i personally feel this one needs a slight tweak since it's shield heal is pretty potent, lower the shield amount, increase the heal percentage, so that way it becomes more of a life saver than a bonus health pool so that you are required to try not lose the bubble or risk losing the heal, more risk more reward in my opinion.
Force Siphon: increase the healing amount slightly, make it instant cast.
Siphon Spirit: increase to 2% magicka restore
Quick Siphon (new name, Siphon Vitality) : Slows the target by 5%, Restores 2% Stamina per hit
Restoration Master : also reduces Restoration Skill line costs by 2%/4%. not much but i feel it'll make just that little bit of difference
Destruction Staffs -
Destructive Touch: increase base range to 25m
Destructive Reach (renamed Destructive Assault): deals increased damage, grants the affect of a fully charged heavy attack from passives
Tri-Focus: the frost componant has a further increased 3% shield amount
Ancient Knowledge : increased to 7%/15%, also increases light and heavy attack damage by 5%/10%
*personally i'd rather see something more elemental focused like Fire heavy attacks grant Major spell damage for 5seconds, Shock grants upto 6 nearby allies with minor stam+magicka, Frost grants upto 6 nearby allies with minor mending and health regen. why thse choices exactly? i feel this would give each element more specialization, rather them use my other threads idea's but these small changes will do*
Destruction Expert : Also restores Health equal to the magicka restore (maybe slightly more) . also increases the chance of all destruction staff based kills to apply a death affect, because who doesn't enjoy seeing these effects go off? :P
PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread
EU - [Arch Mage Dave] Altmer Sorcerer
Fight back at the crates and boxes, together we can change things.