Hello everyone!
Since the beginning of my jurney in early 2015 i always had the feeling that the soul talent tree was kinda poor. Actually it is more than a feeling: as a matter of fact this talent has only 2 active abilities (one less than the other smallest active talent tree which is the vamp one!) and only 3 passives (only 1 or 2 of which are of some relative utility).
Talking about actives the number and utility is pretty underwhelming here:
- Soul strike is a very cool ultimate for it's effect and massive damage output, but it remains highly situational and hard to obtain since it unlocks after completing the main story arc. An effort way bigger than the reward.
- Soul trap well... it is soul trap: a rabbit tossing you flowers would do more damage. Its morphs are sadly not interesting and its onlòy utility remains filling soul gems which, let's say it, are so common that i find really little reason to ever put it on my bar.
Passives are also pretty much unworthy of attention:
- Soul Shatter has such a low damage, specially considering that it triggers at only 20% remaining health with a cd of 2 MINUTES, that has little reasons to be pricked
- Soul summons is the only useful passive in this talent tree
- Soul lock is highly situational and with little use since it requires you have an empty soul gem and that you land a kill with a weapon ability AND having only 5% chance!
Unlike other talent trees, which usually benefit of more sets, the nature of this talent tree makes it poor on this field too with the only related set being the infamous Oblivion's Foe set.
This set always was like its talent tree: worthless
For those who were not there to remember, this was the original Oblivion's foe set:

low utility on a 4 MINS cd...
Then they reworked it into this:

Please take note that the description says "abilities" which made the community belive that this set could afect the ultimate ability too, which would have been great. Obviously it was not: the set only added damage to the soul trap ability. Too bad that 2 times zero always is zero...
Finally they corrected the description with this one:

and it remained like that.
As you can see the current situation of this talent tree and its sets is disappointing, specially considering how much potential this concept could have.
I will now try, after i pointed the many faults, to provide possible solutions:
- Increase the number of active skills from 2 to at least 3, a full talent tree would be advisabe to compensate the lack of interest this talent tree suffered;
- Increase the number of passives to a number related to the actives one;
- Find a proper way to lvl it up not bound to a slow, demanding, repetitive main questline;
- Modify the Soul trap ability and its morphs to actually make them worth picking, with some combat utility at least;
- Modify the Soul shatter passive to make it more effective, maybe removing the cd and making the blaswave a continuous one as long as you remain under 25% health;
- Modify the Soul Lock passive to make it useful in combat too, maybe adding a change per weapon hit to proc additional damage or triggering a minor soul beam;
- Give this talent tree proper sets, which means at least adding a specific damage increasing set like all other talent trees have, reworking the oblivion's foe one and maybe finally adding one or 2 sets with fancy effects.
Please, let me know your toughts about how to improve this talent tree