Anyone else feel that the release of Necromancer should have had also had an improvement to the Soul Magic skill line since it also deals with the manipulation of souls? The only usable ability in the skill line is the ultimate and even that is a stretch for most folks. The passives are sub-par and the Soul Trap spell's morphs are great but the damage vs cost ratio for this spell is just atrocious.
Suggestions:
1. Increase the base damage of Soul Trap and its morphs:
Lay claim to enemy souls, dealing
[655] [1350] Magic Damage to the target and one other nearby enemy over 10 seconds.
NOTE: This damage increase puts it more in line with other similar DoTs like Cripple, making this ability a decent DoT that all classes can take advantage of if they want.2. Change "Soul Shatter" passive with the following effect:
Enemies you kill with a Soul Magic ability have a 10% chance to erupt in Soulfire, dealing [2000] Magic Damage to nearby enemies.
NOTE: This new passive doesn't necessarily invalidate Shatter Soul as a morph as that morph guarantees an explosion. If ZoS wanted to, they could increase the explosion damage from this morph to make it stand out more.
These changes are pretty easy quick to implement and bring a little more usefulness to the Skill Line. I leave changes to the Ultimate up to the community as I know there's quite a bit of controversy over its strength in PvP and it's seen several *adjustments* because of that. What do you think? Any changes or additions?
Extra Change That Would Take More Time for ZoS:
Besides these two quick changes that ZoS could implement with relative ease, I'd also push for a new ability to be added to the list. One idea I had was to create an ability that functioned similar to Imbue Weapon, but instead of buffing your next Light Attack it would instead buff your next Heavy Attack:
Mystic Weapon:
Infuse your weapon with souls, causing your next Heavy Attack used within 2 seconds to deal an additional [739] Magic Damage and restore 10% more resources. Resources are refunded if a Heavy Attack is not activated.
Stamina Morph: Now deals [900] physical damage instead.
Magicka Morph: Still deals magic damage, but now restores 20% more resources.
NOTE: This ability could be used by stamina characters to get more resource return or simply increase their damage with heavy attacks. Magicka players looking to focus on heavy attacks for their damage could use this ability to do so or simply take advantage of the increased resource return. Maybe it's too strong or weak - I'd like your input about it!
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”