I’m sure there are a few others that could be added to this list, but I wanted to bring up these 3 skills specifically since it is straightforward to show how they are falling behind similar skills.
Haunting Curse (Sorcerer)
This skill was once considered the PVP only morph, but with the changes to pet damage it is becoming more popular in PVE as well (Daedric Prey is not needed without pets). The problem is that it’s damage is not on-par with other similar skills. The easiest comparison is to Entropy (either morph) since both deal magic damage over 12s. Entropy deals 16% more damage, can be cast on an unlimited number of targets, provides Major Sorcery, Empowers the next light attack, and restores either health or magicka depending on the morph choice. Haunting Curse can only be used on one enemy at a time, and has the disadvantage that it cannot be overcast to fit into an 8 or 10s static rotation (half the damage is lost if you don’t wait the full 12s). Haunting does have a small amount of splash damage (less than half of the initial hit), but the radius is small enough and the delay long enough that it rarely hits anything. Both skills have similar passives for slotting, 2% Mag + Mag Regen vs 2% Spell Damage, so we can call that aspect roughly equal. While Haunting Curse functions like a DoT (multiple damage ticks over a set duration), it is not classified as one. This is significant because it does not work for Z’en’s Redress set, and does not benefit from Thaumaturge CP (where most builds have more points than Master at Arms). I would like to see this skill deal more damage over its duration (at least 30% increase), and maybe also apply some type of buff or debuff. It would be nice if it worked with Z’en’s since it is a trackable effect that sticks to the enemy. It could also benefit from more ticks, to be less punishing on overcasting or using against an enemy that may not live for 12 more seconds. Possibly have it tick at 4,8,12, or could even go to 4 ticks on 3s intervals or 6 ticks on 2s intervals. I’m not sure why it is restricted to a single target at a time, but it does make the skill unique so I’m not saying it needs to be changed in this aspect, but the power level should reflect this limitation, by dealing at least 10% more damage than skills without a target cap.
Winter’s Revenge
While seemingly brought to the same standard as other AoE DoTs, this one is actually significantly weaker for a few reasons. Using Liquid Lightning and Blazing Spear as a comparison, we can see that WR is about 4% weaker than LL in raw damage, and LL itself is weaker than BS when considering the Burning Light procs. This wouldn’t be too far off, except for its additional inherent weaknesses. Both Lightning and Spear offer synergies for the group (very important in the Lokkestiiz stam mata), while Winter’s brings nothing of value to the group. WR is also frost damage, which is not as valuable as Fire or Shock from a damage standpoint (Burning and Concussion are more important than Chilled). WR does not offer any useful passives for slotting (Blazing Spear gives 10% crit damage and Liquid Lightning gives 2% Spell Damage), just a small amount of resistance that matters little on a damage build. WR also has a relatively small radius of 6m compared to Blazing Spear’s 8m (although it is larger than Liquid Lightning’s 4m). IMO Winter’s Revenge needs an increase to one or more of the following: size, damage, or group utility. One interesting way to do this would be to have it function like Engulfing Flames for 10% Frost Damage Vulnerability applied for 12s (or while in the AoE). This wouldn’t be a massive buff to its own damage, but it would make allies’ Force Pulse, Boneyard, and Glacial Colossus hit harder, making a Magden DPS less of a detriment to a group (and possibly even desirable in a group with multiple Mag Necromancers). This would also go a long way toward making Frost Mage DPS viable in PVE.
Twisting Path
Once a key part of the Magblade toolkit, it seems that this skill has become completely useless. It functions similarly to Elemental Blockade (which is now the inferior morph compared to Unstable Wall, but serves as a more similar comparison to Path). Path actually does about 5% more base damage than Blockade, but considering that it does not cause status effects, proc enchants or poisons, benefit from Destruction Staff passives, get buffed by things like Engulfing Flames (10% more Fire Damage) or Burning (20% more damage on Flame Blockade), Path actually ends up significantly weaker. It is also smaller, with a length of 15m vs Blockade’s 18m, and I believe it is narrower than Blockade. Path only offers defensive passives; 4% health and poor uptime on Major Ward and Resolve. It also gives Major Expedition to allies, which is often more of a nuisance than benefit when carefully positioning for some mechanics. I’m not sure the best approach to fixing Path, but it definitely needs some form of group utility. Another synergy feels too bland, but maybe a unique buff or debuff for allies or enemies standing in it. It could also use a flat damage increase of at least 30% to put it ahead of Blockade.
Feel free to add any additional skills below that did not make my list. Please supply numbers and justification to show why they are underperforming.
Edited by WrathOfInnos on August 26, 2019 7:20PM