These are my opinions not all these skills are bad, just not up to stam lvl. I will only talk about mag classes here. Nightblades were not mentioned as I have no experience with them and they looked good on paper.
Side note: remove all arena weapons from bgs and pvp and buff DOTs again.
Necro - All over the place (every dmg type and not a focused dmg type) and clunky. Make all single target fire and AOE frost or lightning, so sets like netch's touch can be used etc.
Flame skull - bad spammable, highly telegraphed and weak. An increase in dmg is needed (make it like shrouded daggers with extra dmg per 2nd and 3rd person)
Stalking BB - easy to avoid at range. Needs a strong secondary, try switching range %dmg to a defile like stam morph?
Boneyard - uniform dmg type
Skeletal mage/archer - buff dmg or give better buffs from using them
Siphon skills - add small AOE on player? Good for pve
Scythe - needs rework (who uses this?)
Reanimate - make it immune to negate. At 350 ult cost it should be immune, people that revive are easy to kill anyway
Hex proof - cleanse 3 down from 4
Sorcs - give cleanse after buffing DOTs, otherwise great
Crit surge morph - cleanse 1 DOT and 1 after every 5 or more secs
Make penetration go through shields, currently it just ignores it
Make pets 1 bar, perhaps reduce twilight heal and make it unkillable? Or just the 1 bar buff
Templars - they need lots of buffs (just kidding) templars are OP (because of aedric spear)
Puncturing sweeps - make single target and replace heal with spell crit
Javelin - more dmg
Unstable core - remove 1st effect and that makes it punishing
Aedric spear passives need SLIGHT nerfs
Dk's - only 1 real way to play them
Molten whip - give passive spell dmg for slotting e.g 300
Burning embers - swap heal for breach maybe
Chains - give them a DOT
Ferocious leap - take flight gets decreased cost and increases dmg and range. Make this morph do more AOE dmg with more than 6 targets or more dmg against 25% targets
Coagulated - add mag recovery
Magma shell - make it ignore spell resist, stam version gets ignore physical resistances and they have beserking strike (2h ult)
Molten armaments - add increased light attack dmg
Mountains blessing - add minor sorcery, scale off highest resource (SOHR)
Helping hands - add mag equivalent SOHR
Wardens - bottom of the barrel & smallest dps tool kit
Cliff racer - change range % dmg to 10% flat out dmg instead, this currently works out of shalk range (silly morph)
Fletcher flies - make it ramp up dmg to targets below 25% (we need an execute) Second press causes a stun (4 sec cooldown)
Natures grasp - make it usable on self and maybe nerf heal
Perma/NS - reduce time & increase dmg (not worth it atm)
Gripping shards -make all morphs scale off mag. One can be high dmg spell, the other a fast ticking dot. (passives that buff frost dmg, but hardly any class frost spells)
Bear ult - make 1 bar, increase proc dmg (bear has execute and I don't)
Crystal slab - turn these morphs into proper shields and reduce bolts to 2 (decrease dmg by 1000-3000 or melee users take the full dmg) A thorns like shield is great
Shimmering - reduce ult cost or adds mag or stam recov
Expansive frost cloak - LA and HA deal more dmg, like molten armaments and give minor crit dmg
Light armour - change snare effectiveness to break free cost reduction
Restoration staff - few tweaks needed to bad morphs
Lights champion - adds 10-20% crit chance on top off crit dmg
Illustrious healing - make duration 10-12 secs
Destruction staff - worst weapon skill line from passives to skills
Tri focus - add light attacks do 5% mored dmg
Penetrating magic - make all dmg ignore 10% spell resist and 14% additional dmg to blocking targets (sword and shield gives 10% dmg resist and 14% projectile mitigation. Mag unfairly nerfed more - this avoids nerfing sword and board) or change deflect bolts to bosses and adds only
Elemental - add increase dmg to silenced, burning, concussed and chilled targets by x amount
Ancient knowledge - change frost staff to increased shield strength
Destruction expert - whenever an enemy dies restore mag (add cooldown)
Wall of elements - reduce cost & dmg increase
Destructive touch - one morph could be a stun that empowers next non ult spell, the other a faster ticking dot
Impulse - make these into execute spells
Mages guild - easiest ult to avoid, bland and underwhelming line
Ice comet- increase AOE size of morph and make it less telegraphed or enemy stands still until it hits (speed up ult)
Shooting star - make 3 to 5 smaller meteors pepper an area in a big circle (could turn it into a dot version, bigger dot ticks)
Radiant mage light - take less dmg from behind and at sides (remove stun immmunity)
Structured entropy - adds mag recovery instead of healing
Spell symmetry - exchange health foir x resistances for x seconds
Everlasting magic - Increase mages guild DOT dmg and up time
Might of the guild - when mages guild spell slotted gain x spell dmg (absolutely terrible as is)
Edited by Lemonsinspace on January 28, 2020 7:22PM