With U35 completely gutting magsorc for pvp despite the buffs we were promised towards the end of that PTS cycle and U36 doing nothing to provide any of the afore promised buffs either, it's time to look forward to U37 to fix this class. We have a long time (at least 3 months) between now and U37 so this would be the perfect time to put forward ideas and possible changes and reworks to the sorcerer class to bring it up to par with the other classes and make it work and be more enjoyable to play in the current state of the game with the current mechanics and metas within the game.
First thing's first, this topic is to provide ideas for buffs and improvements to non-pet builds and for pvp, pets have always been the strongest way to play sorc, but not the way that most players have wanted to play or enjoyed playing the class.
Secondly, no, I don't want streak buffed either and would be more than willing to see some adjustments to streak (which I did propose as well) assuming the rest of the kit is made viable first (or at least at the same time) so that the class is not completely unplayable.
Thirdly, and I want to be very clear about this, I don't want to be forced even more into pets that just don't work in pvp, so, I have avoided mentioning ideas for pets here outside of the main pain point being daedric prey making it less accessible and instead focused on the rest of the class kit.
Fourth, this is not calling for any nerfs to any of the other classes, leave that discussion for other threads please folks.
Fifth, I am aware that bow/bow sorc still does decent this patch, but that build still has its issues and barely uses any class abilities, meanwhile when you look at the currently strong classes like dk, nb, warden (and last patch plar) where almost every bar slot has a class ability slotted in it and those ability's function, synergize and help the class to perform well, which is what I want to see for sorc.
Sixth, if anyone has interesting ideas for buffing pets, please do post them as I am interested to hear those as well, but as mentioned personally I would like to see the other playstyles of sorc be brought up to compete with pet builds and be viable in pvp, which is why I didn't post any myself outside of a small tweak to atro to make it better for solo play.
Now, let's get on with the discussion. I'm going to go through each of the sorc skills individually and give a brief mention of their pain points and some potential ideas to fix the issues and possible improvements to help bring the class kit into the modern game.
Daedric Summoning Line:
Actives:
Atronach: One of the stronger skills remaining in the kit, the main pain point with this skill was the increased cost and decreased duration without any real compensation for this nerf for most players. The nerf was done due to oakensoul allowing for some insane ulti-gen which allowed for multiple atronachs to be up at once, but this is no longer obtainable outside of a group composition that specifically builds for it. The skill doesn't need too many changes, however, the skill itself can be improved without reverting the nerfs. Simply make the synergy activatable by the caster as well as an ally (similar to necro boneyard).
Note: This improves the skill for solo play through granting the class access to a strong and fairly rare buff that doesn't require an ally to activate it while keeping the skill at its current power level for group play. This is also one of my lowest priorities for buffs to this class.
Familiar: A pet skill, the main pain point is the very low health and almost nonexistent damage in pvp.
I'm not a fan of the pets, however I'm going to leave this alone as I don't want to see these skills nerfed for those who do enjoy this playstyle.
Daedric Curse: The main pain points of this skill are prey causing a very noticeable damage loss if you don't time the recast perfectly and haunting curse being very mediocre for a delayed burst ability that provides very little utility compared to the delayed burst of every other class while having very mediocre damage on top of no utility.
First, add major breach to the base ability and morphs.
- For accessibility, change prey into a single target, 10 second duration, DoT effect instead of a single burst after 6 seconds, this seems to be the biggest complaint among pet sorc players, so I will add this for them.
- For haunting curse however, this is where the big changes will be. First, either focus the skill to be either single target or AoE instead of trying to awkwardly have one proc the other, second, have the first instance of damage trigger if the curse is cleansed, but it won't start the second proc timer if it is cleansed to leave some counter play to this skill but not have it completely countered.
Note: These changes to curse in general are to provide class access to what should be a universal debuff (major breach) as well as make the ability (haunting curse) do what its name entails. This curse is supposed to haunt its target, so the fact that it does nothing if it is cleansed makes no sense at all, especially since it has the longest delay to deal any damage out of every single delayed burst ability in the game at 3.5 seconds for the first instance and a 12 second total for both instances.
Twilight: See familiar.
Conjured Ward: The main pain points of this ability is how weak the shields are compared to how strong healing is currently.
Make the shields scale off weapon/spell damage or perhaps crit damage (at the very least, increase the value it scales off max magicka by, to make them more viable without requiring hitting 55k+ max magicka to give a shield that worth using, which severely limits building into more impactful stats for other abilities). Also increase the base duration to 10 seconds to help with accessibility.
Note: Shields have become severely lackluster as a defensive tool. The required investment to get them to a level that matches the level of healing that other classes have is far too high for the payoff.
Bound armor: Very niche in its usage and the loss of the boost to light attacks in bound armaments made it into a strictly weaker carbon copy of the nightblade spec bow ability.
Move the passive max mag/stam bonus to the Expert summoner passive and have this skill grant major prophecy and savagery while slotted.
- Reduce the cost of bound aegis or change it to grant major protection for 10 seconds
- slightly increase the damage or travel speed of bound armaments projectiles. add a scaling increase to crit chance of say 1% per stack of bound armaments to reinforce it as the damage morph of this skill.
Note: this skill is rather lackluster at the moment and is only really slotted due to how bad the rest of the kit is. Giving it a unique buff will bring it closer in line in power to the nb spec bow while retaining its fit into the rest of sorcs kit and not being a carbon copy (it grants crit chance instead of raw damage). The crit chance on the base skill will also help the tanking aspect of bound aegis since tanks can now slightly more reliably get a crit on their self-healing or healing from crit surge combined with hurricane/lightning form.
Passives:
Rebate: Increase from amount restored from 150/300 to 300/600 given how long the durations are on most actives in this skill line.
Power stone: This passive is fine as is.
Daedric protection: Add magicka recovery to this passive (removing it from the capacitor passive) and reduce to 15% down from 20% to account for now granting magicka on top of stamina and health recoveries.
Expert Summoner: As mentioned previously, take the max magicka/stamina granted from bound armor active and add it to this passive. Can reduce its values from 4/8% to 2/5% to account for the fact it now gives all 3 stats instead of only health.
Dark Magic Line:
Actives:
Negate: The obvious pain point of stamina specs just completely ignoring an ultimate ability.
Change silence to also affect non-core combat stamina abilities. It is rather absurd that stamina specs can just completely ignore an ultimate ability.
Crystal shard: The projectile travels far too slow and is far too easy to interrupt or dodge with how free core combat is now.
Remove the cast time on this ability and morphs, increase the travel speed of the projectile and replace the cost reduction effect with off balance.
- Crystal weapon morph, remove the second trigger of this ability and increase its damage to better match the power level of a regular spammable.
- Crystal Fragments, increase the proc chance to 50% and reduce the proc bonus damage to 33%, also make the proc damage spread over a small AoE (say 5-6 meters).
Note: the skill is called crystal fragments so it would make sense for the proc to break up on impact and spread itself over a small AoE at the target.
Encase: This does nothing in pve and essentially nothing in pvp.
Change this ability to be an AoE DoT.
- Shattering prison, make this morph into a support ability that provides a small HoT and minor expedition to allies in its area instead of dealing damage to enemies.
- Restraining prison, enemies in the area are now also snared and will become immobilized if they are snared for 2 seconds by this ability.
Rune Prison: The 3 second delay on this ability is a remnant of 2018 where the game was slower and core combat was much more expensive and could be punished much easier and burst was much lower meaning that 3 seconds was enough to force an enemy to choose to continue their combo and risk the stun or stop mid combo and avoid the stun which is not possible now with most classes having the ability to burst you down in 2 seconds or less.
Reduce the delay on the stun attempt to 1 second max down from 3 seconds.
- Rune Cage: It deals its initial damage on cast and attempts to stun the target after a 1 second delay. A DoT is applied if the stun ends that also snares the target by 30% for 10 seconds.
- Defensive Rune: Provides a passive self HoT for 10 seconds upon cast. if you take damage while this skill is active on you, it attempts to stun the target after a 1 second delay and heals you for an amount equal to 3 ticks of the HoT.
Note: Rune cage becoming a DoT creates better synergy for the dark magic passives, specifically blood magic and defensive rune will help to fix sorcs severe lack of passive healing. The reduced delay on the attempted stun also leads into a better burst rotation that is much less punishable or predictable (rune cage) or actually being able to defend yourself from attacks (defensive rune).
Dark Exchange: The cast time on the ability makes it almost unusable in lag, and completely unusable while under pressure (when it's needed the most) and without some form of CC immunity. The payoff is also far too small for such a punishing detriment to using it.
- Remove the cast time from this ability and its morphs
- Either make it scale off weapon/spell damage like all other class burst heals or make it unaffected by battle spirit so that it's actual heal value matches to the burst heal values of every other class.
Note: The values on the resource restore can be tweaked to compensate for the improved healing this skill now offers.
Daedric mines: This skill is far too expensive for its cost opportunity after the nerf it received in U35 which prevents it from being able to stack its damage into a single burst.
Reduce the cost of this skill by 1/3 to better match its current power level, that being equal to 1 cast of a spammable every 2 seconds on a target.
Passives:
Unholy knowledge: This passive is fine as is.
Blood Magic: With the proposed changes to Rune prison, encase and dark exchange, this passive could possibly be reduced to once per second instead of once per half second now that there are many more ways to proc it and there is also passive healing from defensive rune and a reliable burst heal from dark exchange and morphs.
Persistence: Make this passive also proc when an attack is successfully dodged. Sorcerer being a highly mobile class that is supposed to avoid damage, it makes no sense for this to only proc when trying to face tank enemies.
Exploitation: This passive is fine as is and provides a unique buff to groups that only sorc can grant.
Storm Calling Line:
Actives:
Overload: Slow projectile travel time, lost its uniqueness and utility when it lost the 3rd bar option, doesn't work with any of the commonly used ultimate proc sets (see balorgh), often bugs with the heavy attack bug that gets you stuck in the heavy attack animation which requires relogging to fix.
2 options with this skill.
1. Increase the speed of the projectile and fix all bugs associated with this skill.
2. Completely remake this skill into a proper burst ultimate for sorcerer.
Something like, cost 150: Fire a bolt of lightning out in front of you that deals X damage to all enemies it hits, inflicting concussed status on any enemies hit.
- Morph 1: Increase the damage and also inflicts major vulnerability on enemies hit.
- Morph 2: Ability no longer fires in a line and instead now targets a single enemy and then chains to nearby enemies (can only chain to each enemy within the radius once and likely a cap on the total number of times it can chain).
Mages Fury: This skill is too inconsistent for pvp, with a super low threshold to trigger the execution damage as well as being dodgeable, cleansable, blockable and even at times just doesn't proc for no reason at all.
Increase the percentage at which the proc can trigger to 30% up from 20%.
- Mages Wrath: Increase the proc damage and remove the ability for the skill to be cleansed or dodged.
- Endless Fury: Change this to a classic execute that no longer applies a proc, instead dealing its damage up front and that damage scales up to 300-400% increased damage for enemies under 50% health with an increase to its base damage to better match other similar execute skills.
Note: this aims to make the proc more reliable and apply pressure instead of just stealing kills that were already dead and also provides the option of a more traditional execute ability should players prefer that instead.
Lightning Form: The skill just doesn't do enough to make it worth running anymore with most sorcs opting to run chudans over this to free up a valuable bar slot.
Both morphs now grant major expedition for 5 seconds.
- Hurricane: change minor expedition to major and reduce the duration for expedition buff down to 6 seconds from 15 and also on cast grants allies within its radius major expedition for 3 seconds. Everything else stays the same.
- Boundless Storm: Now grants snare immunity for 5 seconds and snares for 30% for 1 second upon dealing damage with a target only able to be snared by this skill once every 3 seconds max.
Note: Hurricane would be a potential group buff, bringing your allies along with you giving them the wind at their backs to keep up with you, while boundless storm is literally lightning passing through enemies, that should slow them down while being pure lightning yourself should make you immune to snares/soft cc for a short duration.
Lightning Splash: Typical ground based AoE, not much wrong with this current skill for pve, its main issue in pvp is that it provides nothing other than damage and a damage burst synergy.
If it was to get any changes, make this skill inflict concussed on enemies in its AoE with the synergy dealing 10% more damage to concussed enemies, otherwise it is ok as is.
Surge: The heal is far too unreliable as it requires you to be on the offense, which means it does nothing when it's needed and you're under pressure.
Keep crit surge as it is but change power surge to give a smaller heal upon dealing any damage with both morphs having a 1 second cd on their heal. This allows players to choose a smaller but more consistent heal from power surge or they can risk the bigger heal that requires dealing critical damage but will be less consistent from crit surge.
Note: With defensive rune now being a passive heal and dark exchange being a reliable burst heal, I didn't want to buff/change this skill too much, instead I have opted for a risk reward change to this skill where players can choose a lower heal value that is consistent or risk a less frequent but bigger heal on dealing critical damage, both morphs should provide roughly equal healing over the long run.
Bolt Escape: Fitting and slightly ironic that this is the final active skill in the class kit to go over. However, even this skill has a couple of pain points. first is being a gap closer, it falls to every single location desync and gap closer bug in existence, which gets exacerbated by lag/poor performance. Second is vertical terrain, this skill is hilariously bad when trying to move around terrain that is not a flat open field, often landing short (if even moving at all) if trying to go up hill, then essentially stunning yourself as you fall down when streaking across a down-hill surface.
However, with the above changes made, sorc now have options, so a few adjustments can be made here to tone down the power level of this skill.
Streak: no longer stuns but inflicts a snare on enemies hit and has its range increased from 15m to 20m. The fatigue cost is also decreased from 33% to 25% due to no longer having a stun.
Ball of Lightning: Keeps its 15m range and the 33% fatigue cost. No longer provides snare immunity (since this is now on boundless storm), instead it causes you to dodge all incoming projectiles for 1.5 seconds on cast.
Passives:
Capacitor: with this passive now included in Daedric protection, there is a free passive slot. So, an idea for a new passive could be.
When you deal shock damage to an enemy, gain 1 stack of capacitance (max 4), you can only gain 1 stack per second. Upon dealing non-shock damage to an enemy, remove all stacks and deal an additional 250/500 shock damage to that enemy per stack removed.
Note: capacitors are supposed to store up charge to then release at a later time, this would be an interesting option for a new passive to fit the name of the passive as well as the shock damage theme of sorc as you are essentially storing up damage to use at a later time.
Energized: This passive is fine as is.
Amplitude: Increases damage done to enemies by 0.5% for every 20%/10% current health they have. This bonus doubles to 1% for every 20%/10% health they have if the enemy is concussed or off balance.
Note: with a fair increase in the reliability of the sorc damage output, this was toned down for the base value, but with the large amount of ways to inflict concussed and off balance now in the class kit, the buff from this passive will mostly remain the same as it currently is for those healthy enemies.
Expert Mage: Why is this lower than the generic and freely available fighters guild passive.
Increase to 1.5/3% weapon/spell damage per sorcerer ability slotted to at least match the fighters guild passive.
Keep in mind that with all the changes, buffs and reworks to everything, streak would get nerfed at the same time, since the class would now have options to choose from in regard to both defense and offense to make it far less reliant on streak as an ability.