Just some observations/feedback for some of the changes as a Dark Elf Sorcerer Tank in PvE Dungeons(V). I threw together some things that fit my character and would allow me to benefit from several of the changes that had been made. This left my stat values around 40-42k Magicka, 30k Health and 16k Stamina with nearly 2k M-Regen and 29k-32k Armor. This update wanted to support sorcerers who preferred to forgo their pet companions, so I removed my Twilight Matriarch in favor of the revamped Refuge skill, Bound Aegis, and used Hardened Ward instead of the Regenerating morph. To maintain the dual 10% stat boosts I was restricted from using any abilities or sets that spawned a companion, like Chokethorn or Shadowrend. At the time, I forgot the Atronach Ultimate also counts as a pet but later realised that whenever I used it, my stats were still shifting (Stamina/Magicka values don't update until you bar swap).
Hardened Ward
With my stats, this gives me a 22k shield and heals for around 6500 Health. This feels really good to use and encourages a sorcerer to rely more on their shield for survivability compared to trying to heal yourself with Dark Deal. The ability can crit on the heal, which provides a nice 10k boost under the shield if you're lucky. No complaints on this, although I still prefer the visual effects of Regenerative Ward.
Daedric Refuge
I'm still feeling kind of 'ehh' towards this ability. It costs me 4900 Magicka and has a 3s arming time with a 2s delay between node pickups. They can be grabbed by a player once it's armed, but if you stand over another node before the 2s delay ends it won't pick up the second, requiring you to move away and back over it again. However, a subsequent recast of the skill when the initially placed nodes are absorbed will give players a shield refresh automatically without having to move, if they are standing over a node.
I can provide Damage Shields with a value up to 13k, but there isn't really anything that gets someone to say 'oh yeah, give me some of that!'. Unfortunately, it's also capped at 43% of a players Max Health, meaning an ally needs 25k Health to get a 10k shield. I'm not sure what else this skill could do to make it more special or exciting to an ally, but I believe it's Shield duration could last 8s and provide Minor Protection for 4s, so that the shield might last a tiny bit longer if they happen to walk over one of the nodes by accident. That, or it could restore/refund an amount of Magicka for every node that isn't activated to aid in softening the large recast commitment. Yes, those ideas are based on Templar mechanics since the skill already looks Holy inspired anyway.
Shattering Spines
Well.. this still costs much more, lacks the Major Vitality buff, and is only 4s instead of the 6s Immobilize that Restraining Prison had, but this new iteration of the skill remains quite useful on it's own. I do have to work on remembering that this can still be used in boss fights as it's effects are not tied to the CC, and 10s of Major Maim is a nice addition. You can get two procs of the Blood Magic passive from using this skill, and the unique delayed effect can be refreshed early which also forces the damage to proc on reapplication. I have not tested the Healing morph in combat, but I think it is also sufficient for any Healers considering the skill.
|| AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
|| DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
|| EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
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