With the additions to the Mages Guild and Soul Magic skill lines, I had really hoped that their passives would've gotten a look over as well to incentivize their use a little more. I have posted about this a few times, and don't really want to dig into each passive again for the Mages Guild, so in short, the main issue is that the majority of them are horribly underpowered compared to their Fighters Guild counterparts. The skills themselves are also lacking by comparison, with the main two being Inner Light and Scalding Rune. Inner Light mostly keeps up with Camo Hunter through Hunter's weapon damage passive alone, unless you are getting the Minor Berserk from it at which point it outpaces Inner Light easily. I'm not opposed to the Mages Guild giving increased Magicka, but 2% per ability doesn't stack up to the 3% weapon and spell damage gained by Fighters abilities. For Scalding Rune, while it is a useful dot, it doesn't even come close to Barbed Trap even when Minor Force is removed from the equation in part due to how it doesn't have the increased status proc chance as trap does. Soul Magic is even worse off, as the passives are all utility or RP passives effectively that barely even save gold at this point. While, at least personally, the grimoires for Mages Guild and Soul Magic seem the most interesting, the passives that come with them are all but nonexistent. There are a few passives that are interesting, such as the dot length increase passive, but the Might of the Guild passive that gives empower is many patches outdated. This isn't a crippling issue, but it is one that deserves some attention.