Attorneyatlawl wrote: »Attorneyatlawl wrote: »Also just to touch on the whole critical/power surge controversy... the 1/4th of a second internal cooldown really doesn't affect much other than huge amounts of aoe dot's going off from us. It still allows for our big attacks to proc it even after a dot recently had, for example (yum when an insta-empowered frag clutch heals as a crit), and provides a good chunk of healing when aoe'ing (especially in stamina builds since you can spec for the much higher healing percentage of your damage done, as the morph!). Having lowered AOE cap limits with no stat caps as of 1.6, and being able to still aoe spam alongside the higher crit rates we can reach now (impenetrable no longer makes us not crit, it just can lower the damage from our crits) would be extremely broken.
Nearly of the hits on average will crit in a damage-oriented build, minimum, on the sorc factoring in the typical 42% basic spell critical loadout of gear along with the 3% dark magic bonus for a total of 45%, and not using a precise staff (instead having a nirnhoned staff for the extra spell pen along with the Apprentice mundus or in some builds, the Mage for pvp or Atronarch). It used to be the case that most people ran around with 20-50% flat reductions in chance to be critically hit, so it kept this in check when there was no internal cooldown for us. If you had 45% spell crit against someone wearing 50% worth of impenetrable gear... you literally could not critically hit them. Now if you have 45% spell crit... you will critically hit 45% of the time against them, rain or shine.
You can't think that purposefully avoiding DOTs so they don't eat up your Surge healing is a good mechanic, can you? I understand the internal cooldown because AOE builds would have some insane healing, but getting those 400 point heals from Boundless Storm while your Wrecking Blow crit for what would be a 7k heal right afterwards is extremely frustrating. Add in the fact that you can not crit a blocking opponent, and for stamina builds, it will always be Rally over Crit Surge.
Not sure why you are talking about spell crit and such in a stamina thread, by the way.
You're nitpicking, honestly here: substitute "weapon crit" and the exact same point applies. And in a single-target situation, you won't be using enough DOT's for it to be an issue. It's only once you're slamming down aoe's that it comes into play, but at that time the cooldown is being hit every single time and you're still getting nice amounts of healing in any case. I think that Eric Wrobel's solution, outlined on the last ESO Live broadcast, of potentially adding a minimum heal amount to the effect will be more than sufficient.
Attorneyatlawl wrote: »WarrioroftheWind_ESO wrote: »I'm not entirely sure where this 'general consensus' comes from. While I agree that changes need to be made to some under used or poorly performing abilities, not every sorc is on the sky is falling wagon.
I cannot think of anyone off the top of my head who uses Thundering Presence. I remember one person mentioning it in their build it didn't rely a great deal on magicka, so for them it was beneficial to have the extra time over speed. I would like for them to increase the armor/resistances gained a smidgin tho, as well as increase the damage. Honestly, triple digits is a kitten whisker tickle compared to the mana pools people are rocking these days. In PVE I'll occasionally roast a crocodile or welwa with the disintegration passive, but in PVP it's mostly just for the speed as well as resistances. Maybe not make it stam cost based, just scale off of highest stat perhaps and add increased resitances/dmg to presence and increase the duration of Boundless' speed by a couple seconds.
The biggest problem I see with sorcs is that they've been pidgeonholed into playing a handful of viable specs because those ARE the only 'viable specs' and proposed changes have people convinced that ZOS hates their class. I play a spec I like not because I can go on 200+ unbroken kill streaks but because I LIKE it, and I'd like it to be given a fair shake and not perform so badly because I don't use the same cookie-cutter setup as every other rank 40+ sorc.
Dark Deal definitely should be changed into a hot of some kind, either that or return more for its cost. I get its trying to emulate Equilibrium from Skyrim or the old Restore Fatigue spells from older ES games, but NPC mobs operate much differently there than in ESO where you have mobs that can close distances intelligently or perform interrupts, or Players who can easily break out of snares. Maybe add a cast timer to it where you can stop and go with small bursts between attacks to replenish your resources.
BE. I hate this skill. I hate it so much I refuse to use it at all, so I can't comment on it besides saying that I've seen some players use it very creatively in builds where they will take it just as readily as they dish it out, and others run away like schoolyard sissies and claim it's for 'survivability'.
I've never used crystal shard or any of its morphs at all, mostly because I see everyone and their mom using it. When I'm running a stam spec I aim to use sorc abilities to supplement my damage and utility such as shattering prison for snares and Bound Armaments for dmg. If I'm dealing damage I expect to use weapon abilities. I wouldn't object to a close range burst that would synergize well with melee, but it'd be tricky to work with with the limited bar space and so much that is integral to my setup.
The internal cd on Surge is kind of dumb. If DK's can heal themselves ad nauseum, or temps, or NB's, then why not sorcs? The point of no cooldowns is that resources have to be exhausted first. Throw the cooldown in the garbage and just bump the cost some. Or make it the self heal sorcs have been yammering about for months, make it a burst heal that adds weapon/spell crit/dmg.
Stormie: can you PLEASE make this guy not stunnable/knockdownable? I think its kind of dumb that NPC stormies are immune to stuns but mine can get dropped like a pancake by a little bitty clannfear. Except for one time where I saw a AD guild rolling around with sorcs leading the charge and dropping stormies simultaneously, I just don't see them used a great deal. They don't seem to do that much damage and they're too easily CCed. Meanwhile DK's can melt enemies like butter with an INVULNERABLE standard, NB's can suck life with an INVULNERABLE vampire pool of death, and temps can flatten people with an INVULNERABLE glowy swirly orb.
Pets: I think they could use some love. As much as ZOS tried to nerf everything else to make pets look more appetizing, they're not, and only new players or PVEers still use them. Occasionally I'll see them in PVP, but very rarely. Balance shouldn't involve making everything else suck then telling people to use what YOU want, but making everything that sucks look more appetizing so you think "Hrm...you know I might wanna try that".
I still want to summon a *** dremora lord one of these days, but that's still on the back burner afaik.
I remember there was a player who first started using stam sorc setups. I'm not sure if she still plays anymore, last I checked on her channel she had not updated any ESO videos for a long time, at least since last year. Alot of the abilities she used ended up getting the nerf hammer in 1.5 I believe, but I've seen other sorcs continue to build up on that style. I would like to see sorcs be able to sport a wider range of viable builds.
Good feedback, while I don't agree with all of it, I can see where you're coming from.
Dark deal already works that way and can be cancelled between any of its ticks at will.
Bolt escape and morphs both have huge utility in group and solo play. Ball of lightning gives protection to you and any allies it is near, and fan be used as a deterrent when healing or as a quick help when mainly damaging. Streak is a moderate damage hit stuns and disrupts the enemylines, and gets you in tthere for aoe. Can also stun people off of you or your healers use it to get out of Los to avoid focused fire on you.
Crystal blast has good use as I said in my last post while frag is useful for extra burst, and for tagging an unaware enemy even without the proc. Goes great on someone who just popped on someone next to youand as a damage back load combined with curse and ice reach. Hit them and sstun right as the curse is applied then root hits a sec later
.
Atronarch is incredibly high damage in aoe with its morph for charged Atronarch and a group mate can tag it with the synergy for a nice damage buff for it and themselves. It is much higher dps than the other ultimates you mentioned and fan benefit from your empowered ward to boot. Also stuns with a big hit on impact and can be commanded to single target channel on an out of range enemy. I feel its downside is balanced.
Summoned pets should only need to be on one bar... Pet builds could be viable and great options if not for bar slot starvation when using them and even just empowered ward, to make them good. At worst they could be turned into timed summons that last a 45 second or so stretch, but they were much more feasible in beta when not needing to be on every skill bar including overload to stay active. I also would like to see an on death effect added for the morphs of the winged twilight's.
Attorneyatlawl wrote: »Attorneyatlawl wrote: »Also just to touch on the whole critical/power surge controversy... the 1/4th of a second internal cooldown really doesn't affect much other than huge amounts of aoe dot's going off from us. It still allows for our big attacks to proc it even after a dot recently had, for example (yum when an insta-empowered frag clutch heals as a crit), and provides a good chunk of healing when aoe'ing (especially in stamina builds since you can spec for the much higher healing percentage of your damage done, as the morph!). Having lowered AOE cap limits with no stat caps as of 1.6, and being able to still aoe spam alongside the higher crit rates we can reach now (impenetrable no longer makes us not crit, it just can lower the damage from our crits) would be extremely broken.
Nearly of the hits on average will crit in a damage-oriented build, minimum, on the sorc factoring in the typical 42% basic spell critical loadout of gear along with the 3% dark magic bonus for a total of 45%, and not using a precise staff (instead having a nirnhoned staff for the extra spell pen along with the Apprentice mundus or in some builds, the Mage for pvp or Atronarch). It used to be the case that most people ran around with 20-50% flat reductions in chance to be critically hit, so it kept this in check when there was no internal cooldown for us. If you had 45% spell crit against someone wearing 50% worth of impenetrable gear... you literally could not critically hit them. Now if you have 45% spell crit... you will critically hit 45% of the time against them, rain or shine.
You can't think that purposefully avoiding DOTs so they don't eat up your Surge healing is a good mechanic, can you? I understand the internal cooldown because AOE builds would have some insane healing, but getting those 400 point heals from Boundless Storm while your Wrecking Blow crit for what would be a 7k heal right afterwards is extremely frustrating. Add in the fact that you can not crit a blocking opponent, and for stamina builds, it will always be Rally over Crit Surge.
Not sure why you are talking about spell crit and such in a stamina thread, by the way.
You're nitpicking, honestly here: substitute "weapon crit" and the exact same point applies. And in a single-target situation, you won't be using enough DOT's for it to be an issue. It's only once you're slamming down aoe's that it comes into play, but at that time the cooldown is being hit every single time and you're still getting nice amounts of healing in any case. I think that Eric Wrobel's solution, outlined on the last ESO Live broadcast, of potentially adding a minimum heal amount to the effect will be more than sufficient.
"Nitpicking" a vital flaw that turns your vital heal into a decorative buff and gives you next to no healing when you need it most is more than valid. I shouldn't have to cut so many skills from my bar just to assure myself that i'll get the powerful heals when I need them, and the higher my crit rate the more I need to avoid.
Thanks to the folks in this thread fighting the good fight on behalf of Stamina sorcs. I carried that banner for over 2 years and have lost the energy to make these arguments myself anymore, I'm glad to see some new blood able to carry on and try to represent our needs.
Hypertionb14_ESO wrote: »right now, if you are hitting a target that is not blocking or using a damage shield, the healing rate from Crit Surge while using either morph of Flurry is insane. Generally better than what you can do with Puncturing Sweep on the best possible build.
Attorneyatlawl wrote: »Also just to touch on the whole critical/power surge controversy... the 1/4th of a second internal cooldown really doesn't affect much other than huge amounts of aoe dot's going off from us. It still allows for our big attacks to proc it even after a dot recently had, for example (yum when an insta-empowered frag clutch heals as a crit), and provides a good chunk of healing when aoe'ing (especially in stamina builds since you can spec for the much higher healing percentage of your damage done, as the morph!). Having lowered AOE cap limits with no stat caps as of 1.6, and being able to still aoe spam alongside the higher crit rates we can reach now (impenetrable no longer makes us not crit, it just can lower the damage from our crits) would be extremely broken.
Nearly of the hits on average will crit in a damage-oriented build, minimum, on the sorc factoring in the typical 42% basic spell critical loadout of gear along with the 3% dark magic bonus for a total of 45%, and not using a precise staff (instead having a nirnhoned staff for the extra spell pen along with the Apprentice mundus or in some builds, the Mage for pvp or Atronarch). It used to be the case that most people ran around with 20-50% flat reductions in chance to be critically hit, so it kept this in check when there was no internal cooldown for us. If you had 45% spell crit against someone wearing 50% worth of impenetrable gear... you literally could not critically hit them. Now if you have 45% spell crit... you will critically hit 45% of the time against them, rain or shine.
Emma_Eunjung wrote: »Attorneyatlawl wrote: »Also just to touch on the whole critical/power surge controversy... the 1/4th of a second internal cooldown really doesn't affect much other than huge amounts of aoe dot's going off from us. It still allows for our big attacks to proc it even after a dot recently had, for example (yum when an insta-empowered frag clutch heals as a crit), and provides a good chunk of healing when aoe'ing (especially in stamina builds since you can spec for the much higher healing percentage of your damage done, as the morph!). Having lowered AOE cap limits with no stat caps as of 1.6, and being able to still aoe spam alongside the higher crit rates we can reach now (impenetrable no longer makes us not crit, it just can lower the damage from our crits) would be extremely broken.
Nearly of the hits on average will crit in a damage-oriented build, minimum, on the sorc factoring in the typical 42% basic spell critical loadout of gear along with the 3% dark magic bonus for a total of 45%, and not using a precise staff (instead having a nirnhoned staff for the extra spell pen along with the Apprentice mundus or in some builds, the Mage for pvp or Atronarch). It used to be the case that most people ran around with 20-50% flat reductions in chance to be critically hit, so it kept this in check when there was no internal cooldown for us. If you had 45% spell crit against someone wearing 50% worth of impenetrable gear... you literally could not critically hit them. Now if you have 45% spell crit... you will critically hit 45% of the time against them, rain or shine.
As the person whose question about Surge was answered by Eric on the last ESO Live (LOL, did anyone notice my 15 seconds of fame?), I was particularly depressed by the answer: ZoS simply does NOT want Sorcs to be able to out-heal the damage from multiple, hard-hitting mobs.... PERIOD. This means that my dream of soloing all the Veteran dungeons is crushed, at least until I hit 3600 CP or something. If it weren't for the cooldown, I could be hitting 20,000+ HPS with my current AOE build, but because of the CD, I'm lucky to get 2000 HPS. Of course, I use Wards now like everybody else, but those have a hard limit that doesn't scale with the number of foes you are facing.
You can call the old Surge mechanic "broken" or whatever, but the reality is that the cooldown slammed an iron door in the face of every hardcore solo PvE Sorc.
Attorneyatlawl wrote: »Attorneyatlawl wrote: »Attorneyatlawl wrote: »Also just to touch on the whole critical/power surge controversy... the 1/4th of a second internal cooldown really doesn't affect much other than huge amounts of aoe dot's going off from us. It still allows for our big attacks to proc it even after a dot recently had, for example (yum when an insta-empowered frag clutch heals as a crit), and provides a good chunk of healing when aoe'ing (especially in stamina builds since you can spec for the much higher healing percentage of your damage done, as the morph!). Having lowered AOE cap limits with no stat caps as of 1.6, and being able to still aoe spam alongside the higher crit rates we can reach now (impenetrable no longer makes us not crit, it just can lower the damage from our crits) would be extremely broken.
Nearly of the hits on average will crit in a damage-oriented build, minimum, on the sorc factoring in the typical 42% basic spell critical loadout of gear along with the 3% dark magic bonus for a total of 45%, and not using a precise staff (instead having a nirnhoned staff for the extra spell pen along with the Apprentice mundus or in some builds, the Mage for pvp or Atronarch). It used to be the case that most people ran around with 20-50% flat reductions in chance to be critically hit, so it kept this in check when there was no internal cooldown for us. If you had 45% spell crit against someone wearing 50% worth of impenetrable gear... you literally could not critically hit them. Now if you have 45% spell crit... you will critically hit 45% of the time against them, rain or shine.
You can't think that purposefully avoiding DOTs so they don't eat up your Surge healing is a good mechanic, can you? I understand the internal cooldown because AOE builds would have some insane healing, but getting those 400 point heals from Boundless Storm while your Wrecking Blow crit for what would be a 7k heal right afterwards is extremely frustrating. Add in the fact that you can not crit a blocking opponent, and for stamina builds, it will always be Rally over Crit Surge.
Not sure why you are talking about spell crit and such in a stamina thread, by the way.
You're nitpicking, honestly here: substitute "weapon crit" and the exact same point applies. And in a single-target situation, you won't be using enough DOT's for it to be an issue. It's only once you're slamming down aoe's that it comes into play, but at that time the cooldown is being hit every single time and you're still getting nice amounts of healing in any case. I think that Eric Wrobel's solution, outlined on the last ESO Live broadcast, of potentially adding a minimum heal amount to the effect will be more than sufficient.
"Nitpicking" a vital flaw that turns your vital heal into a decorative buff and gives you next to no healing when you need it most is more than valid. I shouldn't have to cut so many skills from my bar just to assure myself that i'll get the powerful heals when I need them, and the higher my crit rate the more I need to avoid.
Nitpicking about the usage of the term spell crit instead of physical crit. I didn't call the cooldown a nitpick at all. In fact, I addressed it directly and fairly thoroughly in both posts. You took that completely out of context. And no, there's no need to take anything off your bar as I said.. Outside of a multitarget scenario you are unlikely to run into the cooldown very much overall. It is aoe, where it would be nuts with no cooldown restricting it to a maximum of four times a second, that it gets throttled.
Attorneyatlawl wrote: »Attorneyatlawl wrote: »Attorneyatlawl wrote: »Also just to touch on the whole critical/power surge controversy... the 1/4th of a second internal cooldown really doesn't affect much other than huge amounts of aoe dot's going off from us. It still allows for our big attacks to proc it even after a dot recently had, for example (yum when an insta-empowered frag clutch heals as a crit), and provides a good chunk of healing when aoe'ing (especially in stamina builds since you can spec for the much higher healing percentage of your damage done, as the morph!). Having lowered AOE cap limits with no stat caps as of 1.6, and being able to still aoe spam alongside the higher crit rates we can reach now (impenetrable no longer makes us not crit, it just can lower the damage from our crits) would be extremely broken.
Nearly of the hits on average will crit in a damage-oriented build, minimum, on the sorc factoring in the typical 42% basic spell critical loadout of gear along with the 3% dark magic bonus for a total of 45%, and not using a precise staff (instead having a nirnhoned staff for the extra spell pen along with the Apprentice mundus or in some builds, the Mage for pvp or Atronarch). It used to be the case that most people ran around with 20-50% flat reductions in chance to be critically hit, so it kept this in check when there was no internal cooldown for us. If you had 45% spell crit against someone wearing 50% worth of impenetrable gear... you literally could not critically hit them. Now if you have 45% spell crit... you will critically hit 45% of the time against them, rain or shine.
You can't think that purposefully avoiding DOTs so they don't eat up your Surge healing is a good mechanic, can you? I understand the internal cooldown because AOE builds would have some insane healing, but getting those 400 point heals from Boundless Storm while your Wrecking Blow crit for what would be a 7k heal right afterwards is extremely frustrating. Add in the fact that you can not crit a blocking opponent, and for stamina builds, it will always be Rally over Crit Surge.
Not sure why you are talking about spell crit and such in a stamina thread, by the way.
You're nitpicking, honestly here: substitute "weapon crit" and the exact same point applies. And in a single-target situation, you won't be using enough DOT's for it to be an issue. It's only once you're slamming down aoe's that it comes into play, but at that time the cooldown is being hit every single time and you're still getting nice amounts of healing in any case. I think that Eric Wrobel's solution, outlined on the last ESO Live broadcast, of potentially adding a minimum heal amount to the effect will be more than sufficient.
"Nitpicking" a vital flaw that turns your vital heal into a decorative buff and gives you next to no healing when you need it most is more than valid. I shouldn't have to cut so many skills from my bar just to assure myself that i'll get the powerful heals when I need them, and the higher my crit rate the more I need to avoid.
Nitpicking about the usage of the term spell crit instead of physical crit. I didn't call the cooldown a nitpick at all. In fact, I addressed it directly and fairly thoroughly in both posts. You took that completely out of context. And no, there's no need to take anything off your bar as I said.. Outside of a multitarget scenario you are unlikely to run into the cooldown very much overall. It is aoe, where it would be nuts with no cooldown restricting it to a maximum of four times a second, that it gets throttled.
So, how could you rely on that heal as your main source of healing?
You obviously need a high crit rate, daage shields would be very good as a more reliable way to stay alive either way, protecting you until you get enough healing.
But you also need a lot of hits to make this heal reliable. If you use burst damage, you'll often won't get a good heal at all, leaving you spamming shields without the ability to heal yourself.
So we need a spammable single target ability with decent damage output... for a magicka Sorc, there is exactly one skill in the entire game that should give us what we need here: Force Shock. This skill was indeed excellent for that purpose pre 1.6 (against everyone without impenetrable of course). That the damage is split in 3 hits made the heal a lot more reliable (while not any bigger), and as the strongest weapon damage buff in the game, Surge increased both the damage and healing from using that ability.
Now the split up hits make the heal still more reliable, but also 3 times smaller than it would be with a single hit.
Only Power Surge buffs the damage now, though far less than it used to, and providing an even smaller heal.
Secondly, they explained they do not want players to heal themselves from all the enemies around them.
That may make sense for PvE, but it's exactly the attitude that makes them create game mechanics that favour numbers over skill, thus horrible for PvP. If a player gets healed from all the idiots standing around them, they had better spread out already.
In fact, before 1.6, every class had options for such an AoE build, although the templar one didn't sustain itself from enemy players before they died, at least unless one used Devouring Swarm.
Sorcs had Critical Surge (nerfed in 1.6) and Absorption Field (nerfed in 1.6).
DKs had Draw Essence, Ash Cloud (nerfed in 1.6), Talons, Battle Roar (nerfed in 1.6), Igneous Shield (nerfed in 1.6) and Standard (nerfed in 1.6, synergy radius reduced).
Templars had Blinding Light (removed with 1.6, replaced by a nice Xv1 skill), Blazing Shield (nerfed in 1.6), Repentance, Empowering Sweep, Nova (synergy radius reduced).
NBs have Siphoning Attacks, Sap Essence, Fear, Refreshing Path, Veil of Blades (nerfed in 1.6), Soul Tether (since 1.6).
A few of these skills also got minor and partly even considerable buffs (Draw Essence), though even in that case they are not any stronger now, as you have to invest more into defense to survive anyway, so the damage and resource return is not higher than it used to be.
Now I am very curious, why they still do not seem to care about NBs playing that kind of build (sap tank when the focus on surviving inmidst the enemies is extreme). I embrace the possibility to play in such a way and do not want them nerfed, but their excuse to nerf Critical Surge looks extremely lame when comparing the two.
ZOS_RichLambert wrote: »/lurk
Rook_Master wrote: »This is what needs to happen with Sorc.
They need to give Sorc reasonable Stamina options, and bring the Magicka ones more in line with the power of other classes.
There are just so many sorc class abilities wasted.
Surge: Easily outclassed by rally and entropy. From a magicka perspective the cost compared to entropy is not even close, entropy gives a health buff, plus the might of the guild passive. From a stamina perspective it is completely outclassed by rally.
Familiar: Two bar toggle, pets are still buggy and have stealth issues
Twilight: Two bar toggle, pets are still buggy and have stealth issues
Rune Prison: Useless
Bound Armor: Two bar toggle that only provides minor buffs
Dark Exchange: "Please interrupt me"
If you want to make a change to improve stam/healing sorcs, improve these abilities. Leave Boundless Storm alone!
Streak and Negate have been nerfed very hard. Negate needs a little love in my opinion.
The Bolt Escape nerf screws stam sorcs over more than magicka sorcs as well.
RinaldoGandolphi wrote: »IMO the best way to fix stamina Sorcs is as follow:
1. Bound Armaments needs to give a 6% boost to weapon daamge at rank 4 instead of a boost to heavy attack damage.
2. Expert Mage needs to give a buff to both Weapon and Spell damage for each Cl;ass ability slotted.
3. Rebate Passive needs to Restore Stamina as well as Magic to help make pets useful to stamina builds.
4. Pet damage needs to scale off max magic or max stamina, whichever is higher.
5. Capacitor Passive needs to increase both Magic and Stamina recovery.
6. Streak needs to go back to being a Disorient instead of a stun.
7. Rune Cage and Defensive Rune need to be Instant Cast
Do those 7 things, and Stamina Sorcs will be viable. Yes Magic Sorcs will be OK to. Fixing Rune Prison so it doesn't have a stupid cast time will make Sorc's less apt to run away from everyone all the time...Rune Cage breaks on any damage but a DOT, if you get killed by a DOT your most likely were going to die anyways....if Petrify can be instant cast and can root and disorent its target, there is no reason Rune Cage can't be instant cast. This also gives Stamina Sorc's a cheap magic dump and a defense against Fear spammers. It also gives Sorc's a viable block breaker.
RinaldoGandolphi wrote: »IMO the best way to fix stamina Sorcs is as follow:
1. Bound Armaments needs to give a 6% boost to weapon daamge at rank 4 instead of a boost to heavy attack damage.
2. Expert Mage needs to give a buff to both Weapon and Spell damage for each Cl;ass ability slotted.
3. Rebate Passive needs to Restore Stamina as well as Magic to help make pets useful to stamina builds.
4. Pet damage needs to scale off max magic or max stamina, whichever is higher.
5. Capacitor Passive needs to increase both Magic and Stamina recovery.
6. Streak needs to go back to being a Disorient instead of a stun.
7. Rune Cage and Defensive Rune need to be Instant Cast
Do those 7 things, and Stamina Sorcs will be viable. Yes Magic Sorcs will be OK to. Fixing Rune Prison so it doesn't have a stupid cast time will make Sorc's less apt to run away from everyone all the time...Rune Cage breaks on any damage but a DOT, if you get killed by a DOT your most likely were going to die anyways....if Petrify can be instant cast and can root and disorent its target, there is no reason Rune Cage can't be instant cast. This also gives Stamina Sorc's a cheap magic dump and a defense against Fear spammers. It also gives Sorc's a viable block breaker.
FENGRUSH considers your comment that stam sorc is not viable as a personal attack on His Lordship.