This is me imagining what I would do if I had Wrobel's job and I saw that every sorcerer out there had tears in their eyes. I've taken a read into the threads about what sorcerers need and have come up with this. All of this will probably never happen, but I still though it would be fun to put this out. Tell me what you think!
Obviously this is for individual skills only, if these changes are all implemented at the same time the class would be scary OP.
*When I state the base ability name, all the changes are also applied to both morphs. Every thing is at rank 4 of each ability.*
DARK MAGIC. This is more or less the Alteration school of magic from previous TES games.
- Crystal Blast - the AoE morph is really lackluster and I have absolutely no idea of how to make this ability even comparable to Fragments... Maybe give it an Empower? #DarkFlarePaleCopy
- Encase and morphs - change the AoE to a cone area.
- Dark Exchange and morphs - instant cast but the heal and ressources come 1 second later. Prevents from spamming to get unlimited resources. Affected by CP and healing buffs.
- Negate Magic - have one morph also negate all weapon abilities. Its just not logical that a mage can get shut off from using anything on his bar, while a warrior can dance around in the Negate spamming abilities.
DAEDRIC SUMMONING. Conjuration skill line that excludes Necromancy.
- Delete the Scamp/Clanfear skill completely. Replace this with Bound Weapons. A 5m ability (Bound Dagger) conjure a Dagger from Oblivion an slice an enemy for X Magic damage.
Morph 1 = A 28m ranged morph (Bound Bow) = Conjure a Bow from Oblivion and shoot with precision blabla dealing X Magic (or Shock) Damage and increasing your critical chance by 2% for each time an enemy is hit for 6 seconds stacking up to 3 times (similar animation to Impale...)
Morph 2 = A 5m range morph (Bound Sword) = Conjure a blade and slice your enemy dealing X Physical Damage increasing critical damage done by 2% for each time an enemy is hit for 6 seconds stacking up to 3 times. (kinda like a Surprise attack I guess...)
- Delete the Twilight morphs and replace them entirely with a new skill that stays a toggle and a summon. All pet attacks scale with CP and stats of the summoner. Unmorphed ability: summon a Daedric Entity that deals close range attacks only every 2 seconds for X Magic Damage, does not steal aggro.
Morph 1 = summon a Daedric Entity that inflicts Minor Defile/Minor Maim when it attacks a target. Ranged attacks only (20m) attacks every 2 seconds for X Magic Damage. Special Ability heals you + the pet + ally with lowest health for Y.
Morph 2 = summon 2 Daedric Entities. Close range attacks only every 2 seconds for X Shock Damage. Special Ability causes the pets to charge a shock wave hitting for X Shock Damage in a 5m radius around each pet setting all enemies affected by the shock wave off-balance. Each enemy hit with the shockwave heals the pets for 10% of their health.
*I know that its very similar to NBs but nonetheless, this is really the bare minimum for a pet to be effective if it stays a toggle.*
- Bound Armor - Retains the fact that it has to be on all bars to be active and provides Minor Resolve and the 5% max magicka buff. When activated a second time surround yourself with a torrent of daedric energy that damages the nearest enemy within 9 meters for X Magic damage each second for 10 seconds.
- Bound Armaments - Retains the fact that it has to be on all bars to be active and provides Minor Resolve and the 8% max stamina buff. No longer increases heavy attack damage by 11%. When activated a second time surround yourself with a torrent of daedric energy that damages the nearest enemy within 9 meters for X physical damage each second for 10 seconds increasing the damage by 2% each time the same enemy is hit.
- Bound Aegis - Retains the fact that it has to be on all bars to be active and provides Minor Resolve and Minor Ward and the 8% max magicka buff. When activated a second time surround yourself with a torrent of daedric energy that damages the nearest enemy within 15 meters for X Magic damage each second for 10 seconds.
- Conjured Ward - Increase the duration to 8 seconds up from 6. After all it is a class skill so it has to be unique in something.
- Hardened Ward - Reduce the cost if the ward is consumed before it expires. (aka if your shield is out damaged, the ability costs 20% less, but if it expires the cost stays the same)
- Empowering Ward - No longer grants the Minor Intellect buff. Increases Critical Damage done by 10% for 10 seconds.
- Summon Storm Atronach - increase arrival damage, increase the channelled attack, the base ability and both morphs last for 12 seconds only at rank 4.
- Greater Storm Atronach - make him like Molag Kena atronachs. Meaning he deals damage on arrival, he moves slowly towards the target exploding for X damage when in range or when duration is over.
- Charged Storm Atronach - does not move but deals damage in a 12 meter radius around him exploding at the end of the duration for Y damage.
STORM CALLING. Destruction skill line pretty much...
- Mage's Fury - increase the execute damage for the base skill and morphs. Scaling starts at 25% as opposed to 20%.
- Mage's Wrath - increase the splash execute damage
- Boundless Storm - keep all the current effects (this ability is complete rubbish compared to Hurricane). Grants Major Expedition for 10 seconds at rank 4 instead of 7.5 seconds. Increase the radius to 7m from 5m. Decrease the duration to 20 seconds at rank 4 from 23. Every 5 seconds charges up an explosion (like the Queen's Body Guard in Maelstrom Arena Stage 3 round 2) dealing Y shock damage in a 9 meter radius.
- Bolt Escape - increase the distance traveled.
- Streak - no longer applies the cost stacking penalty when you hit an enemy.
- Ball Of Lightning - also absorbs gap closers (when an enemy uses a charge ability he charges into the Lightning Orb)
- Overload - Decrease the damage of light attacks of the base ability and morphs to be in line with Meteor's initial hit. AKA around 10% less damage on light attacks.
- Power Overload - when slotted grants 5% more damage to sorcerer abilities at rank 4.
This is it for the active skills. The passives would be adjusted obviously, but I think that something along these lines is needed to make Magicka sorcerers less like a Destruction Staff class and more like an actual class. Stamina sorcerers will be less tied to weapon choice and will finally have all the tools needed to become more diverse.
Edited by Izaki on September 22, 2016 2:23PM @ Izaki #PCEU
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