So i played magceo solo and group play with 2 types of builds 1. i put my magsorc gear (lich/necro/bloodspawn) and a more damage build (axiom/craftyalfiq/bloodspawn) and here is what i found out about magcro dps in pvp (cp, non cp is dead on xbox)
Colossus 5/5. Hits hard.
Skull 3/5. Easily avoidable, very slow, the 3rd skull hits for 1.7k more with 20% and I feel it isnt enough. It should hit 5k and up like a frag or a whip or surprise attack. Its 2k shy of that.
Blastbones 1/5. Most Unreliable burst in the game, needs to be more fast, the damage is there - when it works, but it doesnt work often. Make it jump at the target sooner and at greater range.
Boneyard 1/5. Would rate it higher but the morph that gives major frac and breach should have that apply a few seconds after leaving the boneyard. Avid boneyard self synergy only hits for a fraction of the tool tip it says it hits for. So this ability is in a bad shape.
Skel mage 0/5. Horrible damage, doesnt even proc concussion, no point in using it.
Shocking siphon 2/5. It cost 2.8k on cast and returns 2.8k in 12 secs, the dot is unless since everybody can easily avoid the ground dot and the tether, maybe make it an aoe around YOU and have it return more magic then it cost like the templar's rune or sorcs conversion or NBs siphon. This is the class's main resource return and it is very lack luster.
Ravenous Goliath 4/5. This is the class's "oh -blam!-" its good.
Death scythe 1/5. Make it scale of max mag instead of health or increase the dot/hot because it isnt a good source of healing compared to other abilities and lacks damage, since it is in the "tanking" tree maybe it should give us resistances from our enemy like each hit gives you 5% of the enemies spell and physical resistance on top of the hot.
bone armor 5/5. Both morphs have their uses and makes you want to actually slot it into your build.
bitter harvest 5/5. both morphs are very valuable.maybe increase the range of soul suckin.
bone totem 3/5. remote totem needs to be buffed somehow, make it worth slotting over the one that gives minor protect and minor vulnerability. I have a hard time choosing this or mist form for my survival. agony is good.
grave grasp 4/5. ghostly embrace works really well in group and for setting up a colossus combo, in solo though its very easily avoidable and slow. empowering effects should last longer, but it has its uses.
Reanimate 5/5. I would love to try animated blastbones but currently I dont want to gamble if the skels will work or not so I use the one that gives resources back.
render flesh 5/5. works very well with the passives and it a reliable burst heal.
expunge 3/5. In pvp health is very important, you kinda need it to stay alive and without a good source of turtle (sorc have their shields, templar stand in their rune, DKs blocking) once you are put at the <50% HP it becomes too dangerous to use the ability, I think if it costed 250HP per negative effect it would give us a more of a better chance to come back and use the ability once we are <50% HP
life amid death 5/5. Its a really good heal.
spirit mender 5/5. worth slotting on any build.
restoring tether 4/5. Stam gets use out of it, mag gets use out of it, its a good hot. Although it would be nice to have it be an aoe activation instead of looking for a corpse and putting your back to an enemy sometimes (like really, sometimes I have to do a 360 in a fight when its chaotic.) Also give shocking siphon the same treatment.
In conclusion; magcros make good tanks and healers but bad dps. A magDK and magplar have an easy advantage in close range, a magNB and magsorc have a clear advantage in a range fight, magden has a better dot and burst than magcro.