"Shield Throw" and "Soul Burst" doesn't have Minor Brittle.
"Wield Soul" Brutality and Sorcery only lasts a very short 10 seconds. (Need 20sec+)
Oblivion Damage DoT from "Wield Soul" only lasts 5 seconds, which is too short. (Need 10sec+)
Damage shield and Healing of "Wield Soul" are uncontrollable because they target you and your allies within a 28m range. Need to be change to forward range.
Pretty under powered. For example, the skill that the questline had me make does damage on impact, lingering damage for 10 seconds and applies major breach for 10 seconds. Sounds good since my OakenMagSorc currently uses Elemental Susceptibility for the breach she requires (solo). So we tested the new skill doing nothing but heavy attacks and keeping the new scribed skill up 100%. Then swapped in EleSus and did the same thing. EleSus actually does more damage (!), lasts three times as long and its cost is free. Only advantage I see of the scribed skill is that it doesn't require a destro staff.
That said, scribing is fun and I love the pretty colors like having a blue Vigor.
Elemental Explosion and Torchbearer should generate 2 crux for arcanist's Class Mastery, instead of 1, because of the cast time. (Trample's fine with 1 because it can't be used as a spammable.)
These two grimoires could be usable by sorcs and nightblades if they somehow incremented Grim Focus/Bound Armaments by 1, but I see that being more complicated.
"Soul Burst" doesn't have "Immobilizing Strike".
I use "Soul Burst" for the AoE pull, but enemies get to resistance of stun.
Since poor tank class doesn't have a decent AoE immobilizing skill, please add "Immobilizing Strike" to "Soul Burst".
Other AoE Grimoire (have "Immobilizing Strike") have long casting times that make them hard to use as a tank.
Scribing gives us the perfect opportunity to allow players to change the resource cost of abilities and spells from one resource to another. So we can change the resource cost of Restoration Staff abilities to Stamina instead of Magicka, and make it so heavy attacks restore that new resource. So now we can have full on Stamina Healers. Or we could change Dual Wield abilities to cost Magicka and let heavy attacks while dual wielding recover Magicka as well, instead of Stam.
It would have to be on a per spell basis to keep it from being a bit too easy. So you'd have to scribe the change for each spell you're using.
Maybe also give us the ability to change the damage type of a class ability on top of being able to change the color. So you could change the damage type of all Sorc Lightning spells to do Magic damage instead of Shock. I'd be perfectly fine leaving the animations alone, but if the devs felt like working themselves to death, they could change the graphics of the spells to match the new damage type. So if you scribe Mage's Fury to do fire damage, instead of calling down a bolt of energy, your character summons a small explosion of fire on the enemy. The animation your character does would remain the same, but the spell effects, graphically speaking, would change to suit the new element.
Of course then we run into the issue of certain passives being made worthless, but we can burn that bridge if we get to it.
I know I'm asking for a lot, and the devs have probably already thought of this stuff, but it's what I'd like to see.
Elemental susceptibility is too strong to not use(and its free to cast), so having breach on anything from scribing is useless. Also the major intellect and brutality buffs on "wield soul" skill only lasts 10s, wich makes it rly clunky to use. Im also missing minor brutality in the scribing system, i want it.
Minor Brut/Sorc, Minor Proph/Savage, Minor Tough, Major Vuln has always and should remain unavailable outside of their classes. They are class buffs intended to give people benefits for including variety. Vuln has sets but that has a group cost and allows us not to be forced to take more than one necro.