I don’t know that morphing a Pet into a ground based AoE really support the idea of “pets” per se and Sors already have a slew of AoE skills as it is. If we were going to keep the pets the changes or morphs need to focus on the pet (beings) themselves. Morphing one into a ground based AoE only adds a nail into their coffin, IMO
.
Re-targeting takes multiple input commands; it’s not a single button press and in combat where timing is critical Sorc Pets need to be able to react lightning quick.
spartaxoxo wrote: ».
Re-targeting takes multiple input commands; it’s not a single button press and in combat where timing is critical Sorc Pets need to be able to react lightning quick.
No. You just recast Daedric Prey or use a heavy attack. My pets only attack what they want when I don't care about their target. They could shift it to a light or medium attack if they wanted to make it respond faster and not rely on Daedric Prey for fast swapping. They can increase the movement speed while in combat to make their repositioning faster.
Liquid Lightning is another AOE that could be and should be changed to give a better ground aoe. It already is the ground aoe.
Rune Cage can be a sticky dot. It already is on bosses.
One of the morphs of crystal frags should also be more spammable.
Mage's Fury needs buffs so the class has a proper execute.
Daedric Summoning Passives can have different effects depending on if a pet is active or not. So it could be like X extra weapon/spell damage. You get additional weapon/spell damage if no pet is active or additional health if it's not. Or better yet, additional benefits if any Daedric Summoning skill is slotted because there are actually non-pet skills in that skill line like Haunting Curse.
spartaxoxo wrote: ».
Re-targeting takes multiple input commands; it’s not a single button press and in combat where timing is critical Sorc Pets need to be able to react lightning quick.
No. You just recast Daedric Prey or use a heavy attack. My pets only attack what they want when I don't care about their target. They could shift it to a light or medium attack if they wanted to make it respond faster and not rely on Daedric Prey for fast swapping. They can increase the movement speed while in combat to make their repositioning faster.
Liquid Lightning is another AOE that could be and should be changed to give a better ground aoe. It already is the ground aoe.
Rune Cage can be a sticky dot. It already is on bosses.
One of the morphs of crystal frags should also be more spammable.
Mage's Fury needs buffs so the class has a proper execute.
Daedric Summoning Passives can have different effects depending on if a pet is active or not. So it could be like X extra weapon/spell damage. You get additional weapon/spell damage if no pet is active or additional health if it's not. Or better yet, additional benefits if any Daedric Summoning skill is slotted because there are actually non-pet skills in that skill line like Haunting Curse.
Yeah, you can heavy attack but a heavy attack takes a full 2 seconds to complete and in combat, that’s a long time, especially for the purposes for retargeting a pet. A recast of DP is the quickest option but, in all fairness, it’s almost a tax on Sorcs because the recast cost full pool resource. The “free” option to redirect pets via inputs is cumbersome and can be painful when you’re dealing with targets that have high mobility. .. This is why I have such an issue with their AI. In combat one of the things I’m looking for is reliability. If I spend a resource I want reliability that the skill or effect I trigger is going to land where I need it to land at the time I trigger it. … Pets do synergize well with HA builds but any other pure Sorc build is going to have more struggles.
I would like to see pets have a much better AI and control interface that enables them to keep up with the extremely fast pace of combat that we find in latter game PvE & PvP. This is one of my biggest gripes with pets and it’s my biggest apprehension with thinking the Devs can fix that in the current state of the game.
There’s also the 2 bar penalty for Pets. I know people have complained about this and with the CURRENT state of pets I agree with them simply because the Pets are currently weak .. but .. if the Devs did defy the odds and figure out a way to re-write Sorc pet mechanics then I would agree with having to slot Pets on both bars to prevent the caster from becoming OP.
My feeling is that if they did go to a world Conjuring line then enable them to be active on either ability bar so Sorcs wouldn’t have to double slot them. Have them focus on lore oriented buffs and or debuffs and concentrated damage elements. This way the AI really isn’t as relevant because the damage wouldn’t be the focus the summoned empowerment would.
It’s no shock to anyone that we have more server side latency in gameplay than ever and various bugs to deal with. That’s all fine and acceptable but we have to also realize that anything we might ask for has to work in the scope of all that latency and I haven’t seen a single thing, from the Developers or the game itself that says to me that we can get Sorc pet mechanics fixed in a way that makes them more appealing in those latter game content scenarios.
I agree with you 100%, all of those abilities are stale and need reworks and you do have a good point about flexible passives. That is one good way to have passive available for both pet and non pet.
Now, if that same logic could be applied to a base skill itself, say, at the time the base skill is unlocked the Sorc either had to choose between the Pet variant or the Non Pet variant then I’m 100% ok with leaving them in the class. .. I don’t mean morphs, I mean the initial unlock of the skill would see the player choosing the “concentration” by selecting either the pet variation of the skill OR a non pet variation of the skill. Then onward each of those skills would have their own morphs and level ups accordingly.
I do think that sounds a bit complex for the Devs, but, we have UI menus now so we’re only talking about adding one additional selection layer which shouldn’t be too difficult. This would be unique to Sorc because no other class out there has such a concentration split like Sorc does so maybe this is one way to have our cake and eat it too?
spartaxoxo wrote: »The resource tax on Daedric Prey is pretty negligible because Pet Sorcs already have good sustain, especially on heavy attack builds. 5 of your skill slots are already taken by the pet build so the amount of stuff you need to cast and keep up with is lower than non-pet builds. That's one of the things that makes them such a good accessibility option.
To allow the pet to switch targets, it must be cast again before Daedric Prey explodes, thus losing at least one GCD and one instance of damage.
If we compare Daedric Prey with other similar skills, Purifying Light deals damage twice within 6 seconds, so the loss from repeatedly casting it before the explosion is relatively small. In addition, its overall damage is higher than Daedric Prey, it also has area healing, and casting the skill can trigger two very useful passives that are very effective at increasing damage – Prism and Illuminate. As for Subterranean Assault, we all know how powerful this skill is.
spartaxoxo wrote: »The resource tax on Daedric Prey is pretty negligible because Pet Sorcs already have good sustain, especially on heavy attack builds. 5 of your skill slots are already taken by the pet build so the amount of stuff you need to cast and keep up with is lower than non-pet builds. That's one of the things that makes them such a good accessibility option.
No, the easy part is the heavy attack, not the pet playstyle.
In fact, the pet playstyle is the root cause of Sorc's single-target damage issues; against targets without Daedric Prey, the pet's damage is ridiculously low. To make the pet deal damage, Daedric Prey must be managed every 6 seconds, which is a terrible skill. As other players and me have mentioned, Daedric Prey was originally created as a crutch to salvage Sorc. Giving the pet 50% pet damage just to make it keep up with other classes illustrates the predicament Sorc faced in U35. Furthermore, other aspects of this skill are very poor. To allow the pet to switch targets, it must be cast again before Daedric Prey explodes, thus losing at least one GCD and one instance of damage.
If we compare Daedric Prey with other similar skills, Purifying Light deals damage twice within 6 seconds, so the loss from repeatedly casting it before the explosion is relatively small. In addition, its overall damage is higher than Daedric Prey, it also has area healing, and casting the skill can trigger two very useful passives that are very effective at increasing damage – Prism and Illuminate. As for Subterranean Assault, we all know how powerful this skill is.
No, the easy part is the heavy attack, not the pet playstyle.
spartaxoxo wrote: »
It is both. The pets are much easier to command than it is to weave. Getting them to target something else is no different than repositioning other aoes when the enemy moves out of those too. It's one button press.
In some fights they actually stick to the target better than a regular AOE because they pet will continue to target the boss even when they're not visible and are hiding somewhere.
Let someone run Vet Coral Aerie with Sorc pets and see how much is aggro resistant to the pets .. and even have one taps. .. moreover, play any Vet DLC boss that’s heavy AoE oriented, that’s an Achilles heel for Sorc pets because they can’t get out of the AoEs reliably, they don’t carry enough damage output, and they take zero aggro … and that’s just Vet DLC, we’re not even talking Trial or PvP.
Let someone run Vet Coral Aerie with Sorc pets and see how much is aggro resistant to the pets .. and even have one taps. .. moreover, play any Vet DLC boss that’s heavy AoE oriented, that’s an Achilles heel for Sorc pets because they can’t get out of the AoEs reliably, they don’t carry enough damage output, and they take zero aggro … and that’s just Vet DLC, we’re not even talking Trial or PvP.
They don't need to get out of aoe in four man or twelve man, they won't die in vet dungeons or trials unless the player does.
spartaxoxo wrote: »They don't die in IA either.
They do die in overworld and arenas but they also take aggro there so it's a fair trade off.
They can contribute to damage while in an AOE.
spartaxoxo wrote: »They don't die in IA either.
They do die in overworld and arenas but they also take aggro there so it's a fair trade off.
They can contribute to damage while in an AOE.
What? I seriously doubt you've ever played Sorc. The AI is one of the easiest places for pets to die, and many boss mechanics still kill pets today.
spartaxoxo wrote: »They don't die in IA either.
They do die in overworld and arenas but they also take aggro there so it's a fair trade off.
They can contribute to damage while in an AOE.
Emphatic_Static wrote: »Alright. I'll throw my hat into the ring.
I've been a pvp stamina sorcerer since BETA. Those dark days BEFORE hurricane, let alone crystal weapon or bound armaments...
Almost everyone in this threads perspective is from a non stamina mentality - I would like to point out that for well over a decade the stamina sorc kit has been completely reliant upon weapon, world, and guild skill lines.
Crystal weapon should have been Stam Frag, obviously... It hardly gets used because light attacks are difficult to utilize reliably in certain aspects of gameplay. It misses a lot, and is punishing if you use the skill compared to others available. It just feels bad and always has. If it were a spammable, it would have been ok, but tying it to light attacks never made sense and sucks when it's dodged constantly, just unreliable. A regular spammable has the chance to hit, then a light attack weave has a chance to hit, but when your attack is tied to that light attack you are effectively trying to rely on 1 attack to land in any given global cooldown that would otherwise be at LEAST a light attack landing. But nope -- WHIFF. Either make it a spammable or a stam frag. period.
Armaments is cool, but once again is light attack focused - why is stam being pushed into light attack gameplay? Currently it's in a weird skill line so it's hard to justify using over other classes lines that are jam packed with stam love... Stam frag should have been like this skill but not tied to light attacks, just a proc but multiple projectiles rather than one frag like mag, making it more prone to missing or whatever but maybe different buff applied to balance that or something... but to put it with summoning is, well.... DUMB.
Hurricane has been the only stam skill that was any good for sorc. I think it was always dumb to make it grow over time and only be good damage for the later part of the duration - visually cool but would just be more consistent in anything other than a parse if it just had the same tick each time. Not the end of the world though, a good skill.
aaaaaand.... That's it. Every other class is offering more to the stamina side of things than sorc. Any build I've ever made in the last decade plus I end up saying to myself "Man... this would really slap on XXX class..."
The ONLY thing stam sorc has going for it is the mobility, but that is just a testament to how good streak is, a MAG skill, and less of a brag for stam sorc now that it has been outsourced to everyone else via subclassing.
We need some more morphs for stam. 3 is a joke. I agree with making summoning a tank focused skill tree, then you have your lightning based tree for mag, but what could be more on theme with dark magic than STAM MAGIC?
We need a tree that's catered to stam. I've been dealing with class identity crisis for far too long. If there's going to be a rework, STAM NEEDS SOME LOVE!
My pvp setup right now has ONE SORC SKILL..... And that is.... DARK DEAL! That's a shame. I'm a shell of a sorc. By the end of the year I'd like to stop living this way :-D
I agree, you’re 100% right on a lot of this here.
I think part of the reason you’re seeing so much Mag Sorc input is that if we’re talking about the fundamental class identity, Sorc falls more into a Magicka lore than a Stam one. This could be one of the bigger reasons why Sorc never got proper Stam attention or allocation.
I’m not opposed to an expansion of Stam focused skills for Sorc, but, I will say that this opens the door to much bigger problem when it comes to any class where range DPS is a core part of the class identity, and that is Stam has become a FAR too over prioritized resource, especially in PvP, to a much lesser degree in PvE but PvP is a big part of end game ESO content and Sorc has to be viable in both PvE & PvP.
The problem with Stam is that it gravitates around melee skills which have a much lower accuracy threshold and therefore a higher reliability of strike than ranged DPS where reticle & hit detection in both PvP & PvE is atrocious.
Further, Stam based builds see their damage scaling tied to the same resource that’s used as primary counter play for evasion, damage mitigation, and break free. Mag based builds can’t break free from CC using Magicka, nor can they dodge with Magicka. A Stam player that can allocate resource into the Stam pool gets both the extra ability to block, dodge, & break free sustain all while having their damage scale off that resource, that’s a 2 for 1 benefit that Mag doesn’t get. And currently it’s not though Mag scaling is higher than Stam scaling to account for this.
So if we’re going to talk about expanding resources for Stam based Sorcs we need to really talk about and make sure we’re including some sort of utility passive or Skill that enables Mag based Sorcs to keep pace in light of the growing priority Stam has in combat; otherwise we risk Sorc pivoting to Stam based a baseline in order to be competitive which greatly affects the class.
We want to be inclusive of play styles but not to the point that they ever undermine the fundamental of the class, unless, we’re going to redefine the class.
One idea might be that Sorc skills work similar to how some of the Arc skills work whereby the scaling is based off of your max resource (either Mag or Stam). In this way a player can select a skill and utilize its function and have it run off of their main resource, and, the game can scale so that Stam isn’t continuously over prioritized.
I agree, you’re 100% right on a lot of this here.
I think part of the reason you’re seeing so much Mag Sorc input is that if we’re talking about the fundamental class identity, Sorc falls more into a Magicka lore than a Stam one. This could be one of the bigger reasons why Sorc never got proper Stam attention or allocation.
I’m not opposed to an expansion of Stam focused skills for Sorc, but, I will say that this opens the door to much bigger problem when it comes to any class where range DPS is a core part of the class identity, and that is Stam has become a FAR too over prioritized resource, especially in PvP, to a much lesser degree in PvE but PvP is a big part of end game ESO content and Sorc has to be viable in both PvE & PvP.
The problem with Stam is that it gravitates around melee skills which have a much lower accuracy threshold and therefore a higher reliability of strike than ranged DPS where reticle & hit detection in both PvP & PvE is atrocious.
Further, Stam based builds see their damage scaling tied to the same resource that’s used as primary counter play for evasion, damage mitigation, and break free. Mag based builds can’t break free from CC using Magicka, nor can they dodge with Magicka. A Stam player that can allocate resource into the Stam pool gets both the extra ability to block, dodge, & break free sustain all while having their damage scale off that resource, that’s a 2 for 1 benefit that Mag doesn’t get. And currently it’s not though Mag scaling is higher than Stam scaling to account for this.
So if we’re going to talk about expanding resources for Stam based Sorcs we need to really talk about and make sure we’re including some sort of utility passive or Skill that enables Mag based Sorcs to keep pace in light of the growing priority Stam has in combat; otherwise we risk Sorc pivoting to Stam based a baseline in order to be competitive which greatly affects the class.
We want to be inclusive of play styles but not to the point that they ever undermine the fundamental of the class, unless, we’re going to redefine the class.
One idea might be that Sorc skills work similar to how some of the Arc skills work whereby the scaling is based off of your max resource (either Mag or Stam). In this way a player can select a skill and utilize its function and have it run off of their main resource, and, the game can scale so that Stam isn’t continuously over prioritized.
Agreed. I'd also like to add that most Stamina skills are melee, thus they have a 10% damage bonus, resulting in higher damage than magic skills. Stamina also has a faster regeneration rate than magic .
And many magic skills are forcibly tied to healing and resource effects. Therefore, for the sake of balance (at least to appear balanced in the spreadsheet), these magic skills are often weaker than Stamina skills. This isn't limited to Sorc; it includes other classes like Punctuating Sweep, Endless Fury, Burning Embers, etc. This further widens the damage gap between Stamina and magic skills, which is why Stamina builds are the mainstream in PvE.
If each class's spam skills and at least one burst skill were based on the Highest/Lowest Max Resource, like Arc, I think it would help increase build diversity and optimize some niche playstyles.
SavioRamon wrote: »1. Introduction
Hello everyone. The Sorcerer was my first class and my main for a very long time. I chose it for the Daedric Summoning and Dark Magic themes, but over time I also grew to love the Storm Calling line.
I'm writing this now because ZOS is currently gathering feedback for the Sorcerer rework (confirmed for Season Two), and I want to collaborate and support ideas that I agree with. My goal is to contribute suggestions that respect the class identity, solve long-standing mechanical issues, and make the Sorcerer more interesting for both pet users and those who prefer other playstyles.
2. General Issues
Before going into detail on each skill line, I want to list the main problems I see:
Pets take up 2 skill slots: this limits builds and is frustrating.
Weak passives: Rebate, Blood Magic, and Expert Summoner are underperforming.
Stamina Sorcerer neglected: there is a lack of support for stamina builds that want to use the class identity.
"Dead" skills: Encase, Rune Prison, and Daedric Mines are practically unviable at the moment.
3. Dark Magic
Crystal Fragments
This is one of the most iconic skills in the class. The proc that makes it instant-cast is an excellent mechanic and should serve as a model for a larger synergy system within the class.
Suggestion: as others have mentioned, there could be some adjustment to the cast time or the damage.
Stamina morph: the stamina version (Crystal Weapon) looks odd visually — crystals floating around the weapon. I suggest the crystals be absorbed into the weapon, creating an aura of arcane energy.
Dark Exchange
The idea behind this skill is good, but the visual (three crystals on the ground) is ugly and uninspiring. Additionally, the cast time makes it less appealing than other sustain skills.
Suggestion: remove the cast time or reduce it drastically, and revamp the visual to something darker (e.g., absorption of dark energy instead of crystals).
Dead Skills
Encase, Rune Prison, and Daedric Mines are practically unused. Specifically:
Encase: visually interesting, but mechanically weak. I believe it already does what it's supposed to — applies a slow or root and deals light damage (if I'm not mistaken, one morph heals) — but no one uses it.
Rune Prison: both the effect and the visual are poor. It could be replaced or completely reimagined, but I don't have a clear idea of what could take its place.
Daedric Mines: I believe this needs a complete overhaul. The mine system isn't very viable because enemies have to walk over them, and there are issues with the duration they stay on the ground and how far allies might be during combat.
Negate Magic (Ultimate)
Visually interesting. I have no suggestions for improvement.
4. Storm Calling
Streak
It takes too long to fire. For a lightning spell, it should be faster and more instantaneous.
Suggestion: reduce the wind-up — as mentioned in the forums, perhaps add a brief moment of invulnerability during the dash.
Mage's Fury
I like the resource return, but the animation needs to be faster.
Suggestion: speed up the animation or reduce the time between trigger and damage (as others have mentioned).
Lightning Form
I like the skill, but the "ghost" visual isn't interesting. It would be better to keep part of the character's silhouette, perhaps with lightning surrounding the body instead of replacing it.
Surge
I use this a lot. No mechanical change suggestions.
Overload (Ultimate)
The light attack looks nice, but the heavy attack resembles the "Sparks" spell from Skyrim — visually too weak for an ultimate.
Suggestion: revamp the visual of the heavy attack to something more impactful, like a concentrated lightning beam or an explosion.
5. Daedric Summoning
This is my favorite skill line, so I'll go into more detail.
5.1. The 2-Slot Problem
I agree with the community that the biggest issue with pets is that they take up 2 skill slots. My proposals, based on the ones I liked most from what was suggested or what I thought of, are:
Different skills on front bar and back bar — the pet would have an offensive function on the main bar and a defensive/utility function on the secondary bar. If using Oakensoul (one bar only), the player can simply choose the most suitable morph.
Pets persist when swapping bars — no need to use 4 slots. (Balance concern: this might require a resource drain on the off-bar to compensate.)
System similar to companions — the pet would be equipped like a companion, with its own skills that the player could customize. This would preserve the Sorcerer's identity as a summoner, but would require a more complex system. I believe this is less likely, but it's a suggestion.
5.2. Pets Die Too Easily
This isn't fun. I know this ties into the Rebate passive (which needs adjustment), but someone summoning a pet doesn't want it to die to recover resources and then have to resummon it.
Suggestion: increase pet resistance or adjust Rebate to reward pet survival rather than its death — or limit where they can take damage from (or a mix of these ideas).
5.3. Pet Visuals
We need more aesthetic options. A banekin or imp would be more fitting than the scamp (though I do like the scamp).
Regarding skill styles: I didn't like the approach used for the Warrior — a ghostly red skin tied to a constellation. My suggestion isn't to make it fully red, but to shift the purple tones toward red while maintaining the class identity.
Artist Ognevka Fenella showed some interesting ideas in this regard:
https://www.artstation.com/artwork/Oo2Azw
5.4. Specific Pet Skills
Summon Unstable Familiar (Base)
Front bar: engages in melee combat, gaining a minor defense buff (e.g., Minor Resolve) and an attack bonus, with a stun every third hit.
Back bar: moves away from the target and uses ranged magic. It could also taunt or roar, causing a silence effect on nearby summoners.
Morph: Volatile Familiar
Front bar: maintains melee combat, with increased damage and an area stun (as it currently is).
Back bar: could provide a Minor or Major Evasion buff to the group.
Note: its damage could scale with Magicka, encouraging Magicka-based builds.
Morph: Unstable Clannfear
I like this pet, but I often set it aside because the Twilight's heal is more viable and its tank role isn't very useful. We need to strengthen its defense and increase its HP.
Front bar: leap that applies breach to the target's defenses (I don't know if the mob version or Werewolf leap apply breach, but our pet's leap could).
Back bar: a few possible options — a tail swipe that causes stun in a cone, a roar that applies taunt in an area, or mauling a target to heal itself.
Note: its health could scale with the player's Max Health, supporting tank builds, while its damage scales with Stamina, encouraging Stamina builds.
Note on taunt: the Clannfear already has taunt in its current version. My suggestion is to make this an option the player can toggle on or off, perhaps via a passive or toggle. This would work especially well combined with the different front/back bar skills proposal.
Summon Winged Twilight (Base)
Front bar: quick dive with a tail attack that deals constant damage for a few seconds and returns to its original position.
Back bar: heal (as it currently is).
Morph: Matriarch
Front bar: magical attack that deals area damage and restores Stamina or Magicka to its master, depending on which resource the character uses.
Back bar: maintains the current heal, with a visual upgrade.
Morph: Tormentor
We need a visually more brutal or threatening upgrade. The current ability is very poor — it's only useful when the enemy is above 50% health, which is theoretically half the fight.
Front bar: lunges and grapples the target, dealing damage and applying Major Breach. (Not a stun, but can reduce speed. The opponent can use the "break free" ability to escape, but the Major Breach debuff remains; the slow effect is removed.)
Back bar: flies to the master and grants a small shield (less powerful than Hardened Ward) that reflects projectiles. It can also restore a small amount of HP to both (much less than the Matriarch version), and if the shield is broken, the heal is applied immediately.
5.5. Other Skills in This Line
Daedric Curse
I believe it could deal small amounts of constant damage until the final explosion. It currently already functions as a skill to proc Crystal Fragments.
Morph Daedric Prey: I like this idea and use it a lot. I enjoy the first-person visual effect. I suggest adding constant damage until the explosion.
Morph Haunting Curse: in addition to constant damage, it could increase the Sorcerer's own damage — this would serve players who don't use pets.
Conjured Ward
I really like this shield and its appearance. No change suggestions.
Bound Armor / Bound Aegis
I find them interesting and like the visuals. They need mechanical improvements, but I'm not up to speed since I don't play Sorcerer as a tank.
Morph Bound Armaments: I prefer weapons that the player wields — floating daggers feel strange to me. It could keep the charge system, but with runes that explode on the next attacks.
Summon Storm Atronach (Ultimate)
One of my favorite ultimates. It has impact and brings an interesting presence to combat. I'd love aesthetic options for other atronachs (fire, frost), since we have those options in other Elder Scrolls games.
6. Synergies and Combos (No Fixed Rotations)
I want the Sorcerer to function better with internal synergies, using the Crystal Fragments proc as a model.
Currently, Crystal Fragments already has an excellent mechanic: any skill can trigger its proc, making it instant and more powerful. This is flexible and doesn't force a fixed rotation — you play normally and are rewarded when the proc happens.
My suggestion is to expand this logic to other skills:
Storm Calling: some skill (perhaps Streak or Mage's Fury) could have a similar proc, becoming instant or dealing increased damage after using other spells from the same line.
Daedric Summoning: pets could have interactions with each other or with other skills — for example, using Daedric Curse could activate a stronger version of pet abilities.
Important: these synergies should be optional and organic, not a mandatory sequence. Just as Crystal Fragments doesn't force you to use specific skills to trigger it (any skill works), other synergies should follow the same principle: you play your way, and the combo happens naturally.
This aligns with ZOS's vision for the Sorcerer in the January 2026 deep dive, where the class was described with a focus on "spell synergy and combining abilities" — spell synergy and skill combination, not rigid rotations.
The goal is more build freedom, not less. We want the Sorcerer to have viable options for different playstyles (pet, lightning mage, stamina, hybrid), and within each playstyle, interesting synergies that reward the player without dictating a fixed order.
7. Considerations on Subclassing
All of this is even more relevant now with the subclassing system implemented by ZOS. Other classes can access Daedric Summoning skills, which makes it even more important for the Sorcerer to maintain its unique identity as the master of summons.
If any class can have a pet, the Sorcerer needs to stand out with:
Passives that enhance pet usage;
Unique interactions between its pets and other skills;
Internal synergies that other classes cannot replicate.
Otherwise, the class identity gets diluted. That's why I advocate that the Daedric Summoning skill line be enhanced, not removed or diluted.
8. Conclusion
I'm sharing my opinion as someone who truly loves the franchise, the game, and its story, but who is currently a bit out of touch with how skills function mechanically and with the current balance.
I think it would be a huge mistake to remove the Daedric Summoning skill line. If it's going to be made accessible to all classes via the scribing system, I believe the developers would need to offer a class-change system for existing characters.
I agree that the Stamina Sorcerer is very neglected. I want to go back to playing the way I used to. Currently, I'm playing a heavy attack build, but I don't have the same enthusiasm as before. I particularly wish I could play an effective Stamina or hybrid Sorcerer that can use pets, with those pets having a more participatory role.
I hope my suggestions are considered. Thank you for your time.
I don’t expect Sorcs to come out perfect but I do hope that the Devs are able to see that in the context of what is available now (build wise) that Sorcs have too much redundant utility & skills that are slow to react & perform. I feel like Sorc is going to be one of the harder classes to refresh because unlike DK or Warden or NB that might just need some reorganization and tuning changes, Sorc needs an actual overhaul.