***Made a bigger and more inclusive thread - please look at https://www.ddo.com/forums/showthrea...91#post6144091 instead **
I've played this class alot, and my story with sorcerers goes way back. But recently I wanted to pick it up again and try it in the endgame scene, especially the reaper questing/raiding.
Here's my experience:
Endgame raiding for sorcerers is, right now, alot like it was before Eladar's lightning surge and Niac's biting cold were added to the game. For those less familiar with the spells and the history of the class, those are the two lv 5 spells that deal damage overtime by 1d6+caster level, caps at 20, for cold and lightning. When those two spells came out arcanes had a reason to exist in raiding other than CC'ing adds, their damage became relevant. Before then, all arcane casters were really useful for is their spell DCs to take care of adds, not DPS.
And that is how it is right now for raids, arcane casters cannot do comparable damage to melee/ranged DPS, and are not sustainable enough if they do try.
I've played alot in the reaper questing in lv 30s, and in quests sorcerers face really no problem. I wouldn't change a thing. They are fine just as they are and very powerful if played right. It's just in raids that they underperform, they lack single target sustainable DPS. (And probably stacking, to avoid being broken.)
So what now? How does SGS think sorcerers should be played?
Well taking a look at the 4 elemental trees for the sorcerer and how literally everything in this tree screams DPS I assume that's how they want sorcerers to be played, not a bigger spellbar with lower DC wizards. There are no supporting abilities for this role in its current state trees.
So how do you fix this?
I think it's actually simple. There needs to be an equivalent spell for Niac's biting cold and Eladar's Electric surge for Fire and acid element. It's just silly to me that those two elements lack this option that is critical for raids. So add an equivalent to these two for Fire and Acid to the spell list.
Next is the damage scaling of these spells, 1d6+20 is fine in heroics. But in lv 30 content it's very weak. There needs to be a way to increase it's damage in some way, or simply change it's spell damage all together. I think 3 or 5d6+caster level, cap 20, stacks 5 times, would be the sweet spot. Also the cooldown should be lowered a bit it's really annoying(and really bad for your DPS) to lose all your stacks when your re-cast window is 6s and the mob teleports away for 10s or something. Having the cooldown lowered to the same as Arcane Pulse would be perfect.
So where are the Acid sorcerers?
While I'm here I might as well say it now, Acid sorcerers are vastly underperforming to the other 3 elements. To have effective results with damage you need to be able to cycle 2 AoE spells of the same element with at least 15d6 or more to nuke effectively. The other elements have this (Fire kind of does), acid does not.
Electricity: Lightning Ball + Chain lightning
Cold: Cone of cold + Otiluke's Sphere
Fire: Delayed Blast Fireball + Meteor Swarm (I dont like swarm it doesn't scale with your caster level, I guess that's my preference but it does less damage than the other two and it is slower to cast)
Acid: Has no AoE spells suited for nuking, the current acid spells are weak and offer no instant damage like the others do. And no, I don't think acid rain is a suited nuke. 15d4 doesn't cut it.
Adding 2 AoE conjuration acid spells, one that hits 15d6 and the other 20d6 to cycle DPS would fix this element and make it relevant. I also think Fire could use a second nuke because of the reasons mentioned above. A 15d6 nuke would be put in line with the Electricity and Cold.