Introduction
Welcome everyone to my sorcerer thread. Here you will find a place to discuss all sorts of issues the class faces and how we might address them.
I'm a player who's been playing since 2009 and I've played this class alot, my feedback will be based on my experiences. So here's my take on it, there are some things which need to change to make the class relevant in certain aspects of the game and some which need to remain unchanged. Otherwise the class may perform too well in that situation.
The current situation:
One of the underlying problem of the sorcerer is they lack options, and their current options are too limited. They have no inherent ability that enhances DC casting in their action points and their DPS trees are taking too much space in their total number of trees.
The next main issue the class faces is the lack of sustainable damage for longer periods of time.
As it stands elemental savants DPS is already adequate (except acid and fire could use some changes, more on that later), so all changes shouldn't aim at increasing damage directly, but rather make it more sustainable. The only problematic situations are epic raiding, and some quest boss fights.
Lastly, the game lacks options for magical DPS to bypass elemental resistances. This doesn't cause a problem (which is true for physical DPS as well) on lower difficulty settings but not being able to pierce through resistances really hurts the DPS on higher skull settings, sometimes making it irrelevant completely. I understand this affects a very small amount of people, but if the goal is to put all damage oriented characters on the same footing then it's fair to add more options to it, physical DPS have alot of different options to bypass DRs.
The solution, p1. Elemental savants
What I suggest with the savant trees is to turn them into a single tree that would support all the elements in a multiple choice option (kinda like arcane arrows) and merge air/cold together and fire/acid then simply call it elemental savant. This is mostly an aesthetics change but it would definitely reduce the clutter of having 6 different enhancement trees. Since most of the tree is identical from one another aside from a few abilities, it would simply streamline the experience of playing the class.
The reason I'm saying the air and cold, fire and acid should be merged is because it wouldn't increase directly the damage output because you don't need to be proficient in a second element unless the monster is very resistant or immune. In which case it adds versatility instead of raw damage. It creates less situations where the magical DPS cannot contribute due to high resistances, this is very apparent in high reaper when a 300 resistance ruins most of the sorcerer’s DPS. Most physical damage dealers have means of piercing through the DR with certain metal properties but the options to pierce elemental resistances are poor/non existent. Immunities are less of a problem after 20 but you still have to use 2 elements while leveling.
Considering existing gear, this synergizes well with seasons herald druids so no need to make different gear sets for the two classes. Druids get a single tree that boosts all their magical damage, depending on their season, and get access to both elemental forms. I don't see why sorcerers couldn't get two elements for the same investment of action points.
The air and cold savants already prevent the sorcerer from taking points on acid and fire and vice versa so making it into a choice selector wouldn't change class functionality.
While we're on the topic of elemental savants, the DC for tier 5 abilites should change to charisma and factor in evocation/conjuration bonuses. There are a few more changes I would make to it, based on my experience only.
Wind Dance is awesome, enough said here, no changes.
Heat death should be an insta kill like hurl (warlock fiend pact), the cooldown could be moved to 25s to be similar to hurl.
Earthgrab is good CC, with 15s cooldown, aside from DC changes nothing to change here.
Icy Prison is not essentialy a damage ability as much as it is a CC. Remove the damage and lower the CD to 15s.
As it stands now these abilities are unusable because the DC cannot reach high enough to be usable in endgame even on maxed out characters. I know elemental abilities in DnD were based on Con, but in a MMO it won't work unless it's CHA based.
On a side note, all epic destinies DC abilities (including the caster related ones, even energy burst) need to be revamped to factor in their means of increasing DC. Casters spell focus feats+ items. Melees tactical bonuses, etc. Anyways, this is probably best suited for another thread but it does factor in epic spell casting so.
The solution, p2: the new DC casting tree
Merging all the savant trees together into 1 single tree allows the creation of new trees without going over 5 (visual clutter, balance). This new tree should focus on a different role to allow sorcerers a different way of being played. The first thing that comes to mind with arcane casters is DC casting, control and necromancy among others. Having a tree that supports this role would be a step in the right direction. Not necessarily the same as archmage, but certainly DC casting oriented. Because sorcerers don't have an option like this at the moment, they aren't desirable in raids. They have no abilities to support a DC casting role and no sustainable damage that's comparable to current level endgame physical damage dealers.
Integrating all these changes would make the class more versatile, offer more play options and make it more enjoyable as a whole.
The solution, p3: sustainability issue and raid performance.
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 mainly because they are not sustainable enough. The main game changer will be sustainable, slowly building up DPS, that's cheap enough to cast for longer periods of time.
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 to lose all your stacks when your re-cast window is 6s and the mob teleports away for 10s or something (16 duration of the spell, 10 is cooldown) Having the cooldown lowered to the same as Arcane Pulse would be perfect. Something needs to be said about the stacks disapearing all at once as well, slow removal of 1 at a time would be much better, just for quality of life.
So about the elemental savant capstone, it doesn't make much sense with the current state of the game (maybe it did before but it doesn't anymore) that sorcerers in elemental forms have to spend 10% more sp for all their spells. Instead all evocation spells (conjuration for acid) should get a reduction in cost. And no change for the other schools.
The solution, p4: Acid and Fire spells
Acid sorcerers are vastly underperforming in DPS 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. This is on top of my suggestion to add an equivalent Fire and Acid Damage over Time spells mentionned above.
Electricity: Lightning Ball 15d6 + Chain lightning 20d6
Cold: Cone of cold 15d6 + Otiluke's Sphere 20d6
Fire: Delayed Blast Fireball 20d6 + Meteor Swarm**
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 dont like Meteor swarm because it doesn't scale with your caster level. It always deals 24d6 fire + 8d6 bludgeon (impulse), not only is it split between two different spellpowers, it's also way lower caster level than the other spells at cap. 1d6 per caster level makes the break point of caster 32, after which the other nukes are more effective. I'm casting Delayed fireballs at caster 41 when I'm capped, and swarm is slower too. This is why I think a second fire nuke of 15d6 should be added, it would put it in line with elec/cold.
End note:
How the devs may or may not change the class trees is one thing, but if they change the above I don't think any of the 4 elemental trees need further changes other than what I mentioned. I've never played Eldritch knight so I can't help you with that, the fact I never seen it at play at level 30 is probably a good indicator that it needs some love, but I lack the experience here to make good suggestions about it. Any experienced Eldritch knight feedback would be a really really nice addition though.
So what do you think? Post your opinions and feel free to share
Discussion open!