Alright, basically this is my random assortment of suggestions for a sorcery pass, and it is open to other suggestions.
Self-buffs/passives
Mana Conduit Woo, offensive passive! This power would grant a significant buff to paranormal damage and roughly one third of the bonus to all damage. It would also grant high magic damage resistance, moderate paranormal damage resistance, and energy upon being hit with magic damage. The visual for this would be perhaps a subtle mix of all the aura effects, toned down considerably as to not be overbearing.
I suggest a zero point advantage on this passive that would grant all ranged attacks a runed particle trail, if this is even possible with the game engine.
Healing Infusion A support toggle form that would grant a small buff to healing strength, and in addition to that, a critical chance/severity buff to healing powers. This could have a two or three point advantage on it to cause your critical heals to grant a heal over time equal to a percentage of the heal's crit.
Runic Ward A defensive toggle form that would grant the user a buff called Reactive Warding upon taking damage. This would grant the user a small damage resistance buff, say 10/15/20%, maybe less, but it would grant a heal over time buff to the user, the heal strength based on your primary superstat. The heal over time component would last five seconds.
Three point advantage- Reflective warding: This would replace the heal over time component with a reflective damage buff that functions identically to the heal over time. It would place a damage over time on the attacker that would deal an amount of damage based on your primary superstat.
Attacks.
In addition to the attacks already in the sorcery set, I suggest a few more to make the set more viable as damage dealing. The names are placeholders, really.
Eldritch Barrage. 100ft maintain, .5 second ticks. Fires a swarm of eldritch energy at the target in quick bursts. Your basic maintain attack, has a small repel. The damage would ramp up over time. Think a multi-missle swarm version of eldritch blast for the graphic.
Eldritch Detonation. 100ft charge attack, 10ft area-of-affect. You charge up an unstable orb of eldritch energy and fire it at an enemy. High single target damage, moderate area of affect damage. The graphic for this could be a very small orb projectile that detonates into a large explosion of runes.
Eldritch Rain. 50ft maintained AoE, 10ft area-of-affect. You call down the very stars themselves, causing bolts of eldritch energy to assault any unfortunate enough to oppose you. The attack would be similar to conflagration and avalanche, and the visual would be a rain of small, long bolts and runes.
Hex of Suffering. The DoT portion of this power is rather lackluster, I suggest increasing the duration and changing the damage ticks from once per second to once per half second to accommodate the cooldown, as well as granting the power the challenging strikes advantage.
Three point advantage: Debilitation. Reduces the defense, damage reduction, and dodge chance of the target while the hex persists.
Buffs.
As they are, the healing powers in sorcery dont really seem to need much help, but more variety is always nice.
Rune of protection. Your basic bubble power, but rather than a bubble, the target is surrounded by glowing runes. Grants damage absorption based on presence. Lasts ten seconds, any remaining protection is detonated, dealing double the shields remaining amount as magic damage to all nearby enemies.
Rune of power An active offense team-buff on a moderate cooldown, grants a 25% damage and healing boost to all teammates for roughly fifteen seconds, however it reduces the user's energy equilibrium for the duration. Aids the user in breaking out of holds.
Rune of healing. A single-target buff that grants a moderate heal-over-time to the target and any allies nearby. Think of it as a support version of Hex of Suffering.
Pets.
I suggest removing the circle-bound aspect of the rituals, making the unbound ritual advantage baseline for all sorcery pets. In addition, I suggest adding a few more summons.
Will-o-wisp. A non-controllable pet that grants a 50ft regeneration aura at rank 1, a buff to the user, increasing the effectiveness of heals and bubbles by a percentage at rank 2, along with decreased threat generation by the player. At rank 3, if an ally dies within the regeneration aura, the wisp will sacrifice itself to resurrect the ally, however this will cause will-o-wisp to not be able to be summoned for thirty seconds. The wisp is targetable and can be defeated, but it is incorporeal, and has decent damage resistance. Will-o-wisp has no active powers, and has no offense.
Orb of Power A non-controllable pet, summons a crystal orb, charged with arcane energy, that simply emanates power. At rank 1, the pet would grant the user a buff to max endurance and endurance recovery, and it would fire eldritch bolts at nearby enemies. At rank 2, it grants a minor endurance-over-time aura to allies within 50ft, and has access to eldritch bolt. At rank 3, it's endurance and endurance-over-time buff increase, and it gains pillar of poz. While it is a rather effective pet, it is rather fragile, and therefore is easily defeated.
Tome of Dark Secrets A non-controllable pet, summons a floating leather-bound tome that contains terrible secrets. At rank 1, the pet grants the user a damage buff and increases threat generated by the player, and instills fear on nearby enemies, reducing their damage. At rank 2, the damage buff increases, and the tome has the ability to fire toxic bolts of hellfire. At rank 3, the damage buff further increases, and the tome gains a bit of damage resistance added to itself and the buff granted to the user.
Circles
All circles need to gain the "tap to move to location" feature that the radiant circle is gaining.
I also think it would add some kind of interesting option for circles to have advantages that would extend the range of the circle an amount to grant teammates/pets a fraction of the circle's buff.
While I agree that Arcane Clarity needs something new to actually make it a viable choice, I think the auras are fine just the way they are.
Circles, too. Changing them to be clickable, temporary offenses/defenses would be a horrible design option. Sorcery powers all either require you to stand still, or lock you down while they're being cast (arcane vitality, eldritch blast, binding of aratron, etc.) So by altering the circles and making them clickable buffs, it pulls a total 180 on what I assume the devs were going for when they made the whole sorcery tree. If anything, I think changing the circles that way would do nothing more than break the synergy in the power tree.
However I DO love the new power options you've suggested here, and I agree that Hex of Suffering needs a damage increase. While it is a somewhat effective power as is, from what I've seen in other power sets it doesn't really stack up to the damage other DoTs can put out.
I simply LOVE all your suggestions!
Abot the Aura Of Arcane Clarity...maybe give it some DMG reduction or an interesting thing to it.
Don't get me wrong, power count discount and shorter recharge time sounds great, but that's what SS Int is for, IMO.
Make it more appealing, add something that will make us want to get it.
I don't agree with Arcane Clarity being dispersed among the other passives, or the Circles becoming clickies. AoAC can have its own thing.. it just needs extra thinking lol but it would make sense if it were changed into an energy form. Still... it could just be reformed as a passive to have some extra UMPH. I also don't like the circles becoming clickies... because that maeans they can't be used with other clickies! But also I'd lose my nifty circle of the ground. I honestly like how that mechanic works, it's something different from what we see.
Everything else... yes, yes, a thousand yes. MAKE THIS SO!!! /athousandsigns
My Sorcery toon is one of my strongest, I solo SL on elite easily. So I don't see the need for a pass.
I am not a PVP'er so I do not have any idea about Sorcery in PVP.
My SS are INT/REC and the build centers around Arcane Sigils and Primal Storm Sigils. My passive is Regen.
My Sorcery toon is one of my strongest, I solo SL on elite easily. So I don't see the need for a pass.
I am not a PVP'er so I do not have any idea about Sorcery in PVP.
My SS are INT/REC and the build centers around Arcane Sigils and Primal Storm Sigils. My passive is Regen.
I don't doubt it, but I'd like to have more heavier attacks with a magic theme without having to go out of set. That's the point of this, to increase its potency as well as appeal in terms of variety.
I don't doubt it, but I'd like to have more heavier attacks with a magic theme without having to go out of set. That's the point of this, to increase its potency as well as appeal in terms of variety.
This. More options is always a plus, I hate having to rely on out-of-set attacks to compliment the lack of heavy hitting stuff on certain toons.
Really liking this.. I'd like to make a mystic character who isnt a petmaster, darkness build, bestial supernatural, toxic monster. A true damage dealign spell flinging gunslinger.
Alright, basically this is my suggestions for a sorcery pass, and it is open to other suggestions.
Attacks.
In addition to the attacks already in the sorcery set, I suggest a few more to make the set more viable as damage dealing. The names are placeholders, really.
Eldritch Barrage. 100ft maintain, .5 second ticks. Fires a swarm of eldritch energy at the target in quick bursts. Your basic maintain attack, has a small repel. The damage would ramp up over time.
Eldritch Detonation. 100ft charge attack, 10ft area-of-affect. You charge up an unstable orb of eldritch energy and fire it at an enemy. High single target damage, moderate area of affect damage. Consumes buffs granted by auras to deal an additional amount of damage, similar to telekinetic assault consuming ego leech.
Eldritch Rain. 50ft maintained AoE, 10ft area-of-affect. You call down the very stars themselves, causing bolts of eldritch energy to assault any unfortunate enough to oppose you. The attack would be similar to conflagration and avalanche.
Hex of Suffering. The DoT portion of this power is rather lackluster, I suggest increasing the duration and doubling the damage to accommodate the cooldown, as well as granting the power the challenging strikes advantage.
Buffs.
As they are, the healing powers in sorcery dont really seem to need much help, but more variety is always nice.
Rune of protection. Your basic bubble power, but rather than a bubble, the target is surrounded by glowing runes. Grants damage absorption based on presence. Lasts ten seconds, any remaining protection is detonated, dealing double the shields remaining amount as magic damage to all nearby enemies.
Rune of power An active offense team-buff on a moderate cooldown, grants a 25% damage and healing boost for roughly fifteen seconds, however it reduces the user's energy equilibrium for the duration. Aids the user in breaking out of holds.
Mark of healing. A single-target buff that grants a moderate heal-over-time to the target and any allies nearby. Think of it as a support version of Hex of Suffering.
Pets.
I suggest removing the circle-bound aspect of the rituals, making the unbound ritual advantage baseline for all sorcery pets. In addition, I suggest adding a few more summons.
Will-o-wisp. A non-controllable pet that grants a 50ft regeneration aura at rank 1, a buff to the user, increasing the effectiveness of heals and bubbles by a percentage at rank 2, along with decreased threat generation by the player. At rank 3, if an ally dies within the regeneration aura, the wisp will sacrifice itself to resurrect the ally, however this will cause will-o-wisp to not be able to be summoned for thirty seconds. The wisp is targetable and can be defeated, but it is incorporeal, and has decent damage resistance. Will-o-wisp has no active powers, and has no offense.
Orb of Power A non-controllable pet, summons a crystal orb, charged with arcane energy, that simply emanates power. At rank 1, the pet would grant the user a buff to max endurance and endurance recovery, and it would fire eldritch bolts at nearby enemies. At rank 2, it grants a minor endurance-over-time aura to allies within 50ft, and has access to eldritch bolt. At rank 3, it's endurance and endurance-over-time buff increase, and it gains pillar of poz. While it is a rather effective pet, it is rather fragile, and therefore is easily defeated.
Tome of Dark Secrets A non-controllable pet, summons a floating leather-bound tome that contains terrible secrets. At rank 1, the pet grants the user a damage buff and increases threat generated by the player, and instills fear on nearby enemies, reducing their damage. At rank 2, the damage buff increases, and the tome has the ability to fire toxic bolts of hellfire. At rank 3, the damage buff further increases, and the tome gains a bit of damage resistance added to itself and the buff granted to the user.
Edit- Removed the changes to auras and circles, added in additional powers
/signed in my blood.
an active defense/offense + some GOOD sorcery powers that are not skarns bane would be nice
Alright, basically this is my suggestions for a sorcery pass, and it is open to other suggestions.
Attacks.
In addition to the attacks already in the sorcery set, I suggest a few more to make the set more viable as damage dealing. The names are placeholders, really.
Eldritch Barrage. 100ft maintain, .5 second ticks. Fires a swarm of eldritch energy at the target in quick bursts. Your basic maintain attack, has a small repel. The damage would ramp up over time.
Eldritch Detonation. 100ft charge attack, 10ft area-of-affect. You charge up an unstable orb of eldritch energy and fire it at an enemy. High single target damage, moderate area of affect damage. Consumes buffs granted by auras to deal an additional amount of damage, similar to telekinetic assault consuming ego leech.
Eldritch Rain. 50ft maintained AoE, 10ft area-of-affect. You call down the very stars themselves, causing bolts of eldritch energy to assault any unfortunate enough to oppose you. The attack would be similar to conflagration and avalanche.
Hex of Suffering. The DoT portion of this power is rather lackluster, I suggest increasing the duration and doubling the damage to accommodate the cooldown, as well as granting the power the challenging strikes advantage.
Buffs.
As they are, the healing powers in sorcery dont really seem to need much help, but more variety is always nice.
Rune of protection. Your basic bubble power, but rather than a bubble, the target is surrounded by glowing runes. Grants damage absorption based on presence. Lasts ten seconds, any remaining protection is detonated, dealing double the shields remaining amount as magic damage to all nearby enemies.
Rune of power An active offense team-buff on a moderate cooldown, grants a 25% damage and healing boost for roughly fifteen seconds, however it reduces the user's energy equilibrium for the duration. Aids the user in breaking out of holds.
Mark of healing. A single-target buff that grants a moderate heal-over-time to the target and any allies nearby. Think of it as a support version of Hex of Suffering.
Pets.
I suggest removing the circle-bound aspect of the rituals, making the unbound ritual advantage baseline for all sorcery pets. In addition, I suggest adding a few more summons.
Will-o-wisp. A non-controllable pet that grants a 50ft regeneration aura at rank 1, a buff to the user, increasing the effectiveness of heals and bubbles by a percentage at rank 2, along with decreased threat generation by the player. At rank 3, if an ally dies within the regeneration aura, the wisp will sacrifice itself to resurrect the ally, however this will cause will-o-wisp to not be able to be summoned for thirty seconds. The wisp is targetable and can be defeated, but it is incorporeal, and has decent damage resistance. Will-o-wisp has no active powers, and has no offense.
Orb of Power A non-controllable pet, summons a crystal orb, charged with arcane energy, that simply emanates power. At rank 1, the pet would grant the user a buff to max endurance and endurance recovery, and it would fire eldritch bolts at nearby enemies. At rank 2, it grants a minor endurance-over-time aura to allies within 50ft, and has access to eldritch bolt. At rank 3, it's endurance and endurance-over-time buff increase, and it gains pillar of poz. While it is a rather effective pet, it is rather fragile, and therefore is easily defeated.
Tome of Dark Secrets A non-controllable pet, summons a floating leather-bound tome that contains terrible secrets. At rank 1, the pet grants the user a damage buff and increases threat generated by the player, and instills fear on nearby enemies, reducing their damage. At rank 2, the damage buff increases, and the tome has the ability to fire toxic bolts of hellfire. At rank 3, the damage buff further increases, and the tome gains a bit of damage resistance added to itself and the buff granted to the user.
Edit- Removed the changes to auras and circles, added in additional powers
Agreed. I hate pets, so sorcery has no point for me. Shame, since I love the graphics involved with it.
can we have a non pet energy regen, too? Mystic Resonance would be a neat name for it. It'd be cool if it procced when you dropped a sigil or circle. You know, for those of us who don't want the energy circle, and hate taking msa on EVERY CHARACTER EVER.
In addition to the attacks already in the sorcery set, I suggest a few more to make the set more viable as damage dealing. The names are placeholders, really.
Eldritch Barrage. 100ft maintain, .5 second ticks. Fires a swarm of eldritch energy at the target in quick bursts. Your basic maintain attack, has a small repel. The damage would ramp up over time.
Eldritch Detonation. 100ft charge attack, 10ft area-of-affect. You charge up an unstable orb of eldritch energy and fire it at an enemy. High single target damage, moderate area of affect damage. Consumes buffs granted by auras to deal an additional amount of damage, similar to telekinetic assault consuming ego leech.
Eldritch Rain. 50ft maintained AoE, 10ft area-of-affect. You call down the very stars themselves, causing bolts of eldritch energy to assault any unfortunate enough to oppose you. The attack would be similar to conflagration and avalanche.
Hex of Suffering. The DoT portion of this power is rather lackluster, I suggest increasing the duration and doubling the damage to accommodate the cooldown, as well as granting the power the challenging strikes advantage.
I've a character in mind that I want to appear like Dr Strange (power-wise) and I just feel that there aren't lots of arcane/eldritch to play with in this game.
This wouldnt be a true pass, more like a small patch in my book.
-Yes these are great additions
-No they do not address sorcery's largest problems.
-Sorcery has no real in-set synergy other then doing more damage to a held target and that abilitiy is on your T0 and the only other with only to holds and skarns bane to really compliment the idea. Oh and storm caller and primal sigils.
-Circle of arcane power is a terrible excuse for an energy unlock mechanic.
First Step in a true sorcery pass would be to scrap all 4 sets and look at what you have, a mish mash of powers which in reality could all be under 1 tab instead of wasting 4.
Put pyromancers blades, invocation of storm calling, primal sigils, and sigils of arcane runes off to the side somewhere.
What you have left simply name it sorcery or elderitch. Your suggestions would fit here, now the set needs an interesting synergy mechanic....how about a mechanic the game already has, but works poorly? Pain splitting fits perfectly. Call the Debuff wizards malice. give all attacks a chance to cause it.
Wizards malice - affected target takes 40% (to a maximum of 65% with Presence scaling) of the damage they deal to player.
Ok we have a neat little mechanic how do we expand on it?
How about sorcery attacks have a chance to root targets affected by wizards malice? or bonus damage? or a small energy return?
For pets how about pets deal 20% more damage to targets affected by wizards malice(2 pt adv) and are healed HP equal to the damage enemies take because of wizards malice(3 pt adv)? Those would be some good adv.
Next up are the aura's they are all fine except Arcane clarity. It just doesnt make a good passive, scrap it and make it a clicky like nanobot swarm mixed with LnL instant -X time on recharges and energy discount on paranormal powers. Its special advantages should be one that makes it heal you for 1000 instant scaled with PRES and the total amount of time you shave off from all your cool downs. second advantage should give let it lower costs and cooldowns for your team as well, effects scaled on your presence.
The the circles...first off, making circle of arcane power the sets only in set method of energy return is bogus and bad planning. Scrap it, just call it arcane power and make it a passive energy unlock like the other sets have. It should scale mostly on pres and a little on int, arcane power would return energy to you from every enemy affected by wizards malice every 2 seconds.
As for the other circles they are too small, increase thier radius to about 30-50ft. Base 30, ranking them up increases their power and sized with a rank 3 circle being 50ft in diameter. also all circles should count as energy forms.
Add an offensive clicky those are always a plus.
Fury of the magi - plus 40% dmg increase, + 70 presence 15 second duration.
adv - magi of the trinity - roots all targets in a 10ft sphere, applies wizards malice to all targets in a 10ft sphere, drain X energy(based on presence) every .5 secs from all targets in a 10ft sphere (4 pt advantage)
And a defense clicky
Astral form - Damage immunity for the next five hits ranking it increase it to 6 then 7.
Now going back to the moves i said to put aside.
Pyromancers blades are huge pet swords made of fire.....they should be in fire.
Invocation of storm calling - should be in either wind of electricity.
primal sigils can have the electrical damage removed and replaced with magic damage.
Arcane runes can be reskinned as floating fireballs and placed in fire
First Step in a true sorcery pass would be to scrap all 4 sets and look at what you have, a mish mash of powers which in reality could all be under 1 tab instead of wasting 4.
Just thought I'd mention. They were originally one tab, but the Devs split it into 4 without really explaining why.
I can think of two reasons off hand: by splitting it up it makes it appear like there's more, and it also greatly reduces the clutter.
Well the first makes sense as people do stuff like that all the time.
The second is working pretty counter-productive manner. All four sets share the same powers minus with the only unique (dont share unlock tiers) ones being arcane vitality, march of the dead, invocation of storm calling and divine renewal. They dont give use a reason for this at all.
Everything else is either shared or a parallel unlock. now when i look at the power selector in the PH it looks neat and ordered. Having more under one tab isnt clutter spreading it out unnecessarily is clutter.
-Imagine you have room with a bookshelf that can hold 100 books, is the room it cluttered if you put 100 books on that shelf all ordered correctly? no it isnt. But if you instead placed in 3 more bookshelves and spread your 100 books out among them you have likely cluttered the room.
Sorcery at 31 powers would be under one tab, but with everything filed the way it is it wouldnt be cluttered at all.
I actually respect the branches so long as they flesh them out in the future and make them more unique. The branches IMO actually gives them a valid reason to do such a thing. If a single set has 31 powers and yet there are gaps in how it works that need to be further defined.. well it just doesn't seem right to me. Look at fire, 13 powers and it has one of the best synergies of the sets. Combine all four Sorcery "sets" and what have you accomplished? I don't know what I'm saying anymore. It's late, I'm tired and I refuse to backspace! :mad:
But it does need it's own synergies that I think each branch could take unique advantage of. The common sorcery powers can tag the target with some kind of debuff and the unique skills (when more are available) can do something with that. Arcane can have an AoE, Primal can have a chance of dealing the same amount of damage that is dealt to the target to a nearby enemy, Ebon can debuff the target and add whatever is debuffed to themselves and Radiant can have a PBAoE burst heal. It just depends on the Devs but I have the slightest hunch that they have fun things in store for Sorcery.....
Love all the power proposals here, and I'd like to add some as well.
BTW, I took some inspiration from Darkbladex96 post.
Eldritch Aura
Your knowledge of the mysterious arcane rituals imbues you with power.
Requires 1 power from Sorcery or 2 non-energy-building powers from any framework.
Slotted Passive
+Can be slotted in an Offensive or Balanced passive power slot.
+Increases all of your Paranormal (dimensional, ego and magic) damage. This increase scales with your Super Stats.
+Increases your resistance to all damage and greatly increases your resistance to magic effects. This resistance scales with your Super Stats.
+Grants a small amount of energy when you are struck with Magic damage.
+Reduces the energy cost of all Sorcery powers
+Counts as an Energy Form.
Arcane Power
Arcane Power allows you to drain magic energy from your foes.
Requires 1 power from Sorcery or 2 non-energy-building powers from any framework.
Innate Passive
+Does not need to be slotted in order to function.
+Generates energy from nearby enemies affected by Wizards Malice. This energy gain scales with your Presence.
+You may only harvest energy by this power once every two seconds. This effect is called Arcane Power.
+This power only has one rank.
Heka's Revenge
You summon Heka's power to strike your enemies with powerful magic.
Requires 3 powers from Sorcery or 5 non-energy-building powers from any framework.
Maintain
+Deals Magic Damage to all targets in a 25 foot sphere around you.
+Has a 10% chance of applying Wizards Malice, a short duration effect which some Sorcery attacks can take advantage of.
+When hitting a target affected by Wizards Malice, the target takes an additional 20% damage.
This power now has a 25% chance of applying the Wizards Malice buff on your targets.
Abracadabra
You channel your energy into a devastating attack, stunning them for a short period of time.
Requires 5 powers from Sorcery or 8 non-energy-building powers from any framework.
Tap
+Deals Magic Damage to targets in line with your primary target.
+50% chance of applying Wizards Malice.
Charge (2 sec)
+Increases damage and energy cost of the Tap effect.
+Charging this power longer than 1 second will stun your target(s) for 2 seconds.
+If you land a killing blow on a target affected by Wizards Malice, nearby enemies will take 550 Magic damage.
Ranks
Rank 2 ~ 2 Advantage Points
310-1300 Magic Damage
Rank 3 ~ 2 Advantage Points
375-1520 Magic Damage
Advantages
Accelerated Metabolism ~ 1 Advantage Point
Every time you use this ability you have a chance to return a small amount of energy.
+20% chance to gain 10 energy
Eldritch Rain. 50ft maintained AoE, 10ft area-of-affect. You call down the very stars themselves, causing bolts of eldritch energy to assault any unfortunate enough to oppose you. The attack would be similar to conflagration and avalanche.
You call down the very stars themselves?! Okay, this is awesome and I would feel like a true sorcerer supreme if I had a character capable of this.
The core thing that holds a powerset together is to have some sort of unifying status effect or mechanic that gives the user a synergy if they use multiple powers together. Electricity for example has negative ions. its powers drop a status effect on enemies that buffs up future electricity powers when you use it. Some powers randomly proc the ions, while others have a 100% chance to. This encourages the player to use those other powers as a lead off to set up the victim for further damage and increased effects.
There's two ways to go about this, either through status effects like chill, negative ions, and clinging flames. Or, through self-buffing mechanics like enrage, focus, and whatever the telekinetic pass added because I can't remember the name of that thing off the top of my mind.
With that in mind I suggest a new buff mechanic: Arcane Insight.
Arcane Insight is a stacking buff that is procced randomly by some powers. Now, my first instinct would be to give a cost discount with Arcane Insight. However, mentalist already is doing that shtick. So, instead, I suggest the following, yet similar, idea: Each stack of the buff gives a slight increase to energy generated via energy unlocks or the energy builder or blocking... well, any means of generating energy is buffed with the arcane Insight. I would say let it stack somewhere around 5, I've not really thought of a precise area to stack towards. A later suggestion of mine leaves me wanting to suggest 8.
Most powers have a slight chance of proccing a stack of Arcane Insight on hit. Eldritch Detonation (See first post on thread) could be added and allow for a gaurenteed stack on full charge. Bindings of Araton when sustained fully grants a stack. Give hex of suffering an advantage called "Knowledge through pain" that grants a stack of the insight after several seconds of being active on the primary target.
Anytime Arcane Insight gains a stack the whole stack's duration is refreshed.
The following powers benefit from Arcane Insight:
Any Sigil Power: Spawns with 1 stack of defiance (on the pet, not you) for every stack of Arcane Insight you had. These stacks last the entire duration of the power.
Eldritch Rain (see first post) - Chance to Immobilize victims based on the amount of stacks you have.
Hex of Suffering - Chance to inflict fear scaling with the stacks of Arcane Insight you have.
Eldritch Bolt - Chance to splash additional damage to nearby targets based on the amount of stacks of Arcane Insight you have. Anything hit with splash damage is subject to a chance of immobilization.
Pillar of Poz - Bonus to knock scaling with the stack.
Any controlled Sorcery pet - Each stack of Arcane Insight on you gives them a buff called "Arcane Infusion" This is a generalized buff to the pets performance, though it is slight it stacks. THink of it as a watered down AOPM.
Now, as much as I like an idea for a new Arcane Passive, I am not a fan of yet another cookie cutter aura template offensive passive. Let's take this a new direction with this passive idea I just had:
Name: Arcane Empowerment Tier: 1 Type: Offensive Passive Description: This offensive passive changes the way Arcane Insight functions. It still grants a slight boost to energy generation, but it now each stack gives a boost to all damage that scales with Super Stats. Yes, that's right, this passive may be used to buff non-sorcery type powers. However, you'll still need to lean on sorcery to generate those stacks of Arcane Insight. In addition, this power grants an immediate stack of Arcane Insight while it is active, plus one additional stack of insight for each rank you have past 1. Ranking this power up raises the total cap for stacks for Arcane Insight. This power also grants a resistance to Supernatural damage that scales with the amount of Arcane Insight stacks you have.
Also, I was in Lemuria today and noticed that those Constructs (the ones that look like Arcane Constructs) use a really nice power that damages and steals energy from you.
That'd be more useful in PVP, but maybe through an advantage we can make it like a 2nd Lifedrain.
I thought that'd be a great power for Sorcery!
Alright, basically this is my suggestions for a sorcery pass, and it is open to other suggestions.
Attacks.
In addition to the attacks already in the sorcery set, I suggest a few more to make the set more viable as damage dealing. The names are placeholders, really.
Eldritch Barrage. 100ft maintain, .5 second ticks. Fires a swarm of eldritch energy at the target in quick bursts. Your basic maintain attack, has a small repel. The damage would ramp up over time.
Eldritch Detonation. 100ft charge attack, 10ft area-of-affect. You charge up an unstable orb of eldritch energy and fire it at an enemy. High single target damage, moderate area of affect damage. Consumes buffs granted by auras to deal an additional amount of damage, similar to telekinetic assault consuming ego leech.
Eldritch Rain. 50ft maintained AoE, 10ft area-of-affect. You call down the very stars themselves, causing bolts of eldritch energy to assault any unfortunate enough to oppose you. The attack would be similar to conflagration and avalanche.
Hex of Suffering. The DoT portion of this power is rather lackluster, I suggest increasing the duration and doubling the damage to accommodate the cooldown, as well as granting the power the challenging strikes advantage.
Buffs.
As they are, the healing powers in sorcery dont really seem to need much help, but more variety is always nice.
Rune of protection. Your basic bubble power, but rather than a bubble, the target is surrounded by glowing runes. Grants damage absorption based on presence. Lasts ten seconds, any remaining protection is detonated, dealing double the shields remaining amount as magic damage to all nearby enemies.
Rune of power An active offense team-buff on a moderate cooldown, grants a 25% damage and healing boost for roughly fifteen seconds, however it reduces the user's energy equilibrium for the duration. Aids the user in breaking out of holds.
Mark of healing. A single-target buff that grants a moderate heal-over-time to the target and any allies nearby. Think of it as a support version of Hex of Suffering.
Pets.
I suggest removing the circle-bound aspect of the rituals, making the unbound ritual advantage baseline for all sorcery pets. In addition, I suggest adding a few more summons.
Will-o-wisp. A non-controllable pet that grants a 50ft regeneration aura at rank 1, a buff to the user, increasing the effectiveness of heals and bubbles by a percentage at rank 2, along with decreased threat generation by the player. At rank 3, if an ally dies within the regeneration aura, the wisp will sacrifice itself to resurrect the ally, however this will cause will-o-wisp to not be able to be summoned for thirty seconds. The wisp is targetable and can be defeated, but it is incorporeal, and has decent damage resistance. Will-o-wisp has no active powers, and has no offense.
Orb of Power A non-controllable pet, summons a crystal orb, charged with arcane energy, that simply emanates power. At rank 1, the pet would grant the user a buff to max endurance and endurance recovery, and it would fire eldritch bolts at nearby enemies. At rank 2, it grants a minor endurance-over-time aura to allies within 50ft, and has access to eldritch bolt. At rank 3, it's endurance and endurance-over-time buff increase, and it gains pillar of poz. While it is a rather effective pet, it is rather fragile, and therefore is easily defeated.
Tome of Dark Secrets A non-controllable pet, summons a floating leather-bound tome that contains terrible secrets. At rank 1, the pet grants the user a damage buff and increases threat generated by the player, and instills fear on nearby enemies, reducing their damage. At rank 2, the damage buff increases, and the tome has the ability to fire toxic bolts of hellfire. At rank 3, the damage buff further increases, and the tome gains a bit of damage resistance added to itself and the buff granted to the user.
Edit- Removed the changes to auras and circles, added in additional powers
Bringing this up again, because I made a new toon, with the intention of trying to not have many summons, or CCs, and the attacks really need some bolstering.
Bringing this up again, because I made a new toon, with the intention of trying to not have many summons, or CCs, and the attacks really need some bolstering.
Yeah, it's kind of sad that you need to go out of the basic arcane trees to make a really offensive-focused magic (Not darkness, yuck.) toon. I want my sorceress to have actual spells, not "magic" lightning.
Yeah, it's kind of sad that you need to go out of the basic arcane trees to make a really offensive-focused magic (Not darkness, yuck.) toon. I want my sorceress to have actual spells, not "magic" lightning.
Exactly.
We shouldn't be forced to go out of the Sorcery tree in order to take a more offensive approach on a sorcerer.
This sounds like it would solve a lot of the problems of the framework, though I still don't entirely like the idea of completely abandoning the stationary playstyle, since that's the one thing that really makes sorcery unique.
I'd like to see circles condensed into one ability that simply serves to allow you to "dig in" and empower your character by giving up movement. Having so many different circles is kind of pointless, since there is no room in a build for having several anyways.
Maybe one power choice could give you multiple buttons that invoke different circles, though that would be a whole new concept.
At any rate, as far as I'm concerned sorcery suffers a giant drawback int he regard that its supposed to be a particularly versatile framework, but since all its versatility exists in different powers all that ultimately means is that it can make a variety of one sided, inflexible builds that are no more versatile than anything else.
I'd like it if sorcery allowed you to adapt your playstyle to the situation you face.
Ooh, here's an interesting idea...what if circles changed/added some kind of secondary effect to sorcery attacks/heals in addition to their normal effects? I've got no real ideas for it, but it's something to think about!
Maybe the circle could also modify itself depending on what you cast. I love games like Magicka where spellcasting isn't just pushing buttons, but a little smarter than that, so it might be interesting to introduce some "Spellweaving" recepies to the sorcery line where if you set off certain spells in certain orders you get overarching effects.
For example:
The circle is an instant cast that can be placed on the ground at any time. It then gains attunements depending on what spells you cast. The circle can gain up to 3 attunements.
Ebon, Arcane, Radiant and Primal are the attunements you can gain on the circle.
When you cast Eldritch Bolt, Skarn's Bane, Pillar of Poz or Hex of Suffering you gain an Ebon Attunement which increases your paranormal damage. At 3 Attunes this also activates a fear aura around your character.
When you cast Sorcery Summons you gain Arcane Attunement which increases the strength of your summoned creatures. At 3 attunes it also causes your summons to grant you energy every time they hit an opponent.
When you cast Sorcery Heals you gain Radiant Attunement which increases the ammount you heal and grants you a HOT aura. At 3 attunes you also gain an effect that instantly heals you to full if you are reduced to below 0 hitpoints, but hits you with a debuff that prevents this effect from occuring again for 10 minutes.
When you cast sigils or sorcery CCs you gain a Primal Attunement, which grants you damage resistance and resistance to crowd control/knocks. At 3 Attunes you gain an aura that shuts down travel powers and snares enemies.
Might need some work, also it kind of abuses the whole idea of the magical schools because obviously there are ebon sigls or radiant summons, maybe the Attunements need different names.
Something like that might make playing a sorcerer more rewarding by introducing a really powerful framework internal synergy that gives a little bit of a payoff to staying within the framework.
As I was playing DCUO I couldn't help but notice how big their Circle of Protection radius was.
I wish we had that in CO too, not to say the way it was implemented there was fantastic; giving damage boost in Damage role and HoT in Healer role.
Perhaps we can make one circle, instead of 4 (Primal, Arcane, Ebon, Radiant), and add advantages to it to simulate different effects (+DMG Boost, HoT, +DMG Resist etc).
Also, the radius to be significantly increased and team-mates to be affected as well.
Maybe I should stop by the suggestion forum more often, there are some really neat ideas in this thread.
Personally, I've always liked the idea that Sorcerers are "zone controllers" with pets and summoning rituals and circles; the problem is that CO's gameplay and specifically enemy behavior does NOT facilitate this style of play, making it largely worthless.
Comments
Circles, too. Changing them to be clickable, temporary offenses/defenses would be a horrible design option. Sorcery powers all either require you to stand still, or lock you down while they're being cast (arcane vitality, eldritch blast, binding of aratron, etc.) So by altering the circles and making them clickable buffs, it pulls a total 180 on what I assume the devs were going for when they made the whole sorcery tree. If anything, I think changing the circles that way would do nothing more than break the synergy in the power tree.
However I DO love the new power options you've suggested here, and I agree that Hex of Suffering needs a damage increase. While it is a somewhat effective power as is, from what I've seen in other power sets it doesn't really stack up to the damage other DoTs can put out.
Abot the Aura Of Arcane Clarity...maybe give it some DMG reduction or an interesting thing to it.
Don't get me wrong, power count discount and shorter recharge time sounds great, but that's what SS Int is for, IMO.
Make it more appealing, add something that will make us want to get it.
Everything else... yes, yes, a thousand yes. MAKE THIS SO!!! /athousandsigns
I'll see your request, and raise you one. How about a tome AND a crystal ball?
Tweaking them a bit before I repost them, so they make more sense.
Then I am happeh
I am not a PVP'er so I do not have any idea about Sorcery in PVP.
My SS are INT/REC and the build centers around Arcane Sigils and Primal Storm Sigils. My passive is Regen.
I don't doubt it, but I'd like to have more heavier attacks with a magic theme without having to go out of set. That's the point of this, to increase its potency as well as appeal in terms of variety.
This. More options is always a plus, I hate having to rely on out-of-set attacks to compliment the lack of heavy hitting stuff on certain toons.
OH i like those ideas! /signedx100
You have my /sign!
/signed in my blood.
an active defense/offense + some GOOD sorcery powers that are not skarns bane would be nice
Signed and Signed 10 times over! O.O
can we have a non pet energy regen, too? Mystic Resonance would be a neat name for it. It'd be cool if it procced when you dropped a sigil or circle. You know, for those of us who don't want the energy circle, and hate taking msa on EVERY CHARACTER EVER.
I've a character in mind that I want to appear like Dr Strange (power-wise) and I just feel that there aren't lots of arcane/eldritch to play with in this game.
-Yes these are great additions
-No they do not address sorcery's largest problems.
-Sorcery has no real in-set synergy other then doing more damage to a held target and that abilitiy is on your T0 and the only other with only to holds and skarns bane to really compliment the idea. Oh and storm caller and primal sigils.
-Circle of arcane power is a terrible excuse for an energy unlock mechanic.
First Step in a true sorcery pass would be to scrap all 4 sets and look at what you have, a mish mash of powers which in reality could all be under 1 tab instead of wasting 4.
Put pyromancers blades, invocation of storm calling, primal sigils, and sigils of arcane runes off to the side somewhere.
What you have left simply name it sorcery or elderitch. Your suggestions would fit here, now the set needs an interesting synergy mechanic....how about a mechanic the game already has, but works poorly? Pain splitting fits perfectly. Call the Debuff wizards malice. give all attacks a chance to cause it.
Wizards malice - affected target takes 40% (to a maximum of 65% with Presence scaling) of the damage they deal to player.
Ok we have a neat little mechanic how do we expand on it?
How about sorcery attacks have a chance to root targets affected by wizards malice? or bonus damage? or a small energy return?
For pets how about pets deal 20% more damage to targets affected by wizards malice(2 pt adv) and are healed HP equal to the damage enemies take because of wizards malice(3 pt adv)? Those would be some good adv.
Next up are the aura's they are all fine except Arcane clarity. It just doesnt make a good passive, scrap it and make it a clicky like nanobot swarm mixed with LnL instant -X time on recharges and energy discount on paranormal powers. Its special advantages should be one that makes it heal you for 1000 instant scaled with PRES and the total amount of time you shave off from all your cool downs. second advantage should give let it lower costs and cooldowns for your team as well, effects scaled on your presence.
The the circles...first off, making circle of arcane power the sets only in set method of energy return is bogus and bad planning. Scrap it, just call it arcane power and make it a passive energy unlock like the other sets have. It should scale mostly on pres and a little on int, arcane power would return energy to you from every enemy affected by wizards malice every 2 seconds.
As for the other circles they are too small, increase thier radius to about 30-50ft. Base 30, ranking them up increases their power and sized with a rank 3 circle being 50ft in diameter. also all circles should count as energy forms.
Add an offensive clicky those are always a plus.
Fury of the magi - plus 40% dmg increase, + 70 presence 15 second duration.
adv - magi of the trinity - roots all targets in a 10ft sphere, applies wizards malice to all targets in a 10ft sphere, drain X energy(based on presence) every .5 secs from all targets in a 10ft sphere (4 pt advantage)
And a defense clicky
Astral form - Damage immunity for the next five hits ranking it increase it to 6 then 7.
Now going back to the moves i said to put aside.
Pyromancers blades are huge pet swords made of fire.....they should be in fire.
Invocation of storm calling - should be in either wind of electricity.
primal sigils can have the electrical damage removed and replaced with magic damage.
Arcane runes can be reskinned as floating fireballs and placed in fire
Just thought I'd mention. They were originally one tab, but the Devs split it into 4 without really explaining why.
Well the first makes sense as people do stuff like that all the time.
The second is working pretty counter-productive manner. All four sets share the same powers minus with the only unique (dont share unlock tiers) ones being arcane vitality, march of the dead, invocation of storm calling and divine renewal. They dont give use a reason for this at all.
Everything else is either shared or a parallel unlock. now when i look at the power selector in the PH it looks neat and ordered. Having more under one tab isnt clutter spreading it out unnecessarily is clutter.
-Imagine you have room with a bookshelf that can hold 100 books, is the room it cluttered if you put 100 books on that shelf all ordered correctly? no it isnt. But if you instead placed in 3 more bookshelves and spread your 100 books out among them you have likely cluttered the room.
Sorcery at 31 powers would be under one tab, but with everything filed the way it is it wouldnt be cluttered at all.
But it does need it's own synergies that I think each branch could take unique advantage of. The common sorcery powers can tag the target with some kind of debuff and the unique skills (when more are available) can do something with that. Arcane can have an AoE, Primal can have a chance of dealing the same amount of damage that is dealt to the target to a nearby enemy, Ebon can debuff the target and add whatever is debuffed to themselves and Radiant can have a PBAoE burst heal. It just depends on the Devs but I have the slightest hunch that they have fun things in store for Sorcery.....
Love all the power proposals here, and I'd like to add some as well.
BTW, I took some inspiration from Darkbladex96 post.
Eldritch Aura
Your knowledge of the mysterious arcane rituals imbues you with power.
Requires 1 power from Sorcery or 2 non-energy-building powers from any framework.
Slotted Passive
+Can be slotted in an Offensive or Balanced passive power slot.
+Increases all of your Paranormal (dimensional, ego and magic) damage. This increase scales with your Super Stats.
+Increases your resistance to all damage and greatly increases your resistance to magic effects. This resistance scales with your Super Stats.
+Grants a small amount of energy when you are struck with Magic damage.
+Reduces the energy cost of all Sorcery powers
+Counts as an Energy Form.
Arcane Power
Arcane Power allows you to drain magic energy from your foes.
Requires 1 power from Sorcery or 2 non-energy-building powers from any framework.
Innate Passive
+Does not need to be slotted in order to function.
+Generates energy from nearby enemies affected by Wizards Malice. This energy gain scales with your Presence.
+You may only harvest energy by this power once every two seconds. This effect is called Arcane Power.
+This power only has one rank.
Heka's Revenge
You summon Heka's power to strike your enemies with powerful magic.
Requires 3 powers from Sorcery or 5 non-energy-building powers from any framework.
Maintain
+Deals Magic Damage to all targets in a 25 foot sphere around you.
+Has a 10% chance of applying Wizards Malice, a short duration effect which some Sorcery attacks can take advantage of.
+When hitting a target affected by Wizards Malice, the target takes an additional 20% damage.
Ranks
Rank 2 ~ 2 Advantage Points
120-230 Magic Damage per .5 sec
Rank 3 ~ 2 Advantage Points
150- 265 Magic Damage per .5 sec
Advantages
Focus~ 2 Advantage Points
This power now has a 25% chance of applying the Wizards Malice buff on your targets.
Abracadabra
You channel your energy into a devastating attack, stunning them for a short period of time.
Requires 5 powers from Sorcery or 8 non-energy-building powers from any framework.
Tap
+Deals Magic Damage to targets in line with your primary target.
+50% chance of applying Wizards Malice.
Charge (2 sec)
+Increases damage and energy cost of the Tap effect.
+Charging this power longer than 1 second will stun your target(s) for 2 seconds.
+If you land a killing blow on a target affected by Wizards Malice, nearby enemies will take 550 Magic damage.
Ranks
Rank 2 ~ 2 Advantage Points
310-1300 Magic Damage
Rank 3 ~ 2 Advantage Points
375-1520 Magic Damage
Advantages
Accelerated Metabolism ~ 1 Advantage Point
Every time you use this ability you have a chance to return a small amount of energy.
+20% chance to gain 10 energy
ROFL
That being the strongest of all magic attacks would so be CO's style!
I couldn't find a better name for it, and since it's a popular name and everyone knows it I decided to go with it.
You call down the very stars themselves?! Okay, this is awesome and I would feel like a true sorcerer supreme if I had a character capable of this.
There's two ways to go about this, either through status effects like chill, negative ions, and clinging flames. Or, through self-buffing mechanics like enrage, focus, and whatever the telekinetic pass added because I can't remember the name of that thing off the top of my mind.
With that in mind I suggest a new buff mechanic: Arcane Insight.
Arcane Insight is a stacking buff that is procced randomly by some powers. Now, my first instinct would be to give a cost discount with Arcane Insight. However, mentalist already is doing that shtick. So, instead, I suggest the following, yet similar, idea: Each stack of the buff gives a slight increase to energy generated via energy unlocks or the energy builder or blocking... well, any means of generating energy is buffed with the arcane Insight. I would say let it stack somewhere around 5, I've not really thought of a precise area to stack towards. A later suggestion of mine leaves me wanting to suggest 8.
Most powers have a slight chance of proccing a stack of Arcane Insight on hit. Eldritch Detonation (See first post on thread) could be added and allow for a gaurenteed stack on full charge. Bindings of Araton when sustained fully grants a stack. Give hex of suffering an advantage called "Knowledge through pain" that grants a stack of the insight after several seconds of being active on the primary target.
Anytime Arcane Insight gains a stack the whole stack's duration is refreshed.
The following powers benefit from Arcane Insight:
Any Sigil Power: Spawns with 1 stack of defiance (on the pet, not you) for every stack of Arcane Insight you had. These stacks last the entire duration of the power.
Eldritch Rain (see first post) - Chance to Immobilize victims based on the amount of stacks you have.
Hex of Suffering - Chance to inflict fear scaling with the stacks of Arcane Insight you have.
Eldritch Bolt - Chance to splash additional damage to nearby targets based on the amount of stacks of Arcane Insight you have. Anything hit with splash damage is subject to a chance of immobilization.
Pillar of Poz - Bonus to knock scaling with the stack.
Any controlled Sorcery pet - Each stack of Arcane Insight on you gives them a buff called "Arcane Infusion" This is a generalized buff to the pets performance, though it is slight it stacks. THink of it as a watered down AOPM.
Now, as much as I like an idea for a new Arcane Passive, I am not a fan of yet another cookie cutter aura template offensive passive. Let's take this a new direction with this passive idea I just had:
Name: Arcane Empowerment
Tier: 1
Type: Offensive Passive
Description: This offensive passive changes the way Arcane Insight functions. It still grants a slight boost to energy generation, but it now each stack gives a boost to all damage that scales with Super Stats. Yes, that's right, this passive may be used to buff non-sorcery type powers. However, you'll still need to lean on sorcery to generate those stacks of Arcane Insight. In addition, this power grants an immediate stack of Arcane Insight while it is active, plus one additional stack of insight for each rank you have past 1. Ranking this power up raises the total cap for stacks for Arcane Insight. This power also grants a resistance to Supernatural damage that scales with the amount of Arcane Insight stacks you have.
Cryptic, any word on a Sorcery review?
friendly bump cause i want these changes.
Also, I was in Lemuria today and noticed that those Constructs (the ones that look like Arcane Constructs) use a really nice power that damages and steals energy from you.
That'd be more useful in PVP, but maybe through an advantage we can make it like a 2nd Lifedrain.
I thought that'd be a great power for Sorcery!
I refuse to let these suggestions die, Vincyre.
Bringing this up again, because I made a new toon, with the intention of trying to not have many summons, or CCs, and the attacks really need some bolstering.
Yeah, it's kind of sad that you need to go out of the basic arcane trees to make a really offensive-focused magic (Not darkness, yuck.) toon. I want my sorceress to have actual spells, not "magic" lightning.
We shouldn't be forced to go out of the Sorcery tree in order to take a more offensive approach on a sorcerer.
Especially when the sorcery attacks have those awesome runes emanating from the attacks.
Totally! I -love- how the runes look, and I hate having some runed attacks and some non-runed attacks. They just look too good.
Those rune looks are *_* !
Need MOAR rune powers!
I'd like to see circles condensed into one ability that simply serves to allow you to "dig in" and empower your character by giving up movement. Having so many different circles is kind of pointless, since there is no room in a build for having several anyways.
Maybe one power choice could give you multiple buttons that invoke different circles, though that would be a whole new concept.
At any rate, as far as I'm concerned sorcery suffers a giant drawback int he regard that its supposed to be a particularly versatile framework, but since all its versatility exists in different powers all that ultimately means is that it can make a variety of one sided, inflexible builds that are no more versatile than anything else.
I'd like it if sorcery allowed you to adapt your playstyle to the situation you face.
Maybe the circle could also modify itself depending on what you cast. I love games like Magicka where spellcasting isn't just pushing buttons, but a little smarter than that, so it might be interesting to introduce some "Spellweaving" recepies to the sorcery line where if you set off certain spells in certain orders you get overarching effects.
For example:
The circle is an instant cast that can be placed on the ground at any time. It then gains attunements depending on what spells you cast. The circle can gain up to 3 attunements.
Ebon, Arcane, Radiant and Primal are the attunements you can gain on the circle.
When you cast Eldritch Bolt, Skarn's Bane, Pillar of Poz or Hex of Suffering you gain an Ebon Attunement which increases your paranormal damage. At 3 Attunes this also activates a fear aura around your character.
When you cast Sorcery Summons you gain Arcane Attunement which increases the strength of your summoned creatures. At 3 attunes it also causes your summons to grant you energy every time they hit an opponent.
When you cast Sorcery Heals you gain Radiant Attunement which increases the ammount you heal and grants you a HOT aura. At 3 attunes you also gain an effect that instantly heals you to full if you are reduced to below 0 hitpoints, but hits you with a debuff that prevents this effect from occuring again for 10 minutes.
When you cast sigils or sorcery CCs you gain a Primal Attunement, which grants you damage resistance and resistance to crowd control/knocks. At 3 Attunes you gain an aura that shuts down travel powers and snares enemies.
Might need some work, also it kind of abuses the whole idea of the magical schools because obviously there are ebon sigls or radiant summons, maybe the Attunements need different names.
Something like that might make playing a sorcerer more rewarding by introducing a really powerful framework internal synergy that gives a little bit of a payoff to staying within the framework.
I wish we had that in CO too, not to say the way it was implemented there was fantastic; giving damage boost in Damage role and HoT in Healer role.
Perhaps we can make one circle, instead of 4 (Primal, Arcane, Ebon, Radiant), and add advantages to it to simulate different effects (+DMG Boost, HoT, +DMG Resist etc).
Also, the radius to be significantly increased and team-mates to be affected as well.
Would add some interesting on-the-fly power choices, that's for sure!
Really hope to see somethng like this...
Personally, I've always liked the idea that Sorcerers are "zone controllers" with pets and summoning rituals and circles; the problem is that CO's gameplay and specifically enemy behavior does NOT facilitate this style of play, making it largely worthless.