Compendium of Sorcerer Overhaul and Ideas Part 4

Let’s Talk Tempering

TL;DR
Weapons tempering
Offensive tempering
Defensive tempering
Utility tempering
Resource tempering

Weapons Tempering

  1. Elemental surge is as expected. A little bloated but eh what can you do on that one.

  2. Frost augments - Why is blizzard size here? It’s of no concern for this. Why can’t blizzard cast twice? That’s what should be here. Change blizzard size to blizzard casts twice.

  3. Shock augments - Again Why is teleport nova size here? It just adds bloat and bad rng. Remove teleport and add arc lash attack speed In lieu of arc lash cast twice.

  4. Pyromancy augments - Yet here we are again. Remove incinerate,meteor, and firewall size. These have no business here. Meteor and firewall should cast twice. Add those in n place of.

  5. Conjuration augments - The ability to cast conjuration are missing and if being honest is in itself a nerf. Since more conjuration is a multiplier for sorcerers this is definitely a nerf.

  6. Enhanced augments - (Working title) incinerate,meteor,firewall,blizzard,teleport nova, and frost nova size should go in its own temper manual instead of bloating others.

Offensive Tempering

This needs complete rework since it was designed just for bloat and bricking. This set of tempering is a major and unfunny joke.

  1. Natural finesse -
    A. Understandably sorcerers are supposedly fighters from a distance. However if any of you ever played sorcerer you’d know this is next to impossible especially in higher tiers and more so if you’re playing arc lash, so why isn’t damage to close equal to if not more than damage to distant? This is inexcusable and needs definitive correction.
    B. Also need to add in one damage to hard crowd control to here. One group covering immobilized,stunned, and frozen all (62.5-85% damage). Does not need to be 3 seperate things to increase bloat.

  2. Conjuration Finesse - It is what it is and everything is average. However with thinking maybe I’ve spike damage can go here also.

  3. Elemental Finesse - This should include fire damage, fire damage over time, Lightning damage, cold damage , and vulnerable damage.

  4. Skilled Finesse - this would include blizzard, mastery, teleport, and crackling energy damage. You could put ice spikes damage here if not with conjuration.

  5. Power Finesse - This would include attack speed, critical strike chance, critical strike damage, and vulnerable damage. Take away the element garbage since it apparently and purposefully hamstrings builds and isolates them from doing real damage.

Defensive Tempering

  1. Frost Cage - It adds bloat but maybe ice armor duration or cooldown

  2. Barriers are life - This will be where + ranks to icy veil, protection, mana shield, Align the Elements, electrocution, and potent warding go. Or spread them out like the barbarians stats for health and their + ranks are.

Utility Temper

  1. Natural schemes - Thorns?? Really?? How about barrier to max life or barrier duration would be more helpful

  2. Sorcerer control - Frost move size moved to weapons tempering -enhanced augments. Can add chance to spread crowd control (shared misery)

  3. Worldly fortune - We drop chance to slow and add chance to daze.

  4. Worldly Treasure - This would include chance to burn, chill, slow, and taunt.

Resource Tempering

  1. Conjuration efficiency - Replace Hydra resource cost reduction with 6 - 10% cooldown reduction. Yea I know this will never happen but hey don’t need hydra reduction anyways. Just another bloat.

Again I’m no dev but even I can see there wasn’t much thought put into this for sorcerer. The more I play it the more it does seem that no one there actually does or at least they don’t push hard content.

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