The "Assassin Buff(Sorceress)" does nothing for us. It increases melee damage to players. This needs to be changed to include ranged/spell damage.
The Ice spells on the right side need much less cool down and mana cost. They should be identical in cool down and mana cost to the left side fire spells.
I've been running into a lot of problems in PvP lately. Mainly with timing.
It takes less time for a player to run to me while on their mount, than it does for my spell to go off.
They get into range, I start my spell, my 1 second cast time spell is 75% finished. They are on top of me, they INSTANTLY stun and my spell goes poof. I die 2 seconds later.
I have found no way around this is not fun.
I also, as have many have said, feel like I'm flipping a coin.
Heads or tails, do I stand a chance of winning or is he going to kill me in 3 seconds.
I feel like the Elemental we can summon needs a little something. I mean currently, it gets ignored in PvP and at best has trouble holding agro in PvE.
Give it a taunt spell, or a chance to slow target on hit, something that would say: "Hey, you might want to kill me, I can actually be annoying now!"
I find that at BEST, my damage is on par with Warriors. Higher than Paladins, and only slightly better than Shadow Mages.
But they are all much tankier than I.
Currently, the magic critical rune does not drop from mobs, nor can you get it from combining runes. I thought there wasn't one in the game, until my friend got one from the voucher chest quest.
Please make these a common drop like the rest of the runes.
(While on this note, it would be nice to have higher level runes drop too!)
I feel like upgrading all my armor to +10 is completely useless on Sorceress, what is 120 more armor going to do for us? Shave 50 off the top of their 400 damage overkill?
In the early levels, I had some mana issues, but at 35, I have none at all. I didn't put points into wisdom, ever. I have some wisdom runes on my armor, but I can do fine without them.
Give us some way to put our excess mana to use! Maybe a toggle buff like the SM has, except it doubles the cost of spells for an increase by 25% or 50% damage? I dunno, something!
CAST ANIMATION AFTER CAST BAR FINISHES(Let it be said, that any cast speed increases should be accounted for!)
The "Firestorm" Spell at the end of the left tree, should not require a target to use. As well as it should have a larger AoE, this skill is currently a Sorceresses "last hurrah" It can't be legitimately used in combat due to us dying instantly in melee range.
The slowing skills only do a flat number slow, they should be a % slow instead.
There are 3 ways for players to resist Sorceress spells and only 2 ways for a Sorceress to resist melee attacks. Magic Resist, Magic Dodge, Elemental Resists. Armor, Dodge.
I feel that when the Archer class comes into play, the people who say "They have the ranged class advantage, remember that this can be very strong, and don't make them OP."
Will laugh at Sorceresses and instead fear archers.
I know I've said a lot, and thank you for reading, I love to play the Sorceress class, but at the moment I liken this statement to: I love to use my head as a hammer for nailing wood together.