(Reocurring theme that Sorc m4s get commonly overshadowed by other class's m1/m2 baseline offerings... yeah that bad)
Path of Agony:
-M4 makes no sense for ST burst build. It's and aoe AP/health drain, which ends up doing less damage than Rampaging Syphon and heals/gives AP only to you. My suggestion would be to change this skill to something like "Wrath of Hekarti", which would either offer a significant single target burst or strip defenses off a single target temporarily.
-Shades of death... just kind of lackluster and doesn't even pair well with the idea of the tree it's in, because it compounds timestamps, which are more of a Calamity thing anyway.
-Echo of Power should be a tactic/set bonus not a fully fledged mastery ability.
-tactics of the tree are fine
Path of Calamity
-M4 again area of effect utility skill on a perdominantly single target/affliction oriented tree. The utility it offers is lackluster too targetting only 9 people and uses 2 of the weakest least effective kinds of CC.
-Absorb vitality... idea is alright thematically, but 20hp/dmg per second... come on
-Gloom of Night... no reason to go for it in any build really
-Tactics and Hand of Ruin are very good, when used right.
Path of Destruction
-M4 once again horribad and you're better off using default m2s. Moving Soul Stealer here could go a long way, if you made the healing work like rampaging spyhon, damage 1000 and the ap generation party wide
-Shadow Knives probably only need slight numerical adjustment to be on par with PoS
-Black Horror... again i don't really see a good reason to get this, in any build. Maybe make it increase critical damage, on afflicted targets instead of a minor ini debuff? Or make it a slow or smoething.
-rest of the tree is honestly fine.
Overall the problems of Sorc are kind of based on age and that they don't really get the bang for their buck. They have by far the least of and the least effective defensive utility out of the rdps, they regularly do themselves damage, are arguably the squishiest and do only passable damage, if left alone unchecked. There is a huge amount of risks involved in any kind of play for you and honestly unless planets align on a lucky sequence of crits you're not gonna achieve much... That's before we adress the elephant, in the room called TB, which is designed to stop literally the only thing Sorc is remarkably good at and even then it could be argued rsh/rsw/snipe engi/havoc magus do it better at nowhere near the downsides.
I personally like the idea of terribly unstable magics, which are as much of a boon as they are hinderance, however if i explode myself i want it to be a boom worth remembering that takes my enemies with me.
