DPS
A DPS-oriented Lore-master has some interesting skills and mechanics, but your overall repertoire of damaging skills can sometimes feel quite thin. Are there things you like about the current damage potential at your disposal? What frustrates you when trying to prioritize DPS? Reliance on induction skills? A dependency on tar + catmint raven to maintain high output? Waiting for cooldowns when Burning Embers is already tiered up and Lighting Strike/Storm are on cooldown? What do you like about your core damage rotation? What do you wish you did better?
Ok, first things first, I firmly believe that to make the LM fun to play, you should just give us the ability to use damage skills on the move (in red), but more on that later.
I like the general idea of debuffing a bit before big (AoE) damage skills. So, having longer cooldowns with "insane" damage can be nice. I don't think the reliance on tar + catmint for big attacks is awful, maybe give tar and Benediction of the raven a -10% fire & lightning debuff, so we do not only get a buff to half our skills. This way we can chain some nice big attacks. Honestly, if necessary, take Wind-lore and SoP: command away in red line.
However, imo the big cooldowns are currently too long and do not do enough damage.
The debuffs are good enough, but the cooldown of lightning storm and tar could be reduced from 90 to 60 seconds (in red),
the cd of Ents can easily be reduced from 300 to 120 seconds,
and I'd also advocate for a reduction of the cooldown of sticky gourd OR Light of the rising dawn from 30 to 20 seconds.
Furthermore, ancient fire and mighty wind could be reduced to 1 trait, which gives space for a 5% crit trait. All classes have this for their dps line, but lm is strangely left out.
All of this doesn't matter though with the clunkiness of the static lm. It feels very outdated and just makes the LM not fun to play. Even if the damage numbers would be increased and the cooldowns would be reduced to 10 times what they are now, it would make the LM an OP but boring dps class. The inductions themselves aren't the big issue, having them for big, rewarding skills feels fine, but let us use them on the move. The same with the animations, please make us a class that can use our damage skills on the move (this doesn't mean that many animations shouldn't be sped up, burning embers for one, is terrible).
It's rather odd, but I'm having more fun running around on my lm pressing wizard's fire 20 times than to stop and do a burning embers and lightning strike. If necessary, I'd even take a 30% run speed debuff while using induction skills on the move, but that might also be a thing that could be removed by traiting high enough into the red line.
Lastly, I'd advocate for upping the damage from cashing out burning embers considerably and making staff-strike and staff-sweep scale from tact mastery. Currently, they really don't feel worth it.