First let me say I love the concept of this soul, it was the first soul I played at launch and it's still the most fun for me. however...
- Electrified/Hypothermia Mechanic.. We have to spend far far to much time keeping these two mechanic features of the soul charged up and Far too little time doing damage... We need one or both of these to be put into an hour long buff.. something along the lines of (Air damage applies Charge of electrfied on the target/Water damage applies charge of Hypothermia) So that any air/water Damage is a Builder..
- Thunderbolt/Cloud Burst/Ice Shear This single target combo monstrosity needs to have Cool downs applied to 2 of the three.. for Macros. OR maybe if we get the above buffs we can do away with cloud burst spell all together and have Ice Shear on a 5 second cool down and buff The Damage to Thunderbolt making it One single target air damage and one single target water damage without messing up single target DPS too much? Streamline the ability tray and become Macro friendly all in one go..
-AoE's- Thunder Storm Is too weak for a 31 point skill as it stands now, If it's kept at it's current damage then it needs to not be channeled Tying up an SC with Channeling on this spell is Rude.. Give it a 1 second cast time and let the poor mage MOVE to avoid the aggro that's going to come from casting it..
-Look into combining Lightning Field with Forked lightning- Maybe a % Chance/cast not to occur more then once every 10 seconds talent that states That Forked lightning has a chance arc between mobs using up the electrified charges in the process in effect Keeping both spells but in one casting.. Again Streamlining the Mages battle processes keeping the rotation lean and tight..
-Moving Lightning burst- Great spell fun and very much in the spirit of the stormcaller soul but 44 points is too high a price, seeing as how it doesn't really give you any functionality that doesn't occur elsewhere in the soul.. 36-38pts is plenty high enough.. Maybe at 44 put a Root "Armor" like Pyromancer's Armor that gives you chance to cast it Instantly..
Defensive Counter Measures..
Stormies need something to protect them better then Knockback and snare.. In theory these work great, but there are to many Anti-Snare skills out and there and FAR to many 3 hit combos that can kill a mage before his Knockbacks Recharge.. That + diminishing returns Make a CC based defensive set up meaningless. It comes down to this, You can't out run them, You can't tank the close in damage for more then a few seconds(3 to 4 hits is the most you can hope for), you can't slow them and your knock backs takes 1-3 minutes to recharge and no guarantee if they where up it'd even knock them back.. (And That is a assuming that they won't just teleprot right back to you, or Teleport you to them for the fun and games to start all over..)
Long way of saying that mages in general need Damage shields and escape tricks.. That aren't so deeply rooted in the souls that getting them and using them will gimp you.
-It's especially problematic in the Stormcaller soul though because to make it perform as advertised it's VERY point intensive.. With 3 5pt talents and 3 3pt talents adding up to 24 points just for making your skills perform right.. Then there is charged field a 1 point talent that makes lightning field something worth throwing and Sever weather a 2 pt talent for 20% AoE Damage.. 27 points in SC. Now if you want the extra damage from Ice Sheer That is another 2 points Then your up to 29 points without Taking a Single Knock back or Damage shield.. Or the other 5 point talent that increases the snare of the hypothermia builders.. So yeah TOO point intensive to find good defensive options and still have your offensive skills be buffed for destruction..
Last problem and the least but still a pain in the rear Is 3 skills that use charge, Two of these should be converted to standard durations.. Static Flux, Storm Guard, Ride the Wind..
I suggest Increasing the % of Damage Reduction on Storm Guard from 15% to 75% for 8 seconds with a 3 minute cool down and giving ride the wind a 10 second duration.. and leaving Static Flux alone.. That way Charge isn't an over taxed resource..
Since you hip Cats and Catesses are working on "Storm Legion" and Tinkering with Souls anyway might be a good time to Fix your very wonderful but here to date much unloved Soul "Stormcaller". Please make this soul and Slinging "AoE Nukes" rocks again?