Click abilities icon to watch YT video about ability. (Some links are missing)
Passive
Overload
Every time Merlin casts a spell he gains a stack of Overload. When Merlin next fires a basic attack it will be augmented with lightning, dealing extra damage to the first Enemy.
Damage:
10 (
+15% of your magical power)
Max Charges: 3
Duration: 5 seconds
Notes: This passive also procs item effects such as Gem of iso
Arcane Stance
1st Ability
Eclipse
Merlin conjures an orb of condensed celestial energy that grows in size as it travels, dealing damage every 0.4s and marking Enemies hit.
Enemies marked take additional damage if they stay within the outer range of Eclipse.
Ability Type: Line
Initial Damage:
40/60/80/100/120 (
+55% of your magical power)
Damage per tick:
5/15/25/35/45 (
+8% of your magical power)
Duration: 3s
Range: 60
Cooldown: 14 seconds
Cost:
60 mana
Notes: Has a minimum radius of 5 and a maximum of 15.
2nd Ability
Vortex
Merlin deploys a field of arcane energy at a location. After a delay, the Vortex deals damage and pulls Enemies towards the center.
Ability Type: AoE
Damage:
50/80/110/140/170 (
+60% of your magical power)
Range: 60
Radius: 20
Cooldown: 16/15/14/13/12 seconds
Cost:
60/65/70/75/80 mana
Notes: Has a deploy time of 0.5s. The damage/pull activates after 1s.
Fire Stance
1st Abilit
Radiate
Merlin channels a beam of intense fire for 2s that deals damage every 0.5s. Each time Radiate hits an Enemy, it also applies a Burn, dealing additional damage over time.
Ability Type: Line
Damage per tick:
10/20/30/40/50 (
+30% of your magical power)
Burn Damage:
5/10/15/20/25 (
+5% of your magical power)
Range: 45
Radius: 5
Cooldown: 16/15/14/13/12 seconds
Cost:
60 mana
Notes: The burn lasts for 2s. Each beam tick refreshes the duration.
2nd Ability
Dragonfire
Merlin summons forth two ethereal dragons that spout flames towards each other, dealing damage to Enemies every 0.25s.
If caught in the center of the area, enemy god's protections are reduced.
Ability Type: AoE
Damage per tick:
8/11/14/17/20 (
+25% of your magical power)
Protection Reduction: .5/1/1.5/2/2.5% (max 8 stacks 4/8/12/16/20%)
Protection Reduction Duration: 4s
Dragon Duration: 3s
Cooldown: 16/15/14/13/12 seconds
Cost:
60/65/70/75/80 mana
Notes: Has a radius of 30. Has a cone angle of 80. Each tick refreshes the debuff.
Ice Stance
1st Ability
Frostbolt
Merlin hurls a Frostbolt that explodes if it hits an Enemy, dealing additional damage if they are slowed.
Ability Type: Line
Damage:
60/95/130/165/200 (
+70% of your magical power)
Bonus Slow Damage:
15%
Range: 70
Cooldown: 6 seconds
Cost:
60 mana
Notes: The projectile has a radius of 4; the explosion has a radius of 10.
2nd Ability
Blizzard
Merlin creates a Blizzard at a target location. After a brief delay, shards of ice start hurling down every 0.7s.
Enemies hit take damage and progressively get more Slowed while they stay within the area.
Ability Type: AoE
Damage per tick:
10/25/40/55/70 (
+20% of your magical power)
Slow per stack: 8%
Slow Duration: 2s
Max Stacks: 5
Ability Duration: 4s
Range: 65
Radius: 20
Cooldown: 16/15/14/13/12 seconds
Cost:
60/65/70/75/80 mana
Notes: Has a deploy time of 0.7s. Each tick refreshes the slow's duration.
3rd Ability
Flicker
Merlin quickly teleports a short distance in front of him.
Ability Type: Teleport
Range: 30
Cooldown: 24/23/22/21/20 seconds
Cost:
70 mana
Notes: Cooldown is shared in ALL stances.
4th Ability (Ultimate)
Elemental Mastery
Merlin taps into his inner potential, exploding with energy in the stance he is currently attuned to. During this time Merlin can choose which stance to enter into next. (By pressing ability 1 2 or 3, stance order is Arcane/Fire/Ice.
After the explosion reaches its apex, it collapses in on itself. Enemies are dealt damage from both the explosion and the implosion and suffer different effects depending on which stance's energy they are being hit by.
Ability Type: Buff and AoE
Damage:
100/140/180/220/260 (
+20% of your magical power)x2
Arcane: Knockup
Fire Damage per Tick:
5/10/15/20/25 (
+5% of your magical power)
Burn Duration: Every .5s for 2s
Ice Slow: 20%
Slow duration: 1.5s
Radius: 25
Cooldown: 32/29/26/23/20 seconds
Cost:
40/50/60/70/80 mana
Notes: Arcane has a knockup strength of 100. If no specific stance is selected, it will cycle between Arcane > Fire > Ice.
Second your build only has 20%pen which is pretty low especially considering the amount of good penetration options.
Third i don't think that magus is good as it only seems worth it for the fire stance which you will not be using a lot in conquest other than to finish off a kill for which the damage should already be high enough. Otherwise you mostly poke with ice which magus isn't good for because it only increases blizzard damage which should realistically not get that many ticks off and arcane for which it only increases the tick damage on the 1 which definetly does not seem worth it.
Soulreaver overall would just be a better item for your build as it fits merlins kit and playstyle way better and at least gets you to 30%pen.
I would say drop magus for divine/deso and then replace gem with reaver and your build will overall just be a lot better and fit merlin way better.