Regarding Dazzling Ray: Dazzling ray since the last two patches still doesn't do any more than the normal ray. It's base damage appears to be the same as always, although I do wonder about the damage pulse rate. Since that wasn't noted either, I'm assuming the pulse rate hasn't been changed. Although, uping the rate at which it pulses damage may also be a good, since that'll give ita better chance to catch faster monsters like grievers and Kats.
Violent Heart attack: Although I'm certainly seeing the animation, I'm not quite seeing them do anything else. Not even dmg. It could be me, but even in the most cluttered monsters groups, heart attack didn't do anything beyond its current mechanic. Also, it'd be nice to have the hearts explode just a teeny bit faster, so as to catch monsters more effectively, although this is very subjective since I can actually see them doing damage.
Iron Heart attack: Although there hasn't been any obvious change noted to this scale, I've had more time to gauge the defense orbs. I decided to compare their damage reduction, only to see that a wolver bite still does the same amount of damage to me regardless (Around 6 pips). It's true I didn't have any piercing defense, so that might be one issue, but shouldn't there at least be one two pips or damage reduction? Or am I missing how defense orbs work?
Retake on Universal Recharges: It's funny, but despite everyone's current issue with this aspect of the sprites, I've actually gotten quite used to it after having played for some time. The trick is knowing which abilities to use over the others for which situations you run into. For me, ray of light is cheap: low recharge with decent suppression attack. Handy if you're in the right spot to put it down and keep most of the baddies at bay, and use your own attacks to kill them off. If I find I'm suddenly surrounded and know that even Ray won't be able to cover me sufficiently, I put up the Aura. It can be a great panic button when you're suddenly surrounded.
As for heart attack, use it when there's lot of baddies around but you know you'll be able to handle them. Like, say, scuttle bots or even devilites. Or use it when you're parties having health issues, and if I know there's going to be a long term fight, Iron Heart attack can be handy.
In many ways, you're sprites skills are supposed to help 'supplement' your play style, but they aren't going to be the deciding factor on destroying monsters. You're knight is, along with his weapons and gear. Also, I find the idea of micro managing on using each skill very quickly very distracting. I ended up having quite a bit of troubles during runs, more than I normally do despite what difficulty it is, part of the reason is because I focused too much on figuring out which sprites skills I should be using, even when they're recharging.
Overall, I surprised to say that I actually think the universal recharge is fine; people just need some time in getting used to them. Use the lower recharge abilities whenever you can, but pop either one of the more major, last two abilities when needed. Also, synergy: a player with scorching barrier coupled with a Seraphic aura play near him can work wonders in close quarter mobs. I know because I've done this a few times.
Current Overall Impression: Despite some obvious bugs here and there, I really think the Sprite update is starting to shape up do be really good. I've found myself enjoying runs a LOT more than I normally do (And occasionally missing my sprite when I'm on the real server), and it's added quite a bit to game play depth.
Evo Catalysts are located in the Supply Depot. in the Missions lobby.