Feedback:User/Life Infusion/Searing Flames

Split PvP version to be more DPS oriented like an elite Immolate
Fire Magic should not be able to instagib people when you run 6 Elementalists (that's not even counting the burning). In tight spaces such as HA, this and Savannah's Heat do too much damage for the energy. Lengthening the burning instead of more damage would make it playable without using in mass Elementalist packs or Arcane Echo (that dampens the use of Mark of Rodgort and Glyph of Immolation in single Elementalist Searing Flames). The damage reduction is 20% at 15 attribute with an increase in burning duration by 2 seconds to make up for the 28 loss in damage. So in terms of DPS from burning, it increases but the effect does not stack and is easily countered by condition removal.

If an SF ele is using only Fire attunement (not Glowing Gaze) then 6 energy from attunement would mean an effective 9 energy cost. 4 pips of energy would need 6.75 seconds in between casts but Energy Storage allows it to frontload a few casts (anywhere from 3 to 11 casts using weaponsets).

If Fire attunement is covered with Aura of Restoration (cover enchantment with usefulness) at 8 or more Energy Storage, that's when things get dicey. Searing Flames only costs 8 energy after energy returns from those two skills. That's an effective 6 second cooldown based on energy alone. So the skill recharge could be upped to 4 to 6 seconds with no detriment to spamming on recharge (without glowing gaze). Every Glowing gaze nets you 1 Energy for every 2 ranks of Energy Storage + 2 from Attunement + 1 from aura of Restoration. If we have 8 or 9 energy storage, that means we get one Searing Flames' energy cost.

Taking this into account makes 4 seconds the ideal recharge for the skill.


 * 15 1 4 - Elite Spell. Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this skill is cast are struck for fire damage. Foes not already on fire begin Burning for  seconds.

25% reduction in damage, only 2 second increase in burning degen:


 * 15 1 4 - Elite Spell. Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this skill is cast are struck for fire damage. Foes not already on fire begin Burning for  seconds.

Also this does not account for Glyph of Elemental Power, which would push it to 88 or 82 damage at 17 Fire Magic (92 or 86 at 18 Fire Magic) depending on which of the above is used.

PvE Spikey version
If we look at Healing Ribbon, it heals 104 on target and 100 on 2 nearby allies at 14 Healing (the usual level). The first version suggested would put out 94 damage by the second cast (1 second of burning and the 80 damage). However, more likely it is Heal Party, Protective Was Kaolai, or Light of Deliverance that will be used.

Heal Party at 14 healing prayers with Healer's Boon: 108 heal. So if Searing Flames were to be fully mopped up by one Heal Party, then it would need to do 94 damage +1 second burning.

which leads to a stronger more spikey version:
 * 15 1 4 - Elite Spell. Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this skill is cast are struck for fire damage. Foes not already on fire begin Burning for  seconds.