Feedback:User/Damysticreaper/Fire Magic

=Fire Magic=

Spell. Deals Fire damage each second (10 seconds) to foes adjacent to your initial location. Inflict Burning condition ( seconds).

Enchantment Spell (5 seconds). You move % faster. Initial effect: deals Fire damage to foes near you. End effect: inflicts Burning condition ( seconds) to foes near you.

Hex Spell seconds. Also hexes foes near your target. Whenever these foes suffer Burning condition they burn second[s] longer.

Spell. Deals Fire damage every 2 seconds (6 seconds). Hits foes adjacent to target's initial location.

Spell. Deals Fire damage and inflicts Burning condition ( second[s]).

Hex Spell (3 seconds). Hits foes adjacent to your target. Initial effect: deals Fire damage. End effect: inflicts Burning condition ( seconds).

Spell. Hits foes adjacent to your target. Deals Fire damage to Burning foes.

Elite Spell. Deals Fire damage. Inflicts Burning condition ( seconds) if you have more energy that target foe.

Spell Projectile. Hits foes adjacent to your target. Deals Fire damage. Inflicts Burning condition ( second[s]).

Spell. Hits foes near your target. Deals Fire damage. Inflicts Burning condition ( second[s]).

. Hits foes adjacent to your target. Deals Fire damage to foes already Burning. Inflicts Burning condition ( seconds) to foes not Burning.

Hex Spell (3 seconds). Hits foes adjacent to your target. Initial effect: deals Fire damage. End effect: deals Fire damage to foes suffering from Burning condition.

Elite Spell. Hits foes near your target. Deals Fire damage. Inflicts Burning condition ( seconds).

Spell. Hits foes adjacent to target's initial location. Deals Fire damage each second (5 seconds). Deals + Fire damage to foes suffering from Burning condition.

Summary
With all the skill to inflict Burning condition Fire Magic offers i tried to make a balanced set of skills that cause burning as well as those who benefit from it. With the raw power Fire Magic offers i reduced the damage range of some spells and gave powerful AoE spells a conditional Exhaustion to keep them balanced.

now causes a unconditional Burning condition but at a increased cost of 15 and a decreased Burning duration. It now functions similar to.

now has a 5 seconds recharge time and a increased speed buff starting from 0 instead of 30. It's range of Burning is now nearby and deals aditional damage as well.

is now a Hex with a similar function as that increases the duration of Burning. Assuming that it's current function is meant to synergize with Water Magic it is outplayed by.

now functions like causing damage every 2 seconds for 6 seconds. It's current function breaks aggro too easily wich is undesired. The new function deals more damage over a shorter period of time and in a way less likely to break aggro. The total damage it deals has been reduced slightly, but since monsters run away from it Fire Storm never deals maximum damage anyways, so that change won't be noticed.

now has a recharge of 3 seconds again. The nerf was unneeded for PvE and not sure it was even needed for PvP either.

has it's recharge reduced to 10 seconds but now only has adjacent range instead of nearby.

is now a non elite version of Searing Flames. It's current function is already a powerful PB DoT AoE spell but it is outplayed by the fast casting PB AoE spell of the Fire Magic line who kill faster and more effectivly.

now deals it's damage unconditional and with the condition met inflicts the longest Burning duration of the Fire Magic line as well as the longest Burning available to players in the game. It's cost has been increased to 10 and now causes a conditional Exhaustion instead of unconditional. As a single target only spell it has to deal a great ammount of damage against a reasonable cost to compete with the power of the AoE elite spells of Fire Magic.

being a hybrid spell of and  does see some play but not much. In it's current functionality it is outclassed by both spells in terms of damage and playability. It's new function is now more like Fireball with the aditional effect of inflicting Burning.

being the strongest non elite nuking spell in the Fire Magic line does see quite alot of play. Being a powerful skill dealing damage at nearby range i gave it a conditional Exhaustion increasing it's cost but reducing it's recharge time. The damage it deals remains unchanged.

is definitly the most powerful AoE spell of the Elementalist able to wipe out large mobs and parties very fast. It is so powerful that is overshadows almost every other elite spell when it comes to damage. Being a little too powerful in my view i ended up giving it a small nerf instead. It's range has been reduced to adjacent instead of nearby and now causes a conditional Exhaustion.

still has it's hex funtionality and a increased ammount of damage when the condition is met. It no longer inflicts Burning and it's cost and recharge have been increased and now also causes a conditional Exhaustion.

is now a elite version of Rodgort's Invocation. It's current function is completly outclassed by it's cousin.

the duplicate of. As i stated in a earlier post, in my point of view having duplicate skills is useless. In it's new function it now deals aditional damage against Burning foes but with a reduced damage range of adjecent instead of nearby and no longer inflics Burning. A DoT version of Smoldering Embers.

Thats it for my Fire Magic suggestion, enjoy.