New Attribute: Pyrotechnics (3rd Circle Pyromancer required): Pyromancer abilities receive additional effects
- Fireball may now hit enemies up to 5 times each
- Firewall panels now hit up to 10 times before disappearing
- Standing in Flame Ground increases all fire property damage you deal by 30%
- Targets damaged by [Flare] repeat its damage to up to 4 nearby targets.
- Fire Pillar damage interval reduced to 0.25 seconds
- Hell Breath causes enemies to [Burn] for 5 seconds, and its damage interval is reduced to .2 seconds.
Reasoning:
Talents like Ranger Pro are fine I suppose, just flat % damage increases. I was thinking a more interactive buff would be nice, as Pyro3 players are not necessarily rewarded for going into the spec. So I wanted to take things about the skills that I personally think are lacking, and enforce them with stronger effects.
Old school Fireball was able to hit enemies multiple times, but was unfortunately moveable by other players and also could only be cast at the feet. New fireball is nice in that it hits in an AoE and is castable at a range - but the one-hit per target rule really takes the fun out of fireball, especially when it has a very slow cast. My version combines the best of both worlds, resulting in a durable flame that can be cast a range and isn’t movable.
Firewall is at its best state right now, and I don’t really see the point in fixing something that isn’t broke. That is why I opted to just make its nice effect withstand more hits before disappearing.
Flameground is likely fine where it is, but like all Pyro skills - it simply doesn’t do a lot of damage after you get past rank6. That is why I’ve added the fire damage strengthening effect, which also works on itself to give more damage. There’s also some general synergy added which carries over to other fire damage dealing circles.
Flares strength comes from its ability to affect many targets at once, and considering the types of skills that exist in Pyro - its really just another way of saying “we turned up the heat on your DoTs for a split second”. The tree itself kind of lacks an “explosive” feel to it - so I’m thinking Flare itself could be an explosion of sorts.
Fire Pillar might have gotten too strong of a buff? At least, with the reduced damage interval (essentially it now deals 2x as much damage) coupled with the Flame Ground buff, it might be too high. Due to the fact that FP tends to freeze enemies up in it though, I thought it a bit too dangerous to simply increase its duration.
The biggest complaint people have about Hell Breath is that for a channeled skill you have to [hold down] for up to 20 seconds, it doesn’t do a lot of damage. So I hit it three ways, once with the FG buff, another way with adding a small DoT that works with [Flare], and lastly by simply making it hit more.
I know these changes probably aren’t perfect. However I wanted to present the idea that a “pro” talent can be more interesting then the way it was implemented with Ranger. Pyro is a class that I would love to play, but that I don’t feel has a lot of options to choose from afterwards.