Lets put some realities out there…
Fireball 15, does 15 hits, 2 overheat, and it hits flying enemies but hits about 2-3 targets max. 15s CD
Frost Cloud does 31 hits, but it hits a lot of enemies 30s CD.
If we’re talking single target.
Fireball is 1500% of your magical attack + 15x324. You can use it twice however making it
3000% of your magical attack + 30 x 324 per Cooldown
Frost Cloud is
3100% of your magical attack + 31 x 643 per cooldown.
Fireball has half the cooldown of Frost Cloud.
Conceptually if Both skills were instant cast.
Fireball has a damage output of 6000% your magical attack + 60x 324 in a 30s timespan
and Frost Cloud under quick cast is
4650% your magical attack + 46.5 x 643 in a 30s timespan.
Funny thing is, when it comes to Single-target. Fireball is actually more DPS then Frost Cloud. Fireball 15 is actually a phenomenal single-target skill + it works on flying enemies, however Frost Cloud has a greater Aoe so what are you going to say?
In-fact…
Fireball 10 (pyro 2) is 2000% per Cooldown, and 4000% in a 30s timespan.
If that scaling is all thats important to you, the damage contribution of Pyro C2 outweighs the damage scaling of Frost Cloud + quick cast (in single target).
Pyro has some of the best scaling per skill in the game.
Your Design however doesn’t work.
Note how I said Pyro has great scaling?
Look if I go Pyro C3, Wiz C3 (which is also rank 6).
Fireball 15 Under quick cast… is
2250% per Fireball + 22.5x 324
4500% + 45x 324 per cooldown
9000% + 90x324 in a 30s timespan.
“But my skills fall off”.
Not exactly -_-.
Difference between Fireball and Frost Cloud DPS wise is
Animation time to cast 4 fireballs in 30s, the base is 319 points lower, and the aoe ratio/radius is smaller. The Scaling itself on Fireball is better then Frost Cloud.
You can’t just make Fireball somehow equal to higher rank skills + a buff their under, again you have no idea what paths people are taking. Especially since they allowed backtracking to previous ranks.
If a Pyro C2 < Ele C3 gets their hands on a Circling Falconer it’s a wrap.
Try making all the damage outputs equal without homogenizing all the classes, you can’t do it. There’s far too many variables and synergies at this point. If you were looking for a balanced game you aught to go for something with far more structure (which is why those games have more structure).