Currently fire staff runs into a lot of problems, although its visual identity is clear in practice there is a major issue. Dev stated that fire staff should be mainly an AOE weapon to that I say yes, I like versatility but I can understand that view.
But with one of the lowest base damage weapons (57) and lowest crit (1.25) how can it compete with something such has poison arrow? Axe whirlwind?
In order to make this weapon viable at something, dare I say good I bent over it to produce a rework, here it is (numbers can/will be tweaked) :
Passive
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BURN
-All burn effects are now normalise to 3 % weapon damage for 5 seconds any ability previously applying burn would apply the same burn debuff.
-Burn can have at 10 stacks max, at 10 stacks all burn effect do 50% more damage and any new burn apply refresh the others. -
SINGE
-Light attacks inflict 1 burn on foes, heavy apply 2 burn.
-A light or heavy critical hit would apply 1 bonus burn. -
RUNE OF HELIOS
This ultimate passive work decently, but I think it doesn’t provide fulfilling gamplay.
-Only 1 rune per player can be active at the time, rune do not overlap each other.
-No cooldown on rune, if there isn’t someone with a fire staff in hand standing on it the rune will disapear after 5 second.
-The rune would break after a spell is used, anyone with a fire staff in hand, and the attribute spec can utilise it. (Allies or enemies)
-Starting radius of the rune is 1m, for each 3 sec with a user (FS in hand) standing onto, it will expand by 1m up to 5 m radius.
-At 3m radius any FS spell or attacks while standing on the rune would apply 1 bonus burn.
-The rune apply to anyone (allies or enemies) standing on it 1 burn per sec at 5m radius it would apply 2 burn per sec.
-Each stack of burn while standing on the rune give 5% FS dmg buff (max 50% at 10 stacks)
-Note : the burn dmg apply by the rune would be based of the original caster of the rune. -
WATCH IT BURN !
-Critical hit on skill proc 2 Burn -
COMBAT SPEED
-No cooldown -
TRIAL BY FIRE
-Now proc 1 Burn per second for 10 seconds on a 4m radius.
-Each time you proc 10 stacks of burn reduce this passive cd by 10%
-60 seconds cooldown -
REHEAT
-After 4 seconds without activating an ability you’r mana regen is increase by 1000% (keep in mind light and heavy cancel the regen)
-Upon hiting 0 mana all cooldown are reset including trial by fire; during 10 second you gain:
-No mana cost
-50% cooldown reduction
-20% movespeed bonus
-10% life steal
-10% bonus damage
FIRE MAGE
-
PILAR OF FIRE
-Can double hit, 1 at the center 1 at the edge
-Each hit apply 1 burn
-100% weapon damage on hit
-1.5 sec cast time
-2.5m radius
-0 change to the spell atribute -
FIREBALL
-110% weapon damage on direct hit apply 1 burn
-Can critical hit;
-30% weapon damage on burning fiel (require more/clear visual)
-0 change to the spell atribute; -
METEOR SHOWER
This spell is the worst of the game, currently it serve no purpose in any situation.
Being immobile for 6 seconds is enough time for any class to kill you, and you only do 159 weapon damage (+30% on the initial hit with empowering meteor shower, that’s 44% on the initial it (+5.8 base damge yikes)
I think this spell need a complete rework, here’s my idea:
-On cast channel for 2 sec a dark could on the targeted area (same radius has now) the cloud stay here for 15 second (starting after the initial channel).
-The spell has no cooldown base cost of 20 mana then 5 mana/sec.
-If you’r not aiming at the cloud it would channel a new one and the first would disapear (after the end of channel)
-After the initial channel, while aiming at the cloud and casting the spell you would stand still cojuring 1 fire rain per second dealing 40% weapon damage (can crit)
-After 4 uninterrupted rain of fire invoke a giant meteore falling from the center of the cloud (4m radius) dealing 170% weapon damage (can crit) with knockback on hit and stun on those who are right in the center (1m radius)
I would change 2 spell perk:
-Immolation now give 1% mana max each time you hit someone full life with the spell
-Judgement of helios place a debuff on player hit : take 5% more damage from meteor shower spell for 5 sec up to 25%
Pyromancer
-
Incinerate
-Speed up the animation to 1.7/2 sec
-No inherent burn proc, unless Scorched is spec
-This ability now has grit
-Cauterize Wound : Consume all burn stack on hit healing for 20% weapon per burn (the spell would first proc burn then consume it)
-Flame Out ! : first hit occur at 1.5m of the caster then 0.25ms after the second proc at 3 m someone hit by both would be stun for 1.5 sec (if it’s not spec first hit would be at 3 m)
-Siphoning incinerate armor perk is now change to pull target for 1.5m (4m radius pull) the knockback would apply after the pull. -
FLAMTHROWER
-This spell cannot backstab
-This spell cannot proc watch it burn passive
-Change the move speed in order that using the spell without Accelerating flamethrower make you slower that normal, and if you have it + the spec Combat speed you should be slitghtly faster than normal.
-Infernal flames now give 2.5% damage buff per brun stack on the target at 10 stack deal an additional 15 % damage -
BURN OUT
-Burn out stop on colision with a wall
-Decrease casting time by 0.5 sec
-Heat it up ! Range increase by 20% per target hit up to 100% bonus range
-Efficient burn out now become regenerative burn out, Consume all burn stack on hit healing for 20% weapon per burn (the spell would first proc burn then consume it)
There you have it, my rework for fire staff making it a weapon with more choice to make for both the caster and the one fighting it. It’s more, about spell casting than light / heavy spam I respected the choice of dev to let it be an aoe weapon (while letting the nice damage potential on pillar) Pyromancer is still a close combat spec, with the Fire mage living trough fire regenerating himself going head in. Fire mage at the post give his life to Fuel the fire, anyone can benefit from the rune you have a choice to make either standing in the rune or starting out interrupting meteor shower or not.
Ofc numbers can and should be tuned and if AGS finds the RUNE potentially to toxic (you could troll other with it you ^^) they can make it so it only burns fire staff user.
Anyway, I would like to hear y’all about this rework. 
