Fire staff, feed back and "rework"

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

  • 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. :slight_smile:

4 Likes

I liked some things, the ones I thought bad I may not have understood right too, since I have to use google translator. but they’re good ideas, I’d get some if I went to ags.

Thanks, what din’t you understand ? I can reformulate !

bump

No need, just from what I understand you would leave the skills with less damage, I prefer skills with a lot of damage because you’re a mage and less damage to basic attacks gives maybe skills with fewer cooldowns to compensate as well. para mim o legal de um mago é ficar tacando skill e não dando ataque basico que nem um melee.

1 Like

wich skill you’r talking about ? generaly speaking every spell got more dmg, but conidtional damage
I only decrease Fireball base dmg, but i gave it crit dmg and upgrade the burning field.
And if you pick either the rune or heat it up you’ll gain damage, not to mention burn now is a real thing.

I’m wanting to talk everyone in general, today I think the wizards play only basic light/heavy attacks, but for me a real mage plays powerful skills with enough AoE damage or not, or megos that accurately stay a while casting an ability to give it loose and deal a lot of damage. That’s what I’m trying to say. I like a lot of wizard but the fact that i want to be giving basic attack all the time and still be giving a lot of damage to him that makes me dislike wizard in this game.

1 Like

Please just let mages have 4 skills.
They are mages, they must know more spells. It will make a game much more entertaining.
And theirs a/a should be almost irrelevant.

1 Like

could be an idea but then you’ll need to rebalence every single spell of all the weapon, and change phisical weapon base line in order to give them strong AA but but less potent spell.

/bump

Anyway. The fire staff must be strengthened!
Meteor shower is only able to kill opponents in PVE below you by 45 levels. In OPR, enemies don’t even notice the meteor shower action!
PS: THE FIREBALL STILL FALLS THROUGH THE FLOOR!

Incinerate i feel need to be larger radius 3 feels way to short, maybe 5m would be better

As a battle mage (heavy armor) I absolutely hate these pyromancer ideas and hope they’re out right rejected. Genuinely looks like you only ever used these abilities once or twice in light armor, got dumpstered on and quit.

Flamethrower is a balanced ability for battle mages - the damage it does at 200-250 int is significant to NPCs and players alike. To players, the stacking burn + flamethrower lets you pump out heavy damage on most folks with the exception of voidbent/opal stackers - which should counter you anyways.

Where you tear apart light/medium players in melee - you get dumped on by folks who can kite and CC well (spear). This ability has a great balance to it and allows for other types of mages - not just your generic pew pew medium/long range fire mage.

Your idea for incinerate makes no sense for the pyromancy tree. The whole point is to get burn stacked quick and dish out a tonne of damage over time while in melee. As it stands now - this ability is fine and maybe speed up the animation but that’s all it needs. The ability already chunks light/medium armored players. If you’re worried about them dodging - you have access to weapons than can root and stun. Use them.

I don’t know why you have such a hard on for consuming burn stacks but these ideas actively hurt pyromancers.

I appreciate that you took your time to suggest changes but I believe you need to spend more time in the pyromancy tree before making these.

This idea for example will make battle mages beyond broken and also why I know you haven’t spent much time using this tree.

1000% regen effectively gives unlimited mana regen when using flame thrower (4 seconds after using flamethrower - reheat activates btw). Essentially you make it impossible for pyromancers to ever use the 2nd idea. Right now once reheat kicks in with flamethrower, you spend 2 mana/second instead of 5. This change with your other ideas will quite literally lets pyromancers run around the battlefield with UNLIMITED MANA and making it impossible to run from them unless you use dashes. Not only that, battlemages can now KITE with the flame thrower once acceleration kicks.

Again - and I say this with the utmost respect. Actually use the pyromancer tree from a close range mage point of view.

All your changes come from the PoV of a fire mage in light/medium armor. Put on some heavy armor, use burn out, flame thrower and incin/fireball/whatever you want and a decent seconday weapon like a Gaxe, sword/shield, VG, etc and remake this thread.

Hello, first of all thank for you feedback :slight_smile:

To clarifie i have 1100h in the game most of them played has mage and mainly fire mage i din’t play batle mage with heavy i was runing medium. Although most of my time played has mage is while being in light BUT despite that i always play with flamethrower no matter what.
I din’t play much with incinerate beside when i was playing with rapière off hand since i find incinerate barely usable without a stun and even with i realised you’r not getting rewarded for using that spell (you better of using flamethrower for 3 sec.

With that in mind let me explain my idea, i think that there isn’t enough choice offer to the player no matter wich weapon you’r using and i think that this issue is exacerbate for fire staf user.
My goal with this rework is to give more option to us while not making it mandatori.
Also has i stated numbers arn’t fix i’m sure you can tweak those and make it more balence the key point are gameplay element, meaningfull choice given to the player.
(also i din’t put it here but i think armor weight also need a complet rework)

Right now it’s barely possible to proc the *10 burn on players if you’r not using flamethrower i think we can agree on that, and from my view i think we arn’t rewarded for puting 10 stack of burn onto someone personaly i’m runing 380+ int (100 cond) in light and my burn on an heavy user to about 25 to 30 dlmg a tick compare that to poison shot who’s way easier to hit or powder burn what i conclude is simple. Burn just suck the ammont of effort isn’t worth the payout. I din’t want to make it easier to proc those burn beacause i think that it dosn’t add up in term of gameplay it’s nothing more than another dmg number, nothing to play around.

My idea in fact is to make it harder than before to get there but to reward peapol when you reach it (flamethrower dosn’t proc watch it burn, the burn expire 1sec faster) this produce 2 thing the FS user can decide to play around and the “tank” to getting to 10 stack reward the player and punish the one who decide to ignore those.

Something that i disagre with you is flamethrower base dmg, although this ability shouldn’t receive to much of a dmg buff (i barely touvh it) i don’t thinks the damge is good in itself, heck you better of firing 2 light than using it in a 1vs1 situation, flamethrower interest is the fact that it can hit multiple peapol. Sure this ability is cool and allow for another playstyle than pew pew but the issue i have with it, is that it doesn’t doesn’t offer much variation once you pick it.

I love battle mage / melee mage but the problem when you decide to play it with fire staf is overwhelming you have a way in fight or out with Burn out and some dmg with flamthrower but nothing else to the table, Incinerate sure heal you for a bit but way less than the dmg you’r going to get for just using the spell (standing still) and the “cc” it provide is counter by any melee oponent pressing light / heavy sure it can do up to 260% dmg in aoe, the probleme is that it’s hard to use it if not sucidal and during the same time frame you could to 3 light and out dmg is or using flamethrower who also hit in aoe and futher while not locking you in place.

That why i had this idea cossuming the burn stack, it’s simple if you’r not in danger you want to proc this 10 burn stack debuff incinerate along with it’s perk now become a real cc and can save you if there is the need to be healed while not having dmg in the same time, the choice is you’rs do you want to keep the burn going or to you want to life steal ?
But one thing that i will change looking at you’r comment is the inherent burn consuption from the spell i would either tied it to a weapon perk or within the FS tree this way it would be better yeae since now user would have the ability to only use this spell for CC / damage
(same for the burn out consume)

Ihave been using both tree a lot, never have i once in the game had any mana issu that i couldn’t overcome with a mana potion no matter wich weapon i used pve or pvp. This perk is to me a complete waste and has no use by the time you get to 0 mana using flamethrower you mana pot cd is back up. From that verdict my point on this reword is again to give a goal / choice to the player, make is a meaningfull gameplay perk (again number can be tweak)

Has i stated for me we already have unlimited mana long has you got a mana pot on you, the point of giving an insane mana regen isn’t to give free rescource to the player since we already don’t have an issue no it’s a restraint if you want to get the buff associated with the perk you would need to be spending every mana you got and if for more than 4 second you don’t spend mana you’ll be full again getting the buff require you to fight to spend mana it require you to choose to proc it instead of being a passive thing (and an usseles one)

I completly disagree with you’r kiting with flamethrower i’have tested it with light embrace perk on me (the +23% ms) even with that anyone runing is faster than me, any mele weapon lunge overcome. It juste make you move slightly faster with is usefull in some way but negligeable.

Thank for you’r feedback, to recap i would change 3 thing from what i read :
Give the choice to player to be able to consume burn with burn out / incinerate or to just do damge with it. Reduce the time in wich REHEAT activate to 3 second in order to give way to opponent to prevant FS user to proc the buff.
Again number can be tweak the point is to give advantage to FS battle mage give them other stuff than raw damge (even tho they don’t have them)
What about the left tree do you have any thought ?

Sorry for the gramar i din’t use a lot of corrector this time

That’s awesome but just because you have 1100 hours (Im at 940) doesn’t mean you’re experienced. For example, I completely suck at the fire mage tree and gameplay because I rarely use those abilities for their intended medium range purposes.

And…

Again I’ll reiterate that you should avoid suggesting some extreme changes when you’re playing in a build that gets melted in melee. I appreciate that you’re taking your own time to make these but I think you should put a good 50-100 hours into the close range builds that pyromancy requires. I promise you’ll have fun :slight_smile:

Front loading spells isn’t the way to accomplish this. Right now I feel pyromancy is almost in a nice place - could use some damage buffs to incinerate (since you actually lose DPS by casting an incinerate single target vs flamethrower lol…)

As it should be honestly. You’re rewarded with an extra 200-400 dps over medium range. My only complaint is that a 10 stack burn should give a damage buff/increase burn damage or apply a heal debuff (plague crits is amazing on a flamethrower build :P)

Hard disagree. Light attacks take a little under a second to finish the animation and can be dodged/missed (unless you’re an OSU! pro or an aim botter, you’re not going to stack burn to 10 in a few seconds like you can with a flamethrower).
Flamethrower on the other hits ever 0.5 seconds in a frontal cone, stacks burn ridiculously quick as well as maintaining the burn at 10. In addition it also gets a bonus 25% base damage from its 3rd perk making it do 150% weapon damage every second. My guy, if you’re hitting anything from behind, you now have close to the highest DPS in the game. Flamethrower is stupid strong. Just because you don’t see the wicked high damage numbers some other guys dish out, doesn’t mean the damage you’re dishing is garbage. Other weapons require setup/mods and have long cooldowns on their heavy hitting attacks. You quite literally stand there and hit shit from 1200+ damage every 0.5 seconds + the 500 dmg every second from a stacked burn. Don’t diss the flamethrower until you truly experienced it.

Which is in a static area that can be dodged/avoided. Meanwhile the burn can be applied to multiple players during a melee. Sure it barely does damage on it’s own but at 10 stacks it means you also have incinerates/flamethrowers going out. The damage adds up really quick compared to powder burn/poison shot.

Flamethrower proccing watch it burn would be insane. Right now, in a 1v1 situation, you can CC the player, walk behind them and incinerate → rush to 8 stacks of burn and keep burn stacked to 10. Incinerate in this case always adds 4 burn, watch it burn adds an additonal 2 if you hit the player from the rear (crit) and rush the player from the rear (crit). Flamethrower triggering watch it burn would be stupid OP. Sorry.

You point and aim. That’s it. There’s nothing overwhelming about battle mage. You dodge big stuns, you serpentine ranged users/pre-emptive dodge and you generally stand just behind your own melee and cast flamethrower lol. It’s the easiest build in the game to play and learn. Also rewards you stupid well if you’re good at predicting.

Flamethrower goes from lasting ~20 seconds to lasting ~45 seconds if constantly using it as well flamethrower not draining your mana bar for a combo requiring you to stop combat to use a potion.

Flamethrower range is long enough to stay out of the range of GA lunges. Well timed dodges can keep you out of the way of dashes and maintain a few meters (since youre maintaining a perm haste buff).

Most things I disagree with, but there were several ideas that I found interesting, I’ll talk about each part.
-"BURN
-All burn effects are now normalize to 3 % weapon damage for 5 seconds any ability previously applying burn would apply the same burn debuff.
-Burn can have up to 10 stacks max, up to 10 stacks all burn effect of 50% more damage and any new burn apply refresh the others.

SINGLE
-Light attacks inflict 1 burn on foes, heavy apply 2 burn.
-A light or heavy critical hit would apply 1 bonus burn."-

(I thought the idea was good, I liked it! )

-"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 disappear after 5 seconds.
-The rune would break after a spell is used, anyone with a fire staff in hand, and the attribute spec can use 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 5m 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% up to 10 stacks)
-Note : the burn dmg apply by the rune would be based on the original caster of the rune.

(forgive me, but I found the idea totally “bad”, I think runa de helios should be exclusively for the fire staff, it’s something of him, an exclusivity of Fire mage, I don’t think it should be given to the team, the improvement I think there may be, it’s as follows, increase her Range, and keep her buff for a time of 2 or 3 seconds, when you get out of her, so you don’t totally lose the damage bonus, I think that would be enough)

WATCH IT BURN !
-Critical hit on skill proc 2 Burn
(I disagree, I think it should remain as it is.)

COMBAT SPEED
-No cooldown
(I agree, it could buff to 30% inclusive, the buff is very weak and barely felt.)

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 second cooldown
(I think this passive could apply 1 burn around it, every time it takes damage, it would be good that way)

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 hitting 0 mana all cooldown are reset including trial by fire; during 10 seconds you gain:
-No mana cost
-50% cooldown reduction
-20% movespeed bonus
-10% life steal
-10% bonus damage"
(kind of “bullshit” xd, really forgive me the term, her function is to give you mana, and that’s it, but I think she could have improvements, like, every 1 second without using an ability, increase her mana regeneration by 200%, with a maximum of 1000%).

FIRE MAGE

PILLAR 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 attribute
(I agree, there could be two bursts of this skill, one instant, and another after 0.5 seconds, increasing the skill width range would also be very desirable, it would be of great help, especially in PVP, and I also think there could be an assistant to aim at the target, as with the vital staff, this would help the skill a lot, I would certainly use it if that were the case, it would be very useful to deal damage XD, in general, burning skills should be exclusive to the pyromancer’s passive,)

FIREBALL
-110% weapon damage on direct hit apply 1 burn
-Can critical hit;
-30% weapon damage on faithful burning (require more/clear visual)
-0 change to the spell attribute;
(I think she could do critical hits, and yes, her damage could be 120% of the weapon’s damage, and it could make the area of ​​fire created on the ground, do more damage, like 60% of the weapon’s damage, this would balance the DPS and make the crit passives still useful for this skill, again no need to burn)

METEOR SHOWER
This spell is the worst of the game, currently it serves 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 needs 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 base cooldown 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%
(Well I guess it could stay as is, she needs DMG improvements, for “staying” to be rewarding, which it isn’t, well I think she could do 100% weapon damage right off the bat with an initial burst , and onwards deal 20% weapon damage initially, and ends at 100% on finish, e.g. first, first second, 20%, second, 35%, third, 50%, fourth, 65 %, in the fifth 90%, and in the last, 100%, the damage could increase over time, that is, if they let you hit, you would hit a lot in area)

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.
(Well, I LOVED, the idea, consuming the procs and healing yourself, would be a really cool mechanic, really, I loved it, but otherwise I didn’t think it was very cool, I think the first talent could receive Grit, to be used situationally, the idea from Flameout I thought it was really good, but the perk, I think the mana one would still be better, even because I HATE the idea of ​​a weapon passive is in PErks, it doesn’t make sense)

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 than 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
(Bad, I think this one could be free cooldown, and the passive skill that gives Free cooldown, could gain Grit, and also, increases damage, from 50% to 70%, the game should reward you for exposing yourself more, it makes no sense for you to expose yourself and cause little damage.)

BURN OUT
-Burn out stop on collision 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)
    (Well, I approved everything, it turned out really cool.)

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