This is going to be a revert to its core identity, specifically emphasizing its fireballs and fireball juggling ways which was the core unique gameplay aspect to Blaze Wizard that made them fun, including setting a hard limit to the amount of fireballs in play at one time.
With this remake concept, Blaze Wizard themselves will become a fireball as well which would also fix their complained about mobility problems with a fun new and unique mobility skill.
Also, increasing the juggling further from one-in-four directions to one-in-eight directions, allowing for diagonal juggling!
Job 1:
Orbiting Flame: [Automatically Learned; Mastery Level 1]
Toggle: Consume MP per second to create Orbital Flames to encircle and orbit around Blaze Wizard, dealing their damage whenever they make contact with a monster.
You cannot use Orbital Flame if Orbiting Flame is not active.
Orbital Flame:
Passive: 1 Orbital Flame is in play at a time.
Active: Launch an Orbital Flame in one-of-eight directions, causing it to deal damage to monsters going out and again when coming back in to Blaze Wizard.
Returning Orbital Flames will perfectly align with Blaze Wizard's current location to re-enter orbit.
Fireball:
Hold: Blaze Wizard transforms into a fireball themselves and moves very quickly in one-of-four directions. Once a direction is selected, you can steer the fireball left or right when moving vertically, or can steer up or down when moving horizontally.
Blaze Wizard can be a fireball for up to 2 seconds at a time.
Blaze Wizard passes through platforms freely while moving as a fireball.
You can also use this skill by holding the jump key down. Right-click this skill in the skill window to disable this shortcut key command.
[NOTE: Orbiting Flame follows you perfectly and continues to damage monsters in the fireball state.]
[NOTE: This replaces Flame Bite entirely. Flame Bite would be deleted.]
Firewalk:
Perform an additional jump either horizontally or vertically, gaining the Dark Sight effect while performing this action.
Job 2:
Greater Orbital Flame:
Passive: 2 Orbital Flames are in play at a time.
Passive: Orbital Flame deals increased damage and slightly increases in size.
Flame Intensity:
Passive: Fireball can be used again while still in midair. The total time Fireball can be used for increases to 4 seconds.
Toggle: Create intense heat at a greater range around Blaze Wizard while using Fireball, dealing damage every 0.1 second to struck monsters.
[NOTE: This replaces Flame Vortex entirely. Flame Vortex would be deleted.]
Miniature Orbital Flames:
Passive: Create 4 miniature orbital flames for every Orbital Flame there is, each set of miniature orbital flames will encircle and orbit each Orbital Flame, each dealing 5% of the damage of Orbital Flame's damage when they strike a monster.
Additionally, apply a debuff for 30 seconds to reduce struck targets' Elemental Resistance by -5% and Fire Elemental Resistance by -10% and every 99th hit against the same monster will cause a large fiery explosion to occur, dealing great damage to the target and nearby monsters.
[NOTE: This replaces Orbital Explosion entirely. Orbital Explosion would be deleted.]
Lion Mode: Miniature orbital flames orbit faster as the Orbital Flame grows in size.
Fox Mode: Miniature orbital flames follow the Orbital Flame in a line instead of orbiting. [This applies while the Orbital Flames are still orbiting Blaze Wizard as well.]
Flashfire:
Leave a trail of fire from your location for up to 600 seconds.
Use this skill again to consume the trail of fire and instantly teleport back to the location.
[NOTE: This is reverting it back to how it used to work from Blaze Wizard's creation. Down-casting function would be deleted.]
Controlled Burn:
Passive: Gain a 22% chance to absorb 7% MP on hit, 4% MP against bosses.
Active: Grant a buff to self and party members, restoring 50% HP and 10% of Blaze Wizard's MP every second, decreasing by 20% per second, down to 10% HP and 2% of Blaze Wizard's MP every second for the next 15 seconds [increases in duration further with buff duration].
Healing from this skill ignores all anti-healing effects.
Cooldown: 30 seconds.
Job 3:
Grand Orbital Flame:
Passive: 3 Orbital Flames are in play at a time.
Passive: Orbital Flame deals increased damage and slightly increases in size.
[NOTE: Enhanced Grand Orbital Flame is deleted. All Orbital Flames become equal to each other.]
Blazing Blitz:
Passive: Fireball moves 20% faster. The total time Fireball can be used for increases to 5 seconds.
[NOTE: Blazing Blitz is effectively deleted. Fireball replaces this skill entirely and will create both a smoother experience and a more fun experience at the same time.]
Flame Tempest:
Toggle: Casting Fireball will cause a large explosion to occur at Blaze Wizard's starting location, dealing damage to up to 12 monsters.
Cinder Maelstrom:
Manifests a flame imbued by the power of the phoenix around Blaze Wizard, dealing damage to up to 12 monsters and applying the Mark of the Phoenix for 20 seconds.
The same target can be marked once every 45 seconds.
Monsters with the Mark of the Phoenix take 50% increased Final Damage from attacks by self and party members, if the target is a boss monster and loses 5% of its total HP, the mark will vanish.
Cooldown: 60 seconds.
Phoenix Run:
Apply a buff to self for 1,800 seconds and to party members for 180 seconds [both increases with buff duration] that when applied, when the target takes lethal damage, death is prevented, they teleport backwards, heal for 50% HP, and become invincible for 3 seconds.
Healing from this skill ignores all anti-healing effects.
Cooldown: 300 seconds.
Job 4:
Final Orbital Flame:
Passive: 4 Orbital Flames are in play at a time.
Passive: Orbital Flame deals increased damage and slightly increases in size.
[NOTE: All Enhanced Final Orbital Flames are deleted. All Orbital Flames are equal to each other!]
Blazing Extinction:
Lion Mode: Launches an intense flame sphere that deals damage periodically to up to 8 monsters nearby as it slowly moves forward for 60 seconds or until a new one is created, being affected by gravity.
This can be used while in midair.
Use this with the down directional key to summon the Fox Mode version.
Fox Mode: Summon an intense flame sphere that deals damage periodically to up to 8 monsters nearby at its summoned location for 60 seconds or until a new one is created. This can be used while in midair.
Use this with the down directional key to summon the Lion Mode version.
Cooldown: 5 seconds (for both modes).
[FEEDBACK: This removes all hit limitations and treats it like a summon like what it should have been treated like the entire time, the only restriction is its duration.
And instead of being forced to summon it every 10 seconds, you have the choice to resummon it with every Flashfire return or just leave it be for the full duration and it will just slowly move back and forth along the bottom floor (in its Lion Mode version) or treat it like an install summon with its Fox Mode version.
The damage will be identical in both modes, the only difference is one moves and is affected by gravity like how it always worked, while the other stays perfectly still in the air you summoned it at while shooting out its flame lasers.]
Towering Inferno:
Lion Mode: Creating a large flaming tower to rise up, dealing damage to up to 15 monsters and cause all Orbital Flames to rapidly orbit around it as they quickly ascend the flaming tower.
Use this with the down directional key to summon the Fox Mode version.
Fox Mode: Creating a large flaming tower to lunge forward, dealing damage to up to 15 monsters and cause all Orbital Flames to lunge alongside the lunging flaming tower.
Use this with the down directional key to summon the Lion Mode version.
Cooldown: 30 seconds (for both modes).
Fires of Creation:
Passive: Gain 30% Ignore Enemy Defense.
Toggle: Summon forth a Blazing Lion indefinitely, entering Lion Mode.
Use this skill again to swap out the Blazing Lion and summon forth a Flame Fox indefinitely, entering Fox Mode.
While in Lion Mode, Orbital Flames will grow in size as they move outward and shrink back to their normal size as they move inward towards Blaze Wizard, they will grow up to 4x their normal size.
While in Fox Mode, Orbital Flames are always half their size and will move twice as fast.
[FEEDBACK: Instead of making the Orbital Flames deal different damage to each other, they deal identical damage to each other and instead made their effects suit their intended scenario.
A complaint with Blaze Wizard is that the orbs are too small for mobbing, so Lion Mode you will see a satisfying effect of seeing the orbs grow a lot bigger and smaller, most notably the bigger part, to help them better hit normal monsters.
While for Fox Mode, to return back the Orbital Flames to always be juggling again and to serve this mode as the bossing mode, the Orbital Flames will move twice as fast so you can launch more orbs out within the same amount of time than what Lion Mode / Default Mode can do. With a tail of 4 Miniature Orbital Flames behind every Orbital Flame like a fox tail and the foxes are the small Orbital Flames running along, both to help everything land against a boss and for a fun visual effect.]
Burning Conduit:
Passive: Blaze Wizard gains +1 Attack Speed, Bonus Attack Speed Effect, and 60% Damage.
Active: Summon a pentacle on the ground for 30 seconds [increases further with buff duration] that causes Party Members to gain +1 Attack Speed, Bonus Attack Speed Effect, and +10% Final Damage while standing on it. This effect lingers for 5 seconds upon exiting the pentacle.
Cooldown: 45 seconds.
Flame Barrier:
Blaze Wizard summons a large flame barrier around self for 6 seconds [increases further with buff duration], granting abnormal status immunity.
Party members within the barrier will also gain abnormal status immunity.
Cooldown: 60 seconds.
Hyper Skills:
PASSIVES:
1: Increases the launching range of Orbital Flame by +100. This can be Toggled ON/OFF.
2: Orbital Flame gains +20% Ignore Enemy Defense.
3: Orbital Flame gains +1 Attacks, but loses -90% Damage Points.
4: Blazing Extinction gains +20% Damage.
5: Blazing Extinction gains +20% Boss Damage. [Remade from +2 Monsters Hit.]
6: Blazing Extinction gains +1 Attacks.
[Passives 7, 8, and 9 all remade to fit Miniature Orbital Flames.]
7: Miniature Orbital Flames deal double their damage against normal monsters.
8: Miniature Orbital Flames deal 6% of Orbital Flame's damage instead of 5%.
9: Miniature Orbital Flames' explosion occurs after every 80th hit.
ACTIVES:
1: Cataclysm:
Summon a giant flame that slowly falls down over 3 seconds, dealing massive damage to up to 15 monsters.
Blaze Wizard is invincible for 4 seconds upon casting this skill.
Cooldown: 60 seconds.
2: Glory of the Guardians:
Grant self and fellow nearby Cygnus Knights +10% Damage for 60 seconds.
Cooldown: 120 seconds.
3: Phoenix Drive:
Summon forth a phoenix to control for 20 seconds which continuously does damage to monsters it makes contact with.
While active, all Orbital Flames will orbit around the phoenix instead of around Blaze Wizard, including launching Orbital Flames and Orbital Inferno from and toward the phoenix's location.
Orbital Flames, Miniature Orbital Flames, and Inferno Sphere deal 20% increased Final Damage during this time.
Hold: Use the directional keys to move the phoenix around.
Cooldown: 120 seconds.
[FEEDBACK: I actually really like Phoenix Drive with all the fire orbs shooting out the way it is.
This on the other hand could be a lot more fun to have a pet phoenix to summon forth and to control, while offering Blaze Wizard an easier time to reliably get out their damage.]
Job 5:
1: Orbital Inferno:
Hurl a giant ball of flame in one-of-eight directions, dealing big damage to struck monsters going out and again as it perfectly returns back to Blaze Wizard's current location.
You can right-click this skill in the skill window to place it into auto-mode, allowing you to use it when readied by using the Orbital Flame skill key.
Cooldown: 5 seconds.
FEEDBACK: Only difference here is that you give the player the option to use Orbital Inferno as its own skill key or attach the skill usage with Orbital Flame's skill key if the player wants to use two different key binds or just one key bind.
2: Savage Flame:
Lion Mode: Summon 12 baby blazing lions that are randomly scattered near your location and roam about, attacking monsters near them, for the next 60 seconds.
Use this with the down directional key to summon the Fox Mode version.
Fox Mode: Summon 8 fox fires that fly out and attack nearby monsters for the next 60 seconds, prioritizing boss monsters.
Use this with the down directional key to summon the Lion Mode version.
Cooldown: 30 seconds (for both modes).
FEEDBACK: This drastically simplifies the skill and just creates a firm and very clear duration for the summons. Also by making it last for 60 seconds makes it less annoying to use since it already has 100% uptime.
Lion Mode being changed into a bunch of baby lions being randomly summoned is both a lot more fun to use and look at, but makes Blaze Wizard a whole lot more interesting with an unique effect rather than summon a flame wall install. This is a case where the "unideal" design is the ideal design.
3: Inferno Sphere:
Passive: Monsters damaged by Orbital Inferno will cause Inferno Sphere to deal 100% [one hundred percent] increased Final Damage for the next 5 seconds.
Monsters damage by Inferno Sphere will cause Orbital Inferno to deal 10% [ten percent] increased Final Damage for the next 5 seconds.
Hold: Consume MP every 0.1 second to create a massive circle of flaming gears all around you, dealing continuous damage to struck monsters, while locking self in place, suspending self in the air if you used the skill in midair, and granting self abnormal status immunity.
If Mana Overflow is active, it can only consume additional MP once every second.
Cooldown: 1 second.
[NOTE: No longer grants 50% damage reduction and no longer requires phoenix feathers, and only has a simple 1 second cooldown before you can use it again. There is no max duration, only limitation is your MP. Damage is retuned with no charge mechanic in place.]
FEEDBACK: The fun to this skill is the skill always being available to use. So by setting up the skill to function as a skill you can always use, even with it directly dealing less damage within the same time (but with Orbital Flame changes and additions, this won't be a problem), it will be more fun to use because the fun in the skill is using it and always having it available to use.
4: Salamander Mischief:
Toggle: Summon a flame salamander that follows you around indefinitely.
Whenever Blaze Wizard uses a direct attacking skill, the flame salamander will attack monsters on its own for the next 10 seconds.
Cooldown: 1 second.
FEEDBACK: This is a skill that needs to be both simplified and remove all annoyance to use.
Just let this skill simply be an indefinite duration toggle. Once summoned, he stays summoned with no need to constantly use him whenever he becomes off cooldown. The fun to this skill is both having a pet salamander follow behind you as he floats there and seeing him constantly bounce around, as he attacks alongside you!
This also helps identify Blaze Wizards in towns easier by having an always active pet salamander that floats behind the character.
Job 6:
[NOTE: This section will only display note worthy additions and/or changes. Everything not stated will just simply be an evolution of the skill's trajectory of increased power and visuals.]
Mastery 1:
Orbital Flame VI: [At Rank 30]
Every 6th cast between Orbital Flame and Orbital Inferno will change the flame colour to blue, including Miniature Orbital Flames, and cause the attack to deal 30% increased Final Damage.
[NOTE: Wall of flames every 15 seconds is deleted.]
Mastery 2:
Blazing Extinction VI: [At Rank 30]
Every time Orbital Flame and Orbital Inferno passes through Blazing Extinction it will grant it 1 stack of Blue Fire, after 20 stacks Blazing Extinction will burn with blue flames for the next 5 seconds.
Blue Fire Blazing Extinction will deal 30% increased Final Damage and attack 50% faster.
Lion Mode version will also move 100% faster.
Mastery 3:
Mastery 4:
Towering Inferno VI: [At Rank 30]
Every 4th cast of Towering Inferno will summon forth blue flames instead, dealing 120% increased Final Damage and lay down blue fire on the ground of where it struck for 30 seconds, dealing periodic damage to monster within.