Making Firestorm a really valuable and competitive choice

Firestorm has several issues: its build implementation cost is very high in terms of talents, its single-target value is very low, and it requires extensive use of Pyre and Living Flame, making it not very synergistic with Scalecomander.

The changes aim to:
• Increase the build’s viability (the three ability talents)
• Improve the ability in situations with heavy monster movement
• Make the ability also a resource generator, making it more valuable, especially in AoE situations
• Make the ability more appealing to use even with just a single talent point

Firestorm:
• Damage increased by 100%
• Cooldown reduced to 15 seconds
• Cast time removed
• Now offers a choice between casting the ability on the target or on the ground

Snapfire:
• Modified effect: Casting Firestorm grants 2 essences
• Firestorm’s damage has an X% chance to trigger a Living Flame on the target

Feed the Flames has been renamed to “Alexstrasza Rage”:
• Modified effect: When Firestorm ends, it explodes, dealing massive damage to enemies in the area, with the damage equally divided among all targets hit.
• Whenever Firestorm fails to deal damage (i.e., when there are no targets in the ability’s area), its duration increases by 1 second (up to a maximum of 3 seconds), and the ability’s range increases by 25%.

Causality:
• Pyre and Disintegrate also reduce Firestorm’s cooldown.

P.S.: Firestorm by itself would become a stronger ability. Snapfire would help with essence economy and the generation of essence bursts, especially in AoE situations, while Alexstrasza Rage would increase the ability’s value in single-target scenarios and help mitigate the issue of targets leaving the ability’s area. Since the ability would no longer have resets, Causality would reduce its cooldown.