Draycos' Battle Sprites Feedback (UPDATED SEPTEMBER 7th)

Edited as of August 7th
In general, all percent-based damage reductions should apply an "overshield" to your health bar instead, displayed as cyan bars. This opens up more options for skilled play and also makes skills that boost defense more useful. In addition, cooldowns should not be universal, instead giving the used skill a full cooldown but other skills half of their normal cooldowns (if a skill has more than half of its cooldown, and another skill is used, nothing happens to that particular skill, of course). The cooldown changes are to give Sprites more of a presence in gameplay without making them totally spammable, since the skill-specific changes I've listed are gonna make them more powerful to begin with. Harnesses should also boost your Sprite a little more than they do now; 160k crowns for 15% cooldown reduction is kinda excessive. Maybe ramp it up to 10% at Advanced and 25% at Elite. I'd also like to see some way to give our Sprites certain appearances without having to work our skills around them or being an eyesore for it. Hulk arms on my Drakon just don't fit when I didn't take Concussive Firebolt for the nose spikes and Scorching Barrier for the beard.
So let's talk Drakon. His abilities don't deal enough to surpass my own weapons and I actually deal less damage by stopping for a second to cast an ability instead of continuing my spam of put-weapon-here. His main uses so far are using Backfire Barrier for bursts of speed and Frenzied Firestorm to buff my team's attack speed (the damage boost is negligible; stuff still dies in the same amount of hits with or without it). I only ever use Firebolt when I have multiple enemies vortexed and I want to set them on fire. I think he should be the most offense-aimed sprite, but he should be able to buff your attacks too instead of just substituting them.
After some discussion with people in-game and according to my own opinions, this is what I'd like to see for Drakon:
Firebolt: Increase in damage. Guaranteed chance of Fire.
Concussive Firebolt: Guaranteed Stun, stagger, and slightly more damage.
Meteoric Implosion: Same as it is now, but also adds some damage and pulls enemies to its center.
Flame Barrier: Works with the "overshield" mechanic mentioned above. Changed to an area-of-effect move instead of being limited to orbs. Backfire Barrier's initial speed boost is now part of the base skill. If the overshield breaks, the skill ends prematurely.
Molten Armor: The fire effect is now guaranteed, and the health of the shield is increased.
Backfire Barrier: Extends the duration of the speed boost while also giving an ASI boost.
Firestorm: Now deals Strong Fire, and some initial damage when each circle is created.
Explosive Firestorm: Now has consistent explosions that stretch across the whole area of effect.
Frenzied Firestorm: Damage buff replaced by a slight boost to CTR. ASI retained.
The goal of these changes is to provide two clear themes for Drakon. The first is heavy flat damage and defense with crippling Stun and a way to force an enemy out of the group, appealing to players who want a simpler playstyle or one suited for getting in things' faces. The second appeals to players who want to amplify their own damage and approach fights more tactically, with tools to crowd up enemies and reposition yourself more quickly.
Next up, the Seraphynx. There aren't too many problems with Sera fundamentally, but there is some stuff that needs to be tweaked.
Ray of Light: Removed hit limit, but deals less damage over the course of the skill; it shouldn't be too powerful but it needs to be able to consistently interrupt enemies.
Dazzling Light Ray: Range and width increased, knocks enemies to the side a fair distance.
Disintegration Ray: No change.
Heart Attack: Highlight hearts that drop as a result of this ability... just so we know how much it actually helps, and so Seraphynx users stop looking useless when they're not.
Iron Heart Attack: Now works with the "overshield" mechanic, applying it instantly to your team (individually) when a marked enemy dies.
Violent Heart Attack: When a marked enemy dies, your team gets a bonus to attack power and speed for a short time.
Angelic Aura: Duration and shield amount increased. The skill now gives teammates individual overshields. Friendly fire removed.
Seraphic Aura: Effects persist after the overshield breaks.
Valkyrian Aura: Effects persist after the overshield breaks.
Dazzling Light Ray got changed so it can now be used as a portable wall. Iron Heart Attack got changed because it's silly to have to pick up your defense boosts, and because flat damage reduction is more useful than percent reduction. Violent Heart Attack is changed because it's pretty much the same thing as Haunting Haze and so it fits with Attack/Defense. Angelic Aura's removal of friendly fire is obvious, and individual overshields are there so someone can't get greedy and "steal" all the protection and kamikaze with it. It's got a longer duration and damage cap now because it's pretty wimpy as is, and it'll especially be if it's individualized.
Maskeraith, again, not too many comments. He's probably one of the best starting out.
Caustic Quills: No change.
Vengeful Quills: Damage lowered, but they can continually rebound.
Virulent Quills: Now have 100% chance to explode.
Shadow Cloak: Overshield with a large amount of defense reduction. Cloak doesn't break when you take damage, but everything else still breaks it.
Deadly Shadow Cloak: No change.
Vengeful Shadow Cloak: Inflict moderate Poison on enemies that you walk by. The explosion now has a guaranteed Stun, a little bit more range, and can break blocks.
Hexing Haze: Radius reduced and duration increased, map-wide purple haze effect removed.
Haunted Haze: Spawns a ghost whether the Haze was the cause of death or not. Ghost damage fixed; no longer does 7 damage.
Chaotic Haze: The status is still random, but you're guaranteed to deal one.
Vengeful Quills make multi-hit weapons even better for Quills. Virulent Quills will surpass them in smaller groups of enemies, though. Cloaks now have massive overshield and don't break on damage because they're extremely frustrating to use in group play, especially in T3 where almost everything has more AoE. Vengeful Cloak now allows you to debilitate more enemies instead of completely obliterating specific enemies with Deadly Cloak. Hexing Haze seemed too easy to use to its full potential, so its radius is reduced but it deals more damage and lasts longer in return. Haunted Haze gets bugfixed and made viable in group play. Chaotic Haze has less consistent damage than Haunted Haze, but makes them play the Status Roulette.
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EDIT 2, as of SEPTEMBER 7th
After some more thought I've decided this is worth posting: the concept of Sprites getting their ultimates at the highest levels is awful design. With my proposed changes aside, I'm going to look at Sprites again with this in mind.
Ask yourself this: how much do Sprites really add to gameplay until they get their ultimates? Very little. Maskeraith has the most gameplay depth amongst the three, but the others need to get to 90+ in order to add something new to the game.
Drakon: Almost completely useless until 90+, where he's just okay. Firebolt is no better than a Magma Driver bullet, arguably even worse. Flame Barrier is fundamentally flawed to begin with and is only remotely useful when you get Backfire Barrier. Firestorm is pathetic until you get to Explosive Firestorm wherein it's difficult to use to meaningful effect, and Frenzied Firestorm may as well just be a team buff (of which only the ASI contributes much, while also potentially getting your teammates hurt). All three of his abilities are boring until 90+, two of which just being "okay" and the other being extremely good while being useful for totally different reasons than what the skill was intended for.
Seraphynx: Decently useful, but extremely bland. Ray of Light deals decent amounts of damage even with its hit limit in place, and picks up a defense debuff that, similarly to Frenzied Firestorm, doesn't do all too much except for multi-hit weapons or guns. It's still much better than Frenzied because it isn't totally useless as a base skill and has a comparatively lower cooldown. Heart Attack is bland and boring to use- run inside the enemies, use it, run away and kill them normally. Its ults don't change up the game too much, either. Angelic Aura is a fairly useful ability that opens up some otherwise-stupid tactics, like sitting in the middle of enemies while bombing. Valkyrian Aura and Seraphic Aura both allow for more aggressive play to a greater extent. Two of Seraphynx's abilities are bland until 90, where one is slightly less and the other barely changes.
Maskeraith: The dangerous balloon ghost is by far the most skill-intensive and game-changing Sprite, and is extremely fun to use because of that. Whoever designed this one needs to rework the other Sprites. Caustic Quills are fairly powerful, but are exponentially more powerful with multi-hit weapons. Vengeful Quills further improve its multi-hitter's-dream properties (and is a much better choice than just giving the quills more spread-fire), but Virulent Quills don't change him up all too much. Shadow Cloak is fairly useful on its own, and Deadly Cloak gives it a lot of assassination power. Vengeful Cloak doesn't do all too much, but helps when you're using it to get out of nasty situations (I.E. you can't just cloak away, and you get hit anyways). Hexing Haze feels like what Flame Barrier could have been, albeit without a damage delay. I think it's a little too easy to use, though. Haunted Haze might as well not even exist right now, and Chaotic Haze is a tradeoff for power at the cost of certainty.
So why is Maskeraith "the best design"? Because he actually adds something to the game before he's 90+, where he adds even more.
The concept of acquiring skill points to use on skills to decrease their cooldown/increase their power/duration/range is a façade; you have to upgrade everything completely in order to make them actually change through ultimates.
"So, Draycos, if this system is so crappy, how would you do it?"
Well, here's what I would do if it was possible to totally rework Sprites. I'd remove "ultimates" entirely and build them into skills at their base, while buffing the basic skills to their "maxed" stats (I.E. what a skill's stats are when you've pumped 9 SP into it for all three of its options). You'd have three options for each ability- and as opposed to having two gamechangers, you have three. Here's the catch, though- you can pick two. You'd need to use an Ultimate Catalyst for each option, though, meaning you'd need double the UC's total. You'd get power increases and SP as normal, though, so you won't be able to hit like a truck from level 1, no matter how rich you are. At first, you can only pick one ultimate per skill, but you can unlock a second one after a certain level.
Currently, your Sprite unlocks its abilities at level 1, 15, and 50. It then gains its ultimates at 90, 95, and 100.
I propose this instead: first ability at 1, second ult for first ability at 15, second ability at 30, second ult for second ability at 50, third ability at 75, and second ult for third ability at 100. In a less-wordy string of numbers, milestones would be at 1/15/30/50/75/100 instead of 1/15/30/50/90/95/100. Additionally, you won't be able to level your Sprite's abilities past rank 1 until level 30, and rank 2 until 75.
Alright, I know what you're thinking. How the heck are ultimates going to change up visuals for Sprites if they're currently meant to appear at their T3 forms? Simple. They won't. Instead of forcing players to choose between aesthetics or effectiveness, we'll put to use those 3 empty slots in the Sprite Info page. Yeah, you heard me. Sprite accessories. You'd get accessory tickets for free when you choose the respective ult, according to the ult. You'd only get the ticket once you max out the ult, too, so you don't get them at level 20 or so and go "what in blazes am I supposed to use this thing for, it isn't working!".
Let's use Drakon as an example, since we all know how much I love him.
Firebolt (Base damage increased)
-Excessive Firepower: Boosts the Firebolt's damage by 10% per level. Also boosts the power of its Fire status.
-Concussive Impact: Adds a chance to cause Stun, and increases the odds of causing Fire. Boosts both chances further with additional levels.
-Meteoric Blast: Increases the distance the Firebolt can travel, and gives it a larger explosion radius. Distance and explosion size even more with more levels.
Flame Barrier (MSI from Backfire Barrier is now part of the skill at base [albeit with lower MSI], uses overshield)
-Afterburner: Increases the amount of movement speed you get, and how long it lasts.
-Dragon Armor: Boosts the amount of shielding you get.
-Overheat: Increases the amount of orbs to 3 and boosts their offensive power. Further levels don't add more orbs, but increase their size and power more.
Firestorm (Flat damage on creation of each circle of fire)
-Spontaneous Combustion: Increases the power of the Fire status and adds explosions. Higher levels mean more explosions!
-Burning Anger: On activation and for a short time after the Firestorm ends, you and your teammates gain ASI and +15% damage.
-Scorching Winds: Increases the range of the Firestorm and sucks in enemies not resistant to knockback.
Reasoning for each choice, maxed out options, etc.
Firebolt: Let's face it. No one in their right mind would ever pick Concussive Firebolt over Meteoric Firebolt.
With three choices and two picks, you have three potential maxed out Firebolts: massive damage with great Fire/Stun chances, massive damage with high range but more inconsistency, or a lower damage but high-range Stun/Fire tool.
Flame Barrier: Scorching Barrier has little to no use compared to Backfire Barrier. I expanded on the uses of Backfire Barrier's MSI while giving Scorching Barrier's effects more viability by adding a defense-boost choice.
Your three choices of Barriers are: high speed, high defense (perfect for taking out key targets and getting out of nasty situations)/high speed, high damage (taking out key targets with speed rather than safety)/high damage and high defense (lets you take a few hits while landing some nasty attacks you wouldn't be able to safely land otherwise).
Firestorm: The initial-damage buff was obvious; you've seen me talk about that enough times already. Frenzied Firestorm was adding too little to be viable, and Explosive Firestorm was "just right" but not enough to be more useful than our Knights' actual weaponry. A mini-vortex that can't pull enemies as effectively as a Vortex can while still offering some crowd control offers some nice utility while not invalidating the Vortex bombs' existences (which is only important because Vortex bombs are pretty weak and outright dangerous to use in some situations).
Your three Firestorms are: a powerful AoE damage tool that buffs your teammates, a powerful AoE tool that doesn't require a Vortex to land consistently, and a team buff/CC tool that sets up other attacks for your team.
How each choice might affect ability appearances...
Excessive Firepower: Makes the Firebolt a lot redder, as opposed to orange.
Concussive Impact: Adds stars, like Concussive Firebolt.
Meteoric Blast: Adds whites and blues, alongside a more pronounced explosion, like Meteoric Firebolt.
Afterburner: Adds blues, like part of Backfire Barrier.
Dragon Armor: Adds some whites, like the other part of Backfire Barrier.
Overheat: The oranges turn much redder, like Scorching Barrier.
Spontaneous Combustion: Explosions. Just... explosions. Like Explosive Firestorm.
Burning Anger: Adds some blues and whites, like Frenzied Firestorm.
Scorching Winds: A ring of fire effect akin to the Fang of Vog's charge attack (except more constant).
How each ult might change the Drakon's appearance...
Excessive Firepower: Adds spikes to the Drakon's tail.
Concussive Impact: Adds nose-spikes like Concussive Firebolt.
Meteoric Blast: Adds longer horns like Meteoric Firebolt.
Afterburner: Adds spikes to the back of its neck, like Backfire Barrier.
Dragon Armor: Adds spikes to its tail.
Overheat: Adds a beard, like Scorching Barrier.
Spontaneous Combustion: Wings, like Explosive Firestorm.
Burning Anger: Arms, like Frenzied Firestorm.
Scorching Winds: Adds a spike to the end of the Drakon's tail.
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If any of this interests you folks, I'll do this same sort of thing for Seraphynx and Maskeraith, too.

Whana know why I love my Quills?
they work with how I play. I like to use weapons like the DVS that focus on multihits and build up. Quills work great for this. I also love the fact it makes dealing with healers easier as I can just poison everything near them so they don't heal.

Waffle, the poison is good for stopping healing, yes, but it's only about a ~5% increase in damage taken. That's what I meant by 'negligible'.

That's how poison's always been. It also reduces damage enemies deal by substantially more.

I've only noticed doing less damage when poisoned myself, didn't notice enemies doing less damage when poisoned. Must be because I can't use battle sprites in actual battle (charging blocks battle sprite).
As for universal cooldown removal - I'm all for it. It seems out of place, having to wait so long after using any ability.

I feel that removing the universal cooldown would make Battle Sprites far too "spammy". I'd just prefer if they balanced the abilities.
There was another thread around here where I discussed the Drakon's abilities on, but it disappeared for some reason >.<

Why would sprites being spammy be a bad thing when everything else is too? Why do I have to settle for my Drakon to be a floating shoulder-cannon that only fires every 14 seconds? Besides, removing the whole "make a choice" nonsense we've got with the current system will allow more creative use of the skills, like I said in the OP. The skills will still shine in their own situations and will still need balancing, but balancing them will be much easier because they no longer block the use of everything else the Sprites can do.
Yeah, that was my old thread. I felt it didn't have enough info and I didn't think just editing stuff in would be a good idea. Those posts did influence what I said here though.

I'll bite. 5% extra damage of what? Poison does not give your weapons a relative boost in damage, it's a flat amount.
Actually, nevermind, let me go to Guild Training Hall.
GTH training bags have about 122 normal defence.
My Damage Max Triglav does 324 damage to them.
With minor poison (Venom Veiler), it does 342, making for 18 additional damage, or a defence reduction of about 15%.
With moderate poison (Biohazard), it does 344, making for 20 additional damage, or a defence reduction of about 16.5%
With strong poison (Plague Needle), it does 346, making for 22 additional damage, or a defence reduction of about 18%
With caustic quills' poison (maxed), it does 344, putting it equal with moderate poison.
In addition, no other poison weapon except venom veiler has a chance of affliction anywhere near as high as caustic quills. The quills themselves also do 195 damage on effective targets per quill. What seems to be the problem here?

I've edited out parts of the OP to reflect this information. I had assumed Round-Shinigami's post was completely accurate. Sorry.

Are people forgetting that there still is dash and bash? If universal cooldown is removed knights will be OP. I have Maskeraith so I can't talk for any other sprite. Anyway if universal cooldown was removed I could just spam Caustic Quills (which according to Zeddy's comment is quite strong)!
smack here and smash there then right before they're about to hit me dash back and use Shadow cloak to sneak up behind them again! At this point caustic quills would have already generated again!
Caustic quills again but this time I'll just throw in Hexing Haze for the fun of it. Smash here, smack there! Dash everywhere... Oh what the heck I'll use bash to cause I don't really care! Caustic Quills quills is back and Look! So is shadow cloak! Lets start this again!
If universal cooldown is to be removed, then skills will need to be nerved or monsters made smarter and stronger.

@Fallen-night : We mean cooldown for skills only.
Also, with fire barrier, it should stay weak, cause Drakon is supposted to be offensive, not defensive.

Zeddy
Thank you for additional info, its very helpful.
"The quills themselves also do 195 damage on effective targets per quill"
I do extra 13 damage in Vanaduke mission when I hit an enemy with a quill in it. Regardless of weapon used. Same with other "elite" missions.
I don't seem to do any visible damage with quills at all, how come?
15% reduction of defence, great. But, as a matter of fact, it translates into 5% extra damage. 5% for proper weapon, slightly more for "normal" weapon. Seems to add a fixed number, which is wrong, in my opinion.
I believe poison is supposed to make your own attacks stronger, proportionally to damage you deal with your weapon. And strongest poison should do enough extra damage to make it count. Currently poison gives almost zero extra damage, not enough to make it noticeable unless you're fighting a boss with a very high amount of health.
"make it count" - saving one swing of a powerful enough weapon. Like, instead of 6 swings it should defeat monster in 4-5 swings. Otherwise there's no real point in poison, just a fancy little thing that does nothing. This is my personal opinion.
I'm still standing at my opinion:
Caustic Quills makes no effect on the game. With and without it - there's absolutely no difference.
If universal cooldown is removed, Battle Sprites may actually become useful. To a small extent. Currently they seem to be more of a fancy accessory to me, than a "battle companion" (my companion only eats and gets hungrier, but never does any impact on the game... its useless).

earthbound, just because a skill seems not fitting for a battle sprite, it doesn't mean it should stay weak. besides, if you use flame barrier for the defense buff, you are mad. use it for the damage, it should be high with high star rating.

k, but it doesn't fit the drakon's theme.

I remember one of the Sprite missions saying that the Drakon was for "front-line fighters", not just pure offense. There is some level of offense in adding more defense to Flame Barrier, as well.
Flame Barrier isn't effective where it counts: enemies that can actually fight you and have reasonably smart AI, like Jellies, Gremlins Thwackers, Mecha Knights, Almirian Crusaders, and anything else that'll mess you up if you stay close to them for too long. This restricts you to using it on stationary or massive enemies, like turrets or lichen colonies. A boost in damage reduction would allow you to take some hits in return for dishing out some big damage. Ramping the % up to somewhere around 50% sounds bad on paper, but look at 20% and see how it doesn't actually help you. In T3, it's unlikely that 20% will let you make even a single extra mistake. Think of it like a Fang of Vog charge attack- you trade some of your health dealing massive damage to prevent you from taking any more damage.
I recently noticed something about the defense boost from Flame Barrier, and presumably this works the same way with Iron Heart Attack and Shadow Cloak. The buff only reduces the damage your health takes- your shield continues to take full damage. I think allowing these buffs to affect your shield would make the added defense more meaningful, especially because it's harder to predict when you're going to take damage as opposed to being able to block it. Opinions?

Im a drakon user and im quite unpleased with it. what do you guys suppose to change to it?

From what we've discussed so far, I'd say...
-Higher damage on Firebolt
-Add initial damage to Firestorm
-Increase the defensive power of Flame Barrier
And in general, remove universal cooldowns.

I believe this kind of buff can be applied to all pets, but its a hard task - add too much and they'll be overpowered.

buffing drakon?
increase fireball damage and knockback.
flame barrier should have like a 75% chance to set things on fire.
firestorm should have an initial attack that deals fire, should get ash of agni effect as an ultimate, and should be renamed fire blast. with moar blasts as the other ultimate.

Should probably rename your drakon to firecracker at the same time >.>

also, the maskeraith seems to be the most balanced sprite of the three atm.
As for universal cooldowns... They are fine. If they had separate cooldowns, then it would be way too OP. As another user pointed out, we could spam all the sprite attacks in one go and do it all again in a fairly short time.

I remember reading an excellent suggestion once when sprites were in beta. The person suggested that whenever a skill was used, both of the other skills would go on half their usual cooldown. It both prevented battle sprite skill spam, and promoted the usage of all skills. I wish that had been the system they went with. Overall, I still don't mind the cooldowns. I got along just fine without my sprite, so who cares if it's not incredibly useful? My favorite part of the battle sprites is probably the perk system anyways, not the skills.

I can go invisible with my maskeraith, and I also can shoot poisonous quills at people. The invisibility can get you out of some really tight spots, and I can shieldbump enemies away before attacking.

Now that I've hit 100 with my Drakon, here's some updates to my feedback.
In GENERAL, I think that all percent-based damage reductions should instead become mini-shields. This would add more depth to gameplay and also open up some silly stuff for skilled players. Maybe do some neat stuff like buffing Flame Barrier but cancelling it prematurely if the shield breaks?
Starting off with Drakon, I feel as if the Meteoric Firebolt upgrade makes it a decent skill to use, but it still feels very weak to use. The most damage I've been able to get out of it is using an Electron Vortex... and ironically, i'd deal about the same amount of damage if I kept spamming my Vortex instead of stopping to cast it, or twice as much if I used a single hammer-dash. I still think it needs a boost in power.
Concerning Concussive Firebolt, it should not have a chance to inflict Stun, but a guarantee. You're giving up AoE for Stun. I think that's enough of a reason for consistency. Heck, go ahead and give it guaranteed Fire. It's only gonna hit two of the five enemies you could be hitting, anyways.
Scorching Barrier is a nice improvement, but like with Meteoric Firebolt, I still think it needs a little more. Maybe up the defense on it. Backfire Barrier has a lot more utility.
Backfire Barrier is probably the most fun skill to use in the game. A short windup... and you're lightning. The two-second burst of speed it gives you allows you to dash behind a wall of Mecha Knights or Bombies to cut down the Menders or Deadnaughts. That speed is hard to use, but once you master it, just like with a Rocket Hammer... oh man I love this one so much. It has a ton of synergy with the existing use of Flame Barrier, which is getting in something's face and being rewarded for it. My only gripe is that it takes a second or two to start up after you cast it, which pretty much eliminates a lot of tricky stuff you could do, like dropping a vortex in the center of the last wave of Mecha Knights in an arena's third fight and then bolting away. Give Scorching Barrier the defense boost buff, but give this one instant cast time.
I haven't seen much use of Frenzied Firestorm to be 100% sure about what I'm talking about here, but I think it's Damage/ASI Max. If so, then it makes Firestorm an alright skill to use (if it didn't have such a hefty cooldown, anyways!). It wouldn't hurt to remove the element of chance from this, as well, by giving a guaranteed proc on the buff if you manage to hit 4 enemies with it or something.
Explosive Firestorm. Man, I was so hopeful this would make Firestorm viable, but it really didn't. It's way better of an idea to just hold off on using this so you have Backfire Barrier at the ready instead. It deals about 1000 damage to targets in the center of the explosions (using the correct harness, about 700 from explosions, 300 from fire), which is assuming they're kept perfectly still for the entire duration of the skill. Enemies on the outskirts of the skill take about 400 damage (2 explosions + fire). This all sounds great on paper until you get to the part where you absolutely NEED a Vortex bomb for this skill to be remotely effective, that it locks out all of your skills for around 40 seconds, and deals around the same amount of damage you would if you had thrown out a charge attack, took half a second to swing and dash with a hammer... et cetera. Its only strong point is that it staggers some enemies. Needs a buff.
Now let's talk Seraphynx. I think I see two archetypes with the ults here- help your team by boosting the damage you deal, or reducing what you take.
Disintegration Ray is fine, in my opinion, but I think Dazzling Light Ray should be reworked so it reduces the damage enemies deal instead.
Iron Heart Attack should buff people straight out without requiring them to pick up orbs, and the "mini-shield" idea I presented earlier would work extremely well with this.
Violent Heart Attack is pretty similar to Haunted Haze, so to promote diversity and keep to the offense/defense support theme, why not give a damage boost to whoever's near an enemy when it dies?
Seraphic and Valkyrian Auras are perfectly fine in my opinion; just gotta work out the kinks in the design of Aura itself (namely, how confusing it is to tell how long your shield lasts and how much it can absorb).
Maskeraith time.
Vengeful Quills are fine besides the part where the initial target only takes a fourth of the quills' normal damage... fix that and it's great. Virulent Quills should have their 'chance' replaced with 'guarantee'.
Deadly Shadow Cloak is alright. Vengeful Cloak should always stun instead of having a chance.
Haunted Haze should spawn explosives even if it isn't the cause of death. Chaotic Haze should have a guarantee to deal a status (while keeping the "random" status mechanic).
Reward players for playing with skill and timing, and eliminate chance from abilities. Encourage creative play, not lucky play.
Also, I like the idea of a half-cooldown system. Lock the skill you used for full-time, and everything else for half the cooldown of the skill you used.

Quills do damage. Go to guild training hall. Fire quills at a slime bag. Attack the bag with your piercing weapon. This will let you see the damage numbers of the quills very clearly. In normal fights, the damage numbers get jumbled between your own damage numbers so that's why you haven't seen them.
The point with defence debuffs is to support weak multihit weapons. You do an extra 20 damage against moderately poisoned targets. If you have a damage max gran faust charge, that 20 damage is going to be like 3% or whatever, but it's a flat 20 damage no matter what you attack with. Poison is made to greatly boost the DPS of weapons that hit as many times per second as possible. Antiguas, autoguns, cutters, shard bombs, DR. Meanwhile, the entire point of heavy weapons is to bypass defence in the first place, so of course they're not going to benefit as greatly from defence reduction as weapons that don't.
Poison users pick ASI over Damage, favour DVS over Gran Faust. This isn't you. You want as much damage per hit as humanly possible and you picked the wrong sprite. Get a drakon when the opportunity presents itself, and enjoy the Firestorm ultimate that boosts your damage and attack speed by ridiculous amounts.

One of my friends, Quotefanboy, had the excellent idea of making Explosive Firestorm what Firestorm always is, replacing its spot with a built-in vortex effect.

For the drakon you don't need the 2 others. The cooldown is too long to be helpful. For the mask the invisibility should be lowered by 5 seconds. And while the invisibilty is on the other abilites should have a cooldown that ends once you are done with invisibility. I mean, what if you use invisibilty while using hexing haze? The enemies wont hit you and you are like a moving haze bomb. The sure just needs individuals cooldowns. Drakon needs the smallest cooldowns or a reduction of 10 seconds on its second ability and a 15 second reduction on its 3rd ability.

Everyone seems to be saying that they can use a weapon rather than using the sprite's abilities. The thing is, sprites are kind of meant to be support tools rather than direct weapons. I agree, some sprites ARE more powerful than others, and that should be balanced, but is it really necessary for you to make sprites as powerful as weapons?

If a sprite's main focus is to deal damage and I outdamage it by spamming everything I already have, and only have a use for it to buff my own damage and to reposition quickly, something is wrong.

I'm back. Again. No, I'm STILL not done adding stuff to this; I keep hearing and finding new stuff all the time. I think this post is gonna be big enough to warrant an update to the OP though. I've found out some of the stuff I've said is wrong and some of the stuff I've suggested need some modifications.
In general, all percent-based damage reductions now apply an "overshield" to your health bar instead, displayed as cyan bars. This opens up more options for skilled play and also makes skills that boost defense more useful. In addition, cooldowns should not be universal, instead giving the used skill a full cooldown but other skills half of their normal cooldowns (if a skill has more than half of its cooldown, and another skill is used, nothing happens to that particular skill, of course). The cooldown changes are to give Sprites more of a presence in gameplay without making them totally spammable, since the skill-specific changes I've listed are gonna make them more powerful to begin with. Harnesses should also boost your Sprite a little more than they do now; 160k crowns for 15% cooldown reduction is kinda excessive. Maybe ramp it up to 10% at Advanced and 25% at Elite. I'd also like to see some way to give our Sprites certain appearances without having to work our skills around them or being an eyesore for it. Hulk arms on my Drakon just don't fit when I didn't take Concussive Firebolt for the nose spikes and Scorching Barrier for the beard.
So let's talk Drakon. His abilities don't deal enough to surpass my own weapons and I actually deal less damage by stopping for a second to cast an ability instead of continuing my spam of put-weapon-here. His main uses so far are using Backfire Barrier for bursts of speed and Frenzied Firestorm to buff my team's attack speed (the damage boost is negligible; stuff still dies in the same amount of hits with or without it). I only ever use Firebolt when I have multiple enemies vortexed and I want to set them on fire. I think he should be the most offense-aimed sprite, but he should be able to buff your attacks too instead of just substituting them.
After some discussion with people in-game and according to my own opinions, this is what I'd like to see for Drakon:
Firebolt: Increase in damage. Guaranteed chance of Fire.
Concussive Firebolt: Guaranteed Stun, stagger, and massive knockback.
Meteoric Implosion: Same as it is now, but also adds some damage and pulls enemies to its center.
Flame Barrier: Works with the "overshield" mechanic mentioned above. Changed to an area-of-effect move instead of being limited to orbs. Backfire Barrier's initial speed boost is now part of the base skill. If the overshield breaks, the skill ends prematurely.
Molten Armor: The fire effect is now guaranteed, and the health of the shield is increased.
Backfire Barrier: Extends the duration of the speed boost while also giving an ASI boost.
Firestorm: The old Explosive Firestorm's effect is now part of the base skill, with a bit of a reduction in power.
Explosive Firestorm: Increases damage of each explosion, increasing their range so they hit everything in the area of effect, and stuns enemies.
Searing Firestorm: Lowers enemies' defense.
The goal of these changes is to provide two clear themes for Drakon. The first is heavy flat damage and defense with crippling Stun and a way to force an enemy out of the group, appealing to players who want a simpler playstyle or one suited for getting in things' faces. The second appeals to players who want to amplify their own damage and approach fights more tactically, with tools to crowd up enemies, lower their defenses, and repositioning yourself more quickly.
Next up, the Seraphynx. There aren't too many problems with Sera fundamentally, but there is some stuff that needs to be tweaked.
Ray of Light: Removed hit limit on most enemies (excluding bosses and larger enemies); reward players skilled enough to keep them in range.
Dazzling Light Ray: Instead of dealing more damage to Fiends and Undead, now reduces the attack power of enemies.
Disintegration Ray: No change.
Heart Attack: Highlight hearts that drop as a result of this ability... just so we know how much it actually helps, and so Seraphynx users stop looking useless when they're not.
Iron Heart Attack: Now works with the "overshield" mechanic, applying it instantly to your team (individually) when a marked enemy dies.
Violent Heart Attack: When a marked enemy dies, your team gets a bonus to attack power and speed for a short time.
Angelic Aura: Duration and shield amount increased. The skill now gives teammates individual overshields. Friendly fire removed.
Seraphic Aura: Effects persist after the overshield breaks.
Valkyrian Aura: Effects persist after the overshield breaks.
Dazzling Light Ray got changed so it fits better with the "boost attack or boost defense" theme Seraphynx has, and because there's no reason to get it when defense reductions work across the board instead of against two enemy types. Iron Heart Attack got changed because it's silly to have to pick up your defense boosts, and because flat damage reduction is more useful than percent reduction. Violent Heart Attack is changed because it's pretty much the same thing as Haunting Haze and so it fits with Attack/Defense. Angelic Aura's removal of friendly fire is obvious, and individual overshields are there so someone can't get greedy and "steal" all the protection and kamikaze with it. It's got a longer duration and damage cap now because it's pretty wimpy as is, and it'll especially be if it's individualized.
Maskeraith, again, not too many comments. He's probably one of the best starting out.
Caustic Quills: No change.
Vengeful Quills: No change, now that they've been fixed.
Virulent Quills: Now have 100% chance to explode.
Shadow Cloak: Overshield with a large amount of defense reduction. Cloak doesn't break when you take damage, but everything else still breaks it.
Deadly Shadow Cloak: No change.
Vengeful Shadow Cloak: Inflict moderate Poison on enemies that you walk by. The explosion now has a guaranteed Stun, a little bit more range, and can break blocks.
Hexing Haze: Radius reduced, damage and duration increased, map-wide purple haze effect removed.
Haunted Haze: Spawns a ghost whether the Haze was the cause of death or not. Ghost damage fixed; no longer does 7 damage.
Chaotic Haze: Radius increased. The status is still random, but you're guaranteed to deal one.
Virulent Quills can now compare with Vengeful Quills; they're more effective against larger groups. Cloaks now have massive overshield and don't break on damage because they're extremely frustrating to use in group play, especially in T3 where almost everything has more AoE. Vengeful Cloak now allows you to debilitate more enemies instead of completely obliterating specific enemies with Deadly Cloak. Hexing Haze seemed too easy to use to its full potential, so its radius is reduced but it deals more damage and lasts longer in return. Haunted Haze gets bugfixed and made viable in group play. Chaotic Haze has less damage than Haunted Haze, but marks enemies more easily and makes them play the Status Roulette, making it easier to use but potentially harder to work around.

"Searing Vortex: The firestorm now has a vortex in its center that lowers enemies' defense."
This is an autowin button, and basically has the opposite problem of what you're experiecing. Instead of, as you feel, weapons making Drakon redundant, Drakon would make weapons redundant. Every Drakon owner can just vendor their vortex bombs. People would get kicked out of runs for not having Drakons because they can't contribute to keeping up the perpetual, 1000-damage per cast, defence-lowering, vortexing spell that you may or may not even need to bother throwing in your own damage against.
I don't necessarily disagree with Firestorm needing a buff, but this is way too far.
Vengeful Cloak has guaranteed stun already. At least, the chance is so high I've never seen it fail. The only chance I would add to it is to allow it to break blocks and increase the radius to match a 3* bomb.

It's 1 AM and I'm drunk on Diet Coke. I'm surprised I didn't make more than one stupid mistake in that text-wall.
I'm changing it just to lower defense, that's more reasonable, I think.
This is the part where I remind myself not to post at 1 AM while drunk on Diet Coke, but the only time I really want to write anything is at 1 AM after I've ingested far too many bottles of chemicals.

Let's see if we can't meet halfway here. I, of course, have my own ideas of how the skills should or should not be changed.
Fireball
Your suggestions here seem mostly fine. Give it a bit more damage damage in general, make the stun on conussive guaranteeed, inverted knockback on the meteoric one. Seem like fun. No need for the massive knockback or further extra damage, I think. Guaranteed fire would definitely be nice too.
Flame Barrier
I like the orbs. :< They allow you to deal extra damage by mindfully moving counter to your orb rotation. Overshield is cool, though, and I certainly wouldn't mind the ultimate boosts.
Firestorm
Have each fire field make some initial damage on deployment, about the same amount as one caustic quill. The fire damage should be buffed to match strong fire. They're a bit less than moderate fire at the moment.
The ultimates stay as they are, possibly buffing explosive a bit if it still proves underwhelming.
Ray of Light
I'm not a fan of hit limits, but I recognize the developer's desire to not make this a great offensive ability, keeping the sprite defensive. There should be two seperate aspects of the beam; one for damage and one for knockback/interruption. The damage may keep its hit limit, but a greaver should be able to be interrupted no matter how many times the beam has previously hit them.
Dazzling Light Ray should widen the hitbox and increase the sideways knockback, emphasizing its wall-purpose. The fiend bonus was silly. Disintegration is fine.
Heart Attack
I agree, though Violent Heart Attack should just be fixed so it works as intended, not changed entirely. Also increase blast radius.
Angelic Aura
Should be a bit larger, a bit stronger. There should be an indication as to how much health the shield has left.
Caustic Quills
Are mostly perfect. Virulent Quill's purpose is to spread poison throughout a group, rather than damage. The chance of an explosion seems to be somewhere around 10%, or one quill per cast. Double this, make the blast radius equivalent to a 3* bomb. Right now, Vengeful just seem better at everything, offering more damage and more spread. Alternatively, 100% chance of explosions is cool.¨
I'll have to get back to Enfeebler and ask for his opinion on their effectiveness after the patch.
An alternative is to leave Virulent Quills as is and totally change the purpose of Vengeful. Virulent's attraction would be in remaining as the stable, high damage against a single-target while Vengeful Quills would specialize in spreading damage boost and poison throughtout a group. Nerf Vengeful Quill's damage severely and have then spawn more Vengeful Quills instead of Caustic ones. It forces a playstyle where you constantly damage everything on the field to make maximal use of the quill damage, and would be a fantastic buff to shard bombs. There could be a limit to total duration of each quill, both in amount of rebounds as well as time, but don't make it too low.
Shadow Cloak
Could have an MSI buff instead of a defence one. Not a very large one, just an extra 8% when maxed.
Vengeful Cloak's bomb should have a little bit more radius. Again, have it at least match a 3* bomb.
Hexing Haze
Agreed. The time extension mechanic should matter a lot more, capping at a total of 20 seconds rather than 10. It's also too visually cluttered, and often it gets not just myself, but my entire team hurt. Damage is fine. Perhaps a nerf to compensate the longer duration made possible, but total damage should be higher if you manage to make full use of the duration.
No need to do anything with haunted haze other than making the ghosts worth it. They have 100% chance of spawning as long as you use the hex right, and that's awesome in places like the compounds and the fight against the royal jelly. As long as the ghost themselves actually do something meaningful, (which they currently don't), having them spawn regardless of what killed the enemy would be overpowered.
Chaotic Haze is a bit eh at the moment. I suppose 100% infliction would do it, but then the chance of curse would need to be lowered greatly. Perhaps even removed.

"No need to do anything with haunted haze other than making the ghosts worth it. They have 100% chance of spawning as long as you use the hex right, and that's awesome in places like the compounds and the fight against the royal jelly. As long as the ghost themselves actually do something meaningful, (which they currently don't), having them spawn regardless of what killed the enemy would be overpowered."
I can understand your reasoning behind this, but what you don't see is that if you use this in a team that no one is going to just "leave the enemy at low hp."
Therefore it would only make the skill viable in solo-play. Which is pretty unfair to the player.
It's basically how I feel when I play with friends with my Bio-hazard. I by the time I get one charge off on the enemy they already killed it with their swords. If the common shot put on charges, and my charge blew up all the charges (albeit a lot weaker damage) it would be a lot more fun in team play, but now with friends everyone's attacking what you're hexing. Since we have so much power as knights, it kind of makes its viability little to none.
There's also 2 things you have to consider:
A.) The ghosts are inaccurate as all heck
B.) The ghosts don't have to do "that" much damage. Making them easier to spawn for less damage sounds a lot less overpowered then making them "kinda hard to spawn" but really strong, so those people who know how to make them spawn (Like dust bunnies) could wipe an entire room without trying.

Good point, though I'd still prefer the ability to encourage teamwork and communication. That'd kind of Maskeraith's deal.

Ray of Light with its current damage/duration and no hit limit would be absurdly powerful, possibly outdamaging Caustic Quills. Rather than a hit limit, I'd prefer diminishing returns: each consecutive strike on a target deals 10% less damage.

@Zeddy
Firebolt: I'd think giving Concussive Firebolt better raw power than the revamped Meteoric Firebolt would help balance them against eachother; Stun isn't *that* useful, especially compared to more AoE. Meteoric Firebolt would be trickier to use and have higher potential damage, Concussive Firebolt would be simpler and be less damaging overall but more reliable. I can see knockback being a little overboard, though. Gonna edit that bit out of the OP.
Barrier: I know, the orbs are a neat mechanic, and I hate to say this myself, but they just aren't worth working with. I swear they're nitpicky on when they hit things, it's like it only hits where it's about to rotate to instead of where it is already. Then this is the part where I whine and complain and have my usual paragraph about it not doing enough damage to warrant stopping my own attacks, you've heard this a million times. I think changing it to a consistent circle of damage would help it a lot.
Firestorm: Yeah, I now see I was still putting a little too much here, especially if the cooldown system is getting revamped. Initial damage and strong fire sounds good to me. I still want some sort of change to Frenzied Firestorm; it's only good for its ASI right now because of how small the damage buff ends up being. Enemies still die in the same amount of hits. Maybe a small boost to CTR would be good? Perhaps not as powerful as Valkyrian Aura.
Ray of Light: Changing this to "diminishing returns" as Orbwanter suggested. I'm not trying to invalidate defensive Seraphynxes, I just think it needs a little more oomph, if not only for interruption.
Dazzling Light Ray: I think your idea's better than mine, honestly. I'll edit something like this into the first post.
Violent Heart Attack: I want this revamped entirely because it's so similar to Haunted Haze, like I said.
Angelic Aura: Nothing important to say here.
Quills: Ohohoho man that revamped Vengeful Quills would be fun. Making some changes here too.
Cloaks: I'm in favor of a large shield rather than higher MSI (though Deadly Cloak keeps its boost) coupled with no decloak when you take damage because of how much spam enemies throw out in T3. It'd allow you to take a couple wayward hits so you could move around as necessary, without being stopped by that random Mecha Knight spin attack bullet. I agree with the range buff on Vengeful.
Haze: I haven't had too many problems with its actual animation, but that screen-wide purple effect is maddening. I'm suggesting a (small) damage buff alongside the range reduction and duration boost because it's gonna be way harder to use to maximum effect.
Haunted: See Quote's post.
Chaotic: I'm gonna remove my proposed range reduction on this one, I just realized how powerful this is gonna get with a buff to Haze at base. I don't think it needs any further tweaks; while it can cause Curse, it's somewhere around a 15% chance (depending on if it causes sleep or not).

If the haze can extend to 20 seconds and there's a 15% chance of curse per mark (can't cause sleep btw), that pretty much means most things will get cursed for the duration of hexing.

Still, it's not reliable. Just because the haze can extend to 20 seconds doesn't mean that whatever you're marking is gonna live that long.

I've recently seen damage test results from some friends of mine, and I'm kinda sad now.
Drakon is actually the least powerful when it comes to offense, which is kinda his entire selling point. Here's some reasoning for a lot of the changes I've suggested.
Let's compare first abilities. Drakon's Firebolt deals around 220 damage with a bonus 200 from Fire, only staggering small enemies and turrets while in smaller parties It can hit multiple enemies if you pick Meteoric Firebolt. Seraphynx's Ray of Light deals about 100 damage per hit, up to five hits, with AoE. It staggers more consistently, and can increase the damage enemies take by a little over 10%, giving some good power to multi-hit weapons. Ray of Light can also be used defensively as a wall, and isn't blocked completely by Mecha Knight shields or mini-jellies. Next, Maskeraith can poison enemies, again slightly increasing the damage they take, and dealing upwards of 600 if you break the quills. Vengeful Quills spread that damage and poison around, too. Even if you have Meteoric Firebolt and nail multiple enemies in one go, Drakon is statistically the worst here, only winning in the range department. That's pretty bad.
Moving on to secondary abilities, Drakon's Flame Barrier is extremely risky to use on the enemies that are reasonably difficult, with a 20% damage resistance that ends up being negligible (but might be a lot better with overshield mechanics). However, he gains utility that nothing else does in the form of massive MSI bursts with the Backfire Barrier ultimate. Seraphynx boosts the amount of hearts enemies drop, allowing you to play more carelessly or trade your health for great damage opportunities, then gain it back. Iron Heart Attack boosts the team's defense by 20% if everyone knows about the orbs. Maskeraith's Shadow Cloak allows for the same repositioning potential that Backfire Barrier gives, and also gives you a massive (~55% raw damage, more with ASI) damage boost with Deadly Cloak. Deadly Cloak also gives you some MSI while you're cloaked, slower than Backfire though. Drakon might seem okay here, except for the part where the only thing he's got above the other sprites is a two-second buff that's an addition to an ability and not the ability itself. Worst here too.
And finally, the third abilities. Drakon's Firestorm is virtually useless save for being an Ash of Agni until you get Explosive Firestorm, where it deals some damage, but not enough for how much setup you have to do for it to be truly effective (vortexes, clearing enemies that can block it, positioning yourself so the third and largest circle will be on top of the enemies). All that ends up being ~700 damage on average, which I can easily surpass with my own weaponry. It's totally useless besides for its ultimate add-ons concerning fire-resistant enemies, too. Next, Seraphynx's Angelic Aura. Ignoring the friendly fire bug, it allows you to completely IGNORE a few hits, which is amazing both defensively and offensively. Seraphynx then gets a choice between bonus shield regen, which nothing else can give, or extra CTR, which means you can take your bomb or sword of choice and spam it in the center of a crowd. Maskeraith gets Hexing Haze, which can deal 1k amongst a group of enemies, not even taking into account his ultimates. It's got a generous amount of range, letting you stay out of melee range. Drakon is the clear loser here. Again.
Drakon needs the most preparation and careful use for every single one of his abilities and is STILL the weakest.

While all that sounds pretty bad, have you accounted for all of Drakon's abilities having a shorter cooldown than the other two sprites?
Also, which depth are these damage numbers from?
I'm currently in the process of raising a Drakon so I can do some comparisons of my own, so I'll get back to this topic.

Having a shorter cooldown doesn't necessarily mean it's more offensively oriented, since it's not like you're going to make the pet use or spam the skills all the time the moment the cooldown is over. A sprite's skill should be used in situation that it's deemed fit in, not for using it as much as you can so you can rack up damage, since it obviously doesn't work that way. A sprite being able to spam skills faster doesn't make it any better offensively.
And if it's true that Drakon's skills requires the most preparation, then they're especially not as spammable if you want efficiency.

Does it matter if they have a shorter cooldown if they're so bad by comparison? I think the differences in utility and raw damage are pretty massive.
Drakon data is from T3 Guild Training, and the other data is from Quote. Assuming that the other sprites' data isn't from T3 Training and instead very close to the core, change "220" to "260" on Drakon's firebolt. Still pretty weak.
Also, I claim that they take the most preparation because they're laughably weak unless you make an effort to make them more powerful.

Hexing Haze does not do 1k damage at T3 training hall. It does 250 per hex, and you can hex an enemy at most 3 times in the ability' duration.
Meanwhile, explosive firestorm does your 700 damage + 300 damage and it can be cast more often. Alternatively, it does your 300 damage and boosts your entire team's damage and ASI. Not just yourself for 2 seconds, but your entire team for like 15. You can keep your team significantly boosted damage-wise for most of the time.
I had Soral test his Deadly Cloak, the damage bonus provided upon uncloaking doesn't last long enough for even one Nitronome to go off, so it's a really short time. I'll grant it was a really sick damage bonus, but DPS-wise firestorm wins out by a wide margin here.
And what's this preperation time required for Drakon's abilities? Where's the preperation time in surrounding yourself with fireballs and rushing into the enemy crowds? Where's the preperation time in launching a fireball? Firestorm requires you to have a crowd sort of gathered, sure, but you can kite enemies into the fire after casting, as wel.
And don't give me that crap about your brandishes doing more damage in the same time it takes you to cast a sprite ability. Abilities don't make you stand still, and to optimally use a brandish charge requires far more preperation than anything you can do with Drakon.

It sounds very true to me that Firestorm is basically literally useless without its ultimate. Besides its aesthetically flashy effects, the skill does almost nothing except set some enemies on fire, which offensively can actually easily surpassed by its Firebolt, and along with that, gives you the longest cooldown Drakon can have. Then again, I haven't leveled it much, but for me right now, the skill can barely even burn a single enemy, and the burning does negligible damage if it does manage to.
As for it's Firebolt... I've found more use for it for attacking objects (not enemies) and switches from afar rather than for attacking enemies. As for interrupting turrets, you'd need careful timing to do so as there's a delay before the firebolt is fired. Not much use either in battles for me.
Flame Barrier barely reduces the damage you take for it to matter enough, and damage you can do with the rotating fireballs themselves is also negligible unless you can stick to the enemy long enough, and the only enemies I can ever do that to are enemies that I can literally toy around with even in giant swarms of them without taking any damage and easily take them out with next to no trouble. In times when I'm up against enemies that I'd need some extra defense and offensive power? It barely helped at all. This skill is only effective for me against enemies that I'm use to easily slaying without trouble, and it doesn't make them die much faster either. It barely helps at all during times when some extra defensive and offensive power would actually matter.
And if you guys are wondering how high leveled my Drakon is in comparison to my equipment, I've been using 4* weapons in stratum 5 while my sprite is over level 50 right now, meaning 4* as well. Firebolt and Flame Barrier are both maxed out in skill points. I do have some 5* weapons, but I've been using only 4* weapons as well during my runs with it. I've been running through ice themed areas with it, and it barely made a difference at all. I was hoping it'd be more useful when it got lvl 50 and became a tier 3 battle sprite, but I was pretty disappointed with the results of it so far. Just my observations so far. I really might not have been using it right though. It also may not help that I have been using a Blazebrand for a while (which is now a Combuster now).

I thought those numbers were a little off, but it doesn't make too much of a difference.
700 + 300 is the statistic for enemies that are kept completely immobile in the center of the attack for the entire duration. I used 700 as an average because in larger mobs, which are the only times it's sensible to use it, not every enemy is going to be dead center. Enemies can't stack directly on top of eachother, funny as that might be if it was true.
Frenzied Firestorm boosts your damage and your team's by about the same percent as a Disintegration Ray's debuff, but still does pitiful damage and still has a 44 second cooldown; it's main appeal is its small buff, which isn't awesome enough to warrant having so little damage (and I swear I've gotten people to take damage because of the golden flashes and the sudden increase in speed). Frenzied Firestorm also lasts for about 8~10 seconds (IF YOU KEEP SOMETHING IN IT), not 15; the buff itself lasts 5 seconds and so does the firestorm itself. I don't think 44 seconds of cooldown time is worth it at all, especially when weighed against the other sprites' third abilities. And just a side note here: while it is the same percent as D. Ray, it deals less damage and is less reliable while also having more than double the cooldown.
It doesn't, not at all. Because it's a 50% boost to you directly as opposed to its own damage, it works exponentially the better equipped you are for the weapon you plan to nuke something with. By the time your Sprite is 95 assuming you started out without anything, you should have gotten weapon-specific gear and trinkets. A friend of mine managed a Blitz Needle charge attack with appropriate gear (and had hilarious results; it did somewhere over 5k). I'm certain you can do the same with a Nitronome... but then here's a twist; you can set down a bomb with a large lifetime before activating the ability and you'll still get the increased damage. Shard bombs, Dark Retribution, etc. Oh yeah, and that damage boost doesn't work with the typical Low/Medium/Maximum mechanics. Lots and lots of pain.
The "preparation" is because you need to create the perfect environment for each of the skills or you're pretty much hitting things with a fire-themed flyswapper. Flame Barrier is exempt because like I said before (and so has Cyderiax) it's borderline useless against anything that can give you a reasonable challenge; there's just no working with it. There's no "prep time" in launching the actual fireball or Explosives of Agni, but there's a lot if you want to use them to meaningful effectiveness. Going back to my damage numbers, those are with a vortex/against training bags. I guarantee you you're not going to be able to keep them where you want them without a lot of work, and from what I've done, most of the time and against most enemies there's no way to just "kite enemies into the fire" and get the same numbers.
I am gonna give you that crap again because of the whole "you absolutely need a vortex for this to do anything" message I keep repeating like a broken record. It takes about 5 seconds to fully charge and start the first part of a Vortex (with Ultra CTR), a half-second to cast the ability, and in the case of Firestorm, another 5 seconds for full damage. In that same amount of time I could have used 2 Brandish charges (VH CTR), each of them dealing 550 point-blank and at least 2 instances of a bonus 200 from the explosions. That adds up to 950 with a single charge. Conveniently, they also go through Mecha Knight shields, don't take 5 seconds to complete, and deal some other status unless you're using an Acheron for some reason.
But I guess if you're tired of that brand of crap you can have a different kind. Brandish charges don't inhibit your movespeed, take half a second to launch, and realistically don't need any preparation for "optimal use". Charge. Aim. Get in face for half a second and send stuff flying. Repeat. You don't even have to keep anything in their area of effect. You just have to kite. Vortexes aren't a requirement for them, just insurance. EDIT: You also don't need to have as good of a judgement with distance with a Brandish as you do with a Firestorm, since you want enemies in the biggest circle.
Edit 2: Yeah. I was stupid and forgot to mention anything past the half-second cast before now. Yes, stupid mistake.

This is an amazing thread. The amount of work (play) you've put into it, the excellent way you've written about it, and the sheer amount of information you've collected are phenomenal. Thank you so much for continuing to add to it as well. I've never really interacted with you in the forums before, but I'm going to pay more attention to your posts from now on. I've always found intelligence like yours very attractive and, uh, yeah, not sure where I'm going with that . . . okay, i'm leaving now . . .
Feedback on Maskeraith
Caustic Quills seems like the least useful ability ever made, at least on its smaller level. You see, it adds around 5% extra damage when you attack poisoned enemies. Maybe a little more if you add damage from quills breaking when you attack your target. But its still around 5% extra damage tops.
For comparison, poison needle gun (toxic something?) had a significant damage boost (15 to 30% if I remember correctly).
Didn't reach any other abilities yet so can't say much about them.
I don't play PvP. Its too laggy for me. This only concerns arcade, and I mostly do Vanaduke runs.