I have a hard time justifying any of the ideas you've mentioned. 40 yard spread range on DoTs? Permanently crit capped Fireballs? And this one:
[*] Increase the range of Dragonsbreath to 40y but removes the disorient effect and the damage is increased by X%. (I liked the Dragonsbreath buff, but the range is a problem on some fights...)
A frontal AOE instant cast that hits for 430% spellpower, crits for 860%, can be combo-ed with PC for 989%/1978% spellpower, and you want it to hit harder and farther?! It's so strong that it's become a core rotation spell. The spellpower coefficient is 8x that of Arcane Explosion, and you can reset it with Cold Snap. I cannot see any merits to this idea.
It's on a
20 seconds cooldown and can only be resettet every
3 minutes. If you spam Arcane Explosion for 20 seconds you are at ~13 x 54,5% spellpower = 708,5 spellpower not counting mastery or haste and crits. And the range increase was more intended to fix the positioning needed for firemages to use Dragonsbreath on cooldown currently.
Dragonsbreath is not under our top 3 DPS spells and it wouldn't have an enormous impact to increase the damage when you look at fires current sims. Even on 4 targets Dragons Breath is on rank 5 in terms of DPS. A classtrinket like the one we are talking about would push Dragonsbreath max to Rank 3 and wouldn't boost our DPS by 8k which we are behind at the moment on singletarget fights.
40y spread on Dot's would be OP on which fights?
Hellfire Assault: Maybe a litte more DPS, but the mobs are already on a tight spot for spreading, but encounter sucks anyway for fire.
Reaver: No use, maybe on bombs but... no.
Kormrok: No use
Council: Would boost us to current WW Monk level. Not OP but good. Maybe on the Blasemaster Images with 4 more targets.
Killrog: Small adds would not be in range or too short living, no gain.
Gorefiend: Could fuck up people in the belly like current cleave/aoe trinkets already do, probably not usable here.
Iskar: Adds are alread together, maybe we would hit 1-2 more targets which are tanked away from the other adds.
Socrethar: No real DPS gain, even if we would do the ghosts cause they are already on a tight spot
Velhari: No use here cause add is already tanked next to the boss
Zakuun: No use here
Xhul: DPS gain here cause we would hit out of range imps and the jumping adds. Really good, but OP?
Mannoroth: DPS gain here cause we hit more Infernals or Imps. Not really OP but good DPS gain
Archimonde: Could hit more Infernals in the last phase but not really useful here.
So actually 4 fights would be boosted. Is that really too good? Having 4 Fights where fire
could do top DPS and on the other 9 we would still do shit DPS?
This is a fun thread and those are only ideas. If you find something OP but you like the idea, just adjust it? We will never see any changes to the trinket for firemages, we all know that.
But I like the idea on making flamestrike instant and giving it a damage increase. Maybe something like "Each time you cast Pyroblast, your next Flamestrike casttime is decreased by 50% and the damage is increase by X%. Stacks up to 2 times".