About skill modifiers in skill tree I just suggest to make them all cost only one skill point, and only if modifier increase potency of skill (for example Breath of Belgothian, Searing Might, Wrath of Agrivix), or when they change mechanic of skill (Tremor, Frenetic Throw, Thunderous Strike). Simple damage type changers like Tainted Power/Flame, Arcane Net or Dreeg’s Reproach doesn’t make skills better or worth - they just change damage type and nothing more, or doesn’t change damage much (Aegis of Thorns, Concussive Bomb). Modifiers with three levels like Discord, Terrify or Consecrated Blade may simply have level 3 power from start. Creation of new types of skill modifiers for many of existing skills I will left for GD2, if it will ever see a light.
Flames of Ignaffar for now are just a complete joke in comparison to Aether Ray after it upgrade by pierce through - it have very short range (5-7 meters in comparison to 30-50 meters of Ray, and close to same damage conus), almost two times less damage (and this is with 94 level legendary weapons, 430 vs. 240), and require almost two times more skill points then Ray (52 against 28). My own experience with FoI on Mage Hunter was extremely unpleasant and when I finally switch to AAR I start to feel myself as normal stream-type disintegrator but not as some lame pushover. Also, there is much more items in game that provide significant boost to AAR/PRM then to FoI.
Panetti’s Replicating Missiles have almost same disadvantages - small damage output, huge amount of skill points needed and very bad targeting of missiles. Especially, I want to speak about targeting which lead to very limited efficiency in any place with at least a little bit rough terrain - in many situations from my own experience missiles were blocked by invisible walls created by some insignificant ripples in geodata or objects of environment. Even with missiles’ medium flying range in most situations they doesn’t fly more then 5-10 meters and if I try to use some cover it will lead that half or all of my missiles will be blocked by invisible walls of geodata (even if my character is not visibly covered by environment). Also there is problem that missiles can easily miss if enemy of small size (human type or smaller) stand in point blank distance or interconnect with player - missiles will be generated behind the back of enemy without any harm to him, and it can miss if enemy is short in height. Aether Ray and Flames doesn’t have such problem because of 3D AOE effect, only Ray have problems on long ranges when locked on small enemies and start drilling the floor.
Thank you for your attention and expect for adequate criticism. Preferably not in the form of strike by nerf-hammer against the AAR after it become good thing.