Keystone: Doomfire -Sorcery Tree-
Well, lets put it this way; there should be 4 keystones in each tree, and right now there are 2 that are free -sorcery and resolve-
> DOOMFIRE https://c-7npsfqifvt34x24e2v6q4m5x78qbz4lx2edmpvegspoux2eofu.g00.gamepedia.com/g00/3_c-7x78px78.hbnfqfejb.dpn_/c-7NPSFQIFVT34x24iuuqtx3ax2fx2fe2v6q4m5x78qbz4l.dmpvegspou.ofux2fx78px78qfejbx2f0x2f03x2fBcjmjuz_nbhf_gmbnfdboopo.qohx3fwfstjpox3d9850c456682d7e24dd5fc56e1gb649d8x26j21d.nbslx3djnbhf_$/$/$/$/$ : each of your abilities -damaging or not- apply doomfire to all enemies hit for 4 seconds. Doomfire deals minor true damage per second (1-12 + 0.25% of the target max life). Subsequent abilities will increase and stack the duration of Doomfire. The same ability that applied doomfire wont reapply it again on the same target -this means DPS abilities will only add 1 stack of doomfire and if you wan't to add another you have to rotate abilities. You can stack up to 12 seconds of doomfire on a target, basic attacks will add 2 seconds on targets affected by doomfire.
DOOM: whenever doomfire hits an enemy that is under 50% max health it gains 6 extra seconds and its damage is doubled. This effect is even greater if doomfire hits an enemy that is under 25% max health, gaining 10 extra seconds and dealing four times normal damage. AP and AD increase both doom thresholds. While Doom is active autoattacks add 4 seconds to the duration. While doom is active you gain sight of the target.
Doomfire is meant to be a replacement for http://mobalytics.gg/wp-content/uploads/2017/10/Summon-Aery.png in cases where you can't use it's versatility -shielding-
Likewise, it is meant for a "dps" build but without causing the old problems certain mastery created http://newsoflegends-content.s3-website-us-east-1.amazonaws.com/2015/11/Deathfires-Touch-Final-Icon.jpg like, by example, making the dps casters broken. In this case it is a mastery both for poke and spellslingers, and maybe even for some adc's.
Pros: -amazing damage against tanks -good hit and run damage -great for sustained and area of effect damage casters. -excels at executions and secures kills -does not create problems in overtime abilities -since the duration is the same regardless of the ability-
Cons: -early damage is really low -doesn't burst, meaning enemies have time to retaliate -it's damage does not scale with ap or ad -bad if the enemy has sustain -meaning you will have a hard time taking it below the threshold-. -you may die before it kills the enemy.