Level 1:
a) [Q] Decreases the cooldown of Lava Blast by 2 seconds, and restores 50% of its cost if it kills any target.
b) [W] Increases the width and sight radius of Magma Fissure by 25%.
c) Demolitionist
d) Regeneration Master
Level 4:
a) [Q] Increases the splash damage of Lava Blast to 75%.
b) [Q] Lava Blast leaves behind a mine, which detonates if stepped on within 6 seconds.
c) [D] Flame pools burn enemies who pass into them.
d) Firelord: non-boss mercenaries in a large radius around Ragnaros deal 50% increased damage. Reduces damage taken from mercenaries and minions by 50%. [Mercenary Lord variant]
Level 7:
a) Battle Momentum
b) [W] Attacking targets within Magma Fissure deals 20% damage to all other targets along the Fissure.
c) [E] Increases Sulfuras Smash damage by 40%.
d) [Z] Decrease the cooldown of Lava Pool by 2 seconds, and decrease submerge time to 2 seconds (still increased up to 5 seconds if under attack).
Level 13:
a) [Q] Lava Blast can now target Lava Pools with double range and splash radius. This deals bonus siege damage.
b) [E] The bonus range gained per target struck by Sulfuras Smash is doubled, and the maximum increase is doubled to 200%.
c) [Q] Lava Blast now marks the target for 2.5 seconds, allowing Ragnaros to basic attack the target regardless of range.
d) Relentless
Level 16:
a) [W] Increases the initial damage of Magma Fissure by 150% against non-heroic targets.
b) [E] Sulfuras Smash knocks back enemies in melee range.
c) [E] Sulfuras Smash summons a Son of Ragnaros at the impact point with an immolation aura.
d) [W] Enemies killed on a Magma Fissure heal Ragnaros for 3% maximum health.
Level 20:
a) [R1] Living Meteor lasts 2 additional seconds and makes targets vulnerable, increasing damage taken by 25% for 3 seconds.
b) [R2] Fury of the Firelord is now cast around Ragnaros in addition to his cast location.
c) Fury of the Storm
d) [Z] Lava Pools now appear anywhere you complete a Takedown, at the impact point of Magma Blast, at the end of your Magma Fissure, and at the end of Sulfuras Smash.
Does living Meteor travel through heros or stop at the first one hit? Seems very similar to pyroblast.
I love how the smash travels along enemies.
Living Meteor travels through targets and *could* hit all enemy heroes. The first target can steer it away from their team. Then, it will try to proceed to the next hero but likely won't make it in time due to slow turn speed.
I hadn't considered movement along Magma Fissure and I think that could be an interesting talent. His normal attack is a ranged fireball, but for targets along the fissure, his attack will travel through the fissure and erupt to strike the target, with very fast projectile speed.
The Fire Wall doesn't seem like it does enough to warrant being the trait. Traits are meant to be what defines the Hero from the others. Magma Fissure would be a defining Trait if you made it one and he used it as his primary short range mode of transport. You could even spice it up and give him a regen boost when traveling on it instead of the attack range boost. Imagine him healing from the gases or lava, although you would need to lower his Health it's quite high.
It could be something like.
Magma Fissure: Send out a Fissure to travel along. Restore 1.81(+0.31 per level) health per second while on the fissure. Lasts for 240 seconds.
Or
Move 20% faster along the fissure.
You could create a whole chain of fissures to move all sorts of places, but i'm getting carried away now for it not being my concept. Also get rid of the automatically collecting regen globes though. With Regeneration Master and his high health thats op.
I'm going to be stubborn regarding movement. I want Ragnaros to be quite powerful, but indeed he is totally vulnerable to targeted abilities. I also want to work on the interactivity of playing Ragnaros, since you don't have the decisions/gameplay regarding movement when playing him.