Greetings, Usually i don't like coming here and pretend something but i'm fighting with this issue from my first day in SotA. Air School magic fizzle chance is objectively exaggerated, i tested it with a full cloth carapacian set+wand+shield and while moving i'm still getting around 30% failure using chainlighting. A similar situation can be noticed while using weapons in full cloth set, at this point i'm wondering why air school have to be like that? Others schools, like death for example has much less fizzle chance and the skill effect is a 100% heal/damage so i don't think air is penalized for the stun chance which is much less dangerous than health transfer. Another example is Chaos Magic, it's much easier than air to cast (loading tip says it's the hardest one to cast) so i really think there is something wrong. With the exaggerated fizzles we're missing some of best combo/classes like shamans ,druids or inspired character, for example the classic Thor "the thundergod" (Hammer+heavy armor+Air). Talking in D&D terms, classes with the control of natural elements often uses medium armor+shield+weapon as favorite combo despite to classes like necromancers, sorcerers or mages which often are forced to a full cloth armor set. In my opinion all elemental schools must have less fizzle chance than magic schools. Maybe that would be a good inspiration source for new changes adding fizzle reduction if specialized in elemental mastery. What i'm asking to @Chris is to reduce the fizzle chance of air school magic to help the building of new classes and roles in game. Air magic is at the moment the hardest school to cast in game.