The tree could definitely use a rework pass to make it a bit less front-loaded into the super and give it some much-needed neutral game improvements that aren't situational or lackluster. Combining Fated for the Flame and Everlasting fire to open up a perk slot would be nice. Heck, I wouldn't even mind the tracking aggression being cut down a little. As nice as it can be in some instances, it can be a little too aggressive in others. Ignition Touch already does set collateral hits from the explosion on fire. The problem with the melee is that it does little more than tickle against anything with a decent health bar. Hit a guardian above 50% health and the burn damage will peter out at 5% or above. Actually trigger the explosion and the collateral burns will barely burn 10% of a full health guardian's bar. And that's not even counting PvE where you'll often find red bar mobs surviving the melee + burn in total in any scaled up activity. The ability pretty much REQUIRES the Solar Plexus mod slotted to be half decent. The melee plain and simply needs to be beefed up quite a bit. Phoenix Dive's problem is that it's easy to get killed when activating it. Often before the movement even kicks in. So even adding directional control wouldn't really help that (though it would help with the super variant to a degree). Still though, you pretty much have to treat it like a mini-Rift when using it to gain any significant benefit from it (particularly since it has the same activation time as Rift...), and unless you're running Wings of Sacred Dawn the requirement to be in the air to activate it is actually counter-intuitive to the subclass tree (ironically it would make more sense to be in top tree because that one's actually designed to be in the air a lot). What it needs is to either drop immediately on activation (no activation time), gain some level of damage resistance or small overshield on activation, or have the healing be uninterruptible by damage. Plus the in-super portion of Phoenix Dive really needs a damage and blast radius buff. If someone's more than a few feet away the damage doesn't do squat, and even a direct impact isn't a guaranteed kill. Not to mention the super energy return it's supposed to give back is borderline negligible. Seeing as you get more back from the actual kill than you do the drop. As for neutral game play improvements though for an opened perk slot or something. I'd personally like more ways to set things on fire. Maybe take out the explosion from Igniting Touch, and instead turn it into an AoE burn that lights everything around the target hit on fire. Along with probably doubling the burn damage total to give the melee some actual teeth instead of simply tickling. Another idea is maybe adding some synergy to the Rifts to give them some value over simply using Phoenix Dive. Either by igniting things that enter them (would be a nice thematic pairing with the upcoming freezing rift perk), or by "enchanting" our weapons to apply a burn status to targets hit as long as you stay in the Rift. Could probably come up with more ideas, but right now it kind of feels like "top tree has everything" so to speak. While bottom tree is pretty much a one trick pony in dire need of a more balanced synergy rework.