One small note on fissure I don't think I mentioned:
Fissure's Sweet Spot:
As I said, Fissure's hit detection is screwed up when you overlap multiple 'vents'. When overlapping 2 or more vents at the same time, you will get struck as fast as the next delay allows (every 5 frames). This is because the function that detects if you're already overlapping a vent only remembers a single vent's ID. So as a result, getting hit by two at the same time will destroy a character extremely quickly; with 5000 damage fissures, thats 25000 damage in a second. However, this isn't just something that can merely be counted as a 'lucky bonus'; you can understand it to use it to your advantage.
Since fissure constantly spawns new vents, when you initially cast it, there is only a single vent to check for. Hence a namelocked fissure rarely does a thing. Instead, fissure grows in potency for a second, caps out, then goes down again after the duration. Hence, a fissure is much more dangerous for your opponent a second after you cast it, when there is the full amount of vents to fry them. The result of this is that namelocked fissures rarely do a thing, whereas an opponent who teleports into a fissure might find himself taking ridiculous amounts of damage. Its more deadly to cast fissure in the path of a character who is whirlwinding, or cast it and then lure them into it by teleporting into it yourself, then to namelock cast it on them, since that slight delay allows for the fissure to hit its sweet spot.
This is one of the reasons that fissure suppression can be extremely deadly against defensive characters like sorcs & necros who often teleport straight into a fissure you cast a few seconds ago.