Thank you for not being an ass I will give you a basic typed out lesson on fireball and speed in which I teach player's. You want speed on fireball for many reason's Defensively jump casting gives you false confidence for kiting player's and with melee pressure being so effective with tracking and DPS being so high. One mistake can end with you being in an unrecoverable position. Instead you want to readapt to how you treat melee engagement's Instead of putting yourself on the back foot even at a health disadvantage you should always push into melee against them. This way it put's your enemies mind from melee pushing to side strafing or pushing forward to melee vs melee. Regardless with Rubberbanding If you push yourself 30 degrees to the left or right of the player it will make your character model disappear and they will typically overturn to a 90 degree angle at this point you can choose to melee once then take a directional position out without jumping or you can hope to get a few melee swing's on him and close the gap in their advantage Psychologically player's who have higher health sometimes become egotistical and try to disengage to finish you at a higher health, while some player's push in balls to the walls. You have to know your opponent and think how they consistently respond to the melee vs melee engagement's you've seen them have. Playing like this is a better play style than jump cast because it helps you become better at melee vs melee, reduce the time spent showing your back and psychologically helps in team fight's so when player's look at their team they don't see everyone running away. Offensively fireball with speed at a close distance act's as a large projectile ray. At this distance ( I explain and show the distance in the game) You should only cast fireball / 2 rays and cycle. Casting anything else within this range makes you vulnerable for getting melee pushed and you should know that if you see any suspected magma/90s/aoe at this distance to instantly push melee as it will guarantee your melee hit and a shared dmg of their spell. Cycling the fireball/ 2 rays cycle, anytime you land a dragon's breathe , impale, or fireball push melee. push melee 30 degree's to the left (the spells cover more of your body coming from the left) then turn right 30 degree's on the opposite side of the enemy. This will make your hit box smaller when they aim directly at you and if they turn away and turn back you will be in the form of rubberbanding making your hitbox even more inconsistent. Every fireball should be a ray and melee hit. This instantly gives you the health advantage and you should be willing to melee to the death. Do not pull out and if the player tries to run and you attempt to track them. If you are unable to throw your cursor in front of the player as he is turning you will miss your sticky back so instantly pull out your staff and cast a ray. Most player's pull out and straight line for a small fraction of a second. If you become responsive enough you will be able to acknowledge and understand you are out of reach during the turn allowing you to switch to your staff and ray before they begin to squirm again. My finger's hurt and I have to go see a patient. This barely scratches the surface of the fireball/ray/melee meta I teach players that ask for lesson's.