Unleash still has potential, it was just poorly executed. It shouldn't have a set duration to gain seals, its base duration should be the same as the base cast time of the spell it's supporting should have 'increases and reductions to cast speed apply to seal generation rate'. I.E. every cast interval it'd gain a seal, provided you don't have any 'more' modifiers to cast speed. That'd make it beautiful, even if the damage per seal was slightly lower (although honestly 74% is probably fine with a limit of 3 seals).
Like... having it build seals at a set duration does kinda the OPPOSITE of synchronizing with handcasting, as any investment you make into cast speed like this is completely wasted on the sealed charges.
And then Intensify is... just too weak, and too impractical. 64% more damage after you build up to max intensity, and you'll lose it rapidly once you have to avoid something (so... like... constantly?). Ugh. It's basically just an increased aoe support that turns into a concentrated effect support but quickly reverts back every time you have to dodge an attack. Idk exactly what i'd do to make the intensity fall off, but moving to not get murdered by bosses on is not the way to do it on a gem that's supposed to be helping ramp up boss dps.
edit: For those defending Intensify and saying it won't take long to build up: concentrated effect gives 54% more area damage all the time. Because intensify starts off at nothing and builds up, it'd take 16 casts (or rather skill uses) without breaking intensity in order for its dps amp to average out to that.
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