-If a single Hydrand hits 3 or more targets, the xelor gains 1 AP for their next turn.
-The AoE of the Hydrand is increased by 1. (To 3 cells, from 2)
-The Hydrand no longer blocks the LoS of Temporal Dust.
-Hitting a Hydrand with Temporal Dust will cause it to deal Hydrand's scalding immediately rather than at the end of the turn. (It will still do Scalding at the end of the Xelor's turn regardless)
I do like the idea of a forced Hydrant Trigger, through dust and maybe LoF too, cuz LoF as it is basically wastes a full spell slot.
All in all, though Fire is the branch that needs the least help being the classes only usable stand-alone branch that doesn't require another element to do proper damage.