The long term fix would be to get rid of the AP steal "chance" entirely and replace it with a definitive state that's stack-able on a target and proc-able by the caster. (Madd has made this suggestion here and I've had a similar idea long ago as well).
There's a laundry list of things I'd like to see changed myself (one of which is dial which I personally think should be revamped since it once again is an anchor and no longer a mobility tool IMHO) but the one mechanic that needs to be solidified and remain in tact is a reliable AP manipulation method that has nothing to do with a %chance.
Xelor's should accel at their supposed skill, no matter how much another person would complain, Xelor's should be able to in some way shape or form have a reliable and consistent (not to be confused with PERSISTENT) method of AP acquisition, removal, and distribution. That is their supposed niche, point, blank, period.
For the longest time I've always thought that Ice Chafer's (archer) had the great basis of a proposed water Xelor mechanic. For every water spell you use some percentage or value of freezing is applied to your target. It could, after a certain threshold remove "X" amount of AP and have to be reapplied for the same effect. Or, it could be triggered with another spell branch which would consume the stacks and apply the effect.
Hell, you could even empower the air branch by making the air branch stack a state on the target and depending on whether or not you consume the stack with water or fire, you could produce a set value of AP removal = number of stacks or an additional amount of damage to your target (similar to the current aging + fire mechanic).
But of course those are just an old Xelor's thoughts...
I've also had an additional thought in regards to Fire and it's interaction with air and the old "initiative" burn mechanic. As it stands, that's just verbage and it randomly procs additional damage (Originally that initiative burn was suppose to be for the speed bonus if I'm not mistaken but has been completely removed which is why I say this). My suggestion is to give it a new mechanic entirely. I like the idea behind busy/rushed being applied for utilizing fire skills and based upon the AP your opponent does not spend does a set value of damage. Or something along the lines increasing the cost value of your opponents spells by 1 for the next turn cycle. These are just random thoughts but I'd much rather a definitive skill for fire then this initiative burn nonsense that doesn't actually mean anything. Again, just an old Xelor's random thoughts...
This post has been edited by Wareen-Peace - September 15, 2015, 05:20:22.