A couple years ago there was a
discussion about Blaze that never really went anywhere, but the community seemed to feel that Blaze was fine as it is (it matches current Blaze, although modern gear is different). Consider reviewing that thread, and if it is relevant to this discussion then resurrect some of the points raised. It would be nice to get enough information about the good and bad points of the Blazer build to compare it with other related builds (builds that rely on building "traps", similar defensive and offensive capabilities, etc) and then suggest balancing changes based on that. I would agree that 75%
feels like the most Blaze could be reduced while keeping it effective, but it would be better to get some more comparisons to other builds.
I'm not convinced that reducing the damage by 75% would make Blaze ineffective against trash, since my experience with it was that just 1-3 laps of Blaze caused trash to die before it could walk over it once (i.e. die in less than a second). If you needed to stack 4-12 laps (i.e. 3-8 seconds build time?) of Blaze for the same effect, then you should still have plenty of time to make the patch and lure stuff to it. When I was in a hurry, I used to just place a FWall and run along it (similar to stacking Blaze twice), and that seemed fine for most of Norm and NM trash. With that strategy, FWall didn't last long at all so I'd end up running up a FWall to the next group, and then running away along a new FWall (preferrably re-using the previous Blaze line, which is challenging and relatively fun). A reduction of Blaze by 75% would make that strategy more reliant on FWall, or just require monsters to walk along the Blaze line for 4 seconds rather than 1. Neither situation seems to ruin that strategy for killing trash. I was using that strategy mostly when playing in parties (I'd dart out from the group and generally lure monsters back to the group while it progressed). When playing alone I found the Patch-trap strategy more enjoyable, partly since it was easier to notice drops, and partly because I could safely camp in the patch and place FWalls at archers (although I could have just retreated another screen and caused the archers to move forward into the patch).