For a condition class, and thematically, Necros access to Poison seems pretty limited and on the outskirts of a lot builds.
One way for an attrition class to function well is to prevent the opponents heals from being as effective, this could work for the Necro if he could keep poison up almost all the time. But he really can’t because he doesn’t get enough or long skills that have it.
It could also be a nice little damage boost since Poison scales better than Bleed with condition damage.
Let’s look at the typical condition build, which is Staff + Scepter/Dagger.
Weapons
On Staff: Chillblains, base poison is only 6 seconds for a 20 second cooldown skill. Even with duration increases you are unlikely to have this up more than half the time.
On Scepter: Putrid Curse (3rd in chain). This skill is ok but being the third on the chain many fights you will never get to it, and certainly not use it as a way to sustain poison unless you are simply spamming auto-attack the entire fight, which is not ideal.
Axe: No Poison
Dagger: No Poison
Warhorn: No Poison
Focus: No Poison
Utilities
Corrosive Poison Cloud: For a poison cloud, its pretty underwhelming, and is rarely used in Necro builds. Potentially 10 seconds of Poison, but no one sits in a field that long. And 40 second cooldown again offers little in the way of sustaining.
Corrupt Boon: This puts poison on you. Can be transferred, but wasting a transfer for a 5s poison usually isn’t optimal at the time as the skills primary function determines when you want to use it. And again, a 40 second cooldown.
Signet of Spite: 5 second Poison on a 90 second cooldown. Hardly worth mentioning as a consistent means to poison.
[Suggestion: Make Epidemic put Poison on your target. Right now it does not harm your main target at all. This would give you one free condition to spread, and give it some use in 1v1 situations.]
Traits
Toxic Landing: Poison on fall? Ok this is not going to be used in any normal rotation.
Death Nova: 3 Seconds of Poison when a minion dies, but for a Grandmaster slot. Only minion master will consider this, which is ok if you happen to be one, but considering how buggy pets are, not many consider these extremely viable builds.
The lack of Poison themed traits and improvement, I find embarrassing.
Pets
Necrotic Traversal (Flesh Worm), a 5 second, very situational, poison, on a 40 second cooldown.
Elite
Plague: Auto-poison, but lasts just 1 second. More of a survival or escape elite, or perhaps to chain blind a group, then means of damage, since you have no access to your normal abilities.
Downed/Drowning/Underwater
We have one means to poison in each of these states, but I’m primarily focused on our normal land-based alive combat with this.
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So as we can see, though the list looks peppered with quite a few delivery means, the duration times and long cooldowns pretty much kill keeping poison sustained. As well as most are highly situational and outside the normal purview of a condition build. Poison should be a symbiotic condition to bleed, with the two helping each other to boost Necro condition damage, as well as providing redundancy in case one of the two gets removed. Right now if your big bleed stack is removed, you just lost probably 70% of your DPS. If Poison was more readily reapplicable, and longer lasting, this could reduce the power of removals, in keeping Necro DPS a bit more reliable, as well as stunting heals – which works in harmony with attrition.
Unfortunately, consistent poison upkeep looks like an afterthought on this profession.
(edited by Pendragon.8735)