We are going back and forth between 2s and 3s of weakness. 3s with full condi duration and with Near to Death trait is almost 65% uptime, which sortof scared us on an adept trait that gives AoE weakness. 2s works out to 42% uptime when maxed out which felt a little better. Still open to discussion so thanks,
Jon
Don’t forget the context of that uptime. To get it, we have to use DS on cooldown, which restricts our defense by a massive amount. Trading our ability to absorb bursts in exchange for weakness uptime that benefits the whole group actually sounds fairly fair. Since it’s only an adept level trait though, 2s would still be apropriate imo. It still lets us use DS to mitigate spikes, which is what it’s needed for. In reality, very few people will use the skill for it’s uptime. They’re going to hold their DS cooldown until it’s needed.
Similar complain about staff. The argument that MOB is one of the best abilities in the game relies on the assumption of a situation that almost never happens. To get the numbers you mentioned, you need to hit 5 enemys and 5 allies simulatneously, and the conditions need to stay for their full duration and not get pushed off. Having all of these things at the same time is so unlikely that it can be discounted completely. In actual use, MOB is a mediocre ability made strong only by it’s short cooldown and the lack of any other DPS options on that weapon. If you really want to go through with nerfing this, take a look at adjusting the autoattack damage or upping the damage of the other marks to compensate.
Great post, and yes we considered that, but its nice to get some good back and forth. The other drawback is that its PBAoE not ranged… Food for thought.