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    Blood Venom (Rework?)

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    • T
      Thickabe last edited by

      Blood Venom is weak. The build is supposed to revolve around boosting your poisons and hemorrhage. There's a huge lack of talents and abilities that actually boost nature damage/poison damage. And the few talents that do boost it require a absurd amount of talent points to get the full effect from them. The fact that Blood Venom requires a warrior ability to increase your poison damage seems like someone is trying too hard to make it a "hybrid class build". Blood Venom boosts your hemorrhage damage by 5% stacking to 100% bonus damage. Wow so massive! (It's really not massive). Right now mutilate seems to do more damage overall compared to hemorrhage and it requires far less talent points to make it more effective in damage compared to hemorrhage. Don't get me started on bleeds (rupture, garrote, rend)... Bleeds are weak! Just scrap the bleeds out of this build and make it so your Deadly Poison gives you the bonus damage to hemorrhage (or just make it give damage to mutilate?). Just some thought. I know the team has a whole bunch of buffs and nerfs required for other builds. Just putting my 2cents in for this one.

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      • D
        DoubleDiamond @Thickabe last edited by

        @Thickabe I've found dot builds in general on this server to be tough to make competitive. I didn't even know this enchant was a thing, so I've never tried it out. I don't think tying the enchant to Bloodthirst, Rend and Rupture should be that big of a deal; a melee build can make use of them fairly well.

        In my opinion, it's the 20 stacks that drags this enchant down. Yes, having both Rend and Rupture on a target will grant stacks at a fairly fast rate, but how many times will you be able to hit a target with 2x Hemorrhage damage?

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