Div weaken is too strong for it's ability to guarantee crits. My proposed rework:
Divinity does not spawn a big crit spot initially and only does 10% weaken initially, it will instead spawn 3 smaller spots and after a certain amount of damage is done they go away and ups the debuff another 10%. Once 2 out of the 3 as spots have been removed, the last one enlarges into divinity as you know it now with it's 30% debuff intact. I think this will allow other debuffs such as hunter tether to compete by giving divinity some additional ramp up time and make it less useful on shorter dps windows like caretaker or mobile bosses like rhulk.
Thoughts?
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Fine as is.