You do see that there are people agreeing here that aren’t crucible players, and personally it is much more annoying on campaign where there is a larger area mobs can run to.
On Uroboruuk set it makes less sense cause it’s a drain essence set. Who do you suck if everyone’s running away?
Well I never tried the Uroboruuk set, let alone the Drain Essence skill but you are right, doesn’t make sense to send them fleeing while DE has such a short range.
But I still think it’s a nice mechanic that has a purpose for a few builds and I’d like to see a useful implementation.
A good way to fix this issue is to give enemies huge resist to terrify in ultimate and beyond, because I do agree that terrify is great for levelling. But it’s garbage in all builds in the end game.
Why are you killing trash mobs for if you’re 100? Farming?
If you need terrify to farm quickly, then there’s really something wrong with the build that no amount of terrify can fix.
Well, my Trickster loves this Gloves: Bloodrite Gauntlets
They are strong and the procc works on anything up to Heroes. And it´s great to see them flying around. Back to our “At least once per month”-topic: Arcane Heroes. Fear/Terrify them and all is good.
As I said:
I would use it. But, as I said, too: Make it strong, but give players the option not to take it (mutator).
I played over 700 hours with my Trickster and Mutator of RoS, because of the very strong CC effect.
Terrify on DoT Build is great, but I would even take it on e. g. Spellbinder with AAR. Fear them away and then grill them.
And this would open up exactly the build I wanted to make when I looked at Grim Dawn the first time:
Caster-DoT-Kiter! Just give Chaos a DoT and I would have my WoW-Warlock!
Terrified trash mobs wasted our precious time in cruci.
Replacing them with other useful debuff would be tremendously helpful.
Something like -n defensive ability retal.