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Could be, seems pretty balanced to me
"It triggers a pain state on enemies"
Every time a tick for damage happen to them while poisoned, they play the "hurt" animation for almost a second.
This disable the enemy from insta-attacking you if you approach them from the front or side.
(Some monsters have nasty attacks if you approach them from the side).
So you can approach and land that sweet charged special attack in their $%&s.
(As far as i can tell, the pain state for valid poisonable enemies is consistent)
It also interrupt/delay their walk animation a bit.
So yeah, think of it as many "minifreeze" spells along a greater window of time.
(Btw, This is just for poison bolt. Poison cloud still sucks!)
I would say that poisonbolt early game is pretty good because you can cast it way far away and dip before you aggro enemies.
Perhaps a good thing to do would be to make a table of what crits on what enemies.
+Only 2 skill points are required to obtain Poison Bolt.
+Poison Bolt only costs 32 energy to cast.
+Slowly damage enemies behind grating with poison cloud, or force field enemies standing in a poison cloud.
-No high damage single-rune touch spell. Shock and fireburst are invaluable when dealing with monster stacks (e.g. skeleton squads) and enemies with high evasion (e.g. mosquito swarms). Earth magic has no equivalent. Instead it has the highly situational poison cloud spell for slowly damaging enemies behind grating.
-Poison is the second most commonly resisted element in the original campaign.
-Earth Magic lacks the utility offered by Air (invisibility) and Water (Dispel and Frost Bolt).