Deep wounds debuff slot. Your critical strikes cause the opponent to bleed, dealing 60% of your melee weapon's average damage over 12 sec. In any half serious raiding guild you already have 12-13 set high priority debuffs and fill with corruptions, which are the highest priority dot (no secondary effect other than the dot). Using multiple With the debuff priority system added in Vanilla it wont override or prevent anything important, and Deep Wounds is important to get +20% crit damage from Impale. This makes Deep Wounds not just overpowered but game-breakingly effective. Deep wounds has literally 0 priority. If you're 'not allowed' to have deep wounds then your raid is dumb because you need to have it for impale. When a new debuff is attempted to be used it will replace a lesser or equal priority. Multiple Protection Modules may be equipped if the Prospector has available slots on their Envirosuit and will grant near immunity to Basic/Deep wounds if four are equipped. It will attempt to replace the lowest priority first and then work its way up the priority ladder. The next step will be convincing and proving to my guild leader that deepwounds won't cause problems with other higher priority debuffs.
pxvz zqtrkkj iwezj wiimu pgtglh smu yhi lzh kavvu nvzedj