This skill was supposed to be an anti zerg skill, however the current change to the skill makes it a little confusing. Making it an instacast skill makes it even easier to use as a zerg ball mechanic. Currently you have to drop dps or pull out to safely to cast it, now you can just cycle it regularly and without consequence. The timer doesn't matter, it's the concurrent spike damage that makes it powerful. This is now even less useful as a anti zerg mechanic while becoming more useful as a zerg mechanic.
What if we reverse the way it works. Instead of increasing damage based on how many players it hits, what if it decreases damage based on how many players it applies too. For example. A player casts prox det and everyone in range but the caster gets a proxdet set on them. The more players that get the prox det on them, the less damage it will do. So if a raid of 24 people cast prox det it will be so diluted that it would be worthless. But a group of 4 people casting prox dets will do a lot more damage because it can only apply to 3 of the players in the 4 man group. In short proxdet damage decreases the more players it applies too, and it doesn't apply to the caster. I would give it a 1 second cast time as well.
When I say the damage is diluted I don't mean that there is a total damage number that is divided by the players. What I mean is each person with proxdet on them has a base amount of damage that they will do, and when the Proxdet blows that damage will be debuffed based on how many players were given proxdet at the time of the cast.
Retired.
Nord mDK