Disappointed with new Marks. Someone correct me.

In addition to the unnecessary complexity added by splitting curses into two types and moving all the curse-related passives around, limiting a lot of mechanics to Hexes, etc., I'm disappointed with the apparent utility of the new Mark skills.

On-death effects have no place on boss-killer skills. Doubling down on that with Marks makes no sense to me, except perhaps in Legion encounters where there are a lot of rares. Charge gain on hit maxes at 5% with quality, meaning marks from items can't get it (and those are already a. expensive - investment should yield returns - and b. have low skill level cap).

Assassin's Mark seems to have a slight numerical buff against bosses because it bypasses their reduced hex effectiveness, which is good. Poacher's and Warlord's just seem pretty bad IMO. Not sure if any will be worth using manually (in addition to, or replacing, a Hex), and using from rings means no charge generation. Lack of power charge generation in particular means being limited to certain ascendancies or reliant on a limited number of mechanics, influenced affixes, etc.

So what am I missing here? Seems like the best strategy is to ignore Marks entirely and invest in Hexes/increased curse effectiveness. As caster, of course, because attackers can't have nice things.
We're all in this leaky boat together, people.
Last edited by demon9675#2961 on Sep 16, 2020, 2:05:24 PM
Last bumped on Sep 16, 2020, 9:25:28 PM
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Assassins mark and maybe poachers mark can be used via cwdt or blasphemy setups to get charges on hit. Aside from that they are pretty much useless. And yes giving them on kill effects when they are supposed to be for bossfights is somewhat moronic. No clue what the dev team was thinking when they did that.
IMHO, charge generation on hit should not be bound to quality. The on death effect should be replaced with something useful or just be removed. It really does not make much sense for Marks.
Last edited by dyneol#3245 on Sep 16, 2020, 10:02:31 AM
"
dyneol wrote:
IMHO, charge generation on hit should not be bound to quality. The on death effect should be replaced with something useful or just be removed. It really does not make much sense for Marks.


After you kill the boss is when you need the mana the most though
"
Rekt_that wrote:
"
dyneol wrote:
IMHO, charge generation on hit should not be bound to quality. The on death effect should be replaced with something useful or just be removed. It really does not make much sense for Marks.


After you kill the boss is when you need the mana the most though


Yeah. Otherwise how are you supposed to survive the on-death Uber Elder explosion? (I'm assuming Mind over Matter, ofc.)
- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0- 0 * - <
<739610877-3104-376.101077-1106.75103739110792103.108-5'92.9410776.>
- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0 -- 0 * - < _ > - * 0- 0 * - <
Last edited by bwam#7637 on Sep 16, 2020, 11:28:14 AM
You can still apply marks with on hit rings. It will be applied to one enemy only, but it will still work.

I won't lie, warlord's looks pretty bad. Poacher's will be situational.

Assassin's and Snipers will be used the most. The base crit+multi against bosses bonus is quite large on assassin's, and sniper's has 35% damage taken for projectiles as well as splitting and crazy mana/life flask charge generation.
"
Rekt_that wrote:
"
dyneol wrote:
IMHO, charge generation on hit should not be bound to quality. The on death effect should be replaced with something useful or just be removed. It really does not make much sense for Marks.


After you kill the boss is when you need the mana the most though

Well .. I did correct the last sentence from "does not make *any* sense". ;)
"
grepman wrote:
You can still apply marks with on hit rings. It will be applied to one enemy only, but it will still work.

I won't lie, warlord's looks pretty bad. Poacher's will be situational.

Assassin's and Snipers will be used the most. The base crit+multi against bosses bonus is quite large on assassin's, and sniper's has 35% damage taken for projectiles as well as splitting and crazy mana/life flask charge generation.


Yeah, I did some math in PoB and Assassin's will be pretty good against bosses even though it no longer helps with clear. The ring mod may be less valuable now, but it's not useless or anything. I still think they should make charge gain on hit vs rares and uniques implicit in the skill; quality could enhance it.

The others look bad. Poacher's VERY situational. Stun's not very good now overall.

Not gonna even go into the unwarranted nerfs for Enfeeble and Vulnerability, nor the fact that Punishment is still going to be unused even after this rework.
We're all in this leaky boat together, people.
The on-kill effect from marks MIGHT be useful if Asphixia's Wrath will transfer the Mark to other enemies on death. That said, it will only come handy to Facebreaker + quiver weirdos or actually archers. Both of those things don't actually need a constant upkeep of charges.

For boss-slaying Sniper seems to be a better choice for projectile-based builds: 40% increased damage taken from projectile hits seems very good against something that gets your curses at 20% of efficacy. But yes, only Assassin seems good enough among marks.

Hoping for some Heist unique that can make marks more powerful.
"
demon9675 wrote:
In addition to the unnecessary complexity added by splitting curses into two types and moving all the curse-related passives around, limiting a lot of mechanics to Hexes, etc., I'm disappointed with the apparent utility of the new Mark skills.

On-death effects have no place on boss-killer skills. Doubling down on that with Marks makes no sense to me, except perhaps in Legion encounters where there are a lot of rares. Charge gain on hit maxes at 5% with quality, meaning marks from items can't get it (and those are already a. expensive - investment should yield returns - and b. have low skill level cap).

Assassin's Mark seems to have a slight numerical buff against bosses because it bypasses their reduced hex effectiveness, which is good. Poacher's and Warlord's just seem pretty bad IMO. Not sure if any will be worth using manually (in addition to, or replacing, a Hex), and using from rings means no charge generation. Lack of power charge generation in particular means being limited to certain ascendancies or reliant on a limited number of mechanics, influenced affixes, etc.

So what am I missing here? Seems like the best strategy is to ignore Marks entirely and invest in Hexes/increased curse effectiveness. As caster, of course, because attackers can't have nice things.


the game has no direction it actively works against its player base. welcome to what happens when you pay employees with mtx rather than livable wages

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