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Kardas
02-25-2017, 02:01 PM
Accurate as of December 24 2017

This will probably be the last time I'll make a guide for a VERY LONG time, because dear god this took too long to write and only really got finished because people requested it.

Damage over Time (or DoT) effects; one of the hallmarks of RPGs. Of course, Legacy of the Beast has them too. While on their own they’re not very impressive these days, they can work well in combination with skills that rely on them. But which DoTs are there? Which skills combo? Read on to find out.
Due to requests, I have also added in a section on Marks in this guide. I hope you find this useful, and do tell me if I missed anything.

Part 1:
Types of DoTs:
Physical/Magic/True Burn: Target takes physical/magic/true damage based on 5% of their Max HP per Burn at the end of their turn.
- The most common DoT in the game. Although IIRC The Beast is currently the only character that inflicts true burns. You can also cause physical burns with Burn Talismans, which can be picked up in Battlefield, and Meteor Talismans, which drop in Brave New World.
Freeze: Stuns for 1 turn and deals damage over time. Target takes magic damage based on 5% of their Max HP at the end of their turn.
- Decently common. Again, the stun is more valuable than the DoT. You can also Freeze with Freeze Talismans, which drop from Skull Quests, and Comet Talismans, which drop in Braven New World.
Shock: Target takes magic damage based on 5% of their Max HP at the end of their turn. Also has a 70% chance to Reduce Power by 3.
- You can apply Shock through Shock Talismans (which are found in Battlefield), but Storm Eddie and the Angel of Pain can apply it naturally. The Power drain is nice if it triggers. The new Lightning Talismans can also apply Shock.
Grievous Burn: Target takes physical damage based on 5% of their Max HP at the end of their turn. Also has a 35% chance to Reduce Healing and a separate 35% chance to Stun each turn.
- Samurai and Navigator Eddie have this, as do Explosive Talismans. The stun chance is neat.
Blinding Burn: Target takes magic damage based on 5% of their Max HP at the end of their turn. Also has a 50% chance to Blind the target
- From Storm Eddie’s Fury. Exactly what it says on the tin.
Leaden Burn: Target takes true damage based on 5% of their Max HP at the end of their turn. Also has a 35% chance to Stun.
- The Sentinel Sandworm has this, so that’s why you’ve never heard of it. Strictly inferior to Grievous Burn.
Scalding Burn: Target takes magic damage based on 5% of their Max HP per Burn. Also has a 30% chance to lower MR by 70% and a separate 30% chance to inflict Permadeath.
- The Assassin Pyro has this. The chance to Lower MR is pretty nice, and the chance for Permadeath is even better.
Flame: Target takes true damage based on 5% of their Max HP per Burn at the end of their turn, with a 35% chance to Remove Beneficial Effects
- The Warrior and Sentinel Pyro Soldiers have this. The true damage is pretty nasty, but the chance for removing debuffs is ace. Both Pyros make for good support because of this.
Bleed: Target takes true damage based on 5% of their Max HP per Bleed at the end of their turn, with a 30% chance to inflict Heal Block
- Heal Block can be very useful. The true damage is decent.
Flare: Target takes true damage based on 10% of their Max HP per Flare at the end of their turn. Flare lasts until the end of the battle.
- Found on Wicker Man Eddie and Wrath's Fury, so it's a bit rare.
Furious Burn: Deals physical damage with a chance to drain Fury each turn.
- Currently only found on Rage Talismans, which drop in Brave New World.
HP Drain: Target takes true damage based on 10% of their Max HP at the end of their turn. Heals the character who applied HP Drain for 20% of damage.
- Technically a DoT if you look at the description, but this status effect CANNOT BE CONSUMED by attacks like Melt, so I'm not including an extensive writeup on characters who have this skill.

Part 2:
Who has DoTs?

Eddies:
Shaman Eddie:
Conjured Flame: AoE. Deals 2 hits of magic damage and inflicts 1 Magic Burn, with a 50% chance to inflict an additional Magic Burn. Magic Burn chance increased to 75% with Skill Shard use.
- Magic damage? On a Warrior character? The fact that it's guaranteed AoE magic burn makes Shaman Eddie the best choice hands down for Magic Burn Missions.

Samurai Eddie:
Crimson Strike: Deals single target physical damage with a 45% chance to inflict Grievous Burn. Grievous Burn chance increased to 60% with Skill Shards.
- Pretty strong too, a solid option for the Samurai.

Coalgiver Eddie:
Frostbite: Deals 3 hits of physical damage to random enemies. Freezes a random enemy for 1 turn.
- Guaranteed Freeze is great, even if it’s random

Viking Eddie:
Invader (Fury): Deals AoE true damage, grants Blizzard Shield to all allies and a 35% chance to Freeze all enemies for 1 turn. Freeze chance increases to 45% with Skill Shards.
- AoE Blizzard Shield is decent, and the Freeze chance isn’t bad either.

Wicker Man Eddie:
Burn (5PWR): Deals AoE Magic damage with a 60% chance to inflict Magic Burn for 3 turns. Magic burn chance increased to 75% and lasts 4 turns with Skill Shards.
Magma Shield: Reduces damage for 1 turn, returns damage to enemies after 1 turn and inflicts Physical Burn for 1 turn.
Erupt (5PWR): Inflicts Magic Burn on enemies for 2 turns, with a 35% chance to Stun enemies for 1 turn. Stun chance is increased to 55% and Magic Burn lasts 3 turns with Skill Shards.
- Other than being a glass cannon, Burning is Wicker Man Eddie’s claim to fame. He’s also good at Burn combos- see below.

Mystic Eddie:
Freezing Glance: Deals single target magic damage and Freezes the target if it has 3 or more debuffs.
- Not all teams can bring enough debuffs for this to be a valid option, but it's good nonetheless.

Navigator Eddie:
Dead Reckoning (6PWR): Deals 6 hits of random damage to all enemies with a 20% chance to Remove Beneficial Effects on a random enemy each hit, and a 20% chance to inflict Grievous Burn on random enemy each hit.
Navigator Eddie sure looks like Storm Eddie's spiritual successor with all the randomness in his skills. Looks fun.

Storm Eddie:
Bolt: Deals 3 hits of magic damage to random enemies, with a 30% chance to Shock enemies for 2 turns.
Haze (4PWR): Inflicts 2 Magic Burns for 2 turns and Smites all enemies for 2 turns. Smite greatly increases magic damage taken by the target.
Endless Night (Fury): 6 hits of magic damage to random enemies, with a 75% chance to inflict Blinding Burn to random enemies. Blinding Burn lasts 3 turns.
- Storm Eddie is another Eddie that grants a lot of DoTs and can combo with them as well. Always handy to have on hand.

Eternals
Eternity Eddie:
Blaze of Glory (Fury): Deals AoE true damage with a 35% chance to Stun enemies, and inflicts Seal, Flare, or Doom to all enemies for 5 turns

Beelzebub:
Devils Hand: Deals AoE physical damage with a 75% chance to inflict up to 3 Physical Burns.

Wrath:
Inferno (Fury): Deals AoE physical, magic, and true damage to all enemies, and inflicts 3 Flares on them.

Kardas
02-25-2017, 02:04 PM
Allies:

Warrior:
Rocket Dog:
War Machine: Deals AoE physical damage with a 45% chance to inflict Bleed for 2 turns. Bleed chance increased to 75% with Skill Shards.
- With his AoE attack, Lifesteal Passive and Bleeds, the Rocket Dog is great at keeping up your offensive momentum. A fine choice if not necessarily for the Bleeds.

Pyro Soldier:
Flame: Deals AoE true damage with a 65% chance to inflict Flame for 2 turns. Increases to 85% chance and lasts 3 turns with Skill Shards.
- The Warrior Pyro has a great Power move, deals good damage, and Flame is quite handy too.

Harpy:
Blaze: Deals single target physical damage, and inflicts 2 Physical Burns on the enemy for 2 turns, and a 50% Chance to Remove a Beneficial Effect. Buff removal chance increased to 100%, and Burns last 3 turns with Skill Shards.
- The Harpy and Masked Harpy look underrated IMO.

Corrupt Rescuer:
Incinerate (5PWR): Deals AoE physical damage, with a 50% Chance to inflict Flare on enemies.
Inflame (Passive): Inflicts up to 4 physical burns on random enemies every turn.
- Move over Assassin Pyro, a new self-sufficient burn combo character is here!

Ragna, Valkyrie Hunter:
Brand (6PWR): Deals AoE physical damage with a 50% chance to Transform enemy buffs into Physical Burns. Transform chance increased to 65% with Skill Shards.

Mayan Priestess:
Fueling Heat: Deals single target magic damage, with a 70% chance (95% with Skill Shards) to inflict 3 Magic Burns for 2 turns, and a 50% chance (75% chance with Skill Shards) for each debuff to be Extended by 1 turn.
Devour Will (5PWR): Deals AoE magic damage, and inflicts Freeze, Accuracy Down, or Seal on each enemy.
- NF seems to like giving burn effects to Warriors...

Possessed Snowman:
Barrier (Passive): Grants self Cyclone Shield for the duration of the battle. If Cyclone Shield is not present at the start of your turn, Freeze Blind, or Heal Block all enemies.
Cold Snap (5PWR): Deals AoE physical damage with a 75% Chance to Leaden Burn for 2 turns.
- Wow a second character with Leaden Burn

Sentinel:
Allied Bomber Boy:
Bomb: Deals AoE magic damage that scales with Max HP and DEF with a 45% chance to inflict up to 2 Magic Burns. Burn chance increases to 70% with Skill Shards.
- Does more damage than you’d expect for a Sentinel. The Burns are a nice bonus.

Pyro Soldier:
Flame: Deals AoE true damage with a 65% chance to inflict Flame for 2 turns. Increases to 85% chance and lasts 3 turns with Skill Shards.
- Deals way less damage than his Warrior brother, but Flame is still a handy status effect.

Newborn of Light:
Frozen Tongue: Deals single target true damage with a 50% chance to Blind, Silence, or Freeze for 2 turns. Negative effect chance increased to 65% with Skill Shards.
- A bit RNG reliant.

Corrupted Ox Soul:
Burn (5PWR): Deals AoE Magic damage with a 60% chance to inflict Magic Burn for 3 turns. Magic burn chance increased to 75% and lasts 4 turns with Skill Shards.
- Hey, that’s Wicker Man Eddie’s Power Move! Probably just use him instead eh?

Sandworm:
Cripple (4PWR): Deals 3 hits of magic damage and inflicts Leaden Burn for 3 turns. Leaden Burn increases to 4 turns with Skill Shards.
- Leaden Burn would be very interesting if the Sandworm itself wasn’t so underwhelming.

Elf of the Damned:
Snow Shield (Passive): Grants self a Snow Shield at the start of the battle. Snow Shield absorbs damage and returns it as true damage after 1 turn with a 35% chance to Taunt or Freeze all enemies

Magus:
Owl Cultist:
Sear (3PWR): Deals 2 hits of magic damage with a 25% chance to inflict 3 Magic Burns. Magic burn duration increased by 1 with Skill Shard use.
- Meh.

Possessed Rockets:
Trigger: Deals 3 hits of magic damage with a 30% chance to Bleed for 2 turns. Bleed chance increases to 70% with Skill Shards.
- Fairly high Bleed chance. Meh.

Child of the Damned:
Blizzard Shield (5PWR): Reduces damage for 1 turn, returns damage to enemies after 1 turn and has a 30% chance to Freeze all enemies for 1 turn when returning damage. Blizzard Shield lasts 3 turns instead of 1 with Skill Shards.
- I always thought Blizzard Shield was next to useless, but it may be all right if it lasts more than one turn.

Angel of Pain:
Storm (6PWR): Deals 3 hits of AoE magic damage, with a 45% chance to inflict Shock for 3 turns. Shock chance increased to 70% with Skill Shards.
- Damage isn’t too bad, and Shock is decent. Not the prime reason to use the AoP though.

Masked Harpy:
Mist: Deals AoE Magic damage with a 30% chance to inflict Magic Burn. Magic Burn chance increased to 55% with Skill Shards.
- Very underrated character if you ask Osiris0000. Not sure what else to say here.

Possessed Mine:
Detonate (5PWR): Deals single target magic damage with a 60% chance to Freeze. Freeze duration increased to 2 turns with Skill Shards.
- 5PWR feels expensive, but a 60% Freeze is pretty good.

Haunted Pumpkin:
Cast: Deals multiple hits of magic damage with a 30% chance to Magic Burn enemies for 2 turns. Magic Burn chance increases to 55% with Skill Shards.
- Cast is okay, but the Pumpkin has Combo potential. See below.

Corrupt Rescuer:
Freeze (6PWR): Deals AoE magic damage with a 30% chance to Freeze enemies for 2 turns. Freeze chance increased to 45% with Skill Shards.
- Probably the best AoE Freeze skill in the game these days…

Corrupt Ox Soul:
Cast: Deals multiple hits of magic damage with a 30% chance to Magic Burn enemies for 2 turns. Magic Burn chance increases to 55% with Skill Shards.
- Meh.

Sandworm:
Cast: Deals multiple hits of magic damage with a 30% chance to Magic Burn enemies for 2 turns. Magic Burn chance increases to 55% with Skill Shards.
- Magus Sandworm can combo with this, but the Gunner Bomber Boy is probably better at this sort of thing.

Possessed Snowman:
Snowball (4PWR): Deals single target magic damage with a 50% chance to Freeze or Smite for 2 turns. Smite greatly increases the magic damage taken by the target.
- Freeze and Smite are both handy, and the Snowman looks hilarious. Too bad it’s single target.

Gunner:
Allied Bomber Boy:
Bomb: Deals AoE magic damage that scales with Max HP and DEF with a 45% chance to inflict up to 2 Magic Burns. Burn chance increases to 70% with Skill Shards.
- Bomb deals very good damage, and the Gunner Bomber has a combo skill for it too.

Possessed Mine:
Detonate (5PWR): Deals single target magic damage with a 60% chance to Freeze. Freeze duration increased to 2 turns with Skill Shards.
- The Gunner Mine can also Block Beneficial Effects. Pretty high single target Freeze chance too.

Possessed Rockets:
Detonate (5PWR): Deals single target magic damage with a 60% chance to Freeze. Freeze duration increased to 2 turns with Skill Shards.
- The weird thing about the Gunner Rockets is that their other attack is physical. But the Freeze chance is fairly high, which is nice. Handy Passive too.

Possessed Machinegun:
Burst Shot (4PWR): Deals single target physical damage and inflicts Bleed for 2 turns. Bleed lasts 3 turns with Skill Shard use.
- Meh.

Assassin:
Artillery Dog:
War Machine: Deals AoE physical damage with a 45% chance to inflict Bleed for 2 turns. Bleed chance increased to 75% with Skill Shards.
- Artillery Dog is pretty good already without the Bleed chance. Can’t complain about him.

Light Voidling:
Cast: Deals multiple hits of magic damage with a 30% chance to Magic Burn enemies for 2 turns. Magic Burn chance increases to 55% with Skill Shards.
- Meh.

Pyro Soldier:
Scald (5PWR): Deals AoE Magic damage that scales with the enemy’s SPECIAL and inflicts Scalding Burn for 2 turns. Scalding Burn deals magic DoT with a chance to Lower MR and inflict Permadeath each turn.
- Good Gunner counter. Nice option if he’s in a magic team.

Kardas
02-25-2017, 02:05 PM
Part 3:
Who can take advantage of DoTs?

Fear of the Dark Eddie:
Draining Growth (Fury): Deals AoE physical damage that scales with DEF and Heals all allies. Heal amount is based on the number of negative effects on enemies.
- Basically the heal amount increases not only with the amount of DoTs on enemies, but other debuffs too. Add in the fact that FotD is good at debuffing, and there's a nice bonus to your survivability.

Wicker Man Eddie:
Melt: Deals single target magic damage and Consumes Burn effects on Perfect Attacks. The Consume effect deals true damage and removes the effect.
Thousand Suns (Fury): Deals AoE magic damage and inflicts Flare on all enemies. Flare causes existing Burn effects to have infinite duration.
- Melt gives very good single target damage, even without the Consume. The Flare status is kind of handy but it's too bad that the Burn Consume still removes it.

Speed of Light Eddie:
Leech (4PWR): Deals AoE magic damage and Heals self. Heal scales with the number of negative effects on enemies.
- Basically the heal amount increases not only with the amount of DoTs on enemies, but other debuffs too. Helps with SoL's buff/debuff specialization.

Grim Reaper Eddie:
Harvest (6 PWR): Deals AoE magic damage with a 50% chance to Lower MR, and Drains Power for each harmful effect on the enemy.
- Looks like this applies to all debuffs, which is cool.

Navigator Eddie:
Roaring Wave: Deals 3 hits of random damage to a single target, and deals increased damage for each harmful effect on the enemy.
- So this doesn't remove enemy debuffs anymore. Yay!

Storm Eddie:
Surge (4PWR): Deals 4 hits of magic damage to random enemies with a 50% chance to Consume Burn effects on targets. The Consume effect deals true damage and removes the effect.
- Makes Storm Eddie good in DoT combos, if a bit random.

Wrath:
Inferno (Fury): Deals AoE physical, magic, and true damage to all enemies, and inflicts Flare for 2 turns for every DoT on the enemy.

Corrupt Droid:
Survey: Deals single target physical damage with a 35% chance to Steal Fury and Stuns if the target is suffering from DoTs. Fury Steal chance increased to 50% chance with Skill Shards
- Interesting buff that serves to make Droid/Rescuer combos harder to beat in Garden of Fear

Corrupt Rescuer:
Wipe: Deals single target physical damage, and deals Additional True Damage for every burn effect on the enemy.

Demon Spawn:
Clasp: Deals single target physical damage, with a 50% chance to Consume all burns on the target.

Desert Guardian:
Thrust: Deals 3 hits of single target magic damage, Disables Passive for 1 turn, and deals additional true damage for each damage over time effect on the enemy.
- Yep, Desert Guardian can do more than Block! May be a fun thematic team when helped out with a bunch of burn-happy Harpies.

The Witch Doctor:
Soul Harvest: Deals 2 hits of single target true damage, with a 60% chance to Accuracy Down for 2 turns, and 60% chance to Accuracy Up self and allies that have no negative effects for 2 turns. Deals Additional True Damage for each debuff on target.
- Not reliable, but very good if you manage to attack something with a lot of debuffs.

Haunted Pumpkin:
Cast: Deals multiple hits of magic damage with a 30% chance to Magic Burn enemies for 2 turns. Magic Burn chance increases to 55% with Skill Shards.
Fan the Flames (5PWR): Deals single target magic damage and inflicts Magic Burn for 2 turns. 50% chance to Magic Burn for 2 turns for each Burn on that target.
- A self-sufficient, if sadly single-target focused, burn combo option.

Sandworm:
Decay (4PWR): Deals AoE magic damage that scales with DEF. Has a 50% chance to Lower ATK and inflicts additional true damage for each DoT on the target.
- Gunner Bomber Boy is probably better at this sort of thing.

Allied Bomber Boy:
Decay (4PWR): Deals AoE magic damage that scales with DEF. Has a 50% chance to Lower ATK and inflicts additional true damage for each DoT on the target.
- Possibly the best 3* Gunner out there. Instant combo ability with his two skills. He may be cool with a few Shock Talismans, but I haven’t tested it yet.

Pyro Soldier:
Melt: Deals single target magic damage and Consumes Burn effects on Perfect Attacks. The Consume effect deals true damage and removes the effect.
- Just like Wicker Man Eddie. Too bad it’s single target, but it’s easy to combo with the Power Move.

Which DoTs can be Consumed?
I ran some tests with my Assassin Pyro, and a changing cast of characters including Storm Eddie, Rocket Dog, Warrior Pyro and a Trooper's Coalgiver Eddie to look at when the Consume effect triggers. DoTs tested included Shock, Blinding Burn, Bleed, Flame, and Freeze.
The result is that all of the above DoTs can be Consumed. Use this to your advantage.

Is it worth it?
Back when multi-hit attacks had a higher chance of triggering Talismans, there were a lot of cool options to be had with DoTs. A Warrior Golden Son chock full of Burn Talismans was a wrecker, and the Gunner Golden Son was nasty with his Freeze set. While some of these were overpowered as a result (that Gunner GS for instance), it’s too bad that this really limits Talisman creativity. As for DoTs themselves, I don’t see them winning on their own. They’re nice bonuses sure, but if you really want to profit from them, bring them along with one or more of the combo characters above.
As for Burn and Shock Talismans, I don’t really see a use for them now, unless the character already has access to DoTs or a combo move. Storm Eddie and Gunner Bomber could work well with Shock Talismans, for instance.

I ran out of space by now so I'm moving the Marks section further down this thread:

Tritium
02-25-2017, 07:20 PM
Great write-up, Kardas! I've seen some interesting PVP teams built around utilizing DOTs. One of them whooped my ass before I even realized what was happening. :p

Demoonchild
02-26-2017, 03:47 AM
I appreciate your hard work Kardas!
Thanks for share....

treeb0mbb
02-26-2017, 03:53 AM
Nice guide man really useful! Might need to invest in some characters that I have after reading this as gunner bomber boy looks not that bad. Just need to decide on a good talisman set for him. Since him damage deals with HP and DEF a 3 health and maybe 3 shock wouldn't be that bad right? Just to get some more effects so his power move can get some more damage.

konstifik
02-26-2017, 03:44 PM
Nice write-up!

There are also a few characters with skills that take advantage of Marks beyond the damage.

Vampire Hunter Eddie have Claim (Basic Future) that "Deals magic damage to all enemies" and "Heals all allies based Missing HP for every Mark on the target" and Stake (3 PWR, Future) that "Deals true damage to a single target" and "Gain Critical Strike chance with 100 % Critical Chance for 2 turns if the enemy is Marked". Corrupt Harpy also have Stake. Not sure if there are other characters that have these or other skills that take advantage of Marks.

CanyptianFit
02-26-2017, 06:10 PM
Another character that can take advantage of DoT's is FOTD Eddie. His fury's heal is enhanced based on number of DoT's on enemies.

You are amazing Kardas. I vote that no one attacks him in PVP for a month. 😜😜😜

iPoop
02-26-2017, 09:25 PM
Kardas, thank you very much! I can see all the work you put into this write up. I've learned a lot from your posts...with this one being especially interesting to me.

I don't use DoT's , but you've inspired me to consider playing around with them. :cool:

cheers

Kardas
02-27-2017, 08:55 PM
Part 4:
Marks

One of the defining features of the Assassin Class. You can inflict Marks on opponents, and once you hit them with a Perfect Hit, they lose 12% of their HP per Mark on them. Note that Marks decay like other buffs and debuffs. So Consume your Marks as soon as you can for maximum results. Other than the following characters, you can also use Death Talismans which inflicts 3 Marks on all enemies and some true damage for 7PWR. Death Talismans drop from Skull Quests.

Who can Mark
Rainmaker Eddie:
Claim: AoE magic damage, heals allies based on missing HP for every Mark on the target.
Rain (5PWR): Deals single target true damage with a 50% chance to place up to 2 Marks.
Mark (3PWR): Deals single target true damage and Marks the target for 3 turns, and gain an Extra Turn.
Execute (Fury): Deals single target physical and magic damage and Consumes all Marks on the target.
- Rainmaker seems to be built around Marking and Consuming Marks, but I expect he’ll do just fine without that too.

Vampire Hunter Eddie:
Claim: AoE magic damage, heals allies based on missing HP for every Mark on the target.
Mark (3PWR): Deals single target true damage and Marks the target for 3 turns, and gain an Extra Turn.
Stake (3PWR): Deals single target true damage, with a 2-turn 100% chance Critical Strike if the enemy is Marked.
- Shame Mark is single target, but there’s little else to complain about it. Claim has as interesting combo potential, and Stake can be deadly if combo'd.

Shaman Eddie:
Hedged Bet (5PWR): Deals AoE physical damage and applies up to 3 Marks on enemies
Dead of Nightmares (Fury): Deals AoE physical and magic damage and enemies receive Ignite, Smite, or 3 Marks.
- Shaman Eddie sure loves buffing your offense!

Eternity Eddie:
Deepest Cut: Deals 3 hits of single target true damage with a 50% chance to Mark on each hit and a 25% chance to get an Extra Turn. Effect chance increases by 10% with Skill Shards.

Wrath:
Savage Strike: Deals AoE physical and magic damage with a 45% chance to Remove Beneficial Effects. Heals you for 15% of your MAX HP for every Mark on the targets.
Death Mark (7PWR): Deals AoE true damage and applies 3 Marks on targets.
- Wrath in general seems great for DoT and Mark combos. Great character.

Warlord:
Long Shot: Deals single target random damage, and inflicts Silence, Blind, or Mark for 2 Turns, with a 25% chance for an Extra Turn.

Axis Bomber Boy (Warrior AND Assassin):
Air Strike: Deals AoE true damage with a 30% chance to Mark for 4 turns. Mark chance increased to 60% with Skill Shards.
- The Warrior Bomber Boy used to be the only non-Assassin that can Mark, which is kind of cool. 60% Mark chance is pretty good too, which gets even better with the Warrior Bomber’s Passive.

Corrupt Harpy:
Misery (Passive): Inflicts all enemies with a Mark at the start of battle.
Stake (3PWR): Deals single target true damage, with a 2-turn 100% chance Critical Strike if the enemy is Marked.
- The Harpy’s a very strong single target attacker, especially with that Passive. Stake makes for good combo potential with her Passive.

Meathead:
Mark (3PWR): Deals single target true damage and Marks the target for 3 turns, and gain an Extra Turn.
- Who doesn't want a guaranteed Extra Turn with their Meathead?

Wicker Golem:
Memento (Passive): Applies 4 Marks to all enemies on death.
- I generally have mixed feelings about Passives that apply on Death. Could be abusable with a Reviver in the party and a glass cannon Talisman build.

Chattering Skull:
Memento (Passive): Applies 4 Marks to all enemies on death.
- I generally have mixed feelings about Passives that apply on Death. Could be abusable with a Reviver in the party and a glass cannon Talisman build.
Chilling Shriek (4PWR): Deals AoE physical and magic damage with a 50% chance to place up to 2 Marks.
- Sounds okay.

Hunter Wickerdeer:
Memento (Passive): Applies 4 Marks to all enemies on death.
Mark for Death (4PWR): Deals single target physical damage and inflicts 1 Mark on the target for every 10% of their Missing HP.
- So this gets better the weaker your target is. Interesting.

Demon Spawn:
Scar: Deals single target magic damage that scales with MR, and Marks the target for 1 turn.
- Looks decent.

Is it worth it?
On paper a skill like Mark can be powerful: 4 Marks equals 48% of their Max health, which sounds good. I know in a previous version, Death Talismans + Assassin Golden Son was a stupidly powerful option (probably because multi-hit attacks meant that Marks were consumed multiple times). Using Marks can be a plausible strategy on auto too with a Perfect Hit Passive (Desert Marauder / Assassin Pyro). Using that in combo with a Corrupt Harpy would be cool.

Old comment part starts here

Thanks everyone!
Let me do this one bit by bit:

Nice guide man really useful! Might need to invest in some characters that I have after reading this as gunner bomber boy looks not that bad. Just need to decide on a good talisman set for him. Since him damage deals with HP and DEF a 3 health and maybe 3 shock wouldn't be that bad right? Just to get some more effects so his power move can get some more damage.
3 health 3 shock is a reasonable option. I did a lot of tests with my Sentinel Bomber to see how the scaling works and the result was the your MAGIC stat affects Bomb's scaling the most, followed by HP and then DEF. You could use Ascension instead of Health if you want, as you will lose some health but your damage will improve. Blind, Paralysis, and Energy are all worthy 3-set green Talismans too.
Another interesting option would be 2 Health and 4 Shock. Your damage will be quite solid and your high Shock chance will help with your Decay combo. Lemme add that none of this stuff is PVP tested tho.


Nice write-up!

There are also a few characters with skills that take advantage of Marks beyond the damage.

Vampire Hunter Eddie have Claim (Basic Future) that "Deals magic damage to all enemies" and "Heals all allies based Missing HP for every Mark on the target" and Stake (3 PWR, Future) that "Deals true damage to a single target" and "Gain Critical Strike chance with 100 % Critical Chance for 2 turns if the enemy is Marked". Corrupt Harpy also have Stake. Not sure if there are other characters that have these or other skills that take advantage of Marks.

Thanks for catching that! I'll add those to the thread.


Another character that can take advantage of DoT's is FOTD Eddie. His fury's heal is enhanced based on number of DoT's on enemies.

You are amazing Kardas. I vote that no one attacks him in PVP for a month. ������

Yeah I should probably add that. Thanks!
Also I've never gone to the Arena so do whatever you want with me in PVP :P

Finally, one other thing I just added: I did some testing with which DoTs are Consumed with moves like Melt and Combust, and it looks like all DoTs can be consumed. Yes, even things like Bleed! Hope this will help you with fun combos.

treeb0mbb
02-27-2017, 09:12 PM
Thanks for the help and responds. It will really make me decide what I need to put on him now as before I didn't really know how his damage scaled mostly. :cool:

CanyptianFit
02-27-2017, 10:12 PM
One other Eddie find.

SPEEDY Eddie's Leech - heal amount is based on the number of negative effects on all enemies.

scott-5496
02-28-2017, 10:20 AM
Great thread and nice write up. There is some good stuff here. One thing I would say is that in PVP I do use Burn talisman and they do decent additional damage if you have a couple of toons with them on - I actually quite like them as they often do enough after a round to finish off the opposition after they have their shot at you. It certainly helps my team anyway.

Cheers