Warlord's Mark

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Tanakeah wrote:
Outside of Rain of Arrows and potentially Split Arrow (and to really get max benefit from RoA you would want to be a more tanky Ranger) those are really the only two physical ranged skills that can put out any sort of damage to gain from the LL.

Frenzy, Rain of Arrows, Split Arrow, Elemental Hit (hybrid-built), Puncture, any Iron Grip build.

I stand by my point regardless. If you don't deal enough Physical damage to benefit from Warlord's Mark, don't use it. Making it Leech from all damage would be ridiculously overpowered.
If you need life replenishment, use a Flask or try to get Life on Hit/Kill.

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The Leech gems pop up in Cruel A2-ish by the way; they're lv31 Supports.

The chance for Charges increases by 1% every other level, ending up at 30%. Every percent quality adds another 1.5% (assuming the wiki is up-to-date), capping out at another *30%*. That's massive, albeit a little late-gamey.
If anything were to change about the Charge chance, I would want to see the Qual bonus shift to Level bonus, partially. Quality is way too large a difference.

The Charges are much easier to maintain if you have Charge Duration bonuses. Of course, these are in the Strength area of the skill tree. Just like the Life Leech nodes, coincidentally.
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Tanakeah wrote:


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Unhold wrote:
This would make it not only a little, but completely overpowered. You would be at max endurance charges pretty much all the time, even as a ranged spec. The endurance charges are a nice bonus, since you don't have to cast enduring cry that much.


I barely get any charges on kills, and that's even with killing large amounts of mobs like the monkey packs at the start of Act II. I have never gone above two charges even with running around trying to herd enemies together to kill them in packs. I really think you're overestimating the 20%...it's not that good at all and I believe that if it was moved to 'on hit' it would be a bit better. Not to mention the mark doesn't last forever and you can't really spam it to keep the charges up.


Endurance charges are incredibly powerful, and like I wrote earlier: The charges are a neat little bonus, not the main focus of warlord's mark. If you want a steady uptime of the charges, use enduring cry.

I still think the manacost is a bit too high, tho.
A level 1 gem requires 81,983 experience to level up, while a level 2 gem only takes 63,765 experience to level up. At level 3, the general trend of increasing experience needed to level up higher level gems is restored, with 135,415 experience needed to level up.

It seems to me that this isn't the intended behavior. The required experience to level for level 1 and level 2 gems should be swapped.
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I would like clarification on the wording here. I'm using Ethereal Knives, which is a spell that deals physical damage. With Warlord's Mark, it states that it grants leech to physical damage when attacked. Initially, I thought this to mean more of what the leech support gems do for spells. A monster can be "attacked" by anything, be it physical attacks or spells. The fact this game uses the word attack in a different sense can be confusing in this respect.

Through testing this, Warlord's Mark does not work with Ethereal Knives. Would it be possible to clarify the type of damage on the skill gem? Something along the lines of "grants %leech to physical attack damage?"
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carpola wrote:
I would like clarification on the wording here. I'm using Ethereal Knives, which is a spell that deals physical damage. With Warlord's Mark, it states that it grants leech to physical damage when attacked. Initially, I thought this to mean more of what the leech support gems do for spells. A monster can be "attacked" by anything, be it physical attacks or spells. The fact this game uses the word attack in a different sense can be confusing in this respect.

Through testing this, Warlord's Mark does not work with Ethereal Knives. Would it be possible to clarify the type of damage on the skill gem? Something along the lines of "grants %leech to physical attack damage?"


The initial description is clearer and states that Attacks on the cursed enemy will leech. The second part is a bit more confusing but still states attacks. I guess they could try making it clearer even, but really it's pretty obvious in the description that this only works on attacks. If it was a general term, it would say Damaged, not Attacked.
I'm 99% sure at this point that this spell is not granting Endurance charges at the correct rate. I did several Ledge runs last night and came up with an effective rate of closer to 10%. I noticed it all through Normal, where I attempted to integrate this into my build, but when I actually tested it it came up quite a bit shy of the expected yield of charges for number of enemies killed. Anyone else have any experience with this? Better yet, anyone else tested it?
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Troglodyte wrote:
I'm 99% sure at this point that this spell is not granting Endurance charges at the correct rate. I did several Ledge runs last night and came up with an effective rate of closer to 10%. I noticed it all through Normal, where I attempted to integrate this into my build, but when I actually tested it it came up quite a bit shy of the expected yield of charges for number of enemies killed. Anyone else have any experience with this? Better yet, anyone else tested it?


It does seem lower, but I haven't ran any numbers so it's just an impression atm. However using it on large groups in ledge or western, and cleaving everything down, I'd often end up with only like 1 or 2 endurance charges, even though warlord was lvled. Now could just be I noticed it only when I wasn't full, but it seemed to be a bit low overall.

Granted even at 10% I think the gem is pretty good. The flask thing especially is amazing while lvling, can keep a quicksilver up pretty much permanently with a perpetual quality if you kill fast enough.
The endurance charges chance is frankly a bit silly. First of all, there is no guarantee you get any, but the most annoying is the fact that endurance charges are rewarded on kill, i.e. when they are the least useful. Ok I may be exaggerating, but when I face a pack of mobs and aoe them, they usually all die at the same time.

The part of endurance charges could be useful if made as a "chance on hit" while admittedly reducing the chance it procs.
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It shouldn't be too difficult to maintain the Charges until the next pack. Additionally, I can guarantee bosses aren't dieing at the same time as the whites around 'em. *shrug*

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I still don't like how ridiculously powerful the Quality bonus is. 1.5% Chance to Endurance is enormous. Looking only at Charges, 10% Quality is equal to leveling Warlord's Mark from 1 to 30, and Gem levels don't even go to 30. That's silly.
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Vipermagi wrote:
It shouldn't be too difficult to maintain the Charges until the next pack. Additionally, I can guarantee bosses aren't dieing at the same time as the whites around 'em. *shrug*

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I still don't like how ridiculously powerful the Quality bonus is. 1.5% Chance to Endurance is enormous. Looking only at Charges, 10% Quality is equal to leveling Warlord's Mark from 1 to 30, and Gem levels don't even go to 30. That's silly.


Yeah I noticed the quality was absurdly strong too on this one, at least if you want to use Warlord's Mark as your only source of End Charges. If you do, having a high quality one is necessary and it actually makes the curse fairly reliable as long as you either move quickly to the next pack or have increased endurance duration. Maybe it should only be .75% per lvl and the rest rolled into the base curse.

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