Talk:Mark of Pain

Probably one of my favourite skills in the game
I love this thing. Its use in PVP is questionable, but it shines in PVE. It works best when it's paired with a lot of melee allies; that means, primarily, Warriors, bone zombies, and ranger pets. Since it does its damage based on every melee hit, if you have four allies up there and your skill is currently ranked at 34 damage.. doing 136 damage to everything near the target in half a second isn't unreasonable. Repeat every 2-3 seconds! Nunix

Physicality... Physicality!
Are we sure Physical damage here is not interpreted as physical damage in Essence Bond? --Karlos 05:16, 21 November 2005 (UTC)

only works with physical damage?
I use this skill with deathly chill all the time. I don't think it's only for melee attacks.

D/N
mark of pain in the preview event would hit foes with massive dmaage because it would add about 36 damage hit ontop of what the scythe already hit the foe for

Mark of Pain Shield
Unless they've fixed it, which I'm not sure is feasible, there's a funny thing you can do with Mark of Pain, that isn't necessarily practical. Create a minion, as strong and resilient as you can get, and then end Verata's Aura on yourself to lose control of it. Hex it with Mark of Pain while it's masterless. Then either run and let it go on a rampage, or regain control of it, and it will remain hexed. When enemies strike it with physical damage in melee, it triggers Mark of Pain, causing the attackers to take damage. Once again, it's impractical, but really funny. It inspired a smiting skill suggestion from me, even. Merengue 15:11, 26 September 2006 (CDT)


 * I want your brain. Baron [[Image:Baron.JPG|25px]] 02:21, 11 December 2006 (CST)
 * This works with monsters that are each others' enemies, too. Pull one group into another, drop MoP, laugh. &mdash; 130.58 (talk) 05:34, 20 December 2006 (CST)
 * Can also be quiet funny in the FOW, when you get hexed by a Nightmare with Mark of Pain, and quick run to the first groupe of Snarling Driftwoods, they drop dead almost instantly :)

Hexed target flees
Lately I have noticed that a target with MoP on them behaves differently now, and regardless of their health or usual behaviour in melee, they go sprinting off away from the rest of the mob, as though to protect them from the shadow damage that is being dealt. I've never noticed such altruistic AI before. Anybody else spotted this? Is it just MoP that causes it? 89.241.228.90 05:25, 20 December 2006 (CST)
 * I happened before the ai nerf of recent, i remember hating the people for spreading the creatures out when i was trying to nuke them. Xeon 05:32, 20 December 2006 (CST)

dmg question
does the dmg mark of pain deals also apply to the target you are attacking?
 * No. 213.84.230.131 10:01, 13 January 2007 (CST)

Useles
What's the point of this skill if foes, having the hex on them, run? They mind aswell deleted this skill with that nerf. Rickyvantof
 * Snares ftw. -DV
 * They don't run immediately. In a party with two or more physical attackers you can easily get a bare-bones minimum of three hits off on the target before they even think about running, and if you have an MM in your party, that's closer to five or six. Assuming 12 curses (I like to use this on a mesmer with Mantra of Recovery, so I have 12. At 16 or 18 obviously the damage is significantly more, so we're lowballing.), and three hits (which is, as I said, a bare minimum) that's 34x3=132 damage on each adjacent foe before the aoe panic triggers. Doing 132 damage, armor-ignoring, for 10 energy is not bad at all by any stretch of the imagination. Then we consider that it's aoe, so the damage potential increases geometrically when there's more foes around. Finally, the more attackers you have on your team, the more hits you're going to get in before they run, and your damage increases by leaps and bounds. Very few other skills can, under ideal circumstances (and this is pve, so it's pretty easy to achieve favorable circumstances), provide upwards of 130 damage per target for only 10 energy, and when you add in a full swarm of minions and/or a really beautiful clump of enemies this skill rivals just about any other damage skill you can name. I don't really care if they run a bit, given that they've lost such a huge amount of health before they even think about running. Granted you need a party with people who understand the concept of following calls, but with heroes around, that's easier to achieve. Zaq 20:24, 7 February 2007 (CST)

Well, i ussually hex bosses with this, surrounding mobs take enough damage for me. Its also verry funny with a MM in you're team^^--Want2be 18:09, 23 March 2007 (CDT)
 * I'm thinking a R/Rt with splinter weapon and a minion master combined would be effing hilarious. I am bobo 17:50, 15 May 2007 (CDT)
 * Mark of Pain is your best bet to do Cantha Missions in HM easily. Eternal Grove, block the entrance, put this on a boss or a warrior mob. I have yet to see another kind of nuke that can wipe the floor this easily. Granted, sometimes you only get 1-2 and some mobs run quickly. But even in HM, some mobs hardly run at all. Shiroken e.g., Raisu Palace is really easy with Mark of Pain.

Combined with Barrage + Splinter Weapon
I'm not sure why this hasn't been mentioned before, but an R/Rt with Splinter Weapon and Barrage and N/Me with this and Order of Pain pretty much slaughters any big group in PvE. even with the associated attributes at 12: 15...28 (bow) + 13 (barrage) + 4*41 (Splinter Weapon) + 34 (MoP) + 13 (OoP) = 239 damage to all adjacent enemies for ~30 energy and ~3 seconds of preparation. Hell, you could even Echo and Arcane Echo to spread the MoP to the other adjacent enemies and increase it 307 damage. And I haven't tested, but I'm fairly sure they won't scatter with just one volley, leaving you free to finish them off with the second volley.--Mafaraxas 17:39, 28 May 2007 (CDT)