effing Genies

Benjabob - Dreamweaver
Benjabob - Dreamweaver Posts: 62 Arc User
edited July 2009 in Wizard
I have to say that I HATE genies, I really dont get them.

I started a wizard 2 days ago, and lvled him to 20 last night, which is all fine and dandy, but then I have this annoying little shi-t flying around my head.

My point allocation for my wizard is every two levels, 1 STR and 9 INT

I was given an infliction genie, so 15 str, but I want to know what sort of genie stats I want to have to compliment my wiz, so far ive put points into eveything on my genie as I just dont understand it, and put about 3-4 points into my fire affinity.

Just some tips on how to allocate points (and why) would be very appreciated ;D
Post edited by Benjabob - Dreamweaver on

Comments

  • Nakhimov - Lost City
    Nakhimov - Lost City Posts: 1,829 Arc User
    edited July 2009
    Try looking at the list of Genie skills.
    Some helpful skills are:
    Extreme Poison: Increases damage enemies take, great against inc life mobs or in PvP. Stacks with other skills.
    Tree of Protection: generally just called "tree", increases your max hp (60% at lvl 10!) and heals you every few seconds.
    Fortify: Makes you immune to Stuns. There's a chance of mdef loss, so be careful with this skill.
    Holy Path: Increases the speed of you and your party members to the max. Great in FB and TW, and for running/kiting in PvP
    Blood Clot: Temporary immunity to bleed, including nix bleed, of course.
    Adrenaline Surge: Temporary immunity to sleep, great against clerics
    Occult Ice: has a chance to freeze enemies, good to avoid BMs who get close and try to stun you.

    Now, pick 3-4 of these skills that you think you'd like. In your genie affinity menu, find the skill tree. Each of these skills will tell you how much of a specific affinity you need for each skill: I'd tell you myself but I'm still downloading the new patch atm.

    As for generic point allocation, put 40 into mag for an extra genie skill slot, and distribute the rest into vitality, for more genie energy.
    Bladestorm lets you spin around like a carnival ride and do damage. Not using it is almost like having a move called Confetti Rocket Power Leap and saving it for "emergencies"
    [SIGPIC][/SIGPIC]
    Nakhimov the Kingslayer of Kil'Jaeden's <Criminal Scum>
    wowprogress.com/guild/us/kil-jaeden/Criminal+Scum
  • Enelman - Heavens Tear
    Enelman - Heavens Tear Posts: 54 Arc User
    edited July 2009
    to be honest there are only 2 genie skills worth having,

    Holy Path that gives a 6 second increase in speed to 15 mps
    and
    Tree of protection that gives a 60% increase in HP and heals to full for 6 seconds

    for me all the others are worthless
  • Eunuch - Dreamweaver
    Eunuch - Dreamweaver Posts: 89 Arc User
    edited July 2009
    Dude,
    Vit = increases amount of energy
    Mag = increases energy recovery rate and increases genie skill slots
    Str = increases damage of genie nukes
    Dex = increases duration of "over time" genie spells

    Usually people pump either mag or vit.

    You put affinity points based on what skills you want to teach the genie.
    http://www.ecatomb.net/pwi/genieskill.php
  • Kristoph - Lost City
    Kristoph - Lost City Posts: 2,016 Arc User
    edited July 2009
    to be honest there are only 2 genie skills worth having,

    Holy Path that gives a 6 second increase in speed to 15 mps
    and
    Tree of protection that gives a 60% increase in HP and heals to full for 6 seconds

    for me all the others are worthless
    lol, pve server cleric...


    Don't bother getting a genie until you're like 60, until then you shouldn't be wasting the spirit points. Getting your basic skills to a good level will help you a lot more than genie skills would.
    Wondering how much longer these **** packs are going to be around.
  • Benjabob - Dreamweaver
    Benjabob - Dreamweaver Posts: 62 Arc User
    edited July 2009
    Thanks for all of the tips and advice, now ill be able to put it to good use, and maybe try and get a better starting genie when Ive got a few mirages spare.
  • Eunuch - Dreamweaver
    Eunuch - Dreamweaver Posts: 89 Arc User
    edited July 2009
    Tree of life is always usefull. You only need a lvl 10 genie and keep the skill at lvl 1.
  • MidnightTip - Sanctuary
    MidnightTip - Sanctuary Posts: 3 Arc User
    edited July 2009
    Genies can be broken up into a few seperate uses:
    Support, AoE Support, Movement, Solo, and a few others that I'll bother mentioning when I make a guide.

    This is the genie build I use on my wizard, it's only level 12 atm but I ripped it off a friend of mine and made a few adjustments :D (he screwed it up a bit and didn't want to bother spending the money to fix it).
    STR- Leave alone
    VIT- Set to 20
    DEX- Maximize it
    MAG- Set to 40 for extra slot
    For affinity give 4 wood, 4 water, 4 earth, 4 fire, metal 2
    For Skills get Wind Force, Tree of Protection, Tai Chi, Holy Path, Heart of Steel or Sand Shield

    Tree of Protection can easily become a healing ability to replace remedies like chaos powder, put simply you'll be returned to full health in about 5 seconds.

    Tai Chi boosts your regeneration, good for travelling and great for party recovering.

    Holy Path gives a movement speed bonus so it's great for travelling, don't remember all the effects but I think it boosts regeneration as well so even better.

    Wind Force increases flying momentum, it's not the best at earlier levels but at maximum genie level I think it's duration is around 8 seconds and it boosts flying speed by like 65%.

    Sand Shield and Heart of Steel both give different defenses, one gives a boost to your metal defense one to your earth defense. If you want you can also add another point into Water affinity and get Oxegyn Bubble which grants immunity to water damage. All in all depends on what type of magic you use the most.

    I'll go into more detail when I make a genie guide later :D
  • Benjabob - Dreamweaver
    Benjabob - Dreamweaver Posts: 62 Arc User
    edited July 2009
    Genies can be broken up into a few seperate uses:
    Support, AoE Support, Movement, Solo, and a few others that I'll bother mentioning when I make a guide.

    This is the genie build I use on my wizard, it's only level 12 atm but I ripped it off a friend of mine and made a few adjustments :D (he screwed it up a bit and didn't want to bother spending the money to fix it).
    STR- Leave alone
    VIT- Set to 20
    DEX- Maximize it
    MAG- Set to 40 for extra slot
    For affinity give 4 wood, 4 water, 4 earth, 4 fire, metal 2
    For Skills get Wind Force, Tree of Protection, Tai Chi, Holy Path, Heart of Steel or Sand Shield

    Tree of Protection can easily become a healing ability to replace remedies like chaos powder, put simply you'll be returned to full health in about 5 seconds.

    Tai Chi boosts your regeneration, good for travelling and great for party recovering.

    Holy Path gives a movement speed bonus so it's great for travelling, don't remember all the effects but I think it boosts regeneration as well so even better.

    Wind Force increases flying momentum, it's not the best at earlier levels but at maximum genie level I think it's duration is around 8 seconds and it boosts flying speed by like 65%.

    Sand Shield and Heart of Steel both give different defenses, one gives a boost to your metal defense one to your earth defense. If you want you can also add another point into Water affinity and get Oxegyn Bubble which grants immunity to water damage. All in all depends on what type of magic you use the most.

    I'll go into more detail when I make a genie guide later :D

    hey thanks this is really useful, I think im gonna get a new genie, my one sucks due to lack of knowledge -.-