Genie advice
Brael - Dreamweaver
Posts: 1,430 Arc User
Ok, so what would your suggestions be, I'm making a second genie just for FB's, bosses particularly once I have a little more spirit. It's currently 78 with 1 point saved, 40 dex, and 78 mag. No affinity spent, and in a day or two it will be 80 with 40 dex/80 mag, and probably a few extra points into vit (it will end up at 105-115 energy depending on lucky points) and I don't really have any desire to take it past that.
What would you choose for skills? Right now I've got Lightning Chaser and Blinding Sand. I have another genie with Holy Path so that's already covered, kind of. I don't really like the idea of doubling up on skills. What else should I put on this?
My first reaction is tree, but in practice tree seems like a waste on this genie as all energy either needs to go towards blinding or lightning depending on the job I'm doing.
I was maybe thinking Frenzy, but given the abundance of level 150 bosses, would frenzy be worthwhile? I only do 25% to them anyways from my nukes, which is what that would boost.
Dust Storm seems useful but I'm dubious of the stamina cost.
Elemental Weakness seems interesting, but is there a skill that does the opposite? Increasing resists to reduce physical? That would probably be more useful given the way pet damage works.
How about the skill that prevents a stun from landing? That one seems useful, but I can't find it in the list
Any other ideas? I have room for two more skills on it.
What would you choose for skills? Right now I've got Lightning Chaser and Blinding Sand. I have another genie with Holy Path so that's already covered, kind of. I don't really like the idea of doubling up on skills. What else should I put on this?
My first reaction is tree, but in practice tree seems like a waste on this genie as all energy either needs to go towards blinding or lightning depending on the job I'm doing.
I was maybe thinking Frenzy, but given the abundance of level 150 bosses, would frenzy be worthwhile? I only do 25% to them anyways from my nukes, which is what that would boost.
Dust Storm seems useful but I'm dubious of the stamina cost.
Elemental Weakness seems interesting, but is there a skill that does the opposite? Increasing resists to reduce physical? That would probably be more useful given the way pet damage works.
How about the skill that prevents a stun from landing? That one seems useful, but I can't find it in the list
Any other ideas? I have room for two more skills on it.
Post edited by Brael - Dreamweaver on
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Comments
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You might want to mention your character's stats and veno type (magic, LA, etc.), so we can see what strengths/weaknesses the genie could help with. If you have low vit then Tree would help more than if you have high vit, for example.0
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Brael - Dreamweaver wrote: »Ok, so what would your suggestions be, I'm making a second genie just for FB's, bosses particularly once I have a little more spirit. It's currently 78 with 1 point saved, 40 dex, and 78 mag. No affinity spent, and in a day or two it will be 80 with 40 dex/80 mag, and probably a few extra points into vit (it will end up at 105-115 energy depending on lucky points) and I don't really have any desire to take it past that.
What would you choose for skills? Right now I've got Lightning Chaser and Blinding Sand. I have another genie with Holy Path so that's already covered, kind of. I don't really like the idea of doubling up on skills. What else should I put on this?
My first reaction is tree, but in practice tree seems like a waste on this genie as all energy either needs to go towards blinding or lightning depending on the job I'm doing.
I was maybe thinking Frenzy, but given the abundance of level 150 bosses, would frenzy be worthwhile? I only do 25% to them anyways from my nukes, which is what that would boost.
Dust Storm seems useful but I'm dubious of the stamina cost.
Elemental Weakness seems interesting, but is there a skill that does the opposite? Increasing resists to reduce physical? That would probably be more useful given the way pet damage works.
How about the skill that prevents a stun from landing? That one seems useful, but I can't find it in the list
Any other ideas? I have room for two more skills on it.
I would add extreme poison, for those times where you do not need either of the two. It is cheap enough to use and it helps matck and patcks.Too often we loose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown, BUT, it only takes 4 muscles to extend your arm and slap that mother#$@%#^! upside the head.0 -
I already have poison on my other genie, which has 60 dex giving poison 2% more than this one would have. Tree/poison/relentless/holy path. I'm adding the anti stun skill to it, an extra 2 (3 in a few levels) seconds of spark means I jump from 5 to 7 (possibly 8 with celestial) nukes.
Frenzy seems to be a winner with a longer spark like that, but frenzy+fortify requires 140 energy, since my genie is only going to have somewhere between 106 and 115 energy (depending on lucky points when it hits 80) that's not an option that looks very viable for it. It seems more like a genie built to make use of a poison/fortify/frenzy combo would be the winner for using this skill.
I'm thinking something that reduces the targets physical resist would be good, if it stacks with IW. Something that decreases magic resist is of relatively low value due to how many ? bosses there are.
If I can't find anything I'll just double up on tree and poison but that really seems like a waste. Maybe Essence Penetration would be good. Gain 220 chi over 15 seconds, then lose 280 chi over the next 15 seconds, during which point I wouldn't really have chi anyways due to a spark and the energy cost is just about right to use with fortify.You might want to mention your character's stats and veno type (magic, LA, etc.), so we can see what strengths/weaknesses the genie could help with. If you have low vit then Tree would help more than if you have high vit, for example.
Arcane, mostly in magic. Tree is worthless with what I'm looking for, if I need tree I already have a genie for that, it's also a skill more for when I'm chain healing and need mana. With the high energy cost on it (130 for an 80% heal, which is really 80% mana thanks to soul transfusion) it's not really an option anyways since I won't have the vit on the genie, plus it would kill any potential lightning chaser for almost a minute. It's more of a situational genie, while tree is a general skill.
Oh, I wasn't thinking last night, I can do 3 more skills not 2 (5 total).0 -
For pdef reduction your choices are:
Tanglemire - pdef reduciton and mov reduction
Impact - Pdef reduction and water DOT (description says breaks armor)
Hollow Fist - Pdef reduction and Bleed DOT
Of those 3, the only one I know for a fact it will stack with IW is HF, however it uses 105 energy....Too often we loose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown, BUT, it only takes 4 muscles to extend your arm and slap that mother#$@%#^! upside the head.0 -
For me, I have wind shield (for faster healing), tree of protection (since I don't use charms I can transfuse and use tree for infinite mp), and tai chi (in case I take a hit without cleric buffs).
On other genies I have wind prison, tangling mire, holy path, relentless courage, and a few others that help with elemental things._Jaysun_'s Wife
Heaven's Tear--
Retired
[SIGPIC][/SIGPIC]
For all those that told me Lunar Gold wasn't worth the hassle of farming... but now have the Nirvana versions... I laugh at you. Hypocrites.0 -
IceJazmin - Heavens Tear wrote: »For pdef reduction your choices are:
Tanglemire - pdef reduciton and mov reduction
Impact - Pdef reduction and water DOT (description says breaks armor)
Hollow Fist - Pdef reduction and Bleed DOT
Of those 3, the only one I know for a fact it will stack with IW is HF, however it uses 105 energy....
Hmm, Hollow Fist looks like 95 energy at level 1, and the def reduction is the same per level if ecatomb is correct. That's borderline for what I could do, but would work out well enough. Thanks, that one looks like a winner. Amp/IW/HF/Poison (would make someone else do the poison) with a couple pets on some ? bosses is a huge spike of damage for times 100% reduction isn't possible.
The only downside I'm running into now is if I do:
Blinding Sand - Earth 1
Fortify - Wood 5
Lightning Chaser - Metal 5
Hollow Fist - Wood 4, Earth 4
Essence Penetration - Wood 3, Water 4
I'm running into 18 affinity points which will require I think level 85? Maybe I'll drop essence penetration then and find something else.0 -
Brael - Dreamweaver wrote: »Hmm, Hollow Fist looks like 95 energy at level 1, and the def reduction is the same per level if ecatomb is correct. That's borderline for what I could do, but would work out well enough. Thanks, that one looks like a winner. Amp/IW/HF/Poison (would make someone else do the poison) with a couple pets on some ? bosses is a huge spike of damage for times 100% reduction isn't possible.
My HF is level 5 or 6.... that is the 105 cost. My understanding is that the skill level increases the duration of the debuff and it increases the bleed damage.Too often we loose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown, BUT, it only takes 4 muscles to extend your arm and slap that mother#$@%#^! upside the head.0 -
The description on ecatomb says 9 second duration at each level. Every 20 dex adds 1 second to it. The higher ranks increase the initial damage/dot neither of which I really care about since they would be reduced to 25% anyways at times I want to use this.0
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Brael - Dreamweaver wrote: »The description on ecatomb says 9 second duration at each level. Every 20 dex adds 1 second to it. The higher ranks increase the initial damage/dot neither of which I really care about since they would be reduced to 25% anyways at times I want to use this.
You are right. Skill level only affects the damage component.Too often we loose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown, BUT, it only takes 4 muscles to extend your arm and slap that mother#$@%#^! upside the head.0 -
IceJazmin - Heavens Tear wrote: »For pdef reduction your choices are:
Tanglemire - pdef reduciton and mov reduction
Impact - Pdef reduction and water DOT (description says breaks armor)
Hollow Fist - Pdef reduction and Bleed DOT
Of those 3, the only one I know for a fact it will stack with IW is HF, however it uses 105 energy....
The problem with Hollow Fist as a debuff is that huge energy cost. 95 energy for 20% for 9 sec. Maxed Tanglemire is 53 energy for 35% for 10 sec. You can use it nearly twice as often and it does close to 2x the debuff. You can think of the genie's energy bar as a cooldown timer that's shared across all genie skills. The more energy a skill uses, the longer your "cooldown" is before you can use another skill.
Realistically, unless you manage to get a genie with like 120 magic, you're not going to be able to keep more than one debuff skill applied during a boss fight. From the tests I did, Extreme Poison looks like the winner in terms of bang (increased damage) for the buck (low energy cost). Tanglemire and HF should be considered secondary debuffs if you already have 2-3 people keeping EP on the boss all the time.
As for the original topic, I think your priority should be:
1. mag genie for high energy regen for spammable skills
2. vit genie for Ice Blast / misc high energy skills
3. dex genie for effects which benefit most from higher dex0 -
Ya, it's a magic genie, has 80 magic/40 dex. I'll take a look at tangling mire, the issue I see with it though is that a 10 sec duration with a 30 sec reuse means it's really only going to average 13%, though it would still beat HF due to the energy cost but the up side is it would save me 3 affinity points, so it could be done with 15 rather than 18. That's a good chunk of spirit saved.
I'm seeing about 1500 physical defesnse on higher mitigation level 150 things, and around 2000 on the ones with higher mitigation, though I hardly checked everything. That only works out to 20-25% mitigation. A 36% debuff would reduce it to 13-17% depending on the mob. So you would end up gaining 8.75%-10.67% additional damage. With tangling mire the recast is more of a limitation than the energy with 2.6 energy/sec so... ya, this doesn't look like that good of a choice afterall. Well, it can free up poison from my normal genie I suppose.0
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