Venomancer Genie Skills.
exzacklyright
Posts: 0 Arc User
1) What are your suggestions? Str? or magic? Should I upgrade any dex or vit?
2) What skills would serve venomancer the best?
I know I should get "Second Wind" as it recovers health. But anything else? Should I work toward "Chaotic Spirit", since only venomancers can use it?
Some AOE spells would be nice as well
2) What skills would serve venomancer the best?
I know I should get "Second Wind" as it recovers health. But anything else? Should I work toward "Chaotic Spirit", since only venomancers can use it?
Some AOE spells would be nice as well
Post edited by exzacklyright on
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Comments
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1) I use a Discipline with 80 VIT and I haven't decided to do with its other points since skills are based off of Lucky Points now. I'm thinking about going for DEX, but I will be talking that out with my factionmates later.
2) I have Holy Path, Extreme Poison, Expel (personal reasons), Lightning Chaser, and Tree of Protection.
Many players like Bramble Rage or Tangling Mire on their Genie.0 -
1)
2) I have Holy Path, Extreme Poison, Expel (personal reasons), Lightning Chaser, and Tree of Protection.
hehe mines the same, except for expel. I threw wind sheild on mine instead ( for dmg reduction) because i couldnt decide what else to put on with what i had. I'll probably change that someday. Maybe relentless courage for channeling.. i dunno.0 -
I wanted to put Alpha Male on there but ran out of room.0
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what about "second wind"?0
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I'm using second wind. Oh, yeah, there's some other slots on there. Lightning chaser and earthquake - but I suck at timing cancels. And it's still got tree of protection, on the errant theory than you can never have too many heals.
...
I think I need to start a new genie.0 -
I'm using Celestial Sword (bwaah DD on genie, anyways i like it ), Holy path, Second wind and Tangling mire. All these skills with largest amount of Str possible on my genie (and they all require Str for bonuses how lucky i am ...).0
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I have a Longevity Genie with Holy Path (for run-aways, a MUST), second wind (for instant HP recovery), extreme poison (does so much damage when combined with foxform's AMP), and relentless courage (for better channeling, but i barely use it since it drains so much stamina).
Thinking of a 5th move. Might go for Chaotic Spirit (for PK) or maybe another healing move like Tree of Protection.
It all depends what you want and what you need.
I would say that EVERY veno must get Extreme Poison, and Holy Path. It's very helpful in FB's, TT's, and the like.0 -
what about stats? i got the fall genie.. with more magic.. should i just keep increasing that?0
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exzacklyright wrote: »what about stats? i got the fall genie.. with more magic.. should i just keep increasing that?
im kinda with the same problem here,... (though i got a fail genie XD (35/60 luck points,... (it was 34/50 so was quite good,... but when it got to sixty it got one out of ten :S)) but im pumping his points to make his spendable points bigger, so he can cast like first the tree of protect n than the secondwind,... like just before ur gonna take a big hit,... or so u can cast both holypath n second wind right after each other for a quick getaway when u got some bleed on u, coz pet lost agro vs a mob or so,...)0 -
I currently have...
Extreme Poison, Tree of Protection, Thunderstorm, Second Wind, and Holy Path. Though I really only use Tree and Second Wind with PvE purposes. I tend to forget my genie in PvP situations.[SIGPIC][/SIGPIC]0 -
I use Holy Path for Run Tos. Cost of extreme poison is only worth if soloing Djinn imho. Second Wind and Tree of Protection are convenient.Be kind: Help the GMs to depopulate the servers.0
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none use earthflame0
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Depending on your kill speed, tame isn't really free either. It uses a considerable chunk of mana if you've leveled it up. That mana has to come from somewhere, typically it's going to come from soul transfusion (lost damage, meaning lost kills) and hp potions or a genie (both represent coin). On top of that, there's the time factor of casting it, if you're killing slow such as say soloing FB89, where tame is used a lot... 5 seconds to tame (channel+cast after channeling reductions) on top of a say 30 second kill speed is slowing you down by almost 17%. If you're splitting stuff that dies faster for some odd reason, you can slow yourself down even more with the tame cast and then waiting on the cooldown.
Basically what it comes down to is the 200 stamina of earthflame (about 486 coin on dreamweaver, 1750 for 720 sta) compared with a small life potion, which in my case recovers 48% of my hp for 855 coin (and each tame uses 16%, so 285 coin spent on the heal per tame). Or, 285 coin for ~5 seconds. After 720 lures, 1 hour has been spent casting tame at a savings of 201 coin per tame (486-285). That's 144720 coin saved by standing around. Actually using that hour to have killed stuff would have brought you more coin.
In short, tame isn't cheaper.0 -
It uses a considerable chunk of mana if you've leveled it up.
Sage Leech recovers 600HP which is ~1/5 of my total which transfuses to over 1/5 of my max MP ( which is over 8500). Transfuse uses no time, and Leech does decent dmg for the cast time. In FB89, I'd be in Fox anyway for Amp and I'd need one skill to do during cooldown.Be kind: Help the GMs to depopulate the servers.0 -
none use earthflame
[QUOTE=Brael - Dreamweaver;5952831On top of that, there's the time factor of casting it [tame], if you're killing slow such as say soloing FB89, where tame is used a lot... 5 seconds to tame (channel+cast after channeling reductions) on top of a say 30 second kill speed is slowing you down by almost 17%. If you're splitting stuff that dies faster for some odd reason, you can slow yourself down even more with the tame cast and then waiting on the cooldown.[/QUOTE]
The problem I'm running into now is that I've refined my pulling technique in BH79 and BH89 so much that if the group has more than 3 people, we kill stuff faster than my genie regenerates energy to use earthflame again. My genie has 85 magic so it's no slouch at regenerating energy either. A lot of times Amp doesn't even have time to recycle between mobs.
In those cases, I'm pretty much forced to use tame to pull. I'm still playing around with the timing, and with a 4-person group I think it's better just to wait for the genie to regen. So I'll do things like check for increased life or increased defense mobs, and pull those first. Or if there are two mobs, I'll just bring them both at once and have the herc tank both (or herc tanks the extra if we have a barb/BM and cleric).
In a 5-6 person group, the group does enough damage that they don't need me to DD. So I'm free to leave when the mob is at like 60% hp and start casting tame on the next mob. Usually this gets the next mob lured just as the previous one dies. The mp hit hurts (my tame is at level 6 unfortunately), but usually in a 5-6 person group there's a cleric.
Rather than waste valuable stat points pushing my genie's mag up above ~80, I'm thinking of just leveling up another zeal genie solely for pulling in those situations. Dump all its points into mag and get it up to like 100-120. That would let me lure once every 25-26 sec.Basically what it comes down to is the 200 stamina of earthflame (about 486 coin on dreamweaver, 1750 for 720 sta) compared with a small life potion,0 -
I haven't really mentioned it because I'm still not willing to divulge my source. But I still get my genie stamina for around 0.3-0.5 coin per stmaina. So the 200 stamina for earthflame only costs me about 60-100 coin, nowhere near 486 coin. Competition has slowly been building in this market (I used to be able to get it for 0.2-0.25 coin per stamina), meaning there are a lot of other people who feed their genies the same way. So not everybody is bound by the same price constraint on spamming genie skills.
I get it rather cheap as well (or did until I got lazy with xenomonster quests), but there's still a market value on it. Paying .3 coin/stamina when it sells for 2.5 coin means you're still losing out on that potential coin.0 -
Brael - Dreamweaver wrote: »I get it rather cheap as well (or did until I got lazy with xenomonster quests), but there's still a market value on it. Paying .3 coin/stamina when it sells for 2.5 coin means you're still losing out on that potential coin.
Heck, when I set up a cat shop selling these immediately after genies came out, I blew out my remaining stock of mid-grade stones at 0.7 per stamina to free up that computer so I could switch it back to a much more profitable cat shop. The perfect stones I put on there at 1.4 per stamina still sold out faster.0 -
Solandri - Heavens Tear wrote: »Rather than waste valuable stat points pushing my genie's mag up above ~80, I'm thinking of just leveling up another zeal genie solely for pulling in those situations. Dump all its points into mag and get it up to like 100-120. That would let me lure once every 25-26 sec.0
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I'd look through each genie skill personally. 2 pages and no one mentioned Absolute Domain.
From: http://www.ecatomb.net/pwi/genieskill.phpGenie lvl 55
Spirit 13.620
Metal 4 - Water 4 - Earth 4
Range 5 meters
Energy 135
Stamina 999
Instant
Cooldown 180 seconds
Requisite Class All
Makes yourself and all allies within 5 meters immune to all damage for 2.2 seconds
and immune to immobilization for 2 seconds afterwards.
I just tried this at level 1 and then hit Feral Concentration. I typically have greater than -30% channeling. My guess is ~12 seconds of dmg immunity with ~10 of those having total freedom.
There are some other ones not often mentioned that look great as well.Be kind: Help the GMs to depopulate the servers.0
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