Genie Builds and Skills for the Venomancer

tweakz
tweakz Posts: 0 Arc User
edited August 2010 in Venomancer
Overview of Genie Skills:

http://www.ecatomb.net/pwi/genieskill.php

Intro:

Many come here confused about whether they would even benefit from a Genie, or what skills they could benefit from. The problem there is that a Genie's build can determine what skill is most suitable, or a few skills can determine which Genie build is most suitable. Venomancers have the wonderful world of being able to do both great phys dmg and great mag dmg, so there isn't one particular build that dominates for them, and there isn't one specific genie build or skill set that dominates. We also have our own play styles, so a single guide from a one person perspective should be out of the question. If I get enough cooperation, I'd like to incorporate the responses in this thread to provide an overview of possibilities for an end game venomancer's Genie or Genies.

There are basically two builds: Dex and Str. Vit and Mag are more about frequency of use or ability to use. Vit determines maximum energy, and mag determines energy recovery rate. Dex appears to be more about chances and is more geared toward the mage (extreme poison vs tangling mire), while Str appears to be more about phys.


What Genie and why?:

I like the Zeal Genie (orange) because of it's innate luring skill. It's ability to lure is solely enhanced by Magic points in that it can lure more frequently with higher mag. Sure, Tame Beast only costs MP, but Genie Luring is much faster (even if you have ~-50% channeling).

The Discipline (white) genie's innate skill is Wind Force which temporarily speeds up your aerogear and is enhanced by Dex which makes it a good candidate for a Dex build genie. Holy Path also benefits from Dex so I use my Discipline when I want to travel fast. Wind Force works great with Accelerate.


The Strength Build:

I chose this initially because I opted to go with Second Wind over Tree of Protection and saw that Cloud Eruption also benefited from it. Obviously, you cannot have a pure STR build and use these skills. At least 130 Energy is needed for Cloud Eruption Lv.1, and 135 if you want to use Absolute Domain, so you will want about 35-40vit.

Highlights and Skills to consider with the STR Build:

  • Earthflame - Innate skill primarily used for luring, unaffected by all but mag stat (energy recovery / frequency of use). Decreases defense by 5% for 5 seconds giving your pet a little jump on aggro.
  • Holy Path - Who doesn't have this skill to speed up your walking speed temporarily? Sure 100 Dex can get you 1 more second on it but that's crazy anyway! For longer distance speed up consider Tai Chi instead.
  • Second Wind - Instantly Heals you for 800HP, and every STR point increases healing by 2% of base 800 - *Mayfly "Indeed, it works exactly that way. 50 strength means it heals for 1600." -Vitenka
  • Absolute Domain - Unaffected by Genie points but requires 135 Energy. Gives you the ability to be functional during Feral Concentration, and immune to damage while casting it.
  • Cloud Eruption - At Lv.1 Provides 1 spark + 3 chi + 1 chi for every Genie STR point. It's recommended to leave this skill at Lv.1 to keep the Energy cost down. It can be used as a cheap alternative to spark pots for things like triple sparking Parasitic Nova.
  • Tangling Mire - Reduces Pdef by 35% for 10s at Lv.10, and for every 5 STR, it gets an additional 1% pdef reduction. A Genie with an STR of 100 combined with Sage Ironwood suggests it would yield the equivalent of a reliable armor break for 10 seconds. The damage boost while soloing may not seem like much but for elite mobs it helps my pet hold aggro so I can do more damage.
  • Tai Chi - Speed up party and their HP recovery. This skill can remove the cleric HP recovery buff from party members, but it has a 15s duration, low energy / stamina costs, 0 cooldown, and benefits greatly from STR.
  • Impact - Reduce pdef on single target at a lower cost than Tangling Mire.
  • Leaf Dance - Increase your crit rate by 2% for a long time
  • Frenzy - Increase attack level by 20 but makes yourself more vulnerable

Dexterity Build by sleepcat -with some additions

Highlights and Skills to consider for Dexterity Build:

  • Holy Path - It saves me in PvE and TWs.
  • Tree of Protection - I am too lazy to figure out the balance between str and dex to optimize Tree of Protection and I haven't used it too much to see how much it's been healing me. But it suits a Dex build so I'll put it here.
  • Absolute Domain - It's good because you don't need to consider genie stats for it. Although the affinity points is another story.
  • Badge of Courage - Being stunned is a big problem for me because I am too cheap to use anti-stun pots. With 80 dex, I get about a 80% chance of getting out of stuns.
  • Seal - There are a bunch of good dex based genie skills but I wanted to try something different and go for Seal. 55% chance is pretty low though, I'm not sure if it was a good decision yet..
  • Extreme Poison -
  • Chi Siphon - Cheaper to use than Cloud Eruption for chi.
  • Frenzy - Doesn't really benefit from dex, but is still useful for +20 atk level.

Personal Thoughts on STR build:

Extreme Poison is a popular choice over Tangling Mire, but it prefers Dex over STR (10 Genie Dexterity points increases the duration by 1 second at max Lv), and it's stamina cost per use is 200 higher. Most squads tend to have a higher patk to matk ratio, and when soloing: you'll likely use Tangling Mire on Mag Resist mobs in Fox / melee form. Tangling Mire combined with Ironwood Scarab can reliably provide similar results to Armor Break.

Tree of Protection is an alternative to Second Wind. Tree of Protection requires less stats to recover more HP, but it has a delayed response and cost around double the Stamina. Tree of Protection benefits from both STR and DEX. With a high STR Genie, Second Wind should be able to recover a good amount of HP instantly. I used to have both but realized giving up dex and focusing on Second Wind would benefit me more overall.

Cloud Eruption is so much cheaper than spark pots and benefits greatly from STR and Chi Siphon (dex) is cheaper yet.
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Post edited by tweakz on
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Comments

  • sleepcat
    sleepcat Posts: 0 Arc User
    edited May 2010
    Lemme see if I can do this correctly. :p

    What Genie and why?:

    I use a Zeal and a Discipline. Zeal for the same reason as Tweakz, as I am [crossout]sometimes[/crossout] usually too lazy to summon a pet and Earthflame is just so much faster. Discipline for no other reason other than aesthetics. It looks pretty at 61+ LP.

    The SleepCat Dexterity Build:

    My Zeal genie was a strength build, with Second Wind and Cloud Eruption as the focus, although I probably would've done things differently if I could, since I greatly overestimated Frenzy as a useful genie skill. My Zeal genie build wasn't that great so that won't be the focus here.

    It made sense to put all the skills I wanted but couldn't fit to my Zeal into my Discipline. The hardest part about making a perfect genie is that the affinity requirements really limits the set of skills that I actually want. First, Tree of Protection is more effective for every 8 dex the genie has. Seal and Badge of Courage is more effective for every 2 dex. Holy Path's 100 dex is too high to consider and Absolute Domain is only determined by its level. The genie originally had 88 dex but I reduced it to 80 dex arbitrarily because it's divisible by 10. I removed 1 str since Tree of Protection only goes by every 2 str so the 5th str is irrelevant. I put vit at 50 just so I can double Holy Path. Most of the time, double Holy Pathing is enough to get rid of aggro from mobs in fbs and TT if I don't want the squad to bother with it. The remaining points and the focus of my genie gear are all going into mag.

    For affinity, I use:
    4 Mt
    4 Wd
    3 Er
    4 Wt
    3 Fr

    And I end up with a free affinity point.


    Highlights and Skills to use with the SleepCat Build:
    • Holy Path - It saves me in PvE and TWs.
    • Tree of Protection - I am too lazy to figure out the balance between str and dex to optimize Tree of Protection and I haven't used it too much to see how much it's been healing me. But it suits a Dex build so I'll put it here.
    • Absolute Domain - It's good because you don't need to consider genie stats for it. Although the affinity points is another story.
    • Badge of Courage - Being stunned is a big problem for me because I am too cheap to use anti-stun pots. With 80 dex, I get about a 80% chance of getting out of stuns.
    • Seal - There are a bunch of good dex based genie skills but I wanted to try something different and go for Seal. 55% chance is pretty low though, I'm not sure if it was a good decision yet.
    .

    Personal Thoughts on that build:

    I'm not sure what I'm trying to do or say, but maybe this information might help you compile something like combination of skills you can put on your genie that have a good psyenergy between affinity requirements and genie stat usage.
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  • Mayfly - Dreamweaver
    Mayfly - Dreamweaver Posts: 6,094 Arc User
    edited May 2010
    tweakz wrote:
    # Second Wind - Instantly Heals you for 800HP, and every STR point increases healing by 2% *note: 50 str points do not recover 100%HP - needs further study

    Wouldn't the 2% additional per STR point be of the base 800HP recovery?
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  • Vitenka - Dreamweaver
    Vitenka - Dreamweaver Posts: 4,125 Arc User
    edited May 2010
    Indeed, it works exactly that way. 50 strength means it heals for 1600.

    Holy path I think is overrated - speed is good, but you get a lot of speed as a veno just from summer sprint. I'm usually happily ahead of everyone except (sometimes) the barbs.

    I think I'll go buy cloud eruption, now that I'm spamming myriad. Since my genie is already primarily strength.
  • King_Solomon - Heavens Tear
    King_Solomon - Heavens Tear Posts: 1,341 Arc User
    edited May 2010
    extreme poison, chaotic spirit (pvp), wind shield and lightning chaser and good dex-based skills.
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  • tweakz
    tweakz Posts: 0 Arc User
    edited May 2010
    Holy path I think is overrated - speed is good, but you get a lot of speed as a veno just from summer sprint. I'm usually happily ahead of everyone except (sometimes) the barbs.

    Oh, I'm using all the speed gears possible including +3m/s boots, +2 wrists, +2 cape, Sage Summer Sprint, and I'll still give it credit for saving me from failed World Boss attempts. It also allows me to get far enough ahead to res my Herc when I fail at soloing an FB boss and continue rather than leave instance and get set way back.
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  • Squeakytoy - Dreamweaver
    Squeakytoy - Dreamweaver Posts: 660 Arc User
    edited May 2010
    tweakz wrote: »
    Extreme Poison is a popular choice over Tangling Mire, but it prefers Dex over STR (10 Genie Dexterity points increases the duration by 1 second at max Lv), and it's stamina cost per use is 200 higher. Most squads tend to have a higher patk to matk ratio, and when soloing: you'll likely use Tangling Mire on Mag Resist mobs in Fox / melee form. Tangling Mire combined with Ironwood Scarab can reliably provide similar results to Armor Break.


    This only applies to Sage Venomancers, or those who have yet to reach level 89. As a demon Veno, the armor break from my Ironwood Scarab negates any benefit Tangling Mire would provide. Unless of course my Ironwood doesn't inflict its armor break, which is most of the time. Since I can't stack the two effects together, I prefer to use Extreme Poison, and stack it together with Amplify Damage. (though I do have a strength based genie with Tangling Mire, built mostly to use Cloud Eruption. Mire was more of an afterthought.)

    Also, Extreme Poison requires 16 dexterity to gain one second.
  • tweakz
    tweakz Posts: 0 Arc User
    edited May 2010
    ^^ thanks for catching that.

    I did some testing on Pilgrim of Dharma which are OMA Lvl 100 repeatable quest mobs:

    Using Varicose Scorpion with Claw Skill:

    3278
    3812 with Sage Ironwood
    4785 with Sage Ironwood and Tangling Mire
    6221 with Sage Ironwood, Tangling Mire, and Sage Amplify Damage
    3973 with Tangling Mire
    5043 with Armor Break
    5043 with Armor Break and Tangling Mire
    6556 with Armor Break and Sage Amplify Damage
    4955 with Sage Ironwood and Sage Amplify Damage

    Using Phoenix with Claw Skill:

    4026
    5878 Sage Ironwood + Tangling Mire
    6194 Armor Break


    *I have 3 unused Genie Gear slots, 2 levels and a possible 10 more lucky points on my Genie. This is merely current results. Armor Breaks only last 9s, while Tangling Mires lasts 10, and Ironwood 20. I also burned a lot of MP attempting to get the Armor Break results with Myriad. Ironwood + Tangling is easy to achieve and over full duration would appear better. If Tangling Mire is used at same time as Armor Break it would be wasted.

    Anyone got a Mind Break alternative? - My Scorp happens to have Howl which is -36% mdef.
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  • Vitenka - Dreamweaver
    Vitenka - Dreamweaver Posts: 4,125 Arc User
    edited May 2010
    Gah.
    One thing these guides always forget to mention...

    Cloud eruption needs HOW many affinities?!

    Blegh. I'd basically need to start a whole new genie. And this one's got 30k energy.
  • Solandri - Heavens Tear
    Solandri - Heavens Tear Posts: 2,843 Arc User
    edited May 2010
    Cloud eruption needs HOW many affinities?!
    I put together a spreadsheet which calculates genie affinities based on which skills I select. Been thinking of coding that up as a web site. But for now, here's the table of skills (the ones I saw as most useful):
    Mt	Wd	Er	Wt	Fr
    4	-	4	4	-	Absolute Domain
    -	5	4	-	-	Alpha Male
    -	-	1	-	-	Blinding Sand
    -	-	7	7	-	Chi Siphon
    7	-	5	-	-	Cloud Eruption
    -	-	2	-	-	Earthquake
    5	-	-	6	-	Expel
    -	4	-	-	-	Extreme Poison
    -	5	-	-	-	Fortify
    2	2	2	-	-	Holy Path
    -	1	1	1	-	Second Wind
    -	-	1	1	-	Tangling Mire
    -	3	-	4	-	Tree of Protection
    
    Cloud Eruption is highly compatible with Holy Path and Earthquake. With a little work you should be able to fit it in with Tangling Mire and Second Wind. At higher level you can combine it with Absolute Domain, Expel, and Alpha Male. IMHO it actually works pretty well on a genie. Chi Siphon is probably better for a Tree genie though.
  • tweakz
    tweakz Posts: 0 Arc User
    edited May 2010
    Anyone have experience with Tai Chi, or Relentless Courage?

    Tai Chi - Does it increase your speed as well?
    Energy 54
    Stamina 230
    Instant
    Cooldown 1 seconds
    
    Draws upon the power of Tai Chi.
    Increases the movement speed of nearby allies by 15% for 15 seconds.
    Increases the HP regeneration rate of nearby allies by 50 per second for 15 seconds.
    
    Strength: Every 4 Genie Strength points increases the movement speed by 1%.
    

    Relentless Courage, how long is it's duration at lvl 10?
    Energy 140
    Stamina 180
    Instant
    Cooldown 30 seconds
    
    Increases your attack speed by 5%,
    your movement speed by 5%,
    and your channeling speed by 5%.
    Lasts for ? seconds.
    
    Strength: Every 4 Genie Strength points increase the attack speed by 1% more.
    Strength: Every 4 Genie Strength points increase the movement speed by 1% more.
    Dexterity: Every 15 Genie Dexterity points increase channeling speed by 1% more.
    

    I'm comparing these to Holy Path:
    Range 10 meters
    Energy 75
    Stamina 400
    Instant
    Cooldown 1 second
    
    Increases the movement speed of yourself to the max for 6.0 seconds.
    
    Dexterity: Every 100 Genie Dexterity points increase the duration by 1 second.
    

    -Notice the stamina and duration differences, as well as the additional uses.
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  • Potzi - Lost City
    Potzi - Lost City Posts: 91 Arc User
    edited May 2010
    I've only heard it sucks.
  • tweakz
    tweakz Posts: 0 Arc User
    edited May 2010
    Impact
    Range 20 meters
    Energy 45
    Stamina 50
    Instant
    Cooldown 20 seconds
    Requisite Class All

    Attacks with watery might to erode the target's defenses.
    Causes 120.6 Water damage and reduces the target's
    physical defense by 10% of gear value for 10 seconds.

    Strength: Every Genie Strength point increases the damage by 6.7.
    Strength: Every 10 Genie Strength points increases the defense reduction by 1%.

    Causes double damage to very close targets.

    -Highlighted what I like about this skill aside from obvious. It doesn't stack with Tangling Mire, but Tangling has a 30s cool down and hefty usage cost. This is a cheap way to keep the -pdef debuff high on a single mob. It's also one of those skills you ought to leave at Lv.1.

    Compared with Tangling Mire: I get -18% pdef with this vs -51% with TM Lv.10.

    Dmg on Pilgrim of Dharma with Str 86 genie:

    3278 (base)
    3434 w/ Impact
    4024 w/ Impact, Ironwood
    4102 w/ Impact, Ironwood, Amp
    4008 w/ Tangling Mire
    4835 w/ Tangling Mire, Ironwood
    6286 w/ Tangling Mire, Ironwood, Amp

    *Ironwood is sage @-45% pdef and Amp is Sage @ +30% dmg.
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  • SupaRoyalty - Lost City
    SupaRoyalty - Lost City Posts: 516 Arc User
    edited May 2010
    tweakz wrote: »
    Impact



    -Highlighted what I like about this skill aside from obvious. It doesn't stack with Tangling Mire, but Tangling has a 30s cool down and hefty usage cost. This is a cheap way to keep the -pdef debuff high on a single mob. It's also one of those skills you ought to leave at Lv.1.

    Compared with Tangling Mire: I get -18% pdef with this vs -51% with TM Lv.10.

    Dmg on Pilgrim of Dharma with Str 86 genie:

    3278 (base)
    3434 w/ Impact
    4024 w/ Impact, Ironwood
    4102 w/ Impact, Ironwood, Amp
    4008 w/ Tangling Mire
    4835 w/ Tangling Mire, Ironwood
    6286 w/ Tangling Mire, Ironwood, Amp

    *Ironwood is sage @-45% pdef and Amp is Sage @ +30% dmg.


    On my dex genie I have: earthflame, holy path, extreme poison, tree of protection, abs domain

    str genie: occult ice, tree of protect, holy path, frenzy, and that chi spell.

    If my 66/80 genie gets over 71, I'm really not sure what to get... perhaps blood clot or seal.. not sure what else I could use that's dex based.
  • tweakz
    tweakz Posts: 0 Arc User
    edited May 2010
    Working on a Dex myself. Saw Solandri's post about cost of accelerated air travel and am aiming for a Discipline Genie for Wind Force which happens to benefit from Dex. Holy Path, Extreme Poison are definites so far. Will look into others.
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  • kenlee
    kenlee Posts: 0 Arc User
    edited May 2010
    i had Tai Chi. it does increase speed but also remove cleric regen buffs if you are in a squad so i delete it
  • tweakz
    tweakz Posts: 0 Arc User
    edited May 2010
    Thanks for warning about Tai Chi! I bought a genie for 3m that had it and holy path. It's no Holy Path replacer.

    My current Discipline Genie Dexterity Plans:

    Wind Force -Discipline's Innate skill to speed up air travel.
    Extreme Poison -Paired with Sage Amp at 100dex = 20 seconds of +50% dmg!
    Lightening Chaser - At 100dex = 100% chance to interrupt casting! *wasn't this nerfed?


    Holy Path would also benefit by ~1/6 at 100 dex, and I may get Tree of Protection for the MP/HP swap (Soul Transfusion). Relentless Courage - At 105dex = -12 channeling for 8? seconds.

    Something to consider also that some may overlook: Earth Flame that comes with the Zeal Genie (innate skill) isn't just a great luring skill, but it also benefits from Dex! Attack and Defense are reduced by 4% and every 40 dex increases duration by 1s!
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  • Squeakytoy - Dreamweaver
    Squeakytoy - Dreamweaver Posts: 660 Arc User
    edited May 2010
    tweakz wrote: »
    Extreme Poison -Paired with Sage Amp at 100dex = 20 seconds of +50% dmg!

    This bit isn't true. it takes 16 dexterity to raise the duration of Extreme Poison by 1 second. So, with 100 Dex, you would get 12 seconds of Extreme Poison (6 second base+6 seconds added from 96 Dex).
  • Mayfly - Dreamweaver
    Mayfly - Dreamweaver Posts: 6,094 Arc User
    edited May 2010
    Does Hollow Fist have any advantages?
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  • tweakz
    tweakz Posts: 0 Arc User
    edited May 2010
    this Bit Isn't True. It Takes 16 Dexterity To Raise The Duration Of Extreme Poison By 1 Second. So, With 100 Dex, You Would Get 12 Seconds Of Extreme Poison (6 Second Base+6 Seconds Added From 96 Dex).

    1234567890
    dexterity: Every 10 Genie Dexterity Points Increases The Duration By 1 Second.
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  • Solandri - Heavens Tear
    Solandri - Heavens Tear Posts: 2,843 Arc User
    edited May 2010
    Another skill I've been meaning to put back on the test docket is Blinding Sand. I deleted it after it was nerfed so you couldn't use it with Befuddling Mist to reduce target accuracy to zero. But I recently learned that attack speed debuffs supposedly work on bosses. If so, then you could use it to slow down a boss' attacks if you start to fall behind while spam healing. The -channeling% on Relentless Courage is frequently used for the same purpose, but Blinding Sand has much lower energy cost; 25 energy vs. 50-140 energy.
    Does Hollow Fist have any advantages?
    There are two trains of thought when it comes to genie skills. The first is "OMG chi stones are so expensive! I only want to use my genie in emergencies." If this is your thinking, then Hollow Fist can be good. It combines a pdef debuff + damage. Triple damage in the air so can be handy in PvP and fighting air mobs.

    But if your thinking is "Genie skills rock. I want to use them as much as possible." then Hollow Fist's energy and stamina cost is prohibitive. Tangling Mire or Extreme Poison spammed as often as possible will yield more damage.
  • King_Solomon - Heavens Tear
    King_Solomon - Heavens Tear Posts: 1,341 Arc User
    edited May 2010
    tweakz wrote: »
    Lightening Chaser - At 100dex = 100% chance to interrupt casting! *wasn't this nerfed?
    I have it lvl1 on a genie with 60dex. It's really good for bosses like belial and dipter when they switch aggro to the cleric. I'm yet to try bramble rage...
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  • Squeakytoy - Dreamweaver
    Squeakytoy - Dreamweaver Posts: 660 Arc User
    edited May 2010
    dexterity: Every 10 Genie Dexterity Points Increases The Duration By 1 Second.

    If this is true, you still only get 16 seconds of Extreme Poison at 100 Dex, not the 20 that you posted.

    Also, my genie says: Dexterity: every 16 genie dexterity points increases the duration by 1 second.

    Why does yours say otherwise?
  • Shifong - Heavens Tear
    Shifong - Heavens Tear Posts: 409 Arc User
    edited May 2010
    My first genie is a zeal. It has of course the luring skill, tangling mire, holy path, earthquake and cloud eruption. It's not the greatest genie, but it serves it's purpose in PvE well enough. This genie has enough vit to use cloud eruption lvl 5. It has 30 dex to make cloud eruption have a better effect and has mostly everything in mag so i can use all these skills more often.

    My second genie (infliction) is the genie that i use most in general. It's a defensive genie i made for TW. It has two skills that makes you immune to damage or to physical damage. It has holy path that can make me run away or catch up. earthquake has a 100% chance of interrupting zhens and cloud eruption gives me chi. Very defense minded with some support skills added. So far it works great for me.

    Infliction:
    lvl 95
    str. 16
    dex. 5
    vit. 50
    mag. 85
    L/P. 63/90

    Energy. 150
    regen. 2.70

    Holy Path 10
    Earthquake 10
    Cloud Eruption 3
    Absolute Domain 9
    Expel 9
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  • tweakz
    tweakz Posts: 0 Arc User
    edited May 2010
    If this is true, you still only get 16 seconds of Extreme Poison at 100 Dex, not the 20 that you posted.

    Also, my genie says: Dexterity: every 16 genie dexterity points increases the duration by 1 second.

    Why does yours say otherwise?
    Dexterity: Every 10 Genie Dexterity points increases the duration by 1 second.


    -On Ecatomb and my genie.

    I'm copying and pasting this btw and triple checking since I have dyslexia. It appears you're right about the 16s vs 20 though.
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  • kenlee
    kenlee Posts: 0 Arc User
    edited May 2010
    another skill that one of my str genies have it is dragonfire. i learned because occult ice needed water points and rest i just use it for fire. its very expensive skill so you wont use it in pve

    its not lvl 10 yet but http://img6.imageshack.us/img6/6849/dragonfireb.jpg
    tweakz wrote: »
    Lightening Chaser - At 100dex = 100% chance to interrupt casting! *wasn't this nerfed?
    yea it was nerfed, at think it was lvl 1 and no dex requirement to be 100% effective
  • IceJazmin - Heavens Tear
    IceJazmin - Heavens Tear Posts: 4,206 Arc User
    edited May 2010
    I have a dex and str genie as well.

    Skills on Str genie (54/90)
    Second Wind
    Absolute Domain
    TM
    earthquake at level 10 for the 100% chance of cancelling.
    Cloud Eruption

    Skill in Dex genie (59/90)
    Extreme Poison
    earthquake at level 10
    ToP
    Holy Path
    Fortify
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  • tweakz
    tweakz Posts: 0 Arc User
    edited May 2010
    Updated the op a bit. Found that Tangling Mire helps pet hold aggro which is very useful when soloing elite mobs. While it doesn't do awesome damage on it's own, it allows me to without getting hit. I also revisited Tai Chi for the STR genie which gives me +3m/s for 15s at a significantly cheaper cost than Holy Path.

    I've got my Discipline / Dex genie up to Lv.91 and have Extreme Poison, Tree of Protection, and Holy Path. Didn't think 1 extra second of speed boost (from dex) would be significant, but it is a 1/6 gain considering it's already short duration! Having more problems with affinity requirements for this genie limiting the skills I can use. I'm loving the Wind Force innate skill it has that greatly benefits from dex. I'll be giving that Earthquake skill a try. -TY!
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  • Feruta - Heavens Tear
    Feruta - Heavens Tear Posts: 120 Arc User
    edited May 2010
    Bumped because this guide needs a sticky : )

    I am currently working on two genies, one dex based longevity genie, and one str based zeal genie.

    On my str genie i will have the following skills when I am done. This one is more for fox form and tanking when I switch to HA at 90 ; )

    Earthflame:
    Innate luring skill.
    Tangling Mire: Awesome pdef reduction for fox form grinding and boss killing.
    Second Wind: Instant heal.
    Holy Path: Best genie skill ever.
    Cloud Eruption: Spark + Chi useful for holding aggro against DD's.
    Alpha Male: Aggro skill for tanking in fox form.

    That is a total of 18 affinities if I added them correctly and room for more skills later if I find something interesting.

    Now for my dex genie. This one will be geared more toward playing in human form.

    Tree of Protection: Percentage based healing skill.
    Extreme Poison: Debuff that stacks with Amp : )
    Holy Path: Again, best skill ever.
    Relentless Courage: Faster channeling is always good.
    Earthquake: To interrupt channeling when I'm not the one tanking.
    Expel: For those annoying barbs who like to reset aggro on bosses and lure them away from my herc in CoA. You know who you are. b:angry

    Again only 18 affinities and room for more skills if I find more that I like.
  • Batman - Harshlands
    Batman - Harshlands Posts: 39 Arc User
    edited May 2010
    uhmm you should consider absolute domain too
    for example if you fight illusion lord, you need to have this skill (same as other team members) to use it by turn when the boss is talking so this way you wont get 1 shot
    you mentioned expel but its good for pvp too, also cauterize is a must for same reasons (pvp)
  • Ms_HopToIt - Sanctuary
    Ms_HopToIt - Sanctuary Posts: 914 Arc User
    edited May 2010
    Bumped because this guide needs a sticky : )

    I am currently working on two genies, one dex based longevity genie, and one str based zeal genie.

    On my str genie i will have the following skills when I am done. This one is more for fox form and tanking when I switch to HA at 90 ; )

    Earthflame:
    Innate luring skill.
    Tangling Mire: Awesome pdef reduction for fox form grinding and boss killing.
    Second Wind: Instant heal.
    Holy Path: Best genie skill ever.
    Cloud Eruption: Spark + Chi useful for holding aggro against DD's.
    Alpha Male: Aggro skill for tanking in fox form.

    That is a total of 18 affinities if I added them correctly and room for more skills later if I find something interesting.

    Now for my dex genie. This one will be geared more toward playing in human form.

    Tree of Protection: Percentage based healing skill.
    Extreme Poison: Debuff that stacks with Amp : )
    Holy Path: Again, best skill ever.
    Relentless Courage: Faster channeling is always good.
    Earthquake: To interrupt channeling when I'm not the one tanking.
    Expel: For those annoying barbs who like to reset aggro on bosses and lure them away from my herc in CoA. You know who you are. b:angry

    Again only 18 affinities and room for more skills if I find more that I like.

    These genie skills are similiar to some I use

    I have 2 genies and working on a 3rd on.

    1st genie infliction str genie.
    Second wind
    holy path
    Cloud eruption
    Alpha male
    Earthquake (might replace this)

    2 genie zeal (full magic, vit genie for faster recovery)
    Earthflame for luring
    Again holypath
    Absolute domain.
    tree of protection
    Wind sheild (will probably move this to my dex genie im building)

    My infliction is the genie i normally use for grinding etc. Zeal is what I use to mainly travel faster in dungeons. Can also switch to demon foxform when holy path is cooling down.
    >.<