Veno Genie- what works for you?
ThanatosEnyo - Raging Tide
Posts: 23 Arc User
I can't seem to get over the fact that Assassins' love their genie and can use it, but I have yet to figure out how to use mine. Frankly, it's tickin me off. So... I know how to upgrade her, and to build, but not the best way to upgrade and build her.
In light of this matter, I thought it wise to ask you guys how you where dividing the points and skill bars for your Genie. I have the Orange one, and she's cute.. but am I building her right? I have no clue.
I want to hear how you are building yours, what's been successful, and how you "use" your genie. Mine currently has a bar for each affinity, and an extra for Fire. I gave her mostly magic in points, and a few in vitality and strength. Any experienced advice is welcome.
Thanks~
~Enyo
b:surrender
In light of this matter, I thought it wise to ask you guys how you where dividing the points and skill bars for your Genie. I have the Orange one, and she's cute.. but am I building her right? I have no clue.
I want to hear how you are building yours, what's been successful, and how you "use" your genie. Mine currently has a bar for each affinity, and an extra for Fire. I gave her mostly magic in points, and a few in vitality and strength. Any experienced advice is welcome.
Thanks~
~Enyo
b:surrender
Post edited by ThanatosEnyo - Raging Tide on
0
Comments
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It all depends on the purpose. For PvE I'd say go for Fortify, Bramble Rage, Extreme Poison, Holy Path (and Frenzy/Absolute Domain if slots allow it). A genie like this would be DEX statted.[SIGPIC][/SIGPIC]
Gotta love the cash shop idiots.0 -
search forums for genie guides.. i know there are a ton. they will say what each points like str/mag/vit/dex does. as for affinity, u add those according to the skills u want. like example, holy path requires metal 2, wood 2 earth 2. so ur genie will need to have those affinity points added to get that skill on it. every 5 lvls ur genie gets 1 affinity point. so, when its low lvl, it may not be able to get some skills, or some skills graded to the max lvl (10).
i love holy path, bramble rage is great for AOeing, i love that one too. tree of protection is very nice if you dont use charms or if your charm is on cooldown, but with bramble rage its not able to get. second wind is another healing skill but its no where near as powerful as tree of protection. i also like extreme poison and absolute domain is a nice skill when its at its higher lvls.[SIGPIC][/SIGPIC]
vixter (101 Heavy Veno) ~ TT farmer
Peachie (102 Mystic) ~ Main character0 -
Hmm, I was thinking about switching out Bramble Rage if I do get 79 veno myriad. I don't know if I use bramble rage too often for it to be worth it in my PvE genie. ToP sounds really nice, and so does Absolute Domain. But I'm still debating.[SIGPIC][/SIGPIC]
Thank you so much ForsakenX for the sig b:cute0 -
In my opinion people give the genie way too much credit.
My genie probably has the lowest amount of lucky points and i'm pretty sure that if i wanted to sell my genie to a "Pro-genie-user" like some they wouldn't give it one moments worth of their time.
All i have on my genie is Second Wind and Holy path, Both skills are maxed and all my points are set so the Second wind option Heals for nearly half of my HP.
a real life saver when it comes to moments where i either over aggro my pet or the Tank fails.
But even then i hardly ever use the damn thing anyway. there are so many ways you can utilise yourself without it.
What i found about the genie is that it's either flying/running/damage/protection based.
1) Flying, only really handy for the clerics and their first flyer wings. ( other classes already have faster flying mounts and with the current status of the game you can -buy- something faster quite easily making this skill quite useless.)
2) Running, Holy path is the only thing in my opinion that's really handy and even then it's limited by the amount of points you put into the genies vitality, which defines how often you can use it in combination with your Stamina.
--Beside that, whats the point of running so far if your squad members are still far behind? it makes you wait at the designated spot anyway. unless if you get there later than the rest it's handy for catching up. and then still if depends on what you yourself prefer and get used to.
3) Damage, as a veno you alread (i am assuming here) you already figured out a way to max your damage without putting yourself on the "****-tee-doo, i pulled aggro, oops?" kind of situation. The damage dealing genie would only be handy(in my opinion) if your really into PvP.
4) Protection, as a veno your pet is your shield, your weapon and your extra DD. which ever your Gear might be as a veno, AA/HA/LA, either one of them has a perk and a low. Keep that in mind and you know when to use your pet instead of attacking full on when your on own. When your in a squad that knows what he's doing your assured of a cleric that heals when you are attacked and squad members to take the aggro'd mob down as soon as possbible when their able.
All in all, read into your genie and see what you think would benefit your character. Look at the skills and see what you think you might need and set it up like that. You like it ? Good for you and happy playing.
It doesn't work ? Either get a new genie and start over or invest in some items to reset and re-allocate your points.
Genie = try and error in compatability with your character.All you need is something to believe in. -Solar_one. <-- mah snoockums, mah hubby, mah eberyfing.
Lag; You think yours is bad ? It took Jesus 3 days to Respawn !
[SIGPIC][/SIGPIC]
"Current games aren't -games- anymore, just light shows operated by win buttons, lol."
"ah sh*t, were gonna die!.... but it's still cool!" -INTMDATOR0 -
I have 2 genies atm, one for random purpose and one for pvp.
Random:
Zeal 50mag, 45 vit, rest dex:
-lure skill = faster then (un)summon pet etc
-holy path= run away when things go bad, catch up, etc
-TOP = must say I don't use this much cause it's not instant
-extreme poison = another amp thats stacks with the others, why not getting it
-tangling mire = phys debuff that stacks with ironwood
For everyone that thinks his DD output is good enough: unless u have some special build, u won't have nearly the dd as the other classes. Maybe u have noticed the skill amplify damage. This together with ironwood, myriad rainbow make u more valuable as support class than as dd class. If u debuf with those skills together with mire and poison, the damage the others do more will be more than u will ever do. I myself can use 75k stamina on genie in nirvana just using these skills.
PVP:
Infiliction 50 mag, 35 vit, rest str:
-occult ice = nice to have a stun skill
-absolute domain = this together with the 79 skill makes u invulnerable and u still can move
-cloud eruption (lvl1) = instant spark, what more to say
-second wind = will be replaced with holy path at genie lvl 100, when i got the needed affinity
Made this builds by myself according to what I need most. I won't say these are the perfect build but those who are telling a genie is useless should think about there role as a veno, most of the time it wont be matter of life and death, but of efficiency.0 -
After reaching 93 before genies even existed, I found I have no use for them at all.Main characters
Celestial Sage Venomancer Zoe - 100
Sage Barbarian Malego - 910 -
Mine only has two skills: extreme poison and holy path.0
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AnimaBlanc - Sanctuary wrote: »1) Flying, only really handy for the clerics and their first flyer wings. ( other classes already have faster flying mounts and with the current status of the game you can -buy- something faster quite easily making this skill quite useless.)
Early birds get the worm. The faster your flight speed: the more of a boost you get from Wind Force since it's percent and duration based. Getting there sooner can get you more drops, exp, sp, and points.2) Running, Holy path is the only thing in my opinion that's really handy and even then it's limited by the amount of points you put into the genies vitality, which defines how often you can use it in combination with your Stamina.
--Beside that, whats the point of running so far if your squad members are still far behind? it makes you wait at the designated spot anyway. unless if you get there later than the rest it's handy for catching up. and then still if depends on what you yourself prefer and get used to.
Holy Path also gains from Dexterity. A Genie with 100 Dex will get you 1/6 more time at 15m/s. Tree of Protection, Extreme Poison, and Wind Force, and Leaf Dance also benefit from high dex. Tai Chi has a lower cost of use, longer duration, and benefits from Str as opposed to Dex.3) Damage, as a veno you alread (i am assuming here) you already figured out a way to max your damage without putting yourself on the "****-tee-doo, i pulled aggro, oops?" kind of situation. The damage dealing genie would only be handy(in my opinion) if your really into PvP.
Tangling Mire helps my pet keep aggro while shortening kill times (also reduces chance of getting aggro). Tangling Mire is also great for squads with phys AoE. Extreme Poison stacks with Amplify Damage (sadly under used by many fail venos), and Bramble Rage helps us compensate for not having a great amount of AoE's.4) Protection, as a veno your pet is your shield, your weapon and your extra DD. which ever your Gear might be as a veno, AA/HA/LA, either one of them has a perk and a low. Keep that in mind and you know when to use your pet instead of attacking full on when your on own. When your in a squad that knows what he's doing your assured of a cleric that heals when you are attacked and squad members to take the aggro'd mob down as soon as possbible when their able.
Your pet is not your shield: it's your limited tank. There are AoEs that make having Absolute Domain very handy for Pure builds. There are some healing spells that save and quick button space on heals.
Genie Build and Skill Guide for the VenomancerZoe - Heavens Tear wrote: »After reaching 93 before genies even existed, I found I have no use for them at all.
If you don't look: you won't find. Tangling Mire, Tree of Protection and or Second Wind could have kept you from dying 3x in Eden. Sure you don't care for Exp, but the down time still affects other gains and affects other players.Be kind: Help the GMs to depopulate the servers.0 -
I have 2 Genies.
PVP; Holy Path, Extreme Poison, Expel, Absolute Domain, Tree of Protection, Fortify
Regular one has Lure Skill whatever it's called, Holy Path, Extreme Poison, Frenzy, Leaf Dance, Cloud Eruption[SIGPIC][/SIGPIC]0 -
I've been meaning to build a second genie but currently mine has:
Extreme Poison, Holy Path, Tree of Protection, Badge of Courage and Absoulte Domain.0 -
Zeal (Str build) - Earth Flame, Second Wind, Absolute Domain, Cloud Eruption, Tangling Mire, Tai Chi, Leaf Dance -94 str atm
Discipline (Dex build) - Wind Force, Extreme Poison, Tree of Protection, Holy Path, Wind Shield, *Bramble Rage (when it hits 100) -82 dex atmBe kind: Help the GMs to depopulate the servers.0 -
ThanatosEnyo - Raging Tide wrote: »I have yet to figure out how to use mine. Frankly, it's tickin me off. So... I know how to upgrade her, and to build, but not the best way to upgrade and build her.
Welcome to the club :-) I don't even have a genie yet.
Haven't seen a useful guide on this just yet, although I've stumbled across a thread some time back where they tried to come up with something. It still ended up along the lines of "you can... or you can... or you can... some people like... I'm going to try..." etc. Not much of a guide :-(Slow progress, game is getting way too grindy :-( Quests I still hope to be able to do some day: FB39, General Feng0 -
I have only one thing to say:
SECOND WIND.
You'll never have to pot again. Between Second Wind, Soul Transfusion, and the healing skills, I've gone from almost no HP left and half MP to full HP/MP in less than a minute.[Insert pithy quote here.]0 -
Zoe - Heavens Tear wrote: »After reaching 93 before genies even existed, I found I have no use for them at all.
Genies have lots of uses in PvP/PvE, even after 93.. you don't know what they are/how useful they can be. That's a different story.[SIGPIC][/SIGPIC]
Gotta love the cash shop idiots.0 -
I have a Zeal with 74/90 LP with:
- Holy Path, Extreme poison, Bramble Rage, Hollow Fist, Tangling Mire and Second Wind.
If i can add a new skill at lv100 genie ill add Absolute Domain[SIGPIC][/SIGPIC]
Arshies - Sanctuary0 -
Esuna - Raging Tide wrote: »Genies have lots of uses in PvP/PvE, even after 93.. you don't know what they are/how useful they can be. That's a different story.
I know all about genies, I watched them come in, I studied them. I read guides on them, I have a guide about genies as a sticky in the beginners subforum.b:chuckle
I'm fully aware of what they can do, I still have no use for them.Main characters
Celestial Sage Venomancer Zoe - 100
Sage Barbarian Malego - 910 -
Having a zeal (with earthflame) isn't quite as beneficial to a veno as it is to other classes, as we can pull without it. The main benefit would be being able to pull without stowing and resummoning our pets, but I don't see it as a necessity. If you want the best of both worlds, hold on to a zeal for earthflame, and build another genie for other useful skills (this is assuming that you don't get a lot of lucky points).
Suggestions:
I would go with second wind over ToP for the instant heal. ToP heals more over time and increases maximum HP, but you shouldn't be getting hit that much anyway. I believe ToP is better suited for tanks.
Holy path is great; this should be self explanatory. I first started to fully appreciate it in FB69, when pulling nob/pole.
Absolute domain allows us to move when immobilized- useful for if/when using feral concentration.
Cloud eruption is definitely useful, as a veno can never send too many sparks. This is particularly helpful in FC runs, when you're constantly sending sparks to the cleric to BB in the halls, or to the tank while fighting bosses. I recommend keeping this skill at L1 to conserve energy.
Tangling mire can have it uses when you're acting as the primary tank for bosses.
As for builds, based off of the skills that I just mentioned, I would go with STR over DEX. I personally use 50 MAG, 35 VIT and toss the rest into STR. The 50 MAG is more of a personal preference; I like the added energy recovery rate.0 -
I'm 100% PVE Veno (with Herc), happy with my damage and I love to survive everything, so my full STR genie (infliction) has only one skill - Second wind. :P Better / cheaper than potions, I can play with it and our healing skills to always keep my HP/MP maxed. Not to mention it takes long months for my genie to completely run out of stamina (cheap as hell)! I don't need attack skills, because I'm happy with my killing speed, I don't need holy path because I have summer sprint and I'm always the one who waits for others anyways. :P[SIGPIC]http://pwi-forum.perfectworld.com/image.php?type=sigpic&userid=13464916031&dateline=1277125340[/SIGPIC]
Joined August 2009. Sanctuary player.0 -
Kjato - Dreamweaver wrote: »Cloud eruption is definitely useful, as a veno can never send too many sparks. This is particularly helpful in FC runs, when you're constantly sending sparks to the cleric to BB in the halls, or to the tank while fighting bosses. I recommend keeping this skill at L1 to conserve energy.
Tangling mire can have it uses when you're acting as the primary tank for bosses.
As for builds, based off of the skills that I just mentioned, I would go with STR over DEX. I personally use 50 MAG, 35 VIT and toss the rest into STR. The 50 MAG is more of a personal preference; I like the added energy recovery rate.
Cleric shouldn't be needing sparks at your level since squad should be killing before BB would even benefit it (FC/FF). Tanks shouldn't be needing sparks either, maybe at lower levels but even then it's dependent on the tank. The problem I see is everyone thinks they need sparks more than anyone else including the veno while anyone of them could use Cloud Eruption for themselves. Clerics can use sparks during Boss fight in BH Fire to get BB back up.
Every 50 points of mag increases energy recovery rate by 1/s. Anything over 40 takes 2x points for 1/50 of 1s. I think you won't notice much of a difference with 50 vs 40 for mag, while you'll get more bang for the buck allocating points to Str or Dex instead. -(from a pve perspective)Be kind: Help the GMs to depopulate the servers.0 -
while cloud eruption is definitely a good skill to have (more sparks for nova or TW or just triple spark for example) those barbs than need chi are noobs unless they die or something and they really need chi. i bet they dont even know what bestial rage does, i know coz i met this specimen.
oh and clerics shouldnt BB that often, there are plenty of spots in FC where group heal is just fine0 -
The problem is that you need to adapt to your squad and their needs. A lot of players are simply lazy and don't want to build chi for themselves; therefore in FC runs the cleric asks for chi to BB, the barb asks for chi to hold aggro, the BM asks for chi for their rush skill, and the wiz and archers often ask for chi to AoE.
As for it being unnecessary for clerics to BB so often, it's not up to us to decide when they use certain skills. Again, it's simply adapting to what the rest of the squad wants. With barbs needing chi, it's not always their fault- sometimes DD's don't control themselves and grab aggro too often.0 -
Or mobs being killed so quick by the DDs that the barb never has a chance to build chi between flesh reams.[SIGPIC][/SIGPIC]
Weekly Japanese/English bilingual webcomic
thejapanesepage.com/ebooks/yuki_no_monogatari_manga0 -
Kjato - Dreamweaver wrote: »The problem is that you need to adapt to your squad and their needs. A lot of players are simply lazy and don't want to build chi for themselves; therefore in FC runs the cleric asks for chi to BB, the barb asks for chi to hold aggro, the BM asks for chi for their rush skill, and the wiz and archers often ask for chi to AoE.
As for it being unnecessary for clerics to BB so often, it's not up to us to decide when they use certain skills. Again, it's simply adapting to what the rest of the squad wants. With barbs needing chi, it's not always their fault- sometimes DD's don't control themselves and grab aggro too often.
Everyone thinks they need chi. It's our job to show them they don't. -No more than we do.Be kind: Help the GMs to depopulate the servers.0 -
Kjato - Dreamweaver wrote: »The problem is that you need to adapt to your squad and their needs. A lot of players are simply lazy and don't want to build chi for themselves; therefore in FC runs the cleric asks for chi to BB, the barb asks for chi to hold aggro, the BM asks for chi for their rush skill, and the wiz and archers often ask for chi to AoE.
As for it being unnecessary for clerics to BB so often, it's not up to us to decide when they use certain skills. Again, it's simply adapting to what the rest of the squad wants. With barbs needing chi, it's not always their fault- sometimes DD's don't control themselves and grab aggro too often.
tanking a single boss with barb doesnt really consume chi, i always had plenty on my barb. tanking multiple amount of mobs -> easy chi with bestial rage. clerics that BB are doing that because they are lazy0 -
i would better give chi to a serious DD like an archer with refines++ that can spark again and kill the boss in seconds
tanking a single boss with barb doesnt really consume chi, i always had plenty on my barb. tanking multiple amount of mobs -> easy chi with bestial rage. clerics that BB are doing that because they are lazy
I have a friend barb that always has chi to tank the boss. Usually when they invoke or double spark, I would pass a spark to them. Otherwise, I would not really care and pass it to someone else in the squad (usually the cleric if BBing).
But back on topic, my genie currently has Second Wind, Bramble Rage, Earthquake, Extreme Poison, and Holy Path. I'm planning on restating soon, but I'm not sure yet. I need more STR points is the whole case.[SIGPIC][/SIGPIC]
Thank you so much ForsakenX for the sig b:cute0 -
Here are my two actual genies :
Zeal
- Second Wind
- Holy Path
- Tangling Mire
- Extreme Poison
Discipline
- Cloud Eruption
- Bramble Rage
- Holy Path
After doing a few tests (testing since 91 levels now XD), im gonna do my gold genie. Im hesitating between these skills :
- Earthflame
- Bramble Rage
- Cloud Eruption
- Tangling Mire
- Earthquake
- Leaf Dance
- Second Wind
- Extreme Poison
- Holy Path
- Tree of protection
- Alpha Male
So assuming its a 90 gold genie with 69 LP :
Zeal
- Earthflame
- Cloud Eruption
- Bramble Rage
- Alpha Male
- Tree of Protection / Second Wind (have to test top before)
- Holy Path (got my demon fox form) / Extreme Poison (to stack with amp) / Leaf Dance (can be always on)
40Mag, 39Dex, 50Str, 50Vit
Please advise me on the 5th and the 6th skill u;u0 -
my newb veno has a pure dex based genie with
earthquake for nocking annoying mobs away if i **** up i keep it at lvl 1 sense i have no use to lvl it sense the knock bck doesnt go any farther the more you lvl it
extreme poison-my higher lvl veno friend told me to get this & use it in combination with amp so far its pretty awsome works well for a pure dex based genie
holy path for catching up or to rush to some ones aid if something goes wrong
ToP for an extra heal for when i cant use my own self heals so far it heals up to about 60% of my max hp
those are all the skills i got so far if i ever get a chance to add another skill i have no idea what i should put on itCollector of pet eggs, armor, weapons, fashion, and mountsb:chuckle0 -
On my str genie (89 str), i tested ToP and SW :
- SW = 1,800 HP instantly recovered
- ToP = 3,400 HP recovered within 6 secs0
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