Comprehensive Venomancer Guide

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  • prettyjewelz514
    prettyjewelz514 Posts: 1 Arc User
    edited August 2011
    senovit wrote: »
    Venomancer Guide

    I. Armor

    Armor Types

    Venomancers, as a caster class, can be customized to be able to wear any of the 3 main armor classes while still remaining a caster. Your three choices:

    1: Robes
    Low phys def, Very high magic defense, high hp.
    STR = (Your level + 8) / 2
    MAG = (At least Your level x 3)
    VIT = (Remaining points)
    AGI = 3

    This build can be customized by removing points from VIT and putting them into MAG instead, for higher damage output vs lower survivability.

    2: Light Armor
    Decent phys def, decent magic defense, low hp.
    STR = (Your level + 4)
    AGI = (Your level +4)
    MAG = (Your level x 3)
    VIT = 7+, depending on leftover points.

    This build doesn't include enough points to add into con, so unless you get a lot of armor with +hp, your hp will be quite low.

    3: Heavy Armor
    High phys defense, high magic defense, low hp.
    STR: (Enough to wear heavy armor 3-4 grades lower than you - equates to (level - 10 or 20) * 2.5 +2)
    AGI: (Enough to wear heavy armor 3-4 grades lower than you)
    MAG (Your level x3)
    VIT: 3 (Or however many points are left over.)

    Which armor is right for me?

    Any of these builds are viable with a caster class, and all of them can wear robes as well. If you wish to go purely fox form, you can choose the heavy armor build or light armor build and scrap int to use a lower grade weapon so that you can either keep current with your heavy armor requirements, add to str for additional damage, or add to con for survivability. Honestly though, I would not recommend scrapping your magic tree in favor of fighting only in fox form, as limiting yourself to pure melee physical damage screws you against ranged classes.

    Of course, I'm not saying a heavy armor melee fox would be terrible. You would have insanely high pdef in fox form, your hp would be much higher than a heavy armor/robe mix, and your skills should be enough to at least prevent any pure melee character from killing you. Attack damage is weak unless you scrap your int in favor of str, in which case you'd have to use weapons that are a few grades lower than your current level as well as ruin your pet heal. Heavy armor foxes typically get 66 int for the beast class fb19 (id19?) level 22 gold magic sword, or 90 int for the fb29 level 30 starsealer.

    Personal recommendation/experience:

    I play a light armor fox. Robes simply die far too quickly to anything physical. Heavy armor by itself suffers the same problem except to magical, unless you add a **** ton to con and scrap int. A popular choice now seems to be the robe / low grade heavy armor mix which affords mildly better defenses than light armor at equivalent stat costs, although of course the critical hit percent is lower. Light armor doesn't afford spectacular defenses,with damage reductions ranging from 45%-55%, with physical damage reduction topping off at about 65% in fox form. Having never played a robe/heavy armor mix, I cannot say for sure what the damage reductions are, but as the flat numbers are higher, we can assume it adds another 5% or so to each category.
    II. Skills:

    I have renamed all the skill names in this section, but in other sections I may inadvertently refer to the skill as what it's called in the MY version, so I'll leave those skill names in for your reference.

    Mage tree attack skills:
    Venomous Scarab: Max it as soon as you can. This is your spammable boring grinding skill. (Envenom Parasite)
    Ironwood Scarab: Max it as soon as you can. This takes 25 vigor, armor breaks the opponent and hits for 300% magic attack. At higher levels this becomes a serious spike. (Ironrock Parasite)
    Blazing Scarab: Leave it at level 1. DoT spells are pretty pointless when a Venomancer kills before the time even runs out, and you can save your sp for bigger and better things. (Blazing Parasite)
    Frost Scarab: Leave it at level 1. 1 fury for a possible chance to slow is ridiculous. (Frostbolt Parasite)
    Noxious Gas: Max it when you have the spare sp. Very high damage which hits for 200% magic attack, but has a slow casting time. Useful for building up vigor in HH or an FB, but not so good in normal grinding as it's likely to pull aggro away from your pet. (Mass Parasite)
    Lucky Scarab: Max it as soon as you can. This is pretty much your only stun, and although very short at 2 seconds when maxed, has a very quick cast time and a high percentage of stunning. Very useful as an interrupt. (Megalith Parasite)
    Parasitic Nova: Don't even touch it. 2 fury for a skill is bad enough especially when a Venomancer desperately needs fury for survival skills, and even worse takes 4 seconds to cast. A 4 second cast time spell pretty much only becomes useful in situations when nobody notices you or is able to react within 2 seconds to throw a stun of their own. Edit: I'm revising my opinion of this skill. It's got a useful stun (seal + paralyze) for quite a long time, so if you can afford to throw away 2 fury for it and you know no one can attack you, it's ok in pvp, while being very useful in situations where multiple monsters decide to mob you and you don't feel like running away, sealing 2/3 of them for 7 seconds is quite nice. (Parasite Nova)
    Wood Mastery: Max it as soon as you can. Passive +damage. Nuff said.

    Mage Tree Miscellaneous Skills:
    Bramble guard: Pretty useless except in PvP, so unless you'll be doing some of that don't bother maxing it until you reach level 59 for the next skill. Reflects a % of melee damage back at the attacker.
    Bramble hood: Get it as soon as you get level 59. It gives you a damage reduction of 75% as well as a 200% melee reflect. It's a lifesafer in HH if your tank decides to take a **** break and leave a rampaging HH boss that you lured your way. It's also lol in PvP when your opponent has no idea what he's doing and suicides on it. Most of the time however, as soon as your opponent see this skill is cast they'll run away until it times out, which gives you time to lose the cooldown on your hiero, pot some more, or whatever. Takes 2 fury, which is a good reason why you don't want to start your battles with Parasite Nova. Maxes out at level 1. (Bramble Array)
    Metabolic Boost: Max it as soon as you can. A decent quick heal is nice, especially since it pushes you up 50% when maxed.
    Nature's Grace: Max it when you have the spare SP. This is pretty much a money saving move only, as you use this recover mana. Like Metabolic, it recovers 50% when maxed. (Divine Supplements)
    Lending Hand: Get this as soon as you reach level 46. This helps keep Barbarians hold aggro against bosses by spamming Ripping Bite, which in turn allows your damage dealers to do their job without accidentally pulling aggro. (Vigor Switch)

    Fox Tree Miscellaneous Skills:
    Fox Form: Max it as soon as you can. Even if you're a mage tree only user, this is handy for the 120% increase in physical defense (in other words, it more than doubles it) which allows for a getaway. This maxes out at level 3.
    Purge: Max it when you have the money/sp. It removes all buffs from the target, and the more you level it the lower its cooldown drops. Pretty much only useful in PvP, as it's always lol to wipe out their fury (Spark in this version?), or cancel a barbarian's bloodbath and see their hp/accuracy cry. (Banish Malediction)
    Amplify Damage: Max it by the time you hit 60. It's one of the priority jobs of a Venomancer in HH to keep the boss Maimed, as the 20% damage increase speeds up the kill drastically. HH is boring as hell without it, although you wont' be finding yourself using it in single mob situations. (Amplify Maim)
    Soul Degeneration: Leave it at level 1. I've yet to find a use for this skill, but I suppose it'd be useful against people who run away and sit or something. I've yet to find out if it works against hp pots though since those work by adding to hp regen, which, if it does, would make it much more useful.
    Crush Vigor: Get it at level 43. After the target is cursed, they lose 8 vigor points every time they're hit. I've never really had the opportunity to use this, but I imagine it would be useful in a TW against a catapult puller everyone is trying to kill to prevent them from turtling. I don't really see much of a use for it in a 1v1 situation though, although with a fast attacking pet it may be worth it.

    Fox Tree Attack Skills:
    Fox Wallop: Leave it at level 1. Takes 25 vigor to slow casting time, which, while it sounds useful against mages, is inferior to just physical attack spamming. Robe mages die in enough normal hits that there's really no point wasting time slowing down their casting time. (Foxy Drub)
    Befuddling Mist: Max it as soon as you can. A fan aoe that, when maxed, drops target accuracy by 70%, it's useful for keeping yourself alive in melee fights against something with a naturally poor accuracy rate like a warrior or a werebeast. (Hexmist Attack)
    Stunning Blow: Max it when you have the spare SP/money. A paralyze (cannot move, but can still attacK) move that takes 1 vigor, it allows you to hold a ranged class down so you can rip into them with physical hits, or hold a melee class down to allow yourself a getaway into human form for magic attacks. (Enlace Drub)
    Leech: Max it as soon as you can. This skill is god. Each use gives an 80% chance of recovering hp, even if it misses. When maxed, this equates to 600 hp. Very good at keeping you alive. (Life Depriver)
    Consume Spirit: Leave it at level 1. It drains 10-20% of your hp to return 400-200 mana. Useless.
    Malefic Crush: Don't bother with this, for the same reasons as Parasite Nova. Although the casting time isn't quite as stupid at 3.3 seconds, taking 2 fury for a bit of added flat damage isn't really worth it, although the mana drain could come in handy in a duel against a warrior / werebeast.
    Melee Mastery: Max it as soon as you can, added + damage passive skill.

    Skills Usable in Either Form:
    Swimming Mastery: Get it as soon as it's available. Cheap passive skill for swimming faster. Why not?
    Soul Transfusion: This skill is god. Get it as soon as it is available at level 29. It takes one vigor to exchange your HP and MP percentages. If you keep your mana bar full, it equates to having a second hp bar. If you're grinding and run out of mana, you can Divine Supplements -> Intersoul Switch -> Metabolic Boost to regain full mana without using a single pot. Needless to say, this is pretty godly in PvP too, and is one thing you should always try to have the vigor for. With hp/mana hierograms and intersoul, you can prevent yourself from getting spiked during your first hiero break. I cannot stress how important this skill is to Venomancers. (Intersoul Switch)
    Summer Sprint: Max it as soon as you can. It adds movement speed. (Celerity Wind Walk)

    Pet-Related Skills:
    Pet Heal: Max it as soon as you can, for obvious reasons. Keep your pet alive.
    Pet Revive: Leave it at level 1. Kind of a waste of sp, unless you really feel the shorter chanting time is necessary.
    Pet Taming: Leave it at level 1. HP of a monster you're trying to tame seems to matter more than the level of the skill.
    III. Pets:

    Venomancers are best known as a pet tamer class. Here's all the info on pets that you want to know. There are multiple classes of pets, each with their own stat attributes that typify the class. Pets gain stats automatically through their growth chart (which can be seen by opening the pet backpack and clicking "detail" on a pet). Pets in perfect world work on a Pokemon system (holy **** did he say pokemon?) The lower the original level of the pet is, the better its stats will be when its leveled up. In other words, a level 2 wolf, when trained to level 40, will have better stats than a wolf caught at level 40. Pets also have a loyalty system - the higher their loyalty, the more damage they'll do in battle and the more exp they'll earn per kill. Killing monsters of equal level or higher will give a pet 10 base exp. At 500 loyalty or higher, they gain 150% exp, so killing a monster of equal level or higher to the pet will give it 15 exp. You can increase a pet's loyalty by feeding it (which you have to do anyway every 5 minutes, else its loyalty drops.)

    Popular pets:

    Golem: High physical defense, decent magical defense, high hp, high attack. Great as a tank and is used by virtually every Venomancer. There is a bit of debate over whether it's better to get the level 17 Molten Lava Crystal or the level 18 Fiery lava Rime, both of which can be caught near Ground of Logging (who knows what it'll be changed to in this version) by Etherblade city.. The stat difference is extremely small with the Molten Lava Crystal having a slight advantage over the Rime in stats, but the Rime starts off with the skill crustaceous, which is useful for a tank. Basically, if you wish to save a bit of money pick the Rime, otherwise the Crystal has better stats.

    Sawfly: Decent magical / physical defense, low hp, high attack.. Great as a pk pet for the high attack and the ability to fly. Used by a large majority of Venomancers for pk'ing. The lowest level of these is the level 8 Petite Sawfly by Bamboo Village.

    Aquabarrier Dharma: A rare pet that spawns every 12 hours. Fairly low physical defense, decent magic defense, decent hp, low attack. Useful as a pk pet due to it's extremely fast speed and it's starting skill of level 4 ripping bite, but really shines in HH / FB when luring from a large group of mobs is necessary.

    Frog: The little frog is another rare pet that spawns every 12 hours. High phys defense, high magic defense, good hp, low attack. Venomancers that decide they need a magic tank use these for bosses with high magic attack that a golem simply can't live through at the same level, such as Styxserpent in id69.

    Flying pig: Yet another 12 hour spawn pet. High physical defense, high magic defense, high hp, low attack. Very good as an air tank, although hardly ever used, as tanks are really only needed in dungeons which only allow ground pets, and the low attack of the pig make it a pain to level.

    Dodo Bear: The little dodo bear and great dodo bear are both 12 hour spawn rare pets, and have surprisingly different growth charts, as they appear to be considered different classes of pets. In general, the dodos have high hp, high physical defense and high magic defense, with low attack. At level 80, the great dodo bear is worse than the little dodo bear in nearly every category, but by level 90 due to its growth chat being different, it overtakes the little dodo bear in both defense categories while the little dodo remains ahead in attack. Many Venomancers use dodos as well due to their starting skill of Doodoo, which stuns the opponent, useful simply because a Venomancer does not have enough stuns with just Megalith parasite.

    Eldergoth Marksman: Decent physical defense, decent magic defense, decent hp, and high attack. Mostly used for luring as it is one of the few pets with a ranged physical attack. Also good as a tank against ranged mobs that kite you.

    Pet skills:

    Bearing in mind I don't know the names of the skills in this version... here ya go.

    Bash: Basic high damage skill, low cooldown, steals/keeps aggro easily.

    Elemental bashes: Summon Storm, Poison sting, Fire orb, Frost sting, Sand raise - high damage skill converted to elemental damage. Not too useful PvE, but supposedly decent in PvP against high p.def classes like WR/WB. Also steals/keeps aggro easily.

    Frighten: Lowers physical hits by a certain % for 15 seconds, with a cooldown of 30 seconds. I basically use this against physical bosses that I can't sustain a heal against for too long, and can bring up health back to full. At level 4 it decreases attack by 32%.

    Crustaceous: Lowers all damage by a certain %, lasts 15 seconds with a poor cooldown of 60 seconds. Useful against bosses that cast magic if they suddenly decide to cast twice in a row and kill your pet, or useful against enemies that are pure physical in a Frighten -> Crustaceous -> Frighten combo. Also useful against group aggros when you know you can't heal until your golem has hit every one.

    Bluster: Draws aggro, not terribly useful unless you're in a situation where the mage or archer has suddenly pulled aggro and you need to get it back to save them >>

    Embrave: Heals a small percentage of hp with a fast cooldown. I think it maxes out at level 3 with 12% heal and 10 second cooldown. It's not terrible, and decent for bosses that you can't outheal, but I personally don't use it.

    Armor Break / Howling: Drops physical defense/magic defense respectively. Personally I don't bother with either. Even though pet armor break is better than WF ironrock, having it take up an entire slot when you can only have 4 skills per pet kinda sucks. Howling just makes it easier for you to pull aggro from your pet.

    Ripping Bite: Causes bleeding damage over time, doesn't pull aggro like bashing does since aggro seems to work with instantaneous damage better, and with a cooldown of 15 seconds bashing spam actually ends up doing more damage than ripping. However, in PvP this skill is bugged and while all other attacks suffer a 75% damage reduction, bleeding damage doesn't. A must for pvp pets.

    Decelerate: Drops enemy speed hugely for 5 seconds, with a cooldown of 10 seconds. Very useful for kiting/chasing in PvP, although questionable in PvE since the majority of the time, your pet will be tanking for you anyway.

    Screamshock: Gives a chance to interrupt the enemy's skill... at level 5 this interrupts 100% of the time, but it's hard to time right since you have to hit them while they're in mid chant. It's made especially hard since in PW there's a skill usage delay of like, 1-2 seconds.

    DooDoo: Gives a chance to stun for 3 seconds, and increases attack speed as well. This one can't be bought at any of the pet npc's, and must be gotten through the dragon palace event or any other treasure box digging event. If you want a pet that already starts with the skill, dodo bear and great dodo bear have them.

    There's a host of other rare skills that can be gotten at events that I'm not sure are worth it or not, such as Sharp Claw, which increases attack power for an hour, Blessing which increases hp, Exorcism which adds m.def, Solid Shell which adds def, reversal shock that acts like bramble, blood imbibe (the skill a lot of mobs have where you see red dots flow out of you into them, draining your hp), and a mana drain.

    Which skills should my pets have?
    These are the skills my pets have... whether you wish to follow this setup is up to you, but personally I like the way I've done their skills.
    Golem: Bashing level 5, Crustaceous level 5, Frighten level 5, Bluster level 1
    Sawfly: Bashing level 1, Ripping Bite level 4, Decelerate level 4, planning to learn either Frighten/Screamshock, and if I can get these skills, Sharp Claw/Doodoo.
    Aquabarrier Dharma: Bashing level 1 (Going to drop this for something else, maybe an elemental bash or frighten), Ripping Bite level 5, Armor break/howling (going to drop these for Frighten/Screamshock/Decelerate)

    Now then, let's get into the actual gameplay.
    The roles of a Venomancer:

    FB/HH:

    Lure everytime the situation demands it. Cases like these are rooms with patrols that'll attack you if you try to kill something inside, or even just rooms where 4-5 mobs are gathered together. Get a fast pet to lure.

    Bosses that require luring:

    HH 2-x Party mode: these require you to lure one moving Asura out of a group of half a dozen non moving ones. Sending a golem in will get it ***** before it can even reach the right one. A note on Asura: if your tank decides it isn't in his best interests to catch Asura and let him charge towards you... bramble array immediately. On my light armor fox Asura in even 2-1 hits with fire for about 6000 damage at level 70. After 1 attack the werebeast should realize you won't go down that easily and he can pick the boss back up.

    FB69: Steedphiz and Gaurnob both walk figure 8's in the last chamber of this dungeon, and it's up to you to pull them to the lake room. It's best if you can get an EA movement buff before doing this one as they both walk rather fast, and while you should be able to reach the lake without getting hit once, it's better to be safe than sorry. Try not to pull these into your priests, as they have a close range physical AoE that'll **** robe classes.

    FB79: Pirate Monarch and LingYung stand right next to each other. Easy lure compared to the other two, but thought I'd mention it.

    Anything Else: There's not too many others that absolutely require you to lure, but most are in rooms filled with smaller mobs that you may want to clear by luring before starting.

    Role against Bosses:
    Keep amplify maim on the boss if it's a higher level one. Amplify maim causes 20% additional damage to anything the boss is hit by. Vigor switch the tank everytime the skill becomes available. Keeping the tank filled with vigor allows him to continue spamming ripping bite, which pulls a lot of aggro towards him, which in turn allows the damage dealers to do their job. Since vigor switch has a minute long cooldown, all your extra vigor should be going to keep the boss Ironrock parasite'd as well for the armor break. One thing to make a note of: In HH, all bosses have a 75% damage reduction. All people hitting will be doing significantly less damage, but the devs forgot to include this for the pets, who hit full damage on HH bosses. What this means is your pet will be stealing aggro even through ripping bite, so make sure to turn all skills off (This can be done by right clicking the skill that's highlighted in white) and using normal attacks only. If your werebeast isn't filled with enough vigor to continue using ripping bite, the pet can still steal aggro even if it's not using skills and get 1-2 shotted.

    IV. PvP:

    Techniques against each armor class:

    Against Robe classes:
    Laugh. Fox form and hit normal attack on them as your pet goes in with ripping bite. They die. If they're doing far too much magic damage to you (in the case of you using light armor/heavy armor) send your pet at them and just run away while your pet tears into them with ripping bite. If you're against a robe class who decides to try to take out your pet before it can get ripping bite in (not hard, most pets die in 1-3 hits from any class. Try to spot this by moving to the opposite side of them as your pet and see if they turn to follow you or if they stay facing the pet), unsummon during their casting time. I think this might bug the pet if you do it right as it's about to die though. An archer targeted my fly with Tshock, and after unsummoning during the tshock animation and resummoning, the pet stayed frozen in place instead of attacking, while the archer, who continued trying to hit the fly, missed every shot. Watch out for a priests sleep, although if they're taking the time to sleep you your pet can ripping bite them. If the caster class is kiting you, you can spend 1 fury to hold them in place with enlace drub. Try to end the battle before this runs out (not hard with ripping bite), because unless you started off with full fury you may not have enough for intersoul switch.

    Against Light classes:
    I prefer to fox form against archers unless I have the starting advantage, in which case I'd use magic attacks. Staying in human form though can get you owned very quickly. Outcold -> normal attacks hurt badly enough, and what's worse is if the archer decides to collig bolt, outrange you, and rip into you with normal attacks. Pets can be repulsed and collig'd as well, and losing a ripping bite gimps you seriously. Against light armor magic classes, pop on your robes if you have the time and megalith -> kite or fox form to enlace while your pet ripping bites. Against fist warriors and archers... your accuracy is going to fail. Mage form is a viable option against fist warriors as you can kite, but against archers not so much. Because of this, you may choose to socket your weapon with an accuracy stone or two and take advantage of the accuracy boost fox form gives.

    Against Heavy classes:
    Be sure bramble guard is up. If you're against an axe warrior / fist warrior, kite them until you feel they're close enough to begin lion's roaring you. At this point, if you have the fury you can bramble array before you get stunned and either watch them waste a stun or suicide on you. If you don't have the fury, fox form and see if you can get a hexmist before you get stunned. Once you're stunned, be prepared to sit around for awhile hoping not to get screwed. Ripping bite isn't quite as useful against heavy armors as it is against light/magic, but it'll still be quite the damage dealer. So if you wish, you can have your pet stop moving right before the warrior stuns you so that it doesn't get caught in the AoE, and can continue to hit him while he stunlocks you. A werebeast is lol. Don't bother fighting one unless you have a high crit rate or high damage ability. Ripping bite doesn't do enough, and you can't really out damage his hiero with magic attacks, let alone physical hits. Best you can pray for perhaps is an amplify maim -> run -> mage form -> nuke with megalith/ironrock while the fly keeps up bite. Don't be fooled into thinking werebeast damage sucks. Bloodmalefic axes or the gold 90 hh axe with berserk are more than enough to kill you as fast as a warrior would. Against a spear warrior: fox form immediately. Spears with backthrust can't be kited too well, and if you try you'll get long range *****. Otherwise just live through his stuns and hope your hexmist/life depriver can make you outlast him.

    Basic strategy against any class:
    If they're priest buffed, debuff them with Banish Malediction. Otherwise, save banish for their inevitable fury burst, and debuff it away right as they use it. Bramble guard should always be up unless you're 1v1'ing a mage/priest and know they won't have any backup coming. Yes, this includes bramble guarding even against archers. Some of them don't pay attention, and when you hug them they start wing attacking, which gets reflected. Ripping bite is essential to PvP, so make sure all your pets that you plan to PvP with have it. Pets with high speed are necessary as well. Even a sawfly that moves at 8m/s can be kited and killed without ever getting a ripping bite in, so imagine you trying to send a 5m/s golem at someone. <_<'

    Good luck with your Venomancers, and feel free to post here any other questions you may have about this huge wall of text.

    how many times do u have to beat a pet to tame it :/ im kinda new to d venomancer
  • Fire_ - Raging Tide
    Fire_ - Raging Tide Posts: 10 Arc User
    edited August 2011
    HA as usual is getting alot of hate.b:sad
    You CAN go HA and AA. Use your level wep and AA, and set below's HA. (Aka you're lvl 80 using 80 wep, 80 AA and 70HA) Dmg and def still high. Half your damage should be pet anyway. Requires + stats in tome or orns, so costs a bit, but overall just seems so much better.
    This is my build I use. I love it. Can pvp with no pet atm, and tank, do pulls, as well as still have decent damage.b:cute
    FF... If you go HA/AA then you use FF for anything magical. Damage testing after switching to this build on my hubby, who's a seeker, noted that in FF I did as much phys dmg as a BM did on him, if BM and I both just hit, no skills.
    Dueling with this build is great..
    HA and Human form on anything wearing HA, or even LA. AA and human or fox for dueling anything arcane.
    I went sage with this cause I wanted the extra def, and to get into Nirvana to help pay for the cost of the build. But I'm considering switching to demon when my gear is done so I can pawn at pvp.
    "It's not about dying for your guild, its about making the other **** die for his" - "If you play with Fire, you're gunna get Burnt" - "I will not bow, I will not break, I'll shut the world away, I will not fall, I will not fake, I'll take your breath away" - "There's a fine line between Love & hate" - "Never gonna give you up, Never gonna let you down, Never gonna run around and desert you, Never gonna make you cry, Never gonna say goodbye, Never gonna tell a lie and hurt you" -Rick Rolled. b:chuckleb:victory
  • Mauntille - Heavens Tear
    Mauntille - Heavens Tear Posts: 694 Arc User
    edited August 2011
    how many times do u have to beat a pet to tame it :/ im kinda new to d venomancer

    Mobs have to be your level or lower and tamable to tame (look for the little monster icon in the lower corner of the mob's nameplate and hover over it. That should give you an idea of how easy it should be to tame.)

    There isn't a set number of times that you have to hit a mob to make it tamable, but you generally have the best results if the mob has about 25% hp left. If the mob is easy to tame (green tame icon on the faceplate), it should be tamable at 50% hp.
  • Word_of_Life - Raging Tide
    Word_of_Life - Raging Tide Posts: 2 Arc User
    edited August 2011
    Umm New to Veno's I hve always played casters and wondering y no Pure Build does Pure Veno Fail?
  • Mauntille - Heavens Tear
    Mauntille - Heavens Tear Posts: 694 Arc User
    edited August 2011
    Umm New to Veno's I hve always played casters and wondering y no Pure Build does Pure Veno Fail?

    There are plenty of us who are pure. Similarly to clerics, it's a question of where you want to put your funds and personal preference.

    There isn't a whole lot of talk about the pure build mainly because it's fairly self explanatory and commonly accepted and has been since the game started.
  • birdconure00
    birdconure00 Posts: 29 Arc User
    edited September 2011
    I have a question regarding the skill tree. I wear AA Armour and use the mage attack skill, putting most of my points into my magic stat. What I want to know is how far I can go (in the correct proportion) into the fox tree skills. I have fox form and like the idea of gaining defense while in that form, but to use it I'd have to have some fox attacking skill. How far into the fox tree skills can I go? I'm not expecting to be able to go very far, but I want to know at which skills I should stop?
  • Jeremied - Sanctuary
    Jeremied - Sanctuary Posts: 2,259 Arc User
    edited September 2011
    I have a question regarding the skill tree. I wear AA Armour and use the mage attack skill, putting most of my points into my magic stat. What I want to know is how far I can go (in the correct proportion) into the fox tree skills. I have fox form and like the idea of gaining defense while in that form, but to use it I'd have to have some fox attacking skill. How far into the fox tree skills can I go? I'm not expecting to be able to go very far, but I want to know at which skills I should stop?
    You should eventually be able to get all skills on both trees, later on. There's no limit to how many of your skills you can learn, while it may seem like it in the early levels. =)

    In my opinion, if you wear AA and use mainly the human form skills, focus on them, plus the fox skills Amp Damage and Purge. Later on, after most of your mage skills are maxed, you can level the fox form skills so long as you've got coin, as later levels you should have plenty of spirit.

    In fox form, your attacks are primarily mele and curses. So your most basic "Fox Attack" is punching things, like barbs tiger form. =)
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    ~Demon as of 5/6/12 - On the night where the moon is closer to the earth and brighter than any other night in the past 18 years.~

    Slow and steady stays alive~ I'm in no rush, I'm enjoying the journey to end game just as it was ment to be. b:victory
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    b:thanks Well thank you Liba<3
  • X$exyFox - Heavens Tear
    X$exyFox - Heavens Tear Posts: 92 Arc User
    edited September 2011
    What did you actually mean by this:
    "Amplify Damage: Max it by the time you hit 60. It's one of the priority jobs of a Venomancer in HH to keep the boss Maimed, as the 20% damage increase speeds up the kill drastically. HH is boring as hell without it"?
    What does HH mean? :p I know it might be useful in BH. :p
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  • Mayfly - Dreamweaver
    Mayfly - Dreamweaver Posts: 6,094 Arc User
    edited September 2011
    HH - Holy Hall, PW-MY's term for Twilight Temple (and carried over to some of the older servers on PWI, principally Lost City I believe.)
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  • X$exyFox - Heavens Tear
    X$exyFox - Heavens Tear Posts: 92 Arc User
    edited September 2011
    HH - Holy Hall, PW-MY's term for Twilight Temple (and carried over to some of the older servers on PWI, principally Lost City I believe.)

    Oh, okie, thank you. :)
    I am on Heavens Tear server now, I don't know how they call it there, but I have been on Sanctuary server and there they just called it TT. :p I know it was useful on TT, but I didn't know HH is the same as TT. :p
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  • ruansilva
    ruansilva Posts: 1 Arc User
    edited November 2011
    I lost ums skill to capture mobs, as I do to have it?
  • trickem
    trickem Posts: 1 Arc User
    edited November 2011
    I'm a bunny b:kiss
  • toxickage
    toxickage Posts: 1 Arc User
    edited November 2011
    Hi i got one persons info for a Veno build but im looking for others so i have a range of what to do.

    So basically im looking for a build that i can have good def on both mage and phys and still have pretty good hp so im not dieing a lot or relying on HP potion too much. I was thinking maybe Light armor unless the robes look pretty cool.

    Thanks.
  • MrHawtStuff - Dreamweaver
    MrHawtStuff - Dreamweaver Posts: 7 Arc User
    edited January 2012
    You'd be better off doing 7 mag 2 vit 1 str every 2 levels rather than going light armor.

    I capped my vit at 70 and i am perfectly fine with that.
  • kingofthyboard#5602
    kingofthyboard#5602 Posts: 5 Arc User
    edited March 2012
    I am a LA veno (Light Armor) so... heres my build, you can use your lvl Light armor and your lvl mag wep ... bad point is low hp. But u can switch mp-hp so its not a prob.b:laughb:laugh

    Vit: 0 -- (you need to use citrines in this build)
    Mag: 3 per lvl
    Str: 1 per lvl
    Dex: 1 per lvl

    It works until lvl 95 then you need lvl 97 to use Ashura and other stuff from Nirv.

    And the best pet for this build is or tabby (cat) or dodo (big or small (polar bear)!

    Its a PvE PvP overlord build (mostly use fox form)
  • katsuma123
    katsuma123 Posts: 10 Arc User
    edited March 2012
    I dont understand the stats b:cryb:cryb:cry
  • DeviousNeko - Archosaur
    DeviousNeko - Archosaur Posts: 2 Arc User
    edited March 2012
    Hi I'm a newbie, I just wondering what stats is best for a PVM. I don't think I could join any guild or PVP. I want my veno to swiftly kill monsters.
  • Pantherlilie - Archosaur
    Pantherlilie - Archosaur Posts: 61 Arc User
    edited May 2012
    I am a HA veno. I am not too sure on how to make it work completely but so far my build has worked for me. I am doing pure physical in armor. right now my stats are
    150 strength
    64 vitality(i plan to cap this around 70 or 75)
    46 magic(i only have this so i can have a weapon in fox form)
    36 dexterity(i plan on getting this higher for more crits and taking less hits)

    just stat wise is this a decent play? i havent played in a while so i forgot how i built my stats but im sure it was 5 str,3 vit, 1 magic, 1 dex(or 2 dex). after i get my vit to 70 should i put more into the dex or magic? FWI i never use magic skills my main human weapon is duel axes.
  • Azuraeclipse - Archosaur
    Azuraeclipse - Archosaur Posts: 52 Arc User
    edited June 2012
    I am a HA veno. I am not too sure on how to make it work completely but so far my build has worked for me. I am doing pure physical in armor. right now my stats are
    150 strength
    64 vitality(i plan to cap this around 70 or 75)
    46 magic(i only have this so i can have a weapon in fox form)
    36 dexterity(i plan on getting this higher for more crits and taking less hits)

    just stat wise is this a decent play? i havent played in a while so i forgot how i built my stats but im sure it was 5 str,3 vit, 1 magic, 1 dex(or 2 dex). after i get my vit to 70 should i put more into the dex or magic? FWI i never use magic skills my main human weapon is duel axes.

    Path its Raziyal :3

    My HA veno doesn't have anything in vit due to my HA bonus' give me the vit i need.
    your str cvould be much higher then it is now
    Same iwth you magic (depending on what you like better You lvl req on armor or your lvl req on weps)

    Ha venos mainly use fox form and would be best to up your magic ALOT more then it is now (this is my opinion since i can out Dmg an AA veno)(so you get a higher mag wep and a bit more dmg then you have now)
    your dex is on the right track but get it to 40+ by lvl 90 ish

    Put more into magic >.< cap your dex after 46ish so you can wear TT90 armor etc.
    I Laugh in the face of danger, Then I hide until it goes away :3
  • GilgamCly - Raging Tide
    GilgamCly - Raging Tide Posts: 42 Arc User
    edited June 2012
    senovit wrote: »
    Venomancer Guide

    I. Armor

    Armor Types

    Venomancers, as a caster class, can be customized to be able to wear any of the 3 main armor classes while still remaining a caster. Your three choices:

    Good luck with your Venomancers, and feel free to post here any other questions you may have about this huge wall of text.

    Thanks for the info although I believe the forum to be a place for discussion rather than information and it was written in 2088. You use different terminology for the stat references but I get the general idea.
    [int = 1/Attack rate instead of MAG (Magic)points added],
    [AGI ? I guess it is DEX (Dexterity)] .

    Although you have;
    Arcane/Robe (AA), Light Armor (LA), and Heavy Armor (HA) builds you did not go into the Mixed AA/HA build very much at all. Which I see as a very flexible but difficult build, not for beginners.
    This class is so variable in its build and methods that I see it as a good one beginners and Pros alike.
    Rise to Become Mighty so on the Wings of the Leviathan We will Soar....
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    "Beware the Jabberwock, my son! The jaws that bite, the claws that catch! Beware the Jubjub bird, and shun The frumious Bandersnatch!" He took his vorpal sword in hand: Long time the manxome foe he sought -- So rested he by the Tumtum tree, And stood awhile in thought. And, as in uffish thought he stood, The Jabberwock, with eyes of flame, Came whiffling through the tulgey wood, And burbled as it came!--Poem part by: Lewis Carroll
  • Kiseop - Harshlands
    Kiseop - Harshlands Posts: 35 Arc User
    edited October 2012
    The more i read, the more confused i get about what armor to use

    At first, I really liked the idea of LA, nice survivability and crits
    Then... I started reading about HA and it sounded way better, i mean, HA will have more def/hp and more phys attack, right? While LA will have lower phys def, lower HP, lower phys attack, but will have some more critical, evasion and accuracy...

    is it worth being LA with that said? Or am I wrong in some way?
  • truekossy
    truekossy Posts: 7,021 Arc User
    edited October 2012
    Heavy is tough to pull off if you aren't prepared and tends to be very expensive. Light is cheaper and easier to use overall. Light is still quite viable as most can't afford the costs of heavy or can't really pull it off well enough for it to make a difference.
  • Kiseop - Harshlands
    Kiseop - Harshlands Posts: 35 Arc User
    edited October 2012
    truekossy wrote: »
    Heavy is tough to pull off if you aren't prepared and tends to be very expensive. Light is cheaper and easier to use overall. Light is still quite viable as most can't afford the costs of heavy or can't really pull it off well enough for it to make a difference.

    Can LA have a good survivability
  • truekossy
    truekossy Posts: 7,021 Arc User
    edited October 2012
    Can LA have a good survivability

    Yes. LA is the middle ground between heavy and arcane. The ornaments you choose determine which type of attacks you'll be more resistant to but since LA has good overall defense, you won't be truly weak to the type of damage your ornaments don't cover. Especially since fox form boosts phys defense while all your magic will be boosting mag defense.
  • lewlux
    lewlux Posts: 0 Arc User
    edited December 2012
    Thanks for this guide !

    I remember using it when I started playing PWI years ago on an alt b:pleased
  • flapperdactyl
    flapperdactyl Posts: 0 Arc User
    edited December 2012
    I truly am baffled by how many people seem to find it difficult to decide what type of armor to wear as a veno. Really. While I'm not trying to convince anyone to go a certain kind of way with there own, personal, character (it's your character, play it the way you want too), I feel almost obligated to point out that; A properly played Veno, with an appropriately leveled pet, should almost never be getting hit at all. And, on the exceptionally rare occasion that you do (you drew more aggro than your pet was dishing out), at least 85% of the time your going to get smacked with a spell rather than clubbed with an oversized sledgehammer. The remaining 15% of the time, you may catch ONE arrow prior to your pet grabbing the aggro again. Seems pretty logical to me to go arcane armor. More mana, more powerful casts (kill faster), and more powerful pet heals (heal less often).

    Should you happen to draw aggro from a melee type mob, at least 97% of the time you move faster than the mob (Summer Sprint... Use it). So, run a few steps back, then run circles around your pet until it can re-establish aggro. Never get touched.

    I personally have always played 9/1 venos (9MAG/1STR per 2 levels), and have always loved doing so. In the early stages of the game, you wont really need much HP except in instances, where there should (theoretically) be some sort of a healer present anyway, so I wouldn't worry much about it. Later in the game, you can just add HP gems and refine your gear to compensate for the lower HP values. A good example of this that I've seen personally, was in a lvl 101 Seeker with only 3 VIT. I personally don't see why so many people think stacking vit is the only way to gain HP. Later on in the game, vit becomes next to pointless unless your a barbarian.

    So I mean, as far as I can tell, it seems most logical to use AA as spells should be almost the only thing you'll be getting hit by and AA provides the best resistance to that form of damage.

    This of course only applies to PvE, and unless your really sneaky or really lucky, shouldn't be attempted for PvP. However, by the time your high enough level to have PvP actually entertaining, you'll be able to get yourself restated easily (I personally recommend the HA/AA hybrid mix for PvP). Though, to be completely honest, Veno isn't a class I really recommend for PvP. Especially since your biggest asset (your pet) can be completely ignored.

    Just my opinion though.
  • SashaGray - Heavens Tear
    SashaGray - Heavens Tear Posts: 3,765 Arc User
    edited December 2012
    Since PvP is almost required now, with NvN and takes place in an instance, your pet is not your most valuable ally, bramble is. If you try to PvP using your pet either as your primary weapon, or as your main crutch to success, you will fail.

    I would also venture that an AA/HH armor mix is a bad idea, you can get a very ample supply of M.def from ornaments and rings to wear full HA all the time.
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  • tehpeach
    tehpeach Posts: 19 Arc User
    edited January 2013
    Well the armour type isn't an ssue for me right now i went AA. I have a 101 demone veno who is PvE only. I don't TW or PvP on her at all. I worked my buns off to get her the Morai 101 gear for the warding levels and slaying levels. The gear also has more magic attached than my R8 clerics gear does. My issue is some people say shard Phys def and others say HP. Without Barb buffs she has 3833 hp. So should i shard hp or phys def seeing as how her gear has built in phys def in the warding levels in the gear and the bonus demonwarding levels as a set bonus. Any help is appreciated. b:thanks
  • Desdi - Sanctuary
    Desdi - Sanctuary Posts: 8,680 Arc User
    edited January 2013
    For a level 101 Venomancer, 3.8k HP is way too low so shard with HP ones. Try to get at least 5k HP unbuffed.
    Warding levels may be nice and extra physical defence good but it won't help much if you lack lots of HP.
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  • holyr3lentless
    holyr3lentless Posts: 1 Arc User
    edited February 2013
    I have a question about venomancers that has been bugging me lately and should be an easy answer for you veterans. Can every pet in the game attack if your a venomancer? or are some purely for show?