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Role of the Venomancer
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== Debuffer == Venomancers have a lot of debuff and DOT (damage over time) skills which makes them the most versatile debuffers in the game. While every class has a few debuffs, the venomancer have the largest number of debuffs, including the pets, as well as some of the strongest ones. ;Purge (level 13): Removes positive effects (buffs) from the target. '''Sage:''' 5m AoE purge. '''Demon:''' shorter cooldown by 5 sec, 25s cooldown. Some bosses have self buffs and sometimes those self buffs can hurt a lot. A venomancer purging those self buffs is essential to make the squad's life easier and the risk of deaths smaller. Instances that usually require purge: TT2-2, TT2-3, TT3-X, Nirvana, Caster Nirvana, FCC, Rebirth (Delta, Gamma, etc.), faction base Trials bosses, Warsong bosses, Flowsilver Palace bosses, Undercurrent Hall fire path boss. It's essential in PvP in order to get rid of the opponent's buffs; that can turn your opponent from a tough enemy to an easy kill. ;Amplify Damage (level 23): Makes the target receive 20% more damage. '''Sage:''' damage taken increased to 30%. '''Demon:''' damage taken increased to 25%, duration increased to 26 seconds. This is the reason the other classes love us in squads. Amplify Damage will make the monsters and the bosses receive more damage resulting in faster killing. Try timing it with the blademaster's Heaven's Flame (the dragons) and the genie skill Extreme Poison for even greater results. It is questioned which one is better but the answer is; they are equal for they shine in different areas. Sage version shines best in short boss fights (eg. normal aps nirvana) whereas demon version is best in longer fights (eg. caster nirvana bosses). It is quite useful on opponents in PvP as well but the situations vary, it is most often used on targets pulling catapults (usually babarians). ;Soul Degeneration (level 33): Prevents target from regenerating HP and MP. '''Sage:''' reduces maximum HP by 20%. '''Demon:''' cuts target's evasion in half for 20 seconds. This particular skill is not very useful but sometimes it may be handy on bosses that have a high regeneration rate such as the Phoenix boss in FCC or bosses that are immune to Amplify Damage in Nirvana. It is rather handy in Caster Nirvana as some bosses spawn guards (most noticeable the third boss) and the squad's focus switches onto them. During that time, the boss is usually left with no damage dealers on it and it regenerates its HP that only adds more time to the killing. Keep in mind that Soul Degeneration will cancel Amplify Damage and vice versa. This skill is mainly wanted for the sage version of it which saves up a lot of time by removing 20% of the HP of the boss (it also reduces experience gained so it should not be used in FCC). While Amplify Damage will cancel Soul Degeneration's curse, the HP reduction will not be canceled so it is recommended to start with Soul Degeneration and follow with Amplify Damage. Note that as of now, all bosses in Caster can be cursed with Amplify Damage. This skill is also handy in the new Advanced Endless Universe at the creation of the pills. You can use it to prevent one of the fires from regenerating its HP. In PvP, Soul Degeneration has limited uses but it's very essential to use it on the enemy faction crystal (in TW). Sage version is handy for enemies pulling catapults whereas the demon version is handy against classes with natural high evasion (such as assassins and archers). ;Ironwood Scarab (level 9): Reduces enemy's physical defense by 30% for 10 seconds. '''Sage:''' reduces the physical defense by 40% for 20 seconds. '''Demon:''' has 20% chance to reduce the physical defense to 0. See New Horizons updates to this skill [http://pwi-forum.perfectworld.com/showthread.php?t=1654931 here]. A very useful skill for classes that deal physical damage as well as your pets. Remember that it costs some chi so be careful on how you manage it. Demon version is most effective when it is used a lot along with Myriad Rainbow (see below). It is recommended to spam this (along with Myriad) to be effective, especially in instances like Nirvana. It's also one of the venomancer's biggest nuke skills so use it as often as possible. In PvP, it's useful to help your physical damage dealers in your team. It can also be used in combination with Arcane Antinomy. It's rather effective against other arcane classes. ;Myriad Rainbow (Fox Form + Human Form) (level 79): The target has a chance to be affected by: ::Bleed: 4500 physical damage over time. ::Poison: 4500 Wood damage over time. ::Armor break: Physical defense reduced by 100%. ::Mind break: Magic defense reduced by 100%. :Lasts 9 seconds. It may not be reliable but it's an extra debuff we can add, so why not? Remember that it costs 800MP and some chi so be prepared to burn some MP while using them. Their major advantage is that they are instant and therefore they can be cast quickly and easily. Essential skills in PvP as well. ;Demon Venomous Scarab (level 89): Reduces target's Wood resistance by 30% for 6 seconds. A skill that increases your skills' power as well as the mystic's and barbarians using Poisonous Fang. It should be used as an opener followed, usually, by Ironwood Scarab. It's not the best opener in PvP but the debuff can be handy at times. ;Demon Parasitic Nova (level 99): Makes targets take 30% more damage. It works in a similar way as the blademaster Heaven's Flame and it stacks with all other debuffs except for Heaven's Flame, neither of which will overwrite each other. It can work as a substitute to Heaven's Flame in a PvP scenario while additionally stun locking the enemies. I'd recommend using it along a Zooming Powder due to the long channeling time. ;Fossilized Curse (level 100): Removes Magic Defense effects from the target, reduces Physical Attack rate by 100% and Accuracy by 300%, for 15 seconds. The skill deals both wood and physical damage and whilst is not too bad, the best part of this skill is the debuff. In PvE, it makes bosses miss and have a slower attack rate. In PvP it makes physical classes miss and have a slower attack rate. Keep in mind that it only lasts 15 minutes so once the debuffs wear off or are purified you'll no longer be protected. ;Arcane Antinomy (level 100): Reducing movement speed by 70% and channeling speed by 90%. It is the only physical damage dealing skill that venomancer have in human form. It's nice to use against magic resistance monsters. In PvP is handy against arcane classes due to the channeling speed debuff and the fact that it deals physical damage. It can be used in combination with Ironwood or other physical defense debuffs. ;Pet Skill debuffs: *'''Howl:''' Reduces target's magic defense by 36% for 15 seconds (max level). *'''Pierce:''' Reduces target's physical defense by 36% for 15 seconds (max level). *'''Threaten:''' Reduces target's physical attack by 36% for 15 seconds (max level). *'''Slow:''' Reduces target's movement speed by 50% for 6 seconds (max level). *'''Shriek:''' Interrupts target's channeling, 100% chance (max level). '''Tips for debuffing in PvE.''' *'''1.''' Amplify Damage has the same cooldown as the blademaster's Heaven's Flame so it's possible to time both skills all the time. Amplify Damage should be cast first, not the opposite as the Heaven's Flame debuff is shorter in duration. *'''2.''' The typical combination/order of debuffs is: (Sage Soul Degeneration)/(Demon Crush Vigor) -> Amplify Damage -> (Extreme Poison) -> (Tangling Mire)-> Myriad Rainbow Fox Form -> Myriad Rainbow Human Form -> (Demon Venomous Scarab) -> Ironwood Scarab -> Howl (Pet) -> Pierce (Pet - if you are demon and Ironwood/Myriad didn't proc) -> repeat. *'''3.''' Be careful what skills your pet is using so that they won't overwrite your debuffs (such as Ironwood and Myriad). *'''4.''' Also, make sure to keep track of what your squads mates are doing. It is better to cast Myriads after the blademaster/cleric/barbarian have casted their own debuffs. <br><br>
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