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The General and Generic Venomancer Guide
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== A What-mancer? == A venomancer is first and foremost a support class. It specializes in debuffing targets and acting as a secondary damage dealer or tank with a sufficient tanking pet. With a Mag build and Robe set, they can be a decent DDer. With a Heavy Armor build and maxed Fox Form, they can be great physical tanks. The light armor build works as safe build overall with the bonus of having a nice crit rate for spike damaging if you ever need it. An important thing to remember when deciding on what build you want to go for is that attributes have diminishing returns. The more points you allocate to a particular stat, the less improvement you'll get per stat point. Of course, this is a gradual process so it's nothing to fret over, but it is still a factor to consider. There are endless possibilities to building a veno, since it is such a versatile class. Here's a brief description of some of the more common builds. The Robe/Mage build for a veno works by adding 3 points into Magic each level, and using a formula for Strength, whereas (Your level + 8) / 2 = Strength. More simply put, you add 1 strength every two levels. The rest of the stats are free to go into Vitality or into even more Magic, although most people would probably prefer more Magic. With this build, you'll have a very potent pet heal , solo very well, deal very good damage, have high magic defense, and have fairly high HP. The downside is that you won't be able to use Fox Form very well, which is really half of a veno. The general Light Armor consensus is to allocate 3 points into Magic, and 1 point into Strength and the last point into Dexterity each level. With this stat distribution, you should be able to use your current level Magic Weapon and Light Armor. As a special bonus, you'll also be able to equip the most updated Robe set if you choose to do so. As yet another bonus, you'll get a pretty crit rate bonus from all the Dexterity. However, this build suffers from a lack of HP but it shouldn't be a problem with the higher survivability. Where there is also a pure Heavy Armor build, it is much more advisable to go Heavy/Robe, which is explained in detail in the [[Heavy Build Venomancer]] guide. The general idea is to take advantage of +stat equipment to fill your requirements to be able to equip the most up to date Heavy Armor and weapon at the same time. When properly done, the build can be very effective in pretty much all PvP scenarios. As for weapon types, it's mostly personal preference. Magic Swords have the lowest magic attack range, making them fairly stable without much spike damage. They also have the highest physical attack limits, which makes them more ideal for Fox Formers. Glaives have a mid magic attack range, but the lowest physical attack limits. They look compact if that means anything. Patakas/Wands generally have higher physical attack limits than Glaives, but they always have the widest magic attack range, making them quite inconsistent in terms of damage. Not too many people run around with Patakas/Wands, so if you like the bonus of being a bit unique, it could be a factor to deciding your weapon. <br><br>
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