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The General and Generic Venomancer Guide
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===Level 79 Skills=== ;Myriad Rainbow (Fox Form) (level 79) : There are actually two Myraid Rainbows. One for Fox Form and one for standard form. For the normal person who's practical and not rich enough to afford both Myriad Rainbows, get the Fox Form one instead. The difference between the two other than which form its usable in is that the Fox Form one has a much shorter range, but it has a 15 meter AoE. the AoE factor makes all the difference. Note that Myriad Rainbow causes random status effects, which means sometimes you'll get one on a target, sometimes you get all of them on a target, or sometimes it'll even do nothing. The Bleed and Poison are useless. The big reason anyone would get Myriad Rainbow is for the 100% Armor or Magic Break status. Reducing the defense by 100% is essentially reducing it to 0, which makes this skill very attractive to sage venos who'll miss out on the 20% 0 physical defense in a demon Ironwood Scarab. In regular situations, the 800 mana cost is way too much so the best usage of this is through bosses where you can take the risk of using this gamble skill. ;Myriad Rainbow (level 79) : Unless you have a lot of cash to burn you may only want to get one Myriad early on. The Fox Form version is AoE, short range, and only available in fox. The mage version is single target, long range, and only available in mage form. Your playstyle should determine which one is right for you. ;Feral Concentration (level 79) : When the description says at the cost of being able to move for 10 seconds, what it actually means is that you yourself are stunned for 10 seconds. With this in mind, it seems like a pretty bad waste of a spark unless the tank just died and you don't mind taking aggro while the cleric quickly tries to pull the tank back together. In that case, this would make a great escape mechanism along with Bramble Hood and Soul Transfusion. What makes this really magical though is through the use of an anti-stun pot. Pop one before using this skill and voilร . 10 seconds of invincibility while you get to terrorize mobs and PKers alike. If you have a nice apothecary level and don't mind making a few anti-stun pots, this skill would be a great addition to your list. The downside is the 5 minute cooldown, so it's not something you'll be able to pull often. Another 'trick' to using Feral AND being able to move around (like run from a mob!) is to cast demon Summer Sprint then Feral. One of the benefits of demon summer Sprint is the fact it makes you immune to all movement impairing effects for 6 seconds INCLUDING those you cast on yourself. As Feral makes you unable to move for ten seconds, it is counteracted by the Summer Sprint benefit. Just cast Summer Sprint first, maybe use pots or apo to increase health, then cast Feral for immunity to damage and be able to move. <br>
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