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The General and Generic Venomancer Guide
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===Human Form Branch=== ;Venomous Scarab : Upgrade this whenever you can and spam it whenever Ironwood Scarab is on cooldown. It's pretty much your grinding skill here due to its low mana cost. PvP-wise, it's not the best idea to use this simply because it's too basic to have any good usage. The exception is if you have demon, whereas the wood resistance debuff would very much be reason enough to use it. ;Ironwood Scarab (level 9) : The 25 chi is well worth the cost, considering that will pretty much be your strongest nuke throughout a good chunk of your career and has a little physical debuff as an added bonus. Regardless of your build, it's a good idea to use this as your opener. If not to give a good start with some Fox Form hits, then at least to give your pet some added damage. Not to mention that both sage/demon added effects to it are quite nice. One important note is that the demon Ironwood Scarab only has the 20% chance of reducing the target's defense by 0, and the innate 30% defense reduction does not exist. ;Blazing Scarab (level 19) : Damage over time spells have a very split base, with one side saying it is useless to upgrade it past level 1 while the other side says it's a great way to damage the target while kiting around in. If something, it is useful to gain a large chunk of chi in a single attack skill. Both sage/demon versions of the spell doesn't add too much to it either. ;Frost Scarab (level 29) : The general consensus is that it's not a bad spell per say, but the 1 spark cost is very costly, at least until you gain your 3rd spark. The frostbite chances are too low to justify the usage unless you get the sage version which shoots up the 80% chance of freeze to a 95%. The 3 second freeze from demon is always a nice thing to have. ;Noxious Gas (level 39) : A staple for the Herc user veno. Even without a Hercules, this move is pretty nice. It does fairly decent damage and the DoT time is only a mere 9 seconds so the overall damage stacks up pretty quickly. The major problem with this is the 2.5 casting time and the mana cost, which isn't so great for solo grinding sessions. Not recommended outside of DDing a boss or AoE grinding. The sage/demon paths don't add much to it either. ;Lucky Scarab (level 49) : Finally, another real staple spell you get at level 49. Does spike damage as high as Ironwood and at max, has a 95% chance to stun the target for 2 seconds. Not that the stun is useful for actually stunning, but it's a much needed addition, since a veno really lacks movement locking debuffs. What stops this from being a great grinding spell is the high mana cost and a very long 15 second cooldown. The 2 second cooldown reduction from demon doesn't help too much either, but the 1 second addition to the stun time from sage does. ;Parasitic Nova (level 59) : Major damage, great major debuff, major AoE range, major casting time, major mana cost, major cooldown, and major spark cost. So in terms of just about everything, it's big. The terrible problem with this is that the chance to cause chaotic is static at only 67%, so it's not really reliable for anything other than spike AoE damage. It does this really well, since at level 1, it still matches damage to a sage/demon Ironwood. With sage, a 50% chance of only consuming 1 spark may make it more accessible for regular usage, but it's still nothing you can spam. If anything, it's great as a follow up to a sage Lucky Scarab if the 3 second stun does go off so you get enough time to fire Parasitic Nova off. I can't say anything about going demon for this, since I was never a fan of the 67% chaotic chance and since the bonus damage only applies to chaotic targets, there is too much to risk for just that spike damage. <br>
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