Role of the Venomancer

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The venomancer, being a very versatile class, is able to take a variety of roles in a team.


Debuffer[edit]

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 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.



Luring[edit]

See Venomancer Luring.

Tank[edit]

Venomancers, when using the right pet, are able to tank monsters and bosses. There are cases in which, depending on equipment and build, they can tank themselves but most of the time the pet will be tanking.

Suitable pets for tanking
They are often referred to as 'tank pets'. They have high defenses and usually decent to high HP.


Land & Instances:

  • Baby Hercules (level 1, 9999 Source of Force)
  • Glacial Walker (level 19)
  • Crystalline Magmite (level 17)
  • Volcanic Magmite (level 18)
  • Shaodu Cub (level 20)
  • Armored Bear (level 80)


Air:

  • Baby Blazing Phoenix (level 1, 9999 Phoenix Feathers)
  • Windwalking Piggy (level 30)


Water:

  • Abysmal Turtle (level 5)
  • Celestial Plumpfish (level 80)
  • Asgard Plumpfish(level 85)

Ranged Tanking

  • Eldergoth Marksman (level 43)
  • Harpy / Empyrean Harpy (level 1, 10000 Harpy Feathers)




Survival Skills[edit]

Metabolic Boost (level 26)
Restores 50% of your HP (max level).

Sage: restores 60% HP. Demon: cooldown reduced to 210 seconds.

This is your basic and most common survival skill. However, you may want to keep it in case you will need an instant HP restoring after a resurrection. It has a long cooldown.


Soul Transfusion (level 29)
Instantly exchange HP and MP values. Each transfusion

consumes up to 100 chi.

The description speaks for itself. If you don't have time to cast Metabolic Boost and you have no chi for Bramble Hood, start running away and use Soul Transfusion. With this skill, your MP bar equals a second HP bar. Note that it does not require chi to be used but it will burn 100 chi when you use it, regardless.


Bramble Hood (level 59)
Reduces damage taken by 75%, reflect 200% of damage received.

Bramble Hood is going to be a life saver in many situations. Keep in mind that you need two sparks in order to use so so take care of your chi management.


Blazing Barrier (level 100)
Reduces damage taken by 30%, reflects all physical damage by 100%.

It is a weaker version of Bramble Hood, with which it can stack. The advantages of this skill, however, is that it reflects any type of physical damage as opposed to Bramble Hood and Bramble Guard that are limited to melee damage only. It only costs 30 Chi with a rather short cooldown which makes it a very reliable panic button. It lasts 15 seconds just like it's stronger version.


Feral Concentration + Absolute Domain/Forify/Demon Summer Sprint/Natural Synergy (level 79)
Grants invincibility for 10 seconds but stuns you. (useable in both forms)

With Feral Concentration you will become immune to any type of damage but the major drawback is that it stuns you. In order to avoid the stun Absolute Domain/Fortify (genie skill) or Demon Summer Sprint can be used. It consumes one spark. As of the Descent expansion, venomancers can use Natural Synergy in combination of Feral Concentration. The new skill grants a 10 second anti-stun. However, keep in mind that Natural Synergy itself consumes one spark so if you want to use this combination you need at least two sparks.


Lucky Scarab (level 49)
has 95% chance to stun the target for 2.0 seconds.

Sage: stun effect lasts for 4 seconds. Demon: stun effect lasts for 3 seconds, reduced cooldown to 10 seconds.

A short but quite reliable stun. It's useful for when you want to run away. Bosses are immune to stun but some elite monsters and mini bosses aren't.

It's a reliable opener in PvP.


Demon Frost Scarab (level 92)
version freezes the enemy for 3 seconds.

A short but quite reliable immobilization debuff that could used after Lucky scarab. Remember that it only freezes the target so if the monster or opponent is ranged and you are in their range they will still be able to hit you. Bosses are immune to freeze but some elite monsters and mini bosses aren't.


Parasitic Nova (level 59)
has a 65% chance to make them chaotic for 8.0 seconds, in which they are unable to move or attack and suffer more damage.

Sage: has a chance to consume one spark, chaotic chance increased to 95% Demon: makes enemies receive 30% more damage, chaotic chance increased to 95%

It's really useful when you want to quickly immobilize a large number of mobs or enemies in PvP, bonus points if you're Demon and debuff the enemies too. I wouldn't recommend using the lvl10 version very often due to the low chance of stunlocking.


Befuddling Mist (level 19) + Leech (level 39)
reduces the target's accuracy by 70% for 8 seconds + has an 80% chance to steal 600 HP.

See New Horizons changes to these skills here and here.

Not really an emergency life saver but the combination can be quite useful sometimes. First you lower the enemy's accuracy and then you steal some HP back. Demon Befuddling Mist also reduces target's speed by 30% for 3 seconds and increases the HP restored to 800 HP. Sage Befuddling Mist hits harder and Sage Leech has 100% chance to steal HP back.


Stunning Blow (level 29)
inflicts base physical damage plus 2332.3. A successful hit freezes the enemy for 8.0 seconds.

Sage: has a 25% chance to cast without consuming Spark. Demon: has a 50% chance to stun the enemy for 3 seconds. See additional information, New Horizons change on Malefic Crush here.

Another useful skill that will probably save your life a few times. Stunning blow will freeze the monster for 8.0 seconds. That is enough time for you to run away from it or run, transform back into human form and use Lucky Scarab and/or Demon Frost Scarab to keep the monster in place without touching you. Keep in mind, however, that it costs one spark.

A similar tactic can be used in PvP in a 1v1 scenario.


Summer Sprint (level 29)
movement speed increases by 35% for 5 minutes.

Sage: 45% speed increase, removes negative effects. Demon: 45% speed increase, immunity to movement impairing effects (stun, freeze, sleep).

Venomancers are naturally a fast moving class and this skill is the reason why. When you have to run away from bosses or mobs always use this buff. It is also instant so you don't have to stop to cast it. While every class can use Holy Path (genie skill) only venomancers can keep a permanent speed buff on themselves.


Fox Form (level 9)
physical defense increases by 120%, accuracy increases by 200%.

Sage: 150% physical defense increase, 250% accuracy increase. Demon: movement speed increase of 60% for 6 seconds.

Another skill that is not an emergency life saver skill but it can benefit you a lot, especially when you have to run with a boss after you. It will increase your defense. Demon Fox Form is especially good for running as it grants you a movement speed increase for 6 seconds after transforming (either to Fox Form or from Fox Form to Human Form). The cooldown of the skill is made in such way that you can keep the 60% almost permanent.


Useful genie skills
  • Wind Shield: reduces damage received by 15%.
  • Tree of Protection: increased max HP by 26% and heals 16% of your HP.
  • Second Wind: instantly restores some HP.
  • Holy Path: increases movement speed to 15.0 m/s.
  • Absolute Domain: makes yourself immune to all damage for 4.0 seconds and immune to immobilization for 2 seconds afterwards.
  • Bramble Rage: causes 4261.2 Earth and Wood damage to all enemies within 15 meters and interrupts their spell channeling.
  • Expel: causes the target to be silenced but also grants immunity to physical damage for 9.0 seconds.
  • Earthquake: deals damage, interrupts channeling, and knocks back. (Close range)
  • Lightning Chaser: deals lightning damage and interrupts channeling. (Long range)
  • Badge of Courage: has a chance to remove stun.
  • Fortify: makes you immune to movement debuffs.

Using your pet in critical PvE situations[edit]

As has been mentioned above, venomancer pets are capable of tanking. When the current squad's tank dies and there is no other person capable of tanking, you, as a venomancer, have to take action. If your pet is able to tank the boss, simply grab aggro (recommended skill: Roar, resets aggro - great for forcing aggro on your pet) and keep healing your pet until your tank is alive again. If your pet, however, is unable to tank the particular boss you can call your pet back, after making sure aggro is on the pet (pet should be set on Manual in order for this to work). Keep running around and have your pet follow you. This way, the pet will rarely get hit and will be able to survive long enough, until your tank is ready again. In case your pet dies, don't panic. Use the survival skills you have learned above and keep going! Venomancers are generally fast, you should be able to survive in most situations.

In case your cleric or somebody that you have to save (such as your FB tabber), suddenly pulls one or more monsters you can do the following: If there are a lot of monsters you can either use Noxious Gas to grab aggro or Parasitic Nova to immobilize the monsters. If there is only one, Lucky Scarab should do the job.

Do carry a few Resurrection Scrolls with you. They can be bought from any Merchant. When the whole squad is killed, monsters might still be alive and close to your squad members. A venomancer is very suitable for the job of killing those monsters as you have your pet to lure and tank and two skills, Metabolic Boost and Nature's Grace, to quickly gain some of your HP and MP back.

Venomancers are also good at escorting members, such as clerics who have died and are returning from town.


Buff and Chi Giver[edit]

Another important role of the venomancer is to buff and pass chi.

The venomancer has only one buff Bramble Guard (level 16) which reflects 60% of damage received for 10 minutes (Sage: lasts 20 minutes, Demon: returns 75%). This should be cast on the tank of the squad (who is usually a barbarian or a blademaster). Reflects not only helps the tank "deal" more damage but also helps him generate more aggro.

Remember that Bramble Guard generates aggro when the person with it is attacked, thus it generally should not be cast on classes that generally should stay away from monsters, such as clerics and mystics (unless one of those classes are tanking). If you would like to offer them the buff, general consensus is to ask first. Just having bramble cast on you alone will not generate aggro. Bramble simply adds to the aggro you already have when a mob attacks you with a melee attack. The amount of aggro generated from bramble is very small in comparison with player skills. If a mob is beating on a character who shouldn't have aggro long enough that bramble actually makes a difference, it's not the fault of bramble, there's something else wrong with the squad.

Bramble Guard in PvP is essential. Make sure you keep this buff up at all times on yourself and your team mates. It reflects melee damage dealt to you and is an effect counter attacker to APS assassins and blademasters. Keep in mind that it does not work in open world PvP.

Another essential skill of the venomancer is Lending Hand (level 46) which passes a spark to a friendly target (Sage: has 25% chance to cast without consuming a spark, Demon: has 25% chance to transfer two sparks. Please note that both versions have a significant cooldown reduction which makes Lending Hand more spammable). Demon venomancers can use Cloud Eruption, they can also learn the demon version of Crush Vigor which has 50% change to give a spark, it's a nice opener before Amplify Damage if you lack chi (but make sure you're not too late with your amp!). Sage venomancers have several skills who grant them extra chi but they could still be benefited by a genie chi skill.

Sparks should be passed to the tank, barbarians especially need chi for their main aggro skill Flesh Ream. You can also pass a spark to the barbarian after he uses Invoke (which consumes 2 sparks) or after they use Spark Eruption. Sparks should also be passed to clerics after they use Regeneration Aura (BB). Never hesitate to ask your squad whether they need a spark or not. Communication is the key.