Wondering if anyone has discovered a way to get magery off the rune beetle without spending 500p. I was hoping i could double up on poison but it doesnt appear possible. Looking to make a cb pet and rune beetle combo. Any advice is much appreciated!
Adding magery mastery to the rune beetle for 1pt removes poisoning from the lore & knowledge page and adds it back to the magical abilities menu for re-selection.Wondering if anyone has discovered a way to get magery off the rune beetle without spending 500p. I was hoping i could double up on poison...
Brilliant, thanks for the advice that is just what i needed!Adding magery mastery to the rune beetle for 1pt removes poisoning from the lore & knowledge page and adds it back to the magical abilities menu for re-selection.
The original poster is trying to make a pet that will work well with another pet that has "Conductive Blast." The rune beetle wouldn't have it. The other pet would.Can anyone please clarify the point of this Thread to me because I fail to grasp it. Please bear with me if my questions sound naive but this pets' training is all new to me and I am still in the learning process of it.
The OP asks of a way cheaper as 500 points to take off Magery (the Magic I assume) from a Rune Beetle.
The very 1st reply, suggests that adding Magery mastery to the rune beetle for 1pt removes poisoning from the lore & knowledge page and adds it back to the magical abilities menu for re-selection.
Now, I understood that the OP wanted to take "Magery"" off the Rune Beetle, not "Poisoning" as the suggestion would take off.....
Yet, the OP, to my understanding, answered that the suggested solution was what he needed....
Could someone please also kindly clarify to me what would be the advantage to remove Magery as a Magics from a Rune Beetle in the first place ?
Its Physical Damage is only 20% (Poison 10% and Fire & Cold 0%) with its real Damage strength being Energy at 70% which would need Magery spells, I would imagine, to deliver significant damage to the target and even better, when together with the Rune Corruption ability which, as I understands, halves the targets resists thus permitting to the Rune Beetle to deliver more Energy damage....
So, I fail to understand what good would do to a Rune Beetle to be without any Magery Magic...
Also, I see it as mentioned within the Thread "Conductive Blast" which, I understand, reduces Energy Resist of the Target by 50% for 4s.
Now, at least according to Trainable Animal Bestiary | uo-cah.com I only see as a Rune Beetle available Special Ability the "Rune Corruption" and none other.
So, how would then a Rune Beetle be able to get then Conductive Blast as a Special Ability if it is not available at all in the first place ?
Can anyone please kindly enlighten me on the motifs of these changes and Thread discussion so that I can better learn the ins and outs of pets' Training ?
Thanks !
So, basically, the Rune Beetle would only be able to poison and do Rune Corruption which halves the targets resistances....So by using the magery mastery it removes poisoning. Then you can add poisoning back to remove the magery mastery. This takes off magery and increases the pets use of rune corruption.
Out of curiosity, how can you keep all of those 4 pets alive when you got to control 4 accounts at the same one time ?Let me sum up what I was doing and still do. I play 4 accounts. I use a triton with cb, which lowers energy resist by 50%. I use two rune beetles with magery taken off so they do rc more and two keep it up well. That lowers all resist 50%. So you are lowering energy resist by 75% when both are active, which is most of the fight. I use an energy drake with chiv to max the dps from the low energy resist. I choose rune beetle bc they have high nrg damage. If you don't have people to play with or multiple accounts there is no real reason to use a rune beetle as they are too tight on point for a magic skill and a giant beetle/fire beetle keep up rc better.
He probably has the Chiv+AI Energy Drake go in first and tank with Consume Damage running on it, the Disco+CB Triton go in second to debuff while the Death Ray Tamer/Mage© keeps Death Ray channeled, then sends in the two Rune Beetles with two SW/Tamers running Gift of Renewal.Out of curiosity, how can you keep all of those 4 pets alive when you got to control 4 accounts at the same one time ?
I assume that you tank the target with the Triton and then have the other 3 kick in but still, if it is a situation with more spawn then just 1 target, it can get messy with the rest of the spawn targeting your 2 Rune Beetles which would go down quick or even the Energy Drake....
I am just curious about how you manage to keep all 4 pets alive having to control 4 accounts at once....
Ahhh, yes. Now i remember suggesting a 100% Energy Yumi for AP on an Archer/Tamer with a Disco+CB Triton awhile back.As for armor pierce, I get that via the archer with the yumi. So I go in and get honor, send drake in, triton, rune beetles, set death ray, then play archer keeping up amor pierce.
Yeah it works great for certain stuff. I've been running samp and two bard tamers. Funnest to play imo.Ahhh, yes. Now i remember suggesting a 100% Energy Yumi for AP on an Archer/Tamer with a Disco+CB Triton awhile back.
Archer/Tamer with Chiv+AI Energy Drake and AP, Death Ray Tamer/Mage © with Disco+RC Triton, and 2 Bard/Tamers running Provo/Peace Masteries with RC Beetles is an incredibly powerful group. Massive debuffage then.