Tactics #1

General Course of Action

The Poison Skills are Area of Effect skills. The Mobs have to be herded to damage as many opponents as possible at the same time. The way of herding for the Poison Skills is far different from herding of other builds/chars.
With a LF-Java tight groupings are best, so as many mobs as possible are hit by multiple bolts, and also to give the main Javelin multiple chances to pierce. Thanks to MadScientist you'll find a good description thereof over at the Basin. With a 'Poison-Nova-Sorc' the Necro should stand in the centre of a mob herd, because his Nova spreads out circular.
On the other hand it is important with the Poisonzon that as many mobs as possible stand in or come into the spreading cloud. Zon's blockers will serve for this purpose. The arriving mobs swarm them - and get poisoned.
When using either PlJ or PoisJ the tactic differs a little, since PlJ releases an additional cloud upon impact. With PoisJ you aim next to the target and indeed try to miss the target. Only when fighting with PoisJ against single targets a hit is permissible. The CtH is irrelevant as long as long as the target takes a sniff of the cloud. Sometimes it is useful to hit an obstacle with PlJ, if you want to release the cloud from there. But in general you also try to let the Javelin fly as far as possible. When all's said and done the cloud shall cover as much enemy infested ground as possible.

Poison Javelin

Poison Javelin in action

Poison Javelin is generally used versus single opponents. If you pierce PoisI enemies with LR charges, PoisJ is also preferable because of its higher poison quantity. PoisJ produces a long narrow cloud. It is essential to bring the enemy into the cloud's path. The Javelin itself is not important. If you fight an enemy who isn't stationary or can't be bound by your minions you throw the PoisJ to a location the enemy is moving to.
Single Oponents:
If at all possible, the Zon lets her minions bind or lure the enemy at a place, so he becomes stationary. The Zon stands about a quarter to half a screen away when she throws the Javelin closely over or at the enemy. Against act end bosses PoisJ is preferable, because in this case the higher poison length and poison quantity of PoisJ is more important than PlJ's higher poison strength.
Pierced PoisI Groups:
The Zon pierces all PoisI enemies in sight with LR. Then she throws PoisJ in the enemies' direction until all are poisoned. That's it, most of the time. Most normal enemies don't last until end of PoisJ's duration. In full games with six to eight players it is often necessary to repeat the procedure.

Plague Javelin

Plague Javelin is regularly used against groups. Exceptions are bosses with poison friendly resist like Hephaisto.
Staging area Decoy:
Against melee fighters Decoy is placed within the crowd. The Zon than moves in a circle halfway around the group and throws her PlJ.

Plague Javelin in action

Luring into the Cloud:
The Toxic Fairy may use an alternative circle tactic here. First she moves circular around the enemies. Due to melee movement routines this causes the mobs to bunch together tightly. Then the Zon throws a PlJ diagonally to her own movement path. The mobs will follow her movement and run into the cloud. Subsequently the Zon continues moving circular, until all enemies are poisoned. The cloud should be placed in the middle of the circle. Most times all mobs are already poisoned after half a circle. If this doesn't happen or the throw went off she just keeps moving another 4 seconds and throws again. Afterwards the whole mob herd should be completely poisoned. Additionally the Zon collects all stray mobs that way. If further enemies appear from the sides she can use Decoy to keep them busy.

Plague Javelin in action #2 Plague Javelin in action #3

Combination:
The Zon casts Decoy shortly behind herself. She throws a PlJ at Decoy and than moves about a third or a quarter screen behind the Decoy. This isn't advised with fast or extra fast mobs. All others are generally friendly enough to first have a talk with Decoy and savour the air there.

Ranged Fighters

The minions have to be fired at instead of our Fairy. Valk and hireling are not suited for this, since they act to unpredictable. Decoy on the other hand does exactly what the Zon asks for. She is casted upon a place where she draws enemy fire onto herself. If possible the first PlJ gets thrown now.
Depending on the situation ranged fighters are then separated and taken on one by one. Or Decoy is replaced to lure Valk into the fight. Then Decoy is free for further action.
Ranged Fighters in rooms:
Ranged fighters can't be herded into tight groups. If you put a Decoy in front of them they run away in opposite direction. This can be used in rooms to steer them into a corner or up against a wall. Then the Zon can poison them with PlJ.
Ranged Fighters in open areas:
In open areas it is a different situation. You can appeal enemies form every direction. Normally the area from which you start attacking should have been cleared from mobs beforehand so it's usable for a tactical retreat. Before advancing further you explore both sides with Decoy. If Decoy gets attacked, the Zon engages those mobs first of course.

PoisJ and PlJ combined

Against Raising mobs, bosses or fast single targets with unpredictable movements a combination of both poison skills is needed.
Raising mobs and bosses:
Here Decoy is placed in the middle of a group, best directly behind a boss. Then PoisJ is casted in direction of each boss or raiser with exception of the one nearest Decoy. In the meantime all other mobs crowd around the Zon's blockers. Then the Zon uses PlJ against the enemy horde.
Fast enemies with unpredictable movements:
Lets look at the Fetish for example: They can't be bound on a place with your minions. So it is nearly impossible to poison them with PoisJ. The Zon still can throw a PoisJ to the left and right of the fetish's presumed movement and a PlJ in the middle. The same tactic is often used in PvP.

Problem of strong Single Opponents

These may be tough. They need time. With Baal Hell this becomes apparent. Poison-only may take up to 10 minutes. In my opinion these are situations where the second attack comes into play and poison is used mainly to negate regeneration. Therefore I use here PoisJ.

Game Play

I generally always solve all quests in all difficulties and clear all maps. Rushing or getting dragged along is absolutely out of question. I stay in Norm till Level 50 and in Nightmare till Level 75. The secret Cowlevel is the only map I haven't set my Zon's feet in. In Hell I always took a mule char with me. For fun or further levelling I revisited some areas later on in open games and together with some other chars.
The first Poison Immune mobs you'll meet in NM Act 4. At this time you have already a robust Valk as well as some points into your second attack. As long as your second attack is still weak you use Jab or LiB. Later on you employ those two skills only if mobs are immune to Poison and your second attack.

Poison = One-Hit-Kills

To source this statement lets take a look at the following example. An Unraveller from the Throne of Destruction always is 50 % poison resistant. In Ladder this means:

 LifeLevelPoisJPlJSkillsDam PoisJHitsDam PlJHits
Norm1k35+10112+2k in 30s11.4k in 8s2
Alp5k60+13207+10k in 46s111k in 13s1
Hell13k80+202011+31k in 68s124k in 15s2

Aye, you have to take your time for Poison so that it unfurls its whole potential.

Normal

In Norm - specially with 20 or more points in the Poison Skills - the toxic Fairy is very strong and far easier to handle than later on. The poison quantity needed for killing is still low enough and is applied within a short time period. You breath through the acts. Normal mobs drop like flies. As soon as Decoy and than Valk are available, everything gets considerably easier. You notice that Valk is quite robust with all those synergies from Decoy.
Mana problems? You'll only know those due to casting minions. To ease the Mana economics you just invest a few points into Decoy. You won't need to do anything regarding the Poison Skills' Mana costs.
Whatever you find laying around or at the local vendor's is completely sufficient for equipping the young Fairy. Regarding Dia you should set store by fire and lightning resists. In addition put on something for happy feet and the red Devil is no problem whatsoever owing to poison. Dia aside there is no real opposition in Norm.

In Act 1 you take whatever you have. Andy is a case for close combat fighting.
With the just activated PoiJ you're already killing well in Act 2. Duriel is taken on in melee, just like Andy before.
PlJ shows to advantage in Act 3. Especially those mobs on the other side of the river are fun. With Decoy you finally collect big hords. The Council is something for ranged combat. The Three Stooges are quickly put to history in contrast to Meppel. It is just plain tedious to fight him. Decoy keeps vanishing almost as soon as she is cast and Valk isn't at your side yet. Meppel himself is really harmless if you just watch out to keep your distance. Best you stay on the other side of the trench.
Izual in Act 4 is quickly finished, if not as fast as possible with a sorc. The Smith - huh, with this dose he kneels over after taking three sniffs. The CS is the same routine job as always, only take care of the Infector of Souls. Here you need a Hit&Run tactic. Dia represents not a real problem yet, but just a lot of work. Thanks to synergies a castLvl 3 PlJ does about 150 damage within 3,8 s. You don't need to hit. Thus Dias high chance to block is of no consequence. Another possibility is the knack with a melee weapon (range 1). You take a dagger on second slot, so the Zon goes really close with Dia. Then you switch the weapon slot, poke with the Javelin and apply that nice green colour now and than. Generally he just keeps glued to the Zon and ignores her hireling. Travel to town to get some more drinks, rinse and repeat. When Dia is beaten Norm is actually solved. In Act 5 you finally are ready to obtain your Valk. Then everything is simplified tremendously. The Ancients are kept busy with Decoy and Valk. Baals Minions give exp and Baal himself is disposed of while jabbing or using standard attack and PlJ. In Norm even Nihlathak is easy, since Tomb Vipers don't exist there.

Nightmare

All in all you travel with the speed of a Valk through the acts, similar to a passive or minion Zon. Generally it'll be: Placing Deocy, poisoning, using the second skill or waiting and reapplying poison or reherding inbetween. If you've spent a point in Jab all will become easier.
If mobs aren't too dangerous you may get in on the turmoil. In NM block isn't so important and no matter how bad your CtH is, you'll still hitting some. At the beginning of NM the resist ought to be positive. In Act 4 at the latest fire and lightning should be above 50 %.

Depending on situation you position Decoy to disperse ranged fighters and/or bind melee mobs.
If there are resurrecting or boss mobs, those are poisoned first. Personally I prefer in such situations PoisJ, since it has a higher total damage. Most times a PoisJ delivers enough damage for one-hit-kills. For comparison please take a look at the example in the above table. Due to the shorter Cast Delay you can get all resurrecting mobs one after the other in short order. This is true for all mobs, which aren't immobilised by your minions. At least the wimps beating up our poor helpless Decoy end in smoke.

Until Act 4 you encounter no problems worth mentioning. Here you meet within the Venom Lords your first Poison Immunes. Their Inferno is quite nasty. So you shouldn't get involved with to many at the same time. Valk (castLvl 5-10) and Decoy (castLvl 5-9) manage keeping busy up to three mobs, with more it'll soon become pretty difficult. If you can use something with LR charges or accompany a Necro, you'll use PoisJ. Without any LR you'll watch the minions do the job, or join the tumble.
Against Knights in CS Poison shines in it's full power. Enemies always have to be kept at some distance. IM, what's that? The Grand Vizier and deSeis including their serfs are no problem. But the Infector of Souls is especially hard in NM. He and his footmen are always extra fast. In addition they are PoisI (100%, so LR pierces) in NM. Here the motto is 'Divide and Conquer'.
With Dia you may choose between ranged attacks and close combat. He has to stay poisoned all the time. Depending on your preference you use PlJ or PoisJ. With PoisJ you might need several throws until Dia gets into the cloud. If you go for ranged attacking you need happy feet. If you decide to melee you poke at him standing on his toes.

After fulfilling your duty, we now get to freestyle: Act 5 with all its guests. There are always different guests at the party. So sometimes you are lucky with immunities, sometimes not. Most of the PoisI are Undeads. Here you have to run around, so you don't get too many at once. Valk and hireling may finish them quite quickly.
The Ancients are really easy in comparison. With some drinks on the floor you pass the test with honour. Decoy is placed in front of Talic. Only now you activate the altar. You poison all three as soon as possible. With Valk and hireling you take care of Korlic and Madawc. If you still haven't decided on a second attack you use LiB and throw/standard attack inbetween poisoning again and recasting Decoy.
Baal and Pindle runs ... hm, this works fine in NM. Even in a full game you're able to fight your way down to Baal alone, if there is no porting Sorc. You only have to watch out for enough room to move in and a clear back. Baal himself is tough, especially if Valk is not maxed yet. With his porting the Valk is distracted easily. Slow does miracles here. Either you apply it yourself with your second attack or via merc. 30 to 35% Slow is a bit low, with 50% or more Baal nearly doesn't move anymore. If you're accompaigned by an Act 2 hireling Kelpie Snare is his perfect weapon. As Rouge's gear Riphook and Blackhorn's Face are interesting, an Act 5 Barb also chooses that hat and Crainte Vomir or Coldsteel Eye. The icy Iron Wolf is also able to cool down Baal in his tracks.
Pindle in NM is no great deal. First you clear the garden with poison. You should allow the Undead to reanimate themselves several times before going into Pindle's lair. Because of their charging attack you have to keep them at a distance with Valk and Decoy. Pindle and his serfs are already PoisI in NM, so you let the minions deal with them. Due to Charge it's just recasting Decoy or repositioning her to keep the horde at bay. Best you cast Decoy behind the first mobs, maybe even behind all the horde.


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