Interesting thing that I felt was worth noting about this build: I found the steam powered helm and gauntlets and they have me a huge boost. The two together give you 8% all damage and 30% crit mult. Not to mention 50% Disarm immunity if you aren't using Iron Grip. Most of this set synergizes even better if you're packing a generator too, as the steam crit's certainly welcome.
EDIT: I got a win, though this was in normal.
https://te4.org/characters/160392/tome/ ... 7a8683a4acI loved this build, I felt like a mad scientist for at least part of the time. A couple of notes:
-I took Tinkers with my first cat point (plus some extra time to get the money), and I don't regret it one bit because I was still finding new schematics in High Peak. It took me forever to find a medical injector though.
-Your talk about Mind Parasite is right on the money for Normal. I found 4 points in this very much worth it, and even got it to stick on one of the final bossess. With a Heroism, I was able to apply it to Atamathon.
-About slime spit, I didn't invest until the very end. I don't really regret it, but Oozebeam was largely the better talent. I also had enough extra class points to go 5 into Oozewalk which is awesome.
-I have no clue why I have 5 in Smith. I think I slipped on the mouse and didn't realize it until it was too late. It didn't help that I only found one Alchemist to betray.
-3/5 in Resolve's reasoning was because with the mastery amulet I got for both that and Slime, I figured I should take advantage of it being 5.0. The resists saved me more than the regen. Looking back, I should've taken that lost point in Smith and those two (maybe that third in Ancestral Life because 2 wasn't pushing it at the time) to Device Mastery or Leaves Tide.
-I took a pip in Explosions for Headlamp early until I got a good lite, and I don't regret it. I was going to put more in if I came across Thunder Grenade for the stun, but I didn't get it until the very end of the game. If I had points to spare another choice might've actually gone into Steam Power; I was using tinkers quite a lot that would benefit from it (fatal attractor, toxic cannister, saw projector in the early game on things that had nature resist, sometimes even Itching Powder, etc.)
-I took Plate of the Blackened Mind for Mindpower and a handy Dominate. I didn't find the Scale Mail so this worked swimmingly.
-I never used a Movement. I got a crazy powerful generator from the tinker merchant that scaled with the right status, and I could eventually use my Rocket Boots for free.
-I actually didn't take Wild Growth anywhere due to feeling kinda iffy about Equilibrium levels. I probably could juggle it, but my current regen ended up being enough, as well as Conversion (no kidding, this was bonkers with my healmod and mindcrit combined. I didn't even know Conversion could crit.)
-I got Superpower for my first Prodigy because I didn't get Size Matters at that point, I didn't look back and actually found myself preferring it for the extra stuff thnks to the mindpower buff. I took Meteroic Crash for my second because I wanted to be weird. I actually found that it was great (and actually pretty hilarious seeing it proc off of something like Mana Clash or Call of the Ooze), but it didn't synergize terribly well in that it killed my summons pretty good too depending on what it was triggered from (this by the way benefits from the Bugfix Pack I used).