Oozemancer thoughts
Posted: Sat Mar 16, 2013 12:41 am
There's no question that Oozemancers are the new Solipsist right now, and when Mindstar Mastery gets fixed they're just going to be even stronger. Here are some suggestions for the class:
Lower Slime Roots range to 4 + TL/2
There aren't a lot of talents that let you teleport through walls because it is an extremely powerful effect. Those that do have major weaknesses: Teleport has a large exit radius, Wormhole requires an extra turn to move onto it, Gem Portal requires you to be adjacent to a wall. Slime Roots, instead of having weaknesses, is perfect AND it resets cooldowns. Dimensional Step got nerfed because it was similar, except without the cooldown reset feature. By lowering the range, players will want to position themselves closer to walls in order to make use of their "get out of jail free" card.
Adjust Nourishing Moss heal rate to 70 + 5 * TL
All of the moss talents scale well already (damage, radius, duration) that it's a no brainer to get 5/5 if you're going to use it at all. At 5/5, Nourishing Moss was healing me for over 200 health per target, which seems a bit much considering that on a crit it's also permanent.
Lower Slippery Moss fail rate to 20 + 4 * TL and cap at 50%
It's like a confusion that bypasses confusion resistance, stacks with real confusion, and goes much higher than regular confusion (I got up to 68% failure rate), and is also permanent. Would be sensible to at least cap it at 50% like confusion.
Buff Mitosis in some way- have more talent levels increase spawn chance/ disallow Call of the Ooze to bypass max health/ have a minimum starting health, or something. Right now there's little point in getting more than 1/5, since Mitosis accounts for a small fraction of your Bloated Oozes (most of them come from Call of the Ooze).
Lower Bloated Ooze and Reabsorb's damage resistance to 40%.
It's permanent at 5/5, and with just this and Thick Skin you nearly hit the resist all cap. It does conflict with wild infusions, which is a nice touch, but still too strong at its current 50%.
Lock a tree, or add a new locked tree.
After unlocking Oozing Blades and maxing out on inscription slots, I didn't know what to do with the last category point so I just sank it into Moss. I had too many sustains to also get Acidic Soil, and Zigur unlocked Fungus for me. I'd say lock Moss, but then the early game with all those poison-immune elementals/undeads/snow giants would get a little awkward. Or Call of the Wild, but not having equilibrium recovery on rest is such a pain. Slime is out of the question because it has your early spammable talent, and Ooze and Mucus are interesting together.
Lower Slime Roots range to 4 + TL/2
There aren't a lot of talents that let you teleport through walls because it is an extremely powerful effect. Those that do have major weaknesses: Teleport has a large exit radius, Wormhole requires an extra turn to move onto it, Gem Portal requires you to be adjacent to a wall. Slime Roots, instead of having weaknesses, is perfect AND it resets cooldowns. Dimensional Step got nerfed because it was similar, except without the cooldown reset feature. By lowering the range, players will want to position themselves closer to walls in order to make use of their "get out of jail free" card.
Adjust Nourishing Moss heal rate to 70 + 5 * TL
All of the moss talents scale well already (damage, radius, duration) that it's a no brainer to get 5/5 if you're going to use it at all. At 5/5, Nourishing Moss was healing me for over 200 health per target, which seems a bit much considering that on a crit it's also permanent.
Lower Slippery Moss fail rate to 20 + 4 * TL and cap at 50%
It's like a confusion that bypasses confusion resistance, stacks with real confusion, and goes much higher than regular confusion (I got up to 68% failure rate), and is also permanent. Would be sensible to at least cap it at 50% like confusion.
Buff Mitosis in some way- have more talent levels increase spawn chance/ disallow Call of the Ooze to bypass max health/ have a minimum starting health, or something. Right now there's little point in getting more than 1/5, since Mitosis accounts for a small fraction of your Bloated Oozes (most of them come from Call of the Ooze).
Lower Bloated Ooze and Reabsorb's damage resistance to 40%.
It's permanent at 5/5, and with just this and Thick Skin you nearly hit the resist all cap. It does conflict with wild infusions, which is a nice touch, but still too strong at its current 50%.
Lock a tree, or add a new locked tree.
After unlocking Oozing Blades and maxing out on inscription slots, I didn't know what to do with the last category point so I just sank it into Moss. I had too many sustains to also get Acidic Soil, and Zigur unlocked Fungus for me. I'd say lock Moss, but then the early game with all those poison-immune elementals/undeads/snow giants would get a little awkward. Or Call of the Wild, but not having equilibrium recovery on rest is such a pain. Slime is out of the question because it has your early spammable talent, and Ooze and Mucus are interesting together.