Let Undead (or just Ghouls) choose to be an Oozemancer
Posted: Sat Mar 16, 2013 12:47 pm
I understand there are several issues with such a request but would very much like to be able to play as one.
The problems
Thematic reasons
Undead cannot get antimagic; being creatures whose very existence was caused by a perversion of nature and whose life is sustained by arcane forces. This makes them abominations that Zigur refuses to acknowledge save for exterminating them. But Oozemancers could die and be raised as a twisted joke by a necromancer, it is entirely beyond the control of the Oozemancer what the enemy does with their corpse after they fall in battle.
Mechanical reasons
Undead cannot use infusions, so get no benefit from the fungus tree, which is central to AM, they would have very limited methods to reduce their equilibrium. They would also have an absolute nightmare just SURVIVING without the use of regeneration infusions or shields since Oozemancers are inherently AM they would never be able to equip a shielding rune. This effectively cuts them off from getting out of the starter dungeon.
Racial reasons
Skeletons have access to extremely potent racial abilities that would combine well with AM, reduced duration on infusion sickness (I don't remember exactly what it is called) a very powerful shield, and a 550 point heal that is not dependent on equilibrium. This could be addressed by having AM mute, or tone down their racials, and probably have infusion sickness ignore the racial entirely. Or by assigning a equilibrium cost to the talents, give the heal a equilibrium cost equal to a heal of similar strength from nature's touch (right name?) which would be very expensive. Make the shield have a scaling cost so that it gives you a X% chance to fail at every level, you can use it before combat and then go in, but you will sacrifice efficiency for it, or cooldowns.
Ghouls skills would not be significantly more powerful on an AM I feel. Gnaw would still suck, puke would be as good as it is on other classes, leap would be very useful but not terribly broken. Add a equilibrium cost, if they are far more powerful than I anticipate.
Solution
Zigur (and nature itself) recognizes the Oozemancer's predicament (which is no fault of their own) and remakes certain pathways in the remains of the undead out of the Ooze they wielded in life. Allowing fungus and infusions to work on their bodies. The central theme to the Oozemancers provides the perfect vehicle for permitting some Undead characters to access equilibrium and nature. To continue to allow these adventurers who served and died in natures name, to serve once more. There is great potential here I feel, and would love to be allowed to use the undead to serve life. Such a delicious juxtaposition.
Criticism welcome, but insults will make me cry. Thoughts?
The problems
Thematic reasons
Undead cannot get antimagic; being creatures whose very existence was caused by a perversion of nature and whose life is sustained by arcane forces. This makes them abominations that Zigur refuses to acknowledge save for exterminating them. But Oozemancers could die and be raised as a twisted joke by a necromancer, it is entirely beyond the control of the Oozemancer what the enemy does with their corpse after they fall in battle.
Mechanical reasons
Undead cannot use infusions, so get no benefit from the fungus tree, which is central to AM, they would have very limited methods to reduce their equilibrium. They would also have an absolute nightmare just SURVIVING without the use of regeneration infusions or shields since Oozemancers are inherently AM they would never be able to equip a shielding rune. This effectively cuts them off from getting out of the starter dungeon.
Racial reasons
Skeletons have access to extremely potent racial abilities that would combine well with AM, reduced duration on infusion sickness (I don't remember exactly what it is called) a very powerful shield, and a 550 point heal that is not dependent on equilibrium. This could be addressed by having AM mute, or tone down their racials, and probably have infusion sickness ignore the racial entirely. Or by assigning a equilibrium cost to the talents, give the heal a equilibrium cost equal to a heal of similar strength from nature's touch (right name?) which would be very expensive. Make the shield have a scaling cost so that it gives you a X% chance to fail at every level, you can use it before combat and then go in, but you will sacrifice efficiency for it, or cooldowns.
Ghouls skills would not be significantly more powerful on an AM I feel. Gnaw would still suck, puke would be as good as it is on other classes, leap would be very useful but not terribly broken. Add a equilibrium cost, if they are far more powerful than I anticipate.
Solution
Zigur (and nature itself) recognizes the Oozemancer's predicament (which is no fault of their own) and remakes certain pathways in the remains of the undead out of the Ooze they wielded in life. Allowing fungus and infusions to work on their bodies. The central theme to the Oozemancers provides the perfect vehicle for permitting some Undead characters to access equilibrium and nature. To continue to allow these adventurers who served and died in natures name, to serve once more. There is great potential here I feel, and would love to be allowed to use the undead to serve life. Such a delicious juxtaposition.
Criticism welcome, but insults will make me cry. Thoughts?