My first thought was to make the most perfect and powerful build, with Oozing Blades and Eyal's Fury, but in the end I chose to have fun and try something else:
I decided to rely less on nature-related skills for damage, to play with Moss instead of Oozing blades, and to put some point in Harmony.
Why?
Here are a few things I discovered while playing (I may be totally wrong, so let's pray that Mex, Bpat and all the gods forgive me):
- It's freakin' hard to find good Mindstars with nature damage and penetration bonus. You will find a lot with acid bonus, but few with nature. Honestly, it's depressing.
- Some skills doing nature damage (e.g. Poisonous Spores) love to fail and do little damage. Maxed Poisonous Spores, when it works, only does as much as a few spits from your oozes...
- Oozing blade's category is awesome. But – even if Reclaim is worse than Oozebeam (that range 7 is just infuriating!) – with Acid Fire and Eyal's Wrath, I think that Eyal's fury category offer a little more overall.
- Oozemancer has a lot of precasting abilities: Leaves Tide, Reabsorb, Evasion... and Acid Fire and Eyal's Wrath fit nicely in it. It helps you get ready before the shit hits the fan.
- Last but not least, I used to love Call of the Ooze and to bump-attack when my skills where on cooldown. But after testing it on the fortress dummies, I concluded that it might be better to use these turns repositioning and spreading mucus instead of doing little damage.
So, here is the build I'm using:
(I'll update it and maybe make a guide out of it if/when I win Insane)
CLASS TALENTS
Wild-gift / Slime
Slime Spit: 3/5 (Average. You rely on it more because you lack Ooze Beam. The 30% slow combo well with Grasping Moss)
Poisonous Spores: 3/5 (Underwhelming. 3 pts for better AoE. Use has a filler in your rotations)
Acidic Skin: 1/5
Slime Roots: 4/5 (Lifesaver. I don't know why some people don't like it. Pick is when going East)
Wild-gift / Mucus
Mucus: 5/5 (I usually wait a little then put 1 pt in it every ~5 levels)
Acid Splash: 5/5 (Could be 4/5 without losing AoE. But awesome and puts mucus everywhere)
Living Mucus: 5/5 (Max it only when you already maxed Acid Splash and Mucus. Gives you an army of Oozes!)
Oozewalk: 2/5 (2 pts early to be safe. Cleans debuffs, takes less than a turn, and combo with Acid Splash.)
Wild-gift / Ooze
Mitosis: 5/5 (Max it as the game goes on)
Reabsorb: 3/5 (1/5 early. Awesome precast. With Mitosis, it turns your Oozemancer into a tank. Maybe 5/5 end game.)
Call of the Ooze: 1/5 (I used to love it but you can't choose where the Oozes spawn, so it's a little unreliable.)
Indiscernible Anatomy: 5/5 (Godly, would be even godlier if it protected against stuns)
Wild-gift / Moss
Grasping Moss: 4/5 (Life saver. The range is nice, it's instant, it slows, and it often pins enemies. Better than expected)
Nourishing Moss: 1/5 (I put 1 pt here to barely survive a fight, but it's not that great)
Slippery Moss: 4/5 (I expect it to work as well as grasping moss. But I haven't tried it yet... So I really can't tell)
Hallucinogenic Moss: 0/5 (or 4/5 if better than Slippery Moss... I have to test it.)
Wild-gift / Eyal's fury
Reclaim: 3/5 (I hate this skill! But you can't really do without because you don't have Oozebeam)
Nature's Defiance: 1/5
Acidfire: 5/5 (Awesome. Does acid damage with a good AoE. The debuff is nice too)
Eyal's Wrath: 5/5 (Nice damage. Makes a good precast. But drains very few resources.)
GENERIC TALENTS
Race / Halfling
Luck of the Little Folk: 1/5
Duck and Dodge: 1/5 (Pure awesomeness in conjuction with Leaves tide)
Militant Mind: 1/5
Indomitable: 1/5 (Stuns will kill you, Indomitable may save you. I wish I had more points to put there...)
--
Wild-gift / Fungus
Wild Growth: 4/5 (Almost worth another Inscription)
Fungal Growth: 1/5
Ancestral Life: 1/5 (Could be more than 1/5 but we don't have enough points)
Sudden Growth: 1/5 (Nice heal even with 1 pt)
Cunning / Survival
Heightened Senses: 1/5
Charm Mastery: 1/5 (Maybe more points here if I find a thief to escort... But Oozemancers are antimagic so no Wall of Stones or the likes for us :'( )
Piercing Sight: 1/5
Evasion: 0/5 (As long as you can go back to a town and if you don't have dodge boots, you can "put&remove" your last generic points here to use the skill)
Wild-gift / Mindstar mastery
Psiblades: 1/5 (At the beginning, "put&remove" your spare generic points here, you may have to bump attack some NPCs)
Thorn Grab: 1/5
Leaves Tide: 5/5
Nature's Equilibrium: 1/5 (I hate this skill. It's like it can heal you or not, and you have to melee. Can be used on your oozes, so 1/5)
Technique / Combat training
Thick Skin: 5/5
Armour Training: 3/5
Combat Accuracy: 0/5
Weapons Mastery: 0/5
Dagger Mastery: 0/5
Wild-gift / Call of the wild
Meditation: 1/5
Nature's Touch: 1/5 (Can get you to full life with enough heal mod)
Earth's Eyes: 1/5 (A skill I love to hate. It shows you the map layout, but not the enemies! Worse, it makes your brain think the rooms are empty. Get Track asap.)
Nature's Balance: 4/5 (Almost takes care of your main issue: waiting for your skills' cooldowns)
Wild-gift / Antimagic
Resolve: 2/5 (Underwhelming... but I guess it's something)
Aura of Silence: 1/5 (3/5 would be great. But we don't have enough points)
Antimagic Shield: 2/5 (Enough to take care of small DoTs, not that great either)
Mana Clash: 5/5 (On Nightmare, it helped me against Elandar. I have yet to try on Insane)
Wild-gift / Harmony
Waters of life: 1/5
Elemental harmony: 1/5
One with nature: 1/5
Healing nexus: 4/5 (Against some NPCs, I felt it was hard to outdamage their healing. That's why I tried hard to make it fit in my build... I hope it helps).
How is it going so far?
My first impressions are that Insane isn't as difficult as I expected.
So, I ended up playing recklessly and I lost my 2 or 3 first characters to Auto-Explore (I decided to restart after their first death).
Then, I lost one more because I lacked mobility and stun protection. Then I started again and I traded my healing infusion for a movement one.
Right now, I'm lvl 15 with no death. But I had several close calls. Basically, I got stuck several times, surrounded in small corridors, with no escape solution and no way to out-heal the damage I received. I survived with less than 20hp at least 3 times. So I must have done something wrong.
Well... I think I should have spent my first category point to get one more inscription instead of unlocking Eyal's Fury at lvl 10. I could have used the extra class points on more utility skills (Slime Roots?) instead of Reclaim. I should also stop using Earth's eyes... Everytime I see empty rooms my brain think they really are empty :'(. I hope I can get Track asap if possible (but even if I have the addons I'll try not to mess with the escorts too much...).
I'll play more tonight when I'm back from work and see how it goes.