Insane oozemancer (Orc campaign, Yeti)

Post about your characters, your deaths, ...
Comments, videos, screenshots welcome!

Moderator: Moderator

Post Reply
Message
Author
grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Insane oozemancer (Orc campaign, Yeti)

#1 Post by grobblewobble »

Link to character:
http://te4.org/characters/150033/tome/4 ... f2d61a8ddc

My first insane victory.

The first few starting dungeons were not so hard, but after destroying the outpost, it got much harder. All the dungeons I could do next had the road blocked by very tough opponents. I´d used my level 10 category point to unlock fungus, which left me offensively on the weak side.

I died three times in this phase of the game. But in the end I somehow fought myself a way to the vault. That was a major game changer. I downloaded all kinds of OP items, and now the game was suddenly easy. :oops:

At level 20 I unlocked Eyal´s Fury, and I don´t regret it. It greatly enhanced my offensive arsenal.
My first prodigy was Spine of the World (credits to Hammyhamster for the idea) and it was glorious. With Spine, Mitosis, a strong heavy armor, big health bonuses from items and from being a Yeti, Resilient Body, fungus and a good Regeneration inscription, almost nothing was able to seriously harm me, even at insane difficulty. Contrary to conventional wisdom, I had almost no movement talents or escape buttons (only Slime Roots), and I didn't need them. I think this tells best how durable the character was.

At level 36 I unlocked Oozing Blades, so I was stuck with just three inscription slots. But it was enough. Medical Injectors offer so much flexibility and power from just two slots.

My second prodigy was Pain Enhancement System. Fungal blood was not attractive with my inscription setup.

The final endgame was a long grind, and occasionally challenging. I met a few monsters with very nasty talent combinations, notably a titan with Fearscape and Unstoppable (lasting 12 turns, sigh).
The last of the five council members was able to fully heal (24K HP) after a kill, and I could ony kill him by refraining from using any summoning talents. The high priest also healed himself full twice before I managed to bring him down.. that was a frustrating fight. But very satisfying. 8)

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Insane oozemancer (Orc campaign, Yeti)

#2 Post by jenx »

Congrats! A great win. And now you can pay madness!

I love the oozemancer class.
MADNESS rocks

seewen
Wayist
Posts: 28
Joined: Mon Jan 11, 2016 10:07 am

Re: Insane oozemancer (Orc campaign, Yeti)

#3 Post by seewen »

Did you remember the last fight against High priest ?

I made 2 Oozemancers (insane, no vault). Made it to the last fight with both. Died with both
(last one: http://te4.org/characters/133296/tome/5 ... 43fc34d43e )

But impossible to kill the High priest. Quite impossible to debuff him, poison him, keep distance.

Combat was long (100s of turns I think), and the best I was able to achieve was High Priest down to 61%... (Few turns afters it was 90% again).

Is there a trick ? I have the feeling that I'm not even close.

grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: Insane oozemancer (Orc campaign, Yeti)

#4 Post by grobblewobble »

Sorry Seewen, I only just noticed your question!

Let me see.. it was a long fight for me as well. As I said, the priest regained full health twice. But eventually I worn him down.

So I have been looking at your character.. remarks:

1. Pain Enhancement System is a much better offensive prodigy than Eye of the Tiger.
2. Removing buffs is extremely important in this fight. I recommend 5/5 acidfire for maximum probability and duration.
3. Eyal's Fury is a great DoT damage spell. In longer fights like this it is essential, so 5/5 this too.
4. I also noticed that you only had 1/5 Call of the Ooze. Call is another great offensive talent that can deal very high damage once you have tier 5 mindstars. I went with 3/5 here.
5. Injectors are really great for keeping you alive in a long fight, especially once you get to endgame grade. Get them..
6. 5/5 mana clash wasn't needed, I would recommend against it. Most bosses have too much mana for this to be worth it.

Post Reply