Oozemancer Insane Alternative Build
Posted: Thu Oct 06, 2016 10:14 am
After failing hard with Cursed ("let's blindside in the crowd and die") and Alchemist ("who needs escape skills? let's just waste 30 points on bombs and their passives..."), I went back to my first and only love: Oozemancers!
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):
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.
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.