I've been playing this game a lot, losing a lot, and loving it, until I steamrolled everything with the Oozemancer, in what felt like an unearned victory. Here's what I learned:
1. Oozemancers have a tool for every situation. They have very high mobility (2 teleports on an Antimagic class is extremely solid), AOE damage, summons, durability, and control, combined with trivially easy resource management. They do have limited damage types, but they have many ways to penetrate enemy resistance. I feel like I've been playing the game as Booster Gold and was suddenly upgraded to Martian Manhunter... but I felt like the lack of limitations robbed the game of the strategic puzzle-solving component.
2. Acid Splash ranks among the best alpha strikes in the game in terms of effectiveness vs. action economy. Large, friendly AOE, followed by a lingering field that applies a DOT, regenerates equilibrium, facilitates one of your teleports, spawns minions, and once minions are spawned causes a barrage of additional attacks. The initial attack and the follow-up apply different damage types, which in turn activate both your resistance debuffs. It also has the ability to penetrate walls, not with its acid portion but with the Mucus that it leaves behind (such that I was able to use my Higher vision to see through thin walls and drop Mucus on enemies that could not see me).
Suggested Fix: Not sure. Smaller AOE? Less initial acid damage?
3. Slime Roots is insane. It penetrates walls and has very high precision, which is an amazing combo to begin with for any class, especially for those following Antimagic. On top of that, it can recharge any talents, including passive Prodigies with cooldowns (confirmed with Meteoric Crash), which leads to very high silliness possibilities with Draconic Will (or would, if your effect resistance wasn't already sky-high), Draconic Body, or Bloodspring.
This skill has additional synergies with Nature's Balance, allowing you to use Nature's Balance to reset all your talents and Slime Roots to reset Nature's Balance and any other non-Wild talents/prodigies, and offers repeated free turns with 5 Ancestral LIfe + 1 Gift of the Highborn (and presumably Fungal Blood, although I didn't check it) limited only by the duration of your regeneration as an effective cooldown. I was able to cheese the room of death with Gift of the Highborn -> Acid Splash -> Slime Roots, which let me hit and run without allowing the dragons a chance to respond every 11 turns.
Suggested Fix: remove the taking talents off cooldown effect or limit it to Wild-gifts.
4. Call the Ooze... whoo, boy. The damage mitigating properties of a Bloated Ooze would be fair if they were generated one-at-a-time and with limited hp through Mitosis upon being hit, but not if you can summon 7 of them with a single button press and effectively gain something on the order of 2100 extra hp while hitting enemies for acid damage and blocking their lanes.
Suggested Fix: Remove Call of the Ooze. I would think that some sort of variant on Worm Rot would work better in its place, giving the Oozemancer a nice alt-Summoner theme and preserving the niche of the titular Summoner as the king of button-press summons.
5. Indiscernable Anatomy is too good, it's like a hyper-Relentless, leaving you with only one real killer condition (Stun) to itemize against. I like having Oozemancers have poison, cuts, and disease immunity and crit resistance, as it is both useful and thematic, but blindness and confusion immunity seems excessive mixed with the crit resistance.
Suggested Fix: Remove the blindness and confusion resistance.
Oozemancer experience: I am terribad and won, no deaths
Moderator: Moderator
Re: Oozemancer experience: I am terribad and won, no deaths
Oozemancers have been already nerfed in svn, I applied a few of your ideas too
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
