Oozemancer is HOW STRONG?

Everything about ToME 4.x.x. No spoilers, please

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exarion
Cornac
Posts: 43
Joined: Sun Mar 25, 2012 5:50 am

Oozemancer is HOW STRONG?

#1 Post by exarion »

So just yesterday I won with an oozemancer, after having been away from the game since release. I have to say that the class is absolutely absurd. I could steamroll through the final battle and the optional extra battle with no trouble at all, each taking about 15 turns. I could one shot anything that wasn't a rare or boss, and most rares went down in 2 hits. High Peak stair guards took 3. There was absolutely nothing that could stop my oozemancer.

For testing purposes, I put the game in cheat mode, insta-levelled to 50, generated a full set of endgame gear, and teleported to angolwen to fight archmage Linaniil. She died in 13 turns, without doing anything out of the ordinary. I will admit that I had slightly better gear than what an average endgame character would, But I do not believe that a battle with such a powerful boss should have been that fast or crushed without effort.

I think that the main issue here is that oozemancers have an truly absurd offensive capability. Dealing 2000+ damage every turn is not a problem for them, especially with unstoppable nature causing all of their mucus oozes to get free attacks so frequently. All of their offensive abilities hit very hard, their mucus oozes add a lot of damage in the numbers oozemancers will have, and the only enemies with much nature resistance are oozing horrors, vampires, and liches. Antimagic abilities make the undead less than threatening, and a combination of natural acid+unstoppable nature lets me ignore that resistance anyway. Everything else has negative resistance after natural acid. I think oozemancers offenses need a major reduction in damage, at least enough to make it so that the game's major boss fights have some duration.

Oozemancers also have amazing defenses from call of the ooze, indiscernable anatomy and mitosis. Antimagic shield is also a major contributor to oozemancers not taking that much damage. Combined with the fungus regeneration oozemancers rarely have their health dip far below full. I'm thinking that Antimagic/fungus in general may be at work here, with the ooze defenses just augmenting already exceptional protections. Mucus also quite likely has a role to play here with a massive equilibrium restoration, which is far larger than what comes from the fungus tree. I would also think that antimagic and fungus should probably be looked at, and maybe have the entire antimagic tree and wild growth/ancestral life toned down a bit, or perhaps just target the ooze tree if it looks like the zigur categories are fine on other classes.

Character dump for the winner

Code: Select all

  [ToME4 @ www.te4.org Character Dump]

Sex              : Male         STR:  28
Race             : Thalore      DEX:  50
Class            : Oozemancer   MAG:  22
Level            : 50           WIL:  154
Exp              : 535%         CUN:  121
Gold             : 2494.38      CON:  73
Times died       : 1
Lifes left       : 6

Accuracy(Main Hand):  72        Life             :     1028/1028Encumbrance      : 79/90
Damage  (Main Hand):  69                                        Difficulty       : Normal
Permadeath       : Adventure
APR     (Main Hand):  44        
Crit    (Main Hand):  43%       
Speed   (Main Hand): 1.00       
                                
                                Equilibrium      :     93
                                

Accuracy(Off Hand):  72
Damage  (Off Hand):  85
APR     (Off Hand):  62
Crit    (Off Hand):  41%
Speed   (Off Hand): 1.00

Fatigue          : 0%           Spellpower       : 6.125
Armor            : 18           Spell Crit       : 37.368125256598%
Armor Hardiness  : 30%          Spell Speed      : 1
Defense          : 29           
Ranged Defense   : 29           
All damage       : 7%
Physical damage  : 33%
Fire damage      : 20%
Nature damage    : 111%
Blight damage    : 13%
Darkness damage  : 42%
Mind damage      : 27%

Physical Save    : 55.033333333333
Spell Save       : 56.758882203894
Mental Save      : 66.501531519428

All Resists:  28%
Physical Resist(cap):  41%( 70%)
Arcane Resist(cap):  51%( 70%)
Fire Resist(cap):  48%( 70%)
Cold Resist(cap):  50%( 70%)
Lightning Resist(cap):  33%( 70%)
Acid Resist(cap):  35%( 70%)
Nature Resist(cap):  70%( 70%)
Blight Resist(cap):  73%( 80%)
Darkness Resist(cap):  54%( 70%)
Mind Resist(cap):  43%( 70%)
Poison Resistance:  72%
Disease Resistance: 100%
Confusion Resistance:  40%
Blind Resistance:  58%
Stun Resistance: 100%
Instadeath Resistance: 100%

Number of NPC killed: 5917
Most killed NPC: fire drake hatchling (177)

  [Winner!]

Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.


  [Talents Chart]

 - Race / Thalore                     (mastery 1.00)
    Wrath of the Woods (generic)      1/5
    Unshackled (generic)              1/5
    Guardian of the Wood (generic)    5/5
    Nature's Pride (generic)          1/5
 - Technique / Combat training        (mastery 1.00)
    Thick Skin (generic)              5/5
    Armour Training (generic)         1/5
    Combat Accuracy (generic)         0/5
    Weapons Mastery (generic)         0/5
    Dagger Mastery (generic)          0/5
 - Cunning / Survival                 (mastery 1.30)
    Heightened Senses (generic)       0/5
    Charm Mastery (generic)           0/5
    Piercing Sight (generic)          0/5
    Evasion (generic)                 0/5
 - Wild-gift / Call of the wild       (mastery 1.50)
    Meditation (generic)              1/5
    Nature's Touch (generic)          1/5
    Earth's Eyes (generic)            0/5
    Nature's Balance (generic)        0/5
 - Wild-gift / Antimagic              (mastery 1.60)
    Resolve (generic)                 5/5
    Aura of Silence (generic)         3/5
    Antimagic Shield (generic)        5/5
    Mana Clash (generic)              5/5
 - Wild-gift / Slime                  (mastery 1.40)
    Slime Spit (class)                5/5
    Poisonous Spores (class)          5/5
    Acidic Skin (class)               1/5
    Slime Roots (class)               4/5
 - Wild-gift / Fungus                 (mastery 1.40)
    Wild Growth (generic)             5/5
    Fungal Growth (generic)           1/5
    Ancestral Life (generic)          5/5
    Sudden Growth (generic)           1/5
 - Wild-gift / Mindstar mastery       (mastery 1.30)
    Psiblades (generic)               1/5
    Thorn Grab (generic)              1/5
    Leaves Tide (generic)             1/5
    Nature's Equilibrium (generic)    0/5
 - Wild-gift / Mucus                  (mastery 1.30)
    Mucus (class)                     5/5
    Acid Splash (class)               5/5
    Living Mucus (class)              5/5
    Oozewalk (class)                  2/5
 - Wild-gift / Ooze                   (mastery 1.40)
    Mitosis (class)                   5/5
    Reabsorb (class)                  1/5
    Call of the Ooze (class)          5/5
    Indiscernible Anatomy (class)     5/5
 - Wild-gift / Moss                   (mastery 1.40)
    Grasping Moss (class)             0/5
    Nourishing Moss (class)           0/5
    Slippery Moss (class)             0/5
    Hallucinogenic Moss (class)       0/5
 - Wild-gift / Oozing blades          (mastery 1.30)
    Oozebeam (class)                  5/5
    Natural Acid (class)              5/5
    Mind Parasite (class)             1/5
    Unstoppable Nature (class)        5/5
 - Wild-gift / Corrosive blades       (mastery 1.30)
    Acidbeam (class)                  5/5
    Corrosive Nature (class)          1/5
    Corrosive Seeds (class)           0/5
    Acidic Soil (class)               0/5
 - Uber / Strength                    (mastery 1.00)
    Flexible Combat (class)           0/1
    You Shall Be My Weapon! (class)   0/1
    Massive Blow (class)              0/1
    Steamroller (class)               0/1
    Irresistible Sun (class)          0/1
    I Can Carry The World! (class)    0/1
    Legacy of the Naloren (class)     0/1
    Superpower (class)                0/1
 - Uber / Dexterity                   (mastery 1.00)
    Through The Crowd (class)         0/1
    Swift Hands (class)               0/1
    Windblade (class)                 0/1
    Windtouched Speed (class)         0/1
    Giant Leap (class)                0/1
    Crafty Hands (class)              0/1
    Roll With It (class)              0/1
    Vital Shot (class)                0/1
 - Uber / Constitution                (mastery 1.00)
    Draconic Body (class)             0/1
    Bloodspring (class)               0/1
    Eternal Guard (class)             0/1
    Never Stop Running (class)        0/1
    Armour of Shadows (class)         0/1
    Spine of the World (class)        0/1
    Fungal Blood (class)              0/1
    Corrupted Shell (class)           0/1
 - Uber / Magic                       (mastery 1.00)
    Spectral Shield (class)           0/1
    Aether Permeation (class)         0/1
    Mystical Cunning (class)          0/1
    Arcane Might (class)              0/1
    Temporal Form (class)             0/1
    Blighted Summoning (class)        0/1
    Revisionist History (class)       0/1
    Cauterize (class)                 0/1
 - Uber / Willpower                   (mastery 1.00)
    Draconic Will (class)             0/1
    Meteoric Crash (class)            0/1
    Garkul's Revenge (class)          0/1
    Hidden Resources (class)          0/1
    Lucky Day (class)                 0/1
    Unbreakable Will (class)          0/1
    Spell Feedback (class)            0/1
    Mental Tyranny (class)            0/1
 - Uber / Cunning                     (mastery 1.00)
    Fast As Lightning (class)         0/1
    Tricky Defenses (class)           1/1
    Endless Woes (class)              0/1
    Secrets of Telos (class)          0/1
    Elemental Surge (class)           0/1
    Eye of the Tiger (class)          1/1
    Worldly Knowledge (class)         0/1
    Tricks of the Trade (class)       0/1

  [Inscriptions (5/5)]

Infusion: Wild
Infusion: Movement
Infusion: Regeneration
Infusion: Regeneration
Infusion: Heroism

  [Current Effects]

- Unstoppable Nature
- Wild Growth
- Psiblades
- Mitosis
- Antimagic Shield

  [Character Equipment]

 In main hand
a) Oozing Heart (17-18.7 power, 31 apr, nature slow damage)
   [Unique]
Type: weapon / mindstar ; tier 4

Base power: 17.0 - 18.7
Uses stats: 72% Wil, 29% Cun
Damage type: Nature slow
Accuracy is based on willpower for this weapon.
Armour Penetration: +31
Physical crit. chance: +7.0%
Attack speed: 100%
Damage when this weapon hits: +30 manaburn arcane
When wielded/worn:
Changes stats: +3 Cun / +10 Wil
Changes resistances: +12% arcane / +12% blight
Changes damage: +18% nature
Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze 
Spell save: +15
Mindpower: +17
Mental crit. chance: +8%
It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) :
Effective talent level: 2.0
Power cost: 20 out of 20/20.
Range: 10.0
Travel Speed: 800% of base
Description: Spit slime at your target doing 166.43 nature damage and slowing it down by 30% for 3 turns.
The damage will increase with the Dexterity stat
 In off hand
b) Nexus of the Way (22-24.2 power, 49 apr, mind damage)
   [Unique]
Type: weapon / mindstar ; tier 5

Base power: 22.0 - 24.2
Uses stats: 87% Wil, 29% Cun
Damage type: Mind
Accuracy is based on willpower for this weapon.
Armour Penetration: +49
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Cun / +9 Wil
Changes resistances: +20% mind
Changes resistances penetration: +20% mind
Changes damage: +20% mind
Confusion immunity: +30%
Mindpower: +29
Mental crit. chance: +9%
It can be used to activate talent Wayist (costing 75 power out of 75/75) :
Effective talent level: 1.0
Power cost: 75 out of 75/75.
Range: 4.0
Travel Speed: instantaneous
Is: a mind power
Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help.
Summons up to 3 yeek mindslayers to your side for 6 turns.
   Dropped by Jamwwi the halfling
 On fingers
c) Ring of Growth
   [Unique]
Type: jewelry / ring ; tier 2

When wielded/worn:
Changes stats: +4 Str / +4 Wil
Changes resistances: +10% nature
Changes damage: +8% nature / +8% physical
Physical save: +8
Life regen: +0.15
Healing mod.: +20%

d) treant's voratun ring of nature (+49%)
   Type: jewelry / ring ; tier 5

When wielded/worn:
Changes resistances: +49% nature
Changes damage: +20% nature
Physical save: +12
Poison immunity: +14%
Disease immunity: +16%

   Dropped by Rak'Shor Cultist
 Around neck
e) wanderer's stralite amulet of willpower (+5)
   Type: jewelry / amulet ; tier 4

When wielded/worn:
Fatigue: -8%
Changes stats: +5 Dex / +6 Wil / +6 Cun / +6 Con
Life regen: +0.70
Stamina each turn: +0.60
Movement speed: +10%

   Dropped by orc elite fighter
 Light source
f) Guidance
   [Unique]
Type: lite / lite ; tier 5

When wielded/worn:
Changes stats: +12 Cun / +12 Wil
Changes resistances: +20% blight
Changes resistances cap: +10% blight
Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic 
Physical save: +12
Spell save: +12
Mental save: +12
Light radius: +4

   Dropped by Argoniel
 Main armor
g) Evermoss Robe (12 def, 0 armour)
   [Unique]
Type: armor / cloth ; tier 4

When wielded/worn:
Defense: +12
Changes stats: +5 Wil
Damage when the wearer is hit: 35 nature slow
Changes resistances: +25% nature
Changes resistances penetration: +10% nature
Changes damage: +30% nature
Talent mastery: +0.10 Wild-gift / Moss 
Physical save: +15
Life regen: +0.20
Mindpower: +12
Mental crit. chance: +5%
Healing mod.: +15%

   Dropped by orc high cryomancer
 Cloak
h) NatureShroud (3 def, 13 armour)
   [Unique]
Type: armor / cloak ; tier 5

When wielded/worn:
Accuracy: +15
Armour penetration: +13
Armour: +13
Defense: +3
Changes stats: +1 Dex / +4 Wil / +6 Cun
Changes resistances: +25% darkness / +30% cold / +6% lightning / +9% acid
Changes resistances penetration: +20% darkness
Changes damage: +17% darkness
Grants telepathy: Dragon 
Critical mult.: +40.00%
Stealth bonus: +38
Stun/Freeze immunity: +20%
Mental crit. chance: +8%

 On head
i) elven-silk wizard hat 'Smoldersmasher' (3 def, 0 armour)
   [Unique]
Type: armor / head ; tier 5

When wielded/worn:
Defense: +3
Changes stats: +16 Cun / +6 Wil
Damage when the wearer hits(melee): 2 fire
Changes resistances: +18% physical / +9% fire
Changes resistances penetration: +5% fire
Changes damage: +18% physical / +3% fire / +18% darkness
Mental save: +15
Mindpower: +5

   Dropped by Layinne the naga psyren
 Around waist
j) drakeskin leather belt 'Bloomclash'
   Type: armor / belt ; tier 5

When wielded/worn:
Changes resistances: +3% nature
Changes resistances penetration: +5% nature
Changes damage: +18% nature / +6% blight
Physical save: +15
Mindpower: +7

   Dropped by Elunor the orc cryomancer
 On hands
k) Wyrmbreath (0 def, 4 armour)
   [Unique]
Type: armor / hands ; tier 2

When wielded/worn:
Armour: +4
Changes stats: +5 Wil
Changes resistances: +10% nature / +10% darkness / +18% fire
Changes damage: +10% fire
It can be used to activate talent Fire Breath (costing 24 power out of 24/24) :
Effective talent level: 2.0
Power cost: 24 out of 24/24.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 126.25 fire damage over 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.
 On feet
l) Eden's Guile (2 def, 1 armour)
   [Unique]
Type: armor / feet ; tier 2

When wielded/worn:
Armour: +1
Defense: +2
Fatigue: +2%
Changes stats: +3 Cun
Talent mastery: +0.20 Cunning / Survival 
It can be used to boost speed, costing 50 power out of 50/50.
 Tool
m) The Guardian's Totem
   [Unique]
Type: charm / totem ; tier 5

When wielded/worn:
Changes stats: +10 Wil
Damage when the wearer is hit: 18 nature slow
Changes resistances: +20% arcane / +20% blight
Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic 
Spell save: +20
Mindpower: +8
It can be used to call an antimagic pillar, costing 35 power out of 35/35.
 Quiver

  [Player Achievements]

'A dangerous secret' was achieved for Found the mysterious staff and told Last Hope about it. At 2013-10-20 18:51:17
'A different point of view' was achieved for Learned the five chapters of Orc history through loremaster Hadak's tales. At 2013-10-20 14:18:56
'Against all odds' was achieved for Killed Ukruk in the ambush. At 2013-10-20 18:31:00
'Antimagic!' was achieved for Completed antimagic training in the Ziguranth camp. At 2013-10-20 01:13:51
'Arachnophobia' was achieved for Destroyed the spydric menace. At 2013-10-21 00:07:47
'Are you out of your mind?!' was achieved for Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order. At 2013-10-23 01:06:47
'Atamathoned!' was achieved for Killed the giant golem Atamathon after foolishly reactivating it. At 2013-10-23 02:35:08
'Back and there again' was achieved for Opened a portal to the Far East from Maj'Eyal. At 2013-10-21 00:44:46
'Brave new world' was achieved for Went to the Far East and took part in the war. At 2013-10-20 23:30:27
'Clone War' was achieved for Destroyed your own Shade. At 2013-10-23 00:10:05
'Curse Lifter' was achieved for Killed Ben Cruthdar the Cursed. At 2013-10-20 00:00:45
'Demonic Invasion' was achieved for Stopped a demonic invasion by closing their portal. At 2013-10-22 23:27:25
'Destroyer of the creation' was achieved for Killed Slasul. At 2013-10-23 00:46:52
'Destroyer's bane' was achieved for Killed Golbug the Destroyer. At 2013-10-20 23:18:20
'Dragon's Greed' was achieved for Amassed 8000 gold pieces. At 2013-10-23 00:04:24
'Evil denied' was achieved for Won ToME by preventing the Void portal from opening. At 2013-10-23 02:28:33
'Exterminator' was achieved for Killed 1000 creatures. At 2013-10-20 14:15:06
'Eye of the storm' was achieved for Freed Derth from the onslaught of the mad Tempest, Urkis. At 2013-10-20 14:26:48
'Fear me not!' was achieved for Survived the Fearscape! At 2013-10-20 18:21:30
'Fear of Fours' was achieved for Killed all four bosses of the Slime Tunnels. At 2013-10-23 01:20:33
'Flooder' was achieved for Defeated Ukllmswwik while doing his own quest. At 2013-10-23 00:45:08
'Genocide' was achieved for Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race. At 2013-10-21 00:58:13
'Home sweet home' was achieved for Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage. At 2013-10-20 14:18:35
'I cleared the room of death and all I got was this lousy achievement!' was achieved for Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury. At 2013-10-23 01:11:43
'Invasion from the Depths' was achieved for Stopped a naga invasion by closing their portal. At 2013-10-22 22:53:44
'Level 10' was achieved for Got a character to level 10. At 2013-10-20 00:18:05
'Level 20' was achieved for Got a character to level 20. At 2013-10-20 14:38:10
'Level 30' was achieved for Got a character to level 30. At 2013-10-20 23:19:38
'Level 40' was achieved for Got a character to level 40. At 2013-10-22 23:41:45
'Level 50' was achieved for Got a character to level 50. At 2013-10-23 02:26:39
'Orcrist' was achieved for Killed the leaders of the Orc Pride. At 2013-10-23 01:01:49
'Portal destroyer' was achieved for Fought the two Sorcerers and closed one invocation portal. At 2013-10-23 02:28:22
'Race through fire' was achieved for Raced through the fires of the Charred Scar to stop the Sorcerers. At 2013-10-22 23:34:59
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2013-10-19 23:58:20
'Savior of the damsels in distress' was achieved for Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan. At 2013-10-20 18:49:42
'Size is everything' was achieved for Did over 1500 damage in one attack. At 2013-10-21 00:53:12
'Size matters' was achieved for Did over 600 damage in one attack. At 2013-10-20 14:20:03
'Sliders' was achieved for Activated a portal using the Orb of Many Ways. At 2013-10-20 23:19:16
'That was close' was achieved for Killed your target while having only 1 life left. At 2013-10-19 23:48:48
'The Arena' was achieved for Unlocked Arena mode. At 2013-10-19 23:35:01
'The Legend of Garkul' was achieved for Learned the five chapters of the Legend of Garkul. At 2013-10-20 14:18:56
'The Restless Dead' was achieved for Disturbed an old battlefield and survived the consequences. At 2013-10-20 19:16:13
'The Right thing to do' was achieved for Did the righteous thing in the ring of blood and disposed of the Blood Master. At 2013-10-20 19:09:58
'The sky is falling!' was achieved for Saw a huge meteor falling from the sky. At 2013-10-20 13:37:03
'There and back again' was achieved for Opened a portal to Maj'Eyal from the Far East. At 2013-10-21 00:20:19
'Treasure Hoarder' was achieved for Amassed 3000 gold pieces. At 2013-10-20 22:54:54
'Treasure Hunter' was achieved for Amassed 1000 gold pieces. At 2013-10-20 14:41:14
'Vampire crusher' was achieved for Destroyed the Master in its lair of the Dreadfell. At 2013-10-20 18:24:51

  [Character Inventory]

 ) heroism infusion of the wizard (+8 for 7 turns, die at -267)
   Type: scroll / infusion ; tier 3

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Is: a nature gift
Description: Activate the infusion to increase three of your primary stats by 8 for 7 turns.
Also while Heroism is active, you will only die when reaching -267 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends.
It will always increase your three highest stats.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the infusion..
 ) movement infusion of the duelist (819% speed; 4 turns)
   Type: scroll / infusion ; tier 3

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Is: a nature gift
Description: Activate the infusion to increase movement speed by 819% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 4 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Dexterity stat.
It can be used to inscribe your skin with the infusion..
 ) movement infusion of the psychic (1391% speed; 6 turns)
   Type: scroll / infusion ; tier 3

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Is: a nature gift
Description: Activate the infusion to increase movement speed by 1391% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 6 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Willpower stat.
It can be used to inscribe your skin with the infusion..
   Dropped by Pale Drake
 ) Sealed Scroll of Last Hope
   [Unique]
Type: scroll / scroll

It can be used to open the seal and read the message.
 ) Ancient Tome titled 'Gems and their uses'
   [Plot Item]
Type: scroll / tome


   Dropped by Vor, Grand Geomancer of the Pride
 ) Shard of Insanity
   [Unique]
Type: jewelry / amulet ; tier 3

When wielded/worn:
Damage when the wearer is hit: 5 confusion
Changes resistances: -10% mind
Changes resistances penetration: +20% mind
Changes damage: +25% mind
Mental save: +35
Confusion immunity: -100%
Mindpower: +8
It can be used to activate talent Inner Demons (costing 30 power out of 30/30) :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: 7.0
Travel Speed: instantaneous
Is: a mind power
Description: Brings the target's inner demons to the surface.  Each turn, for 10 turns, there's a 26% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting.
If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored.  Otherwise, if the summoning is resisted, the effect will end early.
The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank.
   Dropped by elven warrior
 ) steel amulet of mastery (0.16 Wild-gift / Mucus)
   Type: jewelry / amulet ; tier 2

When wielded/worn:
Talent mastery: +0.16 Wild-gift / Mucus 

   Dropped by white ooze
 ) voratun amulet
   Type: jewelry / amulet ; tier 5


   Dropped by Atamathon the Giant Golem
 ) voratun amulet
   Type: jewelry / amulet ; tier 5


   Dropped by Atamathon the Giant Golem
 ) warrior's voratun amulet of the fish
   Type: jewelry / amulet ; tier 5

When wielded/worn:
Changes resistances: +13% physical / +23% cold
Allows you to breathe in: water 
Stamina each turn: +0.90

   Dropped by Keear the human
 ) Orb of Many Ways
   [Plot Item]
Type: jewelry / orb

It can be used to activate a portal, costing 10 power out of 30/30.
   Dropped by Tannen
 ) Inertial Twine
   [Unique]
Type: jewelry / ring ; tier 3

When wielded/worn:
Armour: +5
Changes stats: +4 Str / +8 Wil
Changes resistances: +5% physical
Changes damage: +5% physical
Physical save: +12
Knockback immunity: +100%
It can be used to activate talent Bind (costing 30 power out of 30/30) :
Effective talent level: 2.0
Power cost: 30 out of 30/30.
Range: 5.0
Travel Speed: instantaneous
Is: a mind power
Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 6 turns. The duration will improve with your Mindpower.
The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably.
   Dropped by elven cultist
 ) Mayirarin the Ravengrind
   [Unique]
Type: jewelry / ring ; tier 5

When wielded/worn:
Fatigue: -10%
Changes stats: +10 Cun
Damage when the wearer hits(melee): 4 mind / 37 bleed / 20 gloom / 4 blight
Changes resistances: +3% mind / +9% darkness
Changes resistances penetration: +10% blight
Changes damage: +6% blight
Maximum encumbrance: +37
Stun/Freeze immunity: +49%
Life regen: +4.10
Hate when firing a critical mind attack: +3.00
Maximum hate: +15.00
It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Lashes at the target, doing 154% weapon damage.
If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%.
   Dropped by Emelolratta the bloated horror
 ) gladiator's gold ring of clarity
   Type: jewelry / ring ; tier 3

When wielded/worn:
Physical power: +5
Changes stats: +5 Str / +6 Con
Mental save: +8
Confusion immunity: +30%

   Dropped by ghoul
 ) solipsist's gold ring
   Type: jewelry / ring ; tier 3

When wielded/worn:
Changes stats: +5 Cun / +6 Wil
Mindpower: +8

   Dropped by poison ooze
 ) steel ring of nature (+28%)
   Type: jewelry / ring ; tier 2

When wielded/worn:
Changes resistances: +28% nature
Changes damage: +14% nature

   Dropped by gelatinous cube
 ) Bloomsoul (8-8.8 power, 13 apr, nature damage)
   [Unique]
Type: weapon / mindstar ; tier 2

Base power: 8.0 - 8.8
Uses stats: 25% Wil, 10% Cun
Damage type: Nature
Accuracy is based on willpower for this weapon.
Armour Penetration: +13
Physical crit. chance: +7.0%
Attack speed: 100%
When wielded/worn:
Talent mastery: +0.20 Wild-gift / Fungus 
Life regen: +0.50
Mindpower: +12
Mental crit. chance: +8%
Healing mod.: +10%
It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) :
Effective talent level: 1.0
Power cost: 60 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Description: Call upon the power of nature to regenerate your body for 84 life every turn for 6 turns.
The life healed will increase with the Willpower stat.
 ) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)
   [Unique]
Type: weapon / mindstar ; tier 5

Base power: 24.0 - 26.4
Uses stats: 60% Wil, 20% Cun
Damage type: Dreamforge
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +10
Physical power: +10
Changes stats: +3 Cun / +6 Wil
Damage when the wearer hits(melee): 30 dreamforge
Changes resistances: +5% physical / +15% fire / +5% mind
Changes resistances penetration: +10% mind / +10% physical
Changes damage: +10% physical / +10% fire / +10% mind
Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith 
Mindpower: +14
Mental crit. chance: +8%
It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) :
Effective talent level: 3.0
Power cost: 24 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power
Description: Release the bellows of the forge upon your surroundings, inflicting 52.85 mind damage, 49.94 burning damage, and knocking back your enemies in a radius 4 cone.
Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 4.75 mind and 4.49 fire damage on nearby enemies.
The damage and knockback chance will scale with your Mindpower.
   Dropped by Jamwwi the halfling
 ) Layarialle the Shadowwolf (15.5-17.05 power, 40 apr, nature damage)
   [Unique]
Type: weapon / mindstar ; tier 5

It is part of a set of items.
Base power: 15.5 - 17.1
Uses stats: 50% Wil, 30% Cun
Damage type: Nature
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Physical crit. chance: +14.0%
Attack speed: 100%
Damage when this weapon hits: +11 nature slow / +20 acid blind
Burst (radius 1) on hit: +12 darkness
When wielded/worn:
Damage when the wearer hits(melee): 2 darkness
Damage when the wearer is hit: 10 fire
Changes resistances: +3% temporal / +16% fire / +3% light
Changes resistances penetration: +14% fire
Changes damage: +21% mind / +20% fire
Blindness immunity: +15%
Mindpower: +9
Mental crit. chance: +10%
Global speed: +5%
It can be used to divide the mindstar in two, placing all other charms into a 1 cooldown.
   Dropped by Aurdor the Crusher
 ) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)
   [Godslayer]
Type: weapon / staff
It must be held with both hands.

Base power: 60.0 - 72.0
Uses stat: 130% Mag
Damage type: Arcane
Accuracy: +30
Armour Penetration: +60
Attack speed: 100%
When wielded/worn:
Changes stats: +10 Wil / +10 Mag
Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning
Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning
Talent granted: +1 Command Staff 
Maximum mana: +100.00
Spellpower: +48
Spell crit. chance: +15%
Allows you to speak and read the old Sher'Tul language.
It can be used to absorb energies, costing 200 power out of 200/200.
   Dropped by Elandar
 ) elven-silk cloak 'Eilinuthra' (18 def, 0 armour)
   [Unique]
Type: armor / cloak ; tier 5

When wielded/worn:
Accuracy: +35
Defense: +18
Fatigue: -9%
Damage when the wearer is hit: 8 acid
Changes resistances: +9% fire / +9% cold / +12% acid / +18% darkness / +9% temporal
Changes resistances penetration: +20% darkness
Changes damage: +25% darkness / +3% acid
Stealth bonus: +23
Physical save: +13
Maximum life: +165.00
It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown :
Effective talent level: 2.0
Power cost: 45 out of 45/45.
Range: melee/personal
Travel Speed: instantaneous
Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns.
 ) murderer's cashmere cloak of mindcraft (2 def, 0 armour)
   Type: armor / cloak ; tier 3

When wielded/worn:
Accuracy: +5
Armour penetration: +7
Defense: +2
Changes stats: +3 Dex / +3 Wil / +7 Cun
Mental crit. chance: +6%

 ) restorative elven-silk cloak of the hunt (3 def, 0 armour)
   Type: armor / cloak ; tier 5

When wielded/worn:
Accuracy: +32
Defense: +3
Fatigue: -10%
Changes resistances: +13% nature / +15% blight
Life regen: +2.00
Maximum life: +56.00
Healing mod.: +18%
It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown :
Effective talent level: 3.0
Power cost: 45 out of 45/45.
Range: melee/personal
Travel Speed: instantaneous
Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns.
   Dropped by Aurdor the Crusher
 ) cashmere wizard hat of knowledge (2 def, 0 armour)
   Type: armor / head ; tier 3

When wielded/worn:
Defense: +2
Changes stats: +5 Cun / +5 Wil
Mindpower: +4

   Dropped by Nimisil
 ) drakeskin leather cap 'Emabeth' (0 def, 5 armour)
   Type: armor / head ; tier 5

When wielded/worn:
Armour: +5
Fatigue: +5%
Changes stats: +1 Dex / +3 Cun / +2 Con
Allows you to breathe in: water 
Physical save: +25
Infravision radius: +3

   Dropped by Poressra the orc elite berserker
 ) Breath of Eyal (10 def, 10 armour)
   [Unique]
Type: armor / light ; tier 5

When wielded/worn:
Armour: +10
Defense: +10
Fatigue: +20%
Changes resistances: +15% arcane / +20% fire / +20% cold / +20% lightning / +20% acid / +20% nature / +20% blight / +20% light / +20% darkness / +20% temporal / +0% all
Spell save: +20
Mindpower: +10

   Dropped by orc summoner
 ) Petrified Wood
   [Unique]
Type: gem / black ; tier 4

When wielded/worn:
Changes stats: +25 Con
Changes resistances: +25% nature / +10% cold / +10% darkness
When used to imbue an object:
Changes stats: +25 Con
Changes resistances: +25% nature / +10% cold / +10% darkness

   Dropped by Snaproot
 ) 243 alchemist agate
   Type: alchemist-gem / black ; tier 1

When used as an alchemist bomb:
Bomb damage +5%

   Dropped by Adiyawyn the skeleton master archer
 ) 8 opal
   Type: gem / blue ; tier 2

When wielded/worn:
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
When used to imbue an object:
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con

 ) 6 sapphire
   Type: gem / blue ; tier 4

When wielded/worn:
Defense: +8
Physical save: +8
Spell save: +8
Mental save: +8
When used to imbue an object:
Defense: +8
Physical save: +8
Spell save: +8
Mental save: +8

   Dropped by elven cultist
 ) 7 topaz
   Type: gem / blue ; tier 2

When wielded/worn:
Defense: +4
Physical save: +4
Spell save: +4
Mental save: +4
When used to imbue an object:
Defense: +4
Physical save: +4
Spell save: +4
Mental save: +4

 ) dwarven-steel pickaxe of Reknor (dig speed 10 turns)
   Type: tool / digger ; tier 3

When wielded/worn:
Changes stats: +2 Str
Changes resistances: +8% darkness / +7% fire
When carried:
Talent granted: +1 Dig 

 ) 6 emerald
   Type: gem / green ; tier 3

When wielded/worn:
Armour: +3
Changes resistances: +3% all
When used to imbue an object:
Armour: +3
Changes resistances: +3% all

 ) 4 spinel
   Type: gem / green ; tier 1

When wielded/worn:
Defense: +2
Physical save: +2
Spell save: +2
Mental save: +2
When used to imbue an object:
Defense: +2
Physical save: +2
Spell save: +2
Mental save: +2

 ) Eldritch Pearl
   [Unique]
Type: lite / lite

When wielded/worn:
Physical power: +12
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck
Allows you to breathe in: water 
Spellpower: +12
Light radius: +6
It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) :
Effective talent level: 4.0
Power cost: 80 out of 150/150.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 5.03 cold damage and 6.26 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 3 turns.
The damage and duration will increase with your Spellpower.
   Dropped by Slasul
 ) Magicpiercer
   [Unique]
Type: lite / lite ; tier 5

When wielded/worn:
Accuracy: +8
Armour penetration: +14
Defense: +14
Fatigue: -2%
Changes stats: +7 Cun
Damage when the wearer hits(melee): 2 mind
Changes resistances: +12% mind / +6% blight
Changes resistances penetration: +12% all
Physical save: +18
Spell save: +21
Mental save: +19
Blindness immunity: +50%
Confusion immunity: +27%
Light radius: +2
Infravision radius: +9
See stealth: +24
See invisible: +25
It can be used to activate talent Track, placing all other charms into a 40 cooldown :
Effective talent level: 2.0
Power cost: 40 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Description: Sense foes around you in a radius of 39 for 5 turns.
The radius will increase with your Cunning.
 ) piercing brass lantern of health
   Type: lite / lite ; tier 1

When wielded/worn:
Armour penetration: +6
Changes resistances penetration: +5% all
Maximum life: +41.00
Light radius: +3

 ) Crystal Heart
   [Unique]
Type: gem / multi-hued ; tier 5

It can be used to combine with a suit of body armor, costing 1 power out of 1/1.
   Dropped by Briagh, Great Sand Wyrm
 ) Prothotipe's Prismatic Eye
   [Unique]
Type: gem / multi-hued ; tier 3

When wielded/worn:
Changes stats: +5 Con / +5 Mag
Changes damage: +10% fire / +10% cold / +10% lightning
Talent mastery: +0.20 Golem / Arcane 
When used to imbue an object:
Changes stats: +5 Con / +5 Mag
Changes damage: +10% fire / +10% cold / +10% lightning
Talent mastery: +0.20 Golem / Arcane 
Talent on hit(spell): Eye Beam (10% chance level 2).

   Dropped by ancient elven mummy
 ) Telos's Staff Crystal
   [Unique]
Type: gem / multi-hued ; tier 5

When wielded/worn:
Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
Changes resistances: +30% mind
Confusion immunity: +30%
Fear immunity: +30%
Light radius: +2
When carried:
Light radius: +2
When used to imbue an object:
Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
Changes resistances: +30% mind
Confusion immunity: +30%
Fear immunity: +30%
Light radius: +2
It can be used to combine with a staff, costing 1 power out of 1/1.
 ) Dragon Orb (Orb of Command)
   [Plot Item]
Type: orb / orb

When carried:
Changes stats: +6 Cun
It can be used to use the orb, costing 1 power out of 1/1.
   Dropped by Gorbat, Supreme Wyrmic of the Pride
 ) Elemental Orb (Orb of Command)
   [Plot Item]
Type: orb / orb

When carried:
Changes stats: +6 Mag
It can be used to use the orb, costing 1 power out of 1/1.
   Dropped by Vor, Grand Geomancer of the Pride
 ) Orb of Destruction (Orb of Command)
   [Plot Item]
Type: orb / orb

When carried:
Changes stats: +6 Str
It can be used to use the orb, costing 1 power out of 1/1.
   Dropped by Grushnak, Battlemaster of the Pride
 ) Orb of Undeath (Orb of Command)
   [Plot Item]
Type: orb / orb

When carried:
Changes stats: +6 Dex
It can be used to use the orb, costing 1 power out of 1/1.
   Dropped by Rak'shor, Grand Necromancer of the Pride
 ) Scrying Orb
   [Plot Item]
Type: orb / orb

When carried:

 ) Atamathon's Ruby Eye
   [Plot Item]
Type: gem / red ; tier 5

When wielded/worn:
Damage when the wearer is hit: 100 fire
Changes damage: +20% fire
Pinning immunity: +50%
Maximum life: +60.00
Light radius: +2
When used to imbue an object:
Damage when the wearer is hit: 100 fire
Changes damage: +20% fire
Pinning immunity: +50%
Maximum life: +60.00
Light radius: +2

   Dropped by Atamathon the Giant Golem
 ) Runed Skull
   [Unique]
Type: gem / red ; tier 5

When carried:
Damage when the wearer is hit: 25 fire
Spellpower: +7

   Dropped by Pale Drake
 ) 56 alchemist bloodstone
   Type: alchemist-gem / red ; tier 5

When used as an alchemist bomb:
Life regen 10% of max life

   Dropped by Tannen
 ) 6 bloodstone
   Type: gem / red ; tier 5

When wielded/worn:
Stun/Freeze immunity: +60%
When used to imbue an object:
Stun/Freeze immunity: +60%

   Dropped by Khulmanar, General of Urh'Rok
 ) fire opal
   Type: gem / red ; tier 5

When wielded/worn:
Physical crit. chance: +5.0%
Changes damage: +10% all
Spell crit. chance: +5%
Mental crit. chance: +5%
When used to imbue an object:
Physical crit. chance: +5.0%
Changes damage: +10% all
Spell crit. chance: +5%
Mental crit. chance: +5%

 ) Rod of Recall (1/1)
   [Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap, costing 202 power out of 400/400.
 ) Transmogrification Chest
   [Plot Item]
Type: chest / sher'tul

When carried:
It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000.
 ) Belavena the voratun torque of psychoportation [power 61]  (30 cooldown)
   Type: charm / torque ; tier 5

When wielded/worn:
Physical power: +2
Armour: +2
Changes resistances: +6% nature
Silence immunity: +10%
Healing mod.: +10%
Resist all after a teleport: +4%
New effects duration reduction after a teleport: +10%
It can be used to teleport randomly (rad 61), placing all other charms into a 30 cooldown.
   Dropped by Lisireba the orc archer
 ) 10 amethyst
   Type: gem / violet ; tier 2

When wielded/worn:
Physical crit. chance: +2.0%
Changes damage: +4% all
Spell crit. chance: +2%
Mental crit. chance: +2%
When used to imbue an object:
Physical crit. chance: +2.0%
Changes damage: +4% all
Spell crit. chance: +2%
Mental crit. chance: +2%

   Dropped by stone troll
 ) Burning Star
   [Unique]
Type: gem / white ; tier 3

When carried:
Light radius: +1
It can be used to map surroundings, costing 30 power out of 30/30.
   Dropped by Urkis, the High Tempest
 ) Pearl of Life and Death
   [Unique]
Type: gem / white

When carried:
Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck
Changes resistances: +7% all
Changes damage: +7% all
Stun/Freeze immunity: +100%
Light radius: +1

   Dropped by Argoniel
 ) 10 diamond
   Type: gem / white ; tier 5

When wielded/worn:
Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
When used to imbue an object:
Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con

 ) 7 moonstone
   Type: gem / white ; tier 5

When wielded/worn:
Defense: +10
Physical save: +10
Spell save: +10
Mental save: +10
When used to imbue an object:
Defense: +10
Physical save: +10
Spell save: +10
Mental save: +10

   Dropped by orc summoner
 ) 7 pearl
   Type: gem / white ; tier 5

When wielded/worn:
Armour: +5
Changes resistances: +5% all
When used to imbue an object:
Armour: +5
Changes resistances: +5% all

   Dropped by Massok the Dragonslayer
 ) 4 ametrine
   Type: gem / yellow ; tier 1

When wielded/worn:
Physical crit. chance: +1.0%
Changes damage: +2% all
Spell crit. chance: +1%
Mental crit. chance: +1%
When used to imbue an object:
Physical crit. chance: +1.0%
Changes damage: +2% all
Spell crit. chance: +1%
Mental crit. chance: +1%

 ) 5 citrine
   Type: gem / yellow ; tier 1

When wielded/worn:
Light radius: +1
Infravision radius: +2
When used to imbue an object:
Light radius: +1
Infravision radius: +2

 ) 5 zircon
   Type: gem / yellow ; tier 1

When wielded/worn:
Armour: +1
Changes resistances: +1% all
When used to imbue an object:
Armour: +1
Changes resistances: +1% all

Atarlost
Sher'Tul Godslayer
Posts: 1973
Joined: Sat Apr 26, 2003 7:38 pm
Location: GMT-8:00

Re: Oozemancer is HOW STRONG?

#2 Post by Atarlost »

I think Antimagic/Fungus is really powerful combined with any damage mitigation. I've seen the same sort of extreme durability from an antimagic mindslayer and heard about it on antimagic solipsists.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

MalReynolds
Halfling
Posts: 98
Joined: Thu Aug 08, 2013 3:02 am

Re: Oozemancer is HOW STRONG?

#3 Post by MalReynolds »

Oozie, right now, really has to be run in nightmare to be interesting.

I have won many times on normal with a lot of classes (on normal+adventure mode, I win more than I lose). I find nightmare quite difficult usually. Playing an oozie on nightmare is about the same as playing anything else on normal.

An oozie on normal+roguelike would just need some caution to avoid YASD, but should be winnable almost every time.

Just needs another moderate nerf. Very neat class, though.

exarion
Cornac
Posts: 43
Joined: Sun Mar 25, 2012 5:50 am

Re: Oozemancer is HOW STRONG?

#4 Post by exarion »

I think oozemancer would need to be heavily toned down, to the point of being balanced on normal rather than having normal be a walkover.

EatThisShoe
Higher
Posts: 72
Joined: Tue Jan 15, 2013 7:01 am

Re: Oozemancer is HOW STRONG?

#5 Post by EatThisShoe »

Oozemancer being OP is kind of a known issue,as the newest class it has had the least balancing. That said, I don't think 2k damage late game is all that unusual, and AM/fungus can make most classes a cakewalk on normal, and the ease of use for fungus makes it especially forgiving.

I actually think the state of equilibrium on oozemancer is okay. They have a ton of sustains, so their main concern is not so much building too much equilibrium, but starting too close to their failure softcap. I recently lost an oozemancer on nightmare due to failing a Nature's Touch, and in my second attempt I have opted out of AM shield entirely because I just can't afford to stack that much will, or to have any failures.

I think Indiscernable Nature and Mitosis are probably too good, making the class a bit more fragile, and making bloated oozes more dependent on actively using Call of the Ooze might be good. Although Indiscernable Nature was the main draw for me playing one on Nightmare. There is probably too much passive defense in the oozemancer class on top of what AM/fungus provide, and being immune to most DoTs cancels a lot of pressure and healing debuffs that could weaken fungus regen.

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

Re: Oozemancer is HOW STRONG?

#6 Post by jenx »

and you forgot to mention Blighted Summoning prodigy, which gives slime oozes virulent disease, and bone shield to bloated oozes.

and also the life extension on crit hit. i like to get crit hit to 100% and then all four mosses, and use them on autocast. this gives you perpetual slimes = death to everyone else.

atamathon i killed without raising a sweat. every other class he is deadly
MADNESS rocks

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Oozemancer is HOW STRONG?

#7 Post by Sradac »

They're over 9000

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Oozemancer is HOW STRONG?

#8 Post by SageAcrin »

2000 at endgame is actually kinda low.

The thing is, Oozemancers don't really do 2000...they tend to do less on average, but with a lot of added effects and summons firing, so in practice it ends up higher.

Off the top of my head, some suggestions for making Oozemancers, if not necessarily a lot weaker, at least a lot less braindead(and making a few talents not pointless);

-Nerf Natural Acid/Corrosive Nature into a crater, or, preferably, retool them into entirely different skills.

They are far easier to use and more powerful than the respierce on the capstones of the categories-which is just weird. Natural Acid in particular is ridiculous, as it makes the enemy weak to the heavy poisoning that hits them right after...but in general, 100%+ resistance reduction ends up doubling or more all of your damage, and all you have to do is alternate acid and nature attacks. Which you were probably doing anyways.

And of course, it also boosts your Oozes damage too, quite heavily...

I think they're redundant with the capstones anyways, as mentioned, but if they have to have the same effect they do now, I'd greatly lengthen the duration(TL+1), and greatly lower the impact(Mindtalent 5, 20 with no plus, instead of the current 10+10, 70).

I think these are a lot of the problem with Oozemancer right now. They vastly raise their damage-they really should be an Archmage-level damage class, just with a lot of DoTs/summons/etc. going on.

-Remove the mental crit duration extension on Mucus Oozes. It's just not necessary-they're very good without that, and they just last insanely long lategame with it.

-Chop Mucus' Equi regeneration down hard.

I had the same experience of "This never really runs out of resource". That's going to sorta happen anyways...you can always fall back on Meditation. But it's pretty insane the level that it runs at with Oozemancers as it stands-potentially 20 Equi a turn is too much, and they have no real downside for it-that's rather bad, considering they also have AM Shield...

Mucus is even a good skill to level offensively, anyways, so there's no real harm done by chopping the Equi restoration.

I'd say make it 2, 8 Mindpower instead of the current 5, 20. This is a bit worse than Meditation, instead of nearly double it. Considering they still get Meditation, that should be fine.

-Buff Mind Parasite.

I've heard people repeatedly back me up on this; It's never actually useful. Compare it to Burning Hex, which isn't even all that used; Burning Hex very nearly doubles cooldowns on skills, which can lead to 20+ turns of a skill not functioning, and lasts 20 turns, and does damage with every talent used. This does no damage, is not 100% chance to do anything, and at most can drop two talents down three turns. That's pretty bad.

My thought is to make it deal nature damage, and a low power confusion as well, in addition to upping the power on the talents CD(Something like TL+3 would work), whenever the chance kicks in.

-I forget if this has been fixed, but Corrosive Seeds, at least when I played, could appear in walls. This makes them nigh-useless. Instead of a nice trap in a corridor, it's basically never useful. This would be nice to see fixed.

So yeah, these are my thoughts off the top of my head. A lot of their game is excellent, synergistic and they have clear ways to give them flaws...but right now, it's hard to see past the near-100%-resistance-reduction skills constantly firing off. Would like to see reactions after that gets taken care of...

exarion
Cornac
Posts: 43
Joined: Sun Mar 25, 2012 5:50 am

Re: Oozemancer is HOW STRONG?

#9 Post by exarion »

SageAcrin wrote:2000 at endgame is actually kinda low.

The thing is, Oozemancers don't really do 2000...they tend to do less on average, but with a lot of added effects and summons firing, so in practice it ends up higher.

Off the top of my head, some suggestions for making Oozemancers, if not necessarily a lot weaker, at least a lot less braindead(and making a few talents not pointless);

-Nerf Natural Acid/Corrosive Nature into a crater, or, preferably, retool them into entirely different skills.

They are far easier to use and more powerful than the respierce on the capstones of the categories-which is just weird. Natural Acid in particular is ridiculous, as it makes the enemy weak to the heavy poisoning that hits them right after...but in general, 100%+ resistance reduction ends up doubling or more all of your damage, and all you have to do is alternate acid and nature attacks. Which you were probably doing anyways.

And of course, it also boosts your Oozes damage too, quite heavily...

I think they're redundant with the capstones anyways, as mentioned, but if they have to have the same effect they do now, I'd greatly lengthen the duration(TL+1), and greatly lower the impact(Mindtalent 5, 20 with no plus, instead of the current 10+10, 70).

I think these are a lot of the problem with Oozemancer right now. They vastly raise their damage-they really should be an Archmage-level damage class, just with a lot of DoTs/summons/etc. going on.

-Remove the mental crit duration extension on Mucus Oozes. It's just not necessary-they're very good without that, and they just last insanely long lategame with it.

-Chop Mucus' Equi regeneration down hard.

I had the same experience of "This never really runs out of resource". That's going to sorta happen anyways...you can always fall back on Meditation. But it's pretty insane the level that it runs at with Oozemancers as it stands-potentially 20 Equi a turn is too much, and they have no real downside for it-that's rather bad, considering they also have AM Shield...

Mucus is even a good skill to level offensively, anyways, so there's no real harm done by chopping the Equi restoration.

I'd say make it 2, 8 Mindpower instead of the current 5, 20. This is a bit worse than Meditation, instead of nearly double it. Considering they still get Meditation, that should be fine.

-Buff Mind Parasite.

I've heard people repeatedly back me up on this; It's never actually useful. Compare it to Burning Hex, which isn't even all that used; Burning Hex very nearly doubles cooldowns on skills, which can lead to 20+ turns of a skill not functioning, and lasts 20 turns, and does damage with every talent used. This does no damage, is not 100% chance to do anything, and at most can drop two talents down three turns. That's pretty bad.

My thought is to make it deal nature damage, and a low power confusion as well, in addition to upping the power on the talents CD(Something like TL+3 would work), whenever the chance kicks in.

-I forget if this has been fixed, but Corrosive Seeds, at least when I played, could appear in walls. This makes them nigh-useless. Instead of a nice trap in a corridor, it's basically never useful. This would be nice to see fixed.

So yeah, these are my thoughts off the top of my head. A lot of their game is excellent, synergistic and they have clear ways to give them flaws...but right now, it's hard to see past the near-100%-resistance-reduction skills constantly firing off. Would like to see reactions after that gets taken care of...
I would reliably hit for ~1600 with slime spit/oozebeam, and with mucus oozes/mucus poison/poisonous spores, I easily hit 2000+ each turn, which I was taking into account in my first post. I would agree with all of your ideas about how to rebalance oozemancer, which would quite likely also limit the fungus/AM shield defenses, though maybe not enough.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Oozemancer is HOW STRONG?

#10 Post by HousePet »

The class also doesn't really feel really antimagic to me. The flavour is about Nature going psycho at magic users, but the class plays like an acid/poison archmage. I think it could do with some of the acid/poison damage nukes being changed to be partly manaburn damage. That would reduce the overall damage output except versus those evil magic users, who deserve to be nuked anyway.
My feedback meter decays into coding. Give me feedback and I make mods.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Oozemancer is HOW STRONG?

#11 Post by SageAcrin »

I'd rather see it get a third locked category.

Some kind of advanced AM techniques. Maybe suppression style summons designed to gank mages?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Oozemancer is HOW STRONG?

#12 Post by HousePet »

More stuff would be fine too. :)
My feedback meter decays into coding. Give me feedback and I make mods.

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: Oozemancer is HOW STRONG?

#13 Post by supermini »

What really felt clunky on the class were the beams. They give the feel of playing an archmage with different colors. I'd suggest turning them into something different - maybe a cone with shorter range, or single target bolts (should be fine as long as it passes through pets).

Mucus equi regen and corrosive nature/natural acid are an obvious nerf target. I would slash their effects (SageAcrin's numbers look ok), and turn them into short duration buffs rather than passives - instant cast, 6 duration, 20 cooldown, 10 equi cost. As long as mucus equi regen is brought to sane levels, it should add some tactical thinking into the mix.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

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