1.1.3 Yeek Oozemancer win

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Congrolios
Low Yeek
Posts: 7
Joined: Fri Dec 27, 2013 5:49 am

1.1.3 Yeek Oozemancer win

#1 Post by Congrolios »

http://te4.org/characters/103645/tome/3 ... 3661de3afa

I had a really disappointing run last night where my alchemist died 8 times on the final boss so I decided to try some other classes out (mostly played alchemist since I started the game).

Overall not a very good run, honestly. I used all my lives, and blood, before I even made it to High Peak. I went through all the backup guardians, Tannen's Tower, the prides, etc. on one life, which surprised me since I died so much before then. I can see why people say they are over powered, though. Once I learned the class better and got rolling with some decent items, skills and infusions I was basically invincible.

Some things I found incredibly useful:

5/5 Mind parasite - sometimes it was annoying with oozes in the way, but when I could get it off this skill was outstanding. On bosses, particularly the final fight, this+silence basically made it so I just fought a target dummy. Was also really nice on the necromancer guardian, shutting down a lot of her annoying skills for a long time. Just a great skill to max out when you can.

5/5 Quickened - Yeek only, obviously, but if you're a Yeek you need this. Gave me so many extra actions during turns. I always noticed it and it helped a lot.

1/5 Wayist - I would have taken this to 5/5 if I had the points and needed it more often, but it was always off cooldown between resting. Surprisingly good skill, insta spawn 3 creatures. Great for some extra damage or even putting a barrier between yourself and some enemies. Spawn them next to you, move into one and you now block all projectiles coming in and any melee that was on top of you giving you a rejen tick and time to maybe kill some things or silence them. Just an awesome skill.

5/5 Slime Roots - This could have been left at 1, but I didn't have anything else I wanted to spend points on and the improved accuracy and range on the skill was nice for me, making it more reliable. Playing anti-magic for the first time I was really missing phase door/teleport. This isn't quite as good but it worked for me when I needed it. Great for getting away in tight spaces.

The rest are pretty self explanatory. They're more or less mandatory for an oozemancer to even function, I think.

Things I didn't quite care for:

Nature's Touch and meditation: I got meditation for nature's touch, because I relied on the heal on all my other characters quite heavily. I didn't know I would basically never use it. It was okay sometimes early in the game but I definitely could have done without it. Not a big deal at 3 points, but still.

5/5 Oozewalk - Redundant with slime roots. Also, it takes a turn of set up to use reliably. 1/5 would have been fine for the physical/magical cleanse, but even then, my infusion worked fine for that. Iffy on this overall, I used it only once on the final fight.

5/5 Poisonous Spores - I only really found a use for this as a filler spell before the final fight. During the final fight it was still a filler spell but at least it was useful because it ticked for the whole duration and did good damage. Nothing else to really spend points on anyway but still, I found it pretty underwhelming. Perhaps lower the duration on it? I found my biggest weakness was in clearing big packs of monsters (I'm used to 4k~ constant crits from alchemist with a huge range, so maybe I'm biased), but lowering the duration on this and maybe upping the damage on acid splash would be a nice quality of life change.

Other than that, I had fun and I'm really glad I managed to beat the final boss after my failure last night. Damage feels REALLY low on the class, but I suppose they can't be invincible and have high damage. Well built, lots of nice tools at their disposal, pretty capable of doing everything. If I play another oozemancer I doubt I'll go Yeek again (the HP is just horrible. I felt so frail and it caused me to get 1 shot several times early in the game before I had any tools to really avoid those situations). If you can get one rolling they are very nice, especially with the prodigy that heals you after going below 40% HP.

Anyway, hopefully some people will find this helpful in some way or can give me some advice on what I could have done different or what I'm missing in regards to certain skill usage. It was my first win and I was pretty ecstatic so I wanted to share. Thank you for reading.

tylor
Wyrmic
Posts: 285
Joined: Thu Mar 07, 2013 5:18 am

Re: 1.1.3 Yeek Oozemancer win

#2 Post by tylor »

Huge AOE Impending Doom "disappointing"?

Congrolios
Low Yeek
Posts: 7
Joined: Fri Dec 27, 2013 5:49 am

Re: 1.1.3 Yeek Oozemancer win

#3 Post by Congrolios »

Oozemancers get impending doom? Either way, compared to bombs critting every time for 5k instantly, plus the blind? Yeah, disappointing, at least with my bias towards alchemists. There are certain rooms, such as those in Dredfell, where it just felt tedious to me due to moderate AE. Some vaults as well, and the Vor Armory room.

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