The booger wizard has still got it! http://te4.org/characters/11148/tome/3c ... 733754e335
Did a lot of unique killing to farm a really great set of gear, including Blood of Life and Ring of the Dead. Did pull an Eyal's Will and an Unbreakable Greaves from vault. Died once to some random orc patrol zerker rare+archer combo who dropped me 100% in a single turn. These patrols were probably the biggest hazard in the game for me.
Some thoughts:
Fungal Blood prodigy is insanely good and should be paired with 5 infusions and the fungus tree. All your heals will be instant and confer additional benefits! I only needed 4/1/5/1 from the fungus tree to get the full benefits of it.
Blighted Summoning is terrible for Oozemancers, in my opinion. I was expecting the mucous oozes to fire virulent disease instantly, on cooldown, every time, the moment they were summoned - but they're happy to move first or slime beam instead. Or I'm reading the combat long wrong. Either way, I was not melting faces with disease damage as I had hoped. Bone shield on bloated oozes was trivial. I recommend unbreakable will or spell feedback, or maybe even meteor, instead.
My race of choice was halfing: The crit from luck of the little folk kept helped out until mental crit was 85%+ on its own, and indomitable will took care of stuns for me, which is otherwise one of the gaps in oozemancer's defensive arsenal.
Oozemancer defensive talents remain crazy good. Mitosis should be maxed for every oozemancer. Everything it does is just beautiful.
My talent choices were otherwise offensively oriented - only 5 points in moss for vampiric. With all the infusion and fungus heal spam going on I hardly felt its effects. If something couldn't kill me in one hit, it couldn't kill me. Fun fact: The fungus tree makes Nature's Equilibrium instant (usually). It can crit for 3000+!
Gear-wise I prioritized hitpoints early on, and then went for a balanced approach. Resists were not perfect (most of my resists came from Eyal's Will - incredible on an antimagic character due to the hidden 10% resist all bonus!) and I never broke the 70% cap. Plenty of +nature damage, wil, cun and mindpower made the character an offensive steamroller.
Regarding the final battle, I gave up on closing portals early on when I noticed that the adds they were spawning all melted in a couple turns to the crazy oozemancer dot AOE splashing everywhere.
(1.3.3) Insane/Roguelike Oozemancer win
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Re: (1.3.3) Insane/Roguelike Oozemancer win
Wow! I'm impressed. Great character and hard to do on insane.cybaster wrote:The booger wizard has still got it! http://te4.org/characters/11148/tome/3c ... 733754e335
Did a lot of unique killing to farm a really great set of gear, including Blood of Life and Ring of the Dead. Did pull an Eyal's Will and an Unbreakable Greaves from vault. Died once to some random orc patrol zerker rare+archer combo who dropped me 100% in a single turn. These patrols were probably the biggest hazard in the game for me.
Some thoughts:
Fungal Blood prodigy is insanely good and should be paired with 5 infusions and the fungus tree. All your heals will be instant and confer additional benefits! I only needed 4/1/5/1 from the fungus tree to get the full benefits of it.
Blighted Summoning is terrible for Oozemancers, in my opinion. I was expecting the mucous oozes to fire virulent disease instantly, on cooldown, every time, the moment they were summoned - but they're happy to move first or slime beam instead. Or I'm reading the combat long wrong. Either way, I was not melting faces with disease damage as I had hoped. Bone shield on bloated oozes was trivial. I recommend unbreakable will or spell feedback, or maybe even meteor, instead.
My race of choice was halfing: The crit from luck of the little folk kept helped out until mental crit was 85%+ on its own, and indomitable will took care of stuns for me, which is otherwise one of the gaps in oozemancer's defensive arsenal.
Oozemancer defensive talents remain crazy good. Mitosis should be maxed for every oozemancer. Everything it does is just beautiful.
My talent choices were otherwise offensively oriented - only 5 points in moss for vampiric. With all the infusion and fungus heal spam going on I hardly felt its effects. If something couldn't kill me in one hit, it couldn't kill me. Fun fact: The fungus tree makes Nature's Equilibrium instant (usually). It can crit for 3000+!
Gear-wise I prioritized hitpoints early on, and then went for a balanced approach. Resists were not perfect (most of my resists came from Eyal's Will - incredible on an antimagic character due to the hidden 10% resist all bonus!) and I never broke the 70% cap. Plenty of +nature damage, wil, cun and mindpower made the character an offensive steamroller.
Regarding the final battle, I gave up on closing portals early on when I noticed that the adds they were spawning all melted in a couple turns to the crazy oozemancer dot AOE splashing everywhere.
MADNESS rocks
Re: (1.3.3) Insane/Roguelike Oozemancer win
How did you like the Eyal's Fury tree? Seems most of the winners that I see in the character vault go with Corrosive blades instead.
Re: (1.3.3) Insane/Roguelike Oozemancer win
Super late response, sorry. Embers of Rage has renewed my interest in tome, but as for your question, rift, I didn't miss the acid damage. Plenty of nature resist penetration to go around, and the AOE options afforded by the latter half of the Eyal's Fury really served me well in my need for big area of effect damage. It's a fantastic tree for sweeping rooms full of uniques clean.
Acidfire has tremendous range when you consider its area of effect, so I used it frequently in the tribes to start fights by damaging things well outside normal ranges, and Eyal's Wrath was a dependable source of damage to anything that got near me. Wrath also has a tendency to make antimagic shield more dependable in situations where there's lot of incoming magic damage from multiple sources.
In short, I highly recommend the tree over Corrosive Blades for nightmare+. A lot of fights on later difficulties will last longer than you'd want them to, and Acidfire and Eyal's Wrath will shine in long fights.
Acidfire has tremendous range when you consider its area of effect, so I used it frequently in the tribes to start fights by damaging things well outside normal ranges, and Eyal's Wrath was a dependable source of damage to anything that got near me. Wrath also has a tendency to make antimagic shield more dependable in situations where there's lot of incoming magic damage from multiple sources.
In short, I highly recommend the tree over Corrosive Blades for nightmare+. A lot of fights on later difficulties will last longer than you'd want them to, and Acidfire and Eyal's Wrath will shine in long fights.