Devil's Due Oozefist Class Addon

Devil's Due Oozefist Class Addon

Version 0.5. A nature brawler. Because.
Todo list: eventually, I think I'll move two talents from ooze (mitosis and tier 4 into one 1/2 power talent),

 one from venom drake (corrosive mist), a nature damage when hit talent, and 1 new

talent to scale mindpower off of...unarmed mastery, probably, into a new tree. Current
iteration is more just to test the concept.


See addon usage in the character's vault.
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Name Module Version Required Released File
Oozefist v0.5 1.1.6 2014-02-08 05:09
tome-oozefist.teaa

Can't roll an oozefist

I don't know if it has to do with the module version or not because I can roll a Riven. Do you need to have an oozemancer first?

Boom

Hey luckmod, so I was doing some snooping on this addon and in the coding of the class itself, it restricts itself only to the Thalore race. I am not sure why. What you could do is go into the coding and erase that bit of text which frees it to all races that have the Wilder classes accessible.

On another note, I feel that this class is a great idea, however could use quite a bit of improvement.
For the Generics, you have the Call of the Wild, which is great, except there is not much need for its' meditation skill since the Antimagic generic which has the Antimagic shield is pretty much the only skill which needs an on-going supply of equilibrium. Thus I think Antimagic should trade places with Conditioning, since Constitution is something that this class has a very limited amount of stat points to waste on, having to focus on Dexterity, Willpower, and Cunning. Which brings up another point: Brawlers tend to focus more on dexterity for attack speed, and try to ignore strength. Dexterity is where their DPS comes in to play.
Another thing I'd like to mention is about the talents. I do not believe there is much use in having Finishing moves, since you will mostly rely on Pugilism instead. I feel Finishing moves should be replaced with the Wild-Gift/Mucus talents because that would help generate equilibrium, and its' acid splash+oozewalk combo would definitely help later on in the game for survivability, and also adds a cool tactical advantage.

These are just things I've happened to come across from experience in-game, I'm nothing near an expert, so if I've said anything wrongly please correct me. The things I've stated may also make the class too overpowered, so edit with caution.