Difference between revisions of "Oozemancer"

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(Strategy)
(Talent Categories)
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==Talent Categories==
 
==Talent Categories==
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{{Talent_table
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| class_rows =
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{{Talent_row
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| Type = [[Wild-gift (category type)|Wild-Gift]]
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| Name = [[Example category (category)|Example Category]]
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| Mastery = 1.3
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| Locked = no
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| talent1 = [[1st talent (talent)|1st Talent]]
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| talent2 = [[2nd talent (talent)|2nd Talent]]
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| talent3 = [[3rd talent (talent)|3rd Talent]]
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| talent4 = [[4th talent (talent)|4th Talent]]
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}}
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| generic_rows =
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{{Talent_row
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| Type = [[Cunning (category type)|Cunning]]
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| Name = [[Survival (category)|Survival]]
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| Mastery = 1.1
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| Locked = no
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| talent1 = [[Heightened senses (talent)|Heightened Senses]]
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| talent2 = [[Charm mastery (talent)|Charm Mastery]]
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| talent3 = [[Piercing sight (talent)|Piercing Sight]]
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| talent4 = [[Evasion (talent)|Evasion]]
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}}
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}}
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 +
 
;Class Talents
 
;Class Talents
 
:[[Wild-gift (category type)|Wild-Gift]] / [[Slime (category)|Slime]] (1.3 mastery)
 
:[[Wild-gift (category type)|Wild-Gift]] / [[Slime (category)|Slime]] (1.3 mastery)

Revision as of 12:25, 14 December 2013

Oozemancer

Oozemancer 128 bg.png

Metaclass Wilder
Locked Yes
Starting Life 90
Life Rating -3
Stat Modifiers
Strength 0
Dexterity 0
Constitution 0
Magic 0
Willpower +5
Cunning +4

Description

Oozemancers separate themselves from normal civilisation so that they be more in harmony with Nature. Arcane force are reviled by them, and their natural attunement to the wilds lets them do battle with abusive magic-users on an equal footing.

They can spawn oozes to protect and attack from a distance while also being adept at harnessing the power of mindstars and psiblades.

Their most important stats are: Willpower and Cunning

Starting Equipment

Starting Talents

Talent Categories

Class
Type Name Mastery Locked Talents
Wild-Gift Example Category 1.3 No 1st Talent 2nd Talent 3rd Talent 4th Talent
Generic
Type Name Mastery Locked Talents
Cunning Survival 1.1 No Heightened Senses Charm Mastery Piercing Sight Evasion


Class Talents
Wild-Gift / Slime (1.3 mastery)
Wild-Gift / Mucus (1.3 mastery)
Wild-Gift / Ooze (1.3 mastery)
Wild-Gift / Moss (1.1 mastery)
Wild-Gift / Oozing Blades (1.3 mastery, locked)
Wild-Gift / Corrosive Blades (1.3 mastery, locked)
Generic Talents
Wild-Gift / Call of the Wild (1.2 mastery)
Wild-Gift / Antimagic (1.3 mastery)
Wild-Gift / Mindstar Mastery (1.3 mastery)
Wild-Gift / Fungus (1.1 mastery, locked)
Cunning / Survival (1.0 mastery, 1.10 mastery)

Strategy

In case it wasn't clear, Oozemancers start out as Zigur followers, and are unable to use any Arcane items.

Oozemancer is one of the most powerful classes through most of the game. Slime Spit clears most of the monsters that can appear around levels 1-3. Poisonous Spores can kill most early bosses with a single casting. Later on, Living Mucus will provide minions that act as distractions and spotters.

Oozemancer has 2 strong defense mechanisms. Antimagic Shield scales with Mindpower, excess Equilibrium will be very quickly reduced by mucus. Mitosis itself is nearly meaningless, but coupled with Call of the Ooze and Reabsorb, it rivals Solipsist's Dismissal and Mindslayer's shields.

Thanks to Poisonous spores, Mucus and Acid Splash, Oozemancers can destroy almost all living monsters (even the overleveled vault ones) within a few rounds. It's nothing unusual to clear an entire room of orcs with just one casting of either spores or acid splash.

This leaves the much more problematic undead and constructs. Most of those can't heal very well and so can be worn down rather easily - Fungus tree will ensure constant regeneration, making an Oozemancer a king of sustainability. Poison resistant rares with lots of hp and means of regeneration can't be easily killed and might require multiple retries. Archmage rares can often be stripped of their healing and escape spells (and all other for that matter) by repeatedly Mana Clashing them.

There is one status to which Oozemancers are particularly weak - stunning. Most other common effects are covered by their Indiscernible Anatomy. There is nothing wrong with having your starting wild infusion during the final boss fight, as Oozemancers don't need many infusion slots.

The best race for Oozemancer is probably Thalore. Their active damage/resistance bonus scales with Willpower, of which you'll have a lot, the passive resistance will help reach the resistance cap when using Reabsorb, and summoned treants will make perfect meatshields in an emergency (when all other allies die, for example).

Halfling's racial abilities will not synergize as well. Oozemancers will want a passive crit rate near 100%, have no need for high saves (on normal difficulty), are unlikely to be surrounded or in melee with dangerous enemies and will want a passive stun immunity in late game.

Yeeks' immunity to confusion will be wasted on an Oozemancer. All Oozemancer's defenses require some hp buffer, meaning they can't be used well without a high hp pool.

Classes

Classes with a non-white background need to be unlocked or may have other requirements
Classes
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator
Brawler