Alright currently fungal arts is a decent tree that gives out mushrooms that have a ton of uses. However compared to the Alchemy tree which does pretty much all the same effects but better, and get better resist, and gets regen, and does encursting, Fungal arts completely blown out of the water. After about the 3rd skill you really don't have much reason to go up the skill tree. Also many of the skills in the tree contradiction itself. Summons and damage over time don't make mushrooms. Here are my suggestions: Level 0: Spore Cloud effects no longer deals damage but confuses and has a low chance of daze and/or stun. Level 1: Stays the same Level 2: Stays the same Level 3: Add 3 Mini toxic cloud no longer deals damage but confuses and has a low chance of daze and/or stun. Level 4: Add 2 2 2. Mushroom Beast has a 25% hit on melee to create mini toxic cloud and gains 10 10 and the toxic spore cloud it creates on summon always dazes enemies.
Are you sure the Summons don't proc your Fungling? I've tried the set recently and it seemed like they did. That said, I don't play it because I prefer NTTG, and the tree suffers immensely from less monsters to kill (and thus proc 'shrooms from.) I'm not going to ask for a solution to that, since people have brought up the subject of NTTG before and determined that for a variety of reasons, they're both balanced as is, even if certain trees (this, crafting) are disadvantaged. Otherwise, sure, I can get on board for Fungal Arts buffs, since it seems outclassed.
It's stricly worse than alchemy, but don't forget that all you need to "craft" shrooms are enemies, not aqua vitae/rust/gems. Also, mushroom transmutation is really powerful, even with a dead end. I think they both do what they want to do admirably, and at a similar power level.
Yeah but rust and vitae is pretty easy to come by even with a smithing build without perception and clockwork knight. And you don't need to put a skill it to start making healing and invisible items. Anyways that isn't the problem I'm try to argue or fix. I'm just trying to correct damage over time that prevent mushrooms from spawning. Replace that with a chance to daze and confuse is much better for most builds especially melee builds. Also that last summon also never gets used, so I was hoping a guaranteed daze with more tankiness and a chance for more daze would actually make it useful for melee builds. Remember the daze debuff is -40-40-30-20-20 and prevent casting.
Yeah the last level needs to be changed, however I don't think Fungal Arts needs much bufffing in comparison to Alchemy. It is a rogue skill and much less work to use than Alchemy, which is something I like
I used the mushroom beast a lot. Maybe I missed something but he sure seemed useful. However, I don't really care for pets. But they are a source of added power, which Alchemy doesn't have. Any buff ought to be minor, or a Change (no difference in power level) that helps differentiate it from alchemy.
Well basically I want the skill tree to debuff enemies making them easier to defeat rather than do weak near pointless poison damage. Right now the tree does 3 mine damage over time. Spore cloud which happens on enemy death. Mini toxic cloud on level 4 melee or when the mushroom beast melees. The last being reserved only for when the either summon is summoned. The cloud deals 1-3 and confuses ranging from 1 square to 3 square AOE . However I don't think the damage helps any build. I would prefer it adding another debuff, such as dazed. Dazed is amazing all game long.
The pets and combat proc could use some sort of buff. I'm not sure a spell can give two debuffs, but if it can adding dazed sounds good. If not, maybe it could scale the damage to Savvy? As for the shroom, maybe it could drop a shroom on death? Or have a chance to do so? That'd be rad.
As a dedicated random build player, I can confirm that Fungal Arts is still amazing. If it is outclassed by other things it might be more to do with nerfs being needed than with fungal needing buffed. Or because, as lorrelian pointed out, fungal is just generally much more convenient. Also, with the new stealth mechanic, confusion is a lot more useful, so in a sense Fungal Arts has just been buffed.
I was going to say, considering how painful the crafting interface can be to use I'd say Fungal Arts is better than alchemy. Plus you, you know, can get both for synergies. (I think more fungal arts-related crafting recipes might help though?) I'd definitely agree though it could stand to be buffed wrt to the non-mushroom portion of the class.
What if you had a way to improve your mushrooms with an ability: Greater Fairywodger Greater Nightcap etc each with 50% better effects? or something like that.
Personally I support buffing the pets and the melee proc, it's kinda sad to see that the Lovecraftian shroomfiend... thing you just spend 4 skill points on can't even handle a DL2 monster. Uhh, uhh, and more mushrooms for the sake of great justice and happy tales of heroric glorious victories!