Ok, I withdraw (partially) my former statements. Doomed are quite mighty. It's just the magic talents that don't cut it. Dark sustenance/Force of Will/Punishments are great (force of will is particularily fun. *feels like Darth Vader, smashing enemies around*). Their only real drawback is the one common to all the cursed: Hate drain, which makes trips to and from town really annoying. Really, really annoying. Ridiculously so. (I got around this by rigging Seethe's cooldown to be much lower, so that I could recover a minimally acceptable level of hate when I got back to the dungeons). Even so, it's arguably easier to build it up than with the cursed.
Anyway, other than that, it works fine. I even had successes with adventurer parties, barring the initial one which turned sour (and costed me a life). But that was lack of custom more than anything. My new strategy consists on hitting the movement infusion as soon as the map loads, getting to the exit (or to a suitable cover) and then try to tackle the adventurers one by one (madness helps with this. High level blast helps a lot more, as it can send each hero to one corner of the screen.
I embarked on this build after I saw a Doomed NPC (of an adv party) send a good chunk of my minions through kingdom come with an AOE skill which I've later identified as "blast"-
Geez the disappearing dungeon one sounds harsh. Do they vanish as you play or is it just wonky at generation? Maybe I can walk around and cross check with a Tome4 world map for dungeons.
They can both vanish as you play and during map generation. I've seen both happen.
In fact, I've seen "vanish-as-you-play" more frequently.
PD: I have to ask: What's the point of "using a magic item places all antimagic on cooldown" if you CAN'T use magic items when you take antimagic?
Bah, I'm restarting. I'd rather have the best of both worlds (read: movement infusions, shields, and teleport staves) than the lousy antimagic tree. A decent shield rune attuned to will or con can save your life if you roll badly on the freeze resistance roll.