Tree of Savior Forum

Oracle's Counter-Spell

Some notes from testing the ability in groups and PVP

-The buff recieved when entering is a top-rank buff, meaning it will eat a buff slot.
-Gives full magic damage immunity to anyone in the field of the spell.
-Does NOT give immunity to status effects caused by magic or physical.
-Does not affect people outside of your party.
-Removes all magic circles in the area of effect, regardless of rank.

There is a downside to this skill, that requires you to rank up the skill. The ‘Number of Targets’. This refers to the number of times the buff can be given out to party members before the skill is removed from play.

At rank 1, once the buff is given to 5 people, counter-spell ends immediately. This makes it effectively useless in a 5 person group, since it will appear and then disappear along with the buff it gives.

I repeat, RANK 1 is USELESS besides the ‘removing magic circles’ on -cast effect. If you want your group to be immune to magic damage, you must at least have rank 2 for a max of 7 targets. NOW, if you move out and back into the field, this ALSO removes a charge, causing the spell to end.

This will require party communication or at least rank 5 counter-spell, since people will be moving in and out of it in parties. For PVP you will need to communicate to your group to stay inside of its area of effect without exiting too often.

For Oracle 2, this really shouldn’t matter since you will be maxing the skill and have tons of charges. For Oracle 1, you will want Divine Might and 5 points in the skill to minimize the threat of having the skill go away before the 30 sec max window.

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I was testing it and I agree with your observation. Tested a few times to understand why it dissappears suddenly.

Counterspell does not remove the area effect cast after laying of the spells. It does gives magic immunity in terms of damage if cast by a opponent. It allows the party to use magic on others while being magically immune except to status which you can offset with prophecy.

It removes things like ice walls too.

I think they should at least leave the buff after hitting the max target what’s the point of it reaching the max target and disappearing, it should be like reach max target and stays but does not give a buff to other members that reenter, or make it a zone buff lol.

but thanks for the info I was also been wondering why sometimes it disappears too fast

edit: now my question is, is there a limit on the magic circle it removes?

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There does not appear to be any limit to the magic circles it removes.

Thank youuuu! Oracle C7 is not garbage then.

No limit on magic circles as Remiri said nor number of hits protected from it seems.

Yes thats correct. It will remove every single magic circle and stuff like ice wall in the area. Followed by total magic damage immunity of magic damage during that 30s. You will still get affected by status and opponents can still cast ground skills after counterspell like ice wall onto the area but they will deal no damage.

It will technically protect all allied players so it will protect friendly non party members (like bless, i notice theres graphical effects on non party friendly players). This spell will probably be essential in a guild war face off.

The target once over the limit, it will disappear. Which means its almost essential to add it to level 5 to prevent it from disappearing mid battle.

Any methods to shorten its cd somehow? Diev statues?

Do you happen to have any good data on what skills are removed?
I only have a small amount on a table document, but was unable to collect further because i have stopped playing my oracle since month ago.

Im looking for a summoner and necro to test. Else most other ground base magic circles and walls can be removed.

No don’t have exact data on this just yet.

Any ground area attack that can be represented as a circle is subject to Counter Spell’s effects including traps.

Just to add a note, only traps that have no HP bar can be dispelled, as you can see in the post below :grin: