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Reborn's Zoo Oracle Build [Conversion Build]

Reborn’s Paladin/Oracle Zoo Build [Conversion Guide]


Gotta Convert 'Em All.

Zoo Paladin game play…

Zoo Oracle game play…


**:Update:**June 14th patch
Improved AI for Converted mobs. Follow constistently by teleporting to you.

Greetings Saviors! If you enjoy pet classes or games such as Monster Rancher, Pokemon or Digimon I have created the build for you, Zoo Oracle. This I found is the strongest build using Oracle abilities and can possibly put out 100,000+ damage every 2-5 seconds. The focus of this build is turning enemy monsters into allies and turning them into stronger monsters.
I have been running Zoo Oracle since CBT and have found the Trinity, the 3 skills that that most Clerics avoid leveling are extremely powerful together: Priest’s Monstrance, Paladin’s Conversion and Oracle’s Change.

PROS
Can solo maps and grind maps alone
Will play as an Archer, Swordsman, Wizard and Cleric because of converted mobs abilities
High damage
Converted mobs provide tanking
extremely fun and spontaneous build
Tons of party support
Can create flashing mobs

CONS

High damage is situation
Learning curve, not the easiest build to play
Slow start but shines after rank 5
Mobs can get stuck in place if not converted properly
Large group of converted mobs can confuse allies if mobs converted are same as attacking mobs


BUILD.

Stats:
The main stats with this build are STR, SPR & CON. STR will make basic attacks and Paladin abilities hit harder. Also Converted mobs hit harder based on your STR with attribute. SPR is needed for larger SP pool, it also effects buffs and debuffs. I focus this in early ranks since you’ll be playing more heal support in this phase. CON is for more health.

Skills:
With this build it will require you to save skill points until reaching next class level.
Here is a look at skills and class development:

Break Down of Skills:
CLERIC
Heal:
Provides healing to allies, converted mobs and self.
Cure:
Can provide decent damage with priest buffs, can also trigger conversion.
Safety Zone:
protection for allies and self. Doesn’t effect converted mobs.

PRIEST
Monstrance:
This is one of the major buffs for your converted mobs and allies. It will make them hit harder and miss less. This skill is effected by the high amount of SPR this build has.
Blessing:
Another strong buff. At max level and attributes will provide an additional 150 dmg per hit that effects skills as well like Cure and Barrier. Doesn’t effect your converted mobs.
Resurrection:
Brings back fallen allies.
Sacrament:
I use 1 point in Sacrament to get holy property and additional hits for Blessing.
Revive:
Immediately resurrect fallen allies and provides invincibility, can effect converted mobs.
Mass Heal:
Heals allies and converted mobs at range.

PALADIN:
Conversion:
One of the primary skill in the build, used to convert mobs to allies. The Duration of field and amount of mobs converted is determined by skill level. Lvl 10 will allow conversion of 10 monsters.
Restoration:
Restoration is used to buff heals since Cleric C1 doesn’t provide a lot of tiles this can boost them.
Turn Undead:
Strong aoe damage. Can 1 shot some mobs.
Smite:
Great damage skill, synergy with Conviction.
Conviction:
Nice damage skill, can boost Smite damage if used after Conviction.
Barrier:
Boost MATK defense based on SPR, provides defense by pushing enemies out the circle[only large enemies can enter] and damage synergy with Blessing and Sacrament.

ORACLE:
Change:
One of the main skills in this build, has synergy with Conversion. Change mob into stronger mob then use Conversion for maximum potential.
Counter Spell:
Provides more magical defense.


Reborn’s Tips:

.Don’t try to convert enemies that your already converted mobs are attack, it may cause them to get stuck because they now view an ally as an enemy. Instead, give them work to do while converting. Make them attack an enemy away from the enemy you want to convert.

.When using Cure on top of Conversion the damage of Cure can convert mobs. Grabbing a lot of mobs then Conversion+Cure bombing them is a quick way to build converted mobs.

.In dungeon areas where kills matter I will only convert mobs in the beginning of the map or after I have passed the kill count point. Also converting mobs in boss fight will avoid the gate staying locked. If you convert a mob and gate gets stuck just go to character select and reenter and mob will die.

.Also Red Orbs can be used to summon monsters, change and convert.

12 Likes

As someone whose a Priest2-Paladin3 I feel like this number is grossly exaggerated beyond belief. Last thing I did before going on hiatus was test Conversion 10 for sake of hilarity and at most the numbers monsters put out were pitiful even with 259 STR. :sweat:

Nice cinematics though! :yum:

1 Like

100k every 2~5 sec?
Yeah… It’s a strange number…

It’s not an exaggeration, I’m sure you weren’t buffing them with lvl 10 Monstrance if damage was pitiful. Paladin converted mobs in fields will hit around 200-1600. As an Oracle I can Change monsters into Elite mobs, mobs from dungeons and even Alchemist Awakening mobs which can hit for around 8,000-12,000 when buffed. Multiply that by 11 monsters and you can potentially do that much damage.

[A field mob Converted, Changed and buffed with Monstrance is hit for 7,057 with its basic attack.]

How long does it take you to change mobs into something good? Also how long does it take for you to drag all those mobs over with their slow movement rate after conversion over to your target? Your video reminds me of game previews that clip out anything real like the actual boss fight to cover up bad stuff. I can see them doing the 300 damage an attack just like your auto attacks…just look at the red dingle berry part where you’re not doing that much damage or else they would be dead instantly. :sweat:

I’m not trying to rag on your build because it’s actually something I’ve considered for more of the other support options Oracle gives in Counter Spell, Prophecy, and Forecast’s Nullification having synergy with Barrier. Even with Monstrance + Deprotection Zone taking an enemy defense down to zero from like 500 being generous isn’t -that- much added damage.

Here is a video someone posted from the Sadhu thread of people potentially doing 100k damage in 2-5 seconds:

https://www.youtube.com/watch?v=YfrAmYGRWHQ

At first I thought you were seriously joking but I’m like not even sure any more.

2 Likes

As an oracle myself I actually find this build interesting and unusual. :astonished:
Thank you for posting this.

Just a bit of questions:

  1. When a mob is converted to an ally, is it permanent? Or is there some sort of duration?
  2. Can converted mobs follow you to another map? Like if I warp to town they’ll follow me?
  3. Can other players attack the mobs you converted?

I have never been a paladin before…so…sorry if my questions are bit dumb.

While this build is interesting indeed, I think the big problem with this is the skill change is very random and changing to elite / stronger mobs takes a lot of luck and patience. For each 10 mobs you convert, at most, only 2 will be changed because of the overheat + cooldown of change skill.

I wonder if you join ET, and you just keep converting mobs, then you’ll have some sort of meat shield around your barrier or something. Oooor… this could be useful for afk farming (assuming the converted mobs are permanent).

i will deffinetly make this build if they fix the bug from conversion. paladin will rule dungeon for sure if they can conversed 10 Dungeon mobs lol

yes converted mobs are permanent. nope they wont follow you too another map or warp point. nope other player cant attack converted mobs

Heheh… hehehe… heh as someone who LOVES Digimon, I’m hyped. No, Digimon–yeah–not Pokemon.


Would you show us the process of converting the mobs? Basically, the whole Zoo thing: from Changing to Converting them to keeping them alive.

It is time consuming.

1st bug
After you converted the 1st monster, u need to make sure the converted monster and the next monster u going to convert do not have agro on one another.
Else, they will stuck n do nothg.

2nd bug,
If u r running the dungeon tht required to kill certain number of monster to unlock the gate, any converted monster will bug the dungeon until u relog. ( u will have to re enter the dungeon)

3rd bug, converted monster will freeze in dungeon sometimes. They only follow u if you pick them up frm where they were after your team move to another area.

Due to the 1st bug, it is time consuming to convert 10 monsters.

Do take note tht many monsters move in a slower pace.

The converted monster will not focus on same target. They spread out sometimes.

I would love to try this build if AI n Bugged is fixed.

Not for now.

1 Like

Well thanks for the heads up. :slight_smile:
I wish IMC would fix these bugs so more and more people can try out unusual builds.

yea that bug are annoying very annoying lol. But i have 3 halowenter in DG 145 recently and when they use their skill are so good lol, they can stand fighting the bos too because of their massive hp.
hope they fix it and move conversion to circle 3 and coviction to circle 2 lol.

This has me thinking. Can you change zombies?

no you cant hahahahahahahha

I was thinking about this too.
Zombies damage are based off the zombified mob’s damage. So I guess if you Change (oracle skill) a mob into a higher level / stronger mob before zombifying it the zombies can actually become stronger.

This is a short video showing how I go about converting and preventing the ai from bugging.

Additional tips: Typically I like to convert 2-3 really strong mobs and the rest are just fillers. once I get to 10-12 I wont heal the weaker ones so they will die and I can possibly add a stronger one to take it’s place.

Hyped.

Is it just me or those mobs’ movement speed is really slow?

I’ll be testing this build out asap. Just, is this build doable on an int-focused, no-Priest build? What’s your thought?

A lot of the times the AI changes after you convert them and they move slower along with you having to basically stand next to your target to get them to start attacking. Also, if you 1 shot the monster from what I’ve noticed they won’t convert so INT might be a problem if you’re capable of doing that.

That’s why I personally didn’t like the spell aside from it being I think like 1 minute cool down. It’s alright for a support doing SPR as a means of damage, but by far not going to reliably put out 100,000’s of damage within seconds like that claim. Also something to consider is if you’re doing this on a map with multiple Paladins they take mob spawns away from the area which is bad for grinding.

If converted mobs don’t trigger respawns, are converted mobs not considered ‘dead’?

I don’t think so and prolly the reason why if you 1 shot them they don’t convert. It also creates problems mentioned in the original build post about converting during certain missions and dungeons having to be done carefully or else it ruins your run.

I stated it could “Possibly” put out 100,000 damage, I also stated in the con damage is situation. in 200+ fields I have converted mobs doing 8k-10k damage. if I can convert 10-12 of that mobs my mobs alone can “Possibly” put out 100,000. Also I am strength Paladin, I don’t rely on my mobs to do the majority of my damage. Mobs provide support damage so I can solo any field.