Tree of Savior Forum

Survivor Solo Oracle Guide (Updated: PvP)

I been playing my oracle to around 217 and quite some people ask me about how they work and if it’s worth to play this path. Updated with pvp section.

Everything below is based on my experience. R7 is tentative based on what I feel will work with pvp from various people and dungeons I have access too. My current quest is at 215

I have been playing oracle for about 3 weeks. It’s my 2nd character that got pass 150. I started off with some equipment and items that I got off my ex-main swordsman.

My oracle build other then dungeon and Mission never parties anyone for quest or map exploration.

My classes go:
Cl1-Pr1-Pr2-Pr3-Cl2-Or1

Stats distribution:
30spr
4dex-1str-1con

Items:
Karacha Dagger
Petamion
And Ring with evasion/dex
Cafisun set (make your boots +7/8)

Personally I think my stats are suboptimal
4dex-1int-1con or 3dex-1con maybe better but I’ll just write base on my experience

So the question is why oracle with high dex and not just outright con. With that there will be a need to explain 2 core skills in oracle.

Counter spell
This spell is the most common question people ask me when I’m in Mission and dungeons.
Basically it does 2 things:
Nullifies all ground cast spells on cast. It removes cure, heals, ice walls, pirate flags, safety zones and traps with no hp. It does not remove summons or traps that have a hp bar. However once cast, everyone including your enemy can lay new ground spells.
The second major effect is total magical damage immunity. Any magical damage, be it spell or normal hits by mobs that are magic base will get nullified. However you can still get status effect (frozen by ice wall but takes 0 damage). Cool part is only allies are protected, you can still deal damage to enemies using spells under counter spell effect.
The coverage of this spell is quite large. About the size of a 16 square heal of a cleric 3. The tricky part is the target. I’ll rephrase as entries. Level 1 is 5 entries which means entering and exiting it 5 times. What happen after 5th time is counterspell will get dispelled. This is great for solo but in a 5 man party it’s useless as there are 5 members which instantly dispels it. Also bosses may knock you out of the circle and reentering will remove one count. Level 5 will give 13 entries.
The major disadvantage of counterspell is 90s refresh and last only 30s

Onto the second skill
Prophecy:
For every level in prophecy, you get 2 status blocking of rank 1 status. At rank 5 you block off 10 status. The skill last for 5+5*level and refreshes at 25s. At level 5 it will be 30s at 25s refresh with 10 blocks.
Rank 1 status includes most common ones such as stun, poison and freeze. Almost all incapicate debuffs that can be blocked are level 1. The rest such as telepath and hook can’t be blocked even by plague Doctors bloodletting so you won’t be losing out greatly.

So what’s so special about oracle is the combination of both counterspell and prophecy will gain your party near magic immunity to most damage and status for a period of time. This is essential in some area where mobs deal a lot of magical damage and you get swarmed by them. Usually those magic mobs will also carry with them status like freeze or petrification which prophecy will block off.

So back to the earlier part on why Dex. Dodging is much more efficient then soaking in damage. Also knockback effects only happen if you get hit. Dex is the only way to resist knockbacks. Safety zone counts are only reduced if you are hit which means higher Dex equates to longer safety. Most importantly why Dex is due to the priest skill monstrance: adds 30%+10 Dex. At 200 Dex you will get a buff of nearly 72dex. When dodging gets tough, there’s still stone skin to pad blocks. At 213 level, I can dodge most mobs in 215 map and when mobbed, a buff of monstrance will almost Ensure full evasion.

So the next question is now how to kill mobs. Other then cure and exorcism , there are no magic damage skill. The answer is to just hit normally with sacrament+cafisun set.

Sacrament adds an additional elemental Attack. So does cafisun set (lvl15). The major problem is at level 200 can this set hold up with its Low level defense. That’s why we go Dex. At 217 level, I have over 630evasion after buff which evades bulk of the physical mobs at 215+ maps. With this a total of 3 attacks is done everytime (1 physical 2 elemental).

To boost damage for the extra elemental, use bless, headgears with bonus elemental Attack and arde/karacha/venom dagger. This will add almost 400 more damage to each atk. Summing up will result in a average hit that does nearly 1.5k. At 170, if money permits get a Karacha which will add 11dex and on awakening another 10-40 more damage to each Attack.

to put everything together:
Kill mobs that deal physical damage with monstrance buff to prevent damage. When swarmed, use stone skin and safety zone which will hold out really Long with high Dex. Meeting magic based mobs, activate counterspell. Mobs that deal status, activate prophecy to prevent being disabled. Then just whack the mobs to death slowly. This works very well especially against all quest boss and even Mission boss.

Lastly, this build is still party friendly. Buff by priest skills. Heal by cleric 2/ priest mass heal. Damage absorption by 40 point safety zone. Counterspell for party protection against magic for 30s. Prophecy to prevent debuff status to entire party that can be refreshed constantly when needed.

PVP
PvP is a unique aspect. This build base on test is highly resistance to most physical damage character. Stone skin+high Dex/evasion from monstrance will Ensure anything but the most determined physical attackers to take on you. Base on initial testing, most characters whose stats do not have a ratio of Dex Str better then 2:1 will not be able to touch you. Stone skin will cover if they do and safety zone is the last resort.

Against magicians, the protection from lvl 10 prophecy is a necessary. It’s the next best thing after plague Doctors bloodletting. With divine might, 22 blocks is quite some bit and with a 25s cool down, it can be maintained most of the battle. The key to beating a wizard so to exhaust their magic cycle. The moment you feel that they will unleash most of their magic, a well timed counterspell will waste bulk of their charges. Safety zone can cover a small period where counterspell cools. Counterspell a do destroy ice walls so this is especially effective against cryo.

GVG, counterspell + prophecy pretty much makes enemy wizards impotent for a good 30s. Everything depends on your team skill and you are just mainly a support.

The only major downside: things get extremely boring at times since you can only normal Attack. The occasional cure and exorcism really don’t speed things up by a whole lot.

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Thank you for sharing your experience with this class as there is so little first hand information about the Oracle’s skills. I’m also aiming to go this path and your guide has helped me straighten out some issues with Counter spell and Prophecy.

I’m currently C2>Diev3 and my major concern is about CS and my statues.[quote=“tassardar, post:1, topic:273244”]
It does not remove summons or traps that have a hp bar.
[/quote]
I would like to clarify my understanding here that summons that have an HP bar, specifically Diev statues will not be removed upon placement of CS? Say for example, if I place Laima and cast CS right after, will the Statue remain and reduce Counter spell’s CD as well?

From test statues do not get removed. It does however count as a target. Which means level 5 counterspell with 13 targets. The statue and you will be considered as 2 lowering it to 11.

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Dont really quite understand you, Attribute Skill?

Oh I max out leather armor, cure and safety zone for cleric. For priest is blessing, monstrance, resurrection and revive. For oracle is forecast and change. The rest pretty much add what you want.

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Does Death Sentence work in PvP? The timer is long, so to me it would seem fair.

Yes it does. But it’s easily dispelled/prevented by a lot of things like cure, prophecy or bloodletting. It does instant kill after timer.

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Oh, fun.

But if it’s that easily dispelled then it’s a lv1 ailment :/… too bad, but it should still be useful as CC or if it’s 1v1 and the opponent doesn’t have Cure scrolls. Thanks for the info.

(Edit: I’d asked more stuff, got the other info I needed on Oracle thread though.)

Oracle 3 man haha. Fortell looks interesting and gender switch seems like its gonna be a rare skill haha.

Hi any update on your oracle? level and playing style? Thanks.

The new atribute dont even work.

Even if the new attribute is not working, by default this is already what Counter Spell does. It removes all ground based spells up to X times (X being dependent on the level of the skill), without the attribute working, it also removes allied ground based spells (like your own heal tiles for example) along with the enemy’s.

Actually it doesnt remove ground base spell X times. It removes all ground base spells. And the attributes dont work for now.

Today Im trying out con as a stat. So far I think a High Dex version which is what I posted above a way better one for solo. Probably will convert back to dex if the O3 skill works like what it shows in the preview hmm. (Temp invulnerability looks cool lol)

@tassardar thanks for the correction :slight_smile: so for the dude I responded to, basically Oracle’s Counter Spell is working as intended, only the attribute isn’t.

Regarding a high dex version of Oracle, I don’t really suggest it. Take it from me who has a 1STR:1CON:3DEX built Oracle (which I will stat reset today / thanks to the event). It lives and damages well, but not as effective as say an INT built one.

Dex puts you more into pve build as you will simply rely on dodge. Forget about criticals as that is a nice to have. INT is now a greater factor in blessing which helps with your overall damage. INT will also help with healing too. The only drawback here is that you are prone to being inquisitor food.

I think you dont get it.
the atribute named COUNTERSPELL: ENEMY TARGET. added on kTOS and after on iTOS have this discription: The [Counter Spell] skill only removes enemy magic.
And its removing enemy, ally and everyones magic.

so which is good , taking str or int? the damage from str is nice , but i can’t deny that extra damage from blessing is good too

I’d say INT simply because it makes your party utility much greater. STR is if you want to do it all alone.

@Paradise LoL you’re the one who doesn’t get it.

By DEFAULT, Counter Spell removes allied AND enemy ground magic.

The ATTRIBUTE should allow it to JUST remove ENEMY ground magic ONLY.

So please, learn to read before you say that I didn’t understand it.

I have an Oracle, I know how the skill works. The skill IS WORKING as INTENDED, THE ATTRIBUTE IS NOT.

Here’s the link to my thread reporting the issue about the ATTRIBUTE right away (this is in the correct section).

Also, here’s the response I got from filing a ticket ON TOP of a thread:

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