Dofus Osa Guide



Dofus Osa Guide by Katume

Hello all

This is my guide to everything Osamodas

I might get into detail about how to combat each opposing classes as well as more detail into items, but right now i’ll leave it as it is!

I have not said what points to spend on spells, but only gave recommendations. This is mainly looking at an osa guide from 1-100, though also looks as investments with characteristic points further down the road. I’ve also given a brief outline on leveling and a small overview on equipment.

Everyone has their own game style and strategy. Some people purely play the game for battling monsters (pvm) while others like the satisfaction of beating other human players (pvp). I’m not going to tell you to do everything my way, I’ll only express and explore (with detailed explanations of course ) on ways to represent osa’s full potential. Feedback and comments are much appreciated.

Levelling/roles
I believe there are two distinct ways an osa can play. One is support ( helping fellow players ) the other is powerful mid defence. ( independent style )

With a support style, you’ll rely more on other players to charge in, and may have difficulty in 1v1, but be accepted and favoured in team battles where group xp can be awesome and it’s always enjoyable to have a co-op battle where many factors come in.

With a defence style, you can be more self reliant and fight groups on your own, and probably be able to pvp more due to the fact most pvp is 1v1.

Note: Some people like doing everything in between, but trying to balance both supportive and offensive can split your potential ability. To explain this more, if you level a crow to lvl 3 to so you can balance animal healing to lvl 3, your not going to be as strong as a lvl 5 ghostly claw player or as supportive as a just lvl 5 animal healing player. (This is the rule of Specialisation. )

(Note: EVERY role of an osa will rely on summons it’s NOT possible to be an effective Osa without one. )

supportive Osa guide.
There is a lot of underestimating the potential an osa can provide for a team if done right! For a supportive role, your going to want to be using your characteristic points on mainly vitality and then Intel. What’s specifically unique about an osa is their main ability to summon means they don’t need to rely on specific element damage as such as other classes, ( a sram’s traps are elemental based, an xelors AP specialisation is wis based, and Eniripsa healing is Intel). Despite this, there will be a demand for you to have some decent intelligence ( but I’ll get into that sooner. )

Your key spells after summons will be spiritual Leash, animal healing, Whip, Toad, high energy shot, Release. ( recommend it least one attack spell )

Also key healing weapons
Golden Scarabugly Wand 11-30 heals (lvl 59)
Boogey Wand (helas 1-100 healing ) + 130 vitality +35 wisdom + 35 intel

(intel increases how much you can heal by so keep that in mind as a supportive osa )

*Note: i do not mention the last two osa’s summons because I believe the majority always max them to 5 so I’ll leave it at that.

With these abilities you’;; be able to keep your summons alive, heal team-mates, eliminate any opponents summons, and most of all, revive them back to life. ( can i tell you how AWSOME that is? at lvl 5 you’ll be able to resurrect them back to 50% health, which can all be done in one turn. This also includes summons.
An ability that will create bitter jealousy in the Eni class.

Animal healing. – this is a weird one. there’s no point in maximizing this to level 5 if you can bring your summon to full health with it on at level 3. Once more, it constantly remains 4 ap to use. Despite this, it can be very useful in team play with allies. Because of these different properties, I’m not going to begin to try give advice what to lvl it to, it depends on if your going to support your summons or team mates more.

Whip – Apart from one particular item from the immunable set at lvl 60, you’ll only be able to cast this one per turn. It’s strengths lie in the fact that it only cost 1 ap. What’s important to note is that each time you upgrade it can be used over +1 squares. when you upgrade it to lvl 5, it jumps to the range of 5 more spaces. Unfortunately, it’s a strength element. Though with + dmg/ and +%dmg equipment could be useful due to this. This will come in useful against too many monsters to list, but pvp will be useful against other[b] Osa’s for summon domination, saddia’s dolls, eca’s cat, eni’s wabbit, and enu’s bags[/b].

Toad – Some people take a first look at toads effect and pass on lvling it, but this is misleading. Toad’s impact will actually increase dramatically on Goball. This is based on the summons stats, not the summoners. on a lvl 5 gobball with lvl 5 toad it will decrease damage by 50-100. if your going to lvl it, try get it to lvl 5 as this will change from 3 ap cost to 2 ap cost.

High Energy shot. – Level this to lvl 4 ASAP. no but’s. This will let your goball attack twice ( and later on, other summons) As a supporting role, you could lvl it to 5 as this gives 2+ap to your team-mates for two turns. As it is an area effect, you can normally give 2 allies this a bonus, and maybe squeeze in three.

Fangs of boo wolf – This is one of those all or nothing spells. Either get it to lvl 5 or keep it at lvl 1. Note that no matter what the level, it will always remain 2 ap (though range changes) Not only this, but it starts at 30% for allies and 60% for summons and only rises 5% per level, and always has a cool down of 6 turns. For this reason some people don’t find it worth levelling. But as at lvl 5, the effect on allies last two turns. (this also would work well with bear cry)

Release – This is not a spell you can gain through lvling. You’ll have to buy this one. But this spell is incredibly useful on many occasions. I recommend that if your going to get it, be sure you can get it to lvl 4. This makes it only 3 ap to use. This spell works by casting it on yourself and moves everything to the side and front/behind out two squares. It can be used in many situations if you have the brains or it. Boosting your summons distance, repelling close hitting monsters /enemies (srams, Iops, Sac’s. ) As this class is particularly vulnerable against srams who can get up to you via their invisibility and sac’s who lock you through their share health. with 8 ap, you’ll be able to Poc them(or if you have 9 place a summon in front of them, just vice versa) then Release, then run away, always keeping a distance.

Defence Osa’s

First off, I’d just like to explain why say ‘defensive osa’s rather than intelligence osa’s. (This is where my own argument comes in) As an Osa’ your going to be relying on your summons in maybe every single battle. Your no Iop, your not generally going to be running to take on your enemy. (though against a cra your not going to be wanting to run away either) As I mentioned, what is particularly interesting about Osa’s is the fact that they are not independent on their damage spells to defeat the enemy, and on some occasions can completely rely on their summons to defeat them, and that causes the belief why osa’s can go pure vitality. (though later on in higher levels vitality osa’s are not so affective. ) This gives the impression if we plan to become a strong player, we should go pure intelligence. I disagree with this as well.

( Remember, each point put into intel increases your intel damage by 1%, your healing ability by 1% and your shield effect by 0.5% so if you had a shield that had 20% resist earth and you had 1000 intel, that would increase it by 500%. Although you resist is capped at 50% so its impossible to resist more than 50% damage. )

Ideas on point strategy
One is that as soon as you’ve spent 200 character points on intelligence (which would take exactly 60 levels. ) you start spending them on vitality. to get your intelligence to 300, you’d need to dedicate the next sixty levels for this. In comparison to vitality, this would give you 300 extra health. So the main question then becomes ‘well what’s better 300 health or 100 extra intelligence.?’ My answer would be 300 health. I’ll explain my choice. Lets look at pets. for a maxd bow meow, you can get 80 intelligence bonus. what’s the comparison compared to a vitality pet? well, the answer is a ghost with 150 intelligence.

what does that tell us? It tells us that the moderators give out pets that with their points maxed, are balanced compared to different pets with different specialities. If we were to make my case relevant to pets, you’d have an 80 Intel pet against my 240 life vitality pet. that clearly surpasses the equivalent ghosts 150 by more than 50% In addition you would believe that your summons would contribute to defeating the enemy, which are not effected by your intelligence, were as your health has an extra 300 health to keep you alive. )

Counter argument. On the other side, you already gain 5 health points per level meaning that lets say you reach 200, you will naturally have over 1000 hp. ( 200 lvls x 5hp = 1000.) We also know that spell damage becomes more powerful so investing into intel would mean you could defeat your opponent faster even if he had that additional hp.

COnFuSInG?

here is a better example.
Lets say we have two osa’s fighting each other.
Osa A has 2300 hp and could deliver 200 power(damage) and Osa B has only 2000 hp, but could deliver 300 power(damage)

Lets say they could only could attack once per turn.
Osa B could finish off Osa A in only 7 turns, where as Osa A would take 11 turns.
Therefore in the long run, Osa B is better off?
You decide.

( the comparison to wis/other element build is not included. Neither are batteries. )

Spells for Defence Osa. (not including summons)

ghostly claw, POC, Crow, Whip, weapon, High energy shot + sub spells. bear cry, Fangs of Boowolf, feline movement
( some spells have already be mentioned as they can be used by both support and defensive osa)

Ghostly Claw – The general Osa spell. Your going to need at least one attack spell of your own, and this spell is the medium of them. Some people believe it only needs leveling to 4 as this lowers it to only 4 ap to use, and 5 is only a small different in the damage. Your call. at lvl 6 however the damage increases dramatically by around 90%.

POC (punch of crackler
) This is one of Osa’s strongest spells. But is unreliable in it’s damage which varies from 18-37 at lvl 5.This can make its dmg vary hugely, and in some cases do less damage than a level 6 ghostly claw. It is a close ranged are of effect spell. Rather controversial. though it can damage enemies a couple of extra spaces away, it can also hurt allies, and your summons (which of course your bound to have ). It’s important to know that the level of damage decreases the further the way it is by 10% per square.


Tofu – FML.
If you like hour long battles on large maps, then this is the spell for you.

Boar- Only use this summons to keep the enemy back. Can be kept at lvl 1 and still hit the enemy back 2 spaces. Though at lvl 5 it knocks them back 5 and has very high ap compared to goball. unfortunately this can be used against you, but none the less recommended if your a fan of the crow since you can spam that along range.

Prespic –
This little fellow’s prime speciality is taking ap from enemies. It’s also interesting to know that it can take away 2 ap even at lvl 1,( and I believe it only increases to 3 at level 6 but I’ll need to double check) Maybe when your uber high you can re-examine this spell for Pvp but for now i wouldn’t’ totally recommend it, due to the fact it costs 5 ap to summon and can be killed straight away by an enemy with 4 ap. ALso it’s AI is stupid and tends to run in the opposite direction due to its larger mp.

Feline Movement- This is one of osa’s rare spells that can last them from the very start. I recommend levelling this to 2-3 as by that way you won’t use up too much ap at the same time makes your summons reachable, and prevents enemies from outrunning them.

Bear cry
– I recommend Only levelling this spell if you can get it to lvl 5, as it only costs 2ap, in addition it stacks nicely when using simultaneously with Fangs of Boo wolf and HES. at lvl 6 it costs only 1 ap to use with, so you might want to leave it alone and touch it again at a higher level. (why does that sound so creepy?)

Crow – Osa’s longest ranged spell, that can go through enemies but do low damage. this is effective with + dmg equipment, and is ideal for use behind your summons as it can fly through objects. It also only costs 3 ap to use, though it’s damage increase from 1-6 is low. (can be misleading to believe that it’s better at higher levels. A lvl 10 osa doing 6 damage with crow against an enemy with 100 hp is very close to an osa at lvl 100 doing 60 dmg against an enemy with 1000 hp.)

Bwork Magus – A rather hate it/love it summon. Great for dungeon hunts and sweeping large mobs of small monsters easy. Some people like to invest leveling him and then re-invest later on when getting the last two summons. If you can do it, i would reccomend putting gobball back to level 1 and upgrading Bwork to lvl 5 as a replacement. Rather suicidal.

as Defensive Osa is more aggro than a supportive Osa’, they generally rely on more attack spells, acouple summons and acouple decent buffs where as a supportive osa will rely on maybe a single attack spell, more summons and more buffs.

——————————————————————————–

what to train on/ equipment.

(Note )
Many players spend a good deal of time trying to save up for sets and equipment at lower levels like a goball set or adventure set. as from level 1-30 I believe it’s actually a waste of time, and possible to reach 30-40 in under a week. This is due to an osa’s ability to completely to rely on the power of a lvl 10 goball that seems to be able to defeat other classes of the same levels by it ‘self. (to the nightmare of osa’s at 60-89)

lvl 10-25
Items you may want to look at:

As soon as you get the gobbal, max it to 10 ASAP. Presuming your in incarm, go train on the chafer Skeleton dudes at the bottom of the map. shouldn’t take long to advance.

25-40
Bow MeowPrespic RingPrespic BeltPrespwigPrespic Cloak Slugly Boots
(I recommend simply getting prespic equipment for the wis, reflect and dmge. the reflect is very useful considering your vsing lower monsters around that level.
Kabbala

Cape Huccino
Get your ass out of incarm and head towards the cracklocks. (the small stone dudes) They are located North east of astrub at the mines, around 9, -25.

( if busy)
Try boars and ‘garden groups’ north of the cracklocks.

(if not satisfying enough)
go P2p and go to the cradle. it’s the big, ahh, well, cradle looking thing on yor map, keep going north from the fields and you’ll walk into it. (literally )

lvl 40-60.

Prespic is still all good.
Cherry AmublopCherry Blop RingCherry Blop BeltCherry BlooptsRoyal Gobball Headgear
Fire KwakbladeFire AmukwakFire KwakringFire KwakeltFire KwakobootsFire Kwak HeaddressFire Kwape
Dazzling Cloak
Modified DragolyreDragolyre
Apprentice Summoner Boots
Kam Assutra Amulet
Hooded Cloak
Jules Yanos’s Cloak
Luthuthu Belt

Though if you want to try Pvp or a stronger set, I recommend getting a red scar leaf set, set and combined with a cherry blob one (but with – one part of the red scar leaf) Also lookint a Fire bwak set as that is another decent option as well. Also, if you have the money, get a pet.

having a cherry blop set will give you phenomenal health and intelligence as well as resist, except with a -50% against chance/water attacks.

Train on single Fungi Masters with lower garden monsters in the group. If confident, try two. They have the ability to summon(whip it) other garden dudes as well as a push back spell. instead of running away from the fungi master, just try keep in the open and keep your distance from the wall, as they can do 60+ dmge if your trapped against things. They are located below bonta

lvl 60-100

Items to look at:
Chief Crocodyl Amulet
Royal Cherry AmublopRoyal Cherry Blop RingRoyal Cherry Blop BeltRoyal Cherry Bloopts
(from 60 to 89 )I wouldn’t recommend Pvp as I believe this gap represents one of the most crappy times being an Osa. get through this ASAP to prevent de-motivation.
[dofusitem=7252]Feudala AmuletFeudala Wedding RingFeudala BeltFeudala GetaFeudala ShieldFeudala HatFeudala CloakFeudala Sabre[dofusitem=2369]Powerful Dazzling Belt
Animal Boots Smoothitch o’Bal
Horn Cape

The item from here mainly depends on your preference. But now you can ride a mount. The more common ones for Osa’s are Orchid, less expensive and give 80+ Intel and 50+ health if the dragon turkey is at its maximum level. I personally believe it is unnecessary to upgrade your cherry set to a ‘royal cherry set as they are very similar, a lot more expensive and although the royal version doesn’t have the -50% chance, it doesn’t have the resist boost in all the other elements (except Intel). I recommend getting a Gelano as they give 1+ap, raise your total ap to 8 now, letting you cast two ghostly claws. Some people recommend getting a God rod, for 1+ap but i personally prefer the excellent staff of kings which gives high Intel +vitality. Many options for cloak and hat now. (royal gobball for 1-70+intel or/dazzling cloak for +ap and around +20/30 wis.

There are a variety of options to choose from. Though I recommend getting xp from Kani’s with a group. Try the recruitment chat asking to join a Kani hunt. this can be an amazing source of xp. Find groups of Mostly just Kani’s around +20-20(?) of your level for maximum xp.

100-120.
specific intel equipment to have a look at:
Nettlez
Graytess Cape
Himune hat
geleno ring + summon?
Limbo ring + 1ap, 1mp, 1 range and +45 intel

Maybe start looking to join a guild if you haven’t already. It just means there are more offers to go on various dungeon/xp hunts.

_ possibly to be continued, feedback welcome

Part 2.

Reccomending more equipment.

Ideal Weapons for all osa’s

Also key healing weapons
Golden Scarabugly Wand 11-30 heals (lvl 59)
Boogey Wand (helas 1-100 healing ) + 130 vitality +35 wisdom + 35 int

Toh’Lo Hammer ( option at lvl 35. good fire dmg, 1+ summon but watch out for the -wisdom. )
Ragnarok(lvl 66 )( basically you’ll have to look for a fire maged one. It will do damage like the toh lo but will give you * +1 Summon, 36-45 intel 36-4 wis 10-20 vitality )
God Rod (lvl 60) This gives a +1ap and +40 vitality and +35 wisdom. a
Excellence staff (lvl 60 )( not for close combat but will give you around 70 intel and 45 vitality, so more for your spell damage.)

(higher levels.)
Limbo Wand.lvl 105(this neat little weapon will give you 1+ ap 1+mp 1+range. +20 wis +40 intel. ideal all-round for more defensive gameplay.)
Ougaammer lvl 180( Many consider the best hammer in the game. only 4 ap and one handed. Also has awesome stat bonuses of around 300-400 vitality 40+ wis 10+dmg + 40% and around 10 prospecting. I reccomend this highly to all osa’s as since it’s neutral it can be of either elements.

Equipment for medium level vitality/intel Osa’s.

Kitsou Set (+300-440 vitality +1ap and some various resist
Wabbit Setlvl 60 (vitality +282~310, around 18-20+dmg, 1/2+mp, +2 summons +1 range

and specific items..
Ring of Satisfaction ( 1ap but a high negitive penalty on all your element stats (but not vitality so good option for vitality osas)
Royal gobbal hat (+70 intel )
Koolich Bag (around +140 vitality boost)
Crocoburio’s Spirit boots(+45intel boost )
geleno (1+ap )

Vsing other classes(pvp)

As there are 12 classes to go through as well as in some cases many builds within each different class, i’ll focus on facing the main element(s) of that class. But this will be more about tips and advice than ‘what-to-do-step-one.’

Against Sacrier.
Players of this class will believe you to be an easy target. You may notice they have intense Hp. This is because each 1 point in vitality gives them 2 extra health. so every 20 levels they are getting 200 health. Also since they are health based, they can do mostly any element they wish. SO it is rather important to be able to tell which element they are going to use. Most of the time the first thing they will do is activate a ‘punishment.’ This means that when they are attacked, the damage you do to them will increase the stat of the punishment they chose. Bold punishment will increase their water damage, forced punishment their strength nimble punishment there air, or spirtual punishment there fire damage. So pay attention! Vs you however i think their prime choice would be agility. This way they can avoid being locked(stuck) against your summons as well as an attack called assualt that they can attack with 3 squares away. But only three squares. The next thing you will notice vs them is they can bring you straight to them if your standing at a distance but on the same pathline. (so they cant use it diagonly only straight. Like the ROok peice in chess. ) SO what you can do is just make sure you run diagonly from them or around corners to stop them draging you. But beware as they can swap spaces with your summons! So you must make sure you are far away from them. So summon, feline movement it, then run away. DO NOT run away, then summon. But if your a vitality osa and have the 10/11 ap, you could actually summon, feline boost, then use the spell release. This will give a much better distance. When the sacrier reaches halfway down health, they will be able to use a spell that will do significant damage (30% of their total health in damage but it decreases the more above or below the halfway point.) So during this time do not be close. They can only use this spell at a range of one so try your best to keep away!

Against Xelor. They will mostly be agility, or intel ( and only chance if above 90). The higher their wisdom the more chance of taking your ap away so make sure you have alright wisdom which will increase your own resist. ALthough going first is always important, against these guys it is more than important, it is very important. They have a spell called slow down that can take from 1-2 of your ap away (3 over 100). So if done right, they could take away just enough ap for you to summon on your turn while buffing themselves making a situation in which it will be very hard to come back from and you will probably lose. SO i reccomend once you have summoned, line yourself up behind the summon to prevent this. Or if you can, get your gobbal straight into his face in which the gobball will actually prevent the xelor from teleporting. (but this will only really work for intel xelors as agility will just move on.) I would not reccomend bothering with using a prespic since it’ll be very hard taking away their ap. Like you, they will also be able to fight from a distance (except if they are chance in which case just keep over 4 squares away from them and they cant hurt you with their main spell and strength, keep over 5 squares.) Also remember to keep the fighting around the mid part of the map, if you can. This just means if they use their class spell your summons will be in a good spot. So just follow up behind your summons and always move out of the xelors line of site.

Against Iop. Keep away, run diagonally and use your summons as manuvour points. Dont trickle them in – They can ‘Jump’ close with a range around 5 but this will always costs them 5 ap.

Against Cras. I’ll need to go into some detail on that so i’ll come back to it.

Against Enutrof. On most cases they will be chance. The one major problem with this though is if your using an intel cherry blop set which is very popular they are going to devistate you. In addition your whyrming mostly will be killed in a single shot due to it’s low water resistance. But apart from that, these will psossibly be one of the easiest classes for your to face. why? because you can whip their summons. In addition, they are very good at keeping you far away..but that actually does not matter entirely as you can match their range. In addition you can retreat, summon and force the player to walk towards you. But also beware that they can obliterate your summons with ‘unsummoning..but unlike the awesomeness of your whip, it will cost them around 4 ap and doesnt have as great range. I reccomend being more aggressive vsing them.

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