Dragon’s Prophet Oracle Guide
Dragon’s Prophet Oracle Guide by Shadiz
Hello everyone.
Let me introduce myself. My name is Kay and I have played numerous MMOs’ before I could spell properly. I’ve started playing Dragon Prophet in Open Beta, and my level 60 Oracle, Sigrun, is on the Kleios server.
Without more rambling, here are my observations, comments and hopefully, useful advice.
“The Oracle bends the forces of nature to his will and wields a giant scythe that can cause great havoc among his foes.
While Oracles protect themselves mostly with cloth armour and the power of mystical amulets, their innate ability to communicate with nature bestows very good health values on them. They feel safest in close-combat situations where their weapons are most effective and they can summon the forces of the earth to deal magical damage at close range.”
As an Oracle, you are the most versatile of all classes in terms of your party role – you can be anything. A DPS, a healer, a tank, or a hybrid – the right combination of attribute points and masteries will make you useful no matter the path.
A general overview of Oracle:
Strengths –
Massive tank potential
Arguably best damage reduction in game
Best survivability
Excellent healing ability
Good AOE (area of effect) damage & juggling ability
Stagger is your best friend
Weakness –
Wears Cloth armour only
Least overall damage per second (DPS) of all classes
Mostly Close-range
Weapons:
Two-handed Scythe – The fan favourite. Most Oracles you’ll see will have it equipped, as it offers high damage output. Anaesthetic reasons also contribute to the popularity – let’s be honest, it is the best looking weapon in DP.
Amulet & Talisman – The unpopular choice. The combination of the one-handed weapon – the
Talisman – and an Amulet (the magic equivalent of Guardian’s Shield) offers higher defense in exchange for decreased damage output.
Which weapon to choose?
Whilst considering the perfect weapon, you have to consider everything that makes your character. In general, I would say Scythe is best suited for the DPS or Healer roles, while Talisman + Amulet are perfect for Tanks and Hybrids. As I said, however, it is a combination of factors, so you have to consider:
The Attribute Points
Every level, except the automatic attribute rise, you receive 3 attribute points to distribute as you see fit. These attributes will determine your future game play, so think about your choices carefully.
At level 1 you start with the attributes:
Strength: 15
Constitution: 20
Ferocity: 12
Intelligence: 18
Focus: 14
Charisma: 21
Dragon Affinity: 20
The values at level 60:
Strength: 106
Constitution: 143
Ferocity: 85
Intelligence: 134
Focus: 100
Charisma: 149
Dragon Affinity: 143
Available points: 177
(Warning: The level 60 attributes may not be fully correct due to the Attribute Reset bug Oracles suffer from. I’ve only received 122 attribute points after reset at level 60, so I discourage any Oracles from resorting to attribute reset until RuneWaker confirms the bug has been removed.)
The attributes in little more detail:
Strength
“Increases physical damage and physical defense”
Stat increase per one attribute point (RAW values):
Physical Damage: +2
Physical Defense: +1
As an Oracle, strength is an uncommon attribute to chose. Strength increases physical defense which can be a useful boost, as the Cloth armour for Oracle provides Magic Defense primarily.
My opinion? Unsuitable. All Oracle skills are Magic Damage based, not physical. Additionally, Strength and Intelligence suffer from diminishing returns and in terms of RAW values are inferior to the Focus/Dragon Affinity stats – thus Strength is useless wehn it comes to physical defense as well.
Constitution
“Increases health maximum and health recovery ability”
Stat increase per one attribute point (RAW values):
Health Points: +13
HP Recovery: +0.25
Combat HP Regen: +0.01
Constitution is the 2nd highest (place shared with DA) auto stat – without spending any attribute points, it is your 2nd highest attribute. It increases your Health as well as your HP regeneration, increasing your survivability on the battlefield.
Personally, I question the usefulness of increasing CON. Constitution, as an attribute, is one of the most common to find on gear – thus, it is easy to substitute, unlike other stats. While the flat HP increase is great, The HP Combat regeneration is too little to be of greater use during solo/party play anyway – unless you are set on kiting the Boss for hours. Also, the mastery tree offers a CON increase, which I found enough to fill my constitution needs. Maybe I did throw in the odd point, but overall, there are more useful attributes.
Ferocity:
“Increases critical hit chance and critical hit damage.”
Stat increase per one attribute point (RAW values):
Critical Hit: +2
Critical Hit Power: +1
Critical hits are a burst damage boost, and if you crit on the right skill, you can be sure your enemy is dead. It is not a common choice for the class, as it is your lowest attribute (in terms on auto stat).
I have my doubts about the ferocity stat – especially the Critical Hit Damage. As far as I can see, the numbers are not increased as they are supposed to be (based on calculations), they do not give the bonus they state. I might be incorrect here, but that is my observation.
Ferocity is a great PVP stat as the burst damage is great for slaying any enemies that come your way. On the other hand, Oracle will never achieve the values a Ranger will, so perhaps you should consider more stable ways of damage output.
Intelligence:
“Increases magic damage and magic defense.”
Stat increase per one attributes point (RAW values):
Magic Damage: +2
Magic Defense: +1
Intelligence is the most popular stat for Oracles and with a good reason. Intelligence increases raw Magic Damage – and since your skills are Magic Damage based (often with an additional INT modifier, which adds Natural Damage) this is, for many Oracles, the primary attribute.
Intelligence also affects the Healing you receive from Dragon Soul skills, as the healing is based on Magic Damage – such as Cure and Lightwell. The added bonus for each two points of INT equals one more in healing points for Healing Light and four points healing for every three INT with Holy Light.
My personal opinion on INT might be controversial for some of you – I do not find the stat as useful as it appears. As I mentioned with strength, INT has diminishing returns – the effect of each additional point in INT is decreased. The RAW values are essentially inferior to DA. What redeems INT? The Healing bonus, so if you plan to take the role of a healer, this is your attribute. Also, in the end, INT is the ultimate maximisation stat – it will provide you with the highest Raw Magic Damage.
Focus:
“Increases physical defense and armor penetration.”
Stat increase per one attributes point (RAW values):
Armour Penetration: +2
Physical Defense: +5
As most mobs in game deal Physical damage, Focus is your best friend in reducing that damage – a useful stat for Tanks or PvP. Armour Penetration allows you to decrease the monsters’ armour values by a percentage, in essence increasing your damage output.
Honestly, I would not choose to put any attribute points into Focus, unless you plan to dominate the PvP. Oracles have skills to reduce the damage taken, and Armour Penetration as little effect as your skills are Magic based.
Charisma:
“Extends the Dragon combat time and provides a boost to their basic attributes. Also increases dragon’s capture duration.”
Stat increase per one attribute point (RAW values):
Additional Charisma: +0.02
Summon Time: +40
Ah, Charisma. This stat increases the time you have for capturing dragons, their summon time, as well as their stats. If you wish to catch them all – this is your stat.
Oracles are capable fighters, so it might be the case that in most PvE situations you will forget your dragon completely (like it is the case for me). I would recommend putting 42 attribute points into Charisma (the first 15 levels) for the ease of taming dragons +10 levels above your own, as well as elite dragons. You may also decide to go all out on Charisma to catch the Legendary Pokemons – err, Ancient Dragons as soon as you can.
Dragon Affinity:
“Increases magic defense and magic penetration ability.”
Stat increase per one attributes point (RAW values):
Magic Penetration: +2
Magic Defense: +5
Dragon Affinity is the magical version of Focus, and a common choice for some Oracles. It is also a modifier on certain skills from your mastery tree. Good for PvP in particular.
It is, quite frankly, my favourite attribute for multiple reasons. The Magic Defense increase is way superior to Intelligence increase and Magic Penetration makes up for the loss of Raw Magic Damage. The negative side is the decrease in healing abilities, as compared to INT Oracle.
Possible Oracle builds:
DPS: Full Intelligence, 2INT/1DA – Scythe
Healer: Full Intelligence – Scythe
PvP: Full Ferocity, 2FERO/1DA, 2DA/1FERO
Tank: Full Dragon Affinity, 2DA/1INT, 1INT /1DA/1CON, 1DA/1FOC/1CON – Talisman & Amulet
My own build: Full DA, one point in INT every two levels, the odd point in CON, Talisman & Amulet combo (yes, I’m Miss Unpopular).
As you can see, there is a multitude of possibilities. I’ve provided you with the basic info, so do not be afraid to mix and match to your liking until you find your perfect play style!
Now, as we have the basic hang on Attributes, onto the fun part: Skills and Masteries.
You can open the skill interface in game by using K. Here, on the side, you have four icons; General Skills, Active Skills, Passive Skills, Dragon Soul Skills, Combo Skills. You can open each tile to view them and acquire precise information concerning damage output, for example.
Combo window is particularly important for the Oracle – the class has a lesser number of active skills compared to most classes and you have to learn combos if you will to improve your game play significantly.
Masteries
Masteries are additional abilities that you can spend on points to enhance your character. There are multiple types of masteries – Active masteries, such as Skill masteries, and Passive Masteries, such as Attribute boosts, Conditional, Weapon Damage Boosts and Skill Enhancing masteries. Certain Masteries share a space, thus you have to make a choice between one or the other.
You have to watch how many points you spend, and the perfect point distribution would be maxing two masteries from each horizontal row. You will have 6950 Mastery Points to spend at level 60.
I’ve found masteries highly personal; choices will be different for everyone, depending on what do you want to achieve. However, there are certain pointers I can provide:
Active skills:
Talisman-exclusive skills: 6, including passive damage increase; All INT modified; No Crowd Control; All Talisman-specific skills are RANGED; More combo as compared to Scythe
Scythe-exclusive skills: 7, including passive damage increase; 3 INT modified, 3 DA modified; One Push Effect, One Knock-Down; No ranged skills; Less combo skills
Quick explanation on modifiers:
Natural Damage or Dragon Spell Damage is specific damage modified by Intelligence and DA respectively (in the Oracle tree). If the mob has no Resistance specific to that kind of damage, it will receive the full impact of it damage – as Natural/Dragon Spell damage is NOT affected by the mob’s Magic Defense, unlike Magical Damage. So, let’s say your skill does 1589 Magic Damage and additional 298 Natural Damage – magic damage will be reduced by its magic defense, while Natural Damage will be reduced by its Natural Resistance; considering most mobs/players do not have specific resistances, they are likely to receive the full impact of Natural damage.
As you can see, Scythe is more versatile compared to Talisman in terms of attribute modifiers – if you primary stat is DA you can chose the DA-modified skills for scythe, while with Talisman you have no such choice – you have to stick with INT.
Talisman Active Skills:
The advantage of talisman skills is that they are ranged – albeit the range is short, you do not have to stand in the melee range, saving your HP and preventing hits and stagger. The ranged skills pass through mobs in a straight line, so if you kite a group behind you, you can nuke them all in single file. The downside is the long animations – it takes about 2 seconds after you press each button for the skill to actually hit the mobs.
Also, the 6 active Talisman skills divide themselves into two distinctive combos – Hypnotic Blitz is followed by Aero Blade Spiral while Surge is followed by Fist Surge (x2), which does make it easier in heated fights to press the correct buttons. You end up with 2 combo starters.
Talisman actives have no Crowd Control effect; however, there are non-weapon specific skills you can use for CC, such as Energy Impact and Claw of Methus (Push and Knock-down effects respectively).
Scythe Skills:
As I mentioned, with Scythe skills you have the advantage of choosing the right Skills by modifier – whether it is INT or DA.
All of the scythe-specific skills are in melee range – you have to get in there, but don’t sweat – all of them stagger the mobs, which will prevent you from getting hit.
One ranged skill you can possibly use is Warthorne Energy Sphere, which additionally stuns the mobs (including bosses) – I highly recommend that skill regardless if you use Scythe or Talisman, as it is a great CC.
Compared to talisman, the Scythe has 2 combo starters (Swallowing Blood is followed by Kiss of Blood; Blood Crescent is followed by Blood of the Crescent Moon – a Push and Knock-Down combo) and 2 standalone skills (Vessel Rupture and Blood of Full Moon). It is important to notice that Vessel Rupture and Blood of the Full Moon share a skill space, so only one shall be available to you.
Personal opinion on weapon-specific skills?
I’ve found that, due to their weapon-specific animations, the skills are slower to execute than non-weapon specific skills, which makes it a tad troublesome, both PvE wise, when you are kiting a bunch of mobs, and PvP wise, when you have no time for pretty animations. While the semi-ranged Talisman skills can be useful in PvP when you’re fighting Rangers/Sorcerers, the melee Scythe ones – not so much. Thus – I went with Energy Impact, Claw of Methus and Warthorne Energy Sphere as my active skills.
Also important: Swallowing Blood + Kiss of Blood, Warthorne Energy Sphere are spammable – they have no cooldown. This may help you loads in PvP/group mob hunts.
Other masteries:
Considering Skill Enhancing masteries, you have to read carefully about the skill the mastery applies to and decide the usefulness of both the skill and the enhancement; for example, I believe Thunder Call mastery applies to any Oracle, as Rapid Thunder skill is your mob nuke. Quite literally.
Also, Flash Shadow mastery might just save your day sometimes. It is an enhancement to Flash Steps and allows you to blink through the mobs instead of bumping into them. Recommended one point.
When it comes to stat boosts, Physical Exercise might be the Oracle universal; you are a melee fighter in Cloth, you need the HP increase. It also helps in PvP.
Similarly, Dragon Lore OR Improved Concentration is a must-have. It will boost your chosen stat significantly and improve your game play.
As I said previously though, I highly encourage you play with masteries a little – put one point in each mastery and see which you like, then reset with the help of diamonds or Dragon Insignias.
This guide is a work in progress, so any suggestions and corrections would be appreciated.
As my parting words, I will say this – do not be afraid to play with your class. A perfect build is one that works for YOU – so go ahead, mix and match, enjoy your game to the fullest
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