Blue Protocol: Star ResonanceVerdant Oracle GuideBest build and how to play the class.

Guides

Class Overview

Skills

How to level

Class Overview

Verdant Oracle - Introduction

Verdant Oracle is one of the classes available in Blue Protocol: Star Resonance. They fulfill the Support role while wielding a Nature Ring as their weapon of choice. Verdant Oracle has access to two specs - Smite and Lifebind. Below you can find a summary of both, showing their strong and weak sides, how they play and more.

Smite
Smite Spec

Smite’s strength is the ability to output damage, healing, and shielding all at the same time, thanks to a portion of all damage it deals being converted into healing. With that said, Smite’s healing isn’t at a level where it can comfortably serve as the sole healer of the group in more difficult endgame content compared to the other three sustain specs.

While healing output is on the lower side, Smite is the sustain with the strongest team-wide shielding and cleansing abilities - something which is incredibly valuable when other healers are there to make up for your lower output. Smite’s gameplay revolves around maximizing damage by generating and spending its unique seed resource on its main ability, Infusion - a channeled seed machine gun. While Smite is challenging to play in small groups, it definitely has a strong position in larger ones.

Ratings

Healing [2/5]

  

Healer Damage [3/5]

   

Utility [2/5]

  

Protection [5/5]

     

Difficulty [2/5]

  
Pros
  • Powerful in a large group with other healers.
  • Can deal damage while healing.
  • Good shielding and mitigation.
Cons
  • Struggles to keep up with healing output as a solo sustain in ultra late game.
  • Long cast/channel times.
  • Must be able to hit to heal effectively, making some encounters awkward.
Lifebind
Lifebind Spec

If maximum healing output, incredible team-wide defensive cooldowns, and easy gameplay are what you’re after, Lifebind Spec should definitely be at the top of your list. This Spec enhances Oracle’s stat buff from 50 to 200 and applies near-permanent elemental damage reduction for the team.

Lifebind’s gameplay is incredibly simple and revolves entirely around the Nourish ability, which applies a Heal over Time to up to 10 nearby allies, stackable up to 5 times. The name of the game is to build up to and maintain 5 Nourish on all allies while tactically using other abilities as needed. With just this Lifebind rockets to the top of total healing output while also being one of the easiest sustains to play.

Ratings

Healing [5/5]

     

Healer Damage [1/5]

 

Utility [3/5]

   

Protection [4/5]

    

Difficulty [1/5]

 
Pros
  • Outstanding healing output.
  • Incredibly easy to play.
  • Fantastic general and defensive buffs.
Cons
  • Deals very low damage.
  • Flat stat buff loses value the more gear players get.

Skills

Fixed Skills
Basic Attack

Vines’ Embrace

Tags: Basic Attack, Magic, Forest, Direct DMG, Single Target, Ranged

Executes a sequence of up to 4 attacks, dealing Magic Damage
Multipliers:
  • Strike I: 12.6% MATK +54 (Resilience Break: 8)
  • Strike II: 22.4% MATK +88 (Resilience Break: 12)
  • Strike III: 11.2% MATK +48 (Resilience Break: 7)
  • Strike IV: 28% MATK +118 (Resilience Break: 18)
  • Red Light Counter: 140% MATK +400 (Resilience Break: 100)
Special Attack

Wild Bloom

Tags: Special Attack, Magic, Forest, Direct DMG, Direct Healing, Single Target, Ranged

Consumes 20 Energy to summon a giant vine that strikes a target area, dealing Magic Damage and healing the caster and the nearby ally with the lowest HP (Party Member Prioritized). Healing grows with MATK.
Multipliers:
  • Total Damage: 140% MATK +600 (Resilience Break: 62)
  • Total Healing: 70% MATK +800
  • CD: 2s
Ultimate

Divine Circle Bloom

Tags: Ultimate, Magic, Forest, Direct DMG, HOT, AoE, Protect, Ranged

Creates a barrier using the forest power. When the barrier forms, it continuously deals Magic Damage to nearby enemies. The caster and up to 10 nearby allies receive 25% Defense and HoT while inside the barrier.
Multipliers:
  • Expand Damage: 175% MATK +750
  • DoT: 175% MATK +750
  • HoT: 350% MATK +1000
  • CD: 60s
Expertise Skills
Expertise 1

Feral Seed

Tags: Expertise Skill, Magic, Forest, Direct DMG, Single Target, Energy Restore, Ranged

Summon a seed to strike enemies, dealing Magic Damage and reducing their Move SPD by 30%. While dealing DMG, the seed restores a total of 30 Energy.
This skill holds 2 charges.
Multipliers:
  • Total Damage: 251.99% MATK +1080 (Resilience Break: 221)
  • CD: 1s
  • Charge Time: 15s
Expertise 2

Infusion

Tags: Expertise Skill, Magic, Forest, Direct DMG, Single Target, Channelling, Ranged

Consumes 30 Energy to channel a seed barrage for 5.9s, dealing Magic Damage to enemies. You can move while channeling.
Multipliers:
  • Seed Damage: 63% MATK +272 (Resilience Break: 32)
  • CD: 22s
Expertise 3

Nourish

Tags: Expertise Skill, Magic, Forest, HOT, AoE

Consumes 20 Energy to imbue the caster and up to 10 nearby allies with the forest power for 10s, healing them every second (interbal affected by Haste).
Multipliers:
  • Single Healing: 35% MATK +100
  • CD: 15s
Expertise 4

Regen Pulse

Tags: Expertise Skill, Magic, Forest, Direct Healing, AoE, Chanting

Chants for 2.3s, then consumes 40 Energy to release a pulse from you. The pulse heals the caster and all affected allies, while also dispelling negative effects.
Multipliers:
  • Total Healing: 168% MATK +480
  • CD: 20s

[Negative Effects]: Includes Silenced, Slowed, Rooted, Wounded, Poisoned, Bleeding, Burning.

Expertise 5

Grove Wish

Tags: Expertise Skill, Magic, Forest, Direct Healing, AoE, Channelling

Consumes 40 Energy to channel forest power for 4s, healing the caster and up to 10 nearby allies over time. Healed targets also gain 15% All Elemental Damage Reduction for 10s.
Multipliers:
  • Total Healing: 476% MATK +1360
  • CD: 20
Expertise 6

Nature Ward

Tags: Expertise Skill, Shield

Grant a Nature Shield to the caster and up to 10 nearby allies.
Multipliers:
  • Shield: 560% MATK +1600
  • CD: 1s
  • Charge Time: 45s
Expertise 7

Blossom Charge

Tags: Expertise Skill, Magic, Forest, Direct DMG, Direct Healing, AoE, Stun, Melee

Unleashes vines, inflicting Stun on surrounding enemies while dealing Magic Damage, and restoring HP to friendly targets around you.
Multipliers:
  • Total Damage: 84% MATK +360 (Resilience Break: 193)
  • Total Healing: 84% MATK +240
  • CD: 1s
  • Charge Time: 12s

[Stun]: Prevents the enemy from taking any actions. Does not affect bosses. This is a status effect.

Expertise 8

Growth Arcane

Tags: Expertise Skill, Acceleration

Applies an acceleration effect to the caster. Increases MATK and reduces CD while active.
Multipliers:
  • CD Down: 35%
  • MATK bonus: 160
  • Duration: 7s
  • CD: 45s

How to level?

How to level?

How to level?
Important!

After you unlock the ability to choose a specialization, move directly to and follow their guide instead.

Skills

Equip the abilities below in the order you unlock them for the most effective pre-specialization Verdant Oracle build.

  1. Imagine
    Feral Seed
  2. Imagine
    Nourish
  3. Imagine
    Nature Ward
  4. Flex

In the flex spot, take either

Imagine
Regen Pulse
or
Imagine
Grove Wish
to utilize the Healing Chain Mechanic.

Note

This assumes you have at least the purple marked talents unlocked.

Alternatively, in the flex spot, you can also take Blossom Charge or Infusion in various situations:

  • Imagine
    Blossom Charge
    : Provides a quick heal that stuns nearby enemies.
  • Imagine
    Infusion
    : Damage for playing solo through story or quests.
Talents

For optimal power, activate your starting talents in the following order.

Guides
How to play
Note

This priority order assumes you have at least the purple-marked talents unlocked.

Until Specialization Verdant Oracle can struggle. The best approach before Specs is to use the following when allies need healing in this priority:

  • Bloomheal or
    Imagine
    Nature Ward
    in emergencies or when the group is under pressure.
  • Imagine
    Regen Pulse
    if available.
  • Imagine
    Nourish
    when available.
  • Imagine
    Wild Bloom
    when no other cooldowns available.

In downtime use the following to recovery energy:

  • Imagine
    Feral Seed
    when available.
  • Imagine
    Vines’ Embrace
    (Basic Attacks).

When running dungeons in a group, it will feel rough compared to later on in the game. Your main goal is to try to time your heals to mechanics that are happening, and provide shielding or damage reduction from the Ultimate before big damage on the tanks.

Battle Imagines
Important!

Important! Do not choose your Imagines based on your leveling experience. Reaching max level with no Imagines is easy, save crafting them until after you’ve found a spec you enjoy, then choose the best Imagines for it. You can use the freely given Imagines in the meantime.