
Verdant Oracle
Wields a Nature Ring, excelling in long-range healing. Channels the verdant essence of the forest to deliver exceptional healing and buffs.
Class Overview
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’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.
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.
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.
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
The following sections summarise key abilities, their tags, and damage/healing multipliers.
Fixed Skills
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 )
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
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
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
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
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
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
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
Grant a Nature Shield to the caster and up to 10 nearby allies.
Multipliers
- Shield: 560% MATK +1600
- CD: 1s
- Charge Time: 45s
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
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 & Play
Guidance based on Prydwen resources to help you bridge the gap before specialising.
Equip the abilities below in the order you unlock them for the most effective pre-specialization Verdant Oracle build.
- Feral Seed
- Nourish
- Nature Ward
- Flex
In the flex spot, take either Regen Pulse or Grove Wish to utilize the Healing Chain Mechanic.
Alternatively, in the flex spot, you can also take Blossom Charge or Infusion in various situations:
- Blossom Charge : Provides a quick heal that stuns nearby enemies.
- Infusion : Damage for playing solo through story or quests.
For optimal power, activate your starting talents in the following order.
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 Nature Ward in emergencies or when the group is under pressure.
- Regen Pulse if available.
- Nourish when available.
- Wild Bloom when no other cooldowns available.
In downtime use the following to recovery energy:
- Feral Seed when available.
- 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.