FINALLY
Its just awful right now because of the lack of spells and also the shit powerscaling and damage in general, I think only flomva and spirit rain do good damage… aithoro as well I guess
Astrapikis does like 500, spirit hound does like 600
Of course you would, because I’d surrender. It’s not good sport for a professional athlete to race against a child in a wheelchair, after all.
Nuh uh
It’s already in AO so we’d just be erasing the time spent on it.
Oracle feels like this sort of in-between class that feels like if you wanted to use some type of weapons but not be restricted by the limitations of a hybrid build. The visuals part is fairly subjective however it is fairly over the place. Oracle itself is just a slow class in terms of attack speed, it’s very easy to dodge it of course due to the lack of current content for it other than grinding sidebosses. If we made Oracle sort of have different subclasses like a summoner or druid etc that could maybe work out for it.
The attack speed is the thing that holds it down really if I had to say. I love Oracle and think it should be kept in AO and has potential but right now it needs a bit more love. If we could see Oracle getting a buff or even an update that focuses on it so that it can really have a lot more variety that would work. One of the main problems with oracle is that it’s lacking something on the inside, it feels like you’re just playing a slower, less powerful mage that can only be blue, purple or gold. I mean spirit hound is literally just the equivalent of a blast shape, other than regeneration there’s nothing really unique about it other than the fact it’s basically mage but you use weapons (which is conjurer’s thing but it uses weapons to do the attacks alone) Give it some variety
It would be cool if we had it act like a sort of summoner subclass but all around spirit sort of overextends itself and isn’t necessarily needed although it’s cool to me. It’s like this buffer zone between people who like conjurer but don’t like the fact they can’t use weapons to their full extent. Summons themselves are a problem because they’re not accurate enough, we see this with things like array so it seems more like a gimmick.
The main problems i see are slow and difficult progression + very limited content that isnt unique. So without majorly changing the class, my take is:
Progression changes:
- vitality investment allows you to sense relic wielding npcs at a distance (more vitality = longer range) to make them easier to find at low levels, just give it some generic reason like “the spirit energy emanating from the relics resonates with your soul” cause the player is a legacy. this will allow people to get relics sooner even if they cant use all the rites. even buff the drop rate until the first drop or something.
- location based relics. since the above only works after level 40, having a non-rng relic found on one of the early islands, eg in a safe in Gloam Ruins would greatly help early game progression. going near the hiding place could trigger some message similar to above, and a story npc (maybe in Frostmill) could bring up “the hidden relic of Gloam ruins” so players actually know it exists without the wiki. and add another in nimbus sea
- make npcs more likely to be on land, its annoying chasing them around and in bronze they can go behind pelion rift, would also give weaker players a chance without also needing a good ship since now you cant board
Content changes:
- just add more relics (and not just for current level cap), wdym more strength weapons got added in full release than relics. this gives more rites as well, but as for those; please just find something different and dont give a copy to magic users, also maybe some faster rites. in what way the rites differ from weapon skills or spell scrolls is its own discussion
- the god souls only having an affect on 2 relics each is a huge waste considering how rare and difficult they are, add some more soon, and make them all have at least 2 synergy and 2 unstable imbues. its not like poseidon and athena only knew each other and no other gods
i feel like spirit was more interesting to invest in when it drained health
I would add boss soul imbues alongside god soul imbues, only for forced kills, so you get King Calvus’s Aetherpocalypse as an imbue.
The biggest change I think should be made is having relics be a guaranteed drop from main story bosses if you have any points invested into spirit
I also think the stat requirements on relics are a bit too high, by the time I reached carina, I had gained a grand total of 2 moves since level 1. Compare this to my first experience as a conjurer where I had close to 50 possible moves I could use across the dozens and dozens of weapons I got from casually exploring
It’s worse knowing that between all Pure builds, Warriors get their first-slot Skills on Old Weapons starting at Level 10 (so around Shura), Mages get their second Spell type at Level 15, and Berserkers get their main attacking option at the same time as Mages get Explosions. Oracles get one Rite at Level 20, later than every other Build, and it’s just about useless after fighting Iris.
I really want to emphasize that before making my file, I bought every single relic in the game from auction and transferred it to this file, and yet despite having literally every single relic available to me, by the time I reached calvus, I had 6 total moves across all my relics. Of those 6, only two were useful.
hey this is more of a spirit rework but i would both like better scaling and tiers (like the unlocks are lower) and theres also that suggestion of paladins getting special spells and i thought that was awesome lol
id just like a proper reason to use spirit, like a buff or cool stuff it can do especially, im literally ONLY using paladin FOR crystal orb ![]()
Genuinely, Oracle and Spirit builds are ALWAYS going to be less than other builds just by how they are fundamentally designed. Mage-like Rites on Relics that are essentially weapons. God Soul Imbues that are just stat changes. How spirit energy needs to be treated as a combat mechanic should genuinely just be revamped from the ground up. Once I have a suggester role, I wanna make a huge yapfest about how Oracle/Spirit Energy should be reworked, but I’ll say some ideas here.
Despite what the Book of Athena says “Spirit Energy cannot hold elements/constructs longer than magic“, that line had NO reason to be said considering spirit energy is the counterpart to magic, destruction versus CREATION. While I’m all for following lore for immersion, that line frustrated me so much that I think I will choose to ignore it here.
Since we are a demigod, I believe harnessing spirit energy should be no huge leap for us, it should be innate. That said, spirit energy should be it’s own tool, where the whole playstyle is to CREATE the environment around you, focusing on constructs and a defensive playstyle. This is meant to be a slight homage to vitality being the “Tank”, the counterpart to mage where magic causes destruction, spirit creates and conjures to attack, and where instead of zoning, like magic, you want enemies to come TO you. The sky is the limit with what kind of attacks can be made, but the foundational level of this is that you control the environment around you with spirit. God Soul imbues will straight up change how you affect the environment, where you become a lowkey force of nature. Spirit Energy imbuing may require a whole different mechanic to be created from the ground up, but that’s a yap for another day.
relics can stay i guess
Feel free to ignore that since it’s just vetex glazing magic yet again
honestly, spirit just needs more moves
I’d like to see something like meteor, where you like call down a big spirit blast or something
also some kind of continuous cast spell like surge/ray/that one fighting style lost technique
maybe something like a sentry thing that just stays in one position and fires a laser or blasts at enemies in its line of sight
and I’d rework spirit wall into a passive that makes blocking create the spirit wall as well, but makes blocking cost idk like 20% of your usable energy, and you would passively have like the durability bar that used to be on shields (probably renamed to something like focus or something), and the durability scales slightly based on defense and the regeneration rate would scale on regen (so there’s actual incentive to use oracle armour as an oracle), but if the durability bar reaches 0 and the shield obsorbs another hit, you take a set percentage of your hp as damage and you get flung back and slowed down for a few seconds
i’d rework it by removing it
Are you suggesting that what the author says doesn’t actually mean what they think it means?
