神谕者

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神谕者
Oracle.png
Strength attribute symbol.png
18 + 1.9
Agility attribute symbol.png
15 + 1.7
Intelligence primary attribute symbol.png
23 + 2.9
等级 基础 1 15 25
生命值 200 560 1080 1460
生命恢复速率 0.25 0.79 1.59 2.16
魔法值 50 326 806 1154
魔法恢复速率 0.01 0.93 2.55 3.71
攻击力 16‒22 39‒45 79‒85 108‒114
护甲 0 2.14 5.54 7.97
技能伤害增强 0% 1.44% 3.98% 5.79%
每秒攻击次数 0.71 0.82 0.98 1.1
移动速度 305
转身速率 0.4
视野 1800/800
攻击范围 620
弹道速度 900
攻击动作 0.3+0.7
基础攻击间隔 1.4
魔法抗性 25%
碰撞体积 24
2

奈里夫神谕者是一个远程智力英雄,能够通过搭配他的多用途爆发和增益效果来改变友军和敌人的命运。他拥有改变敌人命运的技能:气运之末,能造成爆发性的伤害并且将敌人定在该处,并且移除他们身上任何能被净化的增益效果。他的命运敕令能对友军或敌军施放,将他们缴械但也让他们对魔法伤害完全免疫;通过这个技能,他能使敌人的无法造成任何伤害或保护友军免受不友善技能的伤害。涤罪之焰,和命运敕令一样,能对友军或敌军施放,造成魔法伤害但也会治疗他们。他的标志性技能就是他的大招,虚妄之诺,搁置队友的命运,在短时间内避免他们被控制或被敌人伤害,并在技能结束后将他们送回现实世界。了解神谕者的技能是发挥他全部潜力的关键;而他可以违抗命运并且从失败之爪中争夺胜利,任何一个失误都可能会破坏队友的命运。

介绍[编辑 | 编辑源代码]

Oracle icon.png 神谕者 —— 奈里夫
播放 "你的死期就在我的脑海里。"
定位: 辅助 辅助 / 爆发 爆发 / 控制 控制 / 逃生 逃生
背景: 长年以来,西姆瑞国的首席星官从位于狂徒山脉高耸顶峰的象牙孵巢引入他们的神谕者,他们先寄存初成的胚胎,待其长大成人,成为训练有素的先知后将被送还大铭王的门下。

所有认定的神谕者均由一群苍白巫女抚养长大,他们的肉体形态并未离开我们大多数人所处的位面;而在同时,他们的灵魂在遥远的时空徜徉,几乎不受太空中其他星体的影响。先知们从宇宙漫游中归来后,他们的血肉之口中说出的话语全是火焰。这些神秘的言词将由西姆瑞的解命师们进行分析,从中找到未来的景象,与他国的外交对策,所有超自然军火的所在,确保大铭王的军队无论是在王庭中,还是战场上都能取得所有战斗的胜利。就这样过了数个世代,大铭书上写满了君王的胜仗和他们开辟的疆土。时光如梭,名为奈里夫的神谕者前来侍奉当朝的最后一位大铭王。

从一开始,奈里夫的预言就与众不同。他的预言看起来不仅是预示未来,更是改造未来。这位怪异的预言家用低哑的嗓音说出了未来的外交对策,但并非回答解命师们关于敌国的提问,而在一夜之间,西姆瑞人发现自己与新的敌人产生了冲突。解命师们感到自己的权位受到了动摇,马上把这些不利的进展推到新来的神谕者身上。他们要求大铭王免去他的职位,并祈求巫女收回这个不擅预言的先知,再送来一位名符其实的神谕者。但是接下来就听奈里夫描述了一个不详的梦,梦见了孵巢的毁灭,而没多久就传来了古老的学院在雪崩灾难中湮灭的消息。解命师们害怕遇到苍白巫女一样的命运,急忙躲开神谕者的注意,逃到了他们的议事厅。

不过,大铭王是极其注重实用性的人。他怀疑他的解命师只是因为过分胆小才得出这样的结论。他的道理是,既然有这样一位世间少见的神谕者,应该善加利用,扩张版图肯定能事半功倍。因此他将这些胆小的议臣全部降职,并把奈里夫提拔为左右手。尽管对奈里夫的天赋只是一知半解,他还是大胆地说出了他想要的结果,并劝诱奈里夫在预言中说出他的愿望。

起初,一切都很顺利。末代大铭王吹嘘自己收养的是命运的宠物,命运已被他玩弄于股掌。在他准备入侵天欲国的领土时,他企图强迫神谕者为他做出胜利在望的预言,但是只听到奈里夫静静地咕哝着,“事情将朝着两个方向发展。”此外他从奈里夫的口中撬不出更加确凿的言语。他本应将此作为警示,但是他对自己的军队还是很有信心。天欲国地处内陆,军备落后,而且处于孤立无援的状态。他认为“事情将朝着两个方向发展”说的是他那强大的军队将会获胜,而对方只能战败。

当然,现在我们就知道,他当时应该多从字面上去理解。即使是仔细研究评注详实的编年史,当天发生在天欲国宫殿外的战斗场景还是无法想象。怪事是在屠杀进行到一半时发生的,战场开始出现分歧。在每个关键时刻,现实都进行了分裂,变成了碎片。身负重伤和已经阵亡的士兵都站了起来,迈着坚定的步伐前进战斗。他们的思维也进行了分裂,战士们发现自己同时处于活与死的状态,存在与消逝的状态。战胜和战败也出现了分裂,所以双方军队都同时感受到了这两种战果。整个位面就像变成了挂满镜子的大厅,而所有的镜子都在无尽地碎裂。

开战双方直接所受的影响就是丧失神智。由于无法理解同时处于获胜和落败的状态,大铭王的思想散成了疯狂的尘埃。天真的天欲王也没有好下场。对立的另一半现实继续重复着分裂,在无尽的历史中回响,而这些现实中所有的居民也开始困惑,没多久就无法进行传统意义上的进食、穿着、防卫或繁殖等行为。

然而,早在回响结束之前,谨慎的西姆瑞解命师们已经抓住了奈里夫,将他五花大绑,并塞住他的嘴巴,用一艘空间飞船把他送出他们的位面,希望能将他摆脱,永远不能害他们。毫无疑问,对他们来说已经太迟了。对我们来说也是如此。

配音: Mike Shapiro (台词)


技能[编辑 | 编辑源代码]

气运之末
Fortune's End icon.png
影响目标
敌人 / 友军
伤害类型
魔法
将神谕者的力量汇聚为一股蕴含荡涤之力的能量,对敌方目标释放这股能量可以对其造成伤害,使其不能移动,并且净化其附近区域的魔法效果。引导时间最长可以达到2.5秒。停止效果的持续时间与引导时间相同。
施法动作0+0
施法距离850 (Talent tree symbol.png 1100)
作用范围300
最大施法时间2.5
伤害90/120/150/180
停滞最小持续时间0.5
停滞最大持续时间2.5
冷却时间 15/12/9/6
魔法值 110
部份无视技能免疫 不能选择对技能免疫的敌人,但能选择对技能免疫的友军。如果目标为敌军且在弹道击中他是进入技能免疫状态,该技能会被该目标格挡,但区域效果依然会被添加。永远会驱散敌军的Repel icon.png Repel​效果。
部分效果无视林肯法球 在弹道击中主要目标之后会被格挡。若该目标为友方单位,则不会被格挡。
特效
负面效果 Fortunes End Channel Target: 不会被驱散
负面效果 Fortunes End Purge: 会被任何驱散所驱散
星体天球充沛的力量让四周充斥着静电爆裂声,而纯能量射向八方,暂时让敌方魂魄出窍。

附录:

  • 弹道以1200的速度移动并且可以被躲避
    • 躲避此弹道能完全消除它的效果,包括区域停滞、驱散和伤害。
  • 当以友军为目标时,区域效果依然对周围敌人有效。友军只会被驱散。也能以自己为目标。
  • 能直接对无敌单位施放,对他们完全有效,即使伤害会被无敌状态消除。
  • 持续施法不会因为目标进入技能免疫、隐身、无敌、隐藏状态或死亡而被打断。
  • 当持续施法被控制打断时,弹道会提前释放。
  • 驱散效果是在对目标造成伤害前添加的,所以任何能被驱散的保护性增益效果会先被移除。
  • 造成的伤害和驱散效果不会被改变,只有停滞的持续时间以持续施法时间为基础来计算。
  • 此技能的持续时间以0.5秒开始,并在每0.1秒的持续施法中增加0.08秒的持续时间,在2.5秒之后持续时间会达到2.5.。
  • 气运之末将受影响的单位的移动速度设为0,而不是缠绕他们。
    • 这意味着他们仍然可以使用被缠绕禁止的技能,如:闪烁。
    • 这个停滞的效果有比加速神符更高的优先级,这意味着这段时间加速神符不能提升该单位的移动速度。
    • 这意味着它直接影响到以移动速度为基础的一些效果,如:Greater Bash icon.png Greater Bash​)。
  • 施法后对目标单位添加一个视觉效果,显示该单位为主要目标。该视觉效果所有人可见。
  • 持续施法的音效能被所有人听见。


命运敕令
Fate's Edict icon.png
技能属性
单位目标
影响目标
敌人 / 友军
神谕者让目标沉醉,使其无法攻击,同时提高其100%魔法抗性,然而其受到其他伤害类型的伤害将会加深。可对友方和敌方单位施放。
施法动作0.3+1.1
施法距离500/600/700/800 (Talent tree symbol.png 750/850/950/1050)
持续时间3/3.5/4/4.5
冷却时间 16/13/10/7
魔法值 50
会被技能免疫状态格挡 Disarm and magic resistance persist if debuff was placed before spell immunity and when not dispelled.
会被基础驱散所驱散 此效果一直是负面效果,这意味着友军/神谕者能净化它,敌人的队友不能。
特效
负面效果 Fates Edict: 会被任何驱散所驱散
无法逾越的预言四处回响:神选之友将暂时不受魔法的折磨。但是折磨还有很多种...

附录:


涤罪之焰
Purifying Flames icon.png
技能属性
单位目标
影响目标
敌人 / 友军
伤害类型
魔法
将目标身上一切不洁之物净化,对其造成伤害,并使其在接下来的持续时间内每秒恢复若干点生命值。可对友方和敌方单位施放。
施法动作0.3+1.1 (可以用阿哈利姆神杖升级 0.1+1.3)
施法距离800 (Talent tree symbol.png 1050)
伤害90/180/270/360
每秒治疗量11/22/33/44
持续时间9
冷却时间 2.25 (可以用阿哈利姆神杖升级 1)
魔法值 80/85/90/95
可以用阿哈利姆神杖升级 将涤罪之焰的冷却时间从2.25秒减少至1.0秒,施法前摇从0.3降低至0.1
会被技能免疫状态格挡 Heal persists if buff was placed before spell immunity and when not dispelled.
会被基础驱散所驱散 此效果一直是增益效果,这意味着友军/神谕者能净化它,敌人不能。
特效
增益效果 Purifying Flames: 会被任何驱散所驱散
一支蜡烛的微光在挂满镜子的厅堂中异常耀眼,无独有偶,破碎的宇宙之壁可以将预言的微光变成炫目的火炬。

附录:

  • 伤害会在施放后立即添加,伴随着持续性的生命治疗。该伤害会杀死敌人,但不会杀死友军。
  • 在一秒的延迟后开始治疗,在施放后开始计算,所以总共能治疗9次。
  • 每次施放能恢复高达99/198/297/396生命值(当计算被减少之前的初始伤害后则为9/18/27/36)。
  • 此技能对同一目标施放可以叠加。


虚妄之诺
False Promise icon.png
技能属性
单位目标
影响目标
友方英雄
伤害类型
纯粹
(生命移除)
暂时篡改队友的命运,技能期间受到的任何治疗和伤害效果将在虚妄之诺结束后结算,其中治疗效果加倍结算。施放时将移除目标身上大部分的负面状态效果。
施法动作0.3+0.97
施法距离1000 (Talent tree symbol.png 1250)
持续时间7/8/9 (Talent tree symbol.png 9/10/11)
冷却时间 100/65/30
魔法值 100
特效
增益效果 False Promise Timer: 不会被驱散
增益效果 False Promise: 不会被驱散
敌人和虚妄的先知一样常常会编造他人的命运。

附录:

  • 虚妄之诺在所有的否定伤害类拥有第二高的优先级。它也会否定治疗效果。
    • 这意味着与Aphotic Shield icon.png Aphotic Shield​或Living Armor icon.png Living Armor​搭配时,虚妄之诺会否定伤害,而护盾或树甲不会。
    • 优先级比Borrowed Time icon.png Borrowed Time​低,这意味着回光返照会先将伤害转为治疗量,然后才被虚妄之诺阻挡。
    • 被阻挡的治疗量的优先级比Ice Blast icon.png Ice Blast​高,所以治疗量依然会被添加并且被虚妄之诺加倍计算。
  • 如同所有的操控伤害效果,虚妄之诺只会否定并格挡3种伤害。它完全的无视生命移除类(除了Heartstopper Aura icon.png Heartstopper Aura​)。
  • 结束后,若单位受到的总治疗量比伤害高,该单位则会被治疗,反之亦然。那些治疗量永远计算在神谕者身上。
  • 如果伤害量更高,目标单位会从各个伤害他的单位受到净伤害(生命移除),根据伤害该单位的顺序来计算。
    • 如果一个单位造成了多次伤害实例,那些伤害会被一起计算在第一次的伤害实例中。
    • 例子:A单位造成了150点伤害,C单位200点,B单位100点,然后A单位又造成了100点伤害。那么结束时伤害是这么排列的:A单位250点,C单位200点,B单位100点。
    • 因此,如果目标单位死了,人头会落在对他造成致命一击的伤害实例的人,这可能是第一个、最后一个或其它的伤害实例。
    • 如果该单位被治疗了,治疗量会被分配,所以系统仍然会在效果结束之后记录那些之前曾对目标单位造成的伤害的单位以及造成的伤害量。
  • 尽管此技能为生命移除,Shallow Grave icon.png Shallow Grave​依然能拯救目标单位而Borrowed Time icon.png Borrowed Time​依然能将伤害转为治疗量。
  • 如果目标在虚妄之诺到期之后进入无敌状态,被延迟的治疗量和伤害会等待该单位变得可攻击之后添加。
  • 此技能在同一个目标身上不叠加,不过会刷新持续时间。被格挡的治疗量和伤害不会重置。
  • 目标单位头上的一个球体会基于受到的伤害或治疗量来获得更多的粒子特效,而且所有人都可以看见。
    • 伤害会添加一个类似火焰的粒子特效,并导致处于虚妄之诺状态下的单位周围的泡泡破裂。受到的伤害越多,这些效果会更明显。
    • 治疗会添加绿色的粒子特效,并在周围漂浮。处于虚妄之诺状态时,受到的治疗量越大,绿色的粒子特效会越多。
  • 虚妄之诺结束时的音效取决于播放治疗量还是播放受到的伤害更大。
输入的值无法理解。


推荐出装[编辑 | 编辑源代码]

饰品[编辑 | 编辑源代码]

Template:Equipment Oracle

小贴士[编辑 | 编辑源代码]

  • Oracle is a strong nuking and healing support whose abilities allow him to save allies in near-impossible situations, greatly hinder enemies' attempts to fight, and burst down foes with magic damage. As he only requires levels in order to be effective, Oracle can be a very strong hard support.
  • Oracle's strength lies not in his individual spells, but in how he utilizes his spells in combination with each other, as well as those of his teammates. This means that playing Oracle effectively requires communication and coordination with allied players, as well as good reflexes and knowledge of what each ability does.
  • Like most other intelligence supports, Oracle suffers from poor strength and agility, making him extremely vulnerable to any types of damage. Because of his array of abilities, Oracle should build items that provide mobility rather than survivability, since he can use mobility items both to position himself for casting his spells and to escape enemy attempts to kill him. As well, his heavy reliance on spell casting means that he should invest in increasing the size of his mana pool and acquiring a reliable source of mana replenishment.
  • Be mindful that while Oracle has strong healing and nuking abilities, he possesses no hard disables, meaning that he is unable to interrupt channeling items/abilities, nor is he able to prevent enemies from casting spells or using items. In order to counter enemy spell and item usage, Oracle must himself purchase items to allow him to hard-disable the enemy, or rely on his allies to do so.
  • Oracle's spells all have very high cast ranges, and his good base movement speed allows him to get into position to use his spells relatively easily. However, his extremely low turn rate means that he cannot maneuver as easily as other heroes, so his ability to turn around to cast spells in surprise situations may allow the enemy to catch him off-guard. This means that prior knowledge of the enemy's positions and movements can allow him to orient himself to face the threat axis and be ready to use his spells immediately, making ward vision very important.
  • With his long attack range, respectable cast animation, and extremely low base attack time, Oracle is a very powerful harasser in the laning stage, able to inflict harass damage on enemy heroes safely and frequently, as well as deny effectively with his respectable base damage. Combined with his array of impact-heavy abilities and high base movement speed, this allows Oracle to be a very strong lane support who can very easily protect his safe lane carry.
  • Fortune's End icon.png Fortune's End​ is a channeled nuke that damages enemies in an area around the target, while purging them and immobilizing them based on the channel duration.
    • Because its damage and cooldown scale as it is leveled up, Fortune's End is a good spell to max out early in the game. Leveling up the ability increases Oracle's ability to nuke and disable enemies, and the dispel has strong utility depending on the types of 增益效果s that the enemy is depending on.
    • Fortune's End is a very flexible nuke that can be used in a number of ways. Chief among its utility is to deal nuke damage to an enemy while removing 增益效果s, or to stop an enemy for the channeled duration as a follow-up disable from an allied initiation.
    • Be mindful that no matter how long Fortune's End is channeled, it will deal the same amount of damage regardless. Channeling Fortune's End for a longer duration only increases the amount of time that affected enemies are immobilized, so if the aim of casting the spell is to simply deal damage and/or purge rather than disable, the spell can be immediately released in order to give the enemy less time to react.
    • With regards to the immobilization, keep in mind that it is not a root, and therefore will not prevent the enemy from casting escape/survivability spells. However, it will forcibly reduce the target's movement speed to 0, which allows it to affect enemies in different ways (similar to Kinetic Field icon.png Kinetic Field​). This makes it a strong chasing and immobilizing spell as it takes priority over haste abilities such as Stampede icon.png Stampede​ and Shapeshift icon.png Shapeshift​.
    • Never discount the area purging and immobilizing that Fortune's End can provide. If the spell can land on a clumped up group of enemies, the amount of damage it deals increases severalfold, along with purging many more 增益效果s from the enemy and pinning them down for follow-up area disables by teammates.
    • Be careful about using Fortune's End as an initiating disable. Because the enemy can see the spell effects even if Oracle himself is not visible, they will immediately know that they are being targeted by the spell, and can immediately retreat to avoid being caught in a disadvantageous position, or easily disjoint the projectile.
    • Unlike most other purging-type spells, Fortune's End can still target invulnerable units (it is still blocked by spell immunity, however). This makes it a very powerful ability since it can forcibly remove certain instances of invulnerability, particularly a self-casted Eul's Scepter of Divinity.
  • Fate's Edict icon.png Fate's Edict​ inflicts its target with a disarm while increasing their magic resistance to 100%. It can be cast on allies and enemies alike.
    • Because its duration only scales by 0,5 second for each level, Fate's Edict is best left at level 1 until both Fortune's End and Purifying Flames are maxed out. However, its strong utility means that an early value point can be very strong as it greatly synergizes with Oracle's other spells.
    • Generally, Fate's Edict has two primary purposes: protecting allies from magic nukes, or disarming enemies to prevent them from attacking.
      • Casting Fate's Edict on fleeing allies can save them from incoming magic nukes, particularly long-ranged single-shot ones like Assassinate icon.png Assassinate​ and Thundergod's Wrath icon.png Thundergod's Wrath​, and can be used to mitigate the effects damage-over-time 负面效果s such as Ice Blast icon.png Ice Blast​ and Poison Nova icon.png Poison Nova​. Properly used, Fate's Edict can allow Oracle to defy his allies' fates by preventing their deaths due to magical damage.
      • Casting Fate's Edict on enemies during a fight can render them unable to attack, important for stopping their right-click carries from attacking. If the enemy does not have any dispel abilities or items, a good Fate's Edict can render their carry unable to attack for a period of time, greatly increasing the odds of winning a teamfight.
    • Be very careful about when you cast Fate's Edict on an ally or enemy. Using the ability on an ally in the middle of a fight can prevent them from attacking, hindering their ability to kill enemies, while using it on an enemy can shield them from incoming allied magic nukes. Use your best judgment as to when Fate's Edict can be most profitably used, as casting it on the wrong target at the wrong time can reduce your team's chances at emerging victorious in an engagement.
    • It is possible to manually remove Fate's Edict from an enemy via the use of Fortune's End. If an enemy affected by Fate's Edict is fleeing and needs to be finished off with magic nukes, casting Fortune's End on them will remove it from them, while dealing nuke damage and immobilizing them to allow allies to follow up.
    • Fate's Edict can also be used as a simple magic resistance 增益效果 on allies that do not rely on auto-attacks to be effective. For instance, casting Fate's Edict can allow a teammate to walk into an active Freezing Field icon.png Freezing Field​ to cast an interrupting disable, or ignore most of Leshrac icon.png 拉席克​'s damage output while directly engaging him with spells.
    • The magic resistance of Fate's Edict can synergize greatly with many other effects in the game.
      • An ally affected by Cold Embrace icon.png Cold Embrace​ is immune to physical damage but can still be bursted down by Magical and Pure. Casting Fate's Edict on the target can shield them from magic nukes for the duration of the disable, and the disarm can be neglected due to the target being unable to act anyways.
      • Any form of ethereal will leave its target unable to attack or be affected by physical damage, but decreases their magic resistance at the same time. Casting Fate's Edict in such a situation would render them invulnerable to magical damage as well, and the target will have already been disarmed by the ethereal form.
  • Purifying Flames icon.png Purifying Flames​ is an extremely low cooldown magic nuke that applies a healing 增益效果 to its target. It can be cast on allies and enemies.
    • As a multipurpose heal and nuke, Purifying Flames is a very powerful spell to max out first. Its damage scales much higher than Fortune's End, and the heal can be very powerful at all points in the game.
    • Oracle's greatest strength is his ability to combine Purifying Flames with his other abilities, using them to completely change how it benefits his team and debilitates the enemy.
      • The 100% magic resistance element of Fate's Edict can be used to great effect when combined with Purifying Flames. Casting Fate's Edict on an ally first, followed by Purifying Flames, will cause allies to take no damage from the nuke portion, and benefit only from the healing portion. As Purifying Flames can be stacked, higher levels of Fate's Edict allows Oracle to heal allies for larger amounts of HP per cast.
      • Fortune's End can purge positive 增益效果s from enemies, Purifying Flames included. Casting Purifying Flames on an enemy first, then hitting them with Fortune's End, will cause them to be healed for the minimal amount of HP while taking the full brunt of the nuke damage from both spells.
    • Be wary that the damage portion of Purifying Flames will always take magic resistance into account, whether it is cast on an ally or enemy. This means that unless the target is inflicted with powerful magic resistance 负面效果s, they will always be healed for more HP than the damage taken. This means that abilities such as Spell Shield icon.png Spell Shield​ and Berserker's Blood icon.png Berserker's Blood​ can greatly mitigate the nuke portion of Purifying Flames, which can be a boon or a hindrance depending on which team possesses either hero.
    • The short cooldown and small mana cost on Purifying Flames allows it to be used as a basic nuke. This can be used either to finish off low-health enemies, or score easy last-hits. Beware, however, that unless the target is killed quickly, they can eventually heal up a large amount of HP, which may necessitate the use of Fortune's End.
    • When using Purifying Flames in combination with Fortune's End to nuke enemies, keep in mind that Fortune's End has a travel time, while Purifying Flames will instantly apply its effects at the end of its cast animation. Provided that an enemy is within range of Purifying Flames but is more than 400 range away, Fortune's End can be channeled first and then interrupted with Purifying Flames; the enemy will take the damage from Purifying Flames during the travel time of Fortune's End, and then immediately have the healing 增益效果 removed and be nuked by Fortune's End.
    • Purifying Flames, by itself, will never be lethal to allies. This allows Oracle to save time by directly casting Purifying Flames on a low-health ally rather than consuming time and mana with Fate's Edict first. However, be sure to check for damage over time 负面效果s first, and never do this if an enemy is nearby, as it can put teammates low enough for the enemy to easily finish off.
    • As with Fate's Edict, Purifying Flames can be used to great effect depending on what heroes are present on Oracle's team.
      • In the case of an ally being shielded by Cold Embrace icon.png Cold Embrace​ and Fate's Edict, Purifying Flames can be added on top to further magnify the healing effect of Cold Embrace, significantly boosting the amount of HP healed inside of a few seconds.
      • If the enemy has been affected by Ice Blast icon.png Ice Blast​, repeatedly nuking them with Purifying Flames can prevent them from benefiting from the heal for the duration of the 负面效果, especially if the allied Ancient Apparition has an Aghanim's Scepter.
    • Beware that Purifying Flames is still registered as player damage, even when targeted on an ally, and can trigger on-damage effects. This means that it can remove layers of Refraction icon.png Refraction​, Living Armor icon.png Living Armor​ and Gravekeeper's Cloak icon.png Gravekeeper's Cloak​ if not shielded by Fate's Edict first, and can cancel Clarity icon.png 净化药水, Healing Salve icon.png 治疗药膏 and Urn of Shadows icon.png 影之灵龛 even if Fate's Edict was cast first; it can even put an allied Blink Dagger icon.png 闪烁匕首 on cooldown at an inopportune moment if not shielded by Fate's Edict first. Be careful about when you use Purifying Flames to heal allies, as using it even in situations with no present threats can be a detriment to your team.
  • False Promise icon.png False Promise​ temporarily delays all damage and healing done to an ally, while constantly applying a strong dispel on them, dealing its damage and double the heal at the end of the duration.
    • The delayed damage at the end of the spell can be lethal, meaning that the target for False Promise is not guaranteed to live. However, all healing done during the spell is doubled, which means that enough healing items and abilities can allow Oracle to save an ally from the brink of death and restore them to full health at the end of the spell.
    • Constant use of Purifying Flames during False Promise, along with any other healing spells and items, are key to allowing a teammate to survive at the end of the spell, as the doubled healing portion will allow the target to recover far more health than the damage they take from the nuke portion. Depending on the situation, casting Fate's Edict first may or may not be a good idea, as the disarm can prevent the target from attacking during the spell despite the strong dispel.
    • Because the heal is doubled at the end of the spell, False Promise greatly benefits from healing sources that are not Oracle himself. Abilities like Chemical Rage icon.png Chemical Rage​, Inner Vitality icon.png Inner Vitality​, Death Pulse icon.png Death Pulse​ and so on can go a long way towards ensuring the survival of the target at the end of the spell.
    • Beware that it is still possible for a False Promise target to be disabled during the spell, as area disables like Chronosphere icon.png Chronosphere​, Black Hole icon.png Black Hole​, Static Storm icon.png Static Storm​ and Smoke Screen icon.png Smoke Screen​ do not place a dispellable 负面效果 on the affected units. As well, spells like Doom ability icon.png 末日​ and Demonic Purge icon.png Demonic Purge​ place 负面效果s that cannot be dispelled. Take the enemy's spell composition into account when using False Promise, as casting it on the wrong target or at the wrong time can still waste the spell.
  • Oracle can greatly increase the amount of utility he provides to his team through purchasing various items.
    • Sentry Ward icon.png 岗哨守卫s should be regularly purchased along with Observer Wards, in order to de-ward enemy vision where possible.
    • Soul Ring icon.png 灵魂之戒 is cheap and gives Oracle a way to sustain his casting. The HP and mana regen allow him to remain in the field without having to return to base as often, while the burst mana regen allows Oracle to quickly get the mana he needs to cast his low-cost low-cooldown spells. As well, it can be used for free healing by combining Fate's Edict and Purifying Flames, the sum of which costs less mana than the amount given by Soul Ring's active.
    • Urn of Shadows icon.png 影之灵龛 is a useful support item that gives Oracle some better benefits than a Bracer. It provides the same amount of strength while also giving some mana regen. The charges can be used as yet another source of healing or damage alongside Purifying Flames.
    • Medallion of Courage icon.png 勇气勋章 is a useful utility support item that gives Oracle many benefits. It increases Oracle's armor, giving him more survivability, and some mana regen for sustaining his mana pool. While Oracle does not specialize in dealing physical damage, the active can be cast on allies to give them more survivability, particularly during False Promise to increase the odds of surviving. Upgrading to a Solar Crest icon.png 炎阳纹章 further increases the benefits it provides.
    • Arcane Boots icon.png 奥术鞋 is more expensive than Tranquil Boots, but greatly improves Oracle's team contribution. Increasing the size of his mana pool allows Oracle to get more out of his spells, and the active can replenish mana for himself and his allies.
    • Glimmer Cape icon.png 微光披风 is a powerful utility item that synergizes with Oracle's ability to protect teammates. Cast on an ally, it can help with initiation for casting short-ranged disables in lieu of a Blink Dagger. As well, it can be cast in place of Fate's Edict to give an ally invisibility as well as increased magic resistance when fleeing. While not as strong as Fate's Edict at mitigating damage from Purifying Flames, it does not disarm the target, allowing them to act if needed.
    • Force Staff icon.png 原力法杖 is an easy-to-build item that gives Oracle many good benefits and synergizes with his abilities. The increased intelligence gives him more mana, while the HP regen keeps his health topped up. The active allows Oracle to quickly re-position himself for casting his spells, and in a pinch can be used as an escape ability. It can be cast during False Promise to help a fleeing ally clear the area faster and put them in a safer place from where Oracle can quickly heal them back up.
    • Necronomicon 1 icon.png 死灵书 is a useful utility item that increases Oracle's teamfight contribution. Increasing his intelligence and strength gives Oracle more survivability and allows him to more easily utilize his spells, and the summons can add damage output during a teamfight. Upgrading to level 3 allows Oracle to provide True Sight as needed.
    • Eul's Scepter of Divinity icon.png Eul的神圣法杖 greatly improves Oracle's casting ability while giving him a powerful active. The increased intelligence and mana regen fuel Oracle's spell casting, ensuring that he can use his spell combos more easily, and the bonus movement speed grant him more mobility for positioning himself for casting his spells. The active can be cast on himself to purge 负面效果s (such as silences) while providing temporary invulnerability, or can be targeted on an enemy as a hard-disable that purges 增益效果s, doubling up on his ability to do so with Fortune's End.
    • Pipe of Insight icon.png 洞察烟斗 is a strong teamfight item that helps Oracle to further protect his teammates. The magic resistance and HP regen help to make Oracle more survivable, while the aura gives his team improved resistance to magic nukes, including from Purifying Flames. Using the active in a teamfight will allow him to shield allies from enemy magic nukes, without having to resort to Fate's Edict.
    • Lotus Orb icon.png 清莲宝珠 is an expensive but powerful utility item that allows Oracle to take False Promise to its limit. The item gives Oracle more armor, increasing his survivability, and HP and mana regen for self-sustain. Echo Shell, when cast on a False Promise target, can dissuade enemies from targeting them with burst damage nukes, increasing the target's survivability.
    • Orchid Malevolence icon.png 紫怨 gives Oracle an assortment of useful bonuses and a strong active. The increased intelligence and mana regen help fuel Oracle's casting, while the damage and attack speed bonus allow him to be a threat with his auto-attacks. The active can be used to prevent enemy spell casters from using their abilities, or can be combined with Fate's Edict to completely prevent an enemy from attacking or casting spells.
    • Shiva's Guard icon.png 希瓦之守护 greatly improves Oracle's survivability and gives him more casting power. The intelligence greatly increases the size of his mana pool, while the armor helps him to resist physical damage. The Freezing Aura can reduce enemy attack speed, allowing Oracle to reduce the effectiveness of enemy auto-attacks, particularly against a False Promise target, while Arctic Blast can be used to add more nuke damage and slow enemies from fleeing or pursuing.

故事[编辑 | 编辑源代码]

  • 神谕者第一次正式出现是在2014年11月14日官方Dota 2博客推出时,在官方漫画贤者秘契里出现。在第二天,他的技能和模型被披露。
  • Mike Shapiro (神谕者英文配音员)也是半条命系列2个突出的角色:Barney Calhoun和G-Man的配音员。
  • 此回应播放第一滴血!在这50种可能中,我最喜欢这一个。”是因为其实第一滴血有50种可能(10个英雄能被任何5个敌对英雄击杀)。
  • 神谕者施放Purifying Flames icon.png Purifying Flames​会说:播放有伤者才能敷上。”是在直接嘲讽一个医疗原则:“Primum non nocere”(拉丁文),意思是“首先,不要造成任何伤害[1]
  • 此回应播放:“我下次再算算。”与神奇8号球对应,是一种用来占卜的小玩具[2]

预言[编辑 | 编辑源代码]

  • Lion icon.png 莱恩​的预言:播放不要害怕女巫,还有衣橱。这是指认你死期的魔咒。”与路易斯的纳尼亚传奇系列中的第二本书:狮子·女巫·魔衣橱对应[3]
  • Chaos Knight icon.png 混沌骑士​的预言:播放小心那威风八面的骑士发问:你有没有去过裂隙?”与一个网络上流行的表情"Do you even lift?"(你有没有去过裂隙?)对应[4]
  • Ember Spirit icon.png 灰烬之灵​的预言:播放我预见了四团火焰。”可能与灰烬之灵只有4个字长的语音对应,或是4个“他”——真身以及3个残焰。
  • Morphling icon.png 变体精灵​的预言:播放就算是怡情测试也不能从水做的人造人手里救你。”与银翼杀手对应,里头,人样机器人叫做人造人,只能够由人类通过一个叫做Voight-Kampff的测试来分辨好坏[5]

更新历史[编辑 | 编辑源代码]

November 24, 2014 Patch

  • 修复了一个对友军施放False Promise icon.png False Promise​会导致他们丢失当前攻击目标的问题。

November 21, 2014 Patch

November 20, 2014 Patch

平衡性改动[编辑 | 编辑源代码]

6.87

6.86

  • 添加到队长模式.
  • Fortune's End icon.png Fortune's End
    • 现在可以对友军使用,对目标地点造成净化效果。[?]
    • 魔法消耗从130点降低至110点。
  • Fate's Edict icon.png Fate's Edict
    • 现在对友方目标的效果为负面效果。[?]
    • 持续时间从3/4/5/6秒减少至3/3.5/4/4.5秒。
    • 施法距离从700平衡为500/600/700/800。
    • 冷却时间从12秒平衡为16/13/10/7秒。
  • False Promise icon.png False Promise
    • 虚妄之诺在施法后将不会再持续的dispels目标身上的魔法效果。
    • 持续时间从6/7/8秒提高至7/8/9秒。
    • 冷却时间从80/60/40秒平衡为90/60/30秒。
    • 魔法消耗从200点降低至100点。

6.85

  • Fortune's End icon.png Fortune's End
    • 施法时间从0.3秒减少至0。
    • 施法距离从650提高到850。
    • 作用范围从215提高到300。
    • 伤害从75/150/225/300点降低至90/120/150/180点。
    • 冷却时间从12秒平衡为15/12/9/6秒。
  • Fate's Edict icon.png Fate's Edict
    • 不再加深50%非魔法类型攻击的伤害。
    • 现在适用于通用的驱散规则。
  • Purifying Flames icon.png Purifying Flames​的冷却时间从2.5秒降低至2.25秒。

6.84

6.79c

6.79

  • False Promise icon.png False Promise
    • 施法距离从1500降低至1000。
    • 魔法消耗从100增加至200。

6.78

  • 被创建。

画廊[编辑 | 编辑源代码]

参见[编辑 | 编辑源代码]

参考[编辑 | 编辑源代码]

  1. Primum non nocere "First, do no harm"(首先,不要造成任何伤害)
  2. 神奇八号球.
  3. 狮子·女巫·魔衣橱
  4. 你有没有去过裂隙?
  5. 银翼杀手