- Penitence 1
- Soul Ward 1
- Divine Justice
- Penitence 2
- Soul Ward 2
- Soul Power 1
- Penitence 3
- Soul Ward 3
- Surge of Faith 1
- Surge of Faith 2
So the first 10 works under the principle that Oak's abilities have a lot of synergy with each other, and they tend to multiply to some extent. For instance, Divine Justice and Surge of Faith 2 is a very strong team based effect. It lays down a wave of creeps, heals health and mana, and gives you speed and Attack.
Soul power early on isn't too effective, because you lack the skills to be a good melee fighter. Waiting until level 6 to get it gigves you a very sudden boost of 40 damage per swing.
By the time you are level 10 the effects of Soul Power, Surge, and Penitence all combine to make for a surprisingly lethal experience. You could be getting 60 bonus damage from Soul power, multiplied by the attack speed of SoF, multiplied by the damage boost of penitence. It is very impressive. Let's take a look at 11-15
- Penitence 4
- Soul Ward 4
- Divine Justice 2
- Shield 1 or DJ 3
- Surge of Faith 3
We hammer home this combo of healing, and damage all the way until the end.
Notes: First of all, there is no 'fixed' point to get shield until level 14. This is a generic build and you should DEFINITELY get shield earlier if the game requires it. It is a powerful counter to certain builds. More than one enemy beast means you get shield, and you get it early. Don't kid yourself that anything else is more important.
However, I'm not going to display this assuming this is what your up against (or other similar things... a mines/mark regulus is another good shield candidate).
Items:
Blood/Monks/Revelation to start with. You don't have any damage ability anyway, penitence doesn't do it, soul ward is cheap, so you don't need mana. Might as well help heal your allies.
I find oak does extremely well with the Heart in its current form, but without that, you can get good use out of the normal lineup: Nimoths, Narmoths, Boots. (I mention this mainly due to HoL's imminent changes).
You start a bit weaker with this build than some due to the lack of soul power at level 3 or 2, but I think you make up for it in that most of your strength around level 10 is just as good for your team, and that you have both strong snares and speed boosts, for your entire team.