Class Guide – Lancer

Good evening, TERA Fans! Tonight the team is proud to share with you the third in our series of class guides from the recent focus group test!

Tonight, wiki team member Eldritch_Song fills us in on his class of choice, the Lancer! Enjoy!

(DISCLAIMER: The developers at En Masse Entertainment have enabled TERA Fans to share this information from the FGT with our community. Keep in mind that any of the information found here is subject to change as the game continues to develop.)


Posted Image



Lancer




Click the images to make them larger!


TERA-Online.com said:

Lancers wield the largest weapons and the largest defenses. Stalwart defenders, unstoppable like the incoming tide, their lances give them long reach in combat, while they shield weaker party members from enemy attacks.

Lancers are “stoic guardians” able to take damage, but also able to dish it out when the situation requires. Despite being a relatively slow class due to their predisposition to prefer blocking to dodging, the Lancer is nevertheless able to focus damage very precisely. This allows them to excel in single combat, though they are also able to drop their defenses and charge into the battle to scatter smaller foes from the field as necessary. They are the center of every battle, protecting allies and bolstering defenses, all while dealing devastating blows to unsuspecting opponents.


Posted Image



Class Skills



Combo Attack

Assigned to the left mouse button by default, Combo Attack is a starting skill, and one that is used frequently. The nature of the lance ensures that the Combo Attack is very narrowly focused, allowing the Lancer to attack a single enemy with great precision. Typically the Lancer will strike normally three times, and then perform a more powerful thrust on the fourth attack. When groups of enemies crowd the front of the Lancer, Combo Attack enables the Lancer to strike multiple enemies at once in a straight line. The best strategy for ensuring this condition is attracting a group's attention, and then moving back slightly, so that they charge at you in a group. One attack and they immediately regret their impetuosity!











Shield Block

Shield Block is perhaps the staple of the Lancer class, allowing them to heavily mitigate damage, transforming a foe's powerful assault into a harmless tap. By default, Shield Block is assigned to the "C" key, and must be held down in order to maintain the stance. The Lancer must be facing in the direction from which the attack is coming. Doing so will heavily reduce the amount of damage taken by the Lancer. This ability works equally well defending against magical as well as ranged attacks. With an instant casting time, this ability allows the Lancer to react quickly to each creature's "tells", rewarding the Lancer with an eye for sensing incoming attacks.






Ferocious Charge

Ferocious Charge is the perfect tool for breaking that stalemate, charging out of an unpleasant situation, or for mauling multiple foes all at once. The Lancer leans forward and charges in the direction they were facing when the charge was initiated. This produces a barrage of strikes against any enemies in the Lancer's path. While the damage for these multiple strikes is relatively low when taken individually, they cumulatively produce a significant amount of carnage. During the final seconds of the charge, the Lancer unleashes several powerful blows, following through with the entire strike by fully extending the arm and thrusting the lance through the last of their foes. This ability is most effective when initiating a fight, charging into groups of enemies, or when an enemy is knocked down and unable to respond.







Riposte

Riposte, earned at level six, is an incredibly useful "passive" skill that allows the Lancer to counter-attack each time they emerge from the Shield Block ability. Once a Lancer has successfully initiated Shield Block (and hopefully put an end to an enemy's attack), the Lancer may counter-attack by using their Combo Attack while still blocking. This results in the Lancer bashing the enemy with their shield, and then stepping through for a powerful thrust immediately afterward. This skill is especially useful for maintaining the Lancer's momentum in combat, allowing them to seamlessly transition between attacking and blocking.







Roar of Defiance

Roar of Defiance, acquired at level ten, is the Lancer's first "aggro" ability. When activated, the Lancer unleashes a roar which attracts the attention of surrounding enemies. The range of this ability is large enough to allow the Lancer to capture the notice of fairly distant enemies. In addition, the Roar affects the Lancer's surroundings in a full circle, allowing them to dominate the battle from its center. This is the Lancer's primary means of protecting group members from unwanted attention by monsters, in addition to the Shield Block ability. The relatively low cooldown requirement means that the Lancer is able to continuously maintain the hate of their enemies throughout the battle.




Posted Image




High Level Skills

While the skills received during the first ten levels represent the Lancer's core functionality, the later skills involve significantly more utility, permitting the Lancer to further find their niche within the group.

An often frustrating experience for a young Lancer is being taken unaware and knocked down in a fight, unable to initiate Shield Block. The Soaring Attack ability remedies this nicely, allowing a Lancer to quickly rise from the ground and get back into the battle with a strong counter-attack. Though only usable every twelve seconds, this ability lets the Lancer respond that much faster to enemy attacks, which is essential when a second's hesitation may be the difference between a successful block or certain death. While the Lancer's powerful strikes are often enough to knock down opponents as a matter of course, the ability Shield Bash allows them to take advantage of this situation more accurately. Using this ability on an enemy and then rushing in with Ferocious Charge is often enough to frighten the staunchest of opponents. At level twenty the Lancer is provided with the Noose ability, which allows the Lancer to pull enemies to them from a significant distance. Importantly, the range of this ability is fifty percent greater than that of Roar of Defiance, allowing the Lancer to have even further control over events on the battlefield.

Thus far, most of the Lancer's abilities have directly impacted the battlefield either by damaging opponents with powerful attacks, or by controlling enemies by drawing their animosity and/or the monster itself. However, at level twenty-six the Lancer is granted its first debuff, Crash Gear. This ability reduces an enemy's armor, allowing both the Lancer and their party to deal increased damage for ten seconds. It is important to note that this ability can be stacked up to three times on the same opponent for each successive attack after Crash Gear is applied. Getting in those attacks is certainly doable for an attentive Lancer, and even more so when activated with allies nearby! Moving up to level thirty, this trend of granting the Lancer group-friendly abilities continues. Aura of Inspiration places a buff on group members which increases their defense by fifteen percent. The fact that this Aura does not affect the Lancer is very flavorful, further heightening the Lancer's persona as the stalwart defender of their party. Granted at level thirty-six, the Lancer receives a second "aggro" ability called Infuriate. The primary difference between Infuriate and the similar ability Roar of Defiance seems to be one of degree. Infuriate has a significantly longer cooldown cost. However, the name of this ability seems to indicate that the hate generated by this skill is also significantly improved over the more frequently used, but less powerful Roar. This skill enables the Lancer to take charge of a chaotic battlefield, ensuring that the attention of surrounding enemies is securely focused on them, once again protecting their party from sure death!

Class Guide – Priest

Good evening, TERA Fans! Tonight we have the second class skills guide to share with you :3 This one, written by yours truly, chronicles my experience with the priest class and its skills.

Overall I personally very much enjoyed the unique healing experience TERA posed, with the priest's arsenal of heals! I reached level 19 and had the chance to test healing in an instanced dungeon and an outdoor party mob situation. As a healing enthusiast, both were very fun.

Find out more about the priest class's skills below! Enjoy!

(DISCLAIMER: The developers at En Masse Entertainment have enabled TERA Fans to share this information from the FGT with our community. Keep in mind that any of the information found here is subject to change as the game continues to develop.)


Posted Image



Priest


Click the images to make them larger!


TERA-online.com said:

Priests aid their allies by channeling the power of the gods. They use divine magic to heal and bless friends and to smite foes. Ever-connected to the gods, priests are essential in battle.

In the world of TERA, priests are one of the two healing classes. Wielding large, intricate staves, this class is equipped with an arsenal of heals, meant to help the priest adapt to as many situations as possible. Though they exist primarily to support their allies, priests also have a variety of offensive spells to ease soloing. At higher levels, they gain very useful skills for party play.



Posted Image




Class Skills



Light of Retribution

Assigned to your left mouse button by default, Light of Retribution is a priest's first offensive skill. The spell is aimed with the cross-hair and at the click of your mouse button it sends a blue ball of light at the target. With only a 0.5 second cooldown, this skill can be spammed to quickly kill a target who is low on health for minimal mana cost and moderate damage.







Healing Invocation

Healing Invocation is the only heal a priest begins its journey with. This spell is bound to the 'c' and 'shift' keys by default and heals only the caster. Healing Invocation is a core skill for the priest, easily saving its life with its instant cast quality. The skill scales up in amount healed quite well as new ranks are learned.






Mana Boost

The last skill a level 1 priest begins with is a mana recovery spell called Mana Boost. The skill takes 5 seconds to cast and recovers mana over 20 seconds. However, if during those 20 seconds the priest attempts to cast another spell or is hit, the effect cancels and no more mana is gained. Because of this, the priest may learn to use this spell strategically, perhaps while a monster is knocked back or far away from them.






Curtain of Retribution

Curtain of Retribution is learned at level 2 and is the second offensive skill and the first AoE a priest is given. Although this is very much subject to change, in its current state it basically must be unleashed in melee range to be effective. It literally forms a fan-shaped magic barrier forward, doing moderate damage to enemies.







Armor of Safeguard

Level 4 is an exciting level for a priest! Armor of Safeguard is the star of this particular set of skills. This instant cast spell gives 5 allies within a 15 meter range of the priest a barrier that absorbs damage for 10 seconds or until a certain amount of damage is absorbed. The amount of damage the armor can absorb increases as the skill is upgraded. Armor of Safeguard is incredibly powerful for use within parties.








Regenerating Wind

Learned at level 6, Regenerating Wind is the first of many AoE heals the priest will receive. This particular spell is a 2.6 second cast time HoT (Heal over Time), healing within 14 meters in front of the caster. This spell must be aimed so that party members requiring the heal are within the “circle” the spell visually creates on the ground.








Healing Wind

Healing Wind is an AoE heal learned at level 8. This spell has a much smaller radius than Regenerating Wind and thus is a bit more difficult to aim, however, it heals for a lot more and is a core group healing ability.








Divine Explosion

At level 10, priests receive the powerful offensive skill, Divine Explosion. This skill is a one second cast AoE that unleashes in a spherical shape directly in front of the priest. If it directly hits multiple monsters, the explosion's damage will spread out among the monsters, but if used against a single target, the same amount of damage will be inflicted against that target. Currently it has a very short range of 3 meters, so when soloing, it is safest to use while Armor of Safeguard is active.





Posted Image





High Level Skills

A priest's level 1-10 arsenal of skills are truly their core, basic skills and upon leaving the Island of Dawn, a priest will have a fairly good sense of identity. The skills learned post level 10 serve to enhance the usefulness of the class, adding a run speed increase called Trot at level 12, a party summon skill at level 18 called Peer Summon and a skill that returns the priest's party to the nearest camp at level 24 called Camp Return. To further increase their necessity in parties, around level 30 priests begin to receive a series of “blessings” which are 15 minute duration party buffs. So far, the blessings give special effect resistance through Blessing of Endurance at level 30, critical strike resistance through Blessing of Agility at level 32, and HP regeneration through Blessing of Regeneration at level 32. Given these great party skills, one may easily predict that each five man group will seek a priest as they level.

A look at later spells also shows that in addition to being all around resourceful, priests will continue to add to their healing abilities as they level. At level 16, the priest will learn their first lock-on heal. Aimed with the cross-hair, Healing Light allows the priest to send a directly targeted ally within 15 meters a powerful but fairly mana intensive heal. At level 14 they receive the all important Resurrect skill.

Although they appear quite powerful – and truly they are - one must remember priests are clothed in low-defense robes. Because of this, they are very susceptible to taking hard hits and thus, must have some counter. Soaring Attack learned at level 20 is the answer to a situation in which a priest is knocked back and unable to heal in PvE or PvP. It allows the priest to rise up and attack the enemy on a 12 second cooldown. At the same level, priests also gain the powerful instant skill, Awake. When cast, this skill helps up one knocked-back ally within 20 meters of the priest, increasing their usefulness in a group PvP situation, but also in difficult PvE environments where enemies do have a tendency to use skills that knock-back players.

Class Overview- Elementalist



Good Evening, TERA Fans! Tonight, as we conclude our series of class overviews, we're featuring the often misunderstood Elementalist class.

Keep in mind that it's been stated a few times by developers that they hope to greatly distinguish Elementalists from Priests in the future, so this class is likely to change quite a bit!

This description was originally translated by Meiellink into Japanese, then by Locien from Japanese to English and edited by me!

Enjoy! :turned:


Posted Image



Elementalist
The Elementalist communes with spirits and uses their power to support allies.

This class has various abilities to boost the power of their allies. Elementalists spontaneously use the power of spirits to support their allies and incapacitate enemies.

Elementalists are very fragile by nature as they only wear light armor, therefore their strength lies in seeking aid from spirits. Elementalists observe battles from afar and react according to the situation. It takes a lot of practice to develop this intuition.



Elementalist Abilities

01. Mana Boost
Allows MP to recover quickly. However, if you get attacked during MP recovery, you will lose the MP recovery status when you use another skill.



02. Elemental Shot
A basic ranged attack skill with the ability to hit one target.



03. Essence Leech
An absorption skill. Absorbs the health of enemies within its range and restores the MP of allies.



04. Healing Wind
A close range healing spell which heals the Elementalist and the allies in its proximity greatly.

Class Overview- Mystic

Good Evening, TERA Fans! Tonight, as we conclude our series of class overviews, we're featuring the often misunderstood Mystic class.

Keep in mind that it's been stated a few times by developers that they hope to greatly distinguish Mystics from Priests in the future, so this class is likely to change quite a bit!

This description was originally translated by Meiellink into Japanese, then by Locien from Japanese to English and edited by me!

Enjoy! :turned:


Posted Image



Mystic
The Mystic communes with spirits and uses their power to support allies.

This class has various abilities to boost the power of their allies. Mystics spontaneously use the power of spirits to support their allies and incapacitate enemies.

Mystics are very fragile by nature as they only wear light armor, therefore their strength lies in seeking aid from spirits. Mystics observe battles from afar and react according to the situation. It takes a lot of practice to develop this intuition.



Mystic Abilities

01. Mana Boost
Allows MP to recover quickly. However, if you get attacked during MP recovery, you will lose the MP recovery status when you use another skill.



02. Elemental Shot
A basic ranged attack skill with the ability to hit one target.



03. Essence Leech
An absorption skill. Absorbs the health of enemies within its range and restores the MP of allies.



04. Healing Wind
A close range healing spell which heals the Mystic and the allies in its proximity greatly.

Class Overview- Priest

Happy Saturday, TERA Fans! This weekend, we're featuring the priest class description from the Official Korean website :]

This one seems to give quite a bit of information and even some lore, so personally I really liked it! No bias towards priests, or anything! :D

This description was originally translated by Meiellink into Japanese, then by Locien from Japanese to English and edited by me! Enjoy!


Posted Image



Priest
Receiving protection from the gods, Priests stay close to their allies to protect them.

This class has the ability to heal its allies and to debuff their enemies in order to make battle safer.

Priests use staves and are armed with divine magic to damage their enemies. They are considered very reliable by their allies. Priests who are protected and blessed by the god of justice Yuria, use their divine magic to heal wounded allies and curse their enemies to ensure the safety of themselves and their allies.


Priest Abilities


01. Light of Judgement
The Priest's basic long ranged attack.




02. Healing Wind
A close range healing spell which heals the priest and the allies in its proximity greatly.



03. Regenerating Wind
A middle range healing spell that regenerates the health of any allies in its range relatively fast. The priest however has to channel this spell and cannot move while it's active.



04. Shadow of Slumber
The priest fires a sphere which temporarily puts enemies it hits to sleep.



05. Mana Boost
Allows MP to recover quickly. However, if you get attacked during MP recovery,
you will lose the MP recovery status when you use another skill.

Class Overview- Sorcerer

Good Afternoon, TERA Fans! Sorry for the delay, but today we're bringing you some translated information about sorcerers!

This description was originally translated by Meiellink into Japanese, then by Locien from Japanese to English and edited by me! Enjoy!


Posted Image



Sorcerer
Researchers who use hidden, mystical magic to conjure dreadful, destructive powers.

This class has the capability to deal high damage from a distance and support allies. Sorcerers use mystical disks to call forth magical power and are one of the strongest damage dealers.

Sorcerers are very fragile and wear light armor so they use various
means to thwart their opponents in order to defend themselves. Given this, the most important protection sorcerers have are their quick judgement and allies. Sorcerers are able to unleash their spells within the blink of an eye.


Sorcerer Abilities


01. Fire Ball
The Sorcerer's standard range attack. Each Fire Ball is only capable of hitting one enemy.



02. Ice Needle
A ranged attack with the ability to pierce through enemies, damaging anyone in its trajectory.



03. Lightning Trap
Lays a trap on the ground, which when triggered by enemies temporarily stuns them.



04. Blast Ball
A powerful ranged attack. The Sorcerer channels the spell and releases a ball dealing massive damage. The longer the Sorcerer channels the spell the more powerful it becomes.



05. Mana Boost
Allows MP to recover quickly. However, if you get attacked during MP recovery,
you will lose the MP recovery status when you use another skill.

Class Overview- Berserker

Good evening, TERA Fans! Although there was no new translation last night, tonight we're sharing the berserker class overview translation! :]

This overview was originally translated by Meiellink into Japanese, then by Locien from Japanese to English and edited by me!


Posted Image




Berserker
Destroyers that carry large axes on to the battlefield.

Berserkers use the anger they have pent up inside of them to deliver explosive bursts of damage to their opponents. The Berserkers' axes have a small range and very slow attack speed, so it takes high concentration and a lot of caution to carry out their role.


Berserker Skills

1. Basic Attack
Swings the axe powerfully to the ground. By continuously swinging it up to four times the damage dealt increases by each hit.



2. Concentrated Blow
Accumulates power and releases all of it into a single strong attack. The longer the Berserker focuses the more powerful the attack becomes. Its attack range is very narrow.



3. Bash
Bashes the axe into the ground and disorientates opponents in the immediate vicinity.



4. Weapon Block
The Berserker uses his axe to protect himself. He cannot protect allies with it, however.

Class Overview- Slayer

Good Afternoon, TERA Fans! Today we're showcasing the slayer class!

This description was originally translated by Meiellink into Japanese, then by Locien from Japanese to English and edited by me!


Posted Image



Slayer
A class that wields a heavy, large sword ruthlessly.

Slayers are equipped with heavy swords and armor which makes their attacks rather slow. Their role is to deal great amounts of damage towards wounded enemies to take them out with certainty. Due to the heavy armor and swords slayers weild they move sluggishly. To compensate for this weakness, they have incredible composure and are great at making decisions. Slayers are useful for helping allies who are surrounded by enemies.


Slayer Abilities

1. Basic Attack

Brandishes the opponent with the sword once. By continously striking up to four times the damage dealt increases by each hit.





2. Whirlwind

Accumulates power and deals a powerful attack. The longer the Slayer focuses the more damage he does. After accumulating power the Slayer releases all of it explosively into a single attack swinging his sword around him quickly.






3. Trip Attack


The Slayer moves forward and lunges an attack towards the opponent, beating him to the ground.





4. Evasion

Allows the Slayer to dodge an opponent's attack. Due to the Slayer's sword being heavy there's a risk to receive an opponent's attack while standing up to get ready to evade it.

« Previous Page
Powered by WordPress Lab