Archer Column: Reap Mob Basics

Archer Column: Reap Mob Basics

Hey folks! Cala takes a break this week we so can take a look at some of the tactics she used in Chapter 7, as well as some other basic principles of Archer gameplay. I won't be looking at skills specifically, but tactics that an archer will need to become intimately acquainted with very quickly after setting foot on the Isle of Dawn. I'll outline how to handle those pesky little clusters of mobs, as well as the bigger 'medium' sized mobs, and the variety of ways you can spell their doom.

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Ok, so you're running around on the Isle of Dawn, you've popped a few Ghilliedhu, learned a couple new skills, and have made your way to the Expeditionary Supply Base (the one Cala is almost at). Outside of here, you'll notice Terons, groups of small earth spirits bent on your destruction – should you choose to pester them, and let's face it, you will! In an early article by EME, these mob clusters were referred to as Reap mobs, presumably because you swoop in just reap their little lootz.

Attacking a cluster of Reap mobs means one thing, a LOT of hate directed at you. If you've played an archer class in other games before, you may have had times when you accidentally stole aggro from the tank, or you may yourself have 'evade-tanked' on occasion. Archers in TERA are NOT tanks. I can't stress this enough. You won't be able to sustain a beating, meaning you won't be standing in the center of a cluster of Reap mobs letting them wail on you while you pick them off one by one. With the exception of Multi-Shot, and the post Isle of Dawn Penetrating Shot, you WILL be picking off mobs one at a time.

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In every cluster of Reap mobs, you'll notice one who stands out a little taller, a little bolder, perhaps even a little more rude than the rest. This fella will be the one calling the shots. He'll be the one saying “Oh, what have we here guys, fresh meat!” and getting his followers to trun on you... He'll be the one granting buffs to the little buggers, and he'll also be the one tapping into the Titan's dream to replace the reap mobs you've previously dispatched! Clearly, there is reason to take the leader out first. My recommendation: unless the little guys are arranged in such a perfect ball and you can't resist opening with an AoE to watch them fly, open with a powerful attack on the leader first, and take him out fast.

TERA's archer class is all about evasion, just not the evasion you are used to in stat-based combat systems. You won't be auto-dodging any attacks, and you won't dodge better even if you did have an evasion stat, which you don't. You're dodging comes from your keyboard and mouse. Kiting and dodging are going to be your bread and butter, and the more proficient you become at this, the more challenging the obstacle you can overcome.

Two things to remember while kiting:
1.)Be aware of your surroundings! It won't help you to survive longer if you have a half dozen mobs on you and you run blindly into another pack of Reap mobs! Sure individually they might not hit hard, but when you have a bunch on you, things can get hairy!
2.)Kiting doesn't do damage, your bow does! Leave enough room between yourself and the mobs that every few seconds you can turn, fire, and keep running.

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Kiting Reap mobs is not only your best option for survival, it's also an extremely efficient way of massing the critters into a 'chain' or 'ball', which makes your AoE (Rain of Arrows, Arrow Shower) or linear attacks (Penetrating Shot) more effective. If you were standing your ground, taking a beating, and firing your bow for all you are worth, a few things would happen. First, you would be having to swivel about to find a target, since they tend to surround you. Second, you'd run out of mana because you are simply popping shots off full tilt. Archers have the smallest mana pool of all the mana wielding classes, and it gets empty very quickly. Of course, it fills very quickly too, but not if you aren't giving it a chance to. Kiting – taking a couple steps, turning, then firing, repeat – allows time for your mana to replenish itself between shots, so you won't need to worry about hearing that dreaded 'out of mana' sound.

In Chapter 7, Cala balled them up by kiting, forced them into approaching a cliff, put them betwixt her and the cliff, then sent them flying. You can do this too! When you get Backstep (the basic Archer dodge skill, also known as Caelixian's FAVORITEST SKILL EVER!) you will be able to do some pretty slick and tricksy maneuverings to grant yourself the advantage. Train the Reaps towards the cliff. Once they are upon you, quickly turn your back on them, facing the cliff, and hit backstep. Waste no time charging your penetrating shot, and unleash it at the ball. Feel free to snicker at their pathetic little screams; chances are they would if it had been you going over! Knockback won't be very viable for an Archer in PVP, (the physics are excellent – a heavy target won't do much flying, but the little ones will!) but you can still use Backstep to quickly get behind your foe for a chance to knock them down. All of your back-attacks have a chance to knock down your target, so try to score them as often as you can. Oh, while we're on the topic, IF you score a knockdown in PVP, resist the temptation to approach the target, or continue attacking and use the opportunity to put a bit more distance between it and you, or charge up a powerful attack for big numbers.

There you have it, a Reap mob primer with minimal side-tracks. Hope this helps those of you who are only just dreaming of getting your hands on an archer, and find yourselves on the Isle of Dawn in the very same scenario as Cala!

:thumbsup:

Examples of New Skills Being Developed, Part 1

Hey TERA Fans! Just a few minutes ago, Scapes on the official forum posted some great news :] Apparently, due to FGT feedback asking for more diversification among classes, new skills have been added for TeraFans Wiki - warriorWarriors , TeraFans Wiki - SlayerSlayers , TeraFans Wiki - ArcherArchers , and TeraFans Wiki - MysticMystics !

Thanks very much to xf02 for the youtube links :] Check out the new skills below!

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Focus Group Test 2 may have ended in Spring but the feedback received during that time continues to drive TERA's ongoing development through the Summer. As our postmortems outlined, participants felt that the classes required more skill variety.

Your feedback has helped shape the growth of TERA. This article series reveals examples of new skills being developed along with their descriptions and in-game icons. Additionally, videos demonstrating these abilities are available on Hangame's official TERA website.

New Warrior Skill

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Tornado

Tornado is a chain skill that can be used after an evasive skill. It causes damage in a large 360 degree area around the warrior.



New Slayer Skill

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Power Arc

This skill hurls a bolt of energy at the enemy as the Slayer swings the greatsword. Used three times in a row, it becomes a combo attack, increasing damage with each blow.



New Archer Skill

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Rain of Arrows

This skill rains dozens of arrows down on a large area in front of the player. It takes some time to cast, but it’s worth the wait as Rain of Arrows can damage multiple enemies multiple times.



New Mystic Skill

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Summon Spirit

The Mystic can summon three kinds of spirits: one to lure enemies, one to attack, and one for support. These spirits guard the Mystic and assist in battle.



Examples of new skills for the other four classes in TERA will be revealed in the second part of this article series.
-- Scapes


Personally, I'm particularly interested in the new Mystic skill O: Sounds very cool!

Archer Class Q&A with TeraBow.com

Good Afternoon, TERA Fans! Archer enthusiasts may be very excited to learn that Brian Knox has done an interview with TERABow.com, all about the TeraFans Wiki - Archerarcher class!

The Q&A give great insight to the class :] You can find out more about archers at TERABow.com, in our TERA Fans Archer Guide or in our TeraFans Wiki - ArcherTERA Fans wiki

Enjoy the interview!


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Question 1) In WoW, Hunters stood still to fire. In Aion, they were constantly on the move. Can you provide an outline as to how the Archers of Tera-Online will play?

Brian Knox: The archer is a very action-oriented class. It requires a player to aim attacks (place the crosshairs where you want the arrows to go), and also to evaluate the situation and think ahead. Higher level archers can leap backwards to create distance between themselves and a target, as well as lay traps for incoming foes.

Question 2) Recently there's been some information come out that a characters hit box will depend on their race - meaning smaller class, smaller hit box - but this will also be countered by the fact that larger classes will have a longer reach. If this is true (clarification would be wonderful), how does this affect Archers? Is this hit box issue mainly for melee classes, or does it affect ranged ones as well?

Brian Knox: Archer skills are more dependent on the distance to the target's hit box. It's critical that a group have a strategy to pin down a monster so the archer can maximize damage.

3) A downside to the bow and arrow class in other games is the constant need to refresh your arrow supply - thus making the class generally more expensive than others. Can you confirm that an Archer uses simply mana/energy to fire instead of physical arrows? And if so, will there be any other requirement/consumable required by Archers to do damage?


Brian Knox: Archers have a quickly regenerating pool of mana (MP) for both basic attacks and advanced skills, so there's no need to find and equip special arrows. That said, archers can customize their bows with different crystals according to their preferred style of play. In each battle, a player needs to weigh the pros and cons of using one of their big skills versus two or three basic attacks.

4) In previous games where the Hunter/Archer class has used arrows, they've been able to upgrade the level of the arrows used to further increase their damage output. Apart from the obvious (bow and armor upgrades, levels and skill increases), will there be any additional ways to boost damage done? (Not counting the Mark of Sagittarius)

Brian Knox: Some skills "charge up" while holding down the action button, increasing damage. To balance that out, however, those skills can be interrupted while charging. And like I said, players can also equip different crystals into their gear, as well as use charms, potions, and enchantments to increase their damage.

5) If Archers are to be more mobile with their fighting style, will there be any penalty for moving backwards while in combat? Aion for example had damage increases for moving forward and a penalty for moving backwards--will Archers in Tera suffer similar adjustments?

Brian Knox: Archers try and keep a good distance between themselves and their foes, because they do stand in one place to fire. But this is not a penalty in any way. The archer learns two important skills before any others: The first, simply named Arrow, provides a quick single-target attack that's continuous while holding down the action button. The second, Arrow Volley, allows archers to "lock on" to multiple targets while moving, then attack them all at the same time. Even at low levels, these two skills are really effective in combat.

Astute players might note that these skills were previously called "Normal Shot" and "Multi-Shot." The new names are an example of some of the changes we're making in TERA's ongoing Westernization process. In the future, many skills will get similar "makeovers."

6) With the aim-and-fire aspect of combat, how important will line-of-sight be? For example, in instances where you are surrounded by your group members, do the arrows simply pass through any fellow group member to the creature in front? And how does this work with multi-mob pulls? How do you make sure you're not hitting something you shouldn't be if they are all packed together?

Brian Knox: It helps if you don't think of it as an arrow, but instead as an attack. Just like any other class, the attack hits the first enemy in range. A powerful attack meant for a big boss could hit a minion instead if not lined up just right, or if the berserker you're depending on to pin down your target knocks something else into the line of fire.

Combat in TERA involves moving yourself to where you'll do the most damage, no matter which class you're playing. Berserkers want opponents flat on their backs; lancers want them lined up like target practice. Archers want their foes far enough away so they can get the next shot off, but close enough that both skills will hit.

7) What types of Armor will be available to Archers? And will it be level dependent (ie we start off with leather and upgrade to chain later on) or will simply be one type and one type only? I assume multiple classes can wear the same types (for example Beserkers and Lancers both wear mail), so will it be easy to determine which class a piece is better suited to? Or will we be fighting to the death over each drop?

Brian Knox: Archers use the same type of armor (leather) as warriors and slayers, but that's okay. There's lots of it, and it's easy to get. Crafting, quest rewards, monster drops—and don't forget that all characters on your account share a bank vault. If you find a piece of armor while playing your sorcerer, you can store it for your archer to use later.

8) And lastly, does any particular statistic directly effect the damage output of an Archer? For example, in WoW, if you increased your Agility as a Hunter, it directly increased your base damage. Will Archers be on the look out for any particular stats?

Brian Knox: Archers will want to increase both their critical and attack stats to maximize damage on all their shots. By design, TERA has a lot of RPG elements, but a lot more action than anything else! We're not trying to overload players with stats—they'll determine the outcome of fights with their actions rather than a calculator.

9) From a fellow Archer (@malagaj on Twitter), how are you planning to balance Archers with regards to our damage output and armor/hitpoints. Some have read that we not only come with excellent damage output, but also boast a high armor rating, is this true? Or do we sacrifice one for the other?

Brian Knox: In a target-based game, "bow fighters" can to be hard to balance. But in TERA, a player's skill is every bit as important as which weapon their character uses. Whether it's an archer aiming a Radiant Shot or the warrior picking when (and where) to start her Rain of Blows, the action is more organic than organized. You can have classes with higher damage and more defense because the user's skill of aiming and dodging out of the way contributes so much more to the outcome.

Archer Class Q&A with TeraBow.com

Good Afternoon, TERA Fans! Archer enthusiasts may be very excited to learn that Brian Knox has done an interview with TERABow.com, all about the TeraFans Wiki - Archerarcher class!

The Q&A give great insight to the class :] You can find out more about archers at TERABow.com, in our TERA Fans Archer Guide or in our TeraFans Wiki - ArcherTERA Fans wiki

Enjoy the interview!


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Quote

Question 1) In WoW, Hunters stood still to fire. In Aion, they were constantly on the move. Can you provide an outline as to how the Archers of Tera-Online will play?

Brian Knox: The archer is a very action-oriented class. It requires a player to aim attacks (place the crosshairs where you want the arrows to go), and also to evaluate the situation and think ahead. Higher level archers can leap backwards to create distance between themselves and a target, as well as lay traps for incoming foes.

Question 2) Recently there's been some information come out that a characters hit box will depend on their race - meaning smaller class, smaller hit box - but this will also be countered by the fact that larger classes will have a longer reach. If this is true (clarification would be wonderful), how does this affect Archers? Is this hit box issue mainly for melee classes, or does it affect ranged ones as well?

Brian Knox: Archer skills are more dependent on the distance to the target's hit box. It's critical that a group have a strategy to pin down a monster so the archer can maximize damage.

3) A downside to the bow and arrow class in other games is the constant need to refresh your arrow supply - thus making the class generally more expensive than others. Can you confirm that an Archer uses simply mana/energy to fire instead of physical arrows? And if so, will there be any other requirement/consumable required by Archers to do damage?


Brian Knox: Archers have a quickly regenerating pool of mana (MP) for both basic attacks and advanced skills, so there's no need to find and equip special arrows. That said, archers can customize their bows with different crystals according to their preferred style of play. In each battle, a player needs to weigh the pros and cons of using one of their big skills versus two or three basic attacks.

4) In previous games where the Hunter/Archer class has used arrows, they've been able to upgrade the level of the arrows used to further increase their damage output. Apart from the obvious (bow and armor upgrades, levels and skill increases), will there be any additional ways to boost damage done? (Not counting the Mark of Sagittarius)

Brian Knox: Some skills "charge up" while holding down the action button, increasing damage. To balance that out, however, those skills can be interrupted while charging. And like I said, players can also equip different crystals into their gear, as well as use charms, potions, and enchantments to increase their damage.

5) If Archers are to be more mobile with their fighting style, will there be any penalty for moving backwards while in combat? Aion for example had damage increases for moving forward and a penalty for moving backwards--will Archers in Tera suffer similar adjustments?

Brian Knox: Archers try and keep a good distance between themselves and their foes, because they do stand in one place to fire. But this is not a penalty in any way. The archer learns two important skills before any others: The first, simply named Arrow, provides a quick single-target attack that's continuous while holding down the action button. The second, Arrow Volley, allows archers to "lock on" to multiple targets while moving, then attack them all at the same time. Even at low levels, these two skills are really effective in combat.

Astute players might note that these skills were previously called "Normal Shot" and "Multi-Shot." The new names are an example of some of the changes we're making in TERA's ongoing Westernization process. In the future, many skills will get similar "makeovers."

6) With the aim-and-fire aspect of combat, how important will line-of-sight be? For example, in instances where you are surrounded by your group members, do the arrows simply pass through any fellow group member to the creature in front? And how does this work with multi-mob pulls? How do you make sure you're not hitting something you shouldn't be if they are all packed together?

Brian Knox: It helps if you don't think of it as an arrow, but instead as an attack. Just like any other class, the attack hits the first enemy in range. A powerful attack meant for a big boss could hit a minion instead if not lined up just right, or if the berserker you're depending on to pin down your target knocks something else into the line of fire.

Combat in TERA involves moving yourself to where you'll do the most damage, no matter which class you're playing. Berserkers want opponents flat on their backs; lancers want them lined up like target practice. Archers want their foes far enough away so they can get the next shot off, but close enough that both skills will hit.

7) What types of Armor will be available to Archers? And will it be level dependent (ie we start off with leather and upgrade to chain later on) or will simply be one type and one type only? I assume multiple classes can wear the same types (for example Beserkers and Lancers both wear mail), so will it be easy to determine which class a piece is better suited to? Or will we be fighting to the death over each drop?

Brian Knox: Archers use the same type of armor (leather) as warriors and slayers, but that's okay. There's lots of it, and it's easy to get. Crafting, quest rewards, monster drops—and don't forget that all characters on your account share a bank vault. If you find a piece of armor while playing your sorcerer, you can store it for your archer to use later.

8) And lastly, does any particular statistic directly effect the damage output of an Archer? For example, in WoW, if you increased your Agility as a Hunter, it directly increased your base damage. Will Archers be on the look out for any particular stats?

Brian Knox: Archers will want to increase both their critical and attack stats to maximize damage on all their shots. By design, TERA has a lot of RPG elements, but a lot more action than anything else! We're not trying to overload players with stats—they'll determine the outcome of fights with their actions rather than a calculator.

9) From a fellow Archer (@malagaj on Twitter), how are you planning to balance Archers with regards to our damage output and armor/hitpoints. Some have read that we not only come with excellent damage output, but also boast a high armor rating, is this true? Or do we sacrifice one for the other?

Brian Knox: In a target-based game, "bow fighters" can to be hard to balance. But in TERA, a player's skill is every bit as important as which weapon their character uses. Whether it's an archer aiming a Radiant Shot or the warrior picking when (and where) to start her Rain of Blows, the action is more organic than organized. You can have classes with higher damage and more defense because the user's skill of aiming and dodging out of the way contributes so much more to the outcome.

Class Guide – Archer

Good afternoon, TERA Fans! :3 Our fifth class guide is for all the Archers out there! Written by moderator Kvinna (1-12 skills) and podcaster Caelixian (High level skills), you're sure to learn a lot about the archer. 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.)


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Posted Image Archer

"Swift sharpshooters who strike from a distance."



Click the images to make them larger!

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Archers thin the ranks of the enemy with non-stop attacks. Deadly volleys and fast reactions make them every bit as dangerous as more heavily-armed combatants.



The archers are highly skilled marksmen able to thin the ranks of their enemies in battle. Firing volley after volley with deadly accuracy, a single archer can cause panic and discord in a battle. Although the archer's defense is weaker than others, the enemies that try to close in on them will find that the archers are highly mobile and rarely stationary.



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Normal Shot

Normal Shot is the first skill an Archer is given to master. It is defaulted to the left-click button, but can be moved to any other slot. What's unique about this skill is that unlike every other class, the Archer is free to hold down their mouse button to continuously fire upon their enemy.











Multi Shot

Multi Shot is the first skill an Archer purchases from the trainer after reaching level two. Once again, this AoE skill is unique from other classes. While other classes are able to hit more enemies with their AoE attack, an Archer can only hit up to four. However, the Archer's Multi Shot hits for a lot more damage.

This is also the first skill an Archer receives that utilizes the "lock on" mechanic. After an Archer selects this skill, they hover their crosshair over four targets to lock on to them. The enemies do not need to be next to each other and the Archer doesn't have to fire until all four have been selected. Once they are, simply click the skill again to fire. One important thing to note is that this does require a bit of mana and it is taken from the Archer when the skill is clicked the first time. Keep moving and try not to get interrupted!











Focused Shot

Focused Shot is an amazing addition to an Archer's arsenal. The Archer simply holds down the button for however long they wish to charge the skill. Once the button is released, the Archer will fire the skill. The longer the skill is charged, the more damage it does!

















Penetrating Shot

Penetrating Shot is another AoE skill for the Archer. It works similar to Focused Shot - you charge up the skill for a higher damage output - but instead of hitting only one target, this will hit multiple targets. Since this has the potential to hit more than one target, it does less damage to one target than Focused Shot.










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High Level Skills

As the archer progresses through levels, a noticeable increase in damage output is quite clear. This is, in part, due to the fact that many of the skills earned early on are upgraded in subsequent levels, rendering them much more potent. Added to the archer's armory in the higher levels are several skills that no archer would ever want to do without.

Penetrating Shot, earned at level 12, is a charged shot that deals linear damage to multiple mobs. When lined up properly, this can hit numerous mobs, and has a high rate of knockback on reap mobs. Compared to a few other skills at your disposal, Penetrating shot uses significantly less mana, but is more difficult to pull off while being chased, and is not as efficient for initiating combat as Multi-shot or Focused shot. They key to using it right is putting some distance between yourself and the largest concentration of targets, then waiting for them to line up as they come after you. Just like all of the skills though, having damaged the mobs some first is the best way to make this skill useful, otherwise mobs will be left at 1 hp.

Soaring Attack, earned at level 14, is a handy knockdown-recovery skill. When in the knocked down state, this skill becomes enabled, and you may quickly do a 360 degree spin attack, which has a high chance to knock down or knock back (reap mobs) anything it hits. This takes a fair amount of your small mana pool, but is certainly worth the 2-3 seconds it would take to recover normally. Depending on your weapon and level, it does the damage of around 2 and a half normal shots. This skill is most useful, of course, for PVP.

Backstep, though not a damage dealing skill, is probably one of the most used skills available to an archer. As the name of the skill implies, the skill allows you to jump back about 5 meters, avoiding attacks, dodging, or just putting more vital distance between you and your foe. Used right, this skill can allow you to get behind a chasing adversary in PVP, to deal rear-attacks, and hopefully knock downs. It does take mana, and has a fairly long cool-down so it is not a skill that can simply be spammed. Binding it someplace with extreme accessibility, such as the center mouse button or other unused mouse button, is a must.

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