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!

Quote

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

Posted Image

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

Posted Image

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

Posted Image

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

Posted Image Posted Image Posted Image

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!


Posted Image



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.

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!


Posted Image



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.

Archers – Arrows and Traps

Do they utilize any type of of ammunition/reagents for their attacks and traps? I really want to know because having consumable ammo and reagents for abilities effects a lot of things. Such as weight management, inventory space, hunting duration, and perhaps even the damage output depending on the type of reagent or ammo used.

Any insight would be much appreciated.

Class Overview- Archer

Happy Valentines Day, TERA Fans! :wub: Tonight, we're happy to deliver the Archer translation from the Official Korean website :]

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

Enjoy! :wub:


Posted Image



Archer
Swift hunters who rely on precision.

This class is equipped with large bows, fast speed and the ability to continuously fire arrows from a long distance.

Archers have excellent maneuverability, deal large amounts of damage and fluster their enemies by incessantly firing barrages of arrows towards them.

Since Archers have sacrificed heavy armor in favor of swift maneuverability, keeping their distance from enemies is of utmost importance.


Archer Abilities

01. Basic Attack
A basic long ranged attack. Quickly fires an arrow that can hit one enemy.



02. Multi-Shot
A long ranged damage skill. Accumulates power and releases an attack that can hit multiple targets. The longer the Archer focuses the more powerful the attack becomes.



03. Piercing Shot
A long ranged damage skill. Fires an arrow piercing through enemies and causing a knockback or stun. The longer the Archer focuses the more powerful the attack becomes.



04. Concentrated Shot
A long ranged damage skill. Accumulates power and releases a devastating attack that can hit one target. The longer the Archer focuses the more powerful the attack becomes.

Secured for spam by MLW and Associates, LLP's Super CAPTCHASecured by Super-CAPTCHA © 2009-2010 MLW & Associates, LLP. All rights reserved.

Powered by WordPress Lab