A Recap of Official Site Changes

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Hey TERA Fans! As you may have noticed, today, TERA-Online.com recieved a massive, long anticipated overhaul. In addition to a new layout, the site's gained a bunch of new features I'm going to highlight here for you all so you don't miss them! Check it out :D

  • Index page
    - The index page has gained a very nice media box, background and news feed.



  • Game
    - The "Game" menu has become a portal for all basic aspects of TERA such as its races, classes, enemies, world and lore. All of the pages in this portal have received a layout overhaul.




  • Media
    - The "Media" Menu has become a portal for videos, screenshots, wallpapers and concept art. I'll talk about some of the new videos that have been added in another post today.



  • News
    - The news section is now laid out much better.



  • Community
    - The "Community" portal contains the fansite kit, as well as links to the new TERA Blog and forums.



  • Blog
    - The TERA Blog is a new feature we've all been waiting for, ever since the title was added to the community menu long ago :] There are three articles there right now for you to check out, so please do!



  • Forums
    - The TERA-Online.com forums were often complained about before today! Though they're still currently being perfected, they've relieved a significant upgrade today!



Notable New Features
- If you're short on time today, these are the new areas that I think are a must see!



If I missed anything, please be sure to point it out in the comments and I'll update this post. What do you think of the new site and its features, TERA Fans?

Lancer Column: Second Edition

Here’s a big, albeit unrealistic, hope of mine – jousting, or a TERAfied version. What I’m trying to say here is horseback combat as a Lancer. I don’t mean Lancer versus Lancer charging at each other to try and knock the other off their mount. Perhaps a combat opening attack launched from horseback?

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Mounted combat.

WoW’s answer was the Argent Tournament.

Aion’s answer was winged aerial dogfights.

Neither of them particularly lived up to the expectations of the players, at least for me. What if Tera’s answer to this was – jousting? It could be a lancer only skill where they get a one-attempt attack while mounted, to initiate combat. Hit and you get dismounted, miss and you get dismounted. Of course this all depends on the game’s mount mechanics. It wouldn’t be a hugely game changing mechanic, it would just be a little added incentive to play a Lancer, or a small boost to your mind games if you initiate combat from behind, while mounting, with jousting. I think the reason this type of combat didn’t work with WoW and Aion was because of the targeting system. Click your opponent, then use a skill. No aiming. With jousting you would likely be moving a lot faster than the opponent, making aiming the attack that much harder for you and that much more satisfying when you land it.

The developers have said that at release, there will be no mounted combat of the sort, but that doesn't mean I can't dream. Who knows, maybe one day I can pitch the idea to the developers and see it eventually added in.


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In light of the new information on crystals, I thought I’d give my opinions on them and what they could mean to Lancers. The most important thing to take into account is the monster size crystals. As a heavy raiding Lancer, probability dictates that the toughest enemies you’ll encounter will be of the large variety, possibly some of them being medium. I mostly imagine any non-humanoid boss monster will be large. As it’s not easy to replace crystals on a whim, what with the chance of a crystal breaking upon being removed, the size of enemy you choose to equip crystals for will require research and/or trial and error to pick the appropriate crystals. While this holds true for any class, I believe this to be an even more important decision for Lancers than anybody else. Say an Archer or Berserker chooses the majority of their crystals to only affect medium enemies, they lose out on some potential dps or they take a little extra damage by account of a wayward area attack they forgot to dodge from a large sized boss. If a Lancer were to do the same and filled up on medium size enemy gems only to find out the boss for the day is a large, potentially the lack of extra defence or health regeneration could cause the Lancer to fall dead, consequently allowing the rest of the group to die also.

This isn’t to say that enemy size crystals are the only appropriate ones for raiding. There’s also the bog standard “increase x by y” types. Quite probably the most prevalent ones for Lancers - raiding or PvPing - will be the increase HP, increase defence, and recover HP ones. Without more information on which type of crystal goes where, there’s not much more I can say about defensive options. So back to my previous thought of an offensive PvP Lancer. I’ve been thinking about it a lot recently after reading about the crystals. Two particular crystals caught my eye – both related to increasing damage while below a certain amount of life, with both of them being examples of Berserker crystals. First up is “Defiant Hexage” which increases damage done when you have less than 50% HP, the second being “Persistent Hexage”, increasing critical attack power when you have less than 50% HP (which I take to mean successful critical hits do increased damage, though it could well mean a higher chance to land criticals).

As a good Lancer keeping yourself floating around and just below 50% should easily be possible with good use of potions, blocking at the right time, perhaps self-healing skills if any are ever implemented, or even maybe a very competent pocket healer who knows what your plan is. Imagine you’re going for the typical Lancer play in PvP with your healer friend, playing the defensive game with your healer with the mind to not keep you fully topped off on health. Then you drop below 50% HP, your healer puts some sort of health regeneration spell on you to keep your health up but not to put you over 50%. Suddenly, you go on the offensive. With your “below 50% HP” gems, your damage output suddenly gets a drastic boost, scaring and intimidating your enemy. Perhaps not the most effective way to make a name for yourself in the PvP scene, it would surely make for fun and interesting play.


To finish off, here’s an image of what I feel jousting in TERA could look like.

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Screenshots of the Week: Demons of Air

Hey, TERA Fans :D Unfortunately, I missed the new screenshots of the week yesterday, but here they are!

This week, En Masse Entertainment has decided to feature some interesting enemies; air demons called kumas. Check them out below or at the official site!

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This week’s TERA screenshots feature a type of air-demon known as a kumas. The mature kumas—tattooed with runes of power—has lately been seen in the Celestial Hills, where divine energy is thick on the ground. The holy ground watchman, festooned with fragments of stone that serve him as armor, patrols the region around the Shrine of Life.

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Once allied with giants during their wars of conquest, today’s kumases are free agents and powerful mages. They are attracted to places where fragments of the gods remain, hoping to acquire as much raw power as their great bodies can hold.
-- Scapes

Screenshots of the Week: Bloodsucking Freaks

Hello, TERA Fans! Yesterday, En Masse released a new set of screenshots of the week, this time featuring the Vampir race. Enjoy!

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This week, our TERA screenshots reveal dark enemies from dark places. Once peaceful residents of Popolion and environs, the vampirs have gone insane and resumed their former blood-sucking ways. No traveler is safe on the moonlit roads of Poporia Province from the sacred city of Pora Elinu to the Vale of the Fang. Is it magic or mutation that's to blame?

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The people of Popolion mourn the loss of their friends and neighbors, but until a cure for the madness can be found, vampirs must die!
-- Scapes

Screenshots of the Week: A Deadly Duo

This week's screenshots of the week have been released and they feature two of the enemies found in Cultist's Refuge (the instance where the PAX Media Demo took place). Check em out :D

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Our nineteenth screenshot set showcases two formidable foes to be found within the Cultist's Refuge (see last week's Screenshots of the Week: Cultist's Refuge). Akia—a malevolent priestess—is virtually immortal as long as she continues to sacrifice living beings to dark Atel Akkad rituals. Terkasia, it is said, once guarded the vaults of Heaven for Balder, but betrayed him to a demon-god who coveted the divine treasures.

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An exclusive look at one of PAX's most talked-about demos! Producer Sam Kim and Associate Producer Stefan Ramirez lead you through a group combat adventure where you’ll see for yourself why we say TERA doesn't just have a story—it is a story.
-- Scapes

New Skills Under Development, Part 2

Good evening, TERA Fans! Today the TERA team has released information about two new under development skills, this time for the TeraFans Wiki - PriestPriest and TeraFans Wiki - sorcererSorcerer classes! Sorcerers have gained an AoE sleep ability and Priests have gained a new offensive spell.

Check out their official translations below! You can find part one here!

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This article series shares examples of new skills being developed, along with their descriptions and current in-game icons. New abilities for TERA's priest and sorcerer classes are revealed in this second installment. Videos demonstrating these skills are available on Hangame's official TERA website.

New Sorcerer Skill

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Sleeping Wind

The sorcerer releases a tranquilizing breeze that lulls multiple enemies to sleep within a large area.

New Priest Skill

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Divine Bolt

The priest fires divine bolts that automatically achieve a critical hit. This is a combo skill; three hits in a row results in a powerful final blow.

Examples of new skills for the remaining two classes will be published in a third installment.
-- Scapes

New Skills Under Development, Part 2

Good evening, TERA Fans! Today the TERA team has released information about two new under development skills, this time for the TeraFans Wiki - PriestPriest and TeraFans Wiki - sorcererSorcerer classes! Sorcerers have gained an AoE sleep ability and Priests have gained a new offensive spell.

Check out their official translations below! You can find part one here!

Quote

This article series shares examples of new skills being developed, along with their descriptions and current in-game icons. New abilities for TERA's priest and sorcerer classes are revealed in this second installment. Videos demonstrating these skills are available on Hangame's official TERA website.

New Sorcerer Skill

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Sleeping Wind

The sorcerer releases a tranquilizing breeze that lulls multiple enemies to sleep within a large area.

New Priest Skill

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Divine Bolt

The priest fires divine bolts that automatically achieve a critical hit. This is a combo skill; three hits in a row results in a powerful final blow.

Examples of new skills for the remaining two classes will be published in a third installment.
-- Scapes

New Skills Under Development, Part 2

Amira: haha, I went to merge the topics and they got all funny. So, I'll just copy and paste my post here xDDD

Good evening, TERA Fans! Today the TERA team has released information about two new under development skills, this time for the TeraFans Wiki - PriestPriest and TeraFans Wiki - sorcererSorcerer classes! Sorcerers have gained an AoE sleep ability and Priests have gained a new offensive spell.

Check out their official translations below! You can find part one here!

Quote

This article series shares examples of new skills being developed, along with their descriptions and current in-game icons. New abilities for TERA's priest and sorcerer classes are revealed in this second installment. Videos demonstrating these skills are available on Hangame's official TERA website.

New Sorcerer Skill

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Sleeping Wind

The sorcerer releases a tranquilizing breeze that lulls multiple enemies to sleep within a large area.



New Priest Skill

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Divine Bolt

The priest fires divine bolts that automatically achieve a critical hit. This is a combo skill; three hits in a row results in a powerful final blow.



Examples of new skills for the remaining two classes will be published in a third installment.
-- Scapes

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!

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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"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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