Mystic Column: LFG Healer, DPS…or a Mystic

Posted Image


I love playing support classes or playing the “underdog.” In lineage 2, I have played all three Summoner classes, all three main healer classes, all the buffer classes, and the two support damage dealer/buffer classes. What is it about these archetypes that draw people to them? In the case of Lineage 2’s Bladedancer, would it be the attack speed bonuses the player gets, or maybe the awesome skill animation? What about my favorite, the less flashy Elemental Summoner? When looking at a game that has 8 classes to choose from, how do we, the player base, decide on what to play from these slim pickings?

Lately, TERA Fans has had an influx of “What class should I play?” topics being made. Of course most of the topic makers have what they liked to play in the last MMO they played, and with those likes came with dislikes. Most of the time it is hard to say just one or two classes, but sometimes three or even four may show up. What really gave me the idea to write this column was the post Auraline made asking “Where is the Mystic at right now?” In this topic, Auraline is asking about how balance and grouping is for high level Mystics in K-TERA.

After taking a look around both TERA Fans, and the official TERA forums, I came across a few topics asking the same questions or providing answer(s). After reading an interview from a level 50 Korean TERA player, It is clear parties can choose either Mystic or Priest. The player gives good insight on the Mystic heals, both targeted and orb, and how most Mystics play within a party. When a party chooses a Mystic, it is definitely not for it’s looks, but rather its mana orb. The player also goes on staying that the group has to have the competence to pick up the hp orb, but generally groups seem to pick up the orbs like kids picking up candy from a broken piñata. In short, there is no reason to have both Priest and a Mystic in a group.

With balancing, it can be a slippery slope for anyone. Some may see a skill nerf a blessing from the TERA gods, where others see it as a personal attack against them and their kind. In one patch note thread on the official TERA forum, one member feared that at higher levels the Mystic will become less desired in PvP groups, but another member suggested that maybe support will be a better option instead of damage dealing.

Unlike other classes, the Mystic is hard to follow. Is it a summoner, a healer, a buffer, a debuffer? Make up your mind! Have no fear though, there are some people who get the Mystic, and get it right. Another fansite posted a guide that goes into great details on what the mystic is, does, and how to play one effectively. Although, going back to the post made by Auraline, and the question asked. With a class like the Mystic, it is hard to say how any one way is right to play. I most likely will play heavily on healing and summons, with a side of AOE damage. The Mystic isn’t one to just roll over and become a foreboding tank, straight damage dealer, full on heals, or a flamboyant nuker. The Mystic was dubbed the “Jack-of-all-trades” and it is up to the players see that self-proclaimed title come through for itself, and be less of a burden for those who wish to play it, but do not understand the class or are overwhelmed by what it seems it can do.



Posted Image

For the TERA Fans community, what kind of archetypes do you like to play? Do you think it is better for a game to have many classes, some of them being almost mirrored but just a little different, or have fewer classes to make it easier to pick from and possibly make it easier to pick a race?

K-TERA Patch Notes | 2.23.11

K-TERA Patch Notes | 2.23.11

Battlefields
  • Battlefields are now open in 5v5 ("Battlefield of Courage") and 10v10 ("Battlefield of Honor") modes.


Combat
  • The equipment effect: "Health restored when hit by a skill" now stacks.

  • The equipment effect: "Mana restored when using a skill" now stacks.

  • Mystic Elementals can no longer be targeted with lock-on skills.

  • Fixed so you can now use lock-on heals on targets that are evading or dodging.

  • "Blessing from Above" effect added.
    - When Ressurected from a spawn point (At a town or inside a battleground) you revive with the effect "Blessing from Above".

  • Effects of "Blessing from Above"
    1. For 10 seconds you will take 99% less damage from players.
    2. Greatly lowers the chance to be knocked back or stunned by players.
    3. This buff is removed when the buffed target uses a skill.
    4. You gain great chance to resist debuffs.

  • Changed the EXP penalties experienced during party play.
    - The EXP penalty caused by the level difference between a player and a monster will now be based off of the highest level player in a party.

    Level Difference --- Exp Loss Before --- After
    0 --- 0% --- 0%
    1 --- 0% --- 0%
    2 --- 0% --- 15%
    3 --- 10% --- 40%
    4 --- 50% --- 60%


PvP
  • Changed the nameplate color of PVP enemies.
    - Previously, the 3rd person to interfere with 1v1 PvP gained a pink nameplate, now they have an orange nameplate.


PvP

Lancer
  • Reworked some of Lancer’s skills.
  • Shield Block
    - Mana cost of the skill was reduced from 100 to 30.

    - When successful in a block, MP automatically decreases depending on the damage blocked.
    1. When blocking from a Small Monster, you lose 70% of the damage blocked in MP.
    2. When blocking from a normal monster, you lose 65% of the damage blocked in MP.
    3. When blocking from a large monster, you lose 10% of the damage blocked in MP.
    4. When blocking from a player, you lose 30% of the damage blocked in MP.
    5. When blocking from any other, you lose 3% of the damage blocked in MP.

    - When you successfully block and your MP is at 0% you get knocked back.

  • Changed the amount your default attack restored your MP.

    # of Hits -- Before -- After
    1 -- 30 -- 36
    2 -- 48 -- 60
    3 -- 75 -- 93

  • Auto MP regen changed from 10 per second to 5 per second.

  • Armor Break
    - Armor break effect now last 12 second up from 10.
    - Armor break now cost 150 MP.

  • "Glyph of Courage - Leap Attack" was added.
    - Raises attack power of Leap attack by 25%. (Costs 5 Glyph Points)


Berserker
- Berserker changes did not happen, sorry for the confusion.


Items

  • Attack Speed Effects
    - Fixed the issue of your attacks not timing right or having false hit counters when your attack speed effect was greater 24%.



Dungeon

  • Akasha’s Hideout
    - Changed the cooldown time of the dungeon by 6 hours.
    - Raised the item drop rate of the bosses in the dungeon (Akasha, Sharti and Lugreva) by 2 times.

  • Cannibal’s Cave
    - Fixed the issue of the Monster Kendarik’s spawn overlapping the quest monster Tulinka Urt’s spawn point.
    - Lowered the respawn time for the quest monster Tulinka Urt.
    - Made it so that you can now climb up vines from basement 1 and 3.

  • Ancient Castle of Spirits
    - Removed the monsters positioned outside the Necromancy Lab.



Quests
  • Players will no longer be able continue a repeatable quest with a high level player is in the party.

  • When there is a player higher than the level cap of the repeatable quest in a party, the party will no longer be able to do the quest.

  • The level cap on repeatable quests is now 5 levels higher than the objective monster's level.

  • Guild repeatable quest level cap was not changed.

  • Mission quests, non-repeat quests and Battlefield quests are not effected.

  • Valley of Life Quest: "Fragment of the Titan"
    - Fixed the issue where during the quest the ‘Guardian of the Sanctuary’ was not spawning.
    - Removed the target monsters ‘Guardian of the Sanctuary’ and ‘Guardian of the Small
    - Sanctuary’ from the quest.
    - Fixed the issue of Elin and Popori race being able to swim at a Quest specific area.

  • Frozen Shores Quast: "Truth of the Goddess"
    - Made the quest item ‘Mark of the Reversal’ be deleted after use and also made it possible to sell the item through a vendor.


Misc
- Fixed typos on one line tips and system messages.
- Fixed crashes happening on Vista, Window 7 / 32bit OS when entering Ancient Castle of Spirits.
- Fixed many lag issues within the game.
- Fixed the lag that could occur when a party member’s status was changed.
- Fixed the lag that could occur through passive skill icon, battlegrounds icon, campfire icon and medal icon.
- Fixed the lag that could occur when obtaining exp.
- Fixed the lag that could occur when loading many player and homunculus names.

KCBT4 Class Reviews by the Renegade Angles Clan

Hello again, TERA Fans! This weekend, over 20,000 gamers were able to test TERA during the Korean Stress test. Of course, only a fraction of those players speak English, but the ones who do have been really great about giving the Western TERA community their opinion of the game thus far.

The Italian guild, Renegade Angles Clan, was awesome enough to write up a few class reviews for us based on their experiences in the Korean stress test! They've sent me five reviews in total, detailing the gameplay experience of a sorcerer, berserker, mystic, lancer, and slayer.

Check out the reviews below and learn more about the Renegade Angles Clan at http://www.raclan.mmoguildsites.com.

Posted Image


Lancer
Written by Renegade Angles Clan member Areston



Welcome! After spending some time with TERA, I'd like to give my opinion about the Lancer class!

At level 1 we have only two skills, the basic combo (which is divided into 3 attacks) and the parry (activated by C on default settings).

The combo skill consists of three attacks. The first 2 hits inflict damage and the third push back the target by 1-2 meters and inflict more damage. The attacks hit the enemy even when it is knocked down. Each attack recharges a bit of mana.

The parry skill is used often due to the low character speed in combat. Once you press the C key, the lancer will block all frontal hits. The parry blocks 100% damage. To activate the parry consumes a small amount of mana, but you can remain in the stance without consuming any mana.

As already mentioned, the character is very slow in combat even though the attacks are quite fast: there is a fraction of a second between attacks which is useful to set up the parry skill.

At level 3 we learn our first CC. Using this skill makes your character do a double twirl. The first twirl does low damage, but stuns for 2-3 seconds or causes knockback (rare). The second attack is a 360 degree twirl which does more damage.

The next skill is very powerful and is the first skill you can "mix" in the combo system. This skill has a charging time of about 2 seconds, the character jumps and charges, after which the character will strike moving forward for 1-2 meters in the air. This skill is the most powerful that I had, and it can also stun the target.

As I said we can mix this skill to create a combo, and after the basic 3 hit combo, we can press the spacebar to use a power attack. Doing so removes the 2 seconds of cast time the skill would normally have. We can have the same effect mixing this skill with the 2 twists.

At level 8 we learn the famous Charge skill. To use this skil, you must be 7-8 meters away from your emnemy. If you attempt to use it in melee range, the skill will not activate. In PvP it is kinda bugged, it pierces the body of all classes except the sorcerer (only on them it works as it should). However, this might be because of high ping.

The charge is also used as a running skill because we can travel as much as 7-8 meters instantly.

At level 12 we learn a usefull skill that we can use only when we are in the knockback status. Pressing the space bar when knocked down will cause the character to stand up, hitting enemies around him. This skill also has the potential to knockback the opponent (it seems that all melee classes have this skill).

At level 14 we learn our first healing skill (512 hp), the casting time of this skill is 0 (instant) and the cooldown is 1 minute.

At level 18 we learn our first aggro building skill. I believe it is an AoE skill, but I have not been able to test it yet.


PvE
When it comes to PvE, the lancer is a wonderful class. It takes some time to kill monsters but if we use our skills they go down quite fast. At the beginning minions are quite annoying, however after level 12 we won't have any more problems because of our new skills.

PvP
In PvP, the Lancer is a very difficult class to play and fights always take a lot of time.

    I fought several PvP fights.
  • I had 4 fights against Berserkers (1 level less than me) and they always ended in a tie even if I always ended with more HP than my opponent (except once when we finished with both 60% of HP). Our advantage against berserkers is that they don't have mana
    regeneration so they cannot always use their skills.

  • I had the greatest difficulty figthing against Slayers. I lost 2 fights out of 2. Slayers don't have mana regeneration, just like Berserker, but I didn't understand how to face this class.

  • Fighting against a warrior I had a lot of fun and I won (22% hp vs 0%). We must try to keep him in front of us and parry his hits, keep distance and try to strike him down with our bigger range.

  • Fighting against Sorcerers, I had two great victories (75%-0% and 85%-0%) because we can parry spells that come from the front. However, we will take some AoE damage. It is possible to use "charge" on them while they are running away and do a lot of damage.


General Info
The lance and shield are one entity. They are not interchangeable. Lancers have high HP(I had 2300hp at about level 6; at level 14 I had 4000hp) and I never had problems with mana, since you can regenerate MP with both normal hits and natural regeneration.


Posted Image



Berserker
Written by Renegade Angles Clan member Jake



The first character I created was an Aman Berseker.

The first thing I noticed was how light yet beatiful the graphics are. I had absolutely no problems playing on a 3 year old laptop.

About the class: the berseker is a heavy defense and heavy hitter, but it has a lower movement and attack speed than other classes. Bersekers have to pick the best position first and only then unleash their smashing attacks. Strength is nothing without control!

After you create your character, you will have two skills: combo and parry. The combo skill is a succession of four heavy hits: the first one is a forward slash, that has to be aimed carefully, the next two have a larger area of effect (you still have to mind your crosshair), the last hit is again a forward slash, but this time with even more power. Every hit generates a lot of mana (around 10%). The more targets you hit, the more mana you generate.

The Berseker loses mana every second, and has no natural mana regeneration. Using the initial combo attack is the only way to generate mana. Later on you'll learn a skill that generates 100 mp every 30 seconds, but that's a pretty low amount and you will still have to use your combo skill.

The parry skill is very useful, however you should use it only when you can't do anything else, because it blocks only 75% of the incoming damage and activating it requires a fair amount of mana. It's surely better to just dodge enemy's attacks if possible, and run around your opponents.

The first attack skill you'll get is Whirlwind. It's a chargeable, 360 degree AoE attack. If fully charged, it causes a lot of damage, and can wipe out a group of reap mobs in almost no time, while having a fair MP cost and a 4 seconds cooldown. If you just press the hotkey without holding it down, it's a istant skill that does low AoE damage.

Later on you'll get two heavy hitting skills, which shatter the earth and cause a ton of damage. The difference between the two skills is that one is chargeable, which if charged does almost the same damage as the other one, and has a significantly lower mana cost. While you're charging this skill you can also turn around and aim your target. It is best to consider each situation and choose the best skill to use at all times.

As all melee classes, the berseker has an attack which can be only used while being knocked down. It is very useful, as it does a nice amount of damage and knocks down opponents at 360 degrees. After using this skill it's advisable to use a heavy hitting skill that will almost surely hit the enemy.

The strong features of this class are its heavy defense and its strong hits. However some players might find frustrating to have a very small area of attack, and to miss sometimes.


Posted Image



Mystic
Written by Renegade Angles Clan member Jake
My second character was a Baraka Mystic.

Even if the Baraka is a huge and heavy race, its movements are as fluid as other races. When he's idling, it seems that he's drawing some runes in the air, just awesome.

The mystic is a healer/buffer/summoner hybrid, it also has some fairly powerful attack skills and a dodge. It is a good all-round class.

The character starts with two skills: the first one is an energy ball, which does fair damage and has a low casting time and mana usage. The second skill creates a "life orb" that you can pick up from the ground and is used on pickup. With this skill you can recover around 40% of your HP. These "life orbs" are also sometimes dropped by mobs.

Aiming is no big deal: the spell doesnt just go straight, but it curves and follows the mob that you had in your crosshair. This is not always a good thing, as sometimes you get to hit an unwanted monster that was in between you and your target.

Soon enough you'll get two attack skills, one of these creates a 180 degrees shockwave in front of you, very useful to defeat reap mobs. The second one does more damage, but hits a smaller area and has a longer casting time. Both of these skills have a very short range.

Mana is usually not a problem: the mystic has a mana regenerating skill which generates 100 mp every second and has 30 second cooldown. This skill is very useful when you're in trouble.

You also get your first pet very early: this is a tank pet, and tanking is its ONLY goal. This pet draws a lot of aggro, has a lot of HP and does very low damage (almost null). I had the impression that it has very low defense and takes a lot of damage. The summon lasts for a bit more than two minutes and has a cooldown of two minutes, so it's possible to always have a pet unless it dies. Also it doesn't need to be controlled, it attacks the last target that you hit. This isn't a problem, though, the AI is very good.

Another really good skill is the istant forward teleport, useful for any situation: PvP and farm for dodging and also for faster movement speed.

I didnt have any real problems with this class: it's kinda easy to kill mobs and with your skills you can regenerate HP and MP really easily. The pet looks useful for blocking the enemy in PvP, and dodging the enemy attacks is no big deal. Later on you'll get a 90% AoE slow too.

All around it's a very powerful class, useful for any purpose, recommended to anyone.


Posted Image



Slayer
Written by Renegade Angles Clan member Allalon



I played a castanic slayer.

The slayer is a very versatile class, perfect for DPS. Anyone who wants to grind anything without being too debilitated by movement might find it the ideal class.

The slayer's attacks are very heavy and powerful. Every slash makes the character fall backwards, however it is still a very agile class since you have dodging skills. I have to say that the game physics looks really good: the sword feels really heavy, just like you have it in your hands. You can feel the power of your hits and really feel like you're in the game. Unleashing your sword and swinging it takes about one second, just like it would if you had one in your hands. If you were a half demon with horns on your head, of course.

I was very shocked by another positive feature of the game: I was able to knock down my target every 3-4 hits, monster or player. While trying to PVP against a level 8 Mystic while I was only level 4, I managed to bring it to 44% of life thanks to these knockdowns, almost keeping him down all the time.

And yeah, this class has negative aspects. Some people pointed out that compared to the berseker, slayer was better in everything. That's not true. Slayers wear light armor and usually receives a lot of damage, while bersekers can stand stronger hits. Also the Slayer has no blocking skills, just evasion. This is a disadvantage when you're fighting bosses with huge AoE skills, where your evade skills arent useful everytime.

Also because of your sword's weight it is sometime hard to follow some monster movements.
It must be said that they usually dodge, counterattack, and generally move around a lot, and their skill increases with each level up. With your low in-combat movement speed, you have to predict their movements, and not just spam these attack skills. However, the range of your sword is huge, and really helps in combat. Most of the shots will still hit the target.

Slayer's skills are generally very powerful. However, in order to use them, you have to gain mana: in fact, you have no natural mana regeneration, and your only way to gain MP is using your normal combo skill. At higher levels you get a skill that instantly heals you 100 MP, however the most of the mana will still come from the combo skill.

Beginning at level 20, you will learn skills from a specialized trainer. These are much more powerful than the previous ones, and really makes this class worth to play.

Overall, this class is for everyone who wants to make a strong DPS while keeping a high agility.


Posted Image



Sorcerer
Written by Renegade Angles Clan member Ulquiorraz



Here I am, ready to describe my first experience as a sorceror in TERA!

The sorceror has very powerful skills even at level 1. The starter skills are a single target fireball with a 15 meter range, and a short range AoE called flame column which does high damage.

Many players are worried about having difficulties in aiming and personally I haven't found any of these issues, though you may have to get used to it at first. Aiming is really easy: if you look at the photos above, you can see that when a target is in range, the reticle will become bigger: that means you can hit the hotkey and unleash the fire!

With every level up you gain more and more skills, and all of them do VERY high damage. Most of them at lower levels hit only a single target, only one does considerable AoE damage.

Every skill has a different range and special tricks to use it, new players might find this difficult at first, and often you'll find your hits vanishing in the air right one step before your foe. However, near the reticle you should see a distance meter, which is really useful for checking before using these powerful-if-used-well spells of death!

4 skills out of 6 were linked together in a combo. The fact of the matter is, you have to be really careful and always know which skill to use in every situation. Hitting the combo hotkey might not be always the best solution.

About PvP, the first duels were all about a hit and run because of the initial lack of crowd control skills. (I guess initial only)

The rest is yet to be discovered, but I found that the sorceror is a easy to play, hard to master class. It will amaze a lot of players, however, not all of them will unlock its full potential.

KCBT4 Class Reviews by the Renegade Angels Clan

Hello again, TERA Fans! This weekend, over 20,000 gamers were able to test TERA during the Korean Stress test. Of course, only a fraction of those players speak English, but the ones who do have been really great about giving the Western TERA community their opinion of the game thus far.

The Italian guild, Renegade Angels Clan, was awesome enough to write up a few class reviews for us based on their experiences in the Korean stress test! They've sent me five reviews in total, detailing the gameplay experience of a sorcerer, berserker, mystic, lancer, and slayer.

Check out the reviews below and learn more about the Renegade Angels Clan at http://www.raclan.mmoguildsites.com.

Posted Image


Lancer
Written by Renegade Angels Clan member Areston



Welcome! After spending some time with TERA, I'd like to give my opinion about the Lancer class!

At level 1 we have only two skills, the basic combo (which is divided into 3 attacks) and the parry (activated by C on default settings).

The combo skill consists of three attacks. The first 2 hits inflict damage and the third push back the target by 1-2 meters and inflict more damage. The attacks hit the enemy even when it is knocked down. Each attack recharges a bit of mana.

The parry skill is used often due to the low character speed in combat. Once you press the C key, the lancer will block all frontal hits. The parry blocks 100% damage. To activate the parry consumes a small amount of mana, but you can remain in the stance without consuming any mana.

As already mentioned, the character is very slow in combat even though the attacks are quite fast: there is a fraction of a second between attacks which is useful to set up the parry skill.

At level 3 we learn our first CC. Using this skill makes your character do a double twirl. The first twirl does low damage, but stuns for 2-3 seconds or causes knockback (rare). The second attack is a 360 degree twirl which does more damage.

The next skill is very powerful and is the first skill you can "mix" in the combo system. This skill has a charging time of about 2 seconds, the character jumps and charges, after which the character will strike moving forward for 1-2 meters in the air. This skill is the most powerful that I had, and it can also stun the target.

As I said we can mix this skill to create a combo, and after the basic 3 hit combo, we can press the spacebar to use a power attack. Doing so removes the 2 seconds of cast time the skill would normally have. We can have the same effect mixing this skill with the 2 twists.

At level 8 we learn the famous Charge skill. To use this skil, you must be 7-8 meters away from your emnemy. If you attempt to use it in melee range, the skill will not activate. In PvP it is kinda bugged, it pierces the body of all classes except the sorcerer (only on them it works as it should). However, this might be because of high ping.

The charge is also used as a running skill because we can travel as much as 7-8 meters instantly.

At level 12 we learn a usefull skill that we can use only when we are in the knockback status. Pressing the space bar when knocked down will cause the character to stand up, hitting enemies around him. This skill also has the potential to knockback the opponent (it seems that all melee classes have this skill).

At level 14 we learn our first healing skill (512 hp), the casting time of this skill is 0 (instant) and the cooldown is 1 minute.

At level 18 we learn our first aggro building skill. I believe it is an AoE skill, but I have not been able to test it yet.


PvE
When it comes to PvE, the lancer is a wonderful class. It takes some time to kill monsters but if we use our skills they go down quite fast. At the beginning minions are quite annoying, however after level 12 we won't have any more problems because of our new skills.

PvP
In PvP, the Lancer is a very difficult class to play and fights always take a lot of time.

    I fought several PvP fights.
  • I had 4 fights against Berserkers (1 level less than me) and they always ended in a tie even if I always ended with more HP than my opponent (except once when we finished with both 60% of HP). Our advantage against berserkers is that they don't have mana
    regeneration so they cannot always use their skills.

  • I had the greatest difficulty figthing against Slayers. I lost 2 fights out of 2. Slayers don't have mana regeneration, just like Berserker, but I didn't understand how to face this class.

  • Fighting against a warrior I had a lot of fun and I won (22% hp vs 0%). We must try to keep him in front of us and parry his hits, keep distance and try to strike him down with our bigger range.

  • Fighting against Sorcerers, I had two great victories (75%-0% and 85%-0%) because we can parry spells that come from the front. However, we will take some AoE damage. It is possible to use "charge" on them while they are running away and do a lot of damage.


General Info
The lance and shield are one entity. They are not interchangeable. Lancers have high HP(I had 2300hp at about level 6; at level 14 I had 4000hp) and I never had problems with mana, since you can regenerate MP with both normal hits and natural regeneration.


Posted Image



Berserker
Written by Renegade Angels Clan member Jake



The first character I created was an Aman Berseker.

The first thing I noticed was how light yet beatiful the graphics are. I had absolutely no problems playing on a 3 year old laptop.

About the class: the berseker is a heavy defense and heavy hitter, but it has a lower movement and attack speed than other classes. Bersekers have to pick the best position first and only then unleash their smashing attacks. Strength is nothing without control!

After you create your character, you will have two skills: combo and parry. The combo skill is a succession of four heavy hits: the first one is a forward slash, that has to be aimed carefully, the next two have a larger area of effect (you still have to mind your crosshair), the last hit is again a forward slash, but this time with even more power. Every hit generates a lot of mana (around 10%). The more targets you hit, the more mana you generate.

The Berseker loses mana every second, and has no natural mana regeneration. Using the initial combo attack is the only way to generate mana. Later on you'll learn a skill that generates 100 mp every 30 seconds, but that's a pretty low amount and you will still have to use your combo skill.

The parry skill is very useful, however you should use it only when you can't do anything else, because it blocks only 75% of the incoming damage and activating it requires a fair amount of mana. It's surely better to just dodge enemy's attacks if possible, and run around your opponents.

The first attack skill you'll get is Whirlwind. It's a chargeable, 360 degree AoE attack. If fully charged, it causes a lot of damage, and can wipe out a group of reap mobs in almost no time, while having a fair MP cost and a 4 seconds cooldown. If you just press the hotkey without holding it down, it's a istant skill that does low AoE damage.

Later on you'll get two heavy hitting skills, which shatter the earth and cause a ton of damage. The difference between the two skills is that one is chargeable, which if charged does almost the same damage as the other one, and has a significantly lower mana cost. While you're charging this skill you can also turn around and aim your target. It is best to consider each situation and choose the best skill to use at all times.

As all melee classes, the berseker has an attack which can be only used while being knocked down. It is very useful, as it does a nice amount of damage and knocks down opponents at 360 degrees. After using this skill it's advisable to use a heavy hitting skill that will almost surely hit the enemy.

The strong features of this class are its heavy defense and its strong hits. However some players might find frustrating to have a very small area of attack, and to miss sometimes.


Posted Image



Mystic
Written by Renegade Angels Clan member Jake
My second character was a Baraka Mystic.

Even if the Baraka is a huge and heavy race, its movements are as fluid as other races. When he's idling, it seems that he's drawing some runes in the air, just awesome.

The mystic is a healer/buffer/summoner hybrid, it also has some fairly powerful attack skills and a dodge. It is a good all-round class.

The character starts with two skills: the first one is an energy ball, which does fair damage and has a low casting time and mana usage. The second skill creates a "life orb" that you can pick up from the ground and is used on pickup. With this skill you can recover around 40% of your HP. These "life orbs" are also sometimes dropped by mobs.

Aiming is no big deal: the spell doesnt just go straight, but it curves and follows the mob that you had in your crosshair. This is not always a good thing, as sometimes you get to hit an unwanted monster that was in between you and your target.

Soon enough you'll get two attack skills, one of these creates a 180 degrees shockwave in front of you, very useful to defeat reap mobs. The second one does more damage, but hits a smaller area and has a longer casting time. Both of these skills have a very short range.

Mana is usually not a problem: the mystic has a mana regenerating skill which generates 100 mp every second and has 30 second cooldown. This skill is very useful when you're in trouble.

You also get your first pet very early: this is a tank pet, and tanking is its ONLY goal. This pet draws a lot of aggro, has a lot of HP and does very low damage (almost null). I had the impression that it has very low defense and takes a lot of damage. The summon lasts for a bit more than two minutes and has a cooldown of two minutes, so it's possible to always have a pet unless it dies. Also it doesn't need to be controlled, it attacks the last target that you hit. This isn't a problem, though, the AI is very good.

Another really good skill is the istant forward teleport, useful for any situation: PvP and farm for dodging and also for faster movement speed.

I didnt have any real problems with this class: it's kinda easy to kill mobs and with your skills you can regenerate HP and MP really easily. The pet looks useful for blocking the enemy in PvP, and dodging the enemy attacks is no big deal. Later on you'll get a 90% AoE slow too.

All around it's a very powerful class, useful for any purpose, recommended to anyone.


Posted Image



Slayer
Written by Renegade Angels Clan member Allalon



I played a castanic slayer.

The slayer is a very versatile class, perfect for DPS. Anyone who wants to grind anything without being too debilitated by movement might find it the ideal class.

The slayer's attacks are very heavy and powerful. Every slash makes the character fall backwards, however it is still a very agile class since you have dodging skills. I have to say that the game physics looks really good: the sword feels really heavy, just like you have it in your hands. You can feel the power of your hits and really feel like you're in the game. Unleashing your sword and swinging it takes about one second, just like it would if you had one in your hands. If you were a half demon with horns on your head, of course.

I was very shocked by another positive feature of the game: I was able to knock down my target every 3-4 hits, monster or player. While trying to PVP against a level 8 Mystic while I was only level 4, I managed to bring it to 44% of life thanks to these knockdowns, almost keeping him down all the time.

And yeah, this class has negative aspects. Some people pointed out that compared to the berseker, slayer was better in everything. That's not true. Slayers wear light armor and usually receives a lot of damage, while bersekers can stand stronger hits. Also the Slayer has no blocking skills, just evasion. This is a disadvantage when you're fighting bosses with huge AoE skills, where your evade skills arent useful everytime.

Also because of your sword's weight it is sometime hard to follow some monster movements.
It must be said that they usually dodge, counterattack, and generally move around a lot, and their skill increases with each level up. With your low in-combat movement speed, you have to predict their movements, and not just spam these attack skills. However, the range of your sword is huge, and really helps in combat. Most of the shots will still hit the target.

Slayer's skills are generally very powerful. However, in order to use them, you have to gain mana: in fact, you have no natural mana regeneration, and your only way to gain MP is using your normal combo skill. At higher levels you get a skill that instantly heals you 100 MP, however the most of the mana will still come from the combo skill.

Beginning at level 20, you will learn skills from a specialized trainer. These are much more powerful than the previous ones, and really makes this class worth to play.

Overall, this class is for everyone who wants to make a strong DPS while keeping a high agility.


Posted Image



Sorcerer
Written by Renegade Angels Clan member Ulquiorraz



Here I am, ready to describe my first experience as a sorceror in TERA!

The sorceror has very powerful skills even at level 1. The starter skills are a single target fireball with a 15 meter range, and a short range AoE called flame column which does high damage.

Many players are worried about having difficulties in aiming and personally I haven't found any of these issues, though you may have to get used to it at first. Aiming is really easy: if you look at the photos above, you can see that when a target is in range, the reticle will become bigger: that means you can hit the hotkey and unleash the fire!

With every level up you gain more and more skills, and all of them do VERY high damage. Most of them at lower levels hit only a single target, only one does considerable AoE damage.

Every skill has a different range and special tricks to use it, new players might find this difficult at first, and often you'll find your hits vanishing in the air right one step before your foe. However, near the reticle you should see a distance meter, which is really useful for checking before using these powerful-if-used-well spells of death!

4 skills out of 6 were linked together in a combo. The fact of the matter is, you have to be really careful and always know which skill to use in every situation. Hitting the combo hotkey might not be always the best solution.

About PvP, the first duels were all about a hit and run because of the initial lack of crowd control skills. (I guess initial only)

The rest is yet to be discovered, but I found that the sorceror is a easy to play, hard to master class. It will amaze a lot of players, however, not all of them will unlock its full potential.

www.teraonline.it: Le skill del sorcerer – Mana Boost

www.teraonline.it Mana Boost è una delle skill chiave del sorcerer. Questa skill permette di recuperare mana nel tempo. L’effetto verrà cancellato se si subisce danno o se si usa un’altra skill. A causa del suo lungo tempo di cast il sorcerer sarà esposto al pericolo, è quindi altamente raccomandato di usarla solo quando si è al sicuro.

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.

Class Guide – Warrior

Good morning, TERA Fans! I appologize for the delay on this guide but we've finnally come to the end of the class guides. Our final subject is the awesomly fun warrior class with a guide written by yours truly!

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



Warrior


Click the images to make them larger!


TERA-online.com said:

Warriors rely on lightning-fast speed in combat. They wield a weapon in each hand, attacking in perfect coordination. A warrior's attacks are relatively light, emphasizing precise timing and pinpoint accuracy over brute force.

Agile and deadly, warriors rely on their speed and dual blades. Equipped with a dodge skill, they're capiable of evading enemy attacks and quickly countering them. Warrior combat is fast paced and action packed.


Posted Image




Class Skills



Combo Attack

Assigned to your left mouse button by default, Combo Attack is the most basic warrior skill. At each click, the warrior slashes forward with their swords, each consecustive movement increasing the damage done by the next swing up to four times. Each hit also returns a fraction of the warrior's mana.










Rushing Dodge

Rushing Dodge is a key defensive skill in warrior combat. Assigned to your 'c' key by default, the warrior is able to dodge an incoming attack by leaping forward. The skill costs a small amount of mana and has no cooldown.




Blustering Strike

At level 2, Blustering Strike is one of the first high damage attacks a warrior earns. After a cast time of 1 second, the warrior moves forward with a flurry of consecutive, hard hitting attacks. To be used most effectively, the warrior is advised to wait for a moment where their enemy will not be able to interrupt them while the attack is casted.





Stunning Roar

Stunning Roar is learned at level 6 and is an interesting addition to the warrior's skillset. With a slightly long cast time of 2.2 seconds and a long cooldown of 25 seconds, the warrior is able to stun nearby enemies, giving them the upper hand against a difficult foe.







Posted Image





High Level Skills

As the warrior levels, its role most definately sees a dramatic change! At first however, between levels 12-16, their ability to deal damage and recover from deadly stuns is improved with the hard hitting Smash, the passive Smash Intensified and the useful Soaring Attack, which allows the warrior to stand up and counter an attack after being stunned.

Beginning at level 20, the warrior gains a few new skills that begin to flesh out the actual role of the class, which appears to be that of an evasion tank. The skill Dual Sword Dance, learned at level 20, is said to be a hard hitting consecutive attack that actually awards aggro. Elusive Strike at level 24, allows the warrior to evade attacks and become invincible for a time, while dealing a 'surprise attack.' At level 28, the skill, Venomous Blow allows the warrior to attack its target with a poised weapon, applying a damage over time (DoT) effect to the enemy.

Furthering their high level role as tanks, at level 30 a warrior may learn the skill Will of Iron which increases their defensive stat while draining their mana. At level 36, Will of Menace allows all skills to award more aggro at the cost of a mana drain.

Overall, the warrior is an interesting and fun class to play. Equipped with light armor, this class has the opportunity to redefine just what a tank is.

Class Guide – Mystic

Good Afternoon, TERA Fans! Today we're happy to share with you one of our final class guides, the TeraFans Wiki - MysticMystic guide! Written by seasoned Mystic, Snoozle, you can find out more about the class below.

(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




Mystic

Click the images to make them larger!


Quote

Mystics channel the primal powers of TERA. In addition to magical attacks and healing, mystics can drain their foes' very essence, using it to bolster their allies. They are the enigmatic casters, walking the fine line between the darkness and light.


The Elementalist class was recently revised to become the Mystic class and the new class has become the main buff/debuff support class. The Mystic can also support heal with a summoned orb that sits on the ground and can be consumed by other characters. Several orbs may be summoned (we only tried 5 at once for group support) and they will eventually disappear if not used.


Class Skills





Elemental Shot I

Elemental Shot is the basic single target attack of the Mystic class and is a starting skill. With upgrades at levels 4 and 8, it is a standard starting spell for attacking single mobs.









Mana Boost I


Mana Boost is a mana regeneration skill. It is very useful in order to keep mana up in order to keep playing without down time. Upon taking damage or casting another spell, the mana regeneration effect cancels. It also has an animation that looks pretty funny when used with the male Popori race.







Essence of Rejuvenation

Essence of Rejuvenation is the main Mystic healing skill. It appears as an orb on the ground that is clicked on by either yourself or other characters in order to heal themselves instantly. The orb looks rather like a glowing egg and during the FGT we referred to them as a nest of healing eggs. The skill is upgraded at levels 4 and 8 in order to help keep up with increasing health pools. The heals are a medium heal.






Curtain of Retribution

Curtain of Retribution is one of the nicest looking spells that Mystics have and is pictured second in the series of screenshots at the top of the guide. It's a cone-shaped damage spell that appears as a group of butterflies that fly out from the caster and hit groups of mobs. There are a variety of mobs that are aggro'd as a group and this is the main spell used to take them down in early levels. It is upgraded at levels 6 and 10.





Essence Leech : Imbibe I

Essence Leech is a very different type of spell. It's a situational aoe spell that is obtained at level 4 and is very helpful for group play. It can be interrupted if the Mystic gains aggro. The spell takes health points from targets within its area of effect and after several (on the third?) uses of the spell, it will return mana to the caster rather than taking health points away. It is upgraded at level 8.






Spirit of Bloodlust I

Spirit of Bloodlust is the first real party buff given to Mystics. It is somewhat hard to use sometimes as it only falls on party members within 8m. Enhancing attack power is very nice for all levels though.








High Level Skills


Please see the guide created by HolyAegis for more information on later levels of the Mystic class (Mystic Skills). The names of many of the skills have changed due to localization, but the skills still exist. Many of the class defining skills are learned after level 10 - offensive buffs are among the more important skills. The offensive buffs constantly consume mana.

Mystics also get a variety of healing and utility spells. Rejuvenating Shot is a heal-over-time that locks onto a target and shoots them with the heal. Mystics also are able to resurrect other players and teleport a party to their location. Flash Shot stuns a target for 3 seconds and Binding Shot decreases the movement speed of a target to 89% for 6 seconds. For additional utility, Mystics gain Purifying Shot to remove all harmful effects from a single target.

Class Guide – Slayer

Hello, TERA Fans! The class guides are making a return tonight with the addition of a Slayer guide by me! Most of the gameplay information I have about slayer comes from my time testing one in the Korean CBT3. You can watch the slayer in action in my short KCBT Slayer demonstration video as well!

Also, I realize some of the pictures in the other guides have gone MIA and I apologize! I'll be moving all of the images to the TERA Fans gallery, so bear with me there! :]

Without further ado, enjoy the Slayer guide! Keep checking back for the last two guides this week.

(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



Slayer


Click the images to make them larger!


Quote

The slayer deals in death, cutting a swath of destruction through the world. Wearing heavy armor and wielding a greatsword, the slayer prefers aggression and overwhelming brute force over gentler methods of finesse or precision.

The Slayer is a greatsword wielding melee combatant, capable of dodging attacks and dealing wide-ranged damage. Slayers are also given an arsenal of knockback-causing skills, making them especially fearsome in a PvP environment.


Posted Image



Class Skills



Combo Attack

Combo Attack is the Slayer's first offensive skill. Bound to the left mouse button by default, at each click, the slayer will advance forward with a strike of their greatsword. At each uninterrupted swing, the attack combos, gaining more damage each swing for up to four swings. Each hit Combo Attack lands also grants the slayer mana.










Rushing Dodge

Rushing Dodge is a Slayer's basic evasive maneuver. The Slayer may jump forward to avoid an attack at the cost of mana, every 4 seconds with this skill. Rushing Dodge is extremely useful, given TERA's dynamic combat system.





Whirlwind

Learned at level 2, Whirlwind is a swooping AoE attack in which the slayer swirls their greatsword around in a fairly quick 360 degree flurry. In order for it to be executed properly, the slayer must spend 1.5 seconds "casting" the attack uninterrupted, so the skill is best used when the player can spare its mana cost and can guarantee the enemy will not be hitting them or moving anytime soon.






Trip Attack

Learned at level 6, Trip Attack is a high damage frontal attack with an 8 second cooldown. Similar to Whirlwind, this attack must be "casted" for 1.6 seconds and so is best used when the player can anticipate enemy movement. This skill has a very high chance to cause a knockback, making it increadibly useful for incpaciting other players in PvP.


Posted Image



High Level Skills and Gameplay

As the Slayer levels, they gain skills that increase their PvP viability. At level 12, Soaring Attack allows the Slayer to recover from knockbacks and counter attack the enemy. Also affecting PvP, at level 26 the class receives a Dash skill which currently increases the Slayer's movement speed by 100% for 10 seconds. This could help the player in many PvP situations such as to escape melee range and return to it quickly or to get out of the line of a spellcaster's fire.

Slayers also receive a few more high-damage dealing offensive abilities as they level. At level 16, they gain Smash and the passive damage increase to knocked back targets, Smash Intensified which, when coupled together, allow the Slayer to leap forward instantly with a large, lethal blow. At level 28, they also gain Decisive Slash which is a highly powerful, 1.2 second cast time attack. When Decisive Slash is used after Whirlwind, Smash, Trip Attack, or the last hit of a series of Combo Attacks, its cast time is decreased, forcing the player to choose the proper moment for this skill's use.

Although Slayers may seem similar to Berserkers, at level 36 they receive a skill that seems to greatly differentiate them from their heavy-armored friends. According to its tooltip, Vicious Stance alows the Slayer to agilely approach the target's back looking for a blind spot, making it sound almost like a backstab skill. How this maneuver actually works will be interesting to learn about!
Next Page »

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