Class Guide – Sorcerer

Good evening, TERA Fans! Our fourth class guide is on the sorcerer class :] Written by wiki Team member Valaka, you can find the guide below! Enjoy!

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


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Sorcerer


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Sorcerers channel the potency of purest magic. Their mystical disks direct unseen energies to damage many foes at once, as well as guarding the flanks of others and breaking up charges. The side with the most capable sorcerer often wins the engagement.

Sorcerers are the “masters of the world's secret truths and mysterious forces”, representing the raw power of the magical classes. Despite their weak defense due to cloth armor, they possess the ability to cast incredibly powerful magical attacks. Their ability to stun and knock-back enemies makes sorcerers lethal and difficult to kill.


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Class Skills



Fireball

Fireballis a basic attack and starting skill is assigned to the left mouse button by default. This skill must be aimed in the direction of the enemy. A valuable skill to quickly finish enemies left with low health. Due to its low mana consumption, a Sorcerer may find this skill very useful, especially if low on mana. Fireball II, learned at level four, and Fireball III learned at level eight, are very important as they improve the damage of the skill.




Ice Needle

This piercing needle is one of the most useful skills a Sorcerer learns. Having a chance to knock-back a group of enemies can give the sorcerer a great advantage, allowing it to reposition and make distance between the enemy and the caster. To maximize its effect it is useful to position yourself and wait for the enemies to form a line. The skill is highly effective against an enemy's weaker minions. Unfortunately, if the player casts this skill while enemies are moving, the skill will not follow the enemy and it will miss. Ice Needle is assigned to the “C” key by default.






Mana Boost

Mana Boost is one of the sorcerers core skills. This skill allows an overtime mana recovery. The effect will cancel upon taking damage or using another skill. Due to its long casting time the sorcerer will be exposed to danger, so it is highly recommended to only use this skill when safe from enemies.









Blastball

This early acquired charge skill reflects the sorcerer’s true power. The sorcerer concentrates a massive amount of energy into a huge ball, resulting in a powerful bolt that moves forward and has a chance to knock down enemies. This skill could be perfect to initiate combat with enemies who didn't initially spot the caster, surprising them with a heavy blow. Blastball is a charged skill and its assigned button must be held down in order for it to gain full charge. Similar to Ice Needle this skill won't change its trajectory upon enemy movement and has a chance to miss.















Flame Column

Flame Column was added between the Korean CBT2 and CBT3. This close combat skill unleashes columns of flames right in front of the caster dealing a decent amount of damage, although not as much damage as an initial damage skill would do. This skill attempts to cover the weakness of the sorcerer: close combat.








Contract of Wreck

The sorcerer accumulates a certain amount of power and transfers it to its disk, granting the sorcerer additional power for its next attack. It's highly recommended to this skill in combination with a powerful skill.








Backstep

This skill can be a life saver for the sorcerer. This skill has many utilities, such as dodging an attack or giving the sorcerer a way to leave melee range.



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High Level Skills and Gameplay

The classes gameplay slightly changes due to the very useful trap skill Seal of Thunderbolt. This skill has a chance to stun the enemy upon trap activation, rendering the enemy immobile for a short period. This grants more time for the sorcerer to plan another wave of attacks. This skill can also be used as a helping tool to stun enemies attacking your group member(s). The main role of the sorcerer remains the same, this class also receives a whole arsenal of powerful damage dealing skills.

The sorcerers will often initiate their attack with the Blastball in combination with Contract of Wreck. It is harder to cast a fully charged Blastball during on-going battle, as the skill requires a certain safe distance between the enemy and the caster in order to gain full power. Contract of Wreck amplifies the damage giving this first blow a great deal of power. Most of the time this brings small minions close to death and the caster can either use Fireball and finish each mob single handily or cast Ice Needle to create a piercing damage killing most of the enemies.

A sorcerer must keep his distance from the enemy at all costs. Flame Column might be a very useful tool but only recommended to use on enemies with a very low health, it’s a perfect skill to finish off an enemy who remains alive after the sorcerer's main attack wave. Backstep will play a major role in the sorcerer's survivability, it would be very wise to shortcut this skill on a key with quick accessibility.

As many of us know, the sorcerer is nothing without its mana, luckily Mana Boost grants the sorcerer a brilliant ability to restore its mana during and/or after a fight. Most sorcerers will cast this skill on a tactical moment in order to keep their mana pool in top shape.

Class Guide – Priest

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

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

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

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


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Priest


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TERA-online.com said:

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

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



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Class Skills



Light of Retribution

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







Healing Invocation

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






Mana Boost

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






Curtain of Retribution

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







Armor of Safeguard

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








Regenerating Wind

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








Healing Wind

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








Divine Explosion

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





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High Level Skills

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

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

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

Class Guide – Berserker

As promised, over the next few weeks, TERA Fans will be going through each of TERA's classes with guides to their starting skills and remarks on later skills. The first in this series will be the Berserker class!

Written by our newest wiki team member, Alair, you'll get to read a first hand account of a player's experience with the Berserker's hard-hitting skills.

(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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Berserker


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TERA-online.com said:

Berserkers attack with wild, furious swings, but their axe blows are more focused than they would appear. Precision and strength make them dangerous and difficult to defend against.

The “rampaging marauders of the battlefield”, the Berserker is a melee class with slow – yet incredibly powerful – attacks. It has the ability to disable opponents with knock-backs, disorientations, and stuns. Despite having all this in their arsenal, this class also needs to be more accurate than other melee classes to make every swing count, as their slower movement makes them more difficult to control.



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Class Skills



Combo Attack

Combo Attack is your basic attack, assigned to the left mouse button by default, and is a starting skill. The Berserker can land up to four attacks in succession with this skill, all the while gaining valuable mana. With the upgrades of Combo Attack II at level four, and Combo Attack III at level eight, this attack will do even more damage.











Weapon Block

Weapon Block is the only means a Berserker will have to mitigate the damage dealt to them, shielding themselves with their axe. The button must remain held down for the duration of the block, and has a chance to fail at lowering the amount of damage taken. By default, this is set to the “C” key, and is one of the two starting skills.






Bash

Bash is an essential tool to be using, and is thankfully received early on at level two. This skill will have the Berserker leap into the air before smashing the ground with its axe, dealing a moderate amount of damage as well as knocking back and stunning any target in range for several seconds. It becomes even deadlier with the upgrades of Bash II at level six, and Bash III at level ten.







Blast Strike

Blast Strike, acquired at level six, is the first of several charged skills. Charged skills become more powerful the longer the player holds the attack button. The Berserker will quickly rush and swing their axe forward with incredible force upon releasing the attack button, unleashing a hard-hitting attack. In early levels, this is best used after stunning and knocking back the enemy with a quick Bash, allowing for the skill to charge while your opponent is still helpless. If the player is hit hard enough while charging, this skill can be canceled in mid-charge. An upgrade in both power and charge levels is received at level ten with Blast Strike II.



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High Level Skills

After level 10, this class does receive several skills that reflect the class's true role and improve the gameplay experience. A prime example of such a utility is the skill Soaring Attack at level twelve, which allows the Berserker to finally recover from being knocked down with a full 360° axe swing. While this rarely happens early on, this skill has a chance to counter with a knock-back of your own at higher levels. Vortex is received at level fourteen, giving the player an AoE with several full rotations of their axe. Be warned – this attack propels the character forward quickly.

Gameplay truly changes with the addition of Smash and Smash Intensified, the latter of which being a Passive skill. The former is a skill that will propel the character forward quite a number of feet, but is an extremely powerful non-charge attack that can hit multiple targets. It becomes essential; however, with the passive skill Smash Intensified, as it greatly increases the damage of Smash should an enemy be knocked down. Therefore, starting at this level, it's generally best to unleash the standard Combo Attack as an opener to gain mana, and then use Bash to send the opponent flying. After the enemy is rendered helpless, properly (yet quickly!) aim a Smash towards it before it can recover. By doing so, a very nice 'rotation' is used that makes quick work of whatever the Berserker faces. How the player should use the rest of their skills for the duration of the battle is situational.

At much later levels, this class gains a few skills that are useful both inside and outside of parties. Will Concentration is obtained at a the rather distant level thirty-one, but allows the Berserker to not have their MP decrease for twenty seconds. It should go without saying how invaluable this is, especially with more dangerous encounters. Force Spin at level thirty-six is a nice upgrade to Vortex, providing similar utility. There are skills which would appear to be far more useful in a party, however. Such aforementioned skills are Enrage at level thirty-three, which increases attack power in exchange for high defense loss for fifteen seconds after use. Should the player use this while solo, caution should be used to make sure that this vulnerability cannot be exploited as the defense loss is more than double the attack power boost. Berserk Possession is also received at this level, and restores mana at the cost of exhasting HP. Caution should also be used with this skill should a healer not be present.

Class Overview- Elementalist



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

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

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

Enjoy! :turned:


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

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

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



Elementalist Abilities

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



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



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



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

Class Overview- Mystic

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

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

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

Enjoy! :turned:


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

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

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



Mystic Abilities

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



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



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



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

Class Overview- Priest

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

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

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


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

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

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


Priest Abilities


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




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



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



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



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

Class Overview- Sorcerer

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

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


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

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

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


Sorcerer Abilities


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



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



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



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



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