Lancer Column: Wiki Updates, Glyphs, and Low Level PvP

First and foremost, I've updated the TERA Fans wiki to include up to date (i.e., taken from the CPE) skills and glyphs for lancers, and also updated the starting stats on the lancer page. For this post I'm going to talk about my thoughts and opinions on a few of the officially translated glyphs (but not the skills as I did that in my previous column) and then some of my thoughts on (low level) PvP, mainly duels.

Glyphs
Glyph of Polish (Stand Fast) - Reflects 20% of blocked damage. This one caught my eye straight away. Most likely to be a staple for PvP of any sort. If you have this glyph enabled and you block, say, a sorcerer's firebomb attack the reflected damage will be a good chunk of the sorcerer's health. Not only will it be good for damaging ranged classes when you can't get close but it could even scare your opponent into not attacking you. Imagine a sorcerer being too afraid of you blocking (thus reflecting 20% of the damage) their biggest attacks to even use them. Or a berserker too afraid to do the same.

Most of the other glyphs are nothing special except perhaps Glyph of Energy (Leash) - Reduces cooldown by 20%. Leash is an amazing skill to use against those pesky kiters who just refuse to stay in close proximity to you for longer than a second or two. With this glyph the cooldown will be reduced from 40 seconds to 32 seconds, quite nice.

While not eyecatching, two glyphs deserve honourable mentions. Glyph of Threat (Challenging Shout) - Provides 10% additional aggro. While 10% isn't much extra, threat issues with the lancer's low default threat and healers inciting rage in monsters like you've never seen dictate this to be an essential glyph for PvE. Not so useful in PvP.
Glyph of Spirit (Combo Attack) - Increases MP regeneration by 20%. Lancers eat up MP like there's no tomorrow. At the state of the CPE client version, lancers need all the extra MP regeneration they can get. Recent changes to the kTERA client may have absolved this need for extra MP regen, but extra couldn't hurt. Right?


Level 17 PvP
Lancers are pretty beastly in 1v1 PvP, at least against melee classes. I found slayers to be the toughest melee opponenents merely because just by using their standard attack they can get behind you and, even if they're facing the other direction, their weapon swings will hit you in the back - quite a pain when you're trying to block. On the other hand mystics and sorcerers can cause big problems for a lancer. They each have a good keepaway game which works extra well at level 17 because the only way lancers can close distance is with Charging Lunge, which has a 10 second cooldown. While 10 seconds may not seem like much, it feels like forever when you've got a sorcerer pelting you with fireballs.

I also had some clipping problems with dueling, where I would stun an enemy and then my Combo Attacks would just go right through the opponent. I'm not sure what was causing it though - it's either a hit detection bug or it's lag related. Perhaps a hit detection bug caused by lag.

I won't be writing about what it was like to fight every class as a lancer, as some either weren't very notable or I didn't get enough experience against them to write an informed paragraph. I did get my conqueror title though. :D

Sorcerer
They're like rabbits, always hopping around. If I get in close, they jump away. If by some miracle I get in close again within a few seconds, they have another jump to use. While this did cause problems, it was easily solved by doing nothing but blocking. While it's not a permanent solution, it can make an impatient sorcerer get closer to you so they can attack from your side or behind you. That's when you hit them with a stun. With HP/MP regeneration enhancement crystals this is not only a way to force the sorcerer to get closer, it grants you a small reprieve to generate some more HP/MP, and wait out the cooldown on Second Wind while not having to worry too much about taking damage.

Mystic
Mystics just have too many options. They can kite you all day long. If they're in danger of dying? They'll just sleep you and heal up. If they need to heal while you're right next to them and they don't have sleep? They have a summon that heals them while they avoid you. It's possible to kill this summon, but trying to do that can just leave you open to attacks by the mystic or, even worse, give them a chance to heal themselves up properly and/or drop orbs. That's not to say that mystics are unbeatable - it's just a long, tedious battle. Their damage output isn't the greatest but their survivability tools more than make up for that. They strike me as like lancers in that regard. Just try to stay alive and slowly whittle away at your enemy. In one of my duels against a mystic, I got 3 knockdowns in a row. Unbelievable, right? Unfortunately I ended up losing that duel, as fun as it was.

Berserker
Heavy hitters, but easy to block. With one exception. Their spinning attack, if aimed a little to the side of you, will just spin right past you and start hitting you from behind. If you don't react fast enough to this and turn around to block the other way, you could potentially be taking a lot of damage from just this one attack. Other than that berserkers aren't really anything special at this level. Their guard is easy to get around and the rest of their heavy hits can be easily blocked if you see them coming. Which shouldn't be hard as they have to charge them.

Lancer
While I didn't get much experience against other lancers, I felt I had to write here about them because of how fun it was. Perhaps the most fun I had dueling was against another lancer. Though I don't imagine it was too much fun to watch - 50% of the duel was either me or the other lancer blocking. It helped me learn to get around opponent's blocks though. Shield Barrage, while being a decent damaging tool, makes you dash forwards a little before the attack and then you can change the direction for your second attack with the shield. Aim the first swing a little to the side of the blocking opponent and then aim towards their back for the second swing. Not only will it get you behind them and do a decent amount of damage, you'll have a chance to stun them. They're blocking, they think they're safe, then all of a sudden you're behind them and they're stunned.

Deathmatches
Personally I didn't enjoy deathmatches all that much, I feel that at least at level 17 lancers have no place in them. Our damage output just isn't good enough to hurt multiple opponents at once, and it's certainly not good enough to keep people afraid of going after our healer. While having a certain stun and a potential stun is helpful in group PvP, I just don't feel it outweighs the cons of lancers at this point. Later, perhaps, when we get our Leash and AoE slow, we'll find our place in group PvP.



Thoughts? Opinions? Dissenting or otherwise?


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K-TERA Patch Notes | 3.24.11

K-TERA Patch Notes | 3.24.11

[System > Battlefields]
  • Match making system was added.
    - We have added a match making system so that players of equal level of skill will be matched. Match making will be made by comparing the teams' winning percentages.

  • Reward methods have been changed
    - We have made it so that you need at least 1 kill to accomplish a win.
    (For example, 10vs10 Battlefields; even if you reach the resource point that you need to win it if your team don’t have a single kill the match will be made a draw.)
    - The additional reward ‘Medal of Honor’ was previously only earned by being in a guild party, now you will only receive it if you win the match.
    - If the team loses without a single kill, they won’t get rewarded at all.


[Class > Priest]
  • ”Sanctuary of Regeneration” skill was added.
    - The skill range will be 10m and it will create a circle of 4m radius.
    - The circle will stay active for 5 seconds.
    - This skill can be learned at level 6 and it makes it easier to heal melee classes.
    - You and your allies will gain one HoT(Heal over time) effect by stepping in the circle.
    - The heal amount will vary on your level and it will heal every second for 5 seconds.
    - The heal amount will also vary depending on the Priest’s weapons.
    - The whole party can receive the effect if they are within the circle.
    - Casting time of this skill is 1 second, and the cooldown is 12 seconds.
    - Using the ‘Healing Wind’ skill will trigger a 5 second cooldown for the ‘Sanctuary of Regeneration’ and vice versa.
    - If you were to use the skill ‘Sanctuary of Regeneration’ the ‘Healing wind’ Skill will go on a 5 seconds cooldown while the ‘Sanctuary of Regeneration’ will go on a 12 seconds cooldown.

    Acquired level:6 Heal amount each second:136 MP cost:1100
    Acquired level12: Heal amount each second:181 MP cost:1100
    Acquired level:18 Heal amount each second:235 MP cost:1100
    Acquired level:24 Heal amount each second:298 MP cost: 1100
    Acquired level:30 Heal amount each second:366 MP cost: 1100
    Acquired level:36 Heal amount each second:431 MP cost: 1100
    Acquired level:42 Heal amount each second:489 MP cost: 1100
    Acquired level:48 Heal amount each second:533 MP cost: 1100

  • ’Holy Lightning’ skill was added.
    - It is a lock-on type skill and you can use it while moving. It is the only offensive skill that a priest can use while moving.
    - Even if the Priest hits the target with ‘Holy Lightning’ skill the priest won’t be put in to combat, during PVP both the attacker and the victim won’t be put in to combat.
    - Any ally in the range of 10m from the victim of ‘Holy Lightning’ will receive of 15 second buff, the effects are as shown below.

    Lv40, Str increased by 12, Attack speed increased by 5% and MP cost 750.

    Lv48, Str increased by 13, attack speed increased by 5% and MP cost 813.

    - Your strength and attack speed will be buffed, making you efficient in combat.
    - Cooldown is 30 seconds.

  • ’Glyph of Cooperation – Quick Pace’ was added.
    - When using the skill ‘Quick Pace’ for 10 minutes your movement during combat is increased by 15.
    - Required Glyphe point: 3
    - Level requirement 25


[Zone > Monster]
  • Monster HPs were adjusted.
    Some of the monsters that were significantly easier to kill and grind on were tweaked by their HP to equalize the effectiveness of leveling and doing the repeat quest for them.

    Zone: Vampir Hill
    Lv 28 Monsters Starving Arachnia, Vicious Arachnia and Giant Arachnia had their HP reduced by 16%.

    Zone: Cave of the Dead
    Lv 29 Monsters Skeleton Guard, Skeleton Officer and Skeleton Higher-ranking Officer had their HP reduced by 26%

    Zone: Labyrinth of Greed
    Lv32 Monster Labyrinth Guardian had its HP increased by 30%.

    Zone: Island of Despair
    Lv32 Monster Red Mist Berserker had its HP increased by 25%

    Zone: Witch’s Castle
    Lv36 Monster Mad Dark Magic Jester had its HP increased by 30%

    Zone: Lake of the Moon
    Lv35 Monster Flaming Beast had its HP increased by 18%

    Zone: Forgotten City of the Giants
    Lv37 Monster Rocksmash Tribe Destroyer had its HP increased by 26%

    Zone: Golden Road
    Lv36 Monsters Desert Hyena and Waste land Wolf had their HP increased by 30%.

    Zone: Temple of Heretics
    Lv37 Monsters Lok Fanatic Gladiator, Lok Fanatic Soldier, Lok Fanatic Priest and Lokian Archer had their HP increased by 30% and Charmed Dark Reaper had its HP increased by 29%.

    Zone: Essenia Hills
    Lv 41 Monsters Toolsa Protector, Toolsa Shaman and Toolsa Follower had their HP increased by 30%.

    Zone: Corrupt Forest
    Lv40 Monster Crazy Rock Wolf had its HP increased by 30%.
    Lv41 Monster Volatile Earth Elemental had its HP increased by 30%.

    Zone: Ancient Forest
    Lv40 Monster Forest Pillager had its HP increased by 80%.

    Zone: Tyrant’s Highlands
    Lv44 Monster Kaidun Gladiator had its HP increased by 30%

    Zone: Ancient Castle of Evil
    Lv43 Monsters Evil Gladitor, Evil Warlock, Evil Dark Knight and Evil Shaman had their HP reduced by 17%

    Zone: Frozen Prairies
    Lv43 Monsters Wendigo Cryomancer and Wendigo Gladiator had their HP reduced by 30%.

    Zone: Isolated Zone
    Lv47 Monster Kaligo Holy Soldier had its HP increased by 30%.

    Zone: Valley of Savagery
    Lv45 Monster Tamed Valley Basilisk had its HP increased by 40%.

    Zone: Flaming Mountain
    Lv51 Monster Abysmal Hell Beast had its HP reduced by 19%.

  • Monster positions were altered in Pirate’s Hideout.
    - Fixed an issue where ranged classes were having a difficult time kiting monsters around the narrow pathway, to address this we have removed a few monsters around the pathway in both 1st and 2nd floor.
    - Fixed the Red Mist Gladiator who kept resetting due to being stuck in a wall.


[ETC > Bug fix]
  • Crystal – Venomous Blade bug fixed
    - Fixed an issue of the Venomous Blade effect being applied on your party members.

  • Glyph of Cooperation – Guardian Armor
    - Fixed a bug of the Stamina buff being applied to ALL party members, not just the caster. Now the spell will properly grant only the Caster the Stamina buff and also the tooltip changed to the following effect if the player had equipped the Glyph that increased by duration time of the spell.
    - To fix the duplicate system message, we no longer display message for the glyph effect, instead just show the status icon.

  • Battlegrounds Resurrection bug
    - Fixed a bug where you would resurrect immediately if you were to be resurrected through the Blessing of Resurrection effect. Normally it would trigger a resurrection wait time.

Lancer Column: Lancer Skills and kOBT Lancer Impressions



Skill Table
Skill Videos
Gear Milestones
Overall Impressions

Skill Table

Icon
Skill Name
Level
MP Cost
Cooldown
Description
방패 방어 / Shield Block 1 100 1 second 방패를 들어 전방으로부터의 공격을 방어합니다. 방어 가능한 최대 피해량은 장비의 성능에 따라 달라집니다. 스킬 버튼을 누르고 있는 동안에만 효과가 발휘되며, 방패 방어 중인 시전자 뒤의 아군도 동일한 방어 효과로 보호 받게 됩니다.
Standard hold to block skill. Amount of damage blocked depends on weapon, high amounts of incoming damage blocked with a low level weapon will still let most of the damage through.
연속공격 / Combo Attack 1, 6, 12, 18, 24, 30, 36, 42, 48, 54 0 0 근접한 대상에게 타격을 입히고 일정량의 MP를 회복합니다. 스킬 버튼을 연속적으로 누르면 공격이 이어지면서 더 강한 타격을 입힐 수 있습니다.
Standard left-click attack to restore MP. Chains up to 3 times.
방패 연타 / Shield Attack 2, 8, 14, 20, 26, 32, 38, 44, 50, 56 37 4 seconds 전방을 향해 전진하면서 방패로 공격을 가합니다. 스킬 버튼을 연속적으로 누르면 2연타 공격으로 이어지며, 추가로 피격 대상을 잠시 동안 기절 시킬 수 있습니다.
Press two times for a quick two hitting short range AoE shield combo with a chance at a stun on the last hit. The stun seems to have roughly a 25% chance of happening.
도약공격 / Leap Attack 4, 10, 16, 22, 28, 34, 40, 46, 52, 58 152 4 seconds 대상을 향해 크게 도약해 강력한 공격을 가합니다. 방패치기, 방패 연타, 연속공격의 마지막 타격 뒤에 사용하면 더 빠르게 발동 됩니다.
Powerful but slow multi-hitting lunge. Can be used as a reactionary skill after second hit of shield attack or a full set of combo attacks, very fast startup if used in this way.
방패치기 / Shield Strike 6 100 25 seconds 방패를 강하게 휘둘러 근접해 있는 대상에게 타격을 입히고 잠시 동안 기절 시킵니다.
Stun, 2/3 seconds long
진격 찌르기 / Charging Thrust 8, 14, 20, 26, 32, 38, 44, 50, 56 50 10 seconds 짧은 거리를 빠르게 돌진하여 찌르기 공격을 다합니다
Charge towards the target, following with an attack. The charge travels 20m. Must connect with the target before the charge ends or there's no attack. Effective range is about 18m, anything further and you risk not getting the attack depending on the size of the target
기상공격 / Rising Attack 12, 18, 24, 30, 36, 42, 48, 54, 60 0 15 seconds 일어나면서 대상을 공격합니다. 다운된 상태에서만 사용할 수 있습니다.
Reactionary skill used to get up quickly with an attack after being knocked down.
회생의 의지 / Revitalizing Will 14, 20, 26, 32, 38, 44, 50, 56 360 60 seconds HP를 즉시 회복합니다
Instant HP regen
Amount per level - 789, 1093, 1512, 2089, 2885, 3984, 5499, 7591
도발의 포효 / Roar of Provocation 18, 24, 30, 36, 42, 48, 54, 60 150 10 seconds 주변 약 10m 범위 내의 몬스터들을 도발해 시전자에 대한 적대치를 대폭 증가 시킵니다.
10m PBAoE around the lancer that taunts any target not currently attacking the lancer and also causes a high amount of threat. Recommended to be used constantly throughout any fight to ensure you keep the targets concentrated on yourself and not your allies and any time you lose control of a target and it decides to attack someone else.
맹렬한 돌진 / Vicious Charge 20, 26, 32, 38, 44, 50, 56 253 11 seconds 창을 앞세우고 돌진해 정면의 대상에게 연속적인 타격을 입힙니다. 돌진 중에는 다운 및 경직에 저항할 확률이 높아지며, 받는 피해도 50% 감소됩니다.
Slow foward charge hitting multiple times along the way. Drains mana continuously while active, can be cancelled by blocking. Most of the damage comes at the end of the charge. Can't steer the charge. Character charges forward 15m, attack at the end extends to 18m-20m. Reduces damage taken by 50% for duration.
신뢰의 오라 / Aura of Trust 22 400 5 minutes 30초 간 주변 약 20m 범위 내 파티원들의 맷집을 91% 향상 시켜주는 신뢰의 오라를 생성합니다. 효과 적용 대상에서 시전자 자신은 제외되며, 공격을 받아 다운되면 오라는 사라지게 됩니다.
For 30 seconds you enhance your ally's threshold of damage by 91% (Actually don't know what this threshold means. It could mean resisting the chance to be downed or stunned.) This aura's radius is 20m and the caster (lancer) cannot be buffed from this and if the lancer experiences a knock down effect during this effect the aura will be canceled.
포획 / Hook 26, 50 100 40 seconds 조준한 대상에게 갈고리를 던져 시전자가 있는 위치로 끌어 당깁니다. 지나치게 큰 대상은 끌어당길 수 없으며, 갈고리는 최대 약 18m 까지 날아갑니다.
Pull the target towards yourself and stun it for a second. The pull works on targets of all size aside from the largest of enemies. If the target can't be pulled, the stun still takes effect. 18m max range.
반격 찌르기 / Riposte 26 Passive Passive 방어 상태에서 적에게 반격을 가합니다. 반격 시도 중에는 다운 및 경직이 발생하지 않으며, 받는 피해도 50% 감소됩니다. 방패 방어 성공 시에만 사용할 수 있습니다.
When in Shield Block you Riposte your enemy. During the action sequence of the Riposte you cannot be stunned or downed, also you receive 50% less damage. You can only use this when you have a successful block.
방어구 부수기 / Armour Break 28, 52 75 3.5 seconds 강력한 일격으로 대상의 방어구를 부숩니다. 피격된 대상은 일정 시간 동안 맷집이 3% 감소됩니다. 효과는 최대 3번까지 중첩됩니다.
3% reduction to target's armour. Can be applied up to 3 times. Using the skill again while at 3 stacks will refresh the duration. Lasts 10 seconds. Could do with a duration increase, perhaps by 5 or 10 seconds.
위협의 파동 / Wave of Threats 32 150 30 seconds 시전자를 중심으로 주변 약 7m 범위 내의 대상들에게 위협적인 파동을 발산해 일정 시간 동안 이동 속도와 공격 속도를 30% 감소 시킵니다.
7m wide PBAoE that reduces attack and movement speed of all enemies in range by 30%. Lasts 5 seconds. Best used against fast hitting enemies or fast moving enemies.
철갑의 의지 / Ironclad Will 36, 42, 48, 54, 60 125 20 seconds 철갑의 의지를 다져 최대 3359 만큼의 피해를 흡수합니다. MP 1 당 최대 13까지 피해를 흡수할 수 있으며, 최대 피해 흡수량을 넘어서거나 모든 MP를 소진하면 효과는 즉시 해제됩니다. 10초 간 지속됩니다.
Grants a shield that expends mana to absorb incoming damage. Removes 1 MP per x damage absorbed, up to a maximum of y damage absorbed, seperate from the inital casting MP cost. Lasts until 10 seconds have passed or y damage has been absorbed.
Amount per skill level - x: 13, 17, 25, 33, 50 / y: 3359, 4637, 6401, 8834, 12191

Some notes about the skill table.
1. I recommend you watch the accompanying video to a skill if you don't understand exactly what I meant in the skill description.
2. MP costs should be accurate to the first version of the skill at the level you get it
3. I couldn't figure out for myself what Aura of Trust and Riposte did while I was playing, so I asked Kalsteine to translate them for me. Thanks to Kalsteine for that, and for giving me more accurate names of some of the skills.
4. Aside from those two skills, all skill descriptions are paraphrased in my own words from notes I made on them while playing.
5. Values in the descriptions, such as the x and y values for Ironclad Will, were taken from the official Wiki.
6. There are more skills after level 36, but since they come after 38 which was the cap in the kOBT I didn't want to include them as I hadn't been able to use them. There are some pretty nifty looking skills though.


Skill Videos

















Gear Milestones

None of this gear (aside from the lances and shields of course) is exactly lancer exclusive, seeing as how berserkers also wear plate, but I thought I should include these three major gear milestones for good measure so anyone reading this can get a good look at how a lancer looks with some of the big gear upgrades. How a female Aman lancer looks, at least. The level 38 gold gear looks like a bit of a downgrade, aesthetically, from the previous sets doesn't it?
Images are clickable for high resolution versions.

Level 28 Blues
Level 33 Blues
Level 38 Golds + Level 38 Blue Weapon


Overall Impressions

When I first saw lancers in screenshots and promotional videos, I knew straight away it was the class for me. The reasons for which I explained in my first column. After having the opportunity to play and test a lancer myself, I only have one thing to say - the class is everything I had hoped for, and more. It met, and indeed exceeded, my expectations.

I tried funneling mobs in an instance through a doorway with my shield up; it worked extremely well and the mobs were stuck on the other side of the doorway - that is until I got knocked down and the mobs ran right past. Because I had to keep my shield raised to prevent the elites getting past me, I had very little threat built up on them so when I was knocked down they went straight after my team behind me. Positioning is very important for this technique as being too far to one side of the choke point will give some enemies, especially smaller ones, a big space to get through. It's easier with a bigger race, I can't imagine an Elin lancer (which seems a far too popular choice of race for lancers, in my opinion) being able to do this at all.

I also did some testing with blocking AoE magic attacks, and it seems that regardless of your position in the targeting circle you can block the attack so long as your shield is pointed at the caster of the attack. Tested by moving to various spots in the circle and blocking towards, and away from the mob. Between the mob and the middle of the circle, shield pointed towards the middle, resulted in damage taken. Same position with shield pointed towards the mob resulted in zero damage and a successful block.

If there was one thing that I could change, it would be the lancer potential damage output. I'm not expecting or wanting lancers to be able to dps like a berserker, but lancers have by far the worst damage output in the game. All I would do is put lancer damage on the same level as that of a warrior. To quote a member of our own forums - "Warriors I feel are down at the bottom of the DPS list by a good margin, the only real thing that makes a Warrior a higher pick in the party queue to me is the fact they do pretty handily out DPS a lancer." I think this is rather unfair, and it's a very good case for lancer dps to be upped somewhat to at least match that of a warrior's. Warriors and lancers are both great tanks in their own right. Some things you'd rather have a warrior for, some things you'd rather have a lancer for. Warriors are in certain situations more desirable tanks. I'm at peace with that. I just don't want to be passed up as a tank merely because warriors do more dps while tanking. It's not a very pressing matter and I don't imagine it happening often, but it is an ever present danger.




New Skills Under Development, Part 3

Good Morning, TERA Fans! Some more new skills have appeared on the official Korean site, this time for TeraFans Wiki - lancerLancers and TeraFans Wiki - BerserkerBerserkers !

Edit: The official descriptions have been announced on the official English site and the post has been updated!

Lancer

Posted Image Armor Crush

Deal a blow that decreases your opponent's defense over a period of time. This effect stacks up to three times.

Posted Image Decisive Blow

Deal a strong blow as you leap toward your opponent. Best used after the last blow of Shield Bash, Shield Wallop, or Consecutive Blow.




Berserker

Posted Image Sacrificial Strike

This charge skill uses HP instead of MP, and is a powerful force. Your swing gets stronger the longer you charge this skill, but don't forget to keep an eye on your HP.

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 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.

Who’s Damage Dealing? Quiz!

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Today's quiz is a little late, but it's a bit more interesting than they usually are. Translated by That's Too Bad of AionSource, it asks the question, which classes are the damage dealers?

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Given this combat log showing a battle between a monster, and classes A, B, C, D, and E, which classes are the damage dealers and what classes are they?

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First, class A has taunted the monster with a fast attack. The monster sees class A, then class B runs towards the monster and knocks him down.

The monster gets back on its feet and attacks class B, and class C comes close to class B and casts a Wind of Rejuvenation.

Class D absorbs the life of the enemy and recovers the MP of Class C.

And finally, class E uses an attack that causes a negative condition and delivers the final blow.
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