Chris Hager Answers More of our E3 Questions!

Thanks for being patient all! Here are answers to some of the questions ya'll asked on the E3 Interview forum topic. Please note I didn't get to all of the questions you asked, but covered a good amount of them.

Q: Why does it look like TERA has aim-assist skills for certain spells? (Some mystic/archer skills seem to curve as the target moves.)
A: Early in TERA’s dev cycle, attacks didn’t have aim-assist. Once people started playing, we noticed there were a lot of people who couldn’t hit the target with the basic attacks because the control and targeting became very difficult. Because of this, we changed a few skills to instant timing, which is why some skills look like they curve. For these few skills the ‘hit’ is based on the reticle & target at the time of cast. We adjusted the lock-on for some skills and are happy with the results; it doesn’t spoil the non-targeting feel of TERA.

Q: Will mystics get more control over their pets?
A: In the latest build we have, the mystic pet has the ability to attack or follow by command. We plan to continue work on this, and it is quite high on our to-do list. The only issue is that adding a skill requires a lot of balancing¬ against itself and other class skills. We are always slammed for time in our dev cycles, so we can’t say exactly when we’ll complete this, but it is on our ‘high priority to-do’ list.

Q: When will there be guild housing?
A: This is something we are actively exploring. Initially, we had the plan to use the buildings in big cities as guild houses. Once we started looking more into this, we realized there was a conflict between what we could do with the existing buildings in the cities and what the player expectation was. Putting something unpolished in game can create incomplete content that satisfies no one (players or devs). We are currently looking at what we can do with guild housing so that it’s polished content and meets not only player expectations, but our own.

Q: Will there be player housing?
A: If we implement housing, then the order would be guild housing, then player housing. Right now it is difficult to say specifically if/when we will implement these. As I said above, we are actively investigating housing.

Q: Will the five-second PK rule be altered on PvP servers?
A: PK declaration time requires a very delicate balance that satisfies the majority of players. EME will begin our PvP server testing with a five-second PK rule, but will have external testing for these settings this fall and will adjust the final settings based on feedback and overall functionality.

Q: What do you plan on doing with damage scaling in PvP? PvP specific armor? Damage reduction in PK/BGs?
A: There is already a damage-scaling system in place, but the issue is balancing. There are PvP armor/weapon sets as well as PvP-specific skills and crystals. For now, we think the bigger issue is the balance between classes and the user’s skill in controlling a character rather than equipment. We are always listening to player opinions regarding balance, and as we go through external testing and CBTs, we will continue to monitor and implement feedback.

Q: Any news on updated racial skill balance?
A: There hasn’t been an instance where racial skill balance has been a big issue. We hear a lot more issues regarding class balance instead. Once the classes are more or less balanced, we think the next balance issue will be racial skills, and at that time we’ll start working on those.

Q: Any more/new options for character creation? ie hairstyles, faces, etc. (When will horns/ears be seperated from hairstyles?)
A: TERA’s current character creation has a lot of ways to make a character feel unique. Although it is better to have more character creation options, we don’t feel TERA’s at a loss here. As we come out with new content and updates, there will be a natural addition to character creation, but it won’t be something we add right away. We’ve got more content work to do first.

Q: Will there ever be any options to "physically" change your armor; rip off a sleeve, shorten the bottoms, etc.
A: Currently there is no plan to implement physical damage effects for armor. We reduced the customizable portions of a player’s armor/weapons so we could add more detail and polish to those pieces. If there is a high player demand for costume customization, it could be possible to add that feature into future development plans.

Q: Will there be any hair/face/skin-changing NPCs (hair salons, cosmotologists) which you could go to and pay in-game gold to change one of the desired features?
A: In the most recent update, we’ve added functionality so a user can change a character’s appearance.

Q: Will any substantial info be released on argons and their origins? Being the main antagonists, there isn't a lot of info about these metallic creatures from another dimension.
A: More information will come in time. We can’t reveal more about the story now because it would point towards our future content update plans, and we have to keep some things secret!

Q: Are barakas now constructs made from the giants, or are they a friendly clan of the giants? Lore is very wishy-washy; one says they are constructs, the other says they are relatives.
A: The barakas don’t have a home because we haven’t revealed it… yet. Their home is in a continent that we are planning on introducing in an upcoming content update, so stay tuned and learn more about baraka lore.

Q: Are there plans to enhance the guild leveling system?
A: We have a lot of ideas on ways to enhance guilds and the guild leveling system in TERA. Unfortunately we have a huge list of content we want to add or enhance, and all of it takes time, development, and testing cycles before it goes live. Please know we’re actively working on ways to enhance guilds, and you will see this in future updates.

Q: Will we get emotes for slow walking and sitting? If not, why? These little things support roleplay a lot.
A: We had a similar thought when we initially started working on TERA, and the development team shared that opinion, too. When we thought of implementing them, we came to the conclusion that those emotes would be cosmetic only, which goes against the HP recovery that sitting has in other current games. Because we want everything in TERA to have a reason that makes sense, we decided to leave these emotes out. We do recognize that emotes like this are a huge part in roleplaying, though, so these (and other) emotes have not been totally killed from a future dev list, they are just low priority compared to the other things we want to accomplish in the game first.

I hope these answers gives you all some good info and maybe a few more discussion points to talk about here on the forums. We're always reading and listening to feedback so please keep it coming!

Thanks,
-Chager

Mystic Column: LFG Healer, DPS…or a Mystic

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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.



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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?

Mystic Column: En Masse Interview

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Good day TERA Fans! A few weeks ago I asked for members of TERA Fans to send in their questions for En Masse, and they were answered by Scott James Magner, Production Associate. I would like to thank Scott for the awesome information!

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Q: Why was the name Mystic chosen over Elementalist?

A: For the Western market, there was concern that elementalist implied a more damage-focused, primary spellcaster. The mystic never felt like that to us, especially standing right next to a sorcerer throwing fireballs and ice needles.

What brought home the differences to us was watching the spell animations as the game progressed through different builds. They were heavily influenced not by the “primary” elements of earth, wind, air, and fire, but instead drew on more basic “light” and “dark” imagery. Once we realized this, mystic was far and away the best name.


Q: In one of the G*Star videos, it was seen that a mystic summoned two summons. Will there be a limit on the amount a player can summon at once?

A: All three summoning spells share a cooldown, but it’s less than the “lifespan” of the spirits answering the call. A skilled mystic player can use this to their advantage.

Q: Compared to other classes, the mystic has not gotten as much love. Is that because creating the story for mystic is harder, or because there is not enough information from BlueHole Studios to do anything with?

A: We’re rolling out information about classes slowly, not because of any lack of information. Recently mystics have received a lot of coverage on our website, and we’re moving forward with more class features on all classes in the coming months. Stay tuned!

Q: In one of the more major threads on the TERA official forums, the healing orbs have been a great question to players:
-Will enemies be able to use or destroy the healing orbs?

-Considering healers like to stay far away, will the player be able to place orbs from a distance?

-Will mystics be able to keep a group alive without the aid of a priest?


A: No, no, and yes, for exactly the same reasons. Mystics and priests don’t play like the healing classes most MMO gamers are familiar with. TERA’s action combat requires them to be mobile, darting in and out of combat not only to heal, but to buff, debuff, distract, and damage.

A more important question would be whether a group can stay alive without the aid of a priest or mystic, and it’s also yes—just not as long, and it requires different tactics. As with all things TERA, player skill is what dictates success.


Q: Why were the sizes of the dps/tank summons changed, why so small?

A: There are always balance issues with “pet” classes, and in the end the summons are only one aspect of the mystic. Whether the summoned spirits are larger or smaller than the summoner, their effects are exactly the same.

Q: Can summons be buffed by other players?

A: Nope, a mystic is responsible for the things he or she brings into the world.

Q: Are mystics the ultimate cc class, or will players also need to depend on other classes for cc? Are the mystics going to be a true buffer class?

A: A player who knows how to do crowd control can use any of TERA’s classes to achieve their goals. The mystic certainly has a good selection of skills that change an opponent’s status, but a berserker knocking opponents to the ground with an overhand smash accomplishes the same goal, as does a warrior dancing around, through, and over the same foes.

The same goes for party buffs. All classes have skills which can boost a comrade’s abilities in some manner, and of the skills available to a mystic through maximum level, the majority are directed at enemies.


Q: The Mystic has been dubbed the hybrid class of TERA. With the updated information the community got from the main TERA site, and translated information from G*Star, can the players mold their Mystic to play one way over another? Example: Playing DoT heavy Mystic or Summon Mystic.

A: We can’t stress enough the importance of player skill and player choices when playing TERA. All mystics will have access to the same skills and glyphs--it's how you use them that will distinguish your mystic from other players’. There’s no one “right” way to play the game, other than yours.

Mystic Column: En Masse wanted questions, we got answers!

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Good day, TERA Fans. The last few weeks, the Mystic has had a lot of light shed on the class. Not only did TERAblah get some answers from En Masse, we sent our questions to En Masse as well. Little to our surprise, they where having their own Q&A! About one week ago, En Masse updated the Mystic section on the official TERA website. With that, they sent out a Pegasus Express asking players to chat them up, and to ask some riveting questions!

With the stress test/G*Star over in Korea, we got to see updated skills, video (another), and reviews on classes. If you have not read or seen them you should really take a look!

Although the answers were full of information, En Masse was still able to keep it vague enough for our minds to wonder. With such news, like summons staying the same size no mater the skill level, and more info on how the glyphs of a Mystic will empower the player but still keep it support roll. We also got a little insight on how the mystic plays. En Masse reviled that the Mystics are not made of glass, and are given tools to help keep the player alive as long as possible. The interview goes on to reveal that just because the Mystic as been dubbed the “Jack-of-all-trades” class, armor and weapons will stay the same when it comes to the many playing styles.

P.S.: Thank you Amira for the stress test screenshots, and LalaRu (Jenilea of TERA Fans) for the adaptation of those screenshots!

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Q: Why does the mystic Curtain of Retribution skill have a smaller arc than the priest version?

A: It doesn't. It is, however, animated differently and that could be where the discrepancy comes from.

Q: Are the summons going to appear out of nowhere, like they do now, or are you going to polish the animation?

A: TERA's skill animations are not yet polished: they will change before launch.

Q: In some videos the summons look really small and in others they look bigger than the characters, does the size of the summons grow when a mystic levels up?

A: This depends on the type of summon cast. The summon does not increase in size with the mystic's level. Additionally, the summons have visually changed since they were first announced.

Q: Why do you think the mystic is an essential part of group play?

A: The mystic helps improve a party's survivability, debuffing enemies and curbing the number of forces opposing the group. They are also capable healers and damage-dealers.

Q: What have the summons changed in the mystic gameplay style?

A: The mystic summons allow for the support class to receive support themselves. This means a mystic can cast one type of summon and focus on their other abilities while it is active.

Q: Are there shared cooldowns or diminishing returns on mystic "crowd control" skills?

A: Not presently.

Q: Will the glyph system allow a mystic to specialize in healing, buffs, or damage?

A: The mystic is a jack-of-all-trades rather than a flexible specialist. Their glyphs will let them enhance their capabilities in a variety of areas, but not to the point where they become a damage-dealing class, for example.

Q: Since pets attack the last thing the mystic attacked, will they break "crowd control" status on targets?

A: It's certainly possible. Good help is often hard to find. Part of the challenge for mystics will be juggling their resources, and that means redirecting their pets when needed.

Q: How is the mystic's survivability given the short range of its skills and cloth armor?

A: The mystic's survivability has less to do with its armor and more to do with the player. If the player doesn't keep the mystic out of harm's way, life expectancy may be below average. However, the mystic has several tools for getting out of trouble. They are not made of glass.

Q: Are there any plans to give the mystic more healing skills?

A: The mystic and other classes will continue to evolve as TERA grows and develops. Changes to existing skills or new skills are always possible.

Q: The mystic skill Essence of Rejuvenation (known to many as "orb healing") seems drastically inferior to both priest heals as well as even other heals possessed by mystics. What makes this skill worth using in a party setting?

A: The nature of priest skills requires consideration for party member location while the mystic's Essence of Rejuvenation does not. Party members can consume the orb when it is needed while the mystic focuses on other tasks.

Q: How is mystic survivability in PvP given their array of skills and hybrid role?

A: The mystic's combination of damaging attacks, debuffing skills, crowd-control abilities, and self-sustaining heals make it a formidable foe in PvP.

Q: Because the mystic plays different roles, are any plans on allowing the mystic to use different types of weapons and armors?

A: No, the mystic is TERA's scepter-wielding, cloth-wearing support class.

Q: Will mystic summons benefit from party buffs, whether it be PvE or PvP scenarios?

A: Yes.

Q: When it comes to PvE content, are mystics able to keep up with other classes performing the same party roles?

A: Mystics are by nature a jack-of-all-trades type of class. They may not overspecialize in one of the three main party roles, but it's that same diversity that makes them a boon to a party's survivability.

Q: Will there be any MP regeneration skills that can be used outside of combat available to the mystic?

A: Yes, but only if you ask nicely. Each caster class gains an MP restoration skill at an early level that has a fairly rapid cooldown and can be used at any time.

Q: What gives a mystic its power? Is it one of the gods?

A: Mystics harness the primal powers of the world, the Sharan and Arunic energies. Rather than a direct connection to the gods, think of the mystics as having a deeper connection to the world.

Q: How much will mystic armor overlap with sorcerer and priest armor? Why don't mystics wear heavier armor like plate?

A: Those three classes share an armor type--cloth-- but as you progress in TERA you'll find that some armor is designed with the mystic in mind. Mystics simply prefer a tailored weave over a stifling breastplate. It's a comfort issue, you see.

Mystic Column: Player Interview

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Hello everyone! Today, we have our very first player based class interview for the Mystics.
Our interviewees are Willona, Cori, and Emposter!

Dukeun: Can you tell us a little bit why you chose the Mystic class as your main class?

Willona: Well I saw the Vampiric Circle skill and I was sold! What’s better than an attack that damages the enemy and heals you and your mates at the same time? I’ve always liked support classes, but I also wanted to do some damage. The mystic seems to have the best of both worlds.

Cori: I always played support classes even in the old day with DnD when we played it on paper. In my last few MMOs I had priests (or the equivalent of that) and when I saw the first korean videos I instantly fell in love with the class.

Emposter: I've always played hybrid/support classes in every MMO I've played. It's just my style.

Dukeun: What drew you in to choose the Mystic over the Priest or even the other classes in Tera?

Willona: Like I said, I love support classes. However I somehow always end up playing a magical damage dealing class in the end. I like to heal and help people out, but that’s just one of the many things I like to do. I also like to have some cool attacks up my sleeve. From the beginning I knew that the Mystic could be an awesome hybrid class. I thought that it had a lot of potential, but at the time a Mystic was viewed as a weaker version of the priest class. I just knew that the devs had more in store for this class, they just couldn’t leave the awesome concept that is the Mystic unfinished! Thankfully the devs saw this potential too! Even though we don’t have a lot of information about the summoning skills of the Mystic yet, I’m sure that They’re going to be great.

Cori: I was, or rather still am hoping it to be more versatile than the priest in terms of support classes. If it's fantasy then it's all about magic (for me atleast). Although I'm a guy I have to admit that the mystics skill with the butterflies is just gorgeous, it's a must have so to say :D

Emposter: The more I learned about and played the Mystic the more I liked it.

Dukeun: Did picking your race have to do with picking the Mystic class, or did the class pick your race?

Willona: Well I actually picked my class and race separate. Since there are no class restrictions, I just looked at the race I liked the most, which are the Castanics. Then I looked for a class and I really loved the Mystic. It was only later that I found out about the lore of the Castanics concerning the Mystic. So I guess I was lucky.

Cori: The first pictures I've seen of TERA showcased the races. Poporis. Who can resist not making a tanuki-like toon?! I sure can't. This had no relation to what class I chose afterwards.

Emposter: No. Both were decisions completely independent from each other. Should significant racial bonuses be added, this may change, but that hasn't happened yet.

Dukeun: After reading on the Mystic, how do you feel they will play solo and within a party?

Willona: I think that the Mystic will be good as a solo class because of the new summoning skill. The summon will be like an extra barrier between the Mystic and an enemy, which allows the Mystic to cast spells safely from a distance. The summon will also function as an extra player attacking the enemy. I think the Mystic has a very flexible position within a party. Since the Mystic is both a summoning and a healing class, it’ll be good as a second healer or damage dealer. The summoning skill will probably also allow the Mystic to tank a bit too. Basically I think the class will do good on both fronts.

Cori: As previously mentioned, I'm hoping to have a more versatile class that does well both in party and solo play. I think mystics will be a vital part of every party with their mana regenerating skills and buffs. For solo we still lack information regarding the summons.

Emposter: Mystics have a serious issue regarding their extremely short attack range for a ranged support class which, combined with all ranged class's inability to attack while moving, could pose issues, mainly for soloing due to difficulty kiting. In groups Mystics will face the classic dilemma which appears in pretty much every MMO to date, the difficulty in finding a role for a class which doesn't fit within the holy trinity of tank, healing, and dps. Bluehole will have to carefully balance Mystics so as to provide a clear benefit to having a mystic in your group rather than a third dps without angering the various dps classes by making them obsolete. Non-standard roles such as active mana regen through Essence Leach and the largely unknown benefit of Mystics new pets could provide an answer here.

Dukeun: Not to long ago, Bluehole and En Masse released a demo video on the new summon skills, how did you react to the new skills?

Willona: WHOOOOHOOOOO!!!!! That was my reaction XD. I was ecstatic. That was the best news I’ve heard about the Mystic up until now.

Cori: Was quite surprised to be honest.

Emposter: It's really hard to say at this point. Combat pets could help fix the solo ability of Mystics as well as improve group viability while remaining unique. However, we know virtually nothing about the pets other than the three types, meaning it's virtually impossible to say how they will really effect the class and whether they will change the role of Mystics.

Dukeun: How do you think the summons will play out?

Willona: I think the summons will be like a shield to the Mystic, protecting it from harm and dealing damage or healing the Mystic at the same time. I basically think that they will be your typical summons, but with a twist.

Cori: Having played Aion I was thinking Spiritmaster meets Chanter. We wannabe mystics are yet to see what they are capable of and what their roles will be in a party. They will be a nice asset none the less, can't wait to see them in action.

Emposter: Again, it's hard to say, really. I hope they become an integral part of the class, rather than ending up as a flavor spell that only gets used in emergencies. I would be completely comfortable with Mystics becoming a pet class as long as their role as buff/support did not suffer. I can see buff pets as a possible way for this to happen.

Dukeun: Finally, what kind of things do you look forward to for the Mystic class?

Willona: Being all over the place in group play. I really hope that the Mystic will be a very versatile class so that I can both deal damage and heal at the same time. I also like to see how the healing orbs will play out in battle. I think that quest guides may include a sections on where the most strategical places are to place these orbs. I would also really like to see how the summons turn out in the end.

Cori: Looking forward to see my Popori running around and swinging his rod spamming those butterflies.

Emposter: I really, REALLY want to see how the summons will actually work, what Mystic's end game spells will be, and how the mystic skill trees will affect our spells. And of course I can't wait to get back into the next test and play them again.

TERA Fans PAX Interview with Brian Knox!

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Hey, TERA Fans! PAX 2010 ended yesterday and in the wake of the storm, I have the results of TERA Fan's interview with Senior Producer, Brian Knox! Thanks so much for contributing questions guys :D While there's not a whole lot of new information, I think some of his comments leave open at least lots of room for speculation.

So check out the interview below and enjoy! You can find all our TERA PAX coverage here.


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Amira: So hey, Brian! Once again, all the questions are straight from TERA Fans. We had lots of questions for you and we picked out a few. So for one, what in-game events are being planned for players to participate in?

Brian: That's a good question! So right now, our focus for in-game events is going to be mostly on trying to find those spots where people hit a wall because we're really focused on the journey to level 60. So, once the game's out, sometimes players find areas that are hard to get through and we want to focus our events around that. How we're going to do that I don't know. But we do plan on having them!

Amira: And will there also be holiday-type events?

Brian: Yeah, we are trying to have an events system. It's one of those things that's like every feature takes away development time. We want to have these but we may not have them available right at launch.

Amira: Will there be any non-combat, or combat pets in-game?

Brian: So, we have the Homonculus which is kind of a pet. It doesn't quite follow you right now but we're looking into ways to expand that as well.

Amira: And the Mystic pets; will those really be pets?

Brian: Well they're summons: they come out and last for only a short amount of time to help out. There's a healing one, there's a dps one, and there's like a tank one. But I wouldn't call Mystics a pet class. It's hard to explain-- they're a little bit different than you're used to, so you'll see.

Amira: Sam Kim once mentioned that the development team was considering adding more armor slots. Is there any information on that?

Brian: Yeah, we've added two more slots and we'll see them soon.

Amira: Are there plans to allow players to customize the look of their gear or spells at this point?

Brian: Not at this point but we're looking heavily into both the dying system and the ability to change gear models as well. So I'm not sure if any of that would make it in by launch, but it's definitely on our list of ideas.

Amira: Some guildmasters are very concerned about recruiting more guildmates than the maximum guild size in TERA will allow for. Is there any information on about how large guilds will be able to get at launch?

Brian: Y'know, that's a good question. Right now, I can't answer that but I would really like to get back to you on it because I think that's an important one.

UPDATE: Brian Knox let me know that the current guild size is 300 members by default. This is always subject to change.

Amira: On the topic of guilds, is there any more information on how extensive the overall guild system will be?

Brian: Well the guild system will really play into the battleground system, which we're not talking a lot about just yet. I think that's where you'll see the guild system really work. Since we're not faction based, guilds will become allies or rivals as well.

Amira: Some players are very concerned about westernization. Can you talk about what aspects of gameplay are being westernized?

Brian: All aspects are being evaluated. In our last focus group test, we had everybody answer a 120 point survey which was a lot of questions. What it did was allow us to hold up a transparency and compare where results are similar and different among players in the West and players in the East. We're able to identify those areas. There's a lot of stuff that lined up and in the feedback, there were a lot of things, particularly surrounding solo play and the leveling curve. And so, those were the two areas that players felt different about. Also, specific features have been added as well. The achievement system and the controller support are things that kind of originated in the west.

Amira: How will the lore of TERA be explained to players beyond quest text? Will there be cut-scenes at all?

Brian: Yeah, actually we have been adding cut-scenes. Hopefully they'll help tell the story in a little bit more of an epic fashion.

Amira: Are there any plans to have a designated Oceanic server available at launch?

Brian: Not at this time. But we're looking at the territory. We want to make sure that if we do it, we do it right.

Amira: Is there any information available on mounts at all?

Brian: There are mounts, and we're tweaking them. We're trying to make sure they're the right speeds right now. At this time, there will not be combat mounts.

Amira: Are there any plans to allow third party addons in-game?

Brian: Not at this time. We're actually doing what we can to minimize the UI as much as possible.

Amira: Finally: are you still re-evaluating the idea of allowing all races to be able to be all classes?

Brian: Right now, it looks like that's what going to happen but I can't really say for sure. That is what we're aiming for, though. In the version that we're playing off right now, actually, we're balancing the Human male, so that way we can balance that off the other races. It's a lot less development time to balance one and get it all right-- in terms of all the numbers-- and then we can balance things around that.

Examples of New Skills Being Developed, Part 1

Hey TERA Fans! Just a few minutes ago, Scapes on the official forum posted some great news :] Apparently, due to FGT feedback asking for more diversification among classes, new skills have been added for TeraFans Wiki - warriorWarriors , TeraFans Wiki - SlayerSlayers , TeraFans Wiki - ArcherArchers , and TeraFans Wiki - MysticMystics !

Thanks very much to xf02 for the youtube links :] Check out the new skills below!

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Focus Group Test 2 may have ended in Spring but the feedback received during that time continues to drive TERA's ongoing development through the Summer. As our postmortems outlined, participants felt that the classes required more skill variety.

Your feedback has helped shape the growth of TERA. This article series reveals examples of new skills being developed along with their descriptions and in-game icons. Additionally, videos demonstrating these abilities are available on Hangame's official TERA website.

New Warrior Skill

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Tornado

Tornado is a chain skill that can be used after an evasive skill. It causes damage in a large 360 degree area around the warrior.



New Slayer Skill

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Power Arc

This skill hurls a bolt of energy at the enemy as the Slayer swings the greatsword. Used three times in a row, it becomes a combo attack, increasing damage with each blow.



New Archer Skill

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Rain of Arrows

This skill rains dozens of arrows down on a large area in front of the player. It takes some time to cast, but it’s worth the wait as Rain of Arrows can damage multiple enemies multiple times.



New Mystic Skill

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Summon Spirit

The Mystic can summon three kinds of spirits: one to lure enemies, one to attack, and one for support. These spirits guard the Mystic and assist in battle.



Examples of new skills for the other four classes in TERA will be revealed in the second part of this article series.
-- Scapes


Personally, I'm particularly interested in the new Mystic skill O: Sounds very cool!

Class Guide – 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.)


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Mystic

Click the images to make them larger!


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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 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.

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