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.

Priest Column: Painting the Group Green


I consider myself a dedicated healer. MMO after MMO, I'm drawn to the various support classes that keep behind enemy lines, buffing, debuffing, and quietly saving the day by keeping my group's health bars the satisfying color of life: green. While not partied, I make sure I gather and craft all kinds of gear that will help further my quest to turn everyone's health bar a beautiful shade of green. If I am to pass by a poorly clothed melee ally, struggling with a red health bar and too many monsters to handle, I quickly dart in to ensure their health bar fades to green.

So naturally, I want to turn all the health bars in Arborea green! And I will do it.

However, given the unique nature of TERA, us healers will have to go about getting the job done in a much different way than we've ever experienced. In a game with a non-targeting system, how will we keep our party's health bars as green as possible? Well, the answer, which I've been able to act out in three separate tests of the game, is a fun one.

TERA's priests are equipped with an arsenal of abilities unlike any other game's priest. Our two bread and butter heals, a HoT and a heal, require us to be standing very close to the player we're trying to heal. Both heals are AoE and take the form of a glowing circle in front of the priest. In order to be healed, players must be within that circle when the heal is cast. The radius of these healing circles varies from heal to heal, so we certainly will have a lot to consider when making a split second decision about which heal is appropriate for any given situation.

The nature of healing in TERA also mandates that we spend some amount of our time in melee range. Yes, clothed in robes and with only a staff to protect ourselves, priests in TERA will have to be running in and out of melee range in order to paint our groups green. But no worries; not too far along in your journey as a priest, you will acquire a group shield skill. How exciting! Or at least, I think it is!

As we reach higher levels, priests gain an actual targeted heal that must be aimed at an ally using the game's aiming reticle at a high MP cost. When we will absolutely need to use this skill, however, is only speculation for now as the North American tests so far have only allowed testers to reach a maximum level of 25. Given difficult, high level content with very angry monsters, there may definitely be times we will need to heal a specific party member as quickly as possible.

While some may consider priests to be too boring and traditional to enjoy, I can already see that TERA will break that mold. Priests will have to be incredibly active to be successful, paying attention not only to our beloved green bars, but also the monster's actions and our group's positioning. The unique situation healers will face in TERA will provide lots for me to gush about ;D

New Skills Under Development, Part 2

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

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

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

New Sorcerer Skill

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Sleeping Wind

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

New Priest Skill

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Divine Bolt

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

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

New Skills Under Development, Part 2

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

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

Quote

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

New Sorcerer Skill

Posted Image

Sleeping Wind

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

New Priest Skill

Posted Image

Divine Bolt

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

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

New Skills Under Development, Part 2

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

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

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

Quote

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

New Sorcerer Skill

Posted Image

Sleeping Wind

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



New Priest Skill

Posted Image

Divine Bolt

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



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

TERA Fans Animations

Good morning, TERA Fans! Today we have a special treat for you thanks to our armor render, Radacci! We have some short videos displaying attack animations, featuring TeraFans Wiki - CastanicCastanics and male TeraFans Wiki - High ElfHigh Elves .

All of the offensive classes are displayed, however, the animations for healers are not nearly as interesting without their awesome spell effects, so TeraFans Wiki - ElementalistElementalists and TeraFans Wiki - PriestPriests are not featured in this batch of animations.

Enjoy and let us know what you think!


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Berserker
Berserkers wear heavy armor and as you can see, they wield giant poleaxes! They utilize a weapon block to defend themselves.








Slayer
Wearing leather armor, slayers combine agility with powerful two-handed swords. They are able to dodge incoming attacks.








Warrior
The quickest of all melee classes, Warriors strike with hasty precision, dodging enemy maneuvers. At higher levels, these leather wearers are able to become evasion tanks with taunt and stun abilities.








Archer
Striking from afar, these leather-clad sharp shooters may also need to become skilled in trap placement and kiting.






Sorcerer
Sorcerers cast powerful spells from a distance but wear cloth armor, making them highly vulnerable.



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


Click the images to make them larger!


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 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.
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