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TERA - What class should I roll?

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TERA - What class should I roll? Empty TERA - What class should I roll?

Mensagem  Vulkanu 14/1/2012, 15:35

There are eight classes in TERA, which can be divided into four categories; Tank, Melee DPS, Support, and Ranged DPS.

The first thing I would like to mention to you is damage in TERA. Each class has a damage rating, and a weapon damage rating. There is no distinction between physical damage and magical damage; meaning damage is damage, and you will not need to build a magic resist set like you would in some games. There are resistance stats in TERA, but they cover things such as critical hits, sleep, snare, and knock downs.

It is also worth mentioning that almost every class has the skill known as “Backstep”, but the animation is different for each class and race. Backstep is the primary dodge skill for all classes who have it. The only classes who do not have Backstep are Priest (replaced by their self-heal) and Mystics.

LANCER

Lancers are the primary tanks in TERA, though as with primary tanks in most games, they are far and few between. They wield a large shield and lance, wear heavy armor, and have the second highest HP pool out of all eight classes. Their damage rating is the third lowest (Priest and Mystic having the lowest damage rating), but this is off-set by their survivability. And of course, they have an AoE taunt.

Lancers are not only sturdy, but one of their skills blocks 100% of all damage taken from the front and, partially, the sides. In general, DPS classes will attempt to skirt around behind the Lancer, but a good Lancer can simply re-position his or her shield block. Lancers also have a self-heal, which obviously can be a life saver.

This class also has an excellent technique for getting away (or catching up), which is their forward-charging dash. This skill seems to have a high knock-down rate when it hits, but it is also worth mentioning that this skill causes the Lancer to run faster than mounted players as well. So if someone mounts up to try and get away, the Lancer can chase them down and knock them off their horse. Alternatively, they can use it to get away, or to catch up to ranged classes.

WARRIOR

Warrior is the second and last tank in TERA. Warrior’s wield duel swords, wear light armor, and have the highest HP pool and movement speed out of all eight classes. Furthermore, Warrior attacks are an arc – meaning they are not purely single-target characters. If you and your buddy are in the path of the swinging swords, you will both get hit, instead of just one of you. Warrior’s damage rating is higher than a Lancer, making them third lowest; they are positioned between Sorcerer (lower) and Slayer (higher) on the damage rating.

Warriors are classified as the evasion tanks of TERA. They have fewer taunt options than a Lancer, but their higher DPS, as well as an AoE stun, make them a viable option as a tank. Warriors are a similar play style to rogues and assassins in other MMO’s, but lack the stealth feature. Stealth is a skill that the TERA developers did not want to add to the game for any of the classes, as it is too game-breaking in PvP.

Warriors have a great technique for getting away or catching up to someone, although I personally do not believe it is as good as a Lancer’s. Warrior’s dodge is a great way to get away or chase someone; the simple flaw with this is the animation is different for each race. While a Castanic Female Warrior’s dodge is a fancy leap (which can leap over attacks), other races must suffice with a roll or somersault. Because of this, the majority of Warriors are generally Female Castanics; the smaller hitbox of the female Castanic also plays a role in this, as Warriors are a tank that shouldn’t be getting hit by what they are fighting.

BERSERKER

Berserker is the first Melee DPS class I will cover. Berserker’s wield giant axes, wear heavy armor and have the highest weapon damage rating; tied with an Archer. Their damage rating is second only to Archer. Their crit rate is highest; tied with Slayers. Berserkers for some time were mistaken as a third possible tank, due to the fact that they also wear plate armor. This however is certainly not the case, although if pressed a Berserker can tank, it is not a viable options. Berserkers are meant to attack from behind along with the other DPS classes. Despite their heavy armor, they can be blown up pretty quickly whether it’s by a monster or by another player.

Berserkers are the slowest Melee DPS class, with an attack speed of 0.7 which is matched only by Sorcerer. Despite this slow attack speed, Berserkers can crank out a great deal of damage, with their high damage and weapon damage ratings. Their range is only a short three meters, but this is offset by the splash damage effect of their skills, and the spin of their charge-up technique.

Berserkers have become notorious for their ability to one-shot almost every other class, which obviously appeals greatly to many players. Berserkers are quite possibly one of very few classes that can give a Lancer a difficult time, seeing as their heavy armor mitigates much of a Lancer’s already poor DPS, as well as their ability to hit extremely hard.

The splash damage of a Berserker is slightly less than the damage dealt by a full-on hit, but is still absolutely devastating if it crits. As an Archer I personally fought against a Berserker in a 5v5 fight, and was one-shot by the splash damage of a Berserker. This damage hit me for 16,000 which is four thousand HP over what my health would have been if I were at full health. Those who were in the direct path of his hit and were also crit were hit for nearly 20,000 if not higher depending on their armor type.

SLAYER

Slayers are the second and last Melee DPS class of TERA. Slayer’s wield giant swords, wear light armor, and have the third highest damage rating. They are tied for highest critical hit rate with Berserkers. They also have the second-highest weapon damage rating! Slayers were also for some time thought to be a viable option for tanking in TERA, but lack of a proper taunt means they must out-damage the rest of their group while also attempting to dodge the majority of incoming attacks. Due to the complexity of tanking as a Slayer, and their squishiness, they are not a viable option as a tank. As with Berserker and the Ranged DPS classes, they are meant to flank their enemies and attack from behind or the sides where they will hopefully not be hit.

Slayer’s are in the mid-range of attack speed, a 0.6 which they are tied with Priest and Mystic for. While they are rather squishy if caught, they have greater mobility than a Berserker. With self-buffs for run speed, coupled with a ranged sword strike; they are a worthy opponent for the Ranged DPS classes, in some cases considered the counter class for Archers and Sorcerers.

Slayer’s damage out-put is slightly lower than that of a Berserker, but their faster attack speed, ranged attack, and movement speed buffs more than make up for it. While a great majority of Berserkers can be kited in circles, Slayers are extremely difficult to outrange, seeing as their ranged attack has a range of fourteen meters; this is only one meter less than the range of a Archer or Sorcerer’s base attacks, and four meters longer than the range of a Priest or Mystic.

Slayers are said to be the closest to an Assassin or Rogue as you will get. Despite their lack of dual wield, their feel, damage, and the way they play are more similar to an Assassin than any other class.

ARCHER

Archers are what I like to call the snipers of TERA. Their play style is very reminiscent of snipers, seeing as in PvP and boss fights they tend to snipe the primary target with their charge up shots; Penetrating Arrow and Radiant Arrow. As is typical of Archer classes, Archers wield a bow, and wear light armor. But here is where Archers differ from the norm; they do not require ammo. Archers in TERA have unlimited ammunition, which is explained by the developers as the arrows technically being “magic”. Due to this, bows are classified as magical weapons when it comes to crafting.

Archers have the highest damage rating, weapon damage rating, and range (fifteen meters), but have the second lowest HP pool of all eight classes. Despite their low HP pool, they are not quite as fragile as other ranged/support classes due to the fact they wear light armor, and not cloth. Their use of light armor, as well as their dodge skills increases their survivability greatly; but as always in TERA it is up to the player to make proper use of these defenses.

It is worth mentioning that the 15 meter range applies only to their base attack (left click by default). Skills such as Penetrating Arrow have a range of 17-19 meters, and can have their range increased by Glyphs. At maximum, Penetrating Arrow’s range can be increased to roughly 21 meters with Glyphs. That being said, the farther away you are the less damage you deal.

Archers are a single-target DPS class, although they do have a minor Lock-On AoE. In later levels they will have one or two more AoE options, but the majority of their skills are single-target. That being said, their initial charge up skill that they acquire (Penetrating Arrow) can damage multiple targets if they are bunched closely together or are stacked on top of each other. Thus the “Penetrating” in the skill name. Penetrating Arrow is the first of two charge up skills that Archer gets, the second being Radiant Arrow, which is nearly identical but is purely single-target unlike its predecessor. Due to being purely single-target, Radiant Arrow is capable of putting out even more damage than Penetrating Arrow, but its range is slightly shorter as well to compensate.

As in other MMO’s, Archers in TERA have a variety of Traps. Originally, there were four different trap skills available to Archer. However, with the incredible strength of Poison Arrow on their side already, Archer’s poison trap was removed. The first trap an Archer gets is called Cobweb Trap. As you might imagine, this trap is an AoE snare. The second trap that an Archer acquires is called Incendiary Trap. This trap is pretty simple; it does AoE damage, and that’s about it. Our third and last trap, is Concussion Trap; quite possibly my favorite. Concussion Trap is an AoE stun, and with the use of glyphs, the duration of the stun can be increased by 40%.

Archers are a very mobile class due to their ranged nature. Albeit squishy, their ability to kite, dodge, and their high DPS makes them a force to be reckoned with on the battlefield. An Archer’s role both in PvE and PvP are to focus the main target; generally whatever the tank is occupying. Due to their single-target nature, they are very useful for quickly blowing up a single target. Coupled with their debuff (Mark of Velik) which causes the Archer to deal 10% more damage to the marked target, and Sniper’s Eye which increases strength by 50, and adds an additional 25% damage in PvP (though decreases attack speed by 30%) they can increase their damage against the main target by a significant amount.

If there is a Lancer in the Archer’s group, the Lancer can use one of his skills to further decrease the target’s defense. This lethal combination can result in the Archer critical hitting PvP targets for all of their HP. Warrior also has a similar skill known as Combative Strike, which is acquired at LV6.

And of course with Close Quarters (melee-range AoE stun), Backstep (dodge), and Breakaway Bolt (dodge with damage), Archers have a wonderful slew of abilities they can use to outrange or escape their foes.

SORCERER

Sorcerer is the AoE Ranged DPS class of TERA. Although they do have a wide variety of single-target spells, many of their skills are AoE or splash damage, and as such their damage and weapon damage ratings are slightly lower. In fact, a Sorcerer’s base damage rating is only fourth highest (behind Archer, Berserker, and Slayer in that order), and their weapon damage is higher only than a Warrior and a Lancer. Their range however, is fifteen meters.

Sorcerers, surprisingly, have a higher HP pool than Archers, but this is countered by the fact they wear cloth armor. Sorcerers are incredibly squishy, making it imperative that they dodge, outrange, and when necessary; run away. This class is extremely kite-based, and as such they have not only a snare available to them, but also an AoE sleep. This sleep is easy to dodge however, but can be extremely useful in team fights. 1v1 the AoE isn’t as useful, though some people are stupid and can’t dodge.

Despite the fire and ice elements shown in Sorcerer skills, there once again is only one type of damage: Damage. Because of this, there is no need to match certain elements vs. certain enemies. While you would think using a skill like Fireblast against a lava monster would be a bad idea… there is no penalty for using such skills against monsters. There are no elemental attacks or resistances!

Sorcerers start off fairly weak in PvP at the lower levels, but as they get higher in level they become more and more dangerous. Sorcerer only has one truly offensive charge up skill, which is known as Arcane Pulse (formerly named Blastball). While this skill can do a great amount of damage, it is very slow moving and easy to dodge. Because of how easy it is to dodge, it is usually released early in order to catch enemy targets by surprised; still doing a decent amount of damage when released early. Especially since this skill will hit all targets within a twenty-one meter line.

Sorcerer has of course Backstep, as do all classes, but they also have a skill known as Glacial Retreat. Glacial Retreat is similar to an Archer’s Breakaway Bolt, but on top of doing damage, it has a 70% AoE snare as an added effect. This helps greatly with outranging both melee classes and other ranged classes on the battlefield.

Sorcerer also has two traps at its disposal; Painful Trap, which simply does damage, and Lightning Trap, which is an AoE Paralyze.

PRIEST

Priest is the main healer in TERA. They have the lowest HP pool, lowest damage (tied with Mystic), lowest Critical Hit (tied with Mystic), lowest weapon damage (also tied with Mystic), wield Staffs, and wear cloth armor. Their squishiness of course is offset by the fact they can heal themselves (and of course, others).

Surprisingly, Priests are capable of DPSing as well as healing, although it is advised that unless you are a very skilled Priest you only stick to healing. Priests also have an ability which I personally find pretty broken; Ishara’s Lullaby. Ishara’s Lullaby, quite simply, is a Lock-On sleep. With a cooldown of only thirty-five seconds, this is more than enough time for Priest to use it in order to interrupt an enemy’s charge up skill, heal themselves, then begin damaging their enemy again.

Priest DPS is a combination of ranged (ten meter) and melee-range skills.

Priest has six different heals currently at its disposal. However, only one of these skills is a self-heal. All other heals (except for HoT’s) do not affect the caster. Priest’s self-heal, which is the first heal they acquire, is called Heal Thyself. From here, you get Sanctuary of Regeneration, which creates a circle on the ground in front of you that regenerates the HP of your allies who are on or in the circle. After this, they acquire Focus Heal, which is a lock-on heal for up to two targets (and you cannot lock-on to yourself). And then, you get Regeneration Circle, which also (obviously) creates a circle on the ground; this one however is a HoT. After this comes Healing Circle, which is a small circle on the ground before you, but is a massive heal for those you manage to hit with it; although it is perilous to use it, so you must time it correctly. And finally, there is Blessing of Balder, which is another (weaker) HoT.

Also in Priest’s arsenal of group-friendly skills, are a group summon skill, and a teleport that takes yourself and your group members to the nearest Campfire. As well as these useful teleports, Priest has a non-combat movement speed buff, a strength buff, an endurance (defense) buff, and a buff that increases resistances to harmful effects for your whole group! And of course there is Resurrect, a damage-absorbing shield, and a skill to make knocked-down group members rise to their feet again.

As I said at the beginning of this extremely long article, Priests do not have Backstep. This was replaced by their self-heal. That being said, Priests do have an escape known as Fiery Escape. This is very similar to Sorcerer’s Glacial Retreat; right down to the 70% snare.

A skilled Priest can keep their entire group alive and maintain a good amount of DPS in PvE scenarios. This does of course also rely on your team’s ability to dodge and stay out of AoE skills. If your team is dumb and gets hit by every skill the mob uses, you may want to consider yelling at them or sticking to just healing.

MYSTIC

Mystics are a strange support class; sporting pets, debuffs, heals, and buffs. I consider them to be a sort of hybrid, although in Korean release they have managed to often take the role of main healer in some groups. This is strange seeing as they only have two or three skills that heal. Mystics use Wands, and wear cloth armor. They have the lowest HP pool, lowest damage (tied with Priest), lowest Critical Hit (tied with Priest), lowest weapon damage (also tied with Priest). Their squishiness of course is offset by the fact they can heal themselves, and their teleport skill.

Mystics are a strange class, in a way they are a jack of all trades, but for the most part their skills are unique to themselves. Mystics have four different pets, known as Thralls. The first Thrall they acquire is the Thrall of Protection, which is a tank pet. The cooldown on the Thrall of Protection is ten minutes, and it lasts for ten minutes unless of course it dies. The Thrall of Protection generates quite a bit of threat, and can knock down the enemy it is fighting.
The second is Thrall of Vengeance. This spirit of Lightning is a moderate DPS thrall, with a twenty-two second cooldown.

After this, comes the Thrall of Life. This cute little fairy has the same skills as a Priest as far as heals go; including AoE Heal and AoE Dispel. Meaning, this little fairy can not only heal you, but can also heal your team mates. That being said, it only stays for twelve seconds, and is on a thirty-five second cooldown.
Lastly, is Thrall of Obliteration. This thrall will attack once and disappear, which may seem odd for its ten minute cooldown, but one would assume it does a good amount of damage.

Besides the lovely Thralls, another thing Mystics love about themselves (and everyone else hates), is their escape technique; Teleport Jaunt. This skill has a ten second cooldown, and teleports the Mystic fourteen meters away in the camera direction. Already an annoying skill, Mystics can acquire a Glyph which has a 25% chance to reset the cooldown on Teleport Jaunt after being used. Personally, when fighting a Mystic; the Mystic’s cooldown reset three times in a row and it is next to impossible to guess which direction they are teleporting in.

Also at the disposal of a Mystic, are snares, poisons, debuffs, buffs, Summon Group, Resurrect, and the ability to bestow Vow of Rebirth on allies; which means once the ally dies, they can resurrect automatically.

I spoke a little of one of Mystics “heals”; Thrall of Life. Another option they have for healing is acquired at LV1, and is called Arun’s Vitae. Tis skill is on a 5 second cooldown, and they simply drop red orbs on the ground which allies can pick up to heal themselves. In later levels, they also acquire Arun’s Tear, which is the same concept; except is blue and restores mana.

Vulkanu
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