Not all skills are available for activation from the start, many requiring a certain guild level before they become available. Continents Provinces Dungeons. Items Consumables Crafting Materials Quest items. Metal armor Leather armor Cloth armor. Explore Wikis Community Central.
Register Don't have an account? Guild Skills. Edit source History Talk 0. Zura's Anger Passive 1 Increases the Crit. The bosses of every dungeon will drop some random gear. For protection from RNGesus, you will also get tokens with roman numbers in it. With those, you can exchange gear as well if you have no luck in dungeons. Some vanguard quests will also give you 1 or 2 of these tokens.
Check the Vanguard window regularly and it will show which extra quest will give you that. You will also notice some glowing relic pieces on the ground from time to time. It might not seem strong at first but its passive overwhelmingly high critical hit chance which is double damage without any crystal modifiers will make up for it.
Some gear can also be enchanted for even higher bonuses. If you can't see that, it's probably not enchantable. In said gear, the red crystals will affect your damage and can be put in the Weapons and the blue ones affect your defense and can be put in the armour.
So if you put some crystals in a level 22 armour then they will stay in it until you take them out and place them somewhere else. Glyphs default keybind: K are essential to maximise your potential. They are basicly skill enhancing stuff that can be de activated anytime if you are out of combat.
For starters, reach level 20 and then press K and see what Glyph does what. Some of the glyphs will be locked at low levels but will be unlocked later on. At level 20 you will only have 10 points to spend. As you level up, you will get 1 point every time. So according to science, you will have 55 glyph points at level Once you hit level 65, some glyphs may be still locked.
It is a bad situation indeed since you will need to either spend your hard earned credits it's a high level stuff, you will start earning them after level 60 or you pray to RNGesus again in "Sabex armory" and "Macellarious catacombs" instances.
With one token you can buy 1 glyph. Sometimes you can't buy it because you'll need more than 1. There are also rarer glyphs that you can't get "directly" via dungeons. Those will have blue outlines, like most rare items. They can only be farmed from "Island of Dawn" monsters. You also get 2 rare glyph boxes if you do the level 65 storyline quest that can be started with Dougal.
Or if you have any leftover Crocstar tokens from the previous patch you can use that too. Proper setups can be found via google.
Or even guides on this forum. Stats in gear at 65 You probably saw a few "enigmatic" items before during levelling. You have to unveil it in order to make any use of it. Right click and you'll see the game wants you to select enchantment effects. Every class has an optimal enchantment effect set up so it's advised to look it up in the internet. If you are too lazy for that, here's a general PvE setup for.
Now you have to do the same with your armour and jewelry. It will take some time but it's somewhat necessary. Also make sure you're choosing meaningful effects. If you're in need of extra endurance or HP, feel free to choose them instead. But changing the effects in your gear can be expensive so it's better to set the right ones every time.
The top line is different for every class. This guide won't help you which one is the best maybe later. Keep in mind it's just a rough guide. There will be small tricks and tips missing, related to Your class only. For those, it is still recommended to read a proper guide. This part will tell you what to do when you are playing with that certain ROLE. You go in, you press 1 2 3 4 and the boss dies. Nothing new, right? Some people still can't get this right even thought they are trying hard.
General priority for DPS is. So if you're low on health because the healer is on vacation in Bora-Bora then you better dodge everything to avoid possible death. You should also make sure the healer is fine outhealing every single damage you get to avoid negative experiences when you intentionally take damage for more dps. Otherwise it's better to make the healers' life easier by evading everything and just make them focus on up-keeping buffs rather than healing you constantly.
Most of your damage comes from critical damage. Critical damage is twice as much as normal damage by default. For that you will need a lot of crit factor. Note : Every class needs different amount of crit factor. Certain classes have a hard maximum cap of crit factor and some doesn't.
Or at least they have a "soft cap". Meaning it might be better if you choose power instead of crit after a certain threshold but it's mostly personal preference. Meaning if you deal million total damage in a fight, million should be critical damage. As always: rough estimate. Don't take it too seriously. Tank One of the easiest things right? You go inside the room, get the aggro, hold it and feel the love surrounding you. You are there to serve the DPS classes.
And THEN comes holding the aggro. Brawlers generate aggro by doing as much damage as possible while they are under the effect of "Growing fury" skill.
This allows them to use any skills and they will automatically block all incoming damage while it lasts. Except unblockable mechanics of course. Lancers generate aggro by using various skills such as "Shield counter" available after blocking an attack with their shield , especially if You glyph extra aggro generation. Their challenging shout have lower Cooldown than Brawlers.
Spam it at will if you must. Note : "Threatening crux or Threatening niveot" also helps generating more aggro when you use your skills.
Lancers also have a pair of party buffs to compensate their low damage. It will give a huge Attack speed and damage boost to everyone around them. The lancer's skill cooldowns will be severely reduced, allowing You to spam Shield counter and a various other offensive skills every seconds.
Just try to keep up with the aggro once their DPS increases! You also have to learn which attacks can't be blocked. With an inexperienced healer, it will take time until you get cleansed out of that debuff so make sure you learn those attacks quickly. Healing Healing is always simple. Someone takes some damage, you heal them up while the party finishes up the boss. Job well done! Aside from healing, healers have several other duties to ensure a smooth and fast run.
They have priorities too! Let's see. Mystics don't need such thing for the same effect. Mystics have Contagion with a very long cooldown, use it at every enrage. That's great random person from the internet, but how do I actually heal?
It's something that I can't answer. Comes with experience. Life becomes a lot more easier if you learn the bosses' patterns and you act retroactively instead of proactively. What does that mean? It means if you see the boss is about to do something, you use your lock on skill and lock on everyone before they get damage. Once they get the damage, you shoot your heals right away. Proactively means you react to what just happened which is not really good in Tera instead of acting accordingly to the mechanics that are about to happen.
By the time you lock on and heal everyone who took damage after an attack, might die because of other mechanics happening in the meantime. As I said, it comes with experience.
And there you guys and girls! I'm pretty sure I left out certain things, especially PvP rewards. Since you are mentioning guides and this is a guide for new players I think you should also mention essentialmana at some point since many guides are found there.
I just found that out through a quick use of the search unction since I haven't read it all yet. So I may edit my post in the future with other things you could add. I think you should also mention essentialmana at some point since many guides are found there. Yeah at first I just didn't want to advertise one over another but I guess I can edit in other updated websites as well in the future.
Thank you for your contribution. Warrior gets defensive stance at level 10 though, not At the beggining, when listing the types of classes. Oh, you're right! I know this, I was just merely suggesting the idea of saving materials when it's time to do dungeons where gear matter a bit more than open world small monsters.
It's been a while since I actually bumped this thread and I decided this would be a good moment to do so because of the new patch. So anyone who read the guide when it first came out and have some free time, please re-read it and correct my mistakes if I have any.
Quite a lot were added to this guide so I assume they have grammatical errors or missing information especially in the PvP section post-patch. If you find any or you'd like to add something to the guide, refer to point Make sure you gather these scrolls on the character you want this dragon on, because it's not tradeable.
No worries, I've refreshed the guide with the information you provided. What, how and when to do. I hope it's accurate despite being just a "sketch" I think that the priorities for the roles are a bit wrong. First of DPS: Surviving is more important than doing dmg because when you are dead you are not able to do dmg.
Now Tank: Surviving is still the most important since if you are dead you can't do your job. Also holding aggro is more important than proper positioning because you can't position the boss correctly if you do not have the aggro. Buffs are the least important. Healer: Survival is the most important. In Tera the healer is the most important to be alive since he can safe runs that no one else can.
Also keeping the people that are alive alive is also more important than resurrecting the dead ones. Because if the people that are alive die who will keep the boss away from you so that you can resurrect the dead ones? Resurrecting dead people is more important than buffs. Also the cooldown of the resurrect skill is so long that you have enough time to buff between each resurrection.
Especially in dungeons with shields or mechanics that are dependant on the number of people alive resurrecting is way more important than buffs. You can give buffs also during the shield itself.
Yeah I think You are right. At that part I kind of forgot that we're talking about beginners here, not maximalist parties. Might edit accordingly when I have time in the evening. Ported the guide google docs and updated it with the basic 2 and 3 star dungeons. Might be a bit misleading as I was only working from what I remember, will fix that if pointed out or figure out myself. Hi there! Table of contents Table of Contents - you are here! Fees F2P title with monthly subscription available.
It is arguably P2W or pay-to-progress-faster. I already know this statement will trigger a few players because how I called it. Some consider it a "must have thing" at end-game. Is it possible to buy this with in-game gold? PvE wise the dungeons at level cap 65 is actually challenging. Low level dungeons are annoying with constant collisons which results in knockdowns with enemies.
Most dungeons are only normal mode but sometimes it has hard mode as well for greater challenge and slightly different mechanics. Most dungeons are for parties of 3 any setup or 5 1 heal 3 dps 1 tank.
We have or had some raids up to 10 participating players or 20 in special occasions, like Harrowhold or the old Wonderholme. Combat Probably the best part of the game.
Very skill based and fast paced. You have to aim with everything. You unlock skills as you level up, low level combat can be boring. If you're out of range of an attack then you won't receive the damage opposed to other MMOs where you can still get the full damage despite you're moving away out of the enemies' attack range. There are evasion skills that you can use to dodge incoming attacks usually titled as "iframes" In some other MMOs tanking usually means "holding aggro and reducing taken damage".
Here, classes that can tank can block most attacks that are coming from the front to reduce their damage to 0. Content Meager. Everything you do is combat related.
Even fun events or minigames. If you don't like combat, you might not like this game either. Major patch with new dungeons for example, or a new class every months, sometimes more. Can be considered really grindy. Gear progression can take a while if you don't have multiple characters. Most dungeons will give you no challenge if you're taking the effort to learn them.
You will use this often. Speed of Sparky - It's a permanent raptor mount with a speed of You can get it within a few hours of travelling around the world, completing achievements.
Tera Wiki Guide. Last Edited: 9 May pm. Guild Logo A guild leader can upload a. Guild Bank Once you join a guild, you'll not only have access to a group of friends, but the guild bank as well. Guild Quests From message boards in cities and towns, members of a guild can accept special, guild-only quests.
Level 1: This is the default level for any guild Level 2: To graduate to this level, a guild must spend 20 Catharnach Awards. Level 3: To graduate to this level, a guild must first be Level 2, and then spend an additional 50 Catharnach Awards Higher level guilds must either extend or upgrade their level every two weeks by spending additional Catharnach Awards, or they will revert to Level 1.
Why Should You Join a Guild? Benefits of Guild Membership Members of a Level 2 or higher guild can use Catharnach Awards to purchase and use special items from vendors in major cities. Was this guide helpful? YES NO. In This Wiki Guide. Tera explores a new style of gameplay that combines all the depth of an MMO with the gratification of an action game. Release Date. Dune Review.
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