Tera how does pvp work




















Where Can I Fight? 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. Set in suburban Chicago in the late s, the story centers on ten-year-old Jake Doyle's Fegley herculean quest to get the latest and greatest video game system for Christmas.

The film is based on the novel by Kevin Jakubowski. The executive producers are Kevin Jakubowski and Whitney Brown. In Partnership with Wal-Mart. Resident Evil 3 Remake is a Hit. Table of Contents. Are you sure you got your timelines correct? Just want clarifications thats all lol. Apart from that, I agree that there's no real reason to butcher the pvp and remove one of the main mechanics of the game.

Even though it was a fck-fest but that was the beauty of it. There was always surprises waiting for you. Whether thats a 25 man raid appearing out of nowhere and running you down, to small skirmishes my personal favourite. But I don't even play the game anymore, quit like a few months after apex. But I can speak on behalf of many of my mates and the discord with many of old veterans that once pked and they would love the old Velika Outskirt PvP to return again, in all its glory I understand the points that you two made here.

Though, even when Outlaw was available back in Killian, dungeon entrances were made safe zones so PvE players were not bothered by people PK'ing them.

I don't think this would be hard to implement for the guardian mission area as well. Even though the main point of my post is to reimplement PK for the active PvP players, since we lack content. I will say that a big part of the Tera community takes breaks from time to time. Even myself took several breaks in the years that I play this game. The removal of PK adds a barrier preventing many PvP players to come back to the game. Since why would you come back to a game when the feature you enjoyed the most throughout the years has been removed?

And I agree with Vanli in what he said. Do you mean this square. As part of the remaining active PvP community I did not ask for merge, in fact I was against it.

Just to state that we have different views on the matter within the pvp community as well. My opinion is a pvp server should be implemented, fully pvp, including low level outlaw. Enabling pk in Velika Outskirts only wouldn't be enough, old kumasylum battleground for low level people and fraywind would be required as well.

Cm already said,they will not care pvp anymore. Im just checking forums time to time for seeing how the great game is dieing and ruining by both devs and the publishers.

I hope someone can do something about tera in future. Still it has the best combat system if u compare with the other games. We are saying same things like OP over than years. But after this huge time,we faced with an epic "f off" by them. You can live with your hopes which will never happen.

But main problem wasnt this. Pvers are still backstabbing pvpers. After pvers were saying "no rewards for pvpers,how can we sell our materials to people if u add x,y,z materials in to the bg shops?

That forced many pvpers to be mean against them like me like my oldest friends. Both side are guilty here. Selfish pveers,toxic pvpers didnt support each other single time. Also bhs were staying on pvers side. Basically they didnt need any support from anyone they were already getting what they want until today. We are calling this server "Eu" but in fact its copy of korean server.

There will be never any updates for western people. Also safe zones have been extended to include almost all area where people do dailies or level doesn't include areas past level Note that in GvG only safe area is Velika and guild Skycastle and it's possible to kill people ie.

Newer Exodor gear gloves and boots are actually better than PVP set and recommended. PVP gear is bought from Bellicarium with credits you earn in Battlegrounds. Personally I have and would choose the crit rate innerwear. This list will only include the permanent etching level 3 and why they are a good choice. There are some etchings not listed which I believe are not viable enough to mention. Pumped will give you way more overall damage, but Crit is the reason why you would deal damage.

Energetic is there for an overall different kind of gameplay. Unyielding adds you a great amount of crit resist, which means that there will be a lesser amount of chance that your enemy will hit you with crits, thus this is viable because critical is the main source of damage burst. Fine Forceful Crux — Increases your power by 19 for 10 seconds when crit from behind. Like mystics or opponents you know went for crit resist etchings. Fine Cruel Crux — Increases your crit modifier by 0.

This is a good crux overall because 0. Fine Swift Crux — Increases your combat movement speed by Good against kiting classes and healers.

Max HP is good in pvp. Fine Resolute Crux — Decrease damage received by 9. I have heard from people around me that this crux only affects your base max hp. Good for solo plays. Fine Fleetfoot Crux — Increases your movement speed by 30 while out of combat.

Because I simply do not know much about it. Fine Powerful Zyrk — Increases power by 2. Secondary replacement for the option above. Fine Swift Zyrk — Increases your attack speed by 0. If you want to try another kind of build, go ahead. Fine Indomitable Zyrk — Decreases pvp damage received by 5. Good crystal if you want to be tankier in pvp. Fine Carving Zyrk — Increases critical by 2. You may want to have 16 pvp damage more than having 8 crit rate.

You can be as good as other people no matter what your race is. But some of the races do have an advantage over others, making battles seem unfair. I will list the two better races and what their advantages are and I will list the two worse races and their disadvantages. Elin : Elins are cute and have an extremely long range with certain spells than other classes.

Their Combo Attacks and Shield Barrage hit farther and moves them forward. One downside is that Shield Barrage first hit might not always hit in super close range, 2m-3m.

Another thing to keep in mind here is that the smaller your character is the more vision you have on the enemy you are targeting. If the enemy you are sitting on casts something you can see what very clearly. Compared to other races. I also think this race has a faster Shield Bash. Compared to Elins, Shield Barrage first hit does most likely hit in very close range, 2m-3m.

Combo attack and Shield barrage has very small range compared to other classes. Baraka: Barakas may be castles… But have almost the same effects on Combo attack and Shield barrage as Poporis have. This is one of the main reasons why lancers are good lockdowners.

Animation cancel lets you have more free time , it cancels unnecessary animation of your spells. You need to do this in order to do most of your combos and moves properly. Doing this will make the duration you are animation locked much shorter. Animation canceling will also reduce the chance of you being CCed because you can block anything at almost any time. Doing that will result in a normal slow-cast Spring Attack.

Tap your Stand Fast skill when you want the animation to end. Almost all lancer spells can be animation canceled in the very end of the ability, some spells can be animation canceled midcast. I felt the need to include the Charge lunge animation cancel as well.

When you apply it to Charge lunge, your lancer stops where it is, breaking the charge. As mentioned, animation canceling needs to be used all the time in order to lessen your animation lock.

I choose to not make a gif out of every possible animation cancel because that would make too many gifs. The following animation cancel is one of your most important to learn and understand Topic can be debated as elins can take advantage of this more than other races , first hit of Combo attack animation cancel.

The gifs below show the animation of the spell as well as demonstrating the distance you move when you use the spell, as an elin.

Notice the animation lock you suffer at the end of the spell without animation cancel. You can block without losing resolve, tap block. Doing this is very hard but should be in the back of your head when you animation cancelling your spells.

Try it out by tapping your block as fast as you can press block only once. Bskip is technically the only mechanism where you need to be decent at this. Other mechanisms are just a lot better and gives you a huge advantage if you apply tap blocking to them. The block element registers on the client side much faster than the resolve cost. Well lancers overall are broken, but the discussion whether this is a glitch or not, can be taken somewhere else.

The mana roll that gives mana on spell usage used to give mana on blocks. Another case where the tap blocks can be abused is with the help of a macro is the same as in the video but with another purpose.

Lets make a macro that blocks every 0. How many blocks do you think the server has to handle in one second? First off, TERA is a really, really ping dependant game.

Spiking to ms from 30ms by half a second can determine whether you live or die. Here is an example of how a high ping archer queues his spell compared to a low ping archer doing the exact same. Ping will affect everything, including your animation canceling. Animation canceling some things may even be unnecessary because the end animation of said spell is the same as your ping.

Like animation canceling Leash, Lockdown blow or Wallop. Turn rate? The importance of turn rate is almost non existent in TERA, however there are a few occasions where they do matter, and in these moments it can save your life.

Elins benefit the most from Skating since their Combo attack moves them further compared to other races. Mechanism one: This is the least used of the Skating mechanisms there are.

You only use this mechanism as a movement tool. Where the animation cancel is used before the hits of Combo attack are initiated.

Which means this will not trigger any damage nor slowing effects. Best used when you want a fast position change, or kind of like a quick dash in any direction. This is also combined with alot of things as well as when you want to block things explained in the Block mechanism section.

Mechanism two: Most commonly used. You use this mechanism as a gap closing, slowing, mana and damaging tool. This is the type of Skating you normally would see people doing. There are downsides for both of these kinds of skating.

One type of Skating may be more viable than the other in different scenarios. The quick dash or quick position change caused by this is also useful.

Mechanism two generates slow debuff statuses on the target as well as moves you faster and further overall, but has a slower animation lock as well as a slower initial position movement.

Can be slower in some cases. Both of these types of Skating are situational and depends on how well the player executes it. This mechanism is very easy once you get the hang of it. This mechanism is a super fast double hit and will make the two hits of Shield Barrage look like one or look like you only performed the second hit of Shield Barrage. Some combos requires you to know Bskip. See youtube link. How to Bskip: There will be a second explanation of this down below by Ahura.

Here is my explanation. This mechanism involves two spells — Shield Barrage and Stand Fast. That would trigger a Shield Barrage into Block First Shield Barrage will be invisible but will hit and stagger the enemy while the second Shield Barrage will be available to activate, allowing you to use Shield Barrage twice without a delay for a faster way to deal damage. I added a term for this kind of mechanism because it would be annoying if everytime I refer to this, I would have to explain it.

This is basically using your Combo Attack, however this mechanism allows you to skip the first Combo Attack and start using the second Combo Attack. It will look like your first hit of Combo Attack is the second hit of Combo Attack. This mechanism also works for warriors and berserkers.

The gif below is a combination of Skating mechanism one and CASkipping in combat. This mechanism involves two spells — Combo Attack and Stand Fast.

Here I will explain my way of executing this. Just like in Shield Barrage, you tap both left mouse button and right mouse button almost at the same time, except the left mouse should be a head by a very minimal delay before you click the right mouse button. This will trigger a very very fast way of Skating, except, you did it fast and your second Combo Attack will trigger afterwards instead of the first Combo Attack.

Block mechanism one is well-known because of the Kelsaik Nest dungeon whereas you need to block for someone else. This can be used in pvp and is a very viable asset of anti-cc and defense. The slayer in the gif below might have missed his heart thrust, as it is hard to see. This is a good illustration of how this kind of block works though. Block mechanism two is used to block archer traps.

This is useful for yourself by being able to remove the trap and not getting stunned, however when the trap is removed it is also triggered which means your allies in range of said trap will be affected. Notice that when blocking traps, you turn your block towards the center of it not to the caster.

Gif is melee stun trap blocking by walking up to it. Tried to show the position you need to have in order to success. Block mechanism three is used to block sorcerer traps. This is very useful while targeting a sorc. You take away his option by camping traps not only by having your Leash spell but the fact that you can ignore his trap.

You can also simply walk up to the trap and block, however that is harder to do. As mentioned above, when blocking traps you turn your block towards the center of it, not to the caster. How to block sorcerer traps: There are more ways to block sorcerer traps but this is the one I will include in the block section.

The spell Charge lunge can be used very accurately and precise. It can be a tool for many things. Charge lunge is not affected by slow debuffs, compared to all your other movement spells. Which means if you aim at someone when you use this spell, it will somewhat charge and follow its target until impact or interrupted. I will give you an example by words — If you aim and charge at someone and said person starts using a spell which moves them in a direction, your charge will change direction towards this person.

Charge lunge mechanism two: can be used to charge after a jaunting target instantly. This can only be used if you are almost on or right in front of your opponent. You also have to use Charge lunge right after he uses jaunt, which makes this a hard tool to apply in combat. You will have to know exactly when your target is going to jaunt. This will be demonstrated in this video. This is a very easy tool to apply in combat.

If you see a range archer trap you can simply just use Charge lunge to pass over it without getting CCed. Keep in mind that you have to charge over it. If an archer is camping the trap and you charge to him, you will most likely eat the trap.

Leash overall is a very useful tool everywhere you go. It can be used as a tool to open your combos, play defensive by interrupting enemy combos 18 meters away, make enemies CCed, get enemies in a bad position, leash targets into your teammate spells… Leash is just a powerful spell.

Leash can be used as the Charge lunge mechanism two though. I will show some gifs that can give you an idea of how leash can be used. Could be if you leash someone into a KD trap or the leashed target gets KDed while being leashed. What is desync? It does work to leash someone on backstep, same function as Charge lunge mechanism two.

So, if your target has enough attack speed or if you lack attack speed, this can occur.



0コメント

  • 1000 / 1000