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Zerea wrote: »
I've seen a couple cases of Target>S-Bomb>Shield as opposed to the typical Target>Shield. But generally speaking if you start heading towards the front at ~8:10, ~6:10, etc... You can expect the target to either occur shortly after the 00 mark or you at least know mentally the attack is "queued up" and the boss just needs to empty his attack queue.
I've had quite a few wipes because of Target>S-Bomb>Shield - if 2 ppl die to it, it's RIP. :grin:

I've noticed the first Target comes around 8:15 if everything goes smoothly. I did EM tonight on priest for the first time. Seemed easier to get the regular Targets, as I didn't need to go near the boss except for In/Out and Area Check. Obviously, dodging the Target was a bit stressful but one gets used to it after finding their own way of doing it. While mystic has it easy mode dodging the Target, giving mana is usually what makes these regular Targets fail to target me when having a ranger or two in party. The alternative is to never give MP but I'm not used to being only half-useful. This is why I feel very uneasy when everyone is using Combat Accelerator and I don't need to feed them any mana whatsoever. q_q
Zerea wrote: »
As for apparently targeting melee range people, you are either too far or they are farther from the boss than you. If you are greater than ~22m from the boss you do not exist to the targeting mechanic and it will instead target the next farthest. Otherwise, the ranged DPS are taking too much space and need to be hugging closer/you need to be farther.
There's this moment when they are way too close and you're afraid to res someone because of fair Area Check could take place, and I can't afford to wait half a minute every time I need to res someone. I sometimes have to ask them to back off, so I can move closer to boss. :angry: It makes no difference to them but means a great deal to me because getting 4 ppl killed with the melee stun, while very funny :lol:, doesn't make me feel too good about wiping the whole party. :smile:

Sunflare wrote: »
Zerea wrote: »
Pretty solid video. My only complaint is how you aren't keeping track of the normal targetting attack and most times you end up turning boss nearly 90 degrees when he turns to target you.
Thanks! :)

That is correct indeed because I don't know whether the regular tracking bomb is timed at all and if it targets only the person furthest away in general. I've seen it target people at melee range and at random intervals. Maybe I should've looked it up before uploading the vid indeed.

I just did a last boss run and it kept targeting an archer while he was at melee range.
The first one will come anywhere from ~9:25-9:35 and every 1:40-2:00 afterwards (almost always favoring close to the 2:00 end of that range) and almost always immediately precedes a shield which is on an identical timer (the first one being at ~8:00). The reason for the large variation in timing is because the boss is not consistent based on if the time rolls over during another attack and I've seen a couple cases of Target>S-Bomb>Shield as opposed to the typical Target>Shield. But generally speaking if you start heading towards the front at ~8:10, ~6:10, etc... You can expect the target to either occur shortly after the 00 mark or you at least know mentally the attack is "queued up" and the boss just needs to empty his attack queue.

As for apparently targeting melee range people, you are either too far or they are farther from the boss than you. If you are greater than ~22m from the boss you do not exist to the targeting mechanic and it will instead target the next farthest. Otherwise, the ranged DPS are taking too much space and need to be hugging closer/you need to be farther. Most of the times that this happens to me is when a target immediately follows an S Bomb and my healer doesn't immediately back up after dodging. Depending on how they chose to dodge the S we'll be at practically the same safe range temporarily and that's just enough to boss to target me over them.
Come Awakening patch this will be our DPS ranking when each class is played optimally.

Zerk>Warrior>Slayer>>>>>>>>>Valk>Reaper/Archer>>>>Gunner>Sorc>Ninja

You should still play Sorc if you genuinely enjoy the class. But if something like this will bother you as you get better and better at the class, it might be something to reconsider. At the very least all non-awakened classes will be giving the whole party a 14.5% damage buff, so just consider yourself a support DPS. :shrug:
Welcome to Tera, where BHS want you so bad to reroll every 6 months.
Just look at zerk, already strong af but they'll buff and awaken the hell of it, till it becomes the next broken valk.
And ofc, prob sorc will be the next slayer till they awaken the other class, idk when, maybe by the end of this year or 2019 if there's still na Tera by then.

Since i started this game on vm5 patch, there was not a single serious attempt from the devs to balance anything, they just change whos's the broken class every patch.
JXE5356AKE wrote: »
Huh? I said after the shield is removed in my original post, no mention of anything before.
Then what exactly is misleading in my notes about fake res? You're confusing me.

As for healer positioning - this is up to individual preference. I'm not going to tell practising EM healers that they must stay behind the tank at all times because this is not a prerequisite for a successful run. Moreover, it makes their job harder, and they surely don't need this unnecessary stress for their first runs. Later everyone can experiment and see what works best for them and their party.
I personally like to have 'eye contact' with everyone in the party and be within 1 jaunt distance of them. Also, when I'm behind the tank, I have to constantly worry about my auras' range, especially when I have rangers. And there's the forced FoV change if the camera 'hits' a wall behind me. If those I'm running with are so bad that they can't deal with the occasional boss's turning or insist this actually helps them (lol), then I could of course fulfill their request for the current run but surely not on a regular basis. If they want a healer puppet, they can look for someone else next time. Just like I don't tell them how to play their roles, I expect them not to tell me how to do my duties unless it's really counter-productive. Then I can give them my opinion about their performance and I'd welcome theirs about my performance.
Sunflare wrote: »

As for the res bait - it doesn't activate before the barrier gets removed, i.e. using it before the timer starts does nothing unless you do it after you see the message. @JXE5356AKE

Huh? I said after the shield is removed in my original post, no mention of anything before.

The regular tracking bomb has some internal CD, but I'm not sure the exact number. The healers I run with are in front of the boss most of the time to minimize turning.
Zerea wrote: »
Pretty solid video. My only complaint is how you aren't keeping track of the normal targetting attack and most times you end up turning boss nearly 90 degrees when he turns to target you.
Thanks! :)

That is correct indeed because I don't know whether the regular tracking bomb is timed at all and if it targets only the person furthest away in general because I've seen it target people at melee range and at random intervals. Maybe I should've looked it up before uploading the vid indeed.

Ammutseba wrote: »
streetdog wrote: »
Sorcs are not generally a good idea to pick if you care that much for dps as they can rarely excel in dps race and besides that they perform decently only if they are in BiS or close to BiS - not criting sorc is a sad thing to play.

Yosha's guide is still valid up to date for general sorcs.

For min/max players who are trying to break speed records in hard mode dungeons, I would agree do to the RNG nature of Meteor Strike. However, for instance matching runs, I consistently out DPS other players. Even when I'm out DPS'd, the difference in DPS isn't that significant and is usually do to the difference in gear. I think the cliche "play the class you like" is relevant. Skill generally outweighs class chosen when talking about performance.

I also recommend looking at Yosha's guide as mentioned above. It's very detailed and should answer a lot of your questions. If you want to get an idea of the DPS and rotations, Yosha also does some youtube videos that you can check out.

For stats, it's about building up crit factor. Once you get around the ~300 range, you can play around a little with speed vs. power.

I haven't had any problems running RK-9, etc., so you should be fine when you're ready to run them. Starting out, running RG is good dungeon (for both gold and experience). As always, if you can run with a group of people that aren't complete jerks, that makes things a lot more enjoyable.

Meteor Strike RNG is not the problem with Sorc DPS. Low numbers is the problem with Sorc DPS. I spend all day min/maxing sorc and optimizing my play so trust me when I say that's the only reason for low DPS. When an average run is at least 85% crit on Meteor/Void/Lightning Strike, crits aren't the problem, base damage is the problem.

Doesn't matter how perfect I play or how flawless I watch my cooldowns to perfectly optimize my HPM, a Zerk will still do 1m more dps than me because their base damage makes them output far more raw damage. It says something big when a flawless run for me on RKEM is 2.6m DPS and a Zerk with 4 deaths still breaks 3m.

But this only applies to ultra end-game min/maxing. For a good chunk of the playerbase this is mostly irrelevant.
Pretty solid video. My only complaint is how you aren't keeping track of the normal targetting attack and most times you end up turning boss nearly 90 degrees when he turns to target you. You do a great job going to the front for res baits but don't do it for the normal targets.

Other than that, good job. You seem to have a strong grasp of what's important and hopefully learning healers will find it helpful.
JXE5356AKE wrote: »
You can res bait right after the shield is removed at 95% by the way. So your notes on "fake res" are misleading.
Hey,

What exactly is misleading in 'Fake res ASAP to delay next attack'? I'm even pointing viewers' attention at the clock, so they can sort of plan their next res bait. Yes, I guess there's no need to "wait" for the 'Shard protection removed' message but I think 'fake res ASAP' is as close to 'right after the shield is removed' as it possibly can be. :-)
You can res bait right after the shield is removed at 95% by the way. So your notes on "fake res" are misleading.
why on earth did they do away with blast from the past?? as a healer with loads of time i had fun running those dungeons!
CornishRex wrote: »
Shealee wrote: »
i still cant believe that so many of what make Mystic a "support" healer is still left unused. Why is there no kind of DPS modifier buff for the group when we pull out vengence for a burn, but theres a defense buff from protection? (yes, buffing endurance is a defense move) why are all the other auras completely and utterly useless? When I play my priest almost every single one of her buffs and skills are used. 90% of mystics skills are useless. I've just never played a "support" class where everything about them was useless except for 2 buffs (auras are buffs) and their ability to heal.
Anyway. just a class rant, i love mystic i think they are a lot of fun to play, i just wish their skills were more widely used instead of having just a few that are viable.

Most of the cc skills are meant for pvp and 50% of their auras are useful so idk.
Their buffs strongly outshine priests buffs too.

50% arent useful, thats my point.
Rift used to be like that, the highers could que for any lower dungeon, they'd keep their higher skills, but the damage and defence would be mitigated down to that level, and used to get something for doing it too that helped both the highers and the lowers.

Basically with Tera at moment, unless you know someone that is a healer, trying to get dungeons from 20 to 59 can take anything up to an hour at times.

I'd like to see parties being Priest as healer, Mystic as support class, 2 DPS and 1 Tank.

Since both priest and mystic have very limited healing skills till 60+, would make dungeons better, and maybe more people would play those classes rather than suffer the constant abuse they get from others in parties.

But guess neither will happen but would be nice.
Thanks for listening.
I did not know that something like that happened.
Hi guys,

Here's a run of mine in RK-9 "Extreme" Mode with mystic hints. Hope it helps rookie healers do better in RK, as well as other roles (DD/tank) get a better perspective of what a healer does there.
If you have any questions (about previous bosses perhaps?) or something's not up to your liking, do ask/shared below. Different people have different expectations/perceptions, so there is more than one way of doing things. If you think you know best, then you surely have what to learn. Sometimes things we think are stupid turn out to be actually better than what we thought. Or we didn't know what we were doing wrong until someone pointed it out. As I wrote in the video, don't let others sort of bully you if you don't do things exactly as they would expect you to. Still, do consider fulfilling their requests if that's not too much trouble for you. In the end of the day, the more flexible you are, the better a healer you will become.


Cheers,
Sun
Shealee wrote: »
i still cant believe that so many of what make Mystic a "support" healer is still left unused. Why is there no kind of DPS modifier buff for the group when we pull out vengence for a burn, but theres a defense buff from protection? (yes, buffing endurance is a defense move) why are all the other auras completely and utterly useless? When I play my priest almost every single one of her buffs and skills are used. 90% of mystics skills are useless. I've just never played a "support" class where everything about them was useless except for 2 buffs (auras are buffs) and their ability to heal.
Anyway. just a class rant, i love mystic i think they are a lot of fun to play, i just wish their skills were more widely used instead of having just a few that are viable.

Most of the cc skills are meant for pvp and 50% of their auras are useful so idk.
Their buffs strongly outshine priests buffs too.
i still cant believe that so many of what make Mystic a "support" healer is still left unused. Why is there no kind of DPS modifier buff for the group when we pull out vengence for a burn, but theres a defense buff from protection? (yes, buffing endurance is a defense move) why are all the other auras completely and utterly useless? When I play my priest almost every single one of her buffs and skills are used. 90% of mystics skills are useless. I've just never played a "support" class where everything about them was useless except for 2 buffs (auras are buffs) and their ability to heal.
Anyway. just a class rant, i love mystic i think they are a lot of fun to play, i just wish their skills were more widely used instead of having just a few that are viable.
Super late and you probably already know by now- but yes, you still get those rewards. Though I'm not sure if Elin Gunner at the start was able to use a level 60 scroll...
Blast from the Past
Blast from the Bast.
Max level players could que for it and do lower level dungeons at the proper level(and semi proper gear..Only downfall was they didn't get avatar weapons).

Had some decent rewards for getting braveries and such but was removed ages ago
i believe there was something like that before, queueing and having low tier gear, dont know what happened tera got rid of it
Orona wrote: »
Last example: People selling rubies on the broker super cheap can let you craft cheap emeralds to try and re-sell for some profit. This one is harder and requires paying constant attention to gem prices, but it's something I've done to get a few hundred gold here and there for almost no effort.

only idiot may sell them cheaper than 100G , which is NPC price )
And dont forget the crits, base rate seems to be 10%, but real rate seems to be at least 5%
so you get some extra stuff, its especially nice when you get crit on emerald craft, but even several extra sapphires is nice.

Craftting ruby's doesnt worth it, i think, if you have several characters who can run Ghillieglade, do some quests (8 VG = 3 rubys), maybe Petrax then you dont have to craft ruby's, at least i dont craft 'em for own enchanting needs.
Mankochan wrote: »
I would like to see that there will be a DG system where the high level can be done with the low level DG (a low level system that lowers the Item level and etc.) to help level the new players and the high level bonus which motivates them to make these new DGs move. It would be good to restructure the lower DGs again for rewards for helping newcomers and making achievements without feeling lonely. ^^

That would make the buddy up make more sense.
I would like to see that there will be a DG system where the high level can be done with the low level DG (a low level system that lowers the Item level and etc.) to help level the new players and the high level bonus which motivates them to make these new DGs move. It would be good to restructure the lower DGs again for rewards for helping newcomers and making achievements without feeling lonely. ^^
It's just kinda irritating and sad on how a +0 stormcry archer/warr/ valk can outdps the hell out of your +7 stormcry gear and you did everything you can. Like it's really shameful doing barely 2-3mil. I built my sorc to the core, followed the best rotation, build and played smart but holy, still getting outdpsed :( i really think the class needs help
Just wondering if anyone can confirm. If I use a level 60 scroll on an Elin Gunner, do I still get the event rewards? Thanks in advance
That is just a message that comes up when the game can't find a party fast enough in leveling dungeons. Its the same generic message for all characters. If you click "yes", you might end up in a party with 3 tanks. It just takes away the 3dps 1 healer 1 tank rules and matches you with whatever it can find.
Trying to run the Bastion of Lok with my buddy as a brawler and me as a priest. He queued as a tank, but about a minute into the search it popped up saying it couldn't find a tank for matchmaking and asked if we wanted to queue without one. If he queues as a tank, isn't he a tank?
Capture.PNG?width=400&height=290
This is glyphs ._.
Reapers don't have as much of a rotation as a priority list. The priority of your skills is:
Pendulum>Whipsaw
Cable Step> Shadow Burst
Death Spiral> Double Shear> Grim Strike

An example of a mid boss "rotation" is Death Spiral>Double Shear>Grim Strike>Sundering>Death Spiral>Pendulum>Whipsaw>Double Shear>Grim Strike>Cable>Shadow Burst>Death Spiral > repeat

you should always start with pendulum > whipsaw, but depending on what the boss is doing, that may not be possible.
As for shadow reaping: Death Spiral>Double>grim>sundering>pendulum>whipsaw>double>grim>sund>pendulum>whipsaw
Will post glyphs later today e.e work time
I talked to a ktera slayer recently that puts up videos of her runs. She suggested going double enrage on short fights (probably 4min or less), and double cdr on long fights (8min or more probably). I believe she has double cdr in her videos before awakening patch which I would figure would help more after patch considering the giant sword skill is a 3min(?) cd. I need more gold but I plan on having a each role on my sword so I can switch between them and to some testing
Hello guys,
yesterday i saw some top slayers with the double cdr (top and bot) instead of enrage on top roll
Is there a new meta for those weapons or is just because rkem takes lots of time, so with double cdr the ICB gets off cd faster ?
Anyone have tested it yet? dps increase or rotation gets better? or just use enrage top roll for dungeons like trnm and cd top roll for dungeons with more time ?
Thanks Much Bjond, Thats a lot to think about, and I appreciate the time It took to think through and organize such a long post. Will definately play test the Double CDR/Energetics build Idea. I can certainly see the sense to that set up.

I have noticed the mobs I'm dealing with just now deal out alot more stuns; like the first boss in MC(Cat) deals alot of stuns, but if I keep my turret out there it wears him out. Have not solo'd that one yet; but have Duo'd with a reaper friend. Not working the dungeons so much as IoD just now, as Enchantments are so expensive Post 65 and I simply need the gold I can get IoD. Again ty for your time and effort. BB.
I suspect you're 65 already by know and thus my reply here will be mostly wasted at least for the OP, but perhaps might help other new gunners.

L65 play is vastly different from under 65 due to skills and glyphs. Don't worry so much about learning things pre-65. It doesn't really help your 65 play and you can actually pick up bad habits due to training in behavior that doesn't work so well at 65. For new classes, I'll check EssentialMana for L65 rotation information to setup buttons early so I don't acquire any unfortunate finger twitches.

You'll find that once you hit 65, you'll nearly one-shot just about everything in any under-65 dungeon. Also, while I wouldn't say gunner is a top solo-playing class, it's at least solidly in the middle for the typical solo-65 content like GG, Ace, Petrax, and IOD. The one tip I can give for the 65 solo is to use the BF heal glyph and just let yourself be hit. Gunners are really sturdy and can take a lot of abuse. If the hit isn't going to stun, KD, or kill you, you might as well just take it and keep dps'ing.

Also when new to any boss, double CDR lines and double energetics can make things a LOT easier for just about any class. Your skills will come ready much more often. You likely will be too new for the hyperactive play required to maximize that build, but that's not the point. It's to make sure your survivals are ready when you need them and you'll need them much more when new. Once you're comfortable, you can trim rolls for more dps.

What rolls to sacrifice? Well, enraged is a fantastic must-have roll in a skilled strong group, but it's really quite bad in a weak/new group. Not only is the boss not enraged for enough of the fight, but likely you and your fellow newbies will be too distracted by survival and other general newness issues to take advantage of the enrage window for your burst. Energetic-IIIs are also really nice to have, but if your gunner is your first class to 65, you might have a lot of difficulty affording decent etchings. Aim to get frost+0 on your 4 main pieces (wep chest hand foot) first to unlock top tier IOD rewards and the cheap etching-IIIs from them.
any luck putting one together?
HanzoMain wrote: »
please don't do this, you'll hurt yourself and everyone else in your party.

I made it clear in the OP that the build is for soloing Dungeons, when I have no party, and the Mobs have no distractions so any bit of speed is helpful to survival. Its not a hard thing in this game to change build its literally a button push away; but it seems to go unused by most players. My experience is with a much greater variety of builds, for Mission and Mode, so I would not forget here.
please don't do this, you'll hurt yourself and everyone else in your party.
I find that optimal crit factor on ninja is around 300-320. Above this, you crit more often, but your main abilities like DC and FA already crit nearly every time. If a mystic is on your party, definitely switch all your vyrsks to power.
You could equip a swift crystal to your weapon, but it really wouldn't be worth the loss of a pounding crystal because using rocket jump is your main form of mobility in combat. Everyone puts increased movement speed on their boots by default.
Thanks Bjond, Was not aware of that particular glyph, will check that out.
then i will have to bite my sisters bf
ninja build full crit, keen etching are highly recommanded and more profitable than energetic (PVE)
Bjond wrote: »
3. Essential Mana is still a very good reference for ninja right now.
1. My nin uses 2x energetic-III (cdr) for etchings, but other builds work, too
2. My nin uses a full set (5) of crit accessories, tried some as power, was a lot worse

NB: for etchings, you can get etch-IIIs ultra cheap via the top tier IOD BAM tokens. You won't be able to earn those until you can unlock the VG, though. That requires Frost+0 weapon, chest, glove, & boot (if you happen to have frost+7 or storm+2 via a conversion from deathwrack, you can get away with less than frost in some parts -- that's just a minimum for someone starting fresh).

IMHO, it's worth skipping etchings or using ultra cheap junk from broker until you can earn -IIIs via the cheap IOD tokens. The pre-frost gearing stages go by very quickly.

Thanks a lot mate. I also creeped on other ninjas in my server. Most are using the set up you mentioned above. Cheers
The best way to gear a ninja is rerolling.
Manually pressing skills is always better than spacebar.
I normaly chain ChS/RF/TC into BD pressing the space barr.
So is better this way or manually?
Can someone help me with this please?
If you truly need extra mobility, you can glyph for it on rocket jump and also use the attack speed glyph on AB. Then AB->Jump->AB(boom) or just AB->Jump for a very fast jump with extra runspeed after. I don't use either one myself, but I've tried it and it's fun. Sometimes I do wish for the faster AB->Jump from the aspeed glyph, though, if I get one of those brawlers that likes dodging through the boss and leaving it flipped instead of blocking. I have no clue at all why so many brawlers do this. I've tanked the same stuff on mine without any need for it.
If you played ninja or warrior, valkyrie feels like a mixure of those -- dodgyness and constant backstabbing from ninja with the build & boom aspect from warrior. It's a nice newbie class, too: with the hp glyph, you can recover about 40% of your hp every rotation during ragnarok and every other outside of it. It can get a bit dull, though, if you're used to more complex classes.
3. Essential Mana is still a very good reference for ninja right now.
1. My nin uses 2x energetic-III (cdr) for etchings, but other builds work, too
2. My nin uses a full set (5) of crit accessories, tried some as power, was a lot worse

NB: for etchings, you can get etch-IIIs ultra cheap via the top tier IOD BAM tokens. You won't be able to earn those until you can unlock the VG, though. That requires Frost+0 weapon, chest, glove, & boot (if you happen to have frost+7 or storm+2 via a conversion from deathwrack, you can get away with less than frost in some parts -- that's just a minimum for someone starting fresh).

IMHO, it's worth skipping etchings or using ultra cheap junk from broker until you can earn -IIIs via the cheap IOD tokens. The pre-frost gearing stages go by very quickly.
Hi all, returning player here.

1. Ideal etching for weapon, gloves? 2 CDR, 2 Crit , 2 Power or Mix
2. "Optimal" ninja accessory. Full crit or Mix of power/Crit?
3. Is there an updated ninja guide aside from the one in Essential Mana?

Thanks a bunch
Exp/skilled ilvl451 archer looking for good static for rkem runs
Yeah I figured that out, still I see people putting 100~200 emeralds in the broker at once. Anyways, thanks for replying.
People sell emeralds when they get it for cheaper than what gold they'll be getting out of it.

One example: Emerald drops from Ghillieglade, Petrax, or TRNM? You got it for free, so you get 1300g as full profit for you.

Another example: you did all your Ghillieglade and Petrax runs for the day, and you have 11 rubies in your inventory. You can use alchemy to turn them all into emeralds (I think the refining kit cost will total 300g, if memory serves me right). Then you sell the emerald on the broker for 1300g, you just made 1000g profit and have an extra ruby remaining.

Last example: People selling rubies on the broker super cheap can let you craft cheap emeralds to try and re-sell for some profit. This one is harder and requires paying constant attention to gem prices, but it's something I've done to get a few hundred gold here and there for almost no effort.

One final thing to bear in mind that's important with crafting. You can crit-craft an emerald, which means instead of making one emerald, you'll make two. The crit-craft chance is not super high (Let's say 5% or something like that, for argument's sake), but those times where you do crit-craft, you just made free money.

tl;dr -- Look for cheap/free ways to get rubies and upgrade from there. Don't make rubies from scratch and craft all the way up, it will cost you.
i just crafted one Emerald from scratch and it costed me 1391g :/ so I don't know if all the people in the Broker like to lose gold selling the Emeralds that cheap.
I believe so- at least i make my Sapphires into Emeralds :o
In K TERA, Frostmetal +0 is sufficient enough to clear phases 1 to 3.
Don't forget each gem is a rare drop now- Ghillieglade and Pit of Petrax will at least drop one!

Hope this helps o/

Body is 10 characters too short.
PM Xiaos for info
Ardire wrote: »
summer wrap is the only way to maximize your dps
beach wrap or croptop too
Hello, I leveled my alchemy to Artisan and I want to craft and sells emeralds. I've seen some gold making guides and they say that is a good way to make profit. I see they're sold for around 1300g at the Broker so my question is, how much it cost to craft one emerald?
summer wrap is the only way to maximize your dps
if your valkyrie wears bikini then sure shes good
valkyrie good? ...... nah

jk. they're still one of the strongest dps in the current meta. alongside like... warriors and archers. if you want fat damage, that's what they're there for.

compared to other melee dps the biggest thing that sets valkyrie apart is their ragnarok mode (toggled by a skill you can use once you get enough ragnarok points for it) which is basically your Valk On Crack. you spend all your time outputting the most dps as possible in ragnarok or spending your time collecting points to activate ragnarok... rinse and repeat.

also they work off a system similar to warrior's edge, where they stack runemarks on enemies to power up their strongest skills (shining crescent and runeburst or w/e its called)

if it sounds complicated it's really not, it's a pretty straight forward class. not enough skills to fill up your entire skillbar, but a good amount of them come with huge cooldowns when you're not in ragnarok mode so whiffing a skill can be punishing to your overall dps.

easy class to learn, feels nice, fluid and powerful once you master it. 10/10 for castanic booty
Returning player and I noticed there is a new class called Valkyrie. All the vids I've seen about it are pretty old and not sure what they're like in the current version of the game.
Are they still good? Have they been nerfed into the ground? What to they bring to the table over other melee dps?
Any info would be appreciated =)
Hello, I'm looking to form a static for the above mentioned dungeon, so far its it myself Donii [Priest] and Soraphina [Brawler], looking for 3 dps to fill in the spots, since its a priest/brawler combo, we looking mainly for wars/valks/gunners since they benefit more from a power build but all classes welcomed. Usual times for us are 8am-12pm and 12am-4/5am -4GMT. If you are interested sound off below.
You wanna leave the circle on the portals you wanna destroy as usual... but you wanna walk into the portal right as your circle is about to pop. It'll teleport you away and out of the circle. You have to time it just right and quick so that you'll still destory that portal.
the one he does at 30% where u cant use any skill and u and all party die because he puts a circle on the floor at any member of he party.
there is no guide or video about it.
i suggest getting crit inner armor as if u wanna do HH the bosses have significantly higher critic resist but if u dont plan on doing that, a power one would do since they're significantly cheaper
Hi friends,

Be aware that castanic gunners need less critical factor than elins/elves.

I've been told and have practiced running an elf gunner utilizing crit factor averages between 180-215 depending on whether or not a mystic or priest is present.

As far as the answer to the question, depending on your class, you will need to find a way to roll your equipment that gives you a rough 180-215 crit factor but maximizes your power.

I personally use the power inner armor (for pvp because I can't afford the crit inner at the moment),and I do rather fine. But, as stated previously, there are better ways to achieve this to maximize the power.

Keep in mind there are a few other classes that provide party buffs or boss debuffs (aside from priests and mystics) that may question your class's crit cap. Even so, certain bosses have different crit resistances, etc. It would be rather tedious to have a specific build for a particular party or a particular dungeon, but people do it.
Gelos wrote: »
Montblanck wrote: »
Gelos wrote: »
Catservant wrote: »
Gunners need so little crit. I'd go for power.

why do gunners need so little crit?

1. Arcane Barrage crits 100%.
2. Balder's Vengeance crits 100%.
3. Bombardment and Mana Missiles both have crit glyphs and they do crit frequently with just the right amount.
4. With proper rotation and play, the explosion of Time Bomb and every Burst Fire hit after the sixth fire will always crit.

That's pretty much more than half of your DPS (probably even 3/4ths of your total DPS).

It's more accurate to say that they do need a certain amount of crit; but yes, compared to most classes, the number they go for is relatively 'little'.

ah, so would power be more of a thing then for gunner?

After a certain number of crit factor, yes.
> @Patoot said:
> essentialmana there ya go also isnt mystic suppost to be really really hard to play now

No lol
Its much easier then priest because it's bugged and their heals and cleanse reach 30+ meters and auto lockon.
Their debuff is double the duration compared to the priest one, their auras are passive as opossed to estars which you have to keep up.
Their only disadvantage is lack of movement skills and kaia but they make up for it with corruption ring and the ability to stay out of combat.
They also have contagion and vow.
essentialmana there ya go also isnt mystic suppost to be really really hard to play now
Nowhere, drop is random. HH, RK9EM and i think RK9NM and TRHM are places where they might drop.
So I recently got into etching so that I can try to use the Titan items that I've been collecting. I got the etcher high enough to start making accessory etchings but I can't find the recipe's for the Pure titan's stuff. Is there anyone that knows the drop rates of these? Are they better in certain dungeons? Can we get a dungeon that has a guaranteed recipe drop on the last boss, BP maybe?
https://docs.google.com/document/d/1xN-Dt0Rm0BKo6Ll-T-JLyzFfE4ia-WLfKcIX705kSjw

Here, it's still mostly a work in progress, but here's a more up to date guide I suppose. It's mostly just number changes.

The only non negligible DPS you would be able to in a party setting is if you had a full dps set. There's really no inbetween.
i just followed the essential mana guide and went with it. Though I'm thinking I should probably just dump that crit into heals. the current set up was working fine in the mid tear dungeons but it simply doesn't heal enough to keep people alive once i hit Kalivans dreadnaught. That or pugs are just terrible.
yeah I've found the basics are still there, im more interested in the min/max of stat builds, I kind of did a crit build but I'm wondering if i should reduce some of that crit factor down(currently have 35+236 CF before auras} and should put it more in to increased heals, but i do like the ability to help with the dps if people aren't getting their butts handed to them once in a while. Kind of want a decent all around build, so i can provide great support but also chip in when dps is a little low but the group is doing their part by dodging and blocking etc.

Ah I see what you mean, well honestly if you're going to be solo healing endgame dungeons you're always better off prioritizing endurance/hp/heals (this all depends on preference) over crit because your damage is pretty negligible unless you build your mystic around dps, in which case they can't provide all the support that they usually can.
I'm not into mystic dps at all though so I'm not of much help, @Tewii is one of the good dps mystics I'm aware off so maybe they can give you a hand.
yeah I've found the basics are still there, im more interested in the min/max of stat builds, I kind of did a crit build but I'm wondering if i should reduce some of that crit factor down(currently have 35+236 CF before auras} and should put it more in to increased heals, but i do like the ability to help with the dps if people aren't getting their butts handed to them once in a while. Kind of want a decent all around build, so i can provide great support but also chip in when dps is a little low but the group is doing their part by dodging and blocking etc.
Mystic's been in a good place for like... a year and a half now. Maybe two years? Time flies.
Bluehole Studios has dumbed the class down in a major way though. You won't need a guide. Just use thrall of protection (glyphed for endurance) before the fight starts and put vow on the tank and 1 other person. During the fight keep up your endurance debuff and save contagion for enrage/burn phases. Use the crit and mana aura. If you die don't forget to turn them back on. Use corruption ring if your party needs it. Do these simple things and congratulations you're better than like 80% of pug mystics I meet in pve.
You don't need a guide for the afk easy mode healer

Jokes aside, I checked the PvE mystic guide on essential mana and besides the jewelry names it's completely relevant still.
Almost nothing big or important about mystics changed since then (except the bugged out cleanse+lockon heal distance which makes them hella easier) and there are many tips and tricks in that guide that will help you even today.
The way mystics play stayed the same ever since their slight revamp in early 2016.
35YLTWJD7W wrote: »
And the fact that if you do get the +25% it actually does less damage than normal OHS because it isn't effected by glyphs.

Actually, UOHS is affected by glyphs (including chest roll and nocts) according to class changes 11.
Ahhh never thought of that because I usually run low tier dungeons for money, will be heading to Sky cruiser and RK9 for them drops. Thank you so much!
Curios if my mystic could be a better healer this time around. Wanted to look at a guide that isn't 2 years old.
RDYENFENL6 wrote: »
Is the Overpower>Measured slice still the better dps rotation? I've tried a normal rotation and opms they're pretty close, I'd even say that the normal rotation is better unless you get the lowest ICB multiplier..

This is just from my experience though and the sample size I have is totally not enough to get a sure answer..

I've been working on the opms build and I see my dps being higher. I do the same amount of dps but have a lot of standing around cause i'm not used to it yet. plus my test with that rotation didn't have nocts on and still did more than ophs rotation
Yeah the RNG bonus percent on UOHS is ridiculous, only because the super wide range on it, basically anywhere from +25%-+200%. And the fact that if you do get the +25% it actually does less damage than normal OHS because it isn't effected by glyphs. The tradeoff is obviously having no cd so you can still make it usefull but it's still ridiculous.
Can confirm the ICB "glitch." Is very rare that you do manage to get a high percentile on your OHS. Taking in account my slayer is in a Frostmetal weapon and gloves, giving me an average DPS counter for OHS in TRNM of roughly 2.2m to 3.5m non-enraged and enraged respectively. I've seen my OHS deal up most 12m damage in TRNM and I thought I read the numbers wrong but you do see that there is an RNG element around your OHS's damage with ICB.
I've been playing slayer for a few weeks this patch, worked my way up to almost 446 ilvl and I gotta say that my crit percentage doesn't change after around 320 total crit chance. I've also been working around changing my rotation to overpower measured slice. So far I have a lot of down time cause i'm not used to it but it's still got me close to full stormcry warriors on rk-9. I've also decided to keep my crit chance at around +280 (full crit accessories with a couple power rolls instead of crit) with a priest and switch out a ring for mystic parties. I think slayer has a lot of potential with rk-9 dungeon and HH this patch because Overpowered stays active while breaking shields and ICB is always up for rk-9 shield if needed. While I'm definitely missing a lot in terms of power I think it's really fun to play. If anyone wants to look here is a run with my slayer with only storm weapon against a full storm party https://moongourd.com/encounter?area=735&boss=3000&log=5a2df73b98856
Montblanck wrote: »
Gelos wrote: »
Catservant wrote: »
Gunners need so little crit. I'd go for power.

why do gunners need so little crit?

1. Arcane Barrage crits 100%.
2. Balder's Vengeance crits 100%.
3. Bombardment and Mana Missiles both have crit glyphs and they do crit frequently with just the right amount.
4. With proper rotation and play, the explosion of Time Bomb and every Burst Fire hit after the sixth fire will always crit.

That's pretty much more than half of your DPS (probably even 3/4ths of your total DPS).

It's more accurate to say that they do need a certain amount of crit; but yes, compared to most classes, the number they go for is relatively 'little'.

ah, so would power be more of a thing then for gunner?
WolfMaster wrote: »
Unlike other I am not against a little more speed. you can get that with boot stats and crystals. Some people forget you have 5 different settings for gear and crystal sets. Easiest way is for you to get 2 sets of gear and set one for what you want for solo/easy instances and then one for the higher instances that start at 431 ilvl. I had a build for pvp, pve group/solo and bams when pvp was worth doing. SO just watch the stats you choose for jewelry and crystals to build a speed set. I do run a gunner, war, valk, slayer, zerk and reaper.

Thanks Wolf, Have been tinkering seeing if there are any combinations that will get me a little closer to where I want with this build.
CatServent: I suggest you concentrate on learning the rocket jump--roll--blast combo first. REAALLLLYYYY helps you move around the map. Blast cancelling your animations helps. I move using the shotgun recoil a lot.

RJ, roll is something I do alot, can't say I've thought of using blast to cancel the animation, Im sure that will shave a half sec here and there and in a fight that can mean alot. Have to look at using the shotgun recoil as you point out.

Thanks for the help BB.
YN4K3A6E5R wrote: »
LMAO Mobility Build

dumb [filtered]

Another Elitist Pinhead ... Heres an Idea, push away from your keyboard, get a woman, and a Life, comeback when you've grown up.
As I did note in the OP I am seeking to max my speed for soloing story Dungeons.

Then just use your mount...

Mobility builds are completely useless.
I suggest you concentrate on learning the rocket jump--roll--blast combo first. REAALLLLYYYY helps you move around the map. Blast cancelling your animations helps.

I move using the shotgun recoil a lot.
Aaaand I'm in a raid for Saturday. My debut. After that I assume I'll be an alternate for a while. TY to all those who helped.

So, no you don't have to change servers to get into end game content. If you ask around. Myth busted. CH wins!
streetdog wrote: »
Sorcs are not generally a good idea to pick if you care that much for dps as they can rarely excel in dps race and besides that they perform decently only if they are in BiS or close to BiS - not criting sorc is a sad thing to play.

Yosha's guide is still valid up to date for general sorcs.

For min/max players who are trying to break speed records in hard mode dungeons, I would agree do to the RNG nature of Meteor Strike. However, for instance matching runs, I consistently out DPS other players. Even when I'm out DPS'd, the difference in DPS isn't that significant and is usually do to the difference in gear. I think the cliche "play the class you like" is relevant. Skill generally outweighs class chosen when talking about performance.

I also recommend looking at Yosha's guide as mentioned above. It's very detailed and should answer a lot of your questions. If you want to get an idea of the DPS and rotations, Yosha also does some youtube videos that you can check out.

For stats, it's about building up crit factor. Once you get around the ~300 range, you can play around a little with speed vs. power.

I haven't had any problems running RK-9, etc., so you should be fine when you're ready to run them. Starting out, running RG is good dungeon (for both gold and experience). As always, if you can run with a group of people that aren't complete jerks, that makes things a lot more enjoyable.
Just don't do that.
Learn to play the class properly since the start. The story dungeons are easy enough for every player, including the new ones. Get used to use your skill for mobility - point blank, roll and rocket jump. For positioning you can use including recoils sometimes.
Unlike other I am not against a little more speed. you can get that with boot stats and crystals. Some people forget you have 5 different settings for gear and crystal sets. Easiest way is for you to get 2 sets of gear and set one for what you want for solo/easy instances and then one for the higher instances that start at 431 ilvl. I had a build for pvp, pve group/solo and bams when pvp was worth doing. SO just watch the stats you choose for jewelry and crystals to build a speed set.
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