Tactics: Melee Classes Comparison Guide

Know you want to play a melee class in TERA but need help deciding which?

You may have seen our previous entries in the class skills overviews covering the archer and sorcerer, but this time I'm changing the format a bit. There are four melee classes in TERA: Berserker, Lancer, Slayer and Warrior. What is each class like and how do they compare to each other? This overview will not only cover a bit about each class and the use of their skills, but also look at the pros and cons of each and see how they all potentially fit into different play-styles and roles.

Unsure of which melee class you wish to play or just want to learn more about other classes? Keep reading!


Summary and Roles

 

Berserker
Wears plate armor and is the more offensive of the two plate classes. Has multiple knockdowns, charge up skills and Area-of-Effects (AoEs). Is block capable. Can sacrifice defensive stats to increase offensive stats and provide some utility. Can contribute to tanking roles and also serve as a durable and powerful melee attacker. This class relies entirely on its basic combo attack to generate Mana Points (MP).

Lancer
Most defensive plate wearing tank with highest damage reduction on blocking and a counter attack skill. Is capable of ally guarding. Has a ranged pull to bring in targets or pull enemies away from allies and a knockdown to assist in disabling or peeling. Mobility options include a charge. Controls and defends a battlefield.

Slayer
Not really a tank but can be considered somewhat of a hybrid between the berserker and warrior classes. It has some mobility but not as good as a warrior's, and some respectable damage, AoE and knockdown capabilities like a berserker but without the blocking ability. This leather class relies entirely on its basic combo attack to generate MP.

Warrior
Very high mobility but weaker defenses due to being a leather class without a block. Focuses on being evasive and has many quick attacks which include travel as an inherent component of said skills which can greatly assist in keeping up pressure on targets. Can assist in disabling opponents with its AoE stun. Also has aggro/threat building skills which can make this class be considered an evasion tank.

Important Note
You will definitely want to check out the links provided in the final page of this article to better understand how these melee classes and their skills can function in actual game play.


Page 1: Summary and Roles
Page 2: Blocking and Taunting
Page 3: Mobility, Recovery and Utility
Page 4: Attacks
Page 5: Related Essentials for Reading

« Previous 1 2 3 4 5

Comments

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Snap Joint.
# Jul 25 2010 at 10:19 PM Rating: Decent
Snap Joint looks good, my question is just whether activating it in the middle of a combo attack will reset said attack to the starting phase. I'm also wondering whether Snap Joint has a cast time or long animation to activate. I'm assuming not - but it never hurts to ask in case someone knows.

Also, love the format that you went with Chimeko.

Edited, Jul 26th 2010 12:41am by Nidormaen
Snap Joint.
# Jul 26 2010 at 12:28 AM Rating: Excellent
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137 posts
It does have a very short cast time and thus probably counts as a skill which requires activation which in turn probably resets the combo attack chain counter.
Good info
# Jul 25 2010 at 10:14 AM Rating: Decent
I found this to be informative, a lot of times these "guides" just delve into a class, but never compare them against other classes.

FGT3 needs to happen like now.
Good info
# Jul 25 2010 at 5:39 PM Rating: Excellent
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137 posts
yeah, imo the comparative format has a lot of benefits to it rather than just focusing on a single class. also easier to write about since it follows my own thinking process.

and definitely, going crazy without fgt3 or cbt or whatever next testing phase.
Nice article
# Jul 24 2010 at 7:11 PM Rating: Decent
Thanks a lot, surprisingly nice article at this stage of development. I'm still pretty curious whether or not one of these classes could become more of a support hybrid or not.
Nice article
# Jul 24 2010 at 8:34 PM Rating: Excellent
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137 posts
Do you consider tanking, body blocking, LoSing and guarding to be support? Having some buffs? Being able to be an effective pressurer or harasser? CC? Every class has at least a little bit of CC.
Nice article
# Jul 25 2010 at 8:48 AM Rating: Decent
I meant more a long the lines of variety and moving around. You might not stay so much at the front but move around where you are needed. Root enemies why get to close to your healers, use rezz scrolls ( examples from other games ) , various other skills to help out your party in whatever way necessary and you do damage when you can. I don't really like the idea of being stuck in one role. Also I like moving around because it gives you a nice oversight of the battlefield that you can communicate with your team that might be focused purely on the offensive. The last reason is why I'm thinking of trying out an archer first.
Nice article
# Jul 25 2010 at 10:17 AM Rating: Excellent
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137 posts
A lot of classes could potentially fill a move around as needed role. Use your CCs for peeling, get in the way with collision and hinder their movement and attacks, position yourself to body block projectiles... warriors could harass off targets and switch to main targets when needed, a lancer can pull in people for both offensive or defense purpose... if there are rez items, I'm sure any beefy melee would be very suited to that role.

In my opinion everyone should be constantly scanning to have a nice oversight of the battlefield so that everyone can be aware of everything and communicate if necessary. As a melee it'd be kind of silly just to stand in one spot facing one direction and attacking another stationary target in TERA... I think a lot of people will all be moving around.
AoE attack?
# Jul 24 2010 at 6:39 PM Rating: Decent
Quote:
“Dual Sword Dance.” Your immediate surroundings are struck with consecutive attacks with the added bonus of gaining aggro levels. This skill can be used to draw the attention of mobs prior to evading, to help serve a warrior's evasion tanking role.


Does "immediate surroundings" mean this is a 360-degree attack?

Also, the info on the first page regarding the Slayer may have changed. During an E3 presentation Scapes commented that the Slayer wore heavier armor than the Warrior and later confirmed via the forums that they had more HP than Warriors [whether this meant a Slayer HP pool increase or a Warrior HP pool decrease I don't know].
AoE attack?
# Jul 24 2010 at 6:44 PM Rating: Excellent
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137 posts
Yes, generally immediately surrounding involve a circular style PBAoE. That info is either a mistake or they decided to change things, but I'm willing to bet on mistake because the balance of slayer is that of a berserker and warrior type hybrid. They wore the same type of armor but had higher base defense values, maybe it was mistaken for that.
AoE attack?
# Jul 24 2010 at 7:48 PM Rating: Decent
Heh, playing a Warrior in TERA will be the first "tank" role experience I'd ever have. I'm hoping it was a mistake. :)
AoE attack?
# Jul 25 2010 at 10:37 AM Rating: Excellent
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137 posts
Mistake? What do you mean by that? Also, you don't HAVE to tank if you have other party members to do it, you just have the option to play evasion tank role too.
AoE attack?
# Jul 25 2010 at 2:55 PM Rating: Decent
Mistake as in Scapes having misspoken or been incorrect. That's how I believed you used it.

I know I wouldn't have to tank as a Warrior, but I'd enjoy the opportunity/ability to do so if it were needed.
AoE attack?
# Jul 26 2010 at 8:21 AM Rating: Excellent
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137 posts
ah I got it, unless there was a stealth update it's a mistake. slayer and warrior have both used leather for a very long time, while berserker and lancer wear plate.
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