Tactics: Melee Classes Comparison Guide

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

Mobility

Berserker & Slayer:

  • “Dash.” Increases movement speed for 10s and has a cool-down of 25s. Does have a MP cost of 15 so make sure you budget for it.

Lancer:

  • “Ferocious Charge.” Charges forward at a moderate pace and can damage a target repeatedly, including a multi-hit finisher toward the end. Also gains additional resistance to being knocked-down while mid-charge. This skill is not very fast but can help with closing distances against opponents or for escaping a bad situation. Alternatively, it can be used to force people to spread out and disperse in order to avoid the threat of an up close and personal lancer.

Slayer & Warrior:

  • “Rushing Dodge.” Moves forward in a variety of manners including flips and rolls. It can be used to move quickly in order to avoid attacks at the cost of MP. There are, however, differences between the slayer and warrior versions. The slayer's has a CD of 4s, while the warrior's has no CD. Also, the slayer's either provides fewer invulnerability frames or none at all, while the warrior does provide a significant period of such.

Recovery

Universal:

  • Soaring Attack.” A wakeup reversal universal among classes. Can be used at any point during your get up animation and it is possible to throw off baits and punishes by varying the timing. Has a small AoE and high rate of knockdown, but minimal damage. Has a CD of 12s so you may not always want to use it immediately in the event of people backing off temporarily.

Utility

Berserker & Slayer:

  • “Will Concentration.” Prevents MP from decreasing immediately for 20s. Skill description leads me to believe that at the end of the duration, the MP consumption will still take effect on skills that you've used because it doesn't just say “no MP use for this duration.” So you might be empty at the end of it, however you will be able to go all out for a while. I may be wrong though.

Berserker:

  • “Berserk Possession.” Trades 2500 Health Points (HP) for 50 MP. Use it when you're in a pinch and simply don't have the luxury of waiting to build your MP back up through combat. Potentially dangerous so you need to weigh the usefulness of this trade. If you can end a fight fast enough, it may be practical to use this skill and Will Concentration early on.

  • “Enrage.” Trades -30% defense for +15% attack for 15s. Use this whenever dealing damage has a higher priority than reducing damage taken. Maybe you're receiving some solid healing or you just need to get a target down at all costs.

Lancer:

  • “Aura of Inspiration.” Increases defense of all party members within a 20m radius by 15% for 30s. The effect is canceled when attacked or knocked-down, so this means it doesn't have much use in PvE, however it can serve a lot of purpose in PvP where a beefy tank is low on the priority of targets to be engaged. On the other hand, people who notice this skill active would want to hit the lancer in order to cancel it.

  • “Crash Gear.” Provides an attack and effect that is stackable up to 3 times. Target loses 7% defense for each attack over 10s. This debuff can help you and your team output more damage.

  • “Noose.” Throws out a hook to pull a target in to you. With a range of 15m, this is a very effective tool for territory control and spacing and can be used both offensively and defensively.

  • “Shield Bash.” Knock-downs nearby targets for 3s. Disable an opponent to mitigate damage, hold them in place for focus fire and to punish overextending or use it to assist in peeling for your teammates.

Warrior:

  • “Snap Joint.” A toggle skill which costs 1 MP per 2s. It adds a slowing effect of 50% to the last hit of your combo attacks at a certain rate. 50% is quite significant so this will definitely aid in many different ways—pursuing, escaping, increasing ease of targeting and evasion.

  • “Stunning Roar.” A 6m AoE which stuns nearby targets at a certain rate. Position yourself and time it to provide valuable interrupts and possibly on multiple targets too. Due to its moderate CT of 2.2s and CD of 25s, you should only use it while not under active pressure and sparingly or else you might waste its potential.

  • “Will of Iron.” Yet another toggle skill which raises your defense by 10% at the cost of draining 2 MP per 2s. Only one “Will” type skill may be used at a time. This is for when you know you're going to be taking hits and want to increase your endurance or just want to feel safer while you have the MP to spare.


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

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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