Tactics: Support Classes Comparison Guide
Know you want to play a support class in TERA but need help deciding which?
Comparison of Skills by Category
Attacks
Universal:
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“Elemental Shot” and “Light of Retribution.” Same power, cast-time 0.6s (CT), cool-down 0.5s (CD), 10 meter range and MP cost of 3. The basic starter attack which hits a single target. Weak damage when compared to other classes but that is to be expected of support classes.
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“Curtain of Retribution.” CT 0.4s, CD 2.5s, MP 10. This is a close range frontal fan-shaped AoE which is the solution for taking down groups of weaker mobs.
Priest:
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“Divine Explosion.” CT 1s, CD 4s, MP 8, range 3m. Priests have an additional close range frontal AoE. This one creates a sphere and if it hits multiple targets, the damage will be split. They need all the close range help they can get because, unlike a mystic, they do not have a get-away type skill such as Teleport.
MP Recovery
Universal:
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“Mana Boost.” Staple MP recovery skill. With a long CT, you likely will only be able to use this when you are at least somewhat safe. Using it while under threat of pressure is quite a gamble. After the casting finishes, you channel a small amount of recovery... 12 MP/1s over 20s. Using a skill or item or being hit will interrupt the effect.
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“Magic Power Extraction.” Emergency MP recovery skill. With a CD of 300s, you can only use this sparingly. You must also have a “magical item” in your inventory. If you are ever in a pinch for more MP, this is the skill that you will want to save for those occasions.
Knockdown Recovery
Universal:
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“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 knock-down, 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.
Movement
Mystic:
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“Teleport.” CT 1.5s, CD 5s, MP 12. This is mystic's get-out skill that teleports them in the direction they face. The distance of travel is quite significant, enough so that if necessary you can play keep-away nearly indefinitely if you make smart use of terrain and don't get cut-off.
Page 1: Roles: Similarities and Differences
Page 2: Attacks, MP Recovery, Knockdown Recovery and Movement
Page 3: Healing, Cures and Resurrects
Page 4: Buffs, Crowd Control and Utility