PvP in TERA - huge potential for play-killers

PvP in TERA - huge potential for play-killers

Tilk, 12th of January 2017 17:02
  • About class
  • Role in PvP
  • Role in PvE
  • Role on BG
  • Mage Skills
  • Equip
  • crystals

About class

The magician (aka Sork - from the English Sorcerer) is a magic dd class of medium distance (about 15 meters), because of his light attire he is very vulnerable, but has high mobility, which allows him to survive in extremely dangerous and even seemingly hopeless situations.

Contrary to the expectations of many (Koreans usually love mages), the mage is not the main damage dealer, and you won’t be able to kill everyone with two buttons, moreover, if you have a bad Internet or computer, you won’t see survival either. The magician demands heightened attention from the player and very developed motor skills of the fingers (the buttons will have to be pressed a lot and often). Be prepared for the fact that they will take you into dungeons with great reluctance, because even when you figure out what rotation is and how to prepare it, ceteris paribus, you will not catch up with the damage of the same engineers. However, not everything is so bad in the world of mages when it comes to pvp, the mage can give odds to many, he has a lot of controls in his arsenal, good damage and a few dodges. The magician is especially good in mass pvp, he is able to massively kill enemies at a safe distance.

If you are not afraid of difficulties, strive for self-improvement in the game and are ready to break stereotypes, then this class is for you.

Role in PvP

duels

You can develop in the duel sphere only for yourself, there is no 1x1 arena in Tera. But if you are still interested in this sphere, then prepare several layouts of glyphs, and change them depending on the enemy. The tactics of combat with different classes naturally also differ, but they have one common feature- control. Your main task is to be the first to control the enemy and inject as much damage as possible, if not killed, overcontrol, still breathing ... kite and overcontrol again. Don't neglect the magma bomb, it will stagger the enemy, which gives you precious seconds for the same control.

Massive PvP

In this area, the magician is almost on the throne, you must, if not kill, then at least finish off. When approaching from the back to gaping enemies, under buffs, you can at least cause panic, and at most send several people to the forefathers. Damage is a priority here, but don't forget about controls either. Of course, casting sleep in mass battles is, for the most part, useless, it can easily be knocked down by your own allies. But traps and dumbness, for example, on a heal, will not be superfluous.

Role in PvE

In PvE, like any DD class, the task of the mage is to damage and not die. First, learn not to die, as death is the biggest dps drop. You have several iframes at your disposal, especially get to know the warp barrier, it will allow you to protect yourself from any damage without too much running around, practically without interrupting the rotation. Watch your positioning, try to always be behind the boss, at least on the side (if there is a judge crystal), teleport and jumps will help you with this. After you stop creating extra work for the healer, you can start squeezing the maximum damage out of yourself - create a rotation that is convenient for your playing style (for starters, you can take the one already brought out by other players) and do not save on consumables. One of the main problems for you will be the lack of mana, if you have enough of it, most likely you are doing something wrong. There are several ways to solve the problem: banks for mana, additional stats in blue double niveots for mana regen, the presence of a heal and (or) mystic in the party. If none of this is available, then only skills for mana regen will save, but you can forget about high dps.

Role on BG

Stronghold of the Corsairs, Canyon Fravind, Iron Cage In fact, they are mass pvp, no special pirouettes are required from the magician. The main thing is not to go blindly into the arena, first study the ways to achieve victory in one or another arena, since everywhere there are nuances that will help you a lot.

Arena 3x3 Your main task, as elsewhere, is not to die. And the rest is already according to the situation - controlling the heal or eliminating the weak link in the opposite team, everything will depend on the composition of the opponents and your group. Under more or less equal conditions, give preference to control: in every possible way accelerated slip, traps, silence, cutting the heal.

Mage Skills

Attack skills

The first two skills require special attention, because in addition to powerful damage, they are buffs, due to their glyphs. Consider the duration of these buffs to build the most effective rotations.

New star

A powerful explosion 7 meters in front of you deals significant damage to enemies within 6 meters and has a chance to knock them down. While using the skill, you cannot be knocked down, staggered, stunned, and the damage taken is halved. There is a glyph that increases the chance of a crit by 2 (2.5 blue glyph) times, after activating the skill. After using the skill, the most powerful attacks should be used.

mystical ball

Launches a 21m ball that deals damage to everyone in its path. Several phases of charge (overcharging does not give additional damage, so do not overdo it). High damage when fully charged, having a glyph to increase crit chance by 2 (2.5 blue glyph) after activating the skill and being able to move while charging makes it very useful.

fire explosion

Creates a ring of fire with a 4m radius, 10m away from you. The ring deals devastating damage to enemies. Has a long cast time, recommended after Gift of Speed ​​and Oath of Strength. Strive to ensure that during the duration of the Gift of Speed ​​you have time to use it twice. The skill can be canceled on early stage caste.

Destructive Beam

Strikes an enemy at a distance of 21m with a powerful beam. High damage, in pve is required for the main rotation. Requires a lot of mana, you can put a glyph to reduce its consumption. In pvp, it is better to use it on a stopped target, or at point-blank range, so as not to dodge.

Ice shard

Fires a shard of ice at 18 yards. The shard, piercing everything in its path, deals damage to enemies and reduces their movement speed by 20%. Average damage in pve, but due to the instant cast, it is often used. In pvp, there is a variant with a glyph for accelerating the cast of sleep in combination with the strength of the slow (solo, 3 X 3).

magma bomb

Throws a fiery projectile 10 meters that explodes and hits enemies within a 3 meters radius. The quick cooldown of the skill and the reset glyph allows you to fill in the gaps during the cooldown of the main skills. Stagger in pvp.

Fire Veil

Deals damage to selected targets (maximum 4) up to 18m away. Target lock skill (press skill button once and mouse over to lock on targets, then click skill button again to hit them). Good damage on a single target, but when attacking multiple targets, the damage is divided. If you turn away from the boss when using this skill, even when attacking from behind, his damage does not count as back damage. You must be facing the boss for damage to be considered from behind. Long cast, so use with caution in pvp, for example, to finish off a fleeing target.

pillar of fire

Summons a pillar of fire in front of you, burning enemies within a 3m radius. Good damage, fast cooldown, no animation lock, low mana cost, damage is not reduced when attacking multiple targets, has a stagger effect. Solid pluses, minus one - close combat.

ice storm

Summons an ice storm 12 yards away for 10 seconds, dealing periodic damage to all enemies within 6 yards and slowing them by 10% with each hit (stacking up to 4 times). Ice Storm can deal damage up to 25 times to a target that remains within range until the end. As long as you are looking at the target's back, the skill is considered to deal damage from behind. Never use Oath of Power while this skill is active, it will consume one tick of puddle damage.

fire breath

Fires a burst of fire that deals damage every 2 seconds for 10 seconds to targets up to 15m away. Deals less damage to players. Target acquisition skill. It is useful only in pvp due to the glyph for cutting the target's heal by 2 times, and for introducing into combat mode past a running target.

Fireball (Auto Attack)

It strikes with a fireball at a distance of up to 18 m. It is used during character leveling. At the maximum level, you should not have time for it, it is better to free up a convenient mouse button for a more useful skill.

Defensive Skills

Retreat

The character jumps back (in relation to the camera) a decent distance. While flying, you are invulnerable, which allows you to avoid danger, whether it be damage or control, and also helps in positioning in battle.

Teleportation

Teleports you a short distance in the direction the camera is facing. Grants invulnerability for the duration of the animation.

Ice Retreat

Freezes the ground in front of you while you jump back. Deals damage to enemies in front of you and reduces movement speed by 70%. Does not grant invulnerability, use for positioning.

Warp Barrier

Creates a barrier around you that absorbs all types of damage for 1 second and makes you immune to stun, stagger, and knockdown, regenerating 5% of your maximum MP per hit. Does not restrict movement or use of other skills while invulnerable. Does not protect against some debuffs. Mandatory to use glyphs for the rollback and the duration of the skill. This is your key to survival.

Magic Barrier

Creates a shield that absorbs a certain amount of damage for 45 seconds. When absorbing damage, mana is spent depending on the amount of damage. The effect ends if the barrier absorbs maximum damage or if you run out of MP. Can be used to increase damage at the cost of a glyph.

stone skin

Turns your body to stone for 5 seconds, protecting you from all attacks (even one-shots), removes the aggression of monsters and removes you from the combat state. Reuse cancels the effect, after canceling you will be out of combat for a while, which will give you additional movement speed. Try to use the skill in advance, if at the initial stage you get knocked down or staggered, the skill will go on cooldown without applying the effect.

Mana Regeneration Skills

Mana regeneration

Restores 120 MP every 2 seconds for 25 seconds. The effect of the skill will remain with you in combat if you prove it to the end. It is convenient to use before the start of the battle, to provide mana regen. Long cast, in combat it is desirable to use while under the effect of Gift of Speed.

Mana steal

Charges a hit while you hold the skill button. Release the skill button to drain MP from targets within 18m. While charging the skill, your movement speed is not reduced. It has three phases of charging, overcharging does not give additional MP.

Mind drain

Up to 4 targets within 15m lose 25% of max MP immediately and 172 MP every 2s for 10s. Whenever you hit any target, you recover 25% of your MP. Target acquisition skill. The number of targets selected does not affect the amount of mana restored.

Buffs

gift of speed

Increases attack speed by 20% for 15 seconds. Mandatory glyph for 50% (54 blue glyph) increased attack speed. Use on cooldown in pve and as needed in pvp.

Oath of Power

Gain 25% increased damage from your next skill or enhance your current monster damage skill. Use in conjunction with heavy skills (Fire Blast, Destructive Beam) after the buff on the chance of a crit from Mystic Orb and Nova Star. Do not use on skills that deal damage over time.

Control Skills

The Seal of Pain

Sets a trap that explodes when an enemy steps on it. The seal is valid for 10 seconds. It knocks over in pvp.

Imprisonment

In the people - rootFor a short time prohibits the enemy from moving and using skills that allow you to evade, does not prohibit the casting of other skills (so some classes have skills that allow you to run away or jump out along with the root). Target acquisition skill. Using this skill on the same target after Nervous Exhaustion will remove the effect of Nervous Exhaustion.

Curse of Decay

Creates a ring with a radius of 4m at a distance of 10 m, dealing damage to 5 enemies every 2 seconds for 10 seconds. Deals less damage to players. In pve, the usefulness is doubtful, but in pvp with a glyph for cutting running speed, it takes place.

Sleep of reason

Creates a 4m radius ring at a distance of 10m that briefly puts enemies to sleep. Long cast, normal use is possible only when accelerating with glyphs and using speed under Gift of speed after an ice shard.

Seal of Lightning

Sets a trap in the form of a ring, when it hits the enemy, it takes damage and a stun. Extremely useful in pvp, you can increase the casting speed due to previous skills with the right glyphs (ice retreat, pillar of fire).

nervous exhaustion

In the people - fat. Prevents targets within 15m from using skills for 5 seconds. Can only be used against other players, canceled when damaged or dropped. Target acquisition skill. Using this skill after Imprisoning will remove the immobilization effect on the target. Maximum targets - 4.

Equip

There are three types of sets in Tera: low (low-level, pass-through) - it is easy to sharpen and create a masterpiece, but I do not advise you to put engravings in it; mid (middle, many stop at it) - it is a masterpiece and sharpened for good luck, if you do not plan to collect the top, you can already put engravings here; top (gathered from a variety of resources) - a masterpiece like mid, but there is the possibility of awakening for sharpening at +15. For a mage, good equipment and properly aligned stats are especially important. It so happened that the magician is not endowed by nature with an imbecile, and you need to try very hard and spend money to enter the party, passing the top content. If you're not aiming for the tops, then the average gear will be enough to deal damage at the level of an engineer in a low set. Regardless of which set you choose for yourself, first of all we sharpen weapons and gloves at +12, then everything else, after all, damage is required from you.

Stats for PvE

If the set is not top, choose from the 4 recommended stats in weapons and armor the 3 most suitable for you. Weapon: 18 crit chance (if well, very little crit), 9.3% damage against angry monsters (priority)| 6% attack damage, 7.2% cooldown, 9.3% damage against enraged monsters, 6.9% back damage. Armor: 10% damage with Fire Blast | -6% damage taken, -6.9% damage taken when attacked from the front, 10% damage reduction from enraged monsters, 8% to max. HP.Gloves: 9 crit chance, 5 strength, 2.25% attack speed.Boots: 6% movement speed, 4 stamina, 1% MP every 5 sec.

Stats for PvP

Here you must determine for yourself what you will focus on. There are several options: full strength, full crit and hybrid (strength / crit). And starting from this, role stats in equipment and jewelry. For any pvp setWeapon: 6% damage in pvp mode, 6.9% damage in pvp mode when attacking from behind - unchanged, further optional 7.2% to cooldown of skills, 4.5% to attack speed, 14 crit chance, 0.3 damage from critical hits. Armor: 10% to the damage of the skill “Fire Blast” | -6% damage taken; 8% to max. HP; -6.9% damage taken when attacked from the front -6.9% damage taken if knocked down.Gloves: 9 crit chance, 5 strength, 2.25% attack speed.Boots: 6% movement speed, -24% duration of slow effects, 4 stamina

Bijouterie

Let's face it, twisting the stats in the current realities is below average pleasure, so I advise you to try to knock out with the necessary stats.

For PvE

In PvE, we start from crit, so we collect jewelry from sets that give crit, it is advisable to combine the top jewelry of the current patch (earring, ring and necklace) with the top jewelry of the previous patch (earring, ring) to get maximum bonuses in these sets. Ideal stats: Rings : +4 Strength, +4 Critical StrikeEarrings: +4 Stamina, +4% Max HP HPNecklace: +4 Crit Chance +4 Strength of choiceIf you run under a mystic and don't lack crit, you can replace one set with strength (top ringearring). Carved or Reinforced Brooch with Crit Strength stats, optional Belt: 3 strength 6 crit chance or 6 crit chance 4 crit chance. Underwear for crit, depending on financial capabilities (green-4, blue-12, gold-16).

For PvP

Critical Damage Set (Top Ring Earring and Necklace) + Strength Set (Top Ring Earring) strength + strength) Earrings: + 4% to max. HP, -10% stun duration. Stats in the belt of the brooch and linen depending on the path you choose: crit, strength or hybrid.

engravings

For PvE

In weapons and gloves - Sharpness II or III (probability of critical damage), in armor and boots - Invincibility II or III (endurance).

For PvP

In armor and boots - Inflexibility II or III (crit protection), in weapons and gloves to choose between Sharpness (crit), Ripple (strength), Celerity (attack speed, skill cooldown).

crystals

for PvE

Weapons (red)

  • fury of the judge(critical damage multiplier for ranged side and back attacks)
  • wildness
  • focus(critical damage multiplier against enraged monsters)
  • cutting(crit chance) or power (increases damage when you deal critical damage in the back) depending on the frequency of your crits.

Armor (blue)

  • inflexibility x4 (protection from monsters)

Bijouterie (green)

  • cutting x4 (increase the chance of a crit) recommended
  • strength x4 (increases strength) possible

For PvP

Weapons (red)

  • wildness(critical damage multiplier when attacking a target from behind)
  • power(increases damage when dealing critical damage in the back)

others to choose from

  • cruelty(critical damage on knocked down)
  • cutting(crit chance)
  • bloodlust(mana regeneration when attacking)
  • speed(movement speed in combat)

Armor (blue)

  • relentlessness x4 (max HP) or x3 and one to choose from
  • torture(mana regen when attacked)
  • intransigence(incoming damage reduction after 50% HP)
  • amulets(50% chance to apply a shield when knocked over)

Bijouterie (green)

  • - sadness x4 (damage increase in pvp)
  • - indomitable(reducing pvp damage taken) is useful in exceptional cases where you just need to survive, for example, climbing stairs on corsairs.

Consider the main pros and cons of this class of characters, how best to download it, the basic principles of PvP and PvE, basic tips choice of symbols, crystals, engravings and equipment.

general information

Only representatives of the beautiful half of the human race can become a destroyer. They wear heavy armor and use power fists as weapons. This class takes the role of a tank in the group, but not everything is so simple. Despite the fact that the Crusher is a defense class, it is also capable of dealing massive, simply incredible damage. Due to this, he feels great both in PvP and in PvE. If you like to always be in the epicenter of the battle and take the whole blow on yourself, covering your teammates, then this class is definitely for you.

There are not many cons in the Crusher. Enough low speed attacks and general slowness will not allow him to be called an ideal class and a fierce imba. But that's why he is a tank in heavy armor, which is not able to flutter across the battlefield, like a Reaper or a Warrior. Also, when playing as the Crusher, you will often lack the mana and rage needed to use the skills. Yes, healers, charms, banks and calmness skills will help restore mana. And in general, most skills make up for rage. But you also have to get used to this and always monitor their condition out of the corner of your eye.

pumping

So, you have decided to start playing as the Crusher and the first question that arises before you is: how and where to level up. You spawn in the location Tiarania, which was introduced into the game along with the Crusher. After completing the quests there, you will be sent to Velika, and then to the Lumberjack Village and the Fairy Forest. Vanguard quests will soon become available to you. You can view them by pressing the "H" key. We strongly recommend that you complete them, as the rewards (first of all, of course, experience) are worth it.

From the twentieth level, you can get into the first dungeon - Lok's Bastion. This is where the fun begins! Thanks to his block mechanic and incredible strength, the Crusher is able to complete all dungeons up to level sixty alone. Yes, it's not easy to do. It will take some experience and skill. Therefore, we still recommend that beginners get a company from a Reaper or Mystic and another DD. But leveling up in dungeons to level 60 is still faster than leveling through quests.

Here you need to understand that leveling in Tera itself is just a learning process. The most interesting thing in the game will begin after the cherished level 65 up. So, it makes sense to speed up the achievement of this goal as much as possible and the passage of the dungeons will help you with this. On the other hand, if you are playing Thera for the first time, want to watch beautiful videos and get to know the history of the world better, then pumping on quests is your choice.

After level 60, go to complete the storyline and Vanguard quests. We strongly recommend using the Scrolls of Recognition and Bounty, which will increase the points of reputation and gold received as a reward for quests. You can get them if you have a VIP status or from a trading broker. Thus, by level 65, you will already have starting capital and about 4,000 Vanguard reputation, which it makes sense to exchange for chests with Masterpiece Alkahest. We will tell you about what to do next, how and where to dress in one of the following guides.

PvP and PvE skills

Let's move on to how the Crusher should behave in PvP and PvE. Let's start with battles against monsters. The Crusher has a unique Impenetrable Defense mechanic that allows it to deal damage while also blocking incoming damage during its skill animation. Moreover, in case of a successful defense, there is a chance to return some of the blocked damage to the enemy. Only a few skills have this effect.

Giant Power- not only does it significantly increase the main characteristics of the character, it also gives all these protective effects to all attacking skills. It is used only when the scale of rage is fully accumulated and will subside when the rage ends. Thus, for successful tanking and maximum offensive potential, the Crusher must keep the Giant Force working for as long as possible. Ideally, farm the boss all the time.

In the battle against ordinary monsters, everything is quite simple. Assembling locomotives with skill Furious Breakthrough, hold in front of you, pour damage on them and control. Repeat until there are no more monsters.

In PvP, the main task of the Crusher is to pull opponents into one point using the ability Strong impact on the ground, or a combination of "Triple Combo + Heavy Punch". Well, it’s also possible to collect players’ locomotives with a Furious Breakthrough, although it’s a little more difficult than in PvE. Then it is important to catch opponents in a chain of controls and not let them out of being lifted into the air or knocked over to the ground. A 3-second skill stun will also help in keeping opponents in place Strike in the Air. No one will survive the damage from you and your allies during this time.

Of course, there are a lot of subtleties. Experienced opponents will use anti-control skills and try to outwit you. This is exactly what the whole interest of PvP in Tera is.

Character sets (glyphs)

Let's move on to character sets, also often called glyphs. As you should know, symbols significantly affect skills: they increase their damage, reduce their cooldown, cost, and provide additional effects.

As I already said, in PvE our task is to extend the duration of the Power of the Giants as much as possible. This is what our first build of glyphs is aimed at. With it, skills cooldown quickly and generate more rage. When you don't have the Power of the Giants, the roundhouse kick skill protection symbol will be of great help. With it, the next skill used will have an impenetrable protection effect.

In PvP, it is important for us to extend the effect of control effects, deal maximum damage and increase our own mobility. This is what our second build of glyphs is aimed at. The symbol of concentration at the Instant Breakthrough skill looks very tasty. But, alas, he does not have enough points. Alternatively, it can be taken in place of the glyph for the Furious Break or Combat Air Strikes skill.

Let's move on to crystals. In PvE weapons, we insert Niveot Focus, Rage of the Guardian and two Beatings. In PvE armor - 4 Niveot Inflexibility. In PvE, jewelry - 4 Virsk of Sharpness.

In PvP weapons, we need Niveot of Might, Speed, Savagery and Bloodthirst. In PvP armor we insert 3 Niveot Relentlessness and Niveot Torture. In PvP, jewelry - 4 Zirka of Sorrow.

Niveoth and Virsky Threats are not needed to increase aggro in PvE. Crusher and so perfectly keeps the attention of monsters. Unless you are in Heresy and other players are in Clarity +15.

Now let's talk about equipment. In PvE weapons, you should definitely catch two cooldown bonuses. Then there are damage bonuses for angry monsters and for the target with the greatest aggression towards you.

In PvP weapons, the same two cooldowns, additional attack damage, crit chance and attack speed.

In PvE armor, we catch the reload bonus of Round Kick, damage reduction from angry monsters, from the target with the greatest aggression towards you and when attacking from the front.

Warrior- This is a class that uses dual swords as weapons and incredible dexterity to evade enemy attacks, as well as leather armor as body protection. This class will definitely appeal to fans of "chopping" opponents into cabbage.

1. Warrior role (PvE/PvP)

2.Glyph builds (PvE/PvP)

3.Additional parameters on things (Weapons, armor, gloves, boots, accessories)
4.Crystals (weapons, armor)
5. Tips for pumping.
6. Combinations of skills or how not to let the enemy out of control.
7. Recommendations from the author.

The role of the warrior

PvE

Warrior- smart and very fast character who fights face to face with the enemy. To achieve his goals, he uses twin swords (popularly - duals) and incredible dexterity. Warrior is a standard damage dealt, like other damage dealing classes, he needs the right equipment and crystals to deal maximum damage. But there are also differences from other classes. The main role of a warrior in PvE is to consistently deal damage in the back to the boss / BAMam. If a warrior does not know how to constantly be behind the boss, most likely he will be kicked out of the raid / party, because in this case he is useless.

PvP

PvP Warrior- one of the strongest classes for duels and 3v3 arenas. He is able to keep the enemy in the stun / stager until he dies. Due to his two stances (Damage and Defensive stances), the warrior is able to either kill from a procast (if equipment allows), or kill with a stager (not to let the enemy even take a step).

Glyph build

PvE glyph build

In PvE, the glyph build is always the same, with rare exceptions - if you do not have the necessary glyphs, it can change in different sides, below we will look at the main and necessary glyphs for a warrior in PvE:

Endless Evasion- for Evasion

Reinforced hail of blows- for Hail of Blows

Warrior's Life Strike- for Strike Warrior

Quick Pounce and swift charge- for pounce

Enhanced laceration and Swift laceration- for Ragged Wounds

cutting scythe and pointed scythe- for braids

You should always have these glyphs - if they are not there, try to squeeze the maximum damage out of your character.

PvP glyph build

In PvP, the glyph build focuses on the duration of the stun and the damage of a couple of skills in order to kill the enemy in a combo or bring him to 10-20% health. Below we will look at the required glyphs:

Endless Evasion- for Evasion

Reinforced hail of blows- for Hail of Blows

Warrior's Life Strike- for Strike Warrior

Enhanced laceration- for Ragged Wounds

delaying, reinforced and Dashing Stun Cascade- for Stun Cascade

crippling and Swift Backstab- for Strike in the back

delaying and Enhanced Stagger- for Stuns

These are the glyphs that you absolutely must have in order to get the most out of your class - if they are not there, rather knock them out.

Additional options on things

For a warrior, as a damage dealer who is very dependent on equipment, additional parameters on equipment are very important. The key to your high damage is the right parameters. Below we will consider them, for each type of equipment.

Weapon

As for all damage dealers - you have the same set of bonuses for all things. Unlike the same Berserkers or Assassins, the Warrior does not need hit power as much as the probability of a critical hit. A critical hit for a warrior is his damage. Below are the required additional stats on your weapon.

+X% back damage
+X% damage against bosses
+X% Damage against Enraged Enemies
+X Critical Rating

Body (Bib)

Armor (Chest) - of all armor, the highest addition of protection.
Below are additional characteristics that must be on your armor.

Damage taken reduced by X%
Increase Max Health by X%
You take X% less Damage from Frontal Attacks
You take X% less Attack Damage while Knocked Down

Gloves

Gloves - Gives less protection, but gives attack speed, mana regeneration, and strength in return.
Below are additional features that must be on your gloves.

On gloves, you should always have the maximum value of the chance of a critical hit and, if possible, strength. If it doesn't work together, the priority is the probability of a critical hit.

Increase Attack Speed ​​by X%
Increase Critical Strike Rating by X
Strength increase by X

Boots

Boots have the lowest enchantment priority of any other piece of equipment. They give more armor than gloves, but also have good bonuses - mana regeneration and movement speed.
Below are additional characteristics that must be on your boots.

Increase movement speed by X%
Increase tenacity by X

Accessories

Additional characteristics for jewelry must be chosen wisely and for different situations. Below are additional features that must be
be on your jewelry to increase your dps. Accessories, as well as gloves, must have the maximum value of the probability of a critical strike, if your probability of a critical strike already reaches 150-180, you can completely switch to strength to stabilize the damage.

crystals

There are only 3 types of crystals in the game: Crystals for weapons, crystals for armor and "Zyrk" for jewelry. There are many various types crystals of each type, but we will now consider the crystals needed by the Warrior (almost all damage dealers have the same set of crystals for weapons and armor). One more detail about crystals - if you die on a level / boss / BAMe, you will most likely lose the equipped crystal (random), so it's better to carry 5-6 of them in reserve with you in your inventory.

Crystals in weapons

Below are the main crystals that you should carry with you:

Fine Carving Crux- Increases Critical Strike Chance by X% - does not stack with other Carving crystals.
Hunter's- inflicts additional X% damage to normal monsters. For solo play only.
forceful– On a critical hit in the back, it adds an attack buff.
focused- Increases critical damage against enraged monsters.
Acrimonious– Increases the power of critical damage in the back against large monsters.
Savage– Increases the power of critical damage into strength.
Salivating- Restores your mana when attacking another player. Only in PvP

Threatning- Increases the aggro of monsters when attacking in relation to the player by X%. Only if you are a tank

Crystals in armor

Below are the main crystals that you should carry with you:
Anarchic- Increases defense against large monsters.
Grieving- Restores your mana when you are attacked by another player. Only in PvP.
Relentless- Increases your maximum health. Mostly used only in PvP

"Zyrk" in jewelry

Only two types of "Zyrk" are useful for a warrior, and then they can change depending on the situation.
Powerful Zyrk- increases strength by X
Carving Zyrk- Increases Critical Strike Rating by X

Threatning Zykr- Increases the aggro of monsters in relation to the player by X%. Only if you are a tank

Tips for pumping

The warrior is very vulnerable to large concentrations of opponents and it is very difficult for him to swing on mobs. So you either buy good armor and weapons, and in the hope of killing mobs quickly, go swing to the clearing. But you have at least two more options: 1) Leveling your character exclusively in dungeons, they give a lot of experience there and it doesn’t take as much time as it seems at first glance. 2) Leveling a character on Kumasilium, but it is very long and painful (morally), so I strongly do not recommend this option, but it has the right to exist.

The Warrior has a small amount of built-in lifesteal from one of the commonly used skills. This allows you to keep your health at a high level and not sag in large clusters.

Warrior has 1.5-2 second invulnerability due to his skill "Death from Heaven", use it if you see that the enemy, whether in PvP or in PvE, is using the skill.

Combinations of skills or how not to let the enemy out of control.

Below we will look at combinations of skills, both basic and advanced. They will help you get comfortable with this class and get the most out of it.

Warrior strikehail of blowsReaper strike

pouncehail of blowsReaper strike

Warrior strikeCutting lungeLaceration

pounceCutting lungeLaceration

These are the main combinations that will help you in PvE.

Now let's look at combinations for PvP.

Combo attackBackstabStun CascadeWarrior strikehail of blowsReaper strike

Before the fight Death from heavenCombo attackBackstabStun CascadeRound kickLaceration

It is also possible to start each combo with a Warcry in the hope of stunning the opponent and start combos immediately with a Backstab, but this rarely happens.

1) Warrior - the class is fast and mobile, use this as a main advantage over any opponent

2) Your task is to get top equipment as early as possible - it will significantly strengthen you. Especially in PvP

3) Don't use your "Backstab" at the beginning of the fight, if the opponent is not a fool, it can be easily avoided. And you will waste the opportunity to deal colossal damage.

4) Try not to take the target out of the stun until it dies, if you didn't manage to do it - wait for the rollback of your stun skills and start the chain of skills again, until the victorious one.

5) And the last, rather a request than advice. Don't go into dungeons as a tank if you don't understand the mechanics of the class, leave it to the Lancers.

Hi all. The Gamebizclub team is working for you, and we continue to talk about the world of TERA. In the process of passing and developing the hero, you will often encounter different players - let's call them conditionally good and evil. The good ones will help you with advice or deed, and the evil ones can attack and rob, so you need to be careful about choosing a server so as not to get into an unpleasant situation.

Servers

First, let's explain what PvP is. This term originated from English abbreviation PvP (player vs player) and denotes a battle between players. The games have a mode in which you can attack other players, or be attacked yourself at any time.

But not everyone likes it when a blow or a spell flies in the back while resting or hunting monsters. For this reason, the developers allow PvP fans to play separately from other gamers.

In Tera, Russian-speaking users can register on servers with free (Arun, Baldera, Westonia, Kaiator) and limited (Essenia, Arborea, Lorcada) PvP mode.

If you want to experience all the charm of the freedom of destruction, then create your character on the server with PvP mode. Only there you will be able without a twinge of conscience to shred to pieces the interfering magician, who selects your monsters.

Free fight system

The game has peaceful areas, such as villages and cities, where it is forbidden to attack players. As soon as you leave the safe area, the icon on the mini-map will change, informing you that you are in an area free for battle.

You can start PvP as soon as the hero reaches level 11 - to do this, you need to switch to a special mode in which the hero's name will turn red or orange, and a blue circle will appear under his feet. In this mode, you can attack anyone, but you can also be attacked by other players.

For the destruction of weak characters who are "younger" by 6 or more levels, you will be awarded karma points. These points will keep you out of the PvP state until you "clear" by killing monsters and going through dungeons. A more difficult option is to beat another pkshnik (pc - player killer) or die in a fight.

By the way, after losing, you will not lose anything, only the crystals in the equipment can break due to high karma. Breaking crystals will be a good lesson for those who like to beat beginners.

On any server

Firstly, if you want to move from PvE to PvP server, you can put the hero on the transfer and transfer to any other. Secondly, even in a PvE-centric world, Tera offers play-killers a lot of fun to talk about.

Drive lovers will be quite satisfied with the battle arenas. Battlegrounds (or BGs) are designed for team fights in a group of 3 to 20 people. After signing up for the BG, you will be given equipment and sent to one of the following maps:

  • Stronghold of the Corsairs (20 to 20).
  • Iron Cage (15 to 15).
  • Sky Arena (3v3).
  • Freudwind Canyon (15 to 15).
  • Craziness (3v10).

In addition to epic battles in the BG, fans of war with other players can take advantage of other game features, for example, arrange a duel or join a guild to attack enemy heroes with impunity.

To arrange a duel, you need to select another player, left-click on him and select "Duel". If the opponent accepts the challenge, then after 10-15 seconds a duel begins, which lasts 5 minutes. During this time, you need to inflict as much damage as possible, and ideally, "endure" all the enemy's HP. And if after 300 seconds no one has lost vitality to a minimum, the duel is considered to be a draw. By the way, for the victory over each class in a duel, achievements are given.

After joining a guild, your gameplay will change dramatically. You will meet new people, discover additional gaming opportunities and much more. The most anticipated event in the guild is a war with another guild.

In the event of a declaration of war, you will need to destroy as many enemy players as possible both on the battlefield and lying in wait in a peaceful location. The main thing is to coordinate actions with other members of your guild and be sure to take part in mass battles.

If this is not enough for you, then you can visit the location of the alliances and take part in events. To get to this territory, you need to use a special gate on the territory of the Alliance.

At the place where you appear, a lot of opportunities will open up for you: destroying the representatives of the enemy camp, stealing keys from the enemy, participating in wars between alliances, etc. For the successful completion of tasks and participation in battles, you will receive alliance points.

In general, even the most demanding pvp players will have enough opportunities, regardless of the type of server. It is logical that it is more difficult to play on a PvP server, where you can be attacked at any moment. But this is even more interesting.

And PvE servers are suitable for those who want to play for fun, taking part in battles with other characters only when and where they want.

You should know that PvP is to some extent an art and the ability to apply everything correctly and at the right time. available options to successfully destroy the enemy.

This path is not for everyone, because few people like play-killers, and, in general, this is not an easy task. But, embarking on this path, you will get an incomparable feeling, especially when you defeat a strong opponent.

Before you start PvP, read the pro to know the strengths and weak sides their future enemies. Use your advantages, and the disadvantages of other heroes, and after a while you will be recognized - just what a real play-killer needs.

Mage Skills

Terms and abbreviations: BU - base damage; CD - cooldown, skill cooldown in seconds; MP - mana cost; cast - the use of skills; AOE - AoE skills
* - the names of some skills can be changed in Russian localization, here is an approximate translation

Attack Skills:

COMET | 10589 BU | 12 sec CD | 1200MP
Summons a meteor that falls with an attack radius of 4m and a fall center 10m from the mage. During use, any movement cancels the cast, but the skill does not go into cooldown. The skill does not generate aggro during the cast until it hits the target. During the duration of the Magic Empowerment buff, four small meteors arrive before the fall of the main meteor, while increasing damage and slightly increasing the AOE radius.

MYSTICAL BALL | 3514 BU | 10 sec CD | 124, 248, 248MP
The ball of energy hits all targets in its path at a distance of up to 21 m. When charging the skill, two balls are released instead of one. Base Damage is calculated in relation to each ball, i.e. when fully charged, it is 3514 + 3514 = 7028. The skill charge can be canceled by teleporting or retreating, while the Arcane Orb does not go on cooldown. When the buff is active, when the bar is fully charged, four balls are released.

NEW STAR | 7812 BU | 16 sec CD | 700 MP
Summons a ball of energy at a distance of 7 meters, with a radius of destruction of 6 meters. When cast, you are immune to knockdown and stagger, and receive 50% less incoming damage. The cast of the skill can be canceled by teleporting or retreating, while the skill goes on cooldown, but the effect of the crit glyph remains.

LIGHTNING | 3290 BU | 5 sec CD | 300 MP
Fires a chain of lightning up to 15m away, attacking all targets in its path. Stagger targets in PvP. The skill has a glyph for a 40% chance to reset skill cooldown, as well as a glyph for doubling the chance of a critical hit.

FIRE VEIL | 3595 BU | 3 sec CD | 600MP
The functionality of the skill has remained the same - it is a lock-on skill that hits targets at a distance of up to 18 m. The casting speed of the skill can be increased due to the new master glyph by 40% increase in speed. With a high ping (180++), the author of the guide recommends to refrain from using this skill and focus more on the next one.

ICE SPHERE| 2844 BU | 7 sec CD | 300 MP
Fires a ball of cold that travels in a straight line up to 18m, hitting all targets in the path and placing a movement speed debuff (except bosses). At the end of the flight, the orb explodes, dealing some additional damage.

ICE STORM | 10377 BU | 26 sec CD | 1000 MP
Causes an AOE 12m circle centered at 6m. Lasts 8 seconds, during which targets within the circle are dealt periodic damage up to 25 times. Also places a debuff on targets other than bosses that reduces movement speed by 10% and can stack up to 4 times.

DESTROYING BEAM | 6774 BU | 15 sec CD | 600MP
Fires a bolt of energy up to 21m away that hits a single target.

Defensive Skills:


TELEPORT | 15 sec CD | 120MP
An evading skill in the direction of the camera, used, among other things, for repositioning behind the target's back.

RETREAT | 5 sec CD | 85 MP
An evading skill by jumping back, used, among other things, for repositioning behind the target's back.

ICE RETREAT | 1252 BU |5 sec CD | 150 MP
Skill for repositioning by jumping back, dealing minor damage to the target. It is not evaid.

WARPING BARRIER | 10 sec CD | 0 MP
A barrier that grants invulnerability to most attacks for 1 second. (2 sec with glyph) and restoring 5% of your max MP. The best escape in the game, although it does not always save. But while the barrier is active, the Gift of Strength buff is suspended! Video example

STONE LEATHER | 180 sec CD | 500 MP
Remember that with one click on the skill we activate it, and with a second click we can cancel the action. At the same time, the mage leaves the battle, which means, for example, you can change another brooch without a cooldown, and also get movement speed outside of combat.

MAGICAL BARRIER | 90 sec CD | 200 MP
Places a barrier that absorbs 17386 incoming damage over 45 seconds.

Support Skills:


MAGIC BOOST | 120 sec CD | 400 MP
This skill lasts 15 seconds. (21 sec with glyph) buffs you:
+30% Attack Speed
+20% damage against monsters
New effects for Comet and Mystic Ball (read in the description of these skills)

In addition, you can reduce the cooldown of the skill by 20% due to the new glyph to 1 minute. 36 seconds (not counting additional effects on KDR from, for example, a stat roll on a weapon).

Remember that the buff is most effective during the enraged boss stage.

MANA REGENERATION | 90 sec CD | 0 MP
During the casting of the skill, you will replenish 700 MP per tick of the skill, up to x5 times, i.e. 3500 MP in total. The cast can be canceled with any movement, and the skill will go on cooldown.

OTHER SKILLS FOR MANA REGENERATION
Used when low on mana.

SKILLS FOR MONSTER GROUP CONTROL
Use situationally to control monsters.

Order of use of skills (rotation)

|Basic rotation|

Skill Order: Mystic Orb > Meteor > Lightning Bolt > Fire Veil > Nova > Destructive Beam > Fire Veil > Lightning Bolt

Details:
1. Ice storm is used in the following cases:
At the beginning of the rotation, if the puddle is not in rollback
Replacing the first cast of Fire Veil if the puddle is not on cooldown
Replacing the second cast of Fire Veil if the puddle is not on cooldown
2. The mystic ball is always the start of the rotation
3. Mystic Orb and Nova, due to their glyphs, will give a buff of +75 crit factor.
4. Lightning Strike is a higher priority skill than Fire Veil due to faster casting and double crit chance glyph.
5. Keep an ice sphere on your panel so that you can use it in case of downtime.
6. When the Mystic Orb rolls back, start the rotation process from the beginning.
7. With high ping, it is advisable to replace the cast of the Fire Veil with the cast of the Ice Orb.
8. In the roll-stats of weapons, there should be a stat for reducing the cooldown of skills by 7.2

|Rotate under Magic Boost|

No attack speed boost: Mystic Orb > Magic Boost > Comet > Fillers > Mystic Orb > Comet > Fillers > Mystic Orb > Comet
Attack Speed ​​Boost: Magic Boost > Mystic Orb > Comet > Fillers > Mystic Orb > Comet > Fillers > Mystic Orb > Comet

The main goal during the duration of the Magic Boost is to reach the cast of three Comets and Mystic Orbs in 21 seconds of the buff duration. At the same time, the last cast of the Comet will have the effect of strengthening if you manage to start casting it before the buff expires. You will lose the 20% damage bonus, but you will still take more damage from the extra meteors.

Also, do not use Magic Enhancement just like that, act during the angry state of the boss. Also, if you go to a party with a lancer, then you can adjust to his Adrenaline party buffs.

It is recommended that you use the following options to boost your attack speed before using Magic Boost:
Lancer buffs, Adrenaline
Healing buffs, such as “Stars”
Potion of Courage\Lion's Courage
Beer Lane
Brooch

Master glyphs

Basic master glyphs
Obtained from Sabex Arsenal and Butcher's Catacombs, and Glyph Vouchers for Vanguard

Comet - Casts faster by 25%.
Comet - Reduces CD by 20%.
Destructive Ray - double crit glyph.
Mystic ball - you can move while charging.
Comet - Reduces MP cost by 400.
New Star - Speeds up casting by 30%.
Nova Star - Reduces CD by 20%.
Warp Barrier - Increases duration by 100%.
Warp Barrier - Reduces cooldown by 20%.

Rare Master Glyphs
Can be obtained from Isle of Dawn Glyph Boxes and Essences from Vanguard Quests

Destructive Beam - Reduces CD by 20%.
Lightning Bolt - 40% chance to reset cooldown.
Magic Empowerment - Increases duration by 40%.
Arcane Orb - Increases Critical Factor x2.5 for 5 seconds.
Nova Star - Increases Critical Factor x2.5 for 4 seconds.
Fire Veil - Increases casting speed by 40%.
Ice Retreat - Increases Mystic Orb charging by 30%.

Standard set:

Advanced set:

You spend free points on the glyph in Ice Retreat to speed up the charging of the MH, and the remaining points can be invested in the glyphs circled in the picture.

If you have a lancer in your party, be sure to co-op with him by using his party buff and your Magic Boost, as their cooldowns are close to each other. With this opportunity, you can not glyph Magic amplification for 20% reduction in cooldown.

If your party has a Crusher, then you don't need to do this, so it is recommended to take the glyph for 20% reduction in cooldown, but try to use the buff during the angry stage of the fight with the boss.

Outfit

As you progress through the cap at level 65, you will encounter the following set set: Guardian Gear, Transformed Gear, Icesteel Gear, and Roaring Fury Gear. Each of them is called from T1 to T4 respectively.
Below is a T4 gear and what characteristics you need to choose.

Roll jewelry:

Lingerie (+12 crit \+ 16 crit \ + 20 crit)

crystals

Weapon:

Artifact fury judge, savagery, focus
OR
cutting or might
The choice depends on how much you achieve the total crit factor from the gear or buffs (for example, the aura of the mystic).
Slash Crystal is worth equipping when the green crit factor is below 240 units.
Power Crystal should be worn with a green crit factor of over 265 units, the presence of a mystic in the party and using roast lamb.
However, the author relies solely on personal experience and until he stops at his tests.

Why not use a beating crystal instead of power? According to the author, magicians have not yet reached the necessary cap of strength, in which beating becomes better than power, especially in the conditions of the boss's enraged state with Magic amplification.
Armor: 4 pcs.
Resilience Crystals
It's a good idea to aim to craft yourself double niveots of resplendent resilience, as they restore mana on back crits.
Bijouterie: It is recommended to use 4 pcs.
Cut Crystals that grant + Critical Chance. Strike

engravings

For weapons and gloves - engravings of Sharpness II, III, IV

For armor and boots - engravings of Invincibility or Relentlessness II, III, IV
Engravings of Relentlessness on HP can be useful in the Nightmare Abnucta Ruins dungeon, where the mechanics of the last boss are demanding on HP.

Consumables

High Level Battle Potion | 5 sec. KD
For 30 min. you will get effects:
Strength increase by 27%
Increase stamina by 20%
MP recovery 13% every 5 sec.
Reduces skill cooldown by 15%.
Increases crit power +1.42
Sold by a merchant.

Potion of MP top level| 10 sec. KD
Recovers 800 MP, and for mages additionally +640 MP. Sold by merchants, not craftable.

Superior HP Potion | 10 sec. KD
Restores 14500 health points. When stunned or knocked down, will restore an additional +7250 points. Sold by merchants, not craftable.

Remember scrolls of quick resurrection and keepers of crystals!

Improved Consumables

  • Noctinius
  • Infusion of Holiness
  • roast lamb
  • Potion of Courage/Lion's Courage/Destruction
  • Shevran biscuits or roast pig
  • Lane Dark Root Beer
  • Goddess Blessing Scrolls

Hints
1. Backstab monsters
To attack a monster from behind, you must stand directly behind it or within a 45 degree sector around this position. Some bosses have a wider hitbox, which means these values ​​may change. Try experimenting.


The red cone in the illustration is the actual back position, and the blue cone is the back position you see. Those. keep in mind that the monster's real back is in place when the monster completes the turn. Also, to make it easier to determine the position of the back, pay attention to buffs from crystals of power or brilliant inflexibility, which are activated from crits in the back. Also, for some bosses, some attacks look like a turn, but in reality the position of the back remains unchanged.
2. Fire Veil Spam
Don't start spamming this skill if the target is out of range. Simply activating the scope costs 300 mana (150 with the mana cost reduction symbol). And then you need another 300 mana to cast. If you have a target and are then forced to use Retreat to dodge an attack, that's fine. But running after the boss and poking the skill button in the hope of catching him in the scope is wasting mana. Get rid of this habit.

Based on material from Yosha and dremour