Tactics: MP Systems
Differences between the various forms of MP generation and recovery
There have often been many complaints about Mana Point (MP) pools, MP regeneration, MP restorative skills and items in prior MMOs. Some games even attempt to abandon the system and switch to pure cast-time (CT) and cool-down (CD) balance with certain skills requiring meter charging gained from combat. So how is it handled in TERA? Different classes have different MP generation and recovery systems which can basically be broken down into 3 aspects.
Natural: At all times passive regeneration for all classes except for berserker and slayer.
Combat/Attack: Loss of MP per attack for most attacks and skills, or gain of MP per successful normal attack for melee classes.
Skills: Support and magic classes may speed up the recharge of their MP but it is interruptible. Berserkers and slayers have a skill which temporarily delays the consumption of MP for a period of time, if currently available skill descriptions are to be trusted.