Tactics: Melee Classes Comparison Guide

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

Attacks

Universal:

  • “Combo Attack.” The basic starter attack for every melee class. It has different animations and timings and travel depending on the class, but the basic concept is the same. It's an attack which can be chained up to four times with each progressive phase of attack becoming stronger. Unlike most other skills, it costs no MP to use and successful hits with this skill will also restore MP to the player instead of consuming MP.

Berserker, Slayer & Warrior:

  • “Smash.” Basically an attack that involves jumping to a target and smashing. It will move you forward a bit, so you will want to space it appropriately. It can be an optimal follow-up to other skills which provide knock-down and the distance might already be just right. Combined with the “Smash Intensified” passive skill, you will be able to do mega damage since it modifies your attack by 5 times on knocked-down opponents.

Berserker:

  • “Bash.” With a 4m range in a small cone and knock-down property, it is an essential staple of the class. It should be obvious how frequent use of this skill would be beneficial to your cause.

  • “Blast Strike.” A charged skill which means it becomes stronger the longer you hold it and it can be charged to multiple levels, up to three. Higher levels of this skill allow you to move at a 50% movement speed reduction instead of having to remain stationary and the highest levels involve sacrificing HP to deal even scarier damage. Upon release, a berserker will unleash some significant burst damage. This is great to use on targets which are disabled or slowed.

  • “Vortex.” Similar to Blast Strike in almost every way but spinning! How cool is that? Anyway, the differences are that this one moves you forward and spins you around multiple times. Additionally, not just power but also spin speed is increased with higher levels of this skill.

  • “Force Spin.” A quick attack which not only knocks down a target for 2s, but also forces it to face the rear. This is especially nice because it allows you to proc slow effect by hitting its back afterwards.

Lancer:

  • “Riposte.” This is actually a passive skill, but what it does is allow you to counter-attack out of block state using your normal attack and resulting in a special counter combo to transition smoothly between blocking and attacking.

Slayer:

  • “Whirlwind.” A short range circular AoE hitting targets within 2m. It does have a longer cast time similar to many other slayer skills, so this move requires some practical spacing and positioning prior to execution.

  • “Trip Attack.” This sweep is slow and thus needs to the same kind of consideration as Whirlwind. However, this one is a frontal attack which can also trigger knock-downs.

  • “Decisive Slash.” A very powerful attack with an interesting property. If used after certain other attacks like the last hit of Combo Attack or Smash, Trip Attack and Whirlwind the CT decreases and makes it that much quicker, a very useful chain ender to use after confirming a hit.

  • “Vicious Stance.” Not much is known about this skill but the description says “Agilely approaches to target's back, watches for a blind spot. You can use this skill on the target within 20m.” From this we can expect a particular long range skill for a melee class which performs some sort of fast movement or evasive maneuver to close in on an opponent.

Warrior:

  • “Blustering Strike.” A high damage attack chain with multiple hits. While it does lock them into a long forward moving animation, remember that skills can be canceled with movement skills. See the related article about the canceling mechanic which is linked in the bottom section.

  • “Elusive Strike.” This skill gives you invulnerability while evading and also attacking simultaneously. It is expected that this skill will find the greatest use in avoiding particularly dangerous attacks which are slow enough to react to, or perhaps you can even preempt a quick one with some feel of an opponent's trends and habits.

  • “Venomous Blow.” Poisoning an enemy which makes it lose HP every 2s over 10s. The damage scales by skill level but this is a good way to get in and apply a Damage-over-Time (DoT) and get out to stay safe and minimize risk to yourself. Whether you want to use this to supplement your active attacks on a target or to contribute to overall pressure on an off-target is up to you.


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

Post Comment
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
*
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
*
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
*
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
*
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
*
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
*
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
*
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.
Post Comment

Free account required to post

You must log in or create an account to post messages.