Tactics: Support Classes Comparison Guide
Know you want to play a support class in TERA but need help deciding which?
Healing
Mystic:
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“Rejuvenating Shot.” CT 1s, CD 2.5s, MP 30. This is a lock-on skill which means you use the skill once, mouse over targets with the reticle, to queue them up, and use the skill again for a homing release. At higher levels, it can queue up to two party members as targets. This skill is a HoT which has a range of up to 15m and provides powerful healing every 1s over 5s.
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“Essence of Rejuvenation.” CT 2s, CD 5s, MP 40. This drops “balls” on the ground around the Mystic which other party members may pick up to recover their HP. The balls are clearly visible and do stay out for some time, but not indefinitely. This form of healing is interesting because while it may be unimpressive if someone only picks up 1 ball, you can drop as many balls as your MP permits. Because of the rate at which someone can pickup these balls, the burst healing output can be high. Some players may choose to place them in particular areas for mid-combat pickup or at retreat points.
Priest:
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“Regenerating Wind.” CT 2.6s, MP 50. A 14m frontal AoE party heal, but excluding self, every 2s over 10s. It creates a circle on the ground which can be used as a convenient visual guide for positioning. Great for party upkeep when you are still relatively healthy and have the MP to spare.
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“Healing Wind.” CT 1s, MP 45. Another non-self but party heal except this one has a smaller radius than Regenerating Wind. It provides more instant healing which makes this skill desirable when you can't afford to wait.
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“Healing Invocation.” CT 1s, CD 3.5s, MP 35. The priest's self heal. Aside from using potions or receiving healing from other party members, this is what you will rely on to keep yourself alive. Of course, it is usually best to attempt to mitigate as much damage as possible through movement and positioning and getting the help of allies.
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“Healing Light.” CT 1s, CD 2.5s, MP 50. A 15m range lock-on skill. This is similar to mystic's Rejuvenating Shot except it provides a massive direct heal to one target. The benefit of a lock-on skill is that you can move around with more freedom and still aim and connect the heal.
Cures/Dispels
Mystic:
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“Purifying Shot.” CT 0.5s, CD 1s, MP 10. Instantly removes all debuffs from a party member. This cure is delivered through a 15m range lock-on. Compared to the priest cure, this is more MP efficient and flexible in ease of practical use unless the priest can include multiple targets.
Priest:
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“Wind of Purification.” CT 1s, CD 2s, MP 37. An instant all-cure for party members within 8m. If positioned properly and your team happens to be aligned, this can quickly relieve all sorts of bad things and get back into fighting shape.
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“Awake.” CT 1s, MP 40, range 20m. Stands up knocked down party members. Keep your team's combat effectiveness up by helping people up when their Soaring Attack is on CD.
Resurrects
Universal:
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“Resurrect.” CT 2.5s, MP 100. It does what you think it does. Resurrects 1 nearest party member to the front. Use it to bring back a dead party member if you can afford the time and cost to do so when deemed overall advantageous for completing an engagement.
Mystic:
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“Blessing of Rebirth.” CT 0.5s, CD 600s, MP 60. Provides an effect which lasts for 1200s. While it is active, it will instantly resurrect the nearest dead party member. If it does what I think it does, by keeping this active you will basically get one free resurrection per CD and fight. Very useful for endurance and longevity.
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