Tactics: Support Classes Comparison Guide
Know you want to play a support class in TERA but need help deciding which?
Buffs
Mystic:
-
“Spirit of Bloodlust.” CT 1s, MP 42. A 15s party buff with an 8m range which increases attack power. Want to contribute more to offense than healing and support and have the MP to spare? This will help.
-
“Sanctuary of Rage.” (SoR) CT 0.5s, CD 2s, MP 60. Aura type skill is a constant buff provided to party members within 20m which costs 1 MP per 2s to maintain. All mystic auras have the same CT, CD and MP cost. SoR increases critical hit rate by 100%. Greatly contributes to offensive potential of your team. Cannot be used with Sanctuary of Haste.
-
“Sanctuary of Haste.” Aura type skill. Increases movement speed by 10%. In-combat movement speed is incredibly important as it can help in every aspect of play. On offense it allows you to approach opponents and get into effective positions faster. On defense it allows you to kite or escape faster as well. Mobility is often one of the best ways to avoid or mitigate damage entirely when possible. Cannot be used with SoR.
-
“Sanctuary of Leech.” (SoL) Aura type skill. Party members gain the effect of restoring HP for every successful attack. Particularly for fast attacking classes, the healing output is potentially tremendous and great for upkeep without placing additional strain on the mystic. Cannot be used with Sanctuary of Anguish.
-
“Sanctuary of Anguish.” Aura type skill. Party members gain the effect of restoring MP for each attack received. Any tank type or any class which gets pressured under repeated hits can benefit from this. Tanks will be able to output more skills and gain more aggro. Healers will be able to have more MP to spare to keep up with damage while being pressured. Cannot be used with SoL.
Priest:
-
“Armor of Safeguard.” CT 1s, CD 25s, 15m range. Provides a barrier which absorbs damage for the party for 10s or until the maximum damage value of the barrier is soaked up. This can serve as a buffer and provide for protection in order to avoid important attacks or buy valuable time to output some healing to save your team.
-
“Blessing of Might.” CT 1s, CD 3s, MP 62, 8m range. Blessing type skills have the same CT, CD and MP cost with a 900s duration. Increases attack power of your party.
-
“Blessing of Agility.” 15m range. Blessing type skill. Increases critical hit resistance.
-
“Blessing of Endurance.” 15m range. Blessing type skill. Increases effect resistance.
-
“Blessing of Regeneration.” 15m range. Blessing type skill. Slowly restores HP per 3s. Every bit of reduced strain and fewer upkeep demands helps out a healer.
-
“Trot.” CT 1s, MP 20, 8m range. Increases out of combat movement speed by 10% for 600s. The effect is canceled upon skill use or when attacked. Basically for transit speed purposes.
Crowd Control (CC)
Mystic:
-
“Binding Shot.” CT 1s, CD 7s, MP 35. This ball projectile travels out 20m and slows a target by 90% for 6s. Possibly the strongest snare in the game currently, it will bring targets down to a crawl. Can't really have an excuse to miss or fail to escape from the target after this one.
-
“Flash Shot.” CT 0.6s, CD 15s. Another ball projectile with a 20m range. This one also has an AoE which I estimate to be around +/- 5m. It causes a stun effect for 3s which is a total shutdown. Due to the super long range and large AoE it is practically impossible to miss and can even hit people out of their evasive movement skills.
Priest:
-
“Sleepball.” CT 1.5s, CD 30s. Priest has a 20m range ball too. This one causes sleep on a target for 10s. A powerful and useful disabling CC for sure, but I assume like most other sleeps, hitting the target would wake them out of it.
Utility
Universal:
-
“Peer Summon.” CT 2.5s, MP 75. Teleports all party members in a region to you. Helps with getting your party together quickly or calling in reinforcements.
Mystic:
-
“Essence Leech: Imbibe.” CT 1s, MP 32. A held/channeled 6m Area-of-Effect (AoE) Health Points (HP) drain which stores it in a reserve. It can be interrupted but the follow-up to this skill provides a useful effect: another means to recover MP.
-
“Essence Leech: Discharge.” CT 1.4s. After gaining a reserve from using EL: I, it can be used to convert HP into MP and distribute them among your party members within 9m. Depending on the amount of targets in range, it will split the MP between those targets and yourself.
Priest:
-
“Camp Return.” MP 75, range 20m. Teleports all nearby party members to the nearest camp. Finished a quest circuit or need to restock and sell or something else? A convenient way to make town runs and cut down on transit times.
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