Hello I am Please.Heal.Me of MT(aka Kenny). I have been playing Tera since 2013 and started playing Tera PvP in Vm1. I focus on Champion’s Skrying with varying levels of interest in end game PvE. I main Priest with active Ninja, and Archer alts. I am regarded as the top PvP Priest. I enjoy PvP so much that I want others to feel the same enjoyment as I do. In this guide I will explain how to prepare for PvP, information on the forms of PvP, and how to play them, and class tips.
If you want to know more about me, check out my Youtube and Twitch.
Table of Contents
Get full VM9/9.5, they are the best gear available for Weapon/Chest/Boots/Gloves/Belt.
Gear Rolls
These are the best gear rolls for pvp.
Valkyrie, Warrior, Berserker, Slayer, Brawler, Lancer, Reaper, Archer, Sorcerer, Ninja, and Gunner
Earrings – roll Stun Reduction 10% and Max HP 4%, Crit Resist 10 and Endurance 4 are viable compromises for Max HP if you don't have many Semi-Enigmatic Scrolls.
Rings – roll Crit Rate 4 and Power 4.
Necklace – roll Power 4
Brooch – roll Crit Rate 6 and Power 3.
Belt – roll Crit Rate 6 and Power 3.
Weapon – roll Attack Speed 9% or Cooldown 7.2% on top (this is a personal choice and varies by class, both are viable) and Attack Speed 4.5%, Cooldown 7.2%, Damage 6%, and Crit Power 0.3(If you only have 3 bottom rolls don’t use 0.3 Crit Power or Attack Speed 4.5%)(Cooldown 7.2% can be replaced by Back Damage 6.9% if you have high ping).
Chest – roll Max HP 8%, Reduce Damage 6%, Frontal 6.9%, and Take Less Damage when KD 6.9%(If you only have 3 bottom rolls don’t use Take Less Damage when KD 6.9%[HP regen is a viable replacement stat]).
Gloves – roll Attack Speed 2.25%, Crit Rate 9, Power 5. (Cloth Classes can replace Crit Rate 9 with Endurance 12 if they struggle with getting focused often)
Boots – roll Endurance 4, Movement Speed 6%, and Reduce Slows 24%.
Priests and Mystics
Earrings – roll Stun Reduction 10% and Max HP 4%, Crit Resist 10 and Endurance 4 are viable replacements for Max HP.
Rings – roll Crit Resist 10 and Endurance 4.
Necklace – roll Crit Resist 10, Endurance 4 is a viable replacement.
Brooch – roll Max HP 2.3% and Crit Resist 5.
Belt – roll Max HP 2.3% and Crit Resist 5.
Weapon – roll Cooldown Recuction 7.2% on top and Attack Speed 4.5%, Cooldown 7.2%, Healing 6%, and 0.6% Mana per skill(If you only have 3 bottom rolls don’t use 0.6% Mana per skill).
Chest – roll Max HP 8%, Reduce Damage 6%, Frontal 6.9%, and Take Less Damage when KD 6.9%(If you only have 3 bottom rolls don’t use Take Less Damage when KD 6.9%).
Gloves – roll Attack Speed 2.25%, Endurance 12, and Healing 3%.
Boots – roll Endurance 4, Movement Speed 6%, and 2% MP regen every 5 seconds.
You can get new and better glyphs by spending your vanguard credits at the Highwatch merchant for glyph coupons here.
You can also get the same glyphs from Sabex Armory(level 60+ dungeon) and Macellarius Catacombs(level 63+ dungeon).
You can also trade in your Crocstar, Undercede/hold, Shadecede/hold, and Shadecede/hold Tokens for glyph boxes that give even better versions of your current glyphs or new ones!
Cruxes (level 58 crystals) are very cheap (~20 gold) and almost as good as Niveots (level 65 crystals)(~500 gold). Crystals are very important in PvP, they give huge boosts in damage and in survivability. You may get kicked out of a battleground for using the incorrect crystals!
Priest and Mystic should use
Red Crystals – Swift + Brilliant x3
The Swift crystal lets you get away faster so you take less damage.
The Brilliant crystal makes you regenerate mana every 5 seconds so that you can cast skills.
Blue Crystals – Relentless x4 or Relentless x3 + Salivating/Warding/Resolute
The Relentless crystal increases your max HP so you can live longer.
Always Good.
The Salivating crystal gives you MP when you are hit by a player.
Good for Team/Solo 3v3 and classes with high mana costs.
The Warding crystal gives you a 50% chance to proc a shield when you are KDed.
Good for fighting berserkers or warriors.
The Resolute crystal reduces the damage you take when your HP is below 50%.
Good for when you are constantly below 50% HP.
Green Crystals – Indomitable
The Indomitable crystal increases your PvP defense, thus lowering the damage that you take from players.
Valkyrie, Warrior, Berserker, Slayer, Brawler, Lancer, Reaper, Archer, Sorcerer, Ninja, and Gunner should use
Red Crystals – Savage + Forceful + Cruel/Carving/Salivating/Swift
The Savage crystal increases the damage that critical hits from behind do.
The Forceful crystal increases your power for a short time after you land a critical hit from behind a target.
The Cruel crystal increases the amount of damage that your critical hits do after you KD a target for a limited time.
Good for Valk, Warrior, Zerk, Slayer, Brawler, Archer, Gunner.
The Carving crystal increases your chance to crit.
Good for classes that don't use a Cruel crystal.
The Salivating crystals gives you MP when you hit a player.
Good for Team/Solo 3v3 and classes with high mana costs.
The Swift crystal lets you move faster so you can stick to targets better take less damage.
Good for classes that don't use a Salivating crystal.
Blue Crystals – Relentless x4 or Relentless x3 + Salivating/Warding/Resolute
The Relentless crystal increases your max HP so you can live longer.
Always Good.
The Salivating crystal gives you MP when you are hit by a player.
Good for Team/Solo 3v3 and classes with high mana costs.
The Warding crystal gives you a 50% chance to proc a shield when you are KDed.
Good for fighting berserkers or warriors.
The Resolute crystal reduces the damage you take when your HP is below 50%.
Good for when you are constantly below 50% HP.
Green Crystals – Indomitable/Griefing/Keen/Swift x4
The Indomitable crystal increases your PvP defense so you take less damage from players.
Good for when you are getting focused a lot.
The Griefing crystal increases your PvP attack so you deal more damage to players.
Good for when you aren't getting focused a lot.
The Keen crystal increases your crit rate so you crit more.
Good for when you aren't getting focused a lot.
Click on the Battleground Icon on the Main Menu Bar then click a Battleground to select it and click Queue for Battleground to start matching for it. Afterwards a window will pop up telling you how long you have been matching for that Battleground
PvP Progression Path
Corsairs Stronghold – Starting Zone of PvP. Equalized gear allows equal footing. The focus of this battleground is more centered around objectives than personal PvP performance.
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Gridiron – Doesn’t pop unless it's Gridiron BG Jackpot day. The players are better than those of Corsairs but bombs can tilt the matches heavily.
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Fraywind Canyon – Most skill reliant form of mass pvp. The focus of this battleground is moving from objective to objective and PvP ing at them.
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Duels – Requires similar gear to learn from. Puts great focus on personal performance and is easier for some classes than it is for others.
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Champions Skyring – This is the most skill testing form of pvp. Do not play this battleground unless you understand every class and how to counter them.
Corsairs Stronghold(CS)
An Equalized 20vs20 Siege Battleground for level 65s. Each team takes turns attacking and defending, the team that destroys the enemies anchorstone fastest or does the most damage to the enemies anchorstone wins. You can queue with up to 5 people and gear is equalized (gear is the same for everyone, but you use your crystals and glyphs). This is the starting area of PvP where everyone beings to learn to chain skills together and learn the basics of PvP (stuns, staggers, knock downs, knock ups, displacers, and combos).
Objects and Terms
Time
At the start of each round there are 2 minutes before the game starts to explain strategies and buff your team. Afterwords there are 7 minutes to attack or defend, if certain objectives are completed the amount of time you have before the round ends will increase.
Defending Strategies
3-1-3 Inner – 3 People on each Inner Ladder and 1 person on Inner Tank
It’s best for the Raid Leader to defend Inner Ladders or pass lead to someone who is, this allows the leader to easily cast “Scan” every time it is off cooldown.
The raid leader should direct the team to arrive at the attacking team’s destination before them and stop them from taking any objectives.
Exmaple: Leader casts "Scan" - Leader types in /n "They are coming to Right Inner Ladder! We need help!"
Early Game – Watch for ninjas on Middle Pyre, Inner Ladders, and North/South Gate
Ninjas are people who try to climb Inner Ladders to attack the Ancherstone
If there are players at the North/South Gate, PvP them so that they damage the gate, delaying the destruction of it
Leave some players to defend Middle Pyre and Inner Ladders at all times
Try to steal their North/South Pyre so that they have no respawn point and have to recapture it or respawn at their far away base
Mid Game – North/South Gate is down or Middle Pyre has been captured
Have 4 or more players per Inner Ladder and 1 person on Inner Tank
PvP below Inner Ladders so that the enemies can’t climb
PvP players attacking Inner Gate so that they can’t break it
Regain Middle Pyre so that the enemies have to recapture it and can’t respawn there
Attacking Strategies
Ranged classes with lots of CC (like reaper and archer) should focus on PvP ing so other classes can focus on objectives (like breaking gates)
The raid leader should scan when shifting from one objective to another to determine if another objective is better than the one they originally planned.
Exmaple: Having broken North Gate the Raid Leader casts Scan and sees that Inner Ladders are empty and has their team climb Inner Ladders instead of heading to Middle Pyre or Inner Gate.
Ships
Use North Ship to get behind North Gate to safely destroy it or climb Inner Ladders
Use South Ship to gain Middle Pyre or attack the Anchorstone
North/South Gate
Destroy the gate to gain quick access to Inner Ladders and Middle Pyre
Ninja
Send a small group to capture Middle Pyre
Send a small group to climb Inner Ladders and damage or destroy the Anchorstone
Gridiron(Grid)
An Equalized 15vs15 Kill Count Battleground for level 65s. A good place to practice PvP against better PvPers.
Objects and Terms
Time
Gridiron lasts 10 minutes and whichever team has more kills wins or until 70 players on one team are killed.
Strategies
(General)At the beginning of the game you should go straight down to First Floor Center Area
When there you should kill as many members of the enemy team as you can
Staying grouped and obtaining First Floor Center Square are the most important things in Gridiron
(Winning) If you gained control of First Floor Center Square you should move as a zerg near it to delete any enemies who get close
If no enemies approach after 1 minute your team should stay grouped and go around the outer ring of the first floor and possibly the second floor if no one is on the first floor
(Losing) If you can’t gain control of First Floor Center Square you should regroup on the second floor and wait for Monoliths to spawn
Fraywind Canyon(FWC)
An Equalized 15vs15 Score Oriented Battleground for level 65s. A good place to practice PvP against even better PvPers. This is the most skillful form of large scale PvP.
Objects and Terms
Time
Fraywind lasts 15 minutes or until one team reach 5,000 points.
Points can be gained from killing enemy players, killing monsters, and having more pyres captured than your enemy
Strategies
As the game begins, a strong geared AOE dps (preferably Reapers and Sorcerers) should get red buff and your priests should use Energy Stars(Priest Skill) on blue buff. They should then follow the rest of your team on the way to Center Pyre where both teams clash.
If you lose the fight, regroup at spawn or at the Pyre where the next BAM is going to spawn.
Get to the Tera and Naga BAM Pit BEFORE they spawn.
Champions Skyring(3v3)
Is a 3v3 Deathmatch Style Battleground with where each team has 1 healer and 2 dps. There are 3 rounds and you win them by killing the enemy team before the time limit ends or have more living members at the end of each 6 minute round. Whoever wins the most rounds wins.
There are 2 modes, Team and Solo. In Team you queue with 2 other players and use your original gear. In Solo you queue by yourself and are matched with 2 other random players vs another group of random players all using equalized gear.
This battleground is the most difficult and skill reliant form of PvP. You shouldn’t enter this battleground until you have a great understanding of every class and mastered Fraywind Canyon.
Objects and Terms
Strategies and Tips
Double Healer – Both DPS Focus The Healer
Makes it hard for the healer to cast energy stars or plague
Shouldn’t be used if your healer is worse than the enemy healer, unless your team’s DPS are much better than the enemies
If both teams have similar abilities to kill the enemy healer and each healer is similar in skill level, then one of the DPS may have to peel if the enemy team gets a strong combo onto one of your team members
If the enemy team uses the same strategy, the team that does the most damage and prevents the healer from healing themselves the most will win
Double DPS – Both DPS Focus A Single DPS
Try to out DPS a healers heals or run them out of mana until they can’t cast skills anymore
If both DPS have high defense, a block, or lots of dodges, then it is harder to do enough damage to pressure their healer
Split Pressure – One DPS on The Healer and The Other On A DPS
Usually starts with doubling a DPS until they get to ~60% then sending one of your DPS to cancel the healers heals while the other DPS kills the enemy DPS
Then once either the DPS or healer gets low enough the other DPS swaps onto the lower hp target to try to finish them off
There is no set “Best Strategy” and which one(s) you should use varies from game to game. Knowing when to swap from one strategy to another is what makes good a 3v3 player.
Checkout these links for more information on 3v3 – Understanding Champions’ Skyring – Priest Solo Queue Basics Guide
Stun – Prevent movement and skill casting until the effect ends or is cleansed by a healer. Interrupts skill cast of the affected player. Stunning a target just before they get unstunned is a great way to lock down a player and do lots of damage to them easily.
Knock Up(Priest+Gunner) – Launches player into the air and prevent movement for the full duration(players can change what direction they are facing however). Players can not cast new skills until they begin to descend. Does not interrupt skill casts, the affected player is immune to all CC while ascending.
Knock Up(Brawler + Ninja) – Launches player into the air. They can not move or cast any skill other than Retaliation while knocked up. Interrupts skill cast of the affected player. Players can not be knocked down, staggered, stun, or displaced while knocked up. However they can be knocked up again.
Stagger – Prevent movement and skill casting for a bit less than 1 second. Interrupts skill cast of the affected player. While staggered, a player can not be affected by another stagger, but players can be re staggered after the current stagger affect ends.
Slow – Reduces distance moved by non Dash Skills and slows movement speed.
Fear – Makes the player run in random directions and unable to cast skills, effect ends when feared player takes damage.
Root – Makes the affected player unable to move and limits what skills the player can cast.
Displacement – Moves you from one place to another. Often has a side effect like stagger or stun. Thunderbolt(archer skill), Bullrush(brawler skill), and Bladestorm(ninja skill) count as a stagger and can be stopped by Super Armor. Leashes(Lancer skills) and Soul Reversal(reaper skill) are stuns and can be stopped by Stun Immunity. Binding Sword can be stopped by cleansing or I-Framing at the right time.
Block – Reduces damage by the amount listed on the weapon when receiving damage from most attacks. Is usually directional(only blocks in front of you). Lancer, Brawler, Defensive-Stance Warrior, and Berserker have block.
Invincibility Frame(I-Frame) – You can not be targeted or hit while in these frames. Every class has at least one. I-Frames can dodge almost any damage(there are some exceptions in pve, but in pvp only Damage over Time skills can't be dodged).
Super Armor – No Kd/Stagger/Bullrush/Brawler Knock Up. Kaia’s Shield(Priest buff), Rallying Cry(Lancer buff), Mocking Shout(Berserker buff), casting Shadow Burst(Reaper skill), casting Heart Thrust(Slayer skill), casting Whirlwind(Slayer skill), casting Knockdown Strike(Slayer skill), casting Thunderbolt(Archer skill), casting Nova(Sorcerer Skill), and casting Priest cleanse(only on themselves) prevent Brawler Knock Ups, Knock Downs, and Staggers.
Stun Immunity – Prevents Stuns and Priest Knock Ups.
Dash – Moves you and ignores slows. Examples: Headlong Rush(Slayer skill), Charging Lunge(Lancer skill), Bull rush(Brawler Skill).
Movement Skill – Moves you and is affected by slows. Examples: Fiery Escape(Priest Skill), Backstep, and Rising Fury(Warrior Skill)
Teleport – Instantly moves you to another location and is not affected by slows. If the targeted player I-Frames the Teleport skill, then the Teleport skill will not move the player but will still complete the attack animation. Examples: Backstab(Warrior/Slayer Skill), Decoy Jutsu(Ninja Skill), and Soul Reversal(Reaper Skill).
Click Here to Learn about the Skill Icons of each type of skill mentions above.
Knockdowns cancel stuns. So when you and your other DPS use all your stuns, use a KD at the end of the stun combo to maximize the amount of time your target can’t move. This is one of the basics of PvP.
An example of this is: Warrior + Lancer combo = Chained Leash -> deal damage until stun reaches ~1 second -> Shield Bash -> deal damage -> Cascade of Stuns -> deal more damage -> Scythe + Wallop
What forms of PvP each class is best and worst at and what situations they shine or disappear in. This is my opinion for the current Valk patch and often changes through class balances. Just because your class does not have the best tools to do a form of PvP does not mean that you can’t do well in it.
Large Scale PvP is Fraywind, Gridiron, Corsairs, Guild vs Guild, and Open World PvP
Small Scale PvP is Duels and Champions’ Skyring
Priest – Priests excel at keeping their teammates alive and fighting. They have limited offensive capabilities and few Crowd Control skills. They are great for any form of PvE and PvP due to their strong heals, defensive capabilities, mobility, and mana replenishment.
They carry multiple strong direct heals and healing over time skills that vastly outshine mystics. Kaia’s Shield lets priests and their teammates stay healthy while being immune to KDs and staggers until the shield is broken. Their buffs strengthen their teammates defensive and offensive abilities and their debuffs remove enemy buffs and increase the cooldowns of some of their opponents skills.
Mystic – Mystics excel in keeping their enemies fighting power low. They have weak defenses and struggle to cast skills when focused. They are great for any form of PvE and large scale PvP due to their strong offensive capabilities and decent heals.
Their sleep and fear can take a player out of the fight for 15 seconds, when they are with a Sorc they can keep a player unable to cast skills forever when played properly! An untargetable Thrall of Life makes Mystics nearly unkilable during the duration of the thrall which, can also cleanse and heal them and their teammates. Their lock-on cleanse is instant so their teammates can instantly get back into the battle. Their Regress can be massive in turning the tide of a fight if key targets have strong buffs removed.
Lancer – Lancers excel in keeping their team alive and fighting while interrupting enemy skill casts. They struggle to kill enemies and the class is very hard to play well. Their utility makes them very useful in Large Scale PvP and their CC makes them useful in Small Scale PvP, but their damage poses little threat in either.
Pledge of Protection, Rallying Cry, Guardians Shout, Iron Will, Second Wind, and Adrenaline Rush make Lancers and their teammates super hard to stop. They have lots of slows, staggers, and stuns to stop their enemies from casting skills or escaping. Chained Leash into Shield Bash can 100-0 multiple players if they get good assistance from their teammates. Their skills don’t do much damage by themselves so they don’t have much kill threat when they are alone. Lancer is the hardest class to play and one of the hardest classes to master, this is because you have to input a lot precise actions every second to execute combos and block incoming attacks, it also takes a lot of awareness to see where incoming attacking will come from and when (predicting Chained Leash from other lancer and blocking it then Chained Leashing them afterwards).
Brawler – Brawlers excel at extended AoE CC into large damage, are very mobile, hard to kill, and easy to play.
The most important thing about brawlers is correctly timed Ground Pounders that Knock-Up multiple targets for easy set ups. Their block and self heal makes them very difficult to kill. They have lots of mobility so it is hard to focus them. Brawler is a low action per second class that doesn’t have many possible combos so it is very easy to learn to play.
Zerker – Zerkers excel in doing large burst damage to quickly kill a target. They struggle to survive and cast skills when focused. They have a hard time in Large Scale PvP due to random CC stopping their KD combos, Priests’ Kaia’s Shield, and Lancers Rallying Cry. They are average at Small Scale PvP.
Thunderstrike, Flatten, and Tackle all KD so it is very easy to KD combo targets. Bloodlust and Fiery Rage make Zerkers do a lot of damage. When a Zerker pops Tenacity and Mocking Shout they are unstoppable and become a large threat. But, when they don’t have Tenacity and Mocking Shout they are very easy to stop and kill. It is fairly easy to learn to play and average difficulty to master.
Defense Stance Warrior – D Stance Warriors excel in stagger and KD chaining their targets until they die. They have a large arsenal of stuns, staggers, and KDs to keep their targets from casting. They can block almost all damage while still locking down their targets making them unkillable and unstoppable CC machines. They are the best at Small Scale PvP due to their massive ability to stop enemy skills and strong damage. They are weak in Large Scale PvP because they struggle to deal damage when targets have Kaia’s Shield or Rallying Cry since they rely very heavily upon staggers and KDs. D Stance Warrior is very hard to play and master.
Combative Strike is a stagger that has a 3 second cooldown and applies a 30% healing debuff allowing warriors to stop skill casts and lower healing recieved. Rising Fury staggers their targets into a KD for easy skill cancels and KD chaining. Backstab is a point and click stun that teleports you behind your enemy, this allows for easy enemy skill cancels, gap closing, and kill combo set ups. Once a warrior stacks enough Edge they can Backstab -> damage -> Cascade of Stuns -> Damage -> 10 Edge Scythe them for potentially 100% of their HP. Their Binding Sword goes through any anti KD/stun buff and can only be dodged with an I-Frame, Block, or cleansed within a small time window. D Stance Warriors have to input a lot of precisely timed actions every second to be able to be good. Getting used to blocking CC and canceling their own attack animations as well as their opponents takes a lot of time and practice which makes D Stance Warrior very hard to play and master.
Attack Stance Warrior – A Stance Warriors excel in stagger and KD chaining their targets until they die. They have a large arsenal of stuns, staggers, and KDs to keep their targets from casting. They are the best at Small Scale PvP due to their massive ability to stop enemy skills and strong damage. They are weak in Large Scale PvP because they struggle to deal damage when targets have Kaia’s Shield or Rallying Cry since they rely very heavily upon staggers and KDs. Since A Stance Warrior does not have a block they are very squishy and easy to focus. A Stance Warrior is hard to play and master.
Combative Strike is a stagger that has a 3 second cooldown and applies a 30% healing debuff allowing warriors to stop skill casts and lower healing recieved. Rising Fury staggers their targets into a KD for easy skill cancels and KD chaining. Backstab is a point and click stun that teleports you behind your enemy, this allows for easy skill cancels and gap closing. Once a warrior stacks enough Edge they can Backstab -> damage -> Cascade of Stuns -> Damage -> 10 Edge Scythe them for potentially 100% of their HP. Their Binding Sword goes through any anti KD/stun buff and can only be dodged with an I-Frame, Block, or cleansed within a small time window. A Stance Warriors need to learn to dodge attacks while canceling their opponents skills. This takes a lot of time and practice which makes A Stance Warrior hard to play and learn.
Slayer – Slayers excel in chasing down their targets while getting focused. When they are free casting they can potentially 100-0 their target in 1 combo. They have a fair amount of staggers, KDs, and stuns to CC their targets. Their skills have a very small range so they struggle in Large Scale PvP. Their ability to CC a target, burst damage, and base defense makes them good in Small Scale PvP.
Auto -> Fury Strike -> Auto can stagger chain a target well and ICB -> Startling Kick -> Overhand Strike -> Eviscerate -> Overhand Strike -> Measured Slice can 100-0 players. Slayers are immune to staggers and KDs when casting KnockDown Strike, Heart Thrust, and Whirlwind. Tenacity makes them immune to stuns, so when used together Slayers can become unstoppable. Their Backstab makes it easy for Slayers to land stagger chains and KD chains. Slayers have a tanky base defense, but can be easily killed if not played properly. Slayer is average difficulty to learn and master.
Reaper – Reapers excel in AoE CC ing their targets till they die. Almost all Reaper skills are AoE CCs so they are strong in Large Scale PvP. They are very mobile and do a lot of damage so they are strong in Small Scale PvP. They are easy to play and hard to master.
Reapers can 100-0 with Pendulum -> Whipsaw -> Cable -> Smite -> Death Spiral -> Double Shear -> Grim Strike -> Sundering -> Dash -> Shadow Burst. When they time their skills well they can stop almost all lock ons from a healer. Reapers Double Dash gives them great mobility and survival ability. Doing decent is very easy as a Reaper so the class is easy to play, but doing great takes good positioning and timing which makes them difficult to master.
Gunner – Gunners excel at doing large AoE damage. Their hardest hitting skills are all AoE CCs making them very good at Large Scale PvP. They have decent ability to CC and are very tanky which makes them average in Small Scale PvP. They are very easy to play and difficult to master.
Gunners are a very slow paced class, they very few skills on medium high cooldowns so they spend a lot of time auto attacking. This makes it very easy for new players and high ping players to play Gunners. Gunners can potentially 100-0 with Point Blank(first hit only) -> Arc Bomb -> Time Bomb -> Mana Missiles -> Arcane Barrage -> Replenishment -> Arcane Barrage. Their massively ranged Mana Missiles, Arcane Barrage, and Balders Vengeance make it very easy for them to have an impact in Large Scale PvP. Since Gunners have very few skills, it is important to use them at the right times in the right ways to gain maximum effect from them. This makes it very easy to do good on Gunner and hard to do great on gunner.
Archer – Archers excel in dealing damage and CC ing enemies from afar. They have very strong ranged burst AoE damage that makes them great in Large Scale PvP. They have very good CC and survival ability making them great in Small Scale PvP. They require decent aim to play and are very difficult to master.
Penetrating Arrow, Rain of Arrows, and Explosive trap do good damage while being ranged AoEs making it easy for them to impact Large Scale PvP. Final Salvo, Rapid Fire, Close Quarters, Stunning Trap, Web Arrow, and Restraining Arrow make Archer have large impact on Small Scale PvP. It takes very good timing, aim, and decision making to utilize the full impact of Archers (staggering lock ons and constantly landing Close Quarters -> Stunning Trap). It takes some training to play Archer at an average level and lots of practice to master Archer.
Ninja – Ninjas carry a large amount of easy to chain staggers and strong + quick damage combos. They excel at Small Scale PvP due to their ability to deny the enemy from casting skills and good damage. They require good timing to be average in Large Scale PvP. Ninja is average difficulty to learn and hard to master.
In Large Scale PvP ninjas are hampered by the constant Kaia’s Shields and Rallying Cries preventing them from staggering their targets and requires good timing to land Bladestorm on multiple enemies. Ninjas can 100-0 if uninterrupted while doing long combos. It is average difficulty to learn to play and hard to master since you need to learn how to chain your staggers together to stop the enemies from casting skills and know which combos you can use based off of how likey you are to get interrupted by the enemies CCs.
Sorcerer – Sorcs excel in bursting enemies and CC ing them. Fireblast, Hailstorm, and Warp Barrier make Sorcs strong in Large Scale PvP. Sorcs defensive skills, CC, Mana steal skills, and burst damage makes them strong in Small Scale PvP. They are hard to play and master.
Fireblast and Hailstorm on a Chained Leash or Meat Grinder can obliterate enemies easily making Sorcs strong in Large Scale PvP. Mana Barrier, Warp Barrier, Stone Skin, Teleport Jaunt, Backstep, and Glacial Retreat make it very hard to lock down or kill a Sorc. Mana Siphon and Mana Volley can leave enemies unable to cast skills for an extended period of time due to lack of MP which can easily be game changing in Small Scale PvP. Nerve Exhaustion, Time Gyre, Mindblast, and Burning Breath make it very easy for Sorcs to isolate targets from their team and kill them with their large burst damage from Void Pulse and Fireblast. It takes time to get used to playing Sorc in Large and Small Scale PvP as they are both very different play styles. The entry level of Sorc is high since it takes good game sense on when to try to cast combos and being able to actually land them.
Valkyrie – Valks are like an AoE warrior with higher cooldowns. They excel in Large Scale PvP with their Dark Herald. They excel in Small Scale pvp with their quick burst damage. Valks are easy to learn and average to master.
Backstab -> Overhead Slash -> Damage -> Bloodflower -> Maelstorm -> Shining Crescent can easily 100-0 a target making them very good in any PvP with little difficulty. Their auto attack can be tapped every ~0.9 seconds to perma stagger a target for an infinite amount of time. Broken Class, damage nerf incoming soon.
Many PvP ers struggle to complete combos due to low FPS. These mods will help you increase your FPS and lower your resource usage so that your computer doesn’t limit you as much.
Also note that your FPS in a Battleground depends on how populated the area you load in from! If you are in Velika next to 30 people before you load into FWC your FPS will be significantly lower than if you loaded into FWC in the middle of no where in channel 2 next to no other players.
[Boost FPS] Tera Modification Guide - Increase FPS and Image Quality - In Depth Version
[Boost FPS Done for You – Low Graphics] For people who struggle to run tera
There are a lot of extra icons on the screen that can distract you from PvP or block your vision of incoming attacks, these mods will help you increase your view range and remove distractions.
[Change your Field of View(FOV)] Let’s you zoom in and out farther, therefore letting you see better in a fight
[Hotbars Mod Part 1][Hotbars Mod Part 2] Less clutter allows you to focus better
[Removed Some Radar Icons KPHM] Less clutter allows you to focus better
[Remove Elite Perks and Founder/Elite Icon] Less clutter allows you to focus better
©Kenny Please.Heal.Me Updated 9/1/2017