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Now that the level 70 cap is confirmed to be happening here...

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Comments

  • vkobevkobe ✭✭✭✭✭
    vkobe wrote: »
    YC7XPN45R5 wrote: »
    are there any news yet? :D

    Thanks, I'll wait some days then...

    and you no wait ........... :p

    but 20 december is in few hours :3

    and ?

    you dont need to wait few days :3
  • Imagine if they decide re move old gears, to make HO +6 446 gear. And create a 5 new super ultra expensive gears.
    HO Expensive low tier gear to be able reach level 70.
    Then force people to gear again in 5 new sets.

    For reach 505 mid tietr or 770. Semi mid tier, 850 hig tier and 1000 high high tier and 2340 epic tier.

    They can get tons of money again from big spenders.
  • So, are there any news yet? Still not sure if it is a good idea to upgrade my gear past FrostMetal now... XD
  • YC7XPN45R5 wrote: »
    So, are there any news yet? Still not sure if it is a good idea to upgrade my gear past FrostMetal now... XD

    Heroic Oath/Storm Cry gear will still be better than the new sets for PvE content I heard. The new sets are purely for PvP.
  • Vy1ViviVy1Vivi ✭✭✭
    edited December 2018
    YC7XPN45R5 wrote: »
    So, are there any news yet? Still not sure if it is a good idea to upgrade my gear past FrostMetal now... XD

    Keep unwisely putting off upgrading your Frostmetal gear and you'll fall further and further behind everyone else. I don't know how many times it has to be said or people have to tell you that SC and HO will still be BiS gear when this was confirmed a long time ago already.

    Like the person above said the only new gear content is for pvp strictly, and there is a strange gear merging system coming out but that involves gear that we already have.

    There is no new gear being implemented to replace SC/HO.
  • YC7XPN45R5 wrote: »
    So, are there any news yet? Still not sure if it is a good idea to upgrade my gear past FrostMetal now... XD

    The translated patch notes do not list anything that would suggest that they'll make it either easier to max Frostmetal or that they'll just invalidate everything with entirely new gear tears. There's new gear slot stuff, but that has nothing to do with your existing gear slots. The Merge system is added, but that seems to be kind of like dyads (and presumably also will not make the jump across an upgrade, so bothering with that for Frostmetal seems like a giant waste of time and resources, but then again, the 'Worn' pieces of gear aren't listed as being able to be combined, so it could well be a case of not having any better use for them anyway).

    They still start people out with Guardian gear. It's a different quest, but it's apparently still the same gear, so no changes there. The upgrade costs for Guardian (and Prospect jewelry) as well as the Twistshard gear (though not the associated jewelry tier) are apparently getting reduced yet again, but they aren't removing them.

    https://seraphinush-gaming.tumblr.com/post/181273625553/ktera-patch-20181220
    • New : Equipment Merge System
      • Added a new system to merge two gears together
        • Successful merge will apply a portion of the fodder gear’s options to main gear
      • Main gear and fodder gear list :
        • Main gear : number of options available
          • Frostmetal : 1
          • Stormcry : 2
          • Heroic Oath : 2
        • Fodder gear : number of options : obtainability
          • Worn Frostmetal : 6 : [dungeon|field]
          • Worn Stormcry : 6 : [dungeon|field]
          • Worn Heroic Oath : 3 : field boss monster
    • New : Gear slot
      • Added 2 slots for Hallow and Relic
    • Adjusted gear upgrading cost
      • Decreased cost of Guardian weapon, armor, gloves, boots, and belt
      • Decreased cost of Guardian-gear tier jewelry
      • Decreased cost of Twistshard weapon, armor, gloves, and boots

    I left out the new gear stuff details, since the formatting was an absolute pain to reproduce, you can just read that yourself at the provided link, if you're interested.

    The whole 'expansion' thing seems to be just super-grindy leveling (it seemed to take some Korean 10 hours of pure BAM grinding plus doing the quests to get level 66). I'll assume, for the sake of my sanity, that estimating it as hundreds of hours (as in 500-700 of played time) of pure grinding to hit 70 is just hyperbole, but we've seen the amount of grind in the recent overhauls, so I wouldn't put it past them to really have it like that. (And I know that we've had repeated cases of people calling for making leveling hard(er) again, so it would even be giving us what we supposedly want, or say that we want, in any case.)

    The nerfed exp needed to level up seems to be:
    66: 3,660,410,550
    67: 14,641,642,200
    68: 24,378,336,346
    69: 34,129,669,619
    70: 40,955,603,542

    Yes, that's billions. Though they seem to have also scaled back exp gains from killing a BAM. (There was a mention of 1.5 mil per kill for a BAM, which compares unfavorably to the ~20 mil that the Teraliths outside of Highwatch current are worth base, if I'm remembering the numbers correctly from the last time I killed one, which, in all fairness, I might well not.)


    There are two aspects that you unlock by gaining levels. To borrow the terms used in the translations, there is Talyph system. That is made up of Tal- (3 skills gain them, each has 60 ranks or levels to unlock, they do things like increase power, increase skill damage, increase crit chances, healing, and whatnot) and the -Yph (two skills gain them, you get 3 extra options, kind of like glyph points, you need to unlock each option and you apparently only get to pick one) parts. You can gain access to the Tal portion of a skill at level 66, 68 and 70. The two -Yph skills are at 67 and 69.

    So, 180 unlocks for the Tal- portion to max out the character, 6 for the -Yph part. There's achievements for this. You need scrolls to do the unlocking, they can be upgraded in a kind of feedstock like system, though all just seem to go to the III version. If you assume that this will a horror to grind through, then you're probably still too optimistic, but whatever.

    The spreadsheet that lists the skills out has a table of costs for the Tal unlocks. The total listed is 489,720 gold and 2,141 Scroll I. That's to get ONE of the three skills to rank 60. No, there is apparently no increase in sources for gold, so enjoy the quest to get 1.5 million gold together. (Goes nicely with the 1 million in diamonds for the last fishing rod upgrade.)

    Spreadsheet link:
    https://docs.google.com/spreadsheets/d/1orBlibgCUMv-YG5_mGtyXkH1SD9RdbJoufcXcMtU814/edit#gid=2048826091

    For those who don't want to click on the spreadsheet link to look at the nicely formatted tables the makers very kindly provided:
    Warrior
    • L66: Combative Strike (Glyph skill damage+, Power+)
    • L68: Blade Waltz (15% chance to increase skill power by, Crit factor+, MP increase cost)
    • L70: Scythe (Glyph skill damage+, Endurance, MP increase cost)
    • L67: Rain of Blows
      • 1: In Def Stance apply a 'Scratch' effect, upon 7 stacks it stuns the targets and reduces End by 9%. Bosses are immune to the stun and only have End reduced by 1.5%.
      • 2: In Offensive Stance, casting speed increases by 15%, critical chance increase by 2 times, damage reduction effect is removed.
      • 3: Apply wound stack to player target, 7 stacks lead to a bleed effect and an increase in damage by 9%.
      )
    • L69: Deadly Gamble
      • 1: Gain auto-block while using Rain of Blows, Blade Draw, Scythe, Aerial Scythe in Def Stance at a cost of 20% reduced power for the skills.
      • 2: If you use Deadly Gamble while in Offensive Stance the duration is increased by 20% and Rain of Blows, Blade Draw, Scythe and Aerial Scythe have their cooldowns reset on using Deadly Gamble.
      • 3: Friendly raid within 6m gains an 8% increase in damage upon use.

    Lancer
    • L66: Debilitate (Glyph skill damage with chance, Power, MP increase cost)
    • L68: Lockdown Blow (Crit chance increase, Crit factor+, MP increase cost)
    • L70: Wallop (Skill damage, Endurance, MP increase cost)
    • L67: Stand Fast
      • 1: Increases time frame for Successful Perfect Block by 0.2 seconds and doubles the damage reflected by [Spike Shield] Passive.
      • 2: While this skill is active, decrease stamina consumption by 3 and increase movement speed by 40 while maintaining block.
      • 3: On Successful Perfect Block, increase base damage of [Shield Counter] by 30% if used within 5 seconds.
    • L69: Adrenaline Rush
      • 1: While active, increase base damage against players by 30%, but also receive 30% more damage.
      • 2: Increased effect duration by 25% for caster.
      • 3: Increase all effects by 10%, but effects applying on allies are removed

    Slayer
    • L66: Whirlwind (Crit chance increase, Power, MP increase cost)
    • L68: Overhand Strike (100% damage increase with chance, Crit factor+, MP increase cost)
    • L70: Punishing Blow (Skill damage, Endurance, MP increase cost)
    • L67: Tenacity
      • 1: Recovers additional 35000 HP
      • 2: Upon successful cast, receive immunity to knockdown and stagger, and greatly increase resistance to weakening effects.
      • 3: Upon cast, all status ailments are removed and become invulnerable for 1 second.
    • L69: In Cold Blood
      • 1: When active, inflict back damage and decrease target's Endurance by 9% upon successful hit with [Overhand Strike].
      • 2: Increases duration by 25% and increases the base damage of [Overhand Strike] by additional 10%.
      • 3: Reduces damage taken from ranged attacks by 30% and increases combat movement speed by 20.

    Berserker
    • L66: Vampiric Blow (150% damage increase with chance, Power+, MP increase cost)
    • L68: Lethal Strike (Crit chance increase, Crit Factor+, MP increase cost)
    • L70: Cyclone (Skill damage, Endurance, MP increase cost)
    • L67: Flatten
      • 1: Attack speed and attack range increased by 20%.
      • 2: Upon successful hit, recover 3% of max HP and reduce target's endurance by 5%
      • 3: Base Damage increased by 200%.
    • L69: Bloodlust
      • 1: When cast, enemies within 10m receive 3% more damage for 10 seconds. If against player, the damage they receive increases by 9%.
      • 2: At the time of casting, [Fiery Rage VI] and [Flurry of Blows II] effects are applied at the same time.
      • 3: When targetting a player, Increase Base Damage by 20% but receive 10% more damage.

    Sorcerer
    • L66: Lightning Strike (50% damage increase with chance, Power+, MP increase cost)
    • L68: Hailstorm (Crit chance increase, Power+, MP increase cost)
    • L70: Arcane Pulse (Skill damage, Endurance, MP increase cost)
    • L67: Hailstorm
      • 1: Hailstorm damage over time gets replaced by one powerful hit
      • 2: Upon successful hit, decrease monster's endurance by 3% each up to 9% and inflict stun for 3 seconds if Hailstorm debuff stacks 4 times. However, this effect cannot be applied again within 15 seconds.
      • 3: Doubles amount of movement speed reduction effect stacks.
    • L69: Mana Boost
      • 1: Upon successful cast, all gain all elements and increase duration by 20%.
      • 2: Upon successful cast, replenish 20% max MP for allies withing 30m for 5 seconds, and decrease enemy's MP by 20%
      • 3: Upon successful cast, receive a barrier that absorbs 40,000 damage for 5 seconds and resist immobility while effect lasts.

    Archer
    • L66: Sequential Fire (100% damage increase with chance, Power+, MP increase cost)
    • L68: Rain of Arrows (Crit chance increase, Power+, MP increase cost)
    • L70: Wind Walk (Crit chance increase, Endurance, MP increase cost)
    • L67: Rain of Arrows
      • 1: When targeting a player, they will receive 30% less healing for 10 seconds.
      • 2: Upon successful hit, decrease monster's endurance by 3% each up to 9% for 20 seconds, and a chance to inflict stagger
      • 3: The radius of attack decrease, but base damage is increased by 20%
    • L69: Windsong
      • 1: While active, increase duration by 15% and decrease RE consumption of [Wind Walk] by 10
      • 2: Upon cast, increase movement speed of nearby allies by 80 for 12 seconds.
      • 3: While active, increase base damage against players by 10% and receive 10% more damage.

    Priest
    • L66: Focus Heal (Increase Healing, Crit factor+, MP increase cost)
    • L68: Blessing of Shakan (Adds 'Crit Factor incrase by X%', Power+, MP increase cost)
    • L70: Restorative Burst (Range increase, Endurance, MP increase cost)
    • L67: Focus Heal
      • 1: 15m radius A maximum of 2 ally units will automatically activate the recoil. It can be used on the move.
      • 2: When a skill is hit, healing effects are given to the friendly. For healed targets, HP will recover 2.5% at 1 second intervals for 5 seconds.
      • 3: 15m radius without lock-on damage to up to 2 enemies, and for a short period of time sheds light spheres that reduce the healing effect of the target by 15%. It can be used on the move. However, the cooldown increases twice.
    • L69: Holy Burst
      • 1: Increases HP Recovery by 50%. However, the power of the skill is reduced by 50%.
      • 2: When casting, the effect of [Strengthen the Blessing of Power] is applied to you.
      • 3: Increases the skill's power by 80%, and when hit by a target in the [Light of Weak] condition, the [Light of Weak] effect is doubled. However, you will not be able to give HP to your friends and restore [Energizing Blessing].


    Mystic
    • L66: Boomering Pulse (Increase Healing, Crit factor+, MP increase cost)
    • L68: Thrall of Vengeance (Glyph skill damage+, Add 'Decrease cooldowns by X%' to buff, Power+)
    • L70: Thrall Augmentation (MP increase cost, Increases range, Endurance)
    • L67: Titanic Favor
      • 1: [Restoration Shot] is automatically activated on a maximum of 2 ally within a radius of 15m. It can be used on the move.
      • 2: Skill Hit, 3 seconds, the target's HP recovery rate is increased by 15% [Recovery boost] effect.
      • 3: It deals damage to up to 2 enemies within a radius of 15m without a lock-on, and for a while reduces the enemy's skill by 7.5%. Available on the move, but doubles the cooldown time.
    • L69: Boomerang Pulse
      • 1: Increases the size of the bead by a factor of 2 and increases the speed and distance the bead is flying by 30%.
      • 2: Send the mysterious beads to the nearest user. The flying beads fly to the nearest friendly within 15 yards to restore HP. After that, the beads are moved in a cascade to nearby friendly forces within 15m, restoring a maximum of 4 more.
      • 3: Increases the skill's power by 100%, and if hit by a target in [Destruction], the effect of [Destruction] decreases by 2 times. However, you will not be able to grant HP Recovery to your friendly.

    Reaper
    • L66: Double Shear (Glyph skill damage+, Power+, MP increase cost)
    • L68: Dark Harvest (100% damage increase with chance, Crit factor+, MP increase cost)
    • L70: Sundering Strike (Crit chance increase, Endurance, MP increase cost)
    • L67: Smite
      • 1: Increases damage taken by the player by 9% for 10 seconds, and causes 863 bleeding damage per second.
      • 2: When a monster is hit, the caster is attacked by a monster for 4 seconds. Also, hit targets are reduced by 9%.
      • 3: [Necromancer] 's power is reduced by 90%, but [Necromancer] is increased by 10%.
    • L69: Shadow Reaping
      • 1: Increases duration by 20% and increases critical strike chance by 5%.
      • 2: It will be stealth for 4 seconds with 3 party members around. [Assassination: Hide Darkness] You can receive a passive effect.
      • 3: While applying an effect, reduces the movement speed of the target by 20% when hit. (Up to 4 overlap)

    Gunner
    • L66: Mana Missiles (Glyph skill damage+, Power+, MP increase cost)
    • L68: Arcane Barrage (Glyph skill damage+, Crit factor+, MP increase cost)
    • L70: Remote Trigger (17% chance to increase damage by X%, Endurance, MP increase cost)
    • L67: Burst Fire
      • 1: When a monster is hit, the Rearranging effect is applied, reducing the mana cost by 3% for each hit. (Up to 3 overlaps)
      • 2: Increases the skill's power by 20% instead of increasing Arcane energy consumption by 5.
      • 3: Damage reduced by 30% during casting, and 3% increased damage taken during player hits. (Up to 3 overlaps)
    • L69: Modular Weapon System
      • 1: When using [Vision Missile Launch] in conjunction with [Dash: Missile Launch], a powerful missile with 15% more power will be fired from the panel.
      • 2: When you use [Beam Shot], you can increase the projectile speed by 30% and the power by 20%. Blow range is reduced by 30%.
      • 3: When Summoning a Beampanel, a stationary aura occurs that reduces the ranged damage received by attackers by 15% in a 6m radius for a while.

    Brawler
    • L66: Jackhammer (100% damage increase with chance, Crit factor+, MP increase cost)
    • L68: Piledriver (Crit chance increase, Power+, MP increase cost)
    • L70: Flying Kick (Glyph skill damage+, Endurance, MP increase cost)
    • L67: Haymaker
      • 1: Increases the party's skill damage by 1.5% for 8 sec.
      • 2: Skill Hit increases the rage you acquire by 100 and increases your Skill Power by 20% at the back of the target.
      • 3: When a perfect defense is successful, the damage damage increases to 60%.
    • L69: Growing Fury
      • 1: Enchantment gain reduced by 60% and rear power increased by 45%. However, the effect of increasing the frontal defense, size, and enemy opposition is removed, and the [Fury] skill can not be used.
      • 2: Completion of successful defense will be increased by 0.2 seconds.
      • 3: Reduces the amount of rage consumed per second by 50%. However, the power and critical strike increases are reduced by 50%.

    Ninja
    • L66: Leaves on the Wind (Glyph skill damage+, Power+, MP increase cost)
    • L68: Skyfall (100% damage increase with chance, Crit factor+, MP increase cost)
    • L70: Burning Heart (Crit chance increase, Endurance)
    • L67: Impact Bomb
      • 1: Two seconds later, throws a sleeping battle for four seconds. A target that is in the sleep increases its next damage by 30%.
      • 2: Increases the power of Fireball Throwing by 200%.
      • 3: Reduces enemy movement speed by 100% for 4 seconds.
    • L69: Attunement
      • 1: Over 10 seconds, Chakras will regain an additional 500, [Power of Lightning] 15% increase.
      • 2: Over 10 seconds, Chakras will regain 500 additional damage, and [Chance of Fire] 10% chance of critical damage.
      • 3: Over 10 seconds, Chakras will regain 500 more, and [Power of Attack], [Split], [Triangle] and [Split] will increase by 10%.

    Valkyrie
    • L66: Ground Bash (Glyph skill damage+, Power+, MP increase cost)
    • L68: Maelstrom (Glyph skill damage+, Crit factor+, MP increase cost)
    • L70: Gungnir's Bite (35% chance to increase skill damage by, Endurance, MP increase cost)
    • L67: Titansbane
      • 1: Increases the power of [Mantle] by 30% and regenerates the moon power by 200 for each hit. 2 When hit, the moon power is restored to 400. However, [party feast of full moon], [blooming feast of full moon] will be changed to prevent the party members from giving.
      • 2: [Feast of the Full Moon], [Blood of the Feast of the Moon] increases the effect of the skill doubles. However, the power of [Full Moon] is reduced by 80%.
      • 3: Resist the inability to act and fall, stiffness while casting [full moon]. Also, [Damage to Full Moon] and [Damage to Full Moon] receive 10% and 15% damage reduction, respectively.
    • L69: Shining Crescent
      • 1: Damage received during casting is reduced by 50%, and monsters on hit are reduced by 4.5%. (Up to 2 overlaps)
      • 2: [New Moon] Increases the casting speed of your 1,2 other spell by 15%, and increases your spell power by 25 when hit.
      • 3: When a player hits, the target becomes bleeding for a short time, causing HP to decrease periodically and increase damage by 9%.

    Most of this is just copy and pasted from the linked spreadsheet, so all credit to them. I tried to summarize at the start, but quickly stopped, since the descriptions weren't that long and this was taking too long. I'm not quite sure what to make of the healer Option Unlocks, one sounds like get a heal over time effect, the other like you can use the heals as an offensive debuff, and I can't I don't get the first one.

    Sabex and Marcellius are getting removed with this patch (so level to 65 will likely end up needing to fall back to Ebon Tower, Kelsaik, Balder's, the Argon dungeons, though exp supposedly is also lowered on the path to 65, so that you can actually level on those or whatever else is made available). A number of zones are getting filled with level 65 mobs to grind with. A number of dungeons get their difficulty lowered and ilvl requirement changed. There are field bosses. Quests are getting pruned. And that is pretty much it for this 'expansion', as far as I can tell.

    The days of hitting max level quickly are apparently very much dead, so... happy future grinding?
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