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Mystic Issues since Ninja Patch
Hey everyone! I know there is already a thread for in game issues from the update, but there are currently so many different topics mixed in there that i decided to make a separate one for this.
There's two things that have been bothering me ever since ninja patch hit, the first and most important; boomerang pulse no longer follows the crosshair correctly, instead, it falls under it.
Here in this gif it shows clearly how Sharan Bolt hits the crosshair perfectly while Boomerang misses.

Update: Found another problem regarding Boomerang. Projectile no longer follows mystic on return, instead it returns in a straight line and does a sharp turn after, unless you jaunt
Here you can see how it doesn't follow normally

And here you can see how it correctly returns when jaunting

Secondly, now we can use thralls while moving and therefore all the summoning animations have been changed. The character movement is the same as for Regression but the scepter floats around you as it is cast. However for some reason some race/gender combos for the class seem to have glitchy or broken animations, where the scepter stays like stuck weirdly behind the hand without doing any floaty things.. I'm not sure if this is intended, but it sure looks like a glitch.
I took the trouble of leveling EVERY SINGLE RACE/GENDER POSSIBILITY to level 4 to be able to show all the animations, i will separate them into the ones that look like they're working and the ones that look glitched, and i will use spoilers to keep the post simple. Of course, the animation issue is not a big deal, but it would be nice to add it to the "things to fix" list if it indeed is broken.
Summon animations that look broken:
Castanic Female:
Castanic Male:
Amani Male:
Summon animations that look like they're working:
Elin:
Popori:
Human Male:
Human Female:
High Elf Male:
High Elf Female:
Baraka:
Amani Female:
Bonus round!
It seems thralls of Vengeance/Wrath spawns where your character looks at instead of where your camera aims at, not sure if glitch or feature so I'm including it in the list. Thanks to @TimesNewRamen for calling this one out!

MISSING MOTES BUG
While i believed that the motes not casting was due to the animation canceling (which also causes issues), sometimes motes will not appear despite no "skill cancelled" message appearing in your screen. This is a bug and its specially problematic because it prevents the proc from the Restorative Arun's Vitae gliph. Thanks to everyone who kept asking me to look into it.
There's two things that have been bothering me ever since ninja patch hit, the first and most important; boomerang pulse no longer follows the crosshair correctly, instead, it falls under it.
Here in this gif it shows clearly how Sharan Bolt hits the crosshair perfectly while Boomerang misses.

Update: Found another problem regarding Boomerang. Projectile no longer follows mystic on return, instead it returns in a straight line and does a sharp turn after, unless you jaunt
Here you can see how it doesn't follow normally

And here you can see how it correctly returns when jaunting

Secondly, now we can use thralls while moving and therefore all the summoning animations have been changed. The character movement is the same as for Regression but the scepter floats around you as it is cast. However for some reason some race/gender combos for the class seem to have glitchy or broken animations, where the scepter stays like stuck weirdly behind the hand without doing any floaty things.. I'm not sure if this is intended, but it sure looks like a glitch.
I took the trouble of leveling EVERY SINGLE RACE/GENDER POSSIBILITY to level 4 to be able to show all the animations, i will separate them into the ones that look like they're working and the ones that look glitched, and i will use spoilers to keep the post simple. Of course, the animation issue is not a big deal, but it would be nice to add it to the "things to fix" list if it indeed is broken.
Summon animations that look broken:
Castanic Female:



Summon animations that look like they're working:
Elin:








Bonus round!
It seems thralls of Vengeance/Wrath spawns where your character looks at instead of where your camera aims at, not sure if glitch or feature so I'm including it in the list. Thanks to @TimesNewRamen for calling this one out!

MISSING MOTES BUG
While i believed that the motes not casting was due to the animation canceling (which also causes issues), sometimes motes will not appear despite no "skill cancelled" message appearing in your screen. This is a bug and its specially problematic because it prevents the proc from the Restorative Arun's Vitae gliph. Thanks to everyone who kept asking me to look into it.
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Comments
Anyway, the Boomerang Pulse one can be really troublesome especially when you need to heal quickly in a dungeon, only to have it go straight into the ground >_> As for the casting animation, I don't have any problem with it since I'm playing a female High Elf .-.
There's also another thing worth mentioning. I'm not sure if it's part of the new changes or a glitch but summoning Thrall of Wrath requires your character to face the direction you want it to spawn instead of camera direction.
@Treeshark I hope this can be looked into ^^
Thank you! Also, about the thrall of wrath, I believe that is a feature since the same happens with the thrall of Vengeance, its a bit awkward to use, specially in pvp. My character isn't always facing where I'm looking, however Wrath spawns close to the player, making it less of a problem than Vengeance. Ill add it to the post in case its a bug.
I hope so too!
The Thrall of Vengeance casting where the character is looking instead of the camera is a real change for me. Before the patch, I usually summon it while kiting the BAM and my camera always facing the BAM. Now that it summons this way, I have to press forward just a bit in order to position it where I want it. Some people may like this, but I find it a bit annoying and I for one hope they revert it.
Another thing that I've noticed is Mote Cancelling. I love the idea of casting without lock animation so when I tried it, I was running all over and casting it. But sometimes I've noticed that I cancel the mote cast at the last second a lot of times since now I'm running around and changing directions a lot. I guess I just have to get used to this change.
Edit: Forgot to mention the Boomerang Pulse. This definitely has to be fixed ASAP. Shooting into the ground is no fun. No fun. No fun.
Hi! While the thrall and boomerang seem to be glitched, the motes are a two part animation. You can move during the charging but not during the actual casting, which is why it gets canceled. If you are currently moving in a direction it wont cancel, but pressing any key while this is being cast will do. This used to happen before, it just takes getting used to the two part (specially with high ping). To be honest i like the old motes better >.<
on my human male my scepter just goes into my forehead every time, looks painful : )
Oh that's always been there, what has improved remarkably its the AI, it no longer derps around, and will immediately respond to command.
Before the patch it would still attack at 20m (that's how i used to make sure he would use his AOE attack in PvP since distance determined which attacks it used) however you needed to have hit or have gotten hit first, otherwise he would just stand there doing nothing when you used the attack command. Ill check if distance still defines what attack is triggered later and edit this comment to add the info.
But basically it used to be like this, the distance defines the first attack.
If 19-20m away, he does the three circle AOE. If 13-18m away he does spike. Under 13m he just does the punches.
Thrall always does 3 attacks, combos may vary depending on the distance where you first summoned.
Edit: confirmed, still works as long as you have been hit first, attack command on a mob defaults to spike.
Yea, sometimes he'd glitch out for no reason, but if you knew the distance of the attacks he would spend less time moving around and more time attacking since he used to struggle when it came to setting himself at the correct distance for the attacks (resulting in him spinning around and doing nothing). Also, not having entered combat before summoning would make him have a huge delay till the command went thru and it actually did something.
If you start with AOE he usually follows up with spike and moves to finish off with punches, which i find is the most effective combo for PvP damage given the burst damage from the AOE and the surprise form the spike rising below them.
If you want to test the distances i suggest this, get a friend to act as target practice, let them hit you once, then move away and summon you'll be able to see the distances and different attack patterns easier since they can stand still for the sake of learning. Remeber you need to have been hit, otherwise command will cause a spike attack, at least for what ive experimented so far since the patch.
As for the other mentioned problems the only one I noticed was boomerang, because when I aim it at the ground to heal someone in the animation of getting back up to ress (before you're able to lock on to them again) it doesn't hit them and I guess it heals under them, which is a big problem if say I am reading someone who is in a puddle and needs the heal before they get up :c
happened to me last night but i didn't need to relog. i just used the skill again lol