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An Idea for a new class

13

Comments

  • Blood DK suits more.
  • ElinLoveElinLove ✭✭✭✭✭
    Obs wrote: »
    Gatokatzen wrote: »
    Tera needs a tank healer class, which do low damage but can stand a lot critical hits, while health party. That class will be a dream. Improve queque times x one million

    This was actually one that I had personally requested semi-recently. ;)

    I definitely like the sound of a class that is a hybrid of Tanking and Healing.

    The class would probably have pretty low DPS output, but high amount of health, high defense modifier, high balance modifier, and high resistances.
    And there would be a constant flow of aggro through skills that damage outright or overtime, some of which provide health back to the character and their Party / Raid.

    This class wouldn't really be played unless it can do healer mechanics, like Dispels/Sleep/Secondary Aggro attacks, with Secondaries being extremely important for party safety. If it can't, then there's no reason to pick it over a Brawler who does much more damage or a Lancer/Warrior who actually provides DPS buffs to the party.

    If you can queue/enter a 5 man run with 4 DPS and one tank + healer combo, I don't see why "it won't be played". It will likely be the new choice for top tier players to maximize run speed, if done correctly. If it can keep the aggro well enough, that is. Healing being almost a bonus.
  • ElinLove wrote: »
    Obs wrote: »
    Gatokatzen wrote: »
    Tera needs a tank healer class, which do low damage but can stand a lot critical hits, while health party. That class will be a dream. Improve queque times x one million

    This was actually one that I had personally requested semi-recently. ;)

    I definitely like the sound of a class that is a hybrid of Tanking and Healing.

    The class would probably have pretty low DPS output, but high amount of health, high defense modifier, high balance modifier, and high resistances.
    And there would be a constant flow of aggro through skills that damage outright or overtime, some of which provide health back to the character and their Party / Raid.

    This class wouldn't really be played unless it can do healer mechanics, like Dispels/Sleep/Secondary Aggro attacks, with Secondaries being extremely important for party safety. If it can't, then there's no reason to pick it over a Brawler who does much more damage or a Lancer/Warrior who actually provides DPS buffs to the party.

    If you can queue/enter a 5 man run with 4 DPS and one tank + healer combo, I don't see why "it won't be played". It will likely be the new choice for top tier players to maximize run speed, if done correctly. If it can keep the aggro well enough, that is. Healing being almost a bonus.

    That is pretty much just what Obs said. But no one is going to take less dps overall unless its just a group of friends running for fun. On a side note, think of how busted these things would be in pvp.
  • AxeI wrote: »
    On top of things there are already two healers, people complain that there are only two but the next thing that could be released is a damage dealer healer or something which would just make game balance even more sh*t.

    Another looming problem is that BHS "balances" new classes with the aim of horribly brokenly OP so as many people as possible will play it.
    Chances are any new hybrid class when it first comes out will be the best in every category.....

  • ElinLoveElinLove ✭✭✭✭✭
    ElinLove wrote: »
    Obs wrote: »
    Gatokatzen wrote: »
    Tera needs a tank healer class, which do low damage but can stand a lot critical hits, while health party. That class will be a dream. Improve queque times x one million

    This was actually one that I had personally requested semi-recently. ;)

    I definitely like the sound of a class that is a hybrid of Tanking and Healing.

    The class would probably have pretty low DPS output, but high amount of health, high defense modifier, high balance modifier, and high resistances.
    And there would be a constant flow of aggro through skills that damage outright or overtime, some of which provide health back to the character and their Party / Raid.

    This class wouldn't really be played unless it can do healer mechanics, like Dispels/Sleep/Secondary Aggro attacks, with Secondaries being extremely important for party safety. If it can't, then there's no reason to pick it over a Brawler who does much more damage or a Lancer/Warrior who actually provides DPS buffs to the party.

    If you can queue/enter a 5 man run with 4 DPS and one tank + healer combo, I don't see why "it won't be played". It will likely be the new choice for top tier players to maximize run speed, if done correctly. If it can keep the aggro well enough, that is. Healing being almost a bonus.

    That is pretty much just what Obs said. But no one is going to take less dps overall unless its just a group of friends running for fun. On a side note, think of how busted these things would be in pvp.

    I do mean that the DPS overall should be bigger, and this does make the buffs, debuffs and party passives count. If it does end up higher overall with one combo +4 DPS then it will be the choice. If not, then back to classics.

    And yes, the issue tho, is that if it really ends up doing both roles well enough at once, so well that it can substitute the two roles, then it will be so terribly OP in PVP that it's gonna be the definitive death of PVP unless it's specifically PVP nerfed badly.
  • How about before releasing new classes we balance the ones we have! *COUH COUGH* GIVE PRIEST LOVE *COUGH COUGH*
  • ObsObs ✭✭✭
    ElinLove wrote: »
    Obs wrote: »
    Gatokatzen wrote: »
    Tera needs a tank healer class, which do low damage but can stand a lot critical hits, while health party. That class will be a dream. Improve queque times x one million

    This was actually one that I had personally requested semi-recently. ;)

    I definitely like the sound of a class that is a hybrid of Tanking and Healing.

    The class would probably have pretty low DPS output, but high amount of health, high defense modifier, high balance modifier, and high resistances.
    And there would be a constant flow of aggro through skills that damage outright or overtime, some of which provide health back to the character and their Party / Raid.

    This class wouldn't really be played unless it can do healer mechanics, like Dispels/Sleep/Secondary Aggro attacks, with Secondaries being extremely important for party safety. If it can't, then there's no reason to pick it over a Brawler who does much more damage or a Lancer/Warrior who actually provides DPS buffs to the party.

    If you can queue/enter a 5 man run with 4 DPS and one tank + healer combo, I don't see why "it won't be played". It will likely be the new choice for top tier players to maximize run speed, if done correctly. If it can keep the aggro well enough, that is. Healing being almost a bonus.

    Because healers do more than just heal the party.
  • My Betty would gladly give back her humongous gun and took two small pistols instead, so yeah, has to be Elin class too :)
  • ElinLoveElinLove ✭✭✭✭✭
    Obs wrote: »
    ElinLove wrote: »
    Obs wrote: »
    Gatokatzen wrote: »
    Tera needs a tank healer class, which do low damage but can stand a lot critical hits, while health party. That class will be a dream. Improve queque times x one million

    This was actually one that I had personally requested semi-recently. ;)

    I definitely like the sound of a class that is a hybrid of Tanking and Healing.

    The class would probably have pretty low DPS output, but high amount of health, high defense modifier, high balance modifier, and high resistances.
    And there would be a constant flow of aggro through skills that damage outright or overtime, some of which provide health back to the character and their Party / Raid.

    This class wouldn't really be played unless it can do healer mechanics, like Dispels/Sleep/Secondary Aggro attacks, with Secondaries being extremely important for party safety. If it can't, then there's no reason to pick it over a Brawler who does much more damage or a Lancer/Warrior who actually provides DPS buffs to the party.

    If you can queue/enter a 5 man run with 4 DPS and one tank + healer combo, I don't see why "it won't be played". It will likely be the new choice for top tier players to maximize run speed, if done correctly. If it can keep the aggro well enough, that is. Healing being almost a bonus.

    Because healers do more than just heal the party.

    Being a Priest player for so long I'm fully aware of cleanses, debuffs, buffing and all the package (why not dealing some damage as well while not clogged with healing?).
    Check my other replies, tho granted I didn't say it on my 1st reply to you: I do mean that IF the end result leads to a higher DPS overall compared to standard formation, so adding all buffs/debuffs together, while still having enough healing to keep people alive, and cleansing stuff, holding enough aggro, a higher tier group would prefer that one, with higher overall DPS (so faster run) while probably sacrificing some heals, which they would compensate with the "git gud" part by just not getting hit.
    It's easily imaginable that the buffs and debuffs such a class would provide would be inferior than a normal healer and tanker combined, but the sum of those + one more DPS class could end up as a higher total, depending on balancing, of course, should be a DPS class with higher DPS than a standard tank.

    This is both a pro and a gigantic con as well, the entire class balance goes out the window (heh... Like there was any), in both PVE and PVP, while providing as a plus the option to run even higher tier stuff with a simpler formation, speeding up group formations.

    Also, to be fair such a class would be playable even if the end result is a tad weaker than standard formation, just would be less preferred on higher end/speed runs. You would still be the jack of all both trades that can fill 2 roles at once, and at least it was easier to get DPS a while ago than to get healers.
  • ObsObs ✭✭✭
    ElinLove wrote: »
    Obs wrote: »
    ElinLove wrote: »
    Obs wrote: »
    Gatokatzen wrote: »
    Tera needs a tank healer class, which do low damage but can stand a lot critical hits, while health party. That class will be a dream. Improve queque times x one million

    This was actually one that I had personally requested semi-recently. ;)

    I definitely like the sound of a class that is a hybrid of Tanking and Healing.

    The class would probably have pretty low DPS output, but high amount of health, high defense modifier, high balance modifier, and high resistances.
    And there would be a constant flow of aggro through skills that damage outright or overtime, some of which provide health back to the character and their Party / Raid.

    This class wouldn't really be played unless it can do healer mechanics, like Dispels/Sleep/Secondary Aggro attacks, with Secondaries being extremely important for party safety. If it can't, then there's no reason to pick it over a Brawler who does much more damage or a Lancer/Warrior who actually provides DPS buffs to the party.

    If you can queue/enter a 5 man run with 4 DPS and one tank + healer combo, I don't see why "it won't be played". It will likely be the new choice for top tier players to maximize run speed, if done correctly. If it can keep the aggro well enough, that is. Healing being almost a bonus.

    Because healers do more than just heal the party.

    Being a Priest player for so long I'm fully aware of cleanses, debuffs, buffing and all the package (why not dealing some damage as well while not clogged with healing?).
    Check my other replies, tho granted I didn't say it on my 1st reply to you: I do mean that IF the end result leads to a higher DPS overall compared to standard formation, so adding all buffs/debuffs together, while still having enough healing to keep people alive, and cleansing stuff, holding enough aggro, a higher tier group would prefer that one, with higher overall DPS (so faster run) while probably sacrificing some heals, which they would compensate with the "git gud" part by just not getting hit.
    It's easily imaginable that the buffs and debuffs such a class would provide would be inferior than a normal healer and tanker combined, but the sum of those + one more DPS class could end up as a higher total, depending on balancing, of course, should be a DPS class with higher DPS than a standard tank.

    This is both a pro and a gigantic con as well, the entire class balance goes out the window (heh... Like there was any), in both PVE and PVP, while providing as a plus the option to run even higher tier stuff with a simpler formation, speeding up group formations.

    Also, to be fair such a class would be playable even if the end result is a tad weaker than standard formation, just would be less preferred on higher end/speed runs. You would still be the jack of all both trades that can fill 2 roles at once, and at least it was easier to get DPS a while ago than to get healers.

    Not being able to deal with secondary aggro mechanics targeted towards ranged characters would turn the boss and have a much higher risk of killing your party members (see RK-9 targeting an Archer). Party DPS is higher when the bosses don't turn and mechanics are properly dealt with, letting the DPS/Tank burn the boss during their self-buff skills harder.

    For the Endurance debuffs, assuming they would get a 12% endurance debuff, the lack of TN/VoC already lowers DPS by about 12% per person. The lack of 73 Power with a Priest would also be another 15% DPS loss, and possibly even more with the lack of a Mystic's Crit aura depending on the class.

    They would also need a Dispel/Sleep against some bosses, and they probably won't have a resurrection ability either.
  • ElinLoveElinLove ✭✭✭✭✭
    Obs wrote: »
    ElinLove wrote: »
    Obs wrote: »
    ElinLove wrote: »
    Obs wrote: »
    Gatokatzen wrote: »
    Tera needs a tank healer class, which do low damage but can stand a lot critical hits, while health party. That class will be a dream. Improve queque times x one million

    This was actually one that I had personally requested semi-recently. ;)

    I definitely like the sound of a class that is a hybrid of Tanking and Healing.

    The class would probably have pretty low DPS output, but high amount of health, high defense modifier, high balance modifier, and high resistances.
    And there would be a constant flow of aggro through skills that damage outright or overtime, some of which provide health back to the character and their Party / Raid.

    This class wouldn't really be played unless it can do healer mechanics, like Dispels/Sleep/Secondary Aggro attacks, with Secondaries being extremely important for party safety. If it can't, then there's no reason to pick it over a Brawler who does much more damage or a Lancer/Warrior who actually provides DPS buffs to the party.

    If you can queue/enter a 5 man run with 4 DPS and one tank + healer combo, I don't see why "it won't be played". It will likely be the new choice for top tier players to maximize run speed, if done correctly. If it can keep the aggro well enough, that is. Healing being almost a bonus.

    Because healers do more than just heal the party.

    Being a Priest player for so long I'm fully aware of cleanses, debuffs, buffing and all the package (why not dealing some damage as well while not clogged with healing?).
    Check my other replies, tho granted I didn't say it on my 1st reply to you: I do mean that IF the end result leads to a higher DPS overall compared to standard formation, so adding all buffs/debuffs together, while still having enough healing to keep people alive, and cleansing stuff, holding enough aggro, a higher tier group would prefer that one, with higher overall DPS (so faster run) while probably sacrificing some heals, which they would compensate with the "git gud" part by just not getting hit.
    It's easily imaginable that the buffs and debuffs such a class would provide would be inferior than a normal healer and tanker combined, but the sum of those + one more DPS class could end up as a higher total, depending on balancing, of course, should be a DPS class with higher DPS than a standard tank.

    This is both a pro and a gigantic con as well, the entire class balance goes out the window (heh... Like there was any), in both PVE and PVP, while providing as a plus the option to run even higher tier stuff with a simpler formation, speeding up group formations.

    Also, to be fair such a class would be playable even if the end result is a tad weaker than standard formation, just would be less preferred on higher end/speed runs. You would still be the jack of all both trades that can fill 2 roles at once, and at least it was easier to get DPS a while ago than to get healers.

    Not being able to deal with secondary aggro mechanics targeted towards ranged characters would turn the boss and have a much higher risk of killing your party members (see RK-9 targeting an Archer). Party DPS is higher when the bosses don't turn and mechanics are properly dealt with, letting the DPS/Tank burn the boss during their self-buff skills harder.

    For the Endurance debuffs, assuming they would get a 12% endurance debuff, the lack of TN/VoC already lowers DPS by about 12% per person. The lack of 73 Power with a Priest would also be another 15% DPS loss, and possibly even more with the lack of a Mystic's Crit aura depending on the class.

    They would also need a Dispel/Sleep against some bosses, and they probably won't have a resurrection ability either.

    Jeez I just simplified it heavily with "holding aggro properly", "healing tasks" and "buffs/debuffs", just assuming the hypothetical situation where a group could perform on higher overall group DPS with this hybrid + another DPS (so YES counting all together, DPS over the entire course of the fight), a good group could chose that over a traditional healer + tank.
    AND considering the opposite, of it not giving a total DPS higher than traditional setup, a group could still chose that one for easing up the recruit process.

    THAT'S IT

    I don't honestly understand why discussing so deeply the balance or if it's possible or... dunno if you really trying to prove it can't happen/be better?
    It's quite pointless at this moment to bring up all the stats on current classes, as no one knows any numbers on buffs/debuffs/primary and secondary aggro skills, nothing about that new hypothetical hybrid, it just doesn't exist yet and may turn out to never ever exist, all I ever did was showing 2 scenarios where such a class WOULD be played.

    I'm starting to feel like I'm terrible at expressing myself, like, feels like half of my comments recently are getting misunderstood entirely and turned into completely different topics...
  • MForAllMForAll ✭✭
    edited February 2018
    ElinLove wrote: »
    Obs wrote: »
    ElinLove wrote: »
    Obs wrote: »
    ElinLove wrote: »
    Obs wrote: »
    Gatokatzen wrote: »
    Tera needs a tank healer class, which do low damage but can stand a lot critical hits, while health party. That class will be a dream. Improve queque times x one million

    This was actually one that I had personally requested semi-recently. ;)

    I definitely like the sound of a class that is a hybrid of Tanking and Healing.

    The class would probably have pretty low DPS output, but high amount of health, high defense modifier, high balance modifier, and high resistances.
    And there would be a constant flow of aggro through skills that damage outright or overtime, some of which provide health back to the character and their Party / Raid.

    This class wouldn't really be played unless it can do healer mechanics, like Dispels/Sleep/Secondary Aggro attacks, with Secondaries being extremely important for party safety. If it can't, then there's no reason to pick it over a Brawler who does much more damage or a Lancer/Warrior who actually provides DPS buffs to the party.

    If you can queue/enter a 5 man run with 4 DPS and one tank + healer combo, I don't see why "it won't be played". It will likely be the new choice for top tier players to maximize run speed, if done correctly. If it can keep the aggro well enough, that is. Healing being almost a bonus.

    Because healers do more than just heal the party.

    Being a Priest player for so long I'm fully aware of cleanses, debuffs, buffing and all the package (why not dealing some damage as well while not clogged with healing?).
    Check my other replies, tho granted I didn't say it on my 1st reply to you: I do mean that IF the end result leads to a higher DPS overall compared to standard formation, so adding all buffs/debuffs together, while still having enough healing to keep people alive, and cleansing stuff, holding enough aggro, a higher tier group would prefer that one, with higher overall DPS (so faster run) while probably sacrificing some heals, which they would compensate with the "git gud" part by just not getting hit.
    It's easily imaginable that the buffs and debuffs such a class would provide would be inferior than a normal healer and tanker combined, but the sum of those + one more DPS class could end up as a higher total, depending on balancing, of course, should be a DPS class with higher DPS than a standard tank.

    This is both a pro and a gigantic con as well, the entire class balance goes out the window (heh... Like there was any), in both PVE and PVP, while providing as a plus the option to run even higher tier stuff with a simpler formation, speeding up group formations.

    Also, to be fair such a class would be playable even if the end result is a tad weaker than standard formation, just would be less preferred on higher end/speed runs. You would still be the jack of all both trades that can fill 2 roles at once, and at least it was easier to get DPS a while ago than to get healers.

    Not being able to deal with secondary aggro mechanics targeted towards ranged characters would turn the boss and have a much higher risk of killing your party members (see RK-9 targeting an Archer). Party DPS is higher when the bosses don't turn and mechanics are properly dealt with, letting the DPS/Tank burn the boss during their self-buff skills harder.

    For the Endurance debuffs, assuming they would get a 12% endurance debuff, the lack of TN/VoC already lowers DPS by about 12% per person. The lack of 73 Power with a Priest would also be another 15% DPS loss, and possibly even more with the lack of a Mystic's Crit aura depending on the class.

    They would also need a Dispel/Sleep against some bosses, and they probably won't have a resurrection ability either.

    Jeez I just simplified it heavily with "holding aggro properly", "healing tasks" and "buffs/debuffs", just assuming the hypothetical situation where a group could perform on higher overall group DPS with this hybrid + another DPS (so YES counting all together, DPS over the entire course of the fight), a good group could chose that over a traditional healer + tank.
    AND considering the opposite, of it not giving a total DPS higher than traditional setup, a group could still chose that one for easing up the recruit process.

    THAT'S IT

    I don't honestly understand why discussing so deeply the balance or if it's possible or... dunno if you really trying to prove it can't happen/be better?
    It's quite pointless at this moment to bring up all the stats on current classes, as no one knows any numbers on buffs/debuffs/primary and secondary aggro skills, nothing about that new hypothetical hybrid, it just doesn't exist yet and may turn out to never ever exist, all I ever did was showing 2 scenarios where such a class WOULD be played.

    I'm starting to feel like I'm terrible at expressing myself, like, feels like half of my comments recently are getting misunderstood entirely and turned into completely different topics...

    A hybrid tank and healer class is a horrendous idea, especially when looking at the game's current meta and mechanisms. In order for this class to be useful, since it's not meant to do damage, it has to be able to fulfil the role of a healer AND a tank better than the existing healing and tanking classes in game. It has to be able to provide party buffs during enrage and hold aggro (This is why we need a tank), and it has to be able to have a debuff ability, auras/party buffs, resurrections, and healing skills (This is why we need a healer). Hypothetically, if such class exists, then we won't need original healer classes in the party, which makes them irrelevant. Ignoring the healer's main job, similar to the tank being increasing the party dps, they also have to deal with secondary aggro. However since they are a hybrid class, they will have to be able to take secondary aggro while being close the bosses to maintain back time and their own aggro. That is impossible in current meta considering RKEM, RMHM, or SSH, mechanisms. And let's say, hypothetically, the game mechanisms will be changed in favour of the class, it will means that original tanking, and healing, classes will be irrelevant. Not only so, having another dps to, potentially, make the runs faster, doesn't have anything to do with personal dps, which is what end-game players thrive for, UNLESS said hybrid class can actually REPLACE the healer and/or the tank role in a party composition.

    It is a fun concept, however, the game is fundamentally built around the holy trinity, not flexibility.
  • Gunslinguer male castanic, duals pistols, high speed dps, each mouse button controls one of this guns, can lock aim up to two enemies at same time, like Dante from Devil May Cry long coats with a edgy atittude

    Necromancer male high elf, drains enemies life to heal himself, can summon a skeleton to fight for him, debuffs and damage over time
  • ElinUsagiElinUsagi ✭✭✭✭✭
    edited February 2018
    Furappi wrote: »
    Gunslinguer male castanic, duals pistols, high speed dps, each mouse button controls one of this guns, can lock aim up to two enemies at same time, like Dante from Devil May Cry long coats with a edgy atittude

    Necromancer male high elf, drains enemies life to heal himself, can summon a skeleton to fight for him, debuffs and damage over time

    A Necromancer would be cool to be added into Tera, blood magic would be quite fun to play in the heroes side.

    However I think new support classes are hard to make in the game bacuase Mystics ans Priests debuffs are really good already. Also Tera Mystics are like an Hybrid from Summoners, Bards and Priests while Tera Priest is the most similar class to what other games have as a healer.

    As a Necromancer I would expect a class able to self heal while dealing damage with an specific skill, debuff the enemy making him more vulnerable reducing his critical resist factor and endurance, poison is a must to do damage over time, summoning corpses to aid him to defeat his enemies is a must also, as Mystics have better thralls when leveling then Necromancer should also have some undead capable to deal a significant damage.

    There are many things to think about a class like that and it would be cool to be able to play it.
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