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Mystic's awakening - exploding motes

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Comments

  • ElinUsagi wrote: »
    - if they run out of mana with a nostrum, you're bad.

    Not to disagree with you but there are some classes that will burn their mana even if you are a good healer, that's why glistening effects on some dyads are really good.

    Being said that, the healer needs to keep up the most he can the party mana.

    Corruption ring mana replenishment splits with people inside the circle. With a lancer on arush, if you only CR your lancer and nobody else, I promise you they will not have mana issue.
  • edited April 2018
    I tried.jpg
  • CezzareCezzare ✭✭✭
    Regarding the original post, yeah, it'll be fun to put mine fields around cities and stuff during GvG, deathmatches and stuff. I've never been fond on OWPvP but this would be a fun way to troll people, too bad open world maps are empty most of the time xD (besides, it seems OWPvP is getting removed, I wonder if all the regions outside Korea will get that patch).

    On the topic of bad and good healer (mystic) habits, it's been a while since I last healed 5 star dungeons (during the Spellboud patch some friends and I used to duo heal in RMHM) but for the most part, I think the main utility of HP motes it's that they can cleanse, at least now that their healing got a slight nerf (yes, they're a last resort, but most of the time the regular lock-on heal is enough).

    Think of KDNM at the last boss. If your party is experienced and well geeared, the fight will be over before Kalivan can complete even one of the Lightning mechanics, so you won't even need to lay one HP mote. If it is experienced but with modest gear, you might land some motes here and there just in case and the party might take one of two once in a while, but in general your lock-on heal and cleanse will be enough even if they choose to tank a few attacks for the sake of DPSing. However, It you have a total noob party with crappy gear (with random crystals or no crystals at all), they will eat every single attack and debuff and expect you to heal an cleanse successfully, and they might take one or two motes if they see themselves dying, but most of the time they will simply die and there's very little you can do about it. All these scenarios get more complex as you rise the dungeon's difficulty level.

    Someone here complained about reapers and archers running out of mana and getting too far from you to get MP from CR, just activate the "Darwin Protocol": survival of the less stupid, if they run out of mana/HP and still choose to run to the farthest corner of the map, they deserve to become floormats, that is if they are in a 3 star dungeon, and if you're in a 4 or 5 star one just kick them, you shouldn't group with stubborn/uncooperative players for those instances anyway.

    I guess the use of the explosion effect will be situational, you will now have the option to detonate them as a safety net in a different way, not depending anymore on whethet the party wants to use them or not.
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