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GUNNER Quest Annoyance

I really wish they had noted that the GUNNER quest was not achievable unless you are really good at this. I did my first 410 dungeon on my Mystic and realized I can't even survive at all, let alone long enough to have heal the team and reach the end.

I am fine with things being hard and even these quests being hard, but I wouldn't have wasted my time earlier (and quite a bit of gold yesterday upping my item level) it I had known the difficulty went through the roof at that point.

I am sure this is easy for many of you, but it is not for me. I was a lousy healer and I am sorry for those I let down. I would have been happy queueing as DPS, but I get shoved into a healer role due to my class and I know I am not good enough at that for now. Really frustrating.

I likely wouldn't have bothered to be interested in this had I know that the item level requirements were so high for the later parts, but I didn't clue into that until too late, after lots of wasted gold.

Comments

  • Lilith's on normal isn't super hard it is just once above 410 you get to the point where instances start having mechanics that say learn the mechanics or die... that being said they give you plenty of warning indicators for most mechanics... also having a healer class qued as DPS might be just as harmful than having a bad healer in certain 410+ instances since some bosses have a DPS check where if you don't kill it within a certain time or do x damage within a timer it wipes the group or becomes insane (like the pony on Lilith's the longer you take the less safe area you have to fight in)
  • I will somewhat retract this since I just got E for Brutal Orisks instead, so I don't have to get to 417 gear level, but the dungeon may still be a challenge. I hate to penalize a group because I am a lousy healer.

    The tough thing is all dungeons so far were not that trying on healing, but the one I was just in was a HUGE step up.
  • BTW, the system had warnings, but very little notice. Being difficult is not the problem, the spike is. I need to hunt for a group to carry me through Lillith's Keep.
  • I've noticed decent geared players sticking it out longer today and being more patient than usual. Rough matches though, dang, cramming every new player into LK, barely making it. I expect matches failing it to increase in the coming days as more people rush their gear. Unless the requirements get a downgrade like U and E.

    I'm bad at making guides and shouldn't, but I'll tell you the [filtered] healer has to deal with(only relevant to normal mode), you'll probably make it by limiting your attention to just the stuff that can kill you "out of nowhere":

    Pyrepelt, read the giant text, the only 3 moves that can kill you here are:
    Safe zone: run behind it
    Targeting [Player]: It's usually the farthest player, so you, archer, or some melee dps derping around with low hp.
    IMPORTANT: If it's your name, run as far to the edge and wait til it gets to you then dodge inward.
    If you drop a puddle dead in the middle, your chance of failing this boss becomes very high.
    You can cure the bomb debuff.
    Rear kick: Easy to spot, might get you if you're behind it and stuck in animation lock
    Heal hard through the trash mob summon, many new tanks squish at this part, even worse when low dps group.

    Arachandlebra, only move that can kill you is the wax bar, you shouldn't be in range to die to anything else, unless reviving people
    Wax: Before it hits 100% wax, anywhere after 95%, start getting away a distance equivalent to 3 arachandlebras out
    Don't worry about players who ran out, cure/heal the ones stuck near the boss best you can, it's all you can do.

    Trash mobs: these have high hp and hit hard, every new tank overpulls these, if the group dps is low, it's not your fault if people die

    Lilith, moves that can kill you are the wide beam and the overlapping circle AoEs, you'll learn to identify from how they overlap
    You usually shouldn't be in range to die from any of the melee killing mechanics, unless reviving people
    Every instance match group I've done has failed the shield break so far, it's not important in normal mode thankfully

    Your own self: Many new mystic in lk ends up killing themselves because they forget to heal their own hp
  • I know this is vague, but the one I ran had a teleport right at the beginning, followed by a boss on a circular platform. No mobs prior that I saw. I bailed after dying too many times. I hate doing that, but I was not going to be helpful when the boss was only down to about 65% and all my gems were almost gone off my gear due to deaths. (Yeah, I should have used the permanent Crystalbind if I had thought of that.)

    I am more focused on question. I need to find a group to do things like this with, including the harder daily quests.
  • Mystic is not a DPS and should never be considered as one. The damage is so little in comparison to any other DPS class that it’s laughable. Not even your strongest thrall can compensate for that.
    If you are struggling, just watch the videos from mystics point of view. The 410s and up cannot just be cleared like everything else until this point, knowing what mechanics the boss has is not optional.
  • Thanks. I do not think the one I went into was Lillith. It didn't look like the video I watched. I will watch more video tonight.
  • I'm with you man, the difficulty spike is WAAAY too steep. Plus people like to leave in the middle of one of the boss fights and I only get 2 tries a day. I also blew a lot of gold to boost my item level to 410 for this event. I'm not having issues with the bosses myself, like dodging their attacks or anything, it's just getting people who won't leave. I honestly hope they make the R quest easier. Can't complete it because people just up and leave. I probably sound like a whiny [filtered], but that's just what my experience has been like lol.
  • It wasn't the Lillith dungeon, it was the other one (410). I made it through Lillith on my Sorcerer. Died a few times, but I take the blame for those. Excellent healer.

    I am not sure how I practice healing, but I certainly can watch some videos if I pursue that route.

    I did finish Lillith's Keep, so I have all the letters now. I am very glad they changed the E requirement.
  • BTW, the mechanics are steep if the previous ones were nerfed significantly as you note.
  • LucyKosakiLucyKosaki ✭✭
    edited June 2018
    You probably were in shadow sanguary. The first boss has a shield mechanic, where it's like "Do enough damage and break the shield or whole party wipes".

    As a myst, you should play support only. There are a few tricks, that you can do in order to help your party to do a lot of more damage - more than you could ever deal if you attacked directly.

    I created a myst a few days ago, ran SS for the first time yesterday (although I already had a lot of experience in the dung with my slayer) and we had an average run. Then I optimized my playstyle, my skills and my glyphs and when we ran it again, we cleared it in just 15 minutes! It made a huge difference.

    Here are some tips:

    1) Roll for double cooldown reduction and attack speed on your weapon and cooldown reduction on teleport jaunt on your armor, because it's your only i-frame evading skill and aside from that you have quite a few useful skills with long cooldowns, so shorter cooldowns are really useful.

    2) Don't use the preset skill palette. Myst is one of the classes with the most skills, so activate the third bar and make your own layout. Skills you use very often on the first bar, skills you use a few times during a battle on the L1 bar and skills you only use at the start of the battle or only rarely in specific situations on the L2 bar. Remove the crowd control skills entirely as you should focus on heals, buffs and debuffs.

    3) Don't use the thrall of protection in battle as it draws aggro, does very little damage and just annoys your tank. Just activate the Glyph of Grounding and call it and remove it by calling the heal thrall, so that the glyph gives your whole team a defensive buff for 10 minutes.

    4) instead of spamming your teleport jaunt skill to evade attacks (which is very difficult due to the short i-frame time and the cooldown), use the corruption ring skill if the boss is not doing flat damage. It makes you immune to stun, stagger and knockdown and if you activate the def glyph, it also gives you 50% damage reduction. Very useful to just use the ring for 1-2 seconds when the boss hits you, then just take a red mote and continue with full life.

    5) Volley of Curses and Contagion are your most important debuff skills! If you and your party are at good health, focus on keeping those active on the boss continously! And active the glyphs on them: Longer duration for Contagion and the additional 9% endurance debuff on Volley of Curses! It reduces the defense of the boss, which greatly enhances the DPS of your group, especially when used at the same moment as the other DPS activate their own buffs.

    6) Vow of Rebirth can also be really useful. It has a glyph that gives you the effect too, so with reduced cooldowns, you can give yourself and one party member an additional rez every few minutes.

    7) And most importantly: You can't activate all your 4 aura skills, so always only use Merciless and Tenacious Aura and keep them activated for the entre run. it gives several offensive buffs and mana generations for all party, so it greatly powers up the DPS of your group even further.

    The rest is just healing yourself with the red mote or the heal thrall, heal others with boomerang, titanic favor and totem, cleansing with cleansin touch and dispelling the boss with regression if a mechanic requires it.

    Out of the 410s Lilith and SS are a bit challenging at first as it is quite a difficulty jump in general. I would recommend running Kaprima first 2-3 times, because it's the easiest 410, but it has already 1-2 important mechanics to look out for, just nothing too drastic like LK or SS first boss.

    For all 410 dungs and above, you should look up guides online (I recommend youtube guides), so you know all the important mechanics beforehand and your party won't wipe because you failed to do something important at a specific time.

    The spike from 410s to 417s is also pretty drastic again and you should only approach these if you are in a group where everyone is experienced enough to run the 410s very easily, quick and safe. 410s dungs and above is where joining an active and helpful guild gets really beneficial.

    One last thing: Don't give up and don't be discouraged if people are dying and your party fails the dungeon. You can't outheal a bunch of very inexperienced players, who get hit by everything. Using the instance matchmaking will usually pair you up with people like this. So don't give up and keep trying until it makes "click" and you can read the bosses naturally. it also helps to look for a group manually, who preferably already has experience with the dungeon, so they can give you tips and you can watch them how they play and what they do in certain situations.
  • Thanks for the ideas. I have saved a link and will work through that if I pick up my Mystic for dungeons again. Those look like really good points!
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