[TERA PC & Console] En Masse is closing, but TERA lives on! We will continue to support TERA PC (NA) and TERA Console until service is transferred. Stay tuned for more information.
[TERA Console] The Grotto of Lost Souls update (v85) is now live! Read the patch notes here: https://bit.ly/TERACon_v85
[TERA PC] The 64-bit update (v97) is now live. Check out all the changes delivered on August 11 here: https://bit.ly/tera64_patchnotes
[TERA PC & CONSOLE] Summerfest Part 2: The Beach Bash is on from August 11 until September 1! Participate in event activities to earn tokens redeemable for costumes, consumables, mounts, and more! Details: https://bit.ly/tera_sf20
Comments
So far doesn't look like the devs gonna nerf ninjas or brawlers directly, they'll buff the rest instead, so far it seems it worked with sorcerers but the changes for berserkers and slayers don't seem really meaningful (However, I suspect that allowing slayer's UOHS to be affected by glyphs and gear rolls will boost their damage more that we might expect, I'm not sure if it'll go up to ninja levels, but we'll see).
Ninja can get boring if you are not constantly pushing yourself into that perfect rotation that gives the big numbers. All classes, when played with your A game, can become interesting enough because there's always the challenge of going further. All you need is the desire to get more out of the class.
About patches, it's said around that other classes will be buffed up to ninja DPS.
Now, as for class to choose, I'd choose Mystic if you don't have one already. They are interesting to play at a lower level than ninja because it's more challenging to use it well. BUT, you will need to have a support/healer mindset when using it in parties. One big mistake some people make when rolling healers is that they don't enter party content with the mindset to help the rest of the party. Healers, just like real life EMT personnel, must have that extra drive to help others above any personal goals.
As in every MMO, the strenght of each characters constantly changes. There was a long time when sorcerer was on top. Even the slayer had its best time and was the highest DPS, combined with a lot of KDs (even if it only was short). Then every new class (reaper, gunner, brawler, ninja) rolled in. Fortunately, the skill of the player still is the decisive factor. No class is a faceroll class like in some other MMOs. If you lack knowledge in rotation, glyphs, skill, timing, crystals, movement, buffing, equipment, etc. you can play a strong ninja class and nevertheless be the smallest damage contributor.
As you mentioned, the ninja will be balanced in the near future (look at the announcements). So dont level a class with the intention to have a easy, high damage class. A lot of people stick to their "old" class and drive equal or even more damage, because they specialized in their "old" class. Besides that, you dont have to force a main character in Tera. A lof of people have the whole bandwidth as a character slot only costs some 10k g(?) and not real-life money or 100k like in other MMOs. Tera strongly supports alt characters, compared to other MMOs.
The answer is: Yes, there will be balancing and ninja might not be the strongest class anymore.
About the mystic: This is the easiest class to level and is a supporter/healer in endgame. This completely puts you in a more responsible position; you are responsible for people dying, even if they have zero crystals, run away from your and deliberately jump into every red danger zone they can find. You will get yelled at for not having the 120% stamina glyph (no other class is being yelled at for missing a glyph, but you really should get this glyph) or for people dying who cant pick up your motes. Nevertheless, playing healer is a lot of fun. But you have to have a healer-attitude for this.
jagged path has an anim lock in the end(might be mistaken here), and i didnt saw any reason to use decoy outside repositioning. and burning heart or fire avalance isnt in a straight part of a rotation, one being in a long cd and other taking a bit too much time to be in part of a rotation. yes you have to use them but theyre not exactly a part of a rotation.
Not true it's so hard to time space bar presses.
>implying any of the content we have takes actual skill, not practise.
In my case, jagged path's anim lock is cancelled for the most part by double cut. JP has a glyph that gives you +20% skill damage for all your skills for the next 3 seconds. So that's a needed skill in my opinion. Decoy jutsu is the only skill with the glyph to reset double cut, so it's needed for that rotation as well. It also does good damage by itself.
I've found this rotation to give me good kills on IoD, where bams can be stunned. Chakra thrust(from behind if bam is not being unruly)>Double cut>jagged>decoy>Skyfall>resetted Double cut>basic attack 5 or 6 times. I know I'll lose some damage from the first DC and JP if i don't chakra thrust from behind, as those skills come off pretty fast and I don't want to lose time repositioning after stunning. But things get on track after decoy's own repositioning.
Also remember to use attunement + Fire avalanche at the first chance ki is at max and boss is enraged. Then while avalanche is on CD, replace it with attunement + burning heart. Attunement is needed because of it's FA and BH speed boost glyph. On IoD bams, you can go attunement>decoy(if not already behind boss)>chakra>jagged>avalanche/burning heart for max damage. On most cases, and like that very old meme, "This kills the crab."
Animations are canceled, and the rest are your personal feelings and not how to play the class. You can stick to your 2 ability Ninja, but don't spread misinformation.
sorcerer revamp?
You can find all the info here.