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Health potion/rejuv from vanguards and tokens removed

Is their anyway to earn them other then the ace dungeon and strongboxs?
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Comments

  • 66ECX7NAN766ECX7NAN7 ✭✭✭✭
    Nope, sorry
  • LancerJivaLancerJiva ✭✭✭✭✭
    They're useless anyways. Always hated getting them from vg
  • PhandemoniumPhandemonium ✭✭
    edited October 2016
    LancerJiva wrote: »
    They're useless anyways. Always hated getting them from vg

    Both this potions downtime is 30seconds which is best you can get. One heals 50% flat and the other one helps fight off bleeds and overall get you back to 75% HP when your healer is busy or dead. Imo they are far from useless.
  • edited October 2016
    LancerJiva wrote: »
    They're useless anyways. Always hated getting them from vg

    Both this potions downtime is 30seconds which is best you can get. One heals 50% flat and the other one helps fight off bleeds and overall get you back to 75% HP when your healer is busy or dead. Imo they are far from useless.

    I'm not saying it's a substitute, but one of the interesting things I noticed is that the new health/mana potions they added in this update have a downtime of only 10 seconds. Obviously it's not quite as powerful as these other special health potions are, but it certainly makes them more "spammable" than they were before. They also provide a bonus if you use them when knocked down or stunned, so they're much more potent than the old regular health potions were. So with these changes, it's probably less needed overall.
  • TWMagimayTWMagimay ✭✭✭✭✭
    LancerJiva wrote: »
    They're useless anyways. Always hated getting them from vg

    Both this potions downtime is 30seconds which is best you can get. One heals 50% flat and the other one helps fight off bleeds and overall get you back to 75% HP when your healer is busy or dead. Imo they are far from useless.

    I'm not saying it's a substitute, but one of the interesting things I noticed is that the new health/mana potions they added in this update have a downtime of only 10 seconds. Obviously it's not quite as powerful as these other special health potions are, but it certainly makes them more "spammable" than they were before. They also provide a bonus if you use them when knocked down or stunned, so they're much more potent than the old regular health potions were. So with these changes, it's probably less needed overall.

    Not really. You don't pot because you need heal over time, you pot because something terrible just happened and you need to fill your hp fast to survive the next few seconds. Let's say, you are doing LK HM, your healer got nailed during shield, what's 14k hp gonna do for you?
  • LancerJiva wrote: »
    They're useless anyways. Always hated getting them from vg

    Both this potions downtime is 30seconds which is best you can get. One heals 50% flat and the other one helps fight off bleeds and overall get you back to 75% HP when your healer is busy or dead. Imo they are far from useless.

    I'm not saying it's a substitute, but one of the interesting things I noticed is that the new health/mana potions they added in this update have a downtime of only 10 seconds. Obviously it's not quite as powerful as these other special health potions are, but it certainly makes them more "spammable" than they were before. They also provide a bonus if you use them when knocked down or stunned, so they're much more potent than the old regular health potions were. So with these changes, it's probably less needed overall.

    I was ignorant about the cooldown of this new potion, my apologies. Do you know if they share the same cooldown with Health Pot and or Rejuvenation Pot? I'll still carry with health and rejuv just cause they heal alot and have saved my behind many many times.
  • edited October 2016
    LancerJiva wrote: »
    They're useless anyways. Always hated getting them from vg

    Both this potions downtime is 30seconds which is best you can get. One heals 50% flat and the other one helps fight off bleeds and overall get you back to 75% HP when your healer is busy or dead. Imo they are far from useless.

    I'm not saying it's a substitute, but one of the interesting things I noticed is that the new health/mana potions they added in this update have a downtime of only 10 seconds. Obviously it's not quite as powerful as these other special health potions are, but it certainly makes them more "spammable" than they were before. They also provide a bonus if you use them when knocked down or stunned, so they're much more potent than the old regular health potions were. So with these changes, it's probably less needed overall.

    I was ignorant about the cooldown of this new potion, my apologies. Do you know if they share the same cooldown with Health Pot and or Rejuvenation Pot? I'll still carry with health and rejuv just cause they heal alot and have saved my behind many many times.

    Tried it out, and they have a separate cooldown (the way the old regular potions did).

    TWMagimay wrote: »
    LancerJiva wrote: »
    They're useless anyways. Always hated getting them from vg

    Both this potions downtime is 30seconds which is best you can get. One heals 50% flat and the other one helps fight off bleeds and overall get you back to 75% HP when your healer is busy or dead. Imo they are far from useless.

    I'm not saying it's a substitute, but one of the interesting things I noticed is that the new health/mana potions they added in this update have a downtime of only 10 seconds. Obviously it's not quite as powerful as these other special health potions are, but it certainly makes them more "spammable" than they were before. They also provide a bonus if you use them when knocked down or stunned, so they're much more potent than the old regular health potions were. So with these changes, it's probably less needed overall.

    Not really. You don't pot because you need heal over time, you pot because something terrible just happened and you need to fill your hp fast to survive the next few seconds. Let's say, you are doing LK HM, your healer got nailed during shield, what's 14k hp gonna do for you?

    That's why I said it's not a substitute, but less needed overall. This isn't for "disaster recovery" but for regular top-up. So it requires a different approach than potions in the old days. An extra 14k (up to 21k) every 10 seconds isn't something to ignore. But these other potions will still have their use for sudden emergencies.
  • I honestly hate the new pots...It only heals 14.5k with a SITUATIONAL healing that recovers 50% of the potion's amount (7.25k) if you use it when you get KD or stunned. I still prefer rejuv/valiant/health pots because those heals are more efficient and will guaranteed to save you. Especially when your healer is dead or you're a healer and can't heal yourself before a large fixed damage hits you because you are busy keeping facetankers alive.

    The 10 sec cd doesn't make up for what the old pots can provide for you since you only use them when you need a very large and quick recovery.
  • 66ECX7NAN766ECX7NAN7 ✭✭✭✭
    Half of your health is a lot better than 14k. Only reason to use the new health pots is if you're stunned/knocked down or if your good health pots are on cooldown. You don't use health pots to gradually regain health over time, you have a healer for that.
  • I hope they add health potion and rejuv back to tokens and vanguards,,,
  • im guess is more trouble you can craft any other better potion
  • TWMagimayTWMagimay ✭✭✭✭✭
    edited October 2016
    That's why I said it's not a substitute, but less needed overall. This isn't for "disaster recovery" but for regular top-up. So it requires a different approach than potions in the old days. An extra 14k (up to 21k) every 10 seconds isn't something to ignore. But these other potions will still have their use for sudden emergencies.

    I guess I don't make a habit of running with healers who spend the entire fight afk. But I can see how the new potions can be useful in those situations. I'm just not entirely convinced that's a good thing and a goal Tera should've been trying to reach.
  • jebbushjebbush
    edited October 2016
    That's why I said it's not a substitute, but less needed overall. This isn't for "disaster recovery" but for regular top-up. So it requires a different approach than potions in the old days. An extra 14k (up to 21k) every 10 seconds isn't something to ignore. But these other potions will still have their use for sudden emergencies.

    In the current state of the dungeons where a large portion of the damage takes anywhere from 70-99% of your hp when you're hit if your iframes are down 14k hp isnt going to do [filtered] and on top of that a lot of bleed is being done after a lot of these skills from boss's.

    the 21k heal every 10 seconds when ur kd/stunned isnt even close to the 28k that the old potions provided nor is that reliable, to even think to try to get the maximum value of 21k by getting kd/stunned everytime is counter productive when ur in pve, the new health potions are worthless even for staying topped off, the old healing elixers that healed 2200hp/1 sec is better. new hp pots are just bad overall for pve.

    cdr doesnt even matter since the only time you would be using a hp pot is when your dying for the instant hp burst heal, if your needing to pop it every 10 seconds your doing something wrong in pve.

    pvp wise its ok imo.
  • NektorNektor ✭✭✭
    14k from new pots is a joke.
  • LesbianViLesbianVi ✭✭✭✭✭
    Well, that is why I use those potions above 80% HP, not under 20% lol :D
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