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Comments
That's my point, you don't have to prove yourself in RMHM, as an instance can be learned quicker than learning your class or how Tera's combat system works. I had been floormats for a couple instances before, like SCHM, and Imperator at SSHM first 2 runs, however, I was still invited because I could play what ever class I played at the time well, I just had to learn the instance. You just have to show you fill your position well, and aren't a [filtered]. There's also joining a guild, or running with other people in the same situation, which is another problem. The people with +12 Guile and no experience do not want to run with other +12 no experience.
The funny thing is, I did ask people here for advice, if Imp was worth it, etc. Know what I got? The same conflicting info: Imp is better, but Guile is enough. And until you, no-one said anything about resources or connections, as if that was obvious and I should somehow know that (I mean, isn't the whole grind meant to get you the resources needed?).
I am in a guild, and the players I mentioned earlier used to be in the same guild, so we could run those dungeons fine (even had fun doing it). That's not an option anymore, though, and most of my guild mates either aren't doing anything dungeon-wise, or play from another region so that I never see them in-game. Guess I need to find like-minded players, or another guild.
1. Yamazuki explained it better as I was bored, but while some info correct many players ingame consider those guides to be [filtered] partly for this very exact reason. Your confusion and the fact that what they do doesn't apply to everyone. The example I highlighted was to show how people have different opinions and shouldn't take what they write seriously. Both Lancer guides at the time covered only up to SSHM. First guide says top line should be Atk Speed. 2nd Guide says top line should be 9.3% damage. Mind Blown.
2. Then you are using your class wrong. Like previous patch, Mid tier weapon means mid tier DPS so you are stuck in the 500-700k/s. High tier weapon means you do high tier dps aka >700k-1m + Also, realize that certain party comps are required to do those numbers. If you are doing 500-600k/s with an Imp weapon you are clearing floor matting too much. Imp weapons were buffed and are not that far behind Ambush <10% dmg diff.
3. No every MMO community diff. and if you hadn't notice Tera is very Elitists. In other regions the publishers/ devs actually forced players to party with new people for new content. Its the game that fosters this type of two faced community and without a doubt explains why retention lower than normal. If no one in your guild runs RMHM (more like excluding you), but that's what you wanna do then leave and find another.
I'm not floor matting or in a party. I compared those numbers in the same conditions as when I was using +12 Guile, i.e. soloing against IoD BAMs (same skils, same buffs, etc. I am missing the weapon etching for +12 crit factor, but I don't see that as making that much of a difference in actual damage). Maybe that will change drastically when I'm in a party.
Also keep in mind I am not using a DPS counter or anything like that, so the best I can compare are the number per hit/crit.
I'm not used to MMOs, certainly I never stuck around one as long as I did TERA, so I have no experience to draw from regarding the community.
As for the guild comment, like I said, the few I've seen don't run dungeons, and I haven't seen the others.
I suppose more guides could be written, and I have suggested EME endorse content creators in some fashion, as guides tend to be outdated, and a single guide for a given thing tends not to be good as it's advice from a single perspective. Unfortunately haven't been able to get much of that going, due to lack of interest from the community. Although, if there are things you would like to know, or have confirmed, feel free to PM me on forums.
It means it's time for a new guild, or maybe finding a group to run stuff regularly. You could try asking on forums. Unfortunately I'm not sure what server you're on, and even then, I only really play on TR; Unless you play there too, I wouldn't be of much help.
Yeah, ended up changing my short term goals, but at least they're more doable, even without a static group. Still, I'll see what I can do to make a group with my guildies.
Thanks for the help offer, I'll keep it in mind. And I'm on AV, so no in-game help.
First off Atrocitas is how my RMHM partners like to call, the real end-boss of the dungeon. We generally have more deaths there than on lachelilith because of how long and mind-numbing the fight is.
His HP is way too high but it's pretty meaning-less gameplay wise since it's almost impossible to wipe at that boss. The circle are also clearly made for korean ping. Playing a warrior with 130ping if he decides to do it as I start a combative strike or traverse cut I'm dead since i won't have time to roll back(turn camera 180º) leaping strike. Whoever earlier mentioned one ability being enuf, if you mean charging slash, like another warrior already said since MCHM it's unreliable and likelly to go the other way towards the boss.
On RMNM my clears on it are usually 5-10min, even with full +15s It's way too slow and even more boring than HM cuz of no 2nd timer and could really use a fun friendly hp nerf.
Now on progression guile->ambush I myself am doing similar but with sf+15 weapon, dps wise both my warrior and guile+12 sorc can compete with +15imp people, no point going to numbers here for 2 reason.
1ºdead dps=no dps=I've seen guile+12 do 4x more dmg than a floormat
2ºTHERE IS NO DPS REQUIREMENT IN RMHM. You also don't need to do lkhm for mats, nm is enuf and I've seen shield be broken by full +12 guile in less than 5 seconds. jsut time your scythe/CDS right.
Srly whoever is saying you cant skip imp is just salty they have made that transition when you can skip it. An extra minute or two of boss fighting doesn't cost anything and people look at skilled players more favourably than at your +15 imp white winged weapon
As for getting into groups until you get skilled non that is where the real pain is at. People won't accept you even if you say you are exp 4 runs for pugs. The best is to get a static going. Ideally finding friends you are often online with or guildies and start learning runs. People are too afraid to suffer trap runs nowadays, when back in the day 10h+mchm learning runs were common.
You know what the really funny thing is? I went ahead and looked up that topic you asked about it in. And that is totally not what you got as a response. It's also not what you asked. And you were told about both connections( "No just [filtered] and get carried straight to Ambush.") and resources("It really isn't worth it as a f2p player to +15 gear and waste all resources.").
You aren't stuck at 500k-700k/s if you know the class well. I was doing 800k/s+- 1.4m/s with +12 SF/Slaughter on a slayer last patch. SF +12 for my main slayer and +12 slaughter for my alt.
You know what the "no, get carried to Ambush" implies? That Guile is enough. And, yeah, I guess that means something about connections, I just didn't take it that way. And yes, sometimes I need things spelled out.
If "get carried" means "you'll do good" to you...I don't know what to say.
Enough =/= good. It means it's doable, nothing about being efficient or good.
In this specific context, enough = good. Not great, not perfect, but good -enough- to carry your own weight. If we go by your logic, lvl 1 gear is enough as you can totally get carried in that as well.
We obviously have different definitions of good enough. Good enough means it's passable, that it's the minimum required. Not that it's good. Otherwise it'd be "good", not "good enough".
I'll explain this to you since nobody else has. In MMOs, when you ask "Is this gear good enough to do this dungeon?" people assume you mean "Is it good enough to do my share of the work?" not "Is it good enough to walk through the teleportal?" There isn't such a thing as "minimum required" in this context. You have 3 stages: get carried, carry yourself and carry others. The "carry yourself" stage is when you can consider yourself "good" and also when you are "good enough" to run the dungeon.