Dailor's Post History

FACT:

Tera has a higher user rating on Metacritic than either Wow or any of its expansions.
Ok so here is what I'm hearing in regards to leveling efficently:


1) Quest with one or two companions
2) Advance the story Quests (never fall too far behind)
3) Dont waste time with BAMs unless you can down them quickly
4) Drop quests that offer little XP
Ok thanks for the input. I was thinking this would be the fastest option for me. I have a friend who is at level and a Lancer who is mid 30's. I will wait for them and 3 man quest grind.

Question: Slow down for BAM quests or throw them aside for quicker easier quests?
I have noticed people posting that they reached cap in 40-50 hours. Let me first say this is not me. However I have reached lvl 50 and would like to know what is the most time efficent way to level cap. Is it a waste of time to continue clearing all quests in every zone? Should I wait for some friends to catch up and quest grind or dungeon/BAM grind? I play a mystic so solo questing can be a laborous task at times. Thanks for the advice!
I think the biggest issue for priest is that when a group has a good Mystic everyone is fed mana. I will make sure that slayers and archers/sorcs have a mana ball at their feet at all times. The Priest buffs are good imo because they are permanent and more traditional buffs. The Mystic power buff is a relatively small range and its difficult to hit everyone in the group.

I'm expecting the end game content to stress Mystics out much more in the healing department thus making it harder for us to run around and buff/feed mana. I'm not sure what lvl you are but I'd wait till end game and I'm sure Priests will shine in hardmodes with their greater ability to dump heals.
CitCat on 04/24/2012, 05:33 AM - view
Prologue:

Where i liked the prologue idea, it's implementation seems like it will turn people off from some classes. I didn't play it with every class. I completed it with the priest and warrior. Priest was ok. Warrior was difficult. They should add a healer companion type person to the prologue so that the melee classes don't get discouraged. No one likes to die in a tutorial.



Early game play:

The island of dawn seemed better than the rest of the areas to handle higher populations. Acadia was initially limited to 4 channels causing a bottleneck at Tenenbrous. The kill credit is odd for quests. Tag it first and do 51% damage. The idea is good the practicality later is kind of problematic for named mob spawns. There were 5 - 10 groups of people all trying to get the kill at once. We had to form a line and take turns (OMG so civilized) but people don't like to follow instructions sooo it was a rather annoying process. Outside of that it was great.



Outlaw:

OK so pvp'ng. Is 90% fun the cool down timer on infamy is FOREVER and some people do feel all self righteous about anti pk'ng. I actually earned my first infamy points accidentally. I had decided to flag myself and sit on "The Bridge" in Lumbertown that everyone had to travel over (unless they were smart enough to use the river). While i was flagged i had no intention of killing anyone. I know I know crazy why flag for pvp if u don't want to kill someone. I just wanted to mess with people. Sleeping them as the ran over the bridge scaring the hell out of them and letting them go on their way. Then a group of people came along all uppity and decided to kill the capped player sleeping randoms (aka me). During my escape back over the bridge one of my jump back skills one shot a nub and BAM 200 infamy which is almost 17 hours of being flagged. I think infamy should have more consequences however the duration should be shortened. In KTera i'm told that people can not enter towns or use the instance matching system. My biggest issue w/ pvp and perma flagged outlaw is the HP bars glitching and during dungeons grinding everyone's bar is red just like the mob soo kind of problematic when trying to heal.



Instance Matching:

The instance matcher is VERY convenient and the rewards are remedial either way i'll use it just so i don't have to be glued to one spot to get started quickly. The only problem with it are warriors not being able to indicate tank or dps. If they can resolve that queue times will be dropped significantly. ATM lancers insta queue priests/mystics have a 20-40 minute wait and DPS is 30-50 minutes. The long queues are completed due to a lack of lancer tanks. I don't think removing the rewards will make any difference w/ the amount of people that use it. The rewards are nice but nothing to write home about. Joining a dungeon in progress gets u some buffed up charms and using it at all gets u 1 alkahest powder. OH also you should be able to use the instance matcher for as long as u have the repeats for the dungeon.



Bugs:

Found one annoying bug when duoing bams. If the mob if knocked down and aggro switches targets the mob gets up immediately and goes after the person the aggro has moved to. They need to adjust that so the mob stays down for the duration of the knockdown even when aggro changes.



BTW also posted in my blog linked below.



,-*'^'~*-.,_,.-*~ Sugar ~Priest~ Jagged Coast ~*-.,_,.-*~'^'*-,



Blog

Set Sail for Fail Guild Website



Ok very important note here. When you run an intsance with a flagged player ALL healthbars are red!!! If you are a healer you know how incredibly annoying this can be.....this is a must fix.
Leiloni on 04/23/2012, 08:13 AM - view
Priest's can give you mana if they spec for it and once they hit 58 they can spec to give even more than they do at this level. And you don't have to run around picking up orbs, Priest can fill up your MP bar on their own.



Poor Leiloni....search your heart and you will find the truth. Mystics just have more to offer. Enjoy your backstep as I teleport through the boss and feed mana to my DPS!
Locusani on 04/22/2012, 05:34 PM - view
I joined a group and discovered there was no tank.

Or rather there was - me.



Healing threat + teleports = mystic tank!



Easiest run I've had so far.


Favorite part about a Mystic! I could care less if I have aggro. Everything I do can be done on the move I dont have to stop and worry about where to lay down a dumb circle. Lock on heal and teleport FTW!
Kylira on 04/23/2012, 03:19 AM - view
I think the biggest problem with mystics is people don't realize they need to pick up the red and blue balls of goodness. Mystics can put them down before a fight and people can pick them up as needed as opposed to the healer trying to get the heal circle positioned right (I know that's not their only heal).



Shoot, with the blue balls ((tee hee)) none of the melee classes ever has to do their basic attack and can stay at full mana.



My Popo mystic will definitely be my main and whether or not a group wants me as healer is their loss. I will play a priest too but only because I have a serious case of Alt-itis.



As for Lancer; I admit it's the one class I probably won't make. I find the class the most boring but I've never loved playing the tank.



If you've purchased the game I suggest trying out all the classes once Head Start starts; it's how I figured out which classes and races I liked best.


I agree here. If groups utilize the Mystic they will realize they have far more to offer than a Priest. Amazing buffs, plenty of healing (pick up the damn balls and stop tunneling like your playing WoW), and best of all mana for everyone! The good end game guilds will never leave home without a mystic...the Pugs can keep the priests.
Don't lump mystics in with priests....much better suvivability.