RavingLucatin's Post History
Any lancer out there will attest to the fact that the chain is perhaps one of the most, if not the most useful skill in their arsenal when it comes to PvP.
However, I have found that it is incredibly hard to land.
Having run several dungeons, and constantly practicing on moving mobs, I thought that it would be a piece of cake. Yet for the life of me I have not been able to land a chain on another character in PvP while they are strafing.
It seems like directly hitting their character model while they are strafing will register late? or something and not land.
So whats the trick?
Please do not bother to respond if you suck at lancer. Doesn't matter if you have made an elaborate guide detailing what each of the lancer's skills do and how useful you think it is to glyph. Lancers will solid pvp experience landing chains only need reply.
And finally, the oddest thing about this bug is that it literally registers as being in two locations at the same time.
This means that after you have initiated ghost walk, the ghost you leave behind retains it's unit collision. Characters facing the ghost image are not able to dash through the image and away, because the ghost will register to their characters as actually occupying the space and act as if they are attacking a person and not just empty space.
This is all fine and good, but the ghost takes no damage.
In this way, it is possible to effectively sandwich a player between the ghost and your actual character location.
This basically means that slayers and warriors are able to freely move around the map invisible, while leaving a ghost that will receive all collision effects without taking any of the damage from attacks directed at it.
Obviously this bug allows slayers and warriors to have an incredible edge on 1v1 situations in pvp. If you are sitting there as a lancer with your shield up, it will look as if you are blocking the attacks, yet getting hit for some reason.
This is because they have ghost walked to your side, or behind you, leaving the character model at the location where the first swing was made, in front of you.
This also has incredible use for escaping. Rather than relying on dashing or evade moves, warriors and slayers can just ghost walk away, while the other players attack the incorrectly displayed "ghost".
I cannot believe you r-tards have not made a thread, spamming for this to be fixed.
If you swing your basic attack, then take a few steps and swing the next attack in the combo, no one other than you will be able to see where you are moving.
On everyone else's screen, your character model will be stuck in the same position where you made your first swing.
After your combo finishes, you will suddenly teleport to the location of where you finished your final swing, while on your own screen it will just seem like you were moving a little between attacks.
This applies to slayers most noticeably, then warriors almost as much, and to a very small extent berserkers.
My guild has dubbed this bug, the "ghost walk" because of how no one is able to see where you are moving.
This Christmas with my girl
Edited by: RavingLucatin
almost 2 years ago
- Reason: Trying to get the photos to load right..
How are you guys posting photos. I want post photos!!!
I played a tank in CBT for NA Tera, but I played a dps in K-tera.
I think that a lot of times DPS gets a bad rap because of the idea that they just sit there running through their rotations on almost afk mode while the tank and heals keep the party going.
While this is somewhat true, being a good dps also means keeping a mental balance of the aggro, positioning themselves correctly to avoid unnecessary damage, and maximizing their dps within these two frames in order to quickly take down a mob or group of mobs.
No matter how well you tank or heal, without dps, nothing is going to die.
I was initially annoyed with the fact that popori had an additional attack animation in their combo, because I do try and land my combo attack until the end of its cycle 90% of the time when I solo. At the end of the combo, you can chain it into some other moves, so a lot of the times it is worth it to try and land each hit. However, sometimes you have to sacrifice for a roll to avoid KD (Knock Down) or damage.
I did end up sticking with the aman male for two reasons. The first being that even though he did not have the extra attack animation, the huge horizontal aoe on all of his attacks made up for it. People might accuse me of easy mode, but literally everyone of his combo swings will hit in a nearly 360 around him. Popori on the other hand has to be facing directly at the target to land every hit.
Also, the roll animation is quite different between the two. Amani roll is straight forward tumble, where as popori vaults himself upward on his sword. I felt it was easier for me to track the amani roll, and was more aesthetically pleasing.
I did really miss how popori would often times take a step forward on his power moves like knockdown strike. This really felt like it helped me to land the move, where as the amani male stays still.