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TERA Free PS Plus Package

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TERA Free PS Plus Package

Watch out as a Playstation Plus member and get some nice extras in Tera. Just go to the Playstation Store between 15/5/2018 12:00 and 12/6/2018 12:59 and search for TERA: PS Plus Package.

Here is the description from Playstation to the package:

Description

As a PlayStation®Plus member, you can download and keep this exclusive content forever. Not a member yet? Sign up for PlayStation®Plus and get lots of PlayStation® extras!
Become a PlayStation®Plus member

Get the most out of your TERA experience for PlayStation®4 with the PS Plus package.

The PS Plus package includes:

Shadow marble – a spectral mount with a motion speed of 280 fps.
Blue baseball cap – just in time for spring training!
15 days of elite status including account benefits like double XP, fast travel and more!

Only a TERA character can claim the items in this bundle. Elite status is account wide.

Link to the package: https://store.playstation.com/de-de/product/EP2355-CUSA08525_00-23WCSG0000000000?emcid=pa-st-111284

Source: Sony Playstation, https://store.playstation.com/de-de/product/EP2355-CUSA08525_00-23WCSG0000000000?emcid=pa-st-111284

Tera – get some underwear

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Tera – get some underwear

Tera brings the Golden Underwear to the EMP Store now!

Here the official info of Enmasse Tera:

Gird your loins for battle with an underwear bag box from the TERA Store! From Tuesday, May 15th, you’ll have the chance to choose from five booty boxes, each containing a chance at a special set of underwear with indispensable status bonuses:

Box of gorgeous underwear – Boosts Strength
Box with fitness underwear – Increases max. LP
Crate with reinforced underwear – Increases critical hit value
Box with insulated underwear – Steigert Konstitution
Box of high performance underwear – MP renews every five seconds

And for an even better fit, elite status players get a 20 percent discount on the list price!

Or, in case you want to become a hero in no time at all, get the very best Level 60 scroll that will bring your character to Level 60 in no time. Using this scroll will give your character all the appropriate skills, glyph points, and a set of equipment to match the level–because there’s nothing worse than being killed by a bear all at once while wearing beginner clothing.

So get ready for the battle with underwear that offers unimaginable possibilities, or a scroll that will take you one level higher! Visit the TERA Store and pick them up now!

NOTE: Blade dancers should not use the very best level 60 scroll, as their starting point is designed to bring a character to level 58, teach them the basics of the game, and equip them with the necessary equipment. Blade Dancer characters should first complete all their start area missions and leave the area before making any non-cosmetic changes!

Source: http://tera.enmasse.com/de/news/posts/125

Tera Wizard Guide PVE PS4 Patch 1.09

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Tera Wizard Guide PVE PS4 Patch 1.09
Foreword

Hi everyone. I’m Blizzar of Awakening, in Maligos. I just wanted to give you an insight into how I play my Mage and why I do things the way I do them. I’ve been playing my Mage since the beta of Tera on PS4 and maine since then. My experiences come from conversations with other players/players over the years on PC games and various guides that can be found on the Internet and that I have tested. After the whole rumgeteste I came to the final result, which I would like to introduce to you here, so that you can save the whole rumgesuche.

So we start… To the current patch on the console the wizard is the best Damage class if you play him right. But like every class there are some strengths and weaknesses that you have to watch out for.

Pros and cons
pro
Ranged advantage that makes it easier to see what’s going on in the game
Skills are very ping friendly and can also be used with poorer management
Great defense spells with which you can Dodge most mechanics
DPS strongest class and perfect to clear the current content
No bent animations e.g. like Lanzer
No forced chain attacks that need to be used
contra
Requires a lot of mana which is why mana pots are mandatory (healers can also hold the mana upright well)
Too many time cast spells that cause an animation lock
DPS fluctuations due to high critical value required
Due to cast animations only playable as Elin fluently
barrier you have to test with every attack, whether it blocks it or not.
Should I play Mage?

This is the first question you should ask yourself. If you really want Mage Mainen, you should be aware that the class doesn’t always stay the most DPS class in the game. So just because she’s top animal doesn’t mean that. So if you want to play an entertaining class with a lot of possibilities you can play Mage mainen, but if you are interested in big damage figures don’t touch it from the beginning.

Ranged Class Advantage

Being a ranged fighter gives you some advantages, such as being able to see what the boss is up to and react better. There are also no or very few collisions with the boss or other players. Another nice little advantage is that if you die the healer can resurrect you a lot easier than a melee class.

Disclaimer

This guide reflects the experiences I have made with the Mage since I started playing Tera. This guide is intended as a learning tool to give other players the opportunity to understand the Mage class as I did when I created this guide. This guide won’t be 100% the best one to get out of the Mage, but in my personal opinion the Mage class is playable with this guide. The guide is not a class guide but only my personal opinion how this character can be played.

Skills
Main Damage Spells
Torpedo attack, 3290. Base damage, 5 sec. cooldown, 300 mana.

Start a lightning strike in a straight line and hit all targets up to 15 meters away. This skill is usually considered the highest damage level due to its low cooldown, fast casting time, double critical strike chance, decent base damage, and ability to reset cooldown.

Meteor Strike | 10589 Base Damage | 12 sec Cooldown | 1200 Mana

The top DPS capability. A meteor falls 10 meters in front of you with a radius of 4 meters to the ground. You can cancel the spell time by moving in any direction and the cooldown does not expire. This skill does not generate aggro until the ability passes. During the mana boost, the skill range widens, casting time increases, and four small meteors are thrown before the main character hits a total of five times.

Arcane pulse | 3514 Base damage | 10 sec Cooldown | 124, 248, 248 Mana

An energy ball that hits all targets up to 21 meters away in a straight line. When the ability is fully charged, two projectiles are fired instead of one. Basic damage is calculated for each projectile so that a full charge equals 3514 + 3514 = 7028 basic damage. This skill can be aborted during loading animation by teleporting Jaunt or Backstep, and the cooldown does not continue. During mana boost, this ability will shoot four projectiles instead of two when fully charged. When glyphed, you get +75 Crit for 5 seconds.

Nova | 7812 Basic damage | 16 sec Cooldown | 700 Mana

Summon an energy ball 7 meters in front of you that causes damage in a radius of 6 meters. During casting you are immune to Knockdown / Stagger and take 50% less damage (without fixed damage). This ability has a good chance of knocking down monsters if they’re not immune. You can cancel cast time with Teleport Jaunt and Backstep. Canceling this ability sets it to cooldown, but you still get the buff when you glyph this skill. When you glyph, you gain +75 Crit for 4 seconds.

Vacuum pulse | 6774 Base damage | 15 sec Cooldown | 600 Mana

You shoot a pulse that flies up to 21 meters and causes damage to a target. Make sure you always look behind the boss when you do this skill, as you will get a bonus damage to the ability.

Filler Spells
Hailstorm 10337 Base Loss 26 sec. Cooldown 1000 mana.

Throw a wide AoE circle 12 meters in front of you with a 6-meter radius. The skill takes about 8 seconds, and each target hit all the time gets 25 hits. It also places a debuff on your target (except dungeon bosses), which reduces movement speed by 10%. This effect lasts a few seconds and can be stacked up to four times. While this ability is active, try your best to look behind the boss for the bonus damage to count.

Barrage | 3595 Base Damage | 3 sec Cooldown | 600 Mana

Fix a target within 18 yards, then press the same skill again to complete the ability. This ability has a slower casting time, but there is a glyph to increase casting speed by 40%.

Defense Spells

Brief explanation: I-Frames are spells with which you can dodge attacks from monsters if you activate them at the right moment. Excluded are abilities that are supposed to kill you 100% by the game mechanics.

Teleport Jump | 15 sec. Cooldown | 120 Mana

An I-frame that teleports you 10 yards in the direction your camera is looking. If you use teleport jump while pressing a direction key, you will be teleported in the direction you are looking. Teleport jump is a great ability to reposition yourself outside the damage or quickly get behind monsters. The ability has a higher cooldown, so use it wisely.

Step back | 5 sec Cooldown | 85 Mana

An I-frame in which you take a step backwards. If you use this while pressing a direction key, the skill will be made in the direction you are moving. This ability has a much shorter cooldown, so you can use it more often than teleport jumping. You can use it to reposition yourself, or quickly get behind the monster.

Frosty retreat | 1252 Base damage | 5 sec Cooldown | 150 Mana

A backward jump deals damage to enemies and gives a movement speed debuff for 0.3 sec (excluding boss monsters). If you use this while pressing a direction key, the skill will be made in the direction you are moving. It’s another backstep skill, but NO I-frame. You can use it to reposition yourself, or quickly get behind the monster.

Distorting Barrier | 10 sec. Cooldown | 200 Mana

An “I-frame” that lasts 1 second (2 seconds when glyphing) and restores 5% of your maximum MP when used. This is probably the best i-frame in the game. However, using the Distortive Barrier during Mana Boost will cause the buff to be temporarily disabled until the Warp Barrier effect is finished. ATTENTION!! MANA BARRIER AND DISTORTING BARRIER DISSOLVE EACH OTHER.

Stone Skin | 3 Min. Cooldown | 500 Mana

This ability turns your entire body into a Stone (makes you Invincible) that lasts 5 seconds. Alternatively, you can use the skill again to deactivate it earlier. If you use Stone Skin, you will lose all the aggro you have built and will be temporarily disabled.

Mana barrier | 1 min. 30 sec. Cooldown | 200 Mana

Surrounds you with a barrier that can absorb up to 17,346 damage for 45 seconds. It costs 1 MP per 50 damage and ends when the shield reaches maximum damage or you no longer have MP. This ability is perfect for blocking attacks that don’t subtract 100% of your HP. ATTENTION!!! MANA BARRIER AND DISTORTING BARRIER DISSOLVE EACH OTHER.

Support Skills
Magic boost two minutes cooldown 400 mana.

Magic Strengthening grants you a buff that increases your attack speed by 21% and increases damage against all types of monsters by 20% for 21 seconds (when you glyph). Skills such as Meteor Strike and Arcane Pulse (when learned at the highest level) gain new effects. Use Mana Boost only when the boss is angry to cause more damage. The bosses are angry for 36 seconds, so in the middle of your rotation you have time to prepare to use Mana Boost before the rage stops.

Mental explosion | 20 sec Cooldown | 400 Mana

Throw a circle in front of you that lets all targets sleep for 12 seconds. The target wakes up when it takes damage (even poison damage). This doesn’t work against dungeon bosses, but you can use it on Twilight Isle for the BAMs.

Lightning Ring Trap | 24 sec. Cooldown | 400 Mana

Place a circular trap around you, the monsters they touch will be stunned for up to 6 seconds. This is a great ability when doing the BAMs on Twilight Isle.

Rotation

(These rotations were created provided the boss does not move).

The first thing to remember is that you should always start a rotation with hailstorm and from there throw away the cooldown. The reason I say that is because the casting time is so short and there is free damage.

Start-up Rotation (Mana Boost)

Ideally, the lightning strike would be reset further, but unfortunately this will never happen, since you need to know what to do if the lightning strike is not reset at all, let’s take a look at it:

These two are the fill skills and should always be replaced by a lightning strike when the cooldown is exceeded.

Outside Mana Boost

In the following, it is assumed that lightning will not reset. You would still spam a lightning strike if it were reset. Throw arcane impulse as soon as the cooldown has expired and repeat the spin.

Important Note: If you have trouble fitting into all of these abilities, the most important thing is to remove the priority abilities.

Concluding remarks on the rotations: These rotations are a guideline. They work on paper, assuming the boss is a sandbag (not moving). Of course, sometimes you have to use repositioning skills and won’t be able to turn off the entire rotation 100%, but you can certainly try it. If you have a perfect reset RNG against a boss who moves a lot, you would still use Meteor Strike as you like before the boss turns around. Then you can change the position and continue with Lightning Strike. Instead of going Arcane Pulse > Lightning strike > Fireblast, you would simply turn AP into Meteor Strike because you want to get rid of the meteor as soon as possible before the boss spins, so you don’t risk a side or back critic.

Glyphs
Standard Dungeon Glyph Page

Mana conservation Glyph formation

I recommend this build if you don’t have glitter or just don’t want to spend so much gold on pots. You’ll probably still be potting a lot, since this is a sorceress after all.

You can also completely unglyph the warp barrier and take the hailstorm managlyph if you feel you don’t need warp.

Master Race
Source: Yosha Tera Sorcerer Guide PvE

As Mage one has the choice between two peoples Elin and Castanic.

In my opinion, Elin always wins the choice of the race to choose for the following reason.

The cast animations as you can see in the picture above are faster with Elin. In addition, animation locks in which you can not move are shorter, which has the consequence that you have a higher life expectancy. Of course the Castanic offers the nice passive buff of 1% Crit which doesn’t help you if you die faster by longer animation and less damage is caused by the animation in the long run.

So as long as Bluehole doesn’t adapt the Mage to Elin, my tip is better to play Elin than to choose another race. As soon as Bluehole decides to adapt Elin, the first choice is Castanic, but as this has not happened on the PC itself, I doubt it will happen on the console in the near future.

Sources

Own experience from the PS4-TERA version
Yosha: Tera Sorcerer Guide PvE. Available online at: https://sites.google.com/view/yoshasorcererguide/home?authuser=0 , last checked on: 17.05.2018
Hallex: Hallex’s Sorcerer Pv3 Guide Online available at: https://essentialmana.com/hallexs-sorcerer-pve-guide/ , last checked on: 17.05.2018

Tera Double EP Event 18 – 28 May

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Tera Double EP Event 18 – 28 May

Get ready to earn twice as much EP as usual when defeating monsters (in dungeons or in the open world) in TERA for Playstation®4!

The Double EP event starts at 6pm PDT (13:00 Coordinated World Time) on Friday 18 May and ends on Monday 28 May at 23:59 PDT (07:00 Coordinated World Time on Tuesday 29 May).

(And don’t forget: This double EP bonus adds up to the EP bonus you get from elite status!)

Source: Tera , Enmasse http://tera.enmasse.com/de/news/posts/128 18.05.2018

Buff-Food and Co: Everything about consumer goods in TERA

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Buff-Food and Co: Everything about consumer goods in TERA

Have you always wondered what all the different potions and food are for? Have you always wanted to know which ones exist and which ones are best for you? Then this guide should help you a lot. Here we will explain which Buff-Foods there are, what they do (=what they are good for) and which you should use for your role.

Note: Some of the bufffoods listed are not yet available on the console version. In order to get the missing buff food, certain events like the Farmer Festival must be introduced into the game. Some of the other buff food can be obtained from the TERA Shop, for example, but can also be purchased from the trading agency. Quest items, items from old patches (no longer in the game) and experience/gold/call buffs are not dealt with. Brooches are not handled here because they are equipment. These are addressed in class guides. Brooches can also be activated and give positive effects like buff food.

Errors or remarks about the guide? Write a comment and we will adapt the guide.

What should Buff-Food be?

Let’s take the word apart to understand what this English word combination means. “Food” is the English word for “food”. However, many gamers talk about “buff food” not just about food, but about consumer goods in general. These consumer goods must have at least one special effect so that one can speak of “Buff-Fodd”. Here comes the English word “Buff”. In video games, one speaks of a “buff” when it comes to an effect/ability that strengthens the user. It can be about his status values like crit or defense or abilities, or a special effect like immunity against knocking down.

Buff food is therefore a consumer good which gives its consumer (and possibly its group/raid members) an improvement in its status characteristics, abilities or a special effect. In short, it’s stuff you eat to become stronger.

General Information

Buff food is very important in TERA. Certain buff foods are considered necessary by the TERA community as a whole. They should always be used. Other consumer goods should definitely be kept ready at all times or as long as you can manage them. Other buff foods are considered necessary by certain parts of the TERA community or in certain situations. We will identify in the guide which buff foods apply to which foods. Also, some buff foods have nicknames. We will also write them to you.

Special Features of Certain Buff Foods in TERA

Buff food is considered a combat accessory in TERA. You can find them at the trading agency. Certain Buff-Foods in TERA are overwritten. This is extremely important. You don’t want to waste your resources. The general rule is: stronger effects overwrite the same weaker effects. Example: One effect gives 10 power, another 30 power – the one with 30 power overwrites the other. However, only buff food of the same kind can overwrite each other – only potions with potions, etc. But this is only in general, in itself it is a bit more complicated. In the following we list what overwrites what. Details on the effects of the buff foods mentioned can be found below. The following diagram shows the effects:

Buff-Food –> (overwrite from) Buff-Food

Canephoratrank –> Strong Canephoratrank
Bravery Potion –> Strong Bravery Potion, as well as the Canephora Potions
White buff food (roasted corn) –> Green buff food (e.g. broccoli soup, moon pumpkin muffin) and blue buff food (e.g. lamb bulgogi, salad with struthio breast fillet)
green buff food (e.g. broccoli soup, moon pumpkin muffin) –> blue buff food (e.g. lamb bulgogi, salad with struthio breast fillet)
Noctenium Infusion (all you can activate and deactivate) –> Enhanced Noctenium Infusion [unusual] –> Enhanced Noctenium Infusion [rare] –> Enhanced Noctenium Infusion [legendary]
Inferior Secret Media –> Inferior Secret Media –> Outstanding Secret Media –> Eternal While Secret Media
(Veteran) crystal bond –> Complete (Veteran) crystal bond

Some effects are not overwritten, but end with the death of the user, such as the Elixir of the Stormy Savages.

In the following the Buff-Foods are represented as follows:
PICTURE] Name of the buff food (alternative names): (rarity/ frame colour) Description, tips and instructions for use

The water under the Buff-Foods

It’s holy. It is the sign that you at least have essential understanding of TERA. If you don’t take it, you will be labeled as “Noob” or “Newbie” and in the worst cases thrown out of groups. So it’s like water for TERA players. What are we talking about? The secret agent.

Battle Solution: There are 4 different versions of it. In ascending rarity the effect improves. TERA Elite members always have the eternal secret remedy. As the name suggests, you can use this secret agent as often as you want as long as you are an Elite member.

Outstanding Secret Means: (gold) Gives you 27% more Power for 30 minutes, 20% more Constitution, restores 13% of your total MP every 5 seconds, and reduces your attack skills (not abilities that do no damage) cooldowns by 15%. Tank, DD] Increases critical damage by 1.42 times. Healer] Increases your attack speed by 10. Cost 30 gold.

Average Secret Means: (blue) Same effects as the Outstanding Secret Middle, but weaker. 18% more Power, 14% more Constitution, 9% MP Regeneration every 5 seconds. [Tank, DD] +1.07 Krit damage. [Healer] 7 more attack speed. Cost 4 gold.

Inferior secret agent: (green) Same effects as the Outstanding Secret Middle, but weaker. 9% more Power, 7% more Constitution, 4.5% MP regeneration every 5 seconds. [Tank, DD] +0.54 Crit Damage. [Healer] 5 more attack speed. Cost 1 gold.

Important hints!
You should ALWAYS use a secret agent of golden rarity! ALWAYS throw a new one before starting a battle, during resurrection, and when the secret agent expires. You should ALWAYS have thrown a secret agent of golden rarity into instances at any time. Check directly after resurrection and throw it in again. It’s best to put it on a shortcut. On the console this is otherwise too cumbersome in the fight with the inventory. During leveling the secret means is not absolutely necessary, but it helps extremely with mana problems. The secret agent gives you more damage, faster animations (= less animation locks) and enormous mana regeneration. As I said, a MUST! You can buy it at a dealer and special goods dealer.

For your small and big worries

A meteor hits your enemy, you smash attack behind attack on your enemy loosely. Then – the big finale! You press your skill and… Have no mana. S, you think. What the hell does the healer do, who is a priest and can’t provide mana support? Shit! Do you know such a situation? For such and other problems there are little everyday helpers in TERA, who everyone – I stress, EVERYONE!, no matter what class/role they play, should have, assign and use shortcuts if necessary. Yes, we mean that seriously.

Help with mana problems

Outstanding Manatrank: (gold) Instantly restores 800 MP. If you use the potion as a healer or wizard, you will regenerate an additional 640 (+80%) MP. Can be bought at the dealer for 5 gold. If you definitely always have a supply, eagl what you play (DD, tank and healer). Assign a shortcut to the pot. Has 10 seconds cooldown.

Average Mana Potion: (blue) Restores 420 MP immediately. If you use the potion as a healer or wizard, you will regenerate an additional 336 (+80%) MP. Can be bought at the dealer for 2 gold. Can be used in the middle level area. Has 10 seconds cooldown.

Inferior Mana Potion: (green) Instantly restores 205 MP. If you use the potion as a healer or wizard, you will regenerate an additional 164 (+80%) MP. Can be bought at the dealer for 50 silver. Can be used in the lower level area. Has 10 seconds cooldown.

Not satisfied with normal mana potions?

There are other ways to regenerate mana. Some of them are very useful and should be made or bought on occasion.

Divine Infusion: (green) This is the Ferrari among the mana regeneration tools! If you grab some, she’ll do a shortcut and you’ll be gnarled. This potion restores 5% of your MP every second for 15 seconds until a maximum of 75% of your MP is restored. Unfortunately, it has a 30 second cooldown. However, Divine Infusion is perfect for damage phases or phases where the healer is primarily focused on other things. I can only reiterate how useful this pot is! Available in lucky boxes, surprise boxes, and directly from the TERA Shop. However, there should always be some in the trading agency.

Sarbeer delicacy (also: ice cream): (green) Can be produced during the “Farmer Festival” event. Otherwise you can buy them in the action house after the event. This ice cream is ingenious. It restores 170 MP per second for 15 seconds and has a cooldown of 30 seconds. Optimal for high damage phases or times when your healer is busy with other things than throwing mana. Get it and put it on a shortcut if you have high mana consumption. It’s mostly relatively cheap and very useful. If you throw the ice 3 times in a row, you will also get a success.

Shevranbeerenkeks (also: cookies): (green) Can be made during the Farmer Festival event. Otherwise you can buy them in the action house after the event. Very cheap, because they are never used. The biscuits restore 1% of your Max MP every 5 seconds for 15 minutes and increase your power by 0.01%. 30 seconds cooldown. Hardly ever used – there are better ways to make mana. Better buff food overwrites biscuits.

Grilled Piglet: (white) Worse version of biscuits. Also available during the Farmer Festival. It restores 1% of your Max MP every 5 seconds for 15 minutes. As I said, worse than biscuits.

Heart chocolate: (white) Received during the TERA Valentine event. I don’t know if it’s on the console version as well. If so, then you can dust off a super item. It regenerates 50% of your MP immediately. [May only work outside of combat. Uncertain.]

There are also other buff foods that contain mana regeneration. But we’ll deal with that below, because they primarily give other effects.

Where has my life gone?

Outstanding life potion: (gold) 145,000 LP are softly restored. If you are stunned or depressed, you will regenerate an additional 7,250 (+50%) LP. Cooldown of 10 seconds. A must for every TERA player! Available at the dealer and specialty dealer for 5 gold.

Average Life Potion: (blue) 75,200 LP are restored softly. If you are stunned or dejected, you will regenerate an additional 3,760 (+50%) LP. Cooldown of 10 seconds Levels in the middle level area. Available at the dealer and special goods dealer for 2 gold.

Inferior Life Potion: (green) 25,200 LP are softly restored. If you are stunned or dejected, you will regenerate an additional 1,250 (+50%) LP. 10 second cooldown For leveling in the low level area. Available at the dealer and special goods dealer for 50 silver.

But that’s not enough for LP regeneration!

You want to regenerate even more lives? There are some items that you can have with you – not necessarily. Some of them are shop items or event items and therefore not so easy to get – unless you buy them from the trading agency.

Hero Potion: (green) Can be bought directly from the TERA Shop and is available from luck boxes and other boxes from the TERA Shop. Stupid? Then she simply buys from the trading agency. Few are to be received also by successes (make certain Quests). This horny potion regenerates 5% of your LP every second for 15 seconds. 30 seconds cooldown. You have the possibility to get it? Safe is safe. Use it ONLY in the level 65 area when really necessary.

Rejuvenation Potion (also: LP Recovery Potion): (green) Same as the Hero Potion: Received by TERA Shop directly or from crates or lucky crates. You can buy it from the trading agency. Can be fetched later from the Vergos essences including 30 seconds cooldown. This potion restores 5% of your LP up to 75% every second for 15 seconds. Similar to the Hero Potion – get it for level 65 if you have the option and use it if necessary.

Valkyon Health Potion (similar to Health Potion (green)): (blue) Also a TERA Shop Item, which can also come from crates and from glow crates. Just buy it in the sales agency. Can later be fetched from the Vergos essences among other things. This potion is a great addition to the other potions! Use it only at level 65, if necessary. Instead of regenerating life over time, it immediately gives you 50% of your LP back. 30

Potato salad: (white) Can only be produced during the Farmer Festival. Otherwise, it buys cheaply at the trade agency. Restores 1% of your LP every 5 seconds for 15 minutes. Not used as there is better buff food, which overwrites it.

Pumpkin pie: (green) Eventitem for the Halloween event. Restore 100% of your LP immediately. 30 seconds cooldown. Should speak for itself. [May only work outside of combat. Uncertain.]

Strange pumpkin pie: (green) Event item for the Halloween event. Restore 15% of your LP immediately. 30 seconds cooldown. Um… exists… not necessary… only as info. [Works only outside of combat, if necessary. Uncertain.]

Exotic Beach Potion: (green) Available during the summer beach event. Restore 15% of your LP immediately. 30 seconds cooldown. Similar to Pâté. [May only work outside combat. Uncertain.]

Hot Chocolate: (green) Wintera event item. For 30 seconds, it restores 4% of your LP every second – up to 120% (doesn’t exceed 100% LP, but if you eat damage, it restores more). 1 minute cooldown. Yes, there is. [May only work outside of combat. Uncertain.]

Chocolate egg basket: (green) Eventitem for the Easter event. Restores 15% of your LP. 30 seconds cooldown. [May only work outside of combat. Uncertain.]

My poor crystals!

You die and die and die… and your crystals suffer? Don’t worry. There is a solution.

Complete (veteran) crystal bond (also: Complete): (green) Prevent your crystals from breaking for 12 hours. Can you buy relatively cheap in the trading agency. Always use them. Check if you have one inside. Crystals are more expensive than the crystal bonds.

(Veteran) Crystal Bond: (green) Protect within an hour that if you die within this time, your crystals will break. Can be stacked several times. They are only worthwhile in the short run – in the long run you simply need a complete one.

Complete crystal bond (1h, 3h): (white) Within the specified time window (1 hour or 3 hours), support the breakage of your crystals for a long time. Temporarily better than simple crystal bonds. But real completes are much better.

What other buff foods are important to everyone?

Here are the items that always go with a few hmmm of other useful buff foods. A few of these items you should always throw yourself, others only in HMs and again others… according to your taste. Of course we’ll mark everything for you again.

Cane or Tapfi?

This is where you have to decide. From what do you profit more? Do you run NM, HM or Raid? Do you have a “Score-Run” (i.e. want to set up fast time) etc.? Or is just a little damage missing? You should always throw yourself a normal Tapfi or Cane if possible.

Canephora drink (also: Cane): (blue) Some players are required to throw Tapfi or Cane. Also in NM – definitely in HM. So you urgently need some. But from level 65 on! The potion increases your skill damage by 12% for one hour with a cooldown of 1 hour. Can be obtained from the camouflage clearing. Best to buy it at the trading agency. This potion is important for a few DDs (possibly tanks) that don’t benefit as much from attack speed (e.g. berserk). Usually thrown while Tapfi is still in cooldown. Is overwritten by the strong Cane.

Strong Canephora Potion (also: Strong Cane): (blue) Some players are required to throw strong Tapfi or Cane in HM. So you urgently need some. But from level 65 on! The potion increases your skill damage by 15% for 30 minutes, with a cooldown of 30 minutes. Can be obtained from the camouflage clearing. The best way to buy it is from a trading agency. This potion is important for a few DDs (possibly tanks) that don’t benefit as much from attack speed (e.g. Berserker). Usually thrown while Tapfi is still in cooldown.

Bravery Potion (also: Tapfi): (blue) Some players are required to throw Tapfi or Cane. Also in NM – definitely in HM. So you urgently need some. But from level 65 on! The potion increases your attack speed by 4%, skill damage by 10% and reduces your damage taken by 10% for half an hour with a cooldown of 1 hour. Can be obtained from the camouflage clearing. Best to buy it from the trading agency. Also exchangeable later for the Vergos tokens. This potion is important for most DDs, tanks and healers. Is overwritten by the strong Tapfi and all Cane.

Strong Bravery Potion (also: Strong Tapfi): (blue) Some players are required to throw a strong Tapfi or Cane in heavy instances (HM, Raid). So you urgently need some. But from level 65 on! The potion increases your attack speed by 6%, skill damage by 12% and reduces your damage taken by 10% for 30 minutes with a cooldown of 30 minutes. Can be obtained from the camouflage clearing. Best to buy it from the trading agency. This potion is important for most DDs, tanks and healers. Overwrites the normal Tapfi and is overwritten by the Cane.

More, MORE

This buff food is usually only required in HM or Raid. Apart from that they are nice buffs that you and your team can be happy about. Most of the buff food is from the farm event.

Moon pumpkin muffin (also: muffin): (green) The buff food for poor healers. In the trading agency the muffins are offered very cheaply. Otherwise, the muffins must first be produced in the Farmer Festival. The muffins give you 15% of your LP every 5 seconds for 15 minutes, with a cooldown of 30 seconds, and increase your constitution by 0.01%. Healers can access it. Use it in light instances and definitely in heavy instances (HM, Raid) if you don’t have anything else. Not for DDs and tanks. You may be required to throw yourself buff food. However, this happens relatively rarely. It cannot be used together with struthio salad.

Salad with struthio breast fillets (also: struthio, salad, struthio salad): (blue) The Healer-Buff-Food par excellence. It can be bought more expensive in the trading agency, but is basically relatively cheap. Can only be produced during the Farmer Festival. It will give you 1% of your LP every 5 seconds for 15 minutes, 0.01% more constitution and 3 more attack speed. Cooldown of 30 seconds. Use this as a healer definitely for heavy instances (HM, Raid) and if you have the coal also in NM (not absolutely necessary). Only for healers, not for DDs and tanks. It cannot be used together with the muffins. You may be required to throw yourself buff food. However, this happens relatively rarely.

Broccoli soup: (green) You don’t have that much money? Then the soup is the buff food of your choice. Normally you can only make it during the Farmer Festival, but it’s also available at the trade agency. It gives you 1.05% more LP and 10 more critical hits for 15 minutes. Cooldown of 30 seconds. It’s the buff food of poor DDs and tanks. Throw it definitely in heavy instances (HM, Raid) and also in NM (if you want). It is sometimes required that you throw yourself a buff food. It can’t be used with the lamb and croquettes.

Lammbulgogi (also: lamb): (blue) The means for more boom for DDs and tanks with coal! But you have to decide if you want to throw lamb or croquettes. What’s better for you? Do you profit more from cooldown than from power? It can be produced during the Farmer Festival and can be purchased from the trading agency for an expensive price. Lamb gives you 20 more critical strike, 3 more attack speed and increases your LP by 1.05%. Cooldown of 30 seconds. It cannot be used with broccoli soup and croquettes. It can definitely be thrown in heavy instances (HM, Raid) and, if you have coal, also in NM. It is sometimes required that you throw yourself a buff food.

Half moon croquettes (also croquettes): (blue) Cannot be used with lamb and broccoli soup. So you have to choose between the lamb and the croquettes. What more do you benefit from? Do you benefit more from power than from cooldown? It can only be made during the Farmer Festival and bought from the trading agency. It is the buff food for DDs and tanks that have a lot of money. Basically it is sometimes more expensive or cheaper than lamb. The croquettes give you 3 more attack speed for 15 minutes, 0.01% more power and restore 1% of your MP every 5 seconds. Cooldown is 30 seconds long. Throw it in heavy instances (HM, Raid) and, if you have coal, also in NM. It is sometimes required that you throw yourself a buff food.

Harder, better, faster, stronger

Do you know “Ultra Rapid Fire” by League of Legends? No? Then it’s about time. These items will make some classes fire up their butts.

Potion of combat acceleration (also: TERA Time, TT): (green) This water is very expensive and is only used when you really need it (no Clear without) or the group demands it (because of fast through or “Score-Run”). One can get it from the trading agency for expensive money or the TERA shop (boxes). Get it from the trading agency. What does it do? For a cooldown of 1 hour, you can enjoy 30 minutes of damage in TERA: your cooldowns are all drastically reduced and your MP regeneration is increased so much that you have no mana problems. Can be used by DDs, tanks and healers – but not everyone benefits as much as other professions. Who doesn’t benefit as much? Berserkers, for example – healers must also think about whether they need to use the coal for this.

Flax dark beer (also: beer): (green) Can only be produced during the Farmer Festival or from Bamarama crates (sold by ticket sellers). Get them at the sales agency. This alcoholic drink has a cooldown of 1 minute and increases your attack speed by 10 for 10 seconds. Any DD and tank that benefits from attack speed should get a few dozen from here. They go away like hot cakes and cost a lot. ONLY in burst phases (i.e. boss is angry [red edged life bar], makes your strongest abilities, throws you breasts and own buffs [as long as you have them], and if you have a lancet that buffs too). This is especially beneficial: Warriors, Blade Dancers, and Mages during their own buffs.

Elixir of the Stormy Savages: (know) You’re really good at it, never die and want to do real damage? Then this elixir should be on your shopping list. The elixir increases your power by 7 for 30 minutes until you die. Then the effect is over and you can do the cooldown of 30 minutes. The elixir falls in the camouflage light, can be bought in the TERA shop and in the trading agency. Definitely for “score runs” or if damage is missing and you don’t die. Nothing for healers. Cannot be used together with the Elixir of the Ruthless Wild. But that doesn’t matter.

Rarely used, but useful to what extent?

There are some buff foods that are hardly ever used. To what extent they are useful can be found here.

OP, only used in heavy instances

This Buff-Food is valid for your entire (battle) group (up to 20 people)!!!!!

Traditional Black Field Grilled Meat: (gold) Can be made during the Farmer Festival. Just buy it at the sales agency – but it’s quite expensive. You can throw it at yourself in heavy instances (HM, Raid) or to help you lay certain instances if you eat too much damage. Remember, it’s enough if one of your group throws. The meat will give your entire (Battlegroup) 9% more LP Recovery for 15 minutes. This buff food is very useful in many instances – especially in Lachelita’s HM.

Flame Salad of the Freelands: (gold) Can be made during the Farmer Festival. Simply buy it from a commercial agency – but it’s quite expensive. You can throw it at yourself in heavy instances (HM, Raid) or to help you lay certain instances. Remember, it’s enough to throw one of your group. The salad will give your entire (raid) group 5% more LP and MP for 15 minutes. This buff food is very useful in Lachelita’s HM at the end boss.

Dark Wings: (gold) Can be made during the Farmer Festival. Easy to buy at the trading agency – but quite expensive. You can throw it at yourself in heavy instances (HM, Raid) or to help you lay certain instances if the boss does too much critical damage to you. Remember, it’s enough if one of your group throws. Dark Wings will give your entire (Battle) party 20 critical hit resistances for 15 minutes. This buff food is the least useful of the Golden Trio.

Friendly Feast / Melsas Triple Feast: (Golden) Gives you the effects of the Golden Trio: Dark Wings, Flame Salad of the Freelands, and Traditional Black Field Grilled Meat. If you have that here, you don’t need the three of them. The Triple Feast is available from TERA Shop boxes and the friendly feast is available through a mentor relationship via Friend Code (once included in console version).

Feast: (gold) Gives you the effects of the Golden Trio: Dark Wings, Wild Flame Salad, and Traditional Black Field Grilled Meat. In addition, every 5 seconds you get 1% of your MP back, 20 critical strikes and 3 attack speeds. If you have that here, you don’t need the single three. Improved version, so to speak.

Situational Means

Only useful in certain situations.

Elixir of the relentless savages: (white) Shares a cooldown with the Elixir of the Stormy Savages. Normally, the Stormy Savages elixir is also preferred over this elixir. It can be obtained in camouflage, in the TERA Shop and bought from the Trading Agency. The elixir increases your constitution (defense) by 15 for 30 minutes – as long as you don’t die. It has a cooldown of 30 minutes. Normally used very rarely by healers and in exceptional cases by tanks. Why? You usually set up your equipment so that you have enough defense. Once you have plundered “good” equipment, you will no longer need so much defense. So the elixir is only for tanks that don’t die but get damage from the block (and die as a result), and for healers that don’t die and don’t get too much damage otherwise (or die without what they would survive with the elixir).

Digorys Moon Pumpkin Bismet: (green) You can make them during the Farmer Festival, get them from Bamarama boxes (at the ticket seller) and from the trading agency. For 10 seconds, the met increases your constitution by 10 – cooldown is 1 minute. This item is very situational – you need to know which mechanics/attacks require more defensive. Otherwise, it won’t do you any good. Now it “only” overwrites Lin’s dark beer, but it is still not used. Why? Each player usually sets up his equipment in such a way that he no longer needs any defense, or as soon as he has “good” plundered equipment, he no longer needs any extra defense. You need more, don’t you? Then it’s probably an attack that kills you anyway, because it’s either a one-hit knockout or the attack does solid LP damage. Or you play healers and don’t survive some attacks. But try it yourself! It’s not expensive.

Means for certain instances

Only useful for certain instances.

Roasted maize (narrow: popcorn): (white) Can only be produced during the Farmer Festival. Otherwise it buys cheaply at the sales agency. Your LP will be increased by 1.05% for 15 minutes. Mega useful for instances that have fixed LP damage like Lachelitas Ruin HM Last Boss! Only used there.

Himmelslotuslikör: (green) You have your nose full of being constantly thrown down, interrupted or made to stagger? This is the solution. In the short term, the liqueur offers protection against e.g. the tumbling of the recoil of Lachelitas in the HM. It is often used by healers. What exactly does it do? It gives you 100% resistance against staggering and knocking down. 1 minute cooldown. Can only be made during the Farmer Festival, but can be purchased from the Trading Agency. [May also be available in Bamarama boxes (from ticket seller)].

Enchanting skylight (also: lantern): (blue) The lifehack par excellence, when it bothers you to be pushed away by the boss. Use the skylight at the right moment and stand close to it and you won’t be pushed away. Your (Battle) party members can also get the effect if they get close enough. 1 second cooldown. Just a lantern flying up (no real food). But because you can use it and get a positive additional effect for yourself (“pseudo buff”), we added it. Will be available in boxes in the TERA Shop sometime… Could take quite a while until it comes to console. Probably then also in the commercial agency for sale. Good for Vergos Stage 2 and 4. Anyone can pack some.

Means for certain classes

Only useful for certain classes.

Speed Potion: (green) You’ve probably wondered what kind of potions you can get when collecting essences? Well, these are the ones. They can also be bought from the trading agency. The potion increases your movement speed by 30 for 90 seconds outside combat (!) outside combat. Unfortunately, it can only be used outside combat. What is it good for then? Mystics should now be a bit squeamish, because they are most of the battle “outside of combat” (i.e. inserted weapon). Priests don’t. All, however, can dust a success by using a certain number of these potions. It’s also something.

Loot, more Loot

These items give you more items when you defeat a boss. For a guaranteed effect, everyone in the group should throw one of these items.

Emblem of success (also: emblem): (gold) Only available in certain Event Chests or TERA Shop Chests. Not available in the agency. The emblem increases the dropping rate of monsters by 100%. However, this is influenced by the dropout rate of the group, i.e. if dropout occurs, then by everyone. Only worthwhile for end bosses from HMs. Otherwise, the emblem brings you 1% LP regeneration + 5% MP regeneration and 20% cooldown reduction every second. 5 second cooldown. [Duration and death duration effect not known by authors].

Signet of the indelible flame (also: Signet): (gold) Only available in certain Event Chests or TERA Shop Chests. Not available at Handelsagentur. The emblem increases the dropping rate of monsters by 100%. However, this is influenced by the dropping rate of the group, i.e. if you throw, then by everyone. Only worthwhile for end bosses from HMs. Otherwise, the Signet will increase your LP by 7%, your Constitution (Defense) by 20%, your movement speed in combat by 10, your attack speed by 15, your skill damage by 20%, and restore 1% of your LP every second. It also prevents crystals from breaking once. [Duration and death duration effect not known by authors].

[DD/ Tank Item Composition] Always get more damage

Here is a list of the items you should always have with you as DD and tank. You don’t always have to use all items. As a DD and also as a tank, there is certain buff food which will increase your damage. You don’t have to throw the buff food. Only in heavy instances – like Hard Modes or the Raid, you’re usually expected to throw yourself something.

To the basic equipment…

As DD and tank you should always have the following items with you:

Outstanding Secret Middle / Eternal Secret Middle (gold): Against mana problems and one of your main damage buffs. Take it. Always.

Outstanding Mana Potion (gold): Anyone can have Mana Problems. Take some with you. Always.

Divine Infusion (green): Not only for classes with a lot of mana consumption.

Sarbeer delicacy (also: ice cream) (green): Can, but doesn’t have to. Especially with mana slings it helps (magician, warrior, lancer).

Outstanding Life Potion (gold): Everybody can need Life Points. Take some with you. Always.

Hero Potion (green): Can be taken as “Insurance”.

Rejuvenation Potion (also: LP Recovery Potion) (green): Can be taken as “Insurance”.

Valkyon health potion (similar to health potion (green)): (blue) Can be taken as “insurance”.

Canephoratrank (also: Cane) (blue): In NM – definitely in HM and Raid from level 65 throw. This potion is important for a few DDs (possibly tanks) that don’t benefit so much from attack speed (e.g. Berserker). Usually thrown while Tapfi is still in cooldown.

Bravery Potion (also: Tapfi) (blue): In NM – definitely in HM and Raid from level 65. This potion is important for most DDs and tanks that benefit from attack speed.

Complete (Veteran) Crystal Binding (also: Complete) (green): Always use it. Check if you have one inside. Crystals are more expensive than the crystal bonds.

Additional useful buff food

For heavy instances (HM, Raid) or according to your own wishes or demands of the team members, the following items should be brought along:

Strong Canephora Potion (also: Strong Cane) (blue): Throw in HM and Raid from level 65. This potion is important for a few DDs (possibly tanks) that don’t benefit so much from attack speed (e.g. Berserker). Usually thrown while Tapfi is still in cooldown.

Strong Bravery Potion (also: Strong Tapfi) (blue): Throw in HM and Raid from level 65. This potion is important for most DDs and tanks that benefit from attack speed.

Broccoli soup: (green) It is the buff food of poor (!!) DDs and tanks. Throw it at you definitely in heavy instances (HM, Raid) and also in NM (if you want). It is sometimes demanded that you throw yourself a buff food.

Lammbulgogi (also: lamb): (blue) One of the Buff-Food for DDs and tanks with money. Throw it definitely in heavy instances (HM, Raid) and, if you have money, also in NM. It is sometimes demanded that you throw yourself a buff-food. Throw lamb if you benefit more from cooldown than from power.

Crescent Croquettes (also called croquettes): (blue) The other of the buff food for DDs and tanks with money. Throw it definitely in heavy instances (HM, Raid) and, if you have coal, also in NM. It is sometimes demanded that you throw yourself a buff-food. Throw lamb if you benefit more from power than cooldown.

Flax dark beer (also: beer): (green) Every DD and tank that benefits from attack speed should get a few dozen here. ONLY in burst phases (i.e. boss is angry [red edged life bar], makes your strongest abilities, throws you breasts and own buffs [as long as you have them], and if you have a lancet that buffs too). This is especially beneficial: Warriors, Blade Dancers, and Mages during their own buffs.

Battle Acceleration Potion (also: TERA Time, TT) (green): This water is very expensive and is only used when you really need it (no Clear without) or when the party demands it (because of fast through or “score run”). Can be used by DDs and tanks – but not everyone benefits as much as other classes. Who doesn’t benefit as much? Berserker e.g.

Elixir of the Stormy Savages (white): Only for “Score-Runs” or if you lack damage. You can’t die, otherwise the effect is gone.

Traditional Blackfield Grilled Meat (gold): You can throw it in heavy instances (HM, Raid) or to help you lay certain instances if you eat too much damage. Remember, it’s enough for one of your party to throw. This buff food is very useful in many instances, especially in Lachelita’s HM.

Flame Salad of the Freelands (gold): You can throw it at yourself in heavy instances (HM, Raid) or to help you lay certain instances. Remember, it’s enough to throw one of your group. This buff food is very useful in Lachelita’s HM at the end boss.

Dark Wings (gold): You can throw it in heavy instances (HM, Raid) or to help you lay certain instances if the boss does too much critical damage to you. Remember, it’s enough if one of your party throws. This buff food is the least useful of the Golden Trio.

Friendly Feast / Melsas Triple Feast: (Golden) Gives you the effects of the Golden Trio: Dark Wings, Flame Salad of the Freelands, and Traditional Black Field Grilled Meat. If you have that here, you don’t need the three of them.

Feast: (gold) If you have this here, you don’t need the single three. Improved version.

Emblem of Success (also: Emblem): (gold) The emblem increases the dropping rate of monsters by 100%. However, this is influenced by the dropping rate of the group, i.e. if you throw, then by everyone. Only worthwhile for end bosses from HMs.

Seal of the indelible flame (also: seal): (gold) The emblem increases the dropping rate of monsters by 100%. But this is influenced by the dropping rate of the group, i.e. if you throw, then by everyone. Only worthwhile for end bosses from HMs.

Roasted maize (narrow: popcorn) (white): Only for Lachelitas HM end boss.

Sky lotus liqueur (green): As DD and tank this can be of limited use here.

Elixir of the Indomitable Savages (white): The elixir is actually only for tanks that don’t die but get damage from the block (and die as a result). Rarely used. Gone on death.

Enchanting Skylight (also: Lantern) (blue): Could take quite a while until it comes on the console. Probably then also in the commercial agency for sale. Good for Vergos Stage 2 and 4. Anyone can pack some.

[Healer-Item Composition] I’m a healer, what do I take?

Finally it’s your turn. Of course, healers throw themselves other buff food than DDs or tanks. Healers aren’t necessarily expected to throw themselves much. Nevertheless, some buff foods are very useful and even relatively cheap. So here’s the list of items you should always have with you as a healer. You don’t always have to use all items.

To the basic equipment…

Also as a healer: Better safe than sorry. You take with you:

Outstanding Secret Means / Eternal Secret Means (gold): Main source of mana and cooldown reduction. Take it. always.

Outstanding Mana Potion (gold): Even as a healer you will get mana problems. Take some with you. Always.

Divine Infusion (green): Your life saver for mana problems. Treat yourself to it!

Outstanding Life Potion (gold): Why? You rarely need it, but under certain circumstances it will save your life.

Hero Potion (green): Can be taken as “Insurance”.

Rejuvenation Potion (also: LP Recovery Potion) (green): Can be taken along as “Insurance”.

Valkyon Health Potion (similar to Health Potion (green)): (blue) Can be taken as “insurance”.

Complete (veteran) crystal binding (also: Complete) (green): Always uses this in any case. Check if you have one inside. Crystals are more expensive than the crystal bonds.

Additional useful buff food

For heavy instances (HM, Raid) or according to your own wishes or demands of the team members, the following items should be brought along:

Bravery Potion (blue): Need only in heavy instances (HM, Raid). Should be used with caution, as this will give you even more attack speed (i.e. faster animations = shorter dodge and “less animation locks”). So consider carefully whether you want to throw the potion. The damage reduction also helps.

Strong Bravery Potion (also: Strong Tapfi) (blue): You only need it in heavy instances (HM, Raid). Should be taken with caution, as this will give you even more attack speed (i.e. faster animations = shorter dodge and “less animation locks”). So consider carefully whether you want to throw the potion. The damage reduction also helps.

Moon Pumpkin Muffin (also: Muffin) (green): The buff food for poor healers. You don’t have to use it, but it’s helpful.

Salad with Struthiobrustfilets (also: Struthio, Salad) (blue): The healer buff food par excellence. Use this as a healer definitely for heavy instances (HM, Raid) and if you have the coal also in NM (not absolutely necessary).

Battle Acceleration Potion (also: TERA Time, TT) (green): This water is very expensive and is only used when you really need it (no Clear without) or when the group demands it (because of fast through or “Score-Run”). Healers need to think about whether they need to use the coal for it.

Traditional Blackfield Grilled Meat (gold): You can throw it in heavy instances (HM, Raid) or to help you lay certain instances if you eat too much damage. Remember, it’s enough for one of your party to throw. This buff food is very useful in many instances, especially in Lachelita’s HM.

Flame Salad of the Freelands (gold): You can throw it at yourself in heavy instances (HM, Raid) or to help you lay certain instances. Remember, it’s enough to throw one of your group. This buff food is very useful in Lachelita’s HM at the end boss.

Dark Wings (gold): You can throw it in heavy instances (HM, Raid) or to help you lay certain instances if the boss does too much critical damage to you. Remember, it’s enough if one of your party throws. This buff food is the least useful of the Golden Trio.

Friendly Feast / Melsas Triple Feast: (Golden) Gives you the effects of the Golden Trio: Dark Wings, Flame Salad of the Freelands, and Traditional Black Field Grilled Meat. If you have that here, you don’t need the three of them.

Feast: (gold) If you have this here, you don’t need the single three. Improved version.

Emblem of Success (also: Emblem): (gold) The emblem increases the dropping rate of monsters by 100%. However, this is influenced by the dropping rate of the group, i.e. if you throw, then by everyone. Only worthwhile for end bosses from HMs.

Seal of the indelible flame (also: seal): (gold) The emblem increases the dropping rate of monsters by 100%. But this is influenced by the dropping rate of the group, i.e. if you throw, then by everyone. Only worthwhile for end bosses from HMs.

Roasted maize (narrow: popcorn) (white): Only for Lachelitas HM end boss.

Sky lotus liqueur (green): Divine for healer. As a priest used in Lachelitas HM at the Endboss for the way thrust mechanics.

Speed Potion: (green) Why does it stand here? Well, mystics (not priests) benefit greatly from more movement speed outside of combat to get from a to b quickly (not to waste teleport jumps). Not a must, but quite nice.

Elixir of the Indomitable Savages (white): The elixir is actually only for healers who don’t die and otherwise get too much damage without elixir (or die without elixir, which they would survive with elixir). Rarely used. Gone on death.

Enchanting Skylight (also: Lantern) (blue): Could take quite a while until it comes on the console. Probably then also in the commercial agency for sale. Good for Vergos Stage 2 and 4. Anyone can pack some.

Have fun with the consumer goods TERA, your Mizu

Mizuiro (Mizu) has been playing TERA on the PC version since the Open Beta and has played every class up to 65. She actively plays priests, warriors and mystics as well as blade dancers and archers. She has experience as a casual and semi-progress player and has laid each instance on each difficulty multiple times (exception: Kelsaik’s Nest Extreme mode, “original” Manaya’s heart and “original” Argon corpus).

Sources

Information mostly from our own experience with the TERA PC version
Additional information from: Teradatabase (2018): Combat accessories. Available online at: http://teradatabase.net/de/consumables/combat/ , last checked on: 18.05.2018
–> Do you need any information about anything in the TERA world? Here you can search for items, quests, abilities etc.. Mega useful.

Guide to Lachelita Ruin (NM+HM)

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Guide to Lachelita’s ruin

Lachelita’s Ruin is a 5-man instance that drops materials to make the “Tempting” equipment (to console patch, as of 22.05.2018, best equipment). The instance has a normal (NM) and a heavy (HM) mode. This guide covers both modes and applies to the patch level 22.05.2018 for PS4/ XBOX. Most of the information comes from his own experience and Yosha’s original guide to the Ruin (RM short), as the instance is often called. I will first give general information and then go into each boss individually. First I explain the main mechanics, then the individual special mechanics and finally normal attacks of the bosses.

Note: Video clips of the attacks and mechanics will be added in the future! But Yosha Guide (see sources below) is useful.

Videos and Playlists

For healers

Tips for solo healers in HM: https://www.youtube.com/watch?v=tx9Edpu2qnc&t=118s
Cleaning as a mystic under 30% at Lachelitas HM Endboss: https://www.youtube.com/watch?v=NVaKeEB16a4
DPS Mystic Lachelitas HM Endboss: https://www.youtube.com/watch?v=4IRFDN1wk0E
HM 1ster Boss Mystic: https://www.youtube.com/watch?v=4UMRBgefkCY
Trick for mystics with the first boss: https://www.youtube.com/watch?v=towscj_YjlY

For DDs

HM Warrior Run in German: https://www.youtube.com/watch?v=Hy0YVvFcYqI
HM Archer everything: https://www.youtube.com/watch?v=33JkEoBbqNk
HM Archer last boss (after Revamp): https://www.youtube.com/watch?v=Te99BU2_Kxk
HM Wizard Endboss: https://www.youtube.com/watch?v=SyiUTdFTvDQ

For tanks

HM Lancer Playlist: https://www.youtube.com/watch?v=wkwINXhqE1w&list=PLis_i6RrE8i8mNbIZmHbdpBuGF4gCbZ9a
HM Warrior Tank Playlist: https://www.youtube.com/watch?v=FAMQ5-6RojI&list=PLR36umeDJHJI3ksNFdRN0UTWG0pIHqNzC
HM Endboss Fistfighter: https://www.youtube.com/watch?v=6e4yDKJHf5Y

Other useful videos:

Guide for RM NM (German): https://www.youtube.com/watch?v=IPKMdZ7guas
Guide for RM HM: https://www.youtube.com/watch?v=O5U58LLRTiA

General Information

In principle, the first two bosses of this instance are not really difficult. But already in NM some attacks hurt a lot (like the backhit of Lachelitas). But only in the HM it becomes clear that you have to avoid most attacks if you want to survive (e.g. Lachelitas tail twist). You should know that every boss automatically gets angry for every 10% damage you inflict on him in non-raged status. The Angry status duration is 36 seconds.

For the HM, the following note:

Most mechanics subtract a fixed HP value (e.g. color change in Atrocitas or balls in Lachelitas), so a certain HP value must be reached in the end boss to survive a mechanic. Therefore please bring armor life crystals and healers should have LP underwear and LP Vyrske with them. These are the ones with the drop symbol. Buff food, which will increase your health, should also be mandatory for the last boss: Moon pumpkin muffins, struthiobrustfilet or popcorn (<- that should be the cheapest) for example. For more information, see the last boss. Also please remember to pack at least a “Blessing of the Goddess” in your HM. This item will revive you (half hour cooldown). Please don’t waste it on the first two bosses. All bosses have more life points (also defense?), are snowy and do much more damage to the HM. They also have additional mechanics and attacks.

Basic healer info:

As a healer in NM as well as in HM you can compensate almost every mistake of your team, if you know how. So you can still save an actual wipe. The most important thing is: Don’t panic. So take it easy and remember that your repertoire consists of more than just healing skills. Among the individual bosses I’ll give you even more detailed tips. Furthermore, as a healer you should always take blessings from the goddess with you, because if you can’t get up, there’s chaos. Save your blessing for the last boss. Also, don’t waste your backstep/teleport jump on every attack, only when you need it badly. You can run out of most attacks and priests have a Wild Escape for movement. Mystics can stay out of combat as much as possible (= inserted weapon) and can therefore run fast. To reduce damage, you can use Kaias Shield (Priest) or the Glyphed Ring of Corruption (Mystic). If your tank initially makes the boss angry, mystics should remember to turn their contamination on the boss. So your DDs will do even more damage. As the battle progresses, whenever the boss is angry, the Mystic should reapply the contamination to the boss. Remember to take life crystals (those with the water drop on them), life underwear and buff food (e.g. popcorn) with you.

Basic tank info:

As a tank you have to remember that you can’t block everything in this instance. Please see the respective bosses for more details. It is important for you to trust your healer, especially in the HM. There are several mechanics in the HM, which always pull LP and there you have to trust your healer or communicate well with him. Otherwise it could be useful for the group that you rotate with the boss if the boss rotates (e.g. because of Lachelitas laser). You can also make the boss angry (angry) right at the beginning and give the DDs a burst phase (explosion of group damage) right at the beginning. Quiet refuelling, sharp observation of the boss already in NM and avoiding fatal attacks should be your priorities next to holding the aggro (boss attention/red circle among you).

Basic DD (Damage Distributor) info:

Apart from eating as little damage as possible and driving as much damage as possible, there are other things to watch out for. Whether NM or HM: Make sure the second boss gives the tank enough time to pull the aggro at the beginning of the fight, as well as on death. If you don’t, the tank could be targeted by the small spider while it also has the aggro of the big spider (which is more complicated to solve in HM than in NM). See the second boss for more details. Otherwise play carefully, don’t get greedy and make the mechanics decent. There is no real race against time, because even with the second boss you can compensate a wipe in the NM (and in the HM limited) due to missing damage. More details about this can be found below. Furthermore, you should always have fast scrolls of the resurrection from the specialty retailer with you to resurrect your healer-and only your healer with it. If your tank makes the boss angry at the beginning, stay alive and ignite your buffs (e.g. Warrior’s Deadly Game) and brooches (only SpeedCut / Power or Goddess Brooch). This is your time to do some real damage. In the further course of the fight the boss gets angry again and again (see above when) or is made angry by the tank – then the same game as at the beginning of the fight.

Atrocitas – First boss

Atrocitas is a film risk like you can find in front of the entrance of Lachelita’s ruin. So you should already know the normal attacks. If you want to refresh your knowledge about the base attacks, just fight a few film brilisks on the Isle of Twilight. In HM, the boss is “Resurrected Atrocitas”.

Mechanics

Main Boss Mechanics: Red and Blue Debuffs (also: Color Debuffs)

At the beginning of the fight everyone gets a red or blue debuff. This debuff must be observed and changed during the fight. The mechanics of the color change of the boss and his donut attack (explained below) are taken into account. You need to know at all times what debuff you have. If you die and resurrect, you don’t have a debuff for now and can take a debuff of your choice once the next time you have a donut (after that, just follow the mechanics as usual). The boss also has a color you have to orientate yourself by (blue/red). He can change this color. See the mechanics for more details.

Mechanics 1: Boss color change

Below 90% Atrocitas starts to light up red/blue. This is the indicator that it has changed colour. However, he can also keep his color and, for example, if he is just blue light up blue again. It is important that you know the color of the boss to change the color debuffs accordingly. To know which color the boss has at any time in the fight (e.g. if the boss has a poison effect and is greenish), look under the LP bar of the boss for a red or blue debuff.

For HM: In HM the color change does 35 000 direct damage. This damage cannot be avoided, but the damage can be reduced by shields (e.g. Kaias shield of the priest).

Healer tips: You must heal against the color change in the HM and make sure that everyone has full life at all times to prevent deaths. As soon as you have the timing for the color change out, priests can throw Kaias shield first to reduce the damage. Mystics can call their healing pet for support.

Mechanics 2: Donut for player (you) color change (also: Donut)

The boss announces this mechanics with a message in the screen. A red inner and outer circle then appear. Depending on your colour and the colour of the boss, you will have to stand inside or outside. You can imagine a magnet for this: Same colors repel each other and different colors attract each other. If you take the wrong color (so to speak your existing color twice) you die. If you successfully “take” the donut, your color will change to the other color. Do not stand on the transition line of the two donut parts, otherwise you will die.

All possible variations:

Boss is blue, you are red = pure, because blue is given there.
Boss is blue, you are blue = Out, because red is given there.
Boss is red, you are blue = pure, because red is given there.
Boss is red, you are red = Out, because there blue is given

This mechanism returns approximately every 45 seconds.

For the HM: In the HM, when the boss is below 70%, he also does this mechanics every minute. So you have two cycles of mechanics in the HM, so that a donut can come twice in a row. In addition, you don’t have as long to change colour as in NM. So hurry up.

DD Tips: Don’t get DPS horny. As long as you learn this instance, it’s called: Stop doing damage, do the mechanics and then go on. In NM you have a long time, but in HM “one more skill” (e.g. scythe from warrior) can cost you your death.

Attacks

Attack 1: Jump (also: Stun)

The boss jumps backwards and then forwards (usually to the one the Aggro has). The jump to the back does some damage and the jump to the front stunts, i.e. you can’t move for 10 seconds. This stunt cannot be cleaned. It has to be ge-i-framed (rebound etc.) or you go back a bit and have been outside the attack. It also can’t be blocked. If a person has been hit, the boss will turn to that person and stomp on it a few times (Death by being stomped to pancake XD).

Tips for tanks: Tanks with relatively good equipment should be able to partially block the damage of the rammer for his stunted colleagues in NM. This can make the job of the healer easier. You can’t block the stunt.

Tips for healers: If a person is stunned, you can use Divine Intervention to save that person from death. This also works in the HM and should be used as a matter of urgency. The NM can be used to heal the person (+ Kaias shield for priests) – but you prefer to pull the person. Remember that the jump can’t be cleaned – so your cleaning brooch won’t work either. So never let yourself be hit. There’s a trick for the mystic that if you’re close to the Ring of Doom, you’ll use it to resist the stunt, but still trample forward. Let your tank know if you want to do this. Gives your DDs free damage time. See videos above.

Attack 2: Charge – yes, simply Charge

The boss turns to a player (targets a player, purple/blue circle among players), takes his front claws forward and “digs three times in the air” – then he runs (charged) towards the person. The boss adjusts his charge career partly to the player (follows him partly). Then he charged back to the one who has the aggro (red circle – hopefully tank). This attack bleeds through the block, so you either have to get out of the way or dodge.

Tips for tanks: You can’t block the entire attack, but if you block the boss at the beginning of the charge, the boss won’t run away and stay with you as long as you’re targeted by the attack. You can’t prevent the charge if the boss is targeting someone other than you. If you have good equipment, full life and a good healer, you can stay inside.

Attack 3: Random Jump

The boss jumps from a standing position towards a person with the Secondary Aggro circle (purple/blue circle). Then he jumps back to the person with the aggro (red circle – hopefully the tank).

Attack 4: Wind attack in front of him (also called “Dodge!”, to the tank)

For this attack I couldn’t find a better name… The boss stretches himself forward, his eyes flash red for a moment, squeezes his chest out, as if to show you how great he is, and then lets wind blow forward. This attack can’t be blocked, it has to be dodged. If a person is hit, he gets massive damage and is pushed back. The attack has a fan shape that widens towards the front. In addition, the attack has a fairly long range. If someone is hit by it, the boss makes a color change.

Tips for healers: You can help out newcomer tanks by igniting Kaia’s shield as soon as you notice the mechanics. This will reduce the damage to the tank. At least in NM.

Tips to all: Yes, it sounds like a tank attack, but no – as soon as the boss looks at you: Watch out for this attack. Enough DDs and healers have already died. Really. I mean it. Death by wind doesn’t sound too tempting, does it? 😀

Maligos – Second boss

Maligos is an annoying boss. Really. As DD (and healer) you will learn to hate him. You just throw all your buffs, start your rotation, be happy about the horny damage and BAM you have the spider. Crap. So be prepared to play babysitter for the little spiders the boss calls. Yay. Otherwise, this boss is pretty simple, even though he can kill you pretty easily. It’s an Arachne (who would have thought?). It’s on the Isle of Twilight – so have fun practicing your normal attacks. At least the Arachnids on the island don’t call mini spiders… Yay. (You realize how much I’m not excited, right? Yay: In HM the spider is called “Resurrected Maligos”.

Tips for tanks: Keep the boss away from the eggs at all costs! For God’s sake, don’t let the big spider get to the eggs. It’s best to refuel the boss in the middle. Besides: At the beginning of the fight, when you run in… get ready to dodge. She’ll most likely charge at you.

Tips for DDs: Don’t commit suicide at the beginning. The boss loves to charge – especially at the beginning of the fight. So get ready to dodge it. Also watch your position in the room – especially remote DDs. If the boss ancharged you, I’d woe betide you to bring the boss to an egg. Unless you want to provoke a wipe.

Tips for healers: See DDs. A cleaning brooch is also very useful. So if you have one, remember to use it in case of an emergency.

Mechanics

Main mechanics of the boss: Mega annoying mini spiders (also: “Spider – get rid of the damn spider!”)

I gave you a heads-up. Don’t say I didn’t warn you. As soon as you get to the second boss, you’ll notice eggs around the room. These eggs are spiders’ favorite snack. So what do we do: We feed the mini spiders – wait, the other way around: We feed the eggs to the mini spiders. Which mini spiders? you ask. Well, the boss calls mini spiders for help as soon as he reaches about 90% LP. He also announces this with a message. This spider follows the player with a red circle over his character. At the same time a bar appears, which fills up automatically. The bar is the time you have to take the spider away. So you run around with the spider a bit, play a little with it and at about 75% of the bar you bring the spider to an egg. Then the spider sleeps. But what happens when the ledge is full? The little spider pulls you in and WAM: Stun and you are most likely dead. What else does the mini spider do? It can jump up and when it hits the ground it damages every player nearby and gives a bleeding debuff for 3 seconds (you can’t clean it). She also likes to make crazy attacks in front of herself. Otherwise she will run after you. At least hopefully. Sometimes she thinks I hate you, and she’s gone… for a short time. So have fun with the little spinnies. But moment? All spiders like the eggs, don’t they? Oh yes – the boss in particular loves the eggs. Really. He’s so hot for them, that as soon as he even comes within reach of the eggs, he immediately eats them up. And they taste so good that the boss even gets 10% more attack speed and does 20% more damage. So yay. Oh yes. Something else. You are probably wondering what happens when all the eggs are gone? I’ll say it like this. I hope you’ve become fond of the little spiders. They follow you to infinity and draw you to them at regular intervals. So paradise for spider lovers. Have fun.

For the HM: The last fills up faster and that’s why I have to be taken away earlier. Also, a frontal attack from the spider can kill you. Yay, and so on.

Tips for healers: You’re probably a little intimidated now, aren’t you? Don’t worry. You have THE Secret Weapon: If the little spider wants to pull, priests will detonate the Guardian’s Refuge and Mystic’s Ring of Corruption in time. Do you have net at your disposal? Oh, don’t worry. Jump. No joke. Jump for your life and you won’t be pulled over but only thrown down. Your team has problems with pulling the little spider? Use the tips just given and stay within reach of the small spider (tell your group so they can kite the spider near you). And then what? The little spider pulls – your team is in the clutches of the enemy (you’re not) and then comes the cleaning of the To I mean, life! Your team will worship you in all infinity and all are happy. Seriously, what I just told you prevents a definite wipe! Besides, if you do get pulled over and stung – brooch!!! Think of the cleaning brooch (or goddess brooch/ Vergos brooch)!

Tips to all: If you have the red circle above you, go away from the group and kite the spider. But stay in sight of your healer. The best way to kite the spider is to stay close to it and circle it. The spider can’t handle it and its attacks go into void plus it doesn’t move. You can’t get the spider away in time? Warn your group and – jump! Jump for your life! Then you will only be thrown down. Oooor you rely on your healer. You don’t have the spider, but it pulls? Jump to safety. Besides, very important. Leave your tank 100% aggro. Tank dies? Give him time to get the aggro back. If you don’t, the following can happen: The tank doesn’t have the boss aggro, it gets the small spider and the tank gets the boss aggro back. You can’t pull the aggro from the tank in time… And either the tank brings the small AND large spider to the egg: Best case, small spider eats before large and sleeps. Worst case, big spider eats before small one, gets the buff and small one stays. GG. Don’t let that happen at all (especially in HM). Another case. Tank waits until you pull the aggro from the big spider and is either at the EI in time – prevents it from pulling, or (more likely) doesn’t make it in time and the small spider pulls. GG.

Attacks

Attack 1: Charge (number 1 cause of death, also: “Char – shit!” i.e. death)

I’ll start right at the beginning with tank killer number one: The batch. You have a death wish? Then plunge into the spider’s batch and you are guaranteed to die – even with a guaranteed death block. You must avoid or dodge this batch under all circumstances. As I said, not blockable. The boss takes his, um… claws (? What have arachnids?) to his mouth, like evil spiders do when they want to spin a cocoon. Then he runs towards you (random person with blue/ purple circle). He can do this on different people up to 3 times (if he gets angry, up to 4 times). So be careful – a batch rarely comes alone. Be careful not to lead the boss to the eggs (otherwise the ‘nen Buff and the egg is gone – good hunger). If the boss turns around with a claw swing, he will definitely become batches afterwards.

Tips for tanks: As with the first boss, you can block the first tick of the batch. This prevents the boss from running away from you. Again, only if he targets you. Tanks with full life, good equipment and good heal can stay in one batch.

Tips to all: Woe betide I lead the big spider to the eggs. So pay attention where you stand. Always. All of you. Otherwise you’ll have a lot of fun with the spider in the HM.

Attack 2: Spitting… … … Yes, he spits on you.

Not better describable. The boss turns to a random player (purple/blue circle) and spits on him. Avoidable. Blockable. The boss can do it on different people up to 3 times (if he gets angry, up to 4 times). Spitting is an AOE attack – so watch out for the adjacent players. Doesn’t really do much damage. Mystics can run out.

Attack 3 of the boss: Stomper (also: Stun; “Stun! Ok… Stun-Stun!!”)

You can see this attack very well. He attacks the one who has Aggro (tank hopefully) 2 times in a row with a very fast triple combo – short break between both attacks. So Tack-Tack-Tack – Pause – Tack-Tack-Tack – Boss raises his forefeet and BAM – Stun. He also likes to do it 2 times in a row. This attack must be dodged or you go out of the attack radius (around the boss). The stunt makes you immobile for 5 seconds. Can be cleaned.

Tips for healers: Learn to anticipate this attack – it will be announced very long before! If you have the timing, learn to “pre-clean”. What does that mean? You clean a bit before the stunt – the moment the boss makes the attack. So your group members, if at all, are only stunned for a millisecond. There are some DDs (berserkers) and tanks (fistfighters) who let themselves be stunned voluntarily or forcedly – they have faith in us healers. So very important.

Tips to all: Learn to see the attack before the actual animation of the stun attack! I told you what the boss does before. In HM you don’t have as much time to dodge as in NM – that helps. People with few dodges should talk to the healer beforehand so that he can clean quickly. And then rely on your healers if they dare. Or you can run out if you see it early. Berserkers, for example, can charge their attacks during this time. Remote DDs can relax during the attack – a few steps back should be enough for you.

HM Attack: Pull + Stun (also: Knock-Down/ Free DMG Phase)

The boss is trying to pull you over. A message appears on the screen and the boss “weighs himself” a few times while he has a debuff under his LP bar. During this animation you have to knock the boss down (knock down) or interrupt (stagger) before the boss has 6 seconds on his debuff. If you don’t succeed, the boss will pull you in and stun you briefly to kill you with an AOE attack. The stunt should run out just before it makes the AOE – so dodge quickly!

Tips for all: Know your Knock-Downs (last hit of Rising Rage from Warrior, for example) and Stagger (driving rain from Warrior, for example)! All of you should be concerned with your Knock-Downs and Staggers! So also you! If you’re not sure if you’ll make it… jump.

Tips for healers: Healers can also down (last hit of Triple Nemesis and Final Retribution for Priests, Mystics have Light Strike and the Zorni Pet) and stagger (Shock Implosion for Priests and Ring of Retribution for Mystics). As with the little spiders, if you don’t manage to throw down or stagger the boss. Priest=Guard’s Refuge, Mystic=Ring of Corruption. Otherwise – jump.

Lachelitas – Last Boss

Lachelitas is the final boss of this instance. It’s a transformed Lilitas, who thank God doesn’t moan anymore. While there are some things to consider in NM, these mechanics and attacks in NM are not as deadly as in HM. It is recommended to recognize their attack patterns in the NM and to learn to avoid them. – This becomes necessary in the HM.

Attention: As soon as the boss is angry, he executes his attacks faster!

For the HM the following hints:

Lachelitas gets quite a speed boost in the HM. She can also make herself faster if the healer has a mechanic. Important for the HM is: Life. More life, to be exact. See that your DDs and healers have about 160,000 LPs. Life crystals in armor are mandatory. You have life crystals? Give it to me. Life underwear is also extremely useful. You fail again and again because of this boss? Don’t be afraid to run with two healers at the beginning (priest + mystic). To learn the instance, that’s perfectly ok. There is no timer i.e. no time limits or shield phases (but PC version has one). It is extremely important to stay alive in the HM. Otherwise you will be guaranteed a mechanic wipen… Also remember to throw all your buff food (including what gives life) when you die!

Tips for everyone except: Never get up again immediately after resurrection. Otherwise a laser could rust you among others. Equip your cleaning brooch/ goddess brooch, put it on a shortcut and use it only for the pushback mechanics below 30% in case of emergency. Do not use it for any other reason as long as you are inexperienced in the instance. Once you’ve got the hang of it, you no longer need the Cleaning Brooch and can use your brooches (Goddess, Speedcut, Power Brooch) during the Damage Phases (“Burst Phases”, Boss angry, you ignite all Buffs). You can light your brooches (except cleaning brooches) during the very first “Burst Phase”, but not after that. I hope you’ve saved your resurrection rolls, you’ll only use them for the healer when he can’t get up! Also, you should never port out of the instance without asking your healer. The healer can carry this instance alone on his back in NM and almost alone in HM. So wait a bit until Wipe is announced. For the life limit, your party can throw themselves golden buff food (Dark Wings, Flame Salad of the Freelands and Traditional Black Field Grilled Meat; or Feast or Melsas Triple Feast).

Tips for Tanks: Fuel the boss a little away from the center so that some mechanics can be seen more clearly. Don’t take the debuff from Mechanik 1 in the HM. Don’t take the debuff from Mechanik 1 in the NM either. Memorize the attacks in the NM – especially pay attention to those you can’t block. If the boss in the HM beats you through the block, you can take an elixir of the relentless savages to increase your constitution (defense). It’s only worth it if you don’t die. So it’s not for practice runs. Pay attention to the announcements from the healer.

Tips for DDs: Pay attention to the attacks and mechanics. See what you can’t dodge (I-frame) and block. Run out the mechanics. Play safe, do no damage and concentrate on survival. You have time. There is no race against time. No shield phase. No timer. So always take it easy and don’t panic. Bring your life on about 160,000 lives by life crystals (the one with the water drop), if necessary life underwear and corresponding buff food (e.g. roasted maize aka. popcorn). Magicians are unlikely to make it to so much life. They have to remember the mana barrier with the corresponding mechanics or simply don’t eat the balls (see mechanics 2). Pay attention to the announcer and the announcements from the tank and especially from the healer.

Tips for healers: Lachelitas is, like the first boss, a healer boss. This means that healers have to do a lot here – not only healing is part of it. As always, your top priority should be to stay alive. Once you can’t get up, the rest of your party can’t get the boss (unless she’s almost dead). Therefore, save your blessings and newcomer resurrection. You should also drill everyone else in your party to take Fast Resurrection Roles with you (or generally such Resurrection Roles). It’s also important for you as healers to get as much life as you can: life crystals in armor and jewelry, 4% Max Life rolled on earrings, life underwear, and buff food that gives life (e.g., moon pumpkin muffins, struthio breast fillet, or popcorn). Your group members got a debuff? As long as it gets cleaned, clean it. You are too far away? Heal first then. You shouldn’t stand behind the boss as a healer. Stand a few meters away from the boss slightly behind her breasts. The mystic in the group can also put balls on the edge of the black stripe just before the start of the fight by running close to the wall. We’re talking about life spheres here. Under 50% of the Mystic’s Boss Life Points should be placed on the edge of the ball and no more anywhere else (except the Mystic has to heal himself). There is a maximum ball limit – so only throw healing balls to the edge (no mana balls). It’s best to talk to the group about where they should be. This is important for a mechanic that starts below 30%. Depending on group damage, balls can be placed sooner or later. You should use certain skills carefully in the HM. For the priest these are among others Kaias Shield and Divine Rest. As mystic, the Healing Totem and the Healing Pet. Furthermore, it is important that you try to resurrect when the boss is doing mechanics (unless you want to do the resurrection trick). You should always announce when you resurrect and also point out that a Rez laser might come on you. Get ready to drain it.

Resurrection Trick (also known as: “Mark Up”): The healer can briefly use his resurrection in Lachelitas and immediately stop by running left/right. If the boss is not in an attack animation, a laser immediately follows the healer. Otherwise the laser may be delayed or not appear at all. This “rez-laser” has a cooldown time. If you are experienced enough as a healer, you can give the DDs nice damage phases. But please go before the boss at a good moment so she doesn’t spin. Attention! Resurrection Scrolls (and the Priest’s Resurrection) can also cause lasers! So be careful if you want to resurrect your healer (or if the priest wants to throw in his resurrection). Healers should announce if they want to provoke the Rez laser.

Double Heal: You are welcome to run with two healers in the HM with an inexperienced group. These should be priests and mystics – not double healers. But here it is important that the healers coordinate. The mystic should put balls of life to the side under 50% boss life points. Do not lay mana balls, lay life balls below 50% only on the edge (if necessary, discuss with group where exactly). So the priest should focus on healing everyone while the mystic supports. This means: The priest heals and cleans the group while maintaining buffs (energy stars etc.) and the mystic throws bullets, revives group members, heals and cleans if needed (if priest needs help) and maintains his debuffs (plague etc.) and auras (Kritchance and Mana). Very important here: The healing totem of the mystic overwrites Kaias shield of the priest – one wants to avoid this under all circumstances! So talk yourselves out of it. Also remember that the blessing of resurrection from the mystic overwrites the blessing from the priest.

Mechanics

Mechanics 1: Circle and curse (also: “fate”, “debuff”, circles)

Lachelitas performs this mechanism regularly (approximately every minute) on less than 90% of her life points. A message (“Fate…” something) pops up on the screen and each group member gets a red circle under his feet. This circle slowly fills up. Shortly before the circle is full just walk out (there is no need to be an I-frame/ dodge). If you don’t manage to avoid the circle, you get high fixed LP damage (i.e. defense doesn’t matter). It cannot be blocked. After that, the person closest to Lachelitas gets a debuff. This debuff lasts 2 minutes, cannot be cleaned and persists beyond death. If you get the debuff twice while the first debuff is still active, you die. So you have to take turns with the debuff. The debuff also gives you 50% more damage received. Therefore, it should be avoided that the tank gets the debuff. In NM it’s not so bad, in HM the tank can’t refuel if the gear isn’t very good.

For the HM: The circles do 500,000 fixed LP damage (i.e. defense doesn’t matter) if you can’t get out. Debuffs are distributed to the two closest group members to the boss (2 debuffs). The tank must definitely not get the debuff unless it has no other choice. Talk to each other at the beginning when who will take the debuff. So e.g. first Healer and Fern-DD, then the Nah-DDs etc…

Tips for all with Debuff and the tank: If your Debuff has not run out yet, leave the Boss – it’s best to run further away with the circle before. You never know how close the others will go… The same applies to tanks. Fist fighters can for example run out of the circle with their charge (storm attack) and get further away.

Tips for all without debuff: Keep the order of taking the debuff. Move your circle closer to the boss and avoid the boss. So you can avoid the boss, so to speak. But don’t try to dodge into the areas of other Rein – or coordinate your dodging better.

Tips for healers: For priests at the planes: Wild escape, if you don’t take the debuff, step back into the boss, if you take it (because there might be other planes in the way). For mystics at the planes: Teleport jump into the boss if you need to take the debuff, and just run out from the boss if you don’t need to take it. If you’re in combat, teleport jump. In NM, you may be able to throw Kaias shield from the priest.

HM Mechanics 1: Soul Balls (also: Balls)

The Wipe mechanic number 1 in the HM and the first reason why you must have about 160 thousand LP. Is there only in the HM regularly under 70% of Lachelita’s life points. Lachelitas runs to the center of the room while a message appears in the center of the screen (“Soul Balls…” something). Then she calls 5 soul spheres, which go away in different directions (left front, middle front, right front, left back, right back). There are 2 different types of balls: Yellow balls do 40 thousand solid LP damage and red balls do 80 thousand solid LP damage. If you have the debuff from Mechanic 1 you get twice as much damage (yellow = 80 thousand fixed LP damage, red = 160 thousand fixed LP damage). The damage directly affects your health points, i.e. your defense doesn’t matter at all. However, damage can be reduced by certain skills (see below). Each player must take at least one ball. A division of the ball sides is possible, but not necessarily useful. Everybody should be alive during this phase and already go to their position as soon as the boss runs to the middle (message appears). Basically applies:

All about balls as follows:

No Debuff: Takes red ball primary. If yellow ball is taken, it can take a second yellow ball after healing. Some groups expect you to take 2 balls. Rely on your healer.
At Debuff: Takes yellow ball primary. Can take a second yellow ball if necessary.

Ball<\ ball />ball
front
boss
Back
Ball</ >Ball

No debuff: Debuff:
Yellow ball = 40,000 LP damage 80,000 LP damage
Red ball = 80,000 LP damage 160,000 LP damage

Damage reduction for bullets from…:
Healers: Kaias Shield from Priest reduces damage by 39,749 LP. Mystic’s Healing Totem reduces damage by 7,149 damage.
Tanks: Lancers can use Iron Will to reduce damage by 32,834.
DDs: The Mage’s Mana Barrier (non-distorting barrier) reduces damage by 17,346 LP.

Tips for tanks: Lancers can throw themselves iron will and thereby survive a red ball or take 2 yellow balls. Should not have a debuff, if still, caution with the balls. At best take none. You always take one of the balls in front of the boss. Take another ball if you are otherwise wiped (red ball), even if you die, as long as the healer lives and none of your party members can take it. So only in extreme emergencies. Remember that you have potions and a healing skill – use it!

Tips for DDs: You take a ball and only a second one if no other healer (prefers healer) can and: a) the healer has healed you enough (so run after the ball), b) you have enough shields (Kaias, Totem, Iron Will, Manabarriere etc.), c) you have a passive that saves you from death once (Blade Dancer, Fist Fighter) and you have the boss almost dead or d) you otherwise wiped just before the end of the game wiped. Remember that you have potions – use them!

Tips for healers: Save Kaias shield/healer totem for the ball phase! This will reduce the damage and heal something. Keep everyone in your party (including you) alive at all times. In the ball phase after Kaias/ Totem, everyone targets before taking the ball and heals directly against it! Look at the life bars in the party menu. So DDs/ Tank can take a ball in case of emergency. You can also heal yourselves well against and then still take a ball. So if a bullet is further away, it’s your job to take the bullet if you have enough life. You should all have resurrected. If you can’t do that, try to balance it out differently: throw signs, heal up, take several bullets, etc. In an emergency, priests can use Divine Rest to save the group and mystics can call their healing pet for support. Remember that you can use life potions. No shame.

HM Mechanics 2: Triple Donut (Also: Triple; the “Healing Phase”)

This HM mechanism starts at less than 50% of Lachelita’s Health. A message with “Fate…” appears and Lachelitas rotates her tail around her. At the same time, areas of damage are deposited around her: First directly with her (up to 6 meters), then in the middle around her and then further away around her. As soon as a surface has settled, it is safe there. Each of these areas does 150 thousand direct LP damage (so defense doesn’t matter) = second reason why you should have over 150,000 LP. In addition, this mechanism cannot be blocked or dodged (I-frame). So you have to run it out or use abilities that move you faster. Since they come from the inside to the outside, you should only go out (7+ meters) when you announce the mechanics and then go in (under 6 meters). Don’t move outwards (as I said no I-frame possible), otherwise you’ll run into the next surface. But that’s not all! When the last surface is put down, Lachelitas buffed himself. So what to do? Your healer must despell it in time – before completion of the third surface and after completion of the second surface (3 stacks of the buff under LP bar of the boss). This goes with the plague of exhaustion in the priest and regression in the mystic. If the healer does not manage this, Lachelitas gets 10% more attack speed for each stack of her buffalo, i.e. too early despelling goes… still somewhat late, too late is stupid. With 3 stacks of the buff she gets 1000% more power and 50% more attack speed. The buff lasts one minute. So either you manage to kite somehow for 1 minute or… it’s a wipe. In itself it is a guaranteed wipe.

Tips for all: When announcing the mechanics, position yourself more than 6 meters away from Lachelitas and then use a fast movement skill towards the boss (assassination, charge skills, jump attack, jump back, evasive roll etc.). Also remote DDs and healers. In an emergency, go further out and then into the second plane. Normally you can run it loose, especially as a mystic. Under no circumstances will you back out! Unless you want to die…

Tip for Despell the healer: As already said, stand about 7 meters away from the boss when announcing the mechanics. Jump (wild escape for priests, teleport jump for mystics) or run in (mystics). Then either watch out for the areas you’ve put down (after the second one), but best of all watch out for the buff under Lachelitas’s life line. Here it is important that the timing is different for priests and mystics. Priests have to calculate the flight of their skill (i.e. send off with 2 stacks) and the flight of the mystic starts immediately (after 2 stacks, shortly before 3). For mystics, it’s also important to be close to the boss. So they can use teleport jump to make sure to hit regression. Priests must remember that fatigue plague is a targeting skill. If you have enough Health (over 160,000 LP), you can risk eating a tick.

HM-Mechanics 3: Push away – Debuff – Laser (also: “Knochback”/ “Debuffphase”)

The last mechanic in for the HM. Lachelitas makes this mechanics below 30% of its life points regularly. It goes into the middle of the room, flies slightly upwards and glows red. Then it pushes everyone to the edge, deals you 30,000 solid LP damage (defense doesn’t matter), gives you a bleeding debuff to clean (pulls off 20% of your life points every second for 15 seconds) and locks you briefly in a small (1, not more!!!) cage (in the cage you [possibly several times] staggerd i.e. interrupted), which you can leave only with teleport jump. Then the boss turns to a person and makes the HM-Double-Laser in his direction. If you have a priest, everyone will gather behind the boss when the mechanics are announced – including the tank – and will be fully healed. Possibly throw Kaias shield. After pushing them away, the healer must clean them all to get rid of the bleeding debuff. If you’re running with a mystic, the mystic will regularly place life spheres (at certain agreed locations) on the edge of the screen at less than 50%, and all of them will be pushed in the direction of life spheres by the mechanics. These also clean. One can neither evade nor block this mechanics. Remember to leak the laser. So pay attention where Lachelitas calls her balls.

Tips for everyone: You can direct the laser to a specific person by placing that person somewhere else and closest to the boss. This person must either have a life sphere from the mystic or an unused cleaning brooch/goddess brooch to be able to clean themselves. Probably does not always work. If you have a mystic, he should do it. Otherwise your group members can take turns. Save your cleaning brooch for this. Do not block each other with the laser and use movement skills in an emergency. Previously use buff food (sky lotus liqueur) or skills (e.g. Spotruf from the Berserk, Wächterruf? from the Lanzer) that prevent staggering. As a magician, when you get the circle, you can simply teleport out after seeing Lachelitas cast the laser.

Tips to Lanzer: Use your skill that prevents staggering (Guardian Call, I think). This will make your healer’s job much easier.

Tips for healers: As a mystic your healer calls in in advance so that it can cleanse you. Pay attention to the timing. As a priest, you can use Kaias Shield (and Guardian’s Sanctuary). As a priest, try to time your Purifying Circle so that it starts right after the pushback. Make sure that everyone is fully healed before the pushback. As a mystic, when you get the circle, you can simply teleport out after seeing Lachelitas cast the laser.

Attacks

Attack 1: Donut (also: “in… out” or “out… in”)

The donut is the friend of all who can’t tell right from left. Although you can survive the attack in NM, it will kill you in HM. The boss takes breath, screams shrill while he “wiggles” his wings a bit and the screen wobbles. Then Lachelitas bends her body to one side. Her head turns to the right or left. If you get hit, you get massive damage and a bleeding debuff. You can’t dodge or block the attack, you have to dodge it! You can’t escape the attack with revenge from the Blade Dancer or Distorting Barrier from the Mage. The distance for the donut is 10 meters (up to 9 meters for the inside and from 11 meters for the outside) measured from Lachelitas. You are far away from the boss and can’t get in on time? Then run for your life! If you’re more than 35 meters away, the donut won’t hit you. The following describes where you have to go:

DD view (back, side):

Boss turns her head back to the left: In, then out
Boss turns her head and upper body to the right: Out, then in.

Tank view (front):

Boss turns her head back to the right: In, then out.
Boss turns her head and upper body to the right: Out, then in.

For the HM: The attack is executed faster in the HM and kills you!

Tips for everyone: While you’re learning this boss, stop doing damage as soon as you see the donut (or it’s announced). Then go up to about 10 meters and run out the mechanics. Archers and Berserkers are welcome to charge their attacks while they drain the donut if they dare. Classes with “Charges” (e.g. rush from the Lanzer or attack blow from the Warrior) can use it for the “Raus-Rein” for the “Rein”. Jumps like the Jump Attack or Charges can be used for the “In”.

Tips for healers: Always stays between 6 and 15 meters away from the boss. The best distance is always between 8 and 12 meters. Healers should simply run out the donut by walking a few steps in or out of 10 meters. Mystics shouldn’t waste their teleport jump. Use the teleport jump to get in and out only when far away, so that you land at about 9 meters. So you can finish the second part. Otherwise you will die. But you should just go to the edge anyway if you’re far away from the boss. So you won’t be able to get in on in and out – run 35+ meters away. Cuddle the edge. When will you be far away? As soon as you can’t get to the boss with Teleport Jump + Go (mystic) or Return + Wild Escape (priest). At about 20 meters away from the boss (= start distance at announcement of the donut) you should safely get the 35+ meters away. You’re closer and can’t get in? Then you are probably dead. It’s out? in? Curse the dying DDs you have to resurrect (and that’s why you’re so far away). You see a DD can’t get in anymore? You are priests? Remember that you can draw party members by Divine Intervention. Only one, but he will thank you. Nevertheless you have to hope that his reflexes are fast enough to run out as well… In the NM you can throw Kaias Shield (Priest)/Healtotem (Mystic) and see if people in your group survive a part of the donut at full life.

Attack 2: Frontal Combo (also: Autohit Combo, Normal Attack Combo 2 i.e. nothing special)

The boss will attack the one who has Aggro (hopefully the tank). This is the normal “Autohit-Kombo” of the boss. Doesn’t do much damage. Can be blocked and dodged. So just block it. Lachelitas can rotate between the combo parts when the aggro carrier (tank) rotates.

Tank view (front):
Left claw -> Right claw -> Left claw -> pulls it back again immediately

DD view (rear, side):
Right claw -> Left claw -> Right claw -> pulls it back again immediately

Attack 3: Swipekombo, looks similar to Frontalkombo (also: Normal Attacks… “Swipe!”/ “Dodge!”, to the tank)

The boss will attack the one who has Aggro (hopefully the tank). This attack looks very similar to the normal attack combo 2. The Swipe of the combo cannot be blocked, but has to be dodged (ge-i-framed). The Swipe has a high range (10+ meters) and a fan shape (i.e. expands sideways). In NM the Swipe already does some damage plus bleeding debuff and pushes you backwards. The debuff can and should be cleaned by the healer. Lachelitas can rotate between the combo parts when the aggro carrier (tank) rotates. Watch out for aggro changes – but in itself the whole combo should go to the aggro carrier at the beginning of the combo.

Tank view (front):

Combo, if boss not angry:
Left claw -> Right claw -> Left claw is pulled up to the head height of the boss -> it stays 1 ½ seconds -> Front-Swipe
Combo when the boss is angry:
Left claw -> Right claw -> Left claw is pulled up to the head height of the boss -> almost immediate front swipe

DD view (rear, side):

Combo when Boss isn’t angry:
Right claw -> Left claw -> Right claw is pulled up to the head height of the boss -> it stays 1 ½ seconds -> Front-Swipe
Combo when the boss is angry:
Right claw -> Left claw -> Right claw is pulled up to the head height of the boss -> almost immediate front swipe

For the HM: The boss executes the attack a bit faster and the Swipe will most likely kill you.

Tips to all: You are faced with Lachelitas? No matter what you play, look at her. Exactly. Does she do the combo? Could the Swipe come? If so – use I-frame (roll, return etc.)! You think you’re standing at the front sideways enough or far enough, forward, away? Evades. Just do it. You can’t avoid the Swipe? Then move diagonally towards the boss before she executes the third (last) part of the combo.

Tips to DDs: Don’t stand in front of the boss. End. Tank is dead? Kite the boss in a big circle through the room, unless you dare to refuel her briefly (e.g. warrior or berserk).

Tips for healers: In NM. If you see the Swipe, give the tank and/or your DDs Kaias shield if in doubt. Newcomer tanks don’t see the Swipe at first and DDs often can’t judge the Swipe at all. Otherwise you should not stand in front of the boss, but always slightly behind her chest. Only go in front of the boss if she does her “turn” (see Attack 4) or if you dare to resurrect there (or to do the resurrection trick). If your tank gets hit by the Swipe and survives, clean it first when it’s within range. Otherwise, heal him first as you run to him and then clean him.

Attack 4: Backhit Laser Combo (also: Cock Strike Laser Combo, Normal Attack Combo 2)

This combo starts with attacks on the aggro carrier (tank hopefully), then on the DDs and ends with an attack on the aggro carrier (tank hopefully). The first three combo parts are blockable and avoidable. The last part of the combo (laser) cannot be blocked or avoided. In NM you survive the laser. The tail stroke to the back (backhit) can be survived in the NM. If you are hit by the backhit, you get a bleeding debuff, which should be cleaned by the healer. In addition, the backhit has about 6 meters width and 14 meters length range. Sometimes the boss hits “among himself”. Lachelitas can rotate between the combo parts when the aggro carrier (tank) rotates. Pay attention to aggro change – all combo parts except Backhit should go on the aggro carrier at the beginning of the combo.

Tank view (front):
Right claw -> Left claw -> Rear tail strike (backhit) -> Laser on the aggro beam (tank, forward)

DD view (rear, side):
Left claw -> Right claw -> Rear tail strike (backhit) -> Laser on the aggro beam (tank, forward)

For the HM: Being hit by a backhit or laser can kill you! The laser is mostly a 3 laser (i.e. 3 lasers with 2 gaps). Rarely it is a 2 laser (i.e. 2 lasers with a middle gap).

Tips for tanks: Block the first two combo parts. In NM you can just write inside the laser if your life allows it. In the HM just go between the lasers – don’t try to waste your evasion skills. Besides, you shouldn’t turn the boss during this combo. Otherwise the rest of the group might not react in time to the backhit and/or laser.

Tips for DDs: As long as your block skills (e.g. Block the Berserker or later after the Warrior patch also Whirlwind from the Warrior) have, the backhit stops and blocks him. You can’t dodge the attack (i-frame) – so don’t even try! Revenge from the Blade Dancer should work just like the Mage’s Distorted Barrier. Everyone else should just go far enough to the side – I repeat: To the side, go away. Don’t back out and avoid dodging into the boss – it doesn’t always work. Learn to predict this attack! It’s not difficult. You can really prepare for it! Left -> right -> Backhit -> Laser. Learn that.

Tips for healers: Same as for the DDs: Learn to anticipate this attack! It’s not hard. You can really prepare for it! Left -> right -> Backhit -> Laser. Learn that. You go as soon as you see the beginning of the combo directly a few meters away from the boss or simply from behind. As a healer you should not stand behind the boss. Stand a few meters away from the boss slightly behind her breasts. In NM you can throw Kaias shield as priest to give the DDs for the backhit and the tank for the laser a shield. Mystics could throw totems. Remember to clean the DDs if they get hit.

Attack 5: Cock Strike (+Turn, Reason for Death for DDs, also: Scythe)

This attack is already more difficult to see. Lachelitas rams her tail into the ground in front of her. This part cannot be blocked or dodged (I-frame). That means you have to get out in time. The second part starts as soon as your tail gets stuck in the ground one second too long (about 2 seconds/twice “seesawing” from her). Then she twirls her tail around her once and hits everyone within a radius of about 20 meters who is not standing in front of her. That means you’re safe right in front of her. In front of her is a “free” area in the form of a “V”. This turn must be either dodged or blocked. Alternatively, you can run out of the attack by either walking in front of the boss or 20+ meters away from the boss. Important: She can make the attack twice in a row (once without turning, then with turning) and she can make this attack on a specific player. So the attack does not have to go on the tank. She targets the person she wants to hit with a secondary aggro circle (blue, purple). She can also target different people in two consecutive attacks. So yay. But don’t confuse this attack with the laser (attack 6) because of the aggro circle.

For the HM: The tail strike does enormous damage (death, probably) and gives a bleeding debuff. The turn will probably kill you.

Tips to everyone in front of the boss: For the tail strike: As soon as you see that Lachelitas takes her left hand up and there is such a red glow there, move away to the side. Never move backwards – always sideways. Tanks can’t block the tail stroke any more than anyone else. As a tank you run after the first part of the boss again directly in front of them for the possible turn.

Tips for DDs: DDs must not feel safe just because they are DDs! As soon as you stand in front of the boss, this attack could come and kill you! As I said: Neither block- nor avoidable. For the second part of the attack (turn) you must either block, avoid or be 21+ meters away from the boss. So if you’re unsure, you can either dodge forward through the boss (melee PDs) and back behind the boss after the turn, or run more than 20 yards away from the boss (e.g. by sprinting from the archers). As a magician, you can use Distorted Barrier and as a Blade Dancer, Revenge.

Tips for healers: If your tank survives the tail strike, clean it after the turn! Before that, you’re welcome to throw Kaias Shield (glyphed to life generation) as a priest (healing totem animation from mystic too long) to heal back. Otherwise it looks like this with you: Directly after the tail strike you go to the tank forward and clean it if necessary. There you are sure. It doesn’t matter if you turn after that or not – so you’re safe for now. You can throw Kaias shield/healtotem for the turn in the NM directly after the turn. Not in the HM. If you are too far away to get in front of the boss, run more than 20 meters away from the boss. That way you won’t get hit. Of course you can also just avoid the turn at the right moment.

Attack 6: Laser (when performing resurrection: Rez-Laser)

As already mentioned at the beginning in the section “Resuscitation trick”, this laser can be provoked by performing a resuscitation (+ abort by running to the right/ left). However, the RRez laser has a decay time. Lachelitas gives a random person a secondary aggro circle (purple, blue), turns around to her and fires laser at her. Before the laser appears, there are red balls in front of the boss. These red balls shoot the lasers. So don’t stand in line with them, but in the free spaces. You can’t block or dodge the laser (I-frame). In NM it probably won’t kill you. In the HM it is. You can dodge behind the boss even after the red stones appear. But be careful – the red stones themselves also hurt and have a relatively large width in which they also hit behind them. Lachelitas also announces the laser with a screen message.

For the HM: 2 lasers. One behind the other. Double laser, so to speak. Always. In the HM, the laser kills as long as your defense is too low (no one-shot). So, if you think: “Laser? Oh what! Boring!” In the HM you are allowed to run out the laser properly. There is a 2-3-laser and a 3-2-laser. That means that Lachelitas can fire a three-laser and a two-laser at you. It will look like this:
Lachelitas from the front
Left Middle Right
3 Series Laser: Laser –free-laser –free-laser –free-laser
2 Series Laser: –free Laser –free– Laser –free–
Never the same laser 2 times in a row i.e. possible combinations are: 2-3 lasers and 3-2 lasers.

Tips for everyone: If you’re resurrected, stay put. There can always be a laser. Listen to the announcements of your healers. Pay attention to whether your healer (or another team member) is resurrecting – a laser might come. If you are using a resurrection roll, a laser might also come. So be careful. If you are using a resurrection roll, say so. You can dodge the laser through the boss if you’re close. Otherwise, it will run out/use a movement skill in an emergency (Dodge, Icy Rebound for Mages). Remember, however, that you’ll have to do this diagonally, otherwise you’ll jump into the next laser (at least in the HM).

Tips for Healers: Always announce when you resurrect. Say that a Rez laser could come on you. Try to resurrect while the boss is making attacks (unless you’re doing the resurrection trick). Prepare to run before the laser. Because the bullets also hit behind them, the healer will stand behind the chest of Lachelitas. From then on the bullets won’t hit you anymore. So if you’re wondering: Why am I standing behind the boss’s bosom? That’s the reason. Otherwise, if you have the laser: There are several possibilities. Mystics should simply avoid them, they are fast on foot. If necessary, just jump teleport to the side or behind the boss (possibly away from the boss, but not recommended because of the laser range). Priests can, if they are close to the boss, simply run to the boss and avoid him. Otherwise the laser runs out. You have to be careful with the double laser in the HM. In an emergency Wilde Flucht uses oblique – oblique (!) to avoid the second laser. Otherwise you could skip the free area. If you resurrect, the first resurrection always stops as soon as the boss turns. Then comes a laser. Always – no matter what, look at the boss. Tell the resurrected one to stay down. Otherwise they die from the laser.

Have fun with Lachelitas, the Spinnies and the Firmbrilisten, your Mizu

Mizuiro (Mizu) has been playing TERA on the PC version since the Open Beta and has played every class up to 65. She actively plays priests, warriors and mystics, as well as occasional blade dancers and archers. She has experience as a casual and semi-progress player and has laid each instance on each difficulty multiple times (exception: Kelsaik’s Nest Extreme mode, “original” Manaya’s heart and “original” Argon body).

Sources

Own experience from the PC and PS4-TERA versions
Yosha (2017?): Yosha’s Ruinous Manor Guide. Available online at: https://sites.google.com/site/yoshasstuff/ruinousmanorguide , last checked: 07.05.2018
-> With clips and Youtube lists! Have a look definitely!

Tera Schlachtfeld-Jackpots PS4 PVP Event

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Tera Schlachtfeld-Jackpots PS4 PVP Event

For two weeks starting Monday 21 May at 17:00 UTC, winning a game in Canyon of Honor or Corsair Fortress will give you an extra bonus from a Battleground Jackpot!

Each jackpot contains one of the following items, each of which is useful for making or enchanting ambush equipment:

11th order raw material ×50
Infested mineral ×2
Dust of seduction ×2
Handkerchief of the holden Maid ×1

All players of the winning team will receive a jackpot item.

The jackpots in “Canyon of Honor” run from Monday at 17:00 UTC to Friday at the same time, and jackpots in “Corsair Fortress” run over the weekend, then the reps until Monday, June 4 at 17:00 UTC.

Source: http://tera.enmasse.com/de/news/posts/tera-console-jackpot-calendar-may

Tera PS4 Lachelitas ruin (difficult) now online

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Tera PS4 Lachelitas ruin (difficult) now online

Hey, TERA fans! Enmasse has just added another difficult dungeon where you can test your skills! Matching this instance you will find a guide below:

Although the “Epidemic of Madness” is over, the events in the Lilitas Fortress have a significant impact on Lachelitas Ruin (difficult). Because if one thing is certain about Vampyre, bosses can never really die…and always crave retribution.

Lachelitas ruin (difficult) will be available from Tuesday 22 May.

Situation Cliffs of Insanity in Popolion (or via one of the following teleport scrolls: Lilitas Fortress, Lachelitas Ruin)
Difficulty-★★★★★★
Required Level-65
Recommended number of players – 5 players
Minimum equipment level-422
Daily access limit-1 (2 for elite status players)
Bosse-Revived Atrocitas, Revived Malgarios, Lachelitas of the Nightmare
Prey ManorborneDeadly Earring of the Lachelitas of the Night Dream, Powerful Earring of the Lachelitas of the Night Dream, Deadly Ring of the Lachelitas of the Night Dream, Powerful Ring of the Lachelitas of the Night Dream, Tempting Forge Belt, Handkerchief of the Fair Maid, Infested Mineral, Fragrance of the Betrayal, Lachelitas’ Treasure Chest

Here you can find a short overview of the loot you can capture in this difficult dungeon.

The deadly and powerful rings and earrings of the Lachelitas of the nightmare fit perfectly with other Demense accessories available in the Lilitas Fortress. Ambush equipment is the best set in the game today and belts are a rare achievement. In addition, the crafting materials you get from drops and chests will be extremely useful for the remaining expansion of the ambush set!

Source: http://tera.enmasse.com/de/news/posts/130

Tera consoles lucky box jackpot event

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Tera consoles lucky box jackpot event

From Thursday, May 24 after maintenance until Tuesday, May 29 after maintenance, you can crack one of six incredible item jackpots by opening lucky boxes on TERA for Playstation®4 or Xbox One!

11th order raw material ×1000 (needed to enchant ambush equipment)
Valuable Alkahest ×1000 (for enchanting with a higher chance of success)
Soul bond × 1000 (for resetting and securing object abilities)
Manufacturing additive × 5 (doubles critical success in manufacturing)
Elegant, splendid Niveot structure (required for combining high-level crystals)
Glimmaherz Unicorn Mount (regenerates LP and MP)

In addition to the already impressive content, opening one of the following lucky boxes with an enchanter’s key could trigger one of these jackpots.

Lucky Box
Crystal steel reinforced lucky box
Linstahreinforced lucky box
Nor steel reinforced lucky box
Shadow steel reinforced lucky box
Complete lucky box
Enchanted Lucky Box

When you run out of the enchanter’s keys, you can pick up more in the TERA Shop in convenient stacks of 5, 10, 20 or 50 keys!

Source: http://tera.enmasse.com/de/news/posts/strongbox-jackpot-0523

Fortnite FREE VBucks 2018

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Fortnite FREE VBucks 2018

Today we want to introduce you to an internet site where you can find all possibilities to play in Fortnite FREE VBucks. It’s about the internet site freethevbucks.com. Beside the many fake sites freethevbucks.com offers real and legal ways to get VBucks with little effort. Here is a list of possibilities

Daily Quests

Login Rewards

Timed Missions

Collection Book

Main Questline

Side Quests

events

Who does not know the website yet should take a look and get the free VBucks.

Here is the link: https://freethevbucks.com/

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