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- TERA PvP 1v1 Tier List
- ++ means great
- + means good
- ~ means average
- -- means bad
- - means not good
- > means extra info
- AT THE END OF THE DAY, THESE PLACEMENTS ARE MERELY MY OPINION.
- These placements are assuming each class is of equal gear and equal (high) skill.
- S Tier
- Lancer
- ++Stand Fast: 180 degree directional block
- ++Leash and Master Leash: 20 meter stun that pulls the target directly in front of the Lancer
- ++Chained Leash(Giga): 20 meter stun that doesn't pull the target, but lasts longer
- ++Rallying Cry: 6/8 second Super Armor buff
- ++Shield Counter can combo into a devastating full Lancer combo
- ++Iron Will: Huge self-buff shield
- ++Second Wind: Huge self-heal, also restores RE
- ++Adrenaline Rush: Big attack speed buff, reduces melee cooldowns by HALF(!)
- >Includes Retaliate, which means they become much less susceptible to KD chains
- >Can fit multiple Spring Attacks into one combo = many damages
- +4 stuns(+1 random chance stun), 3 staggers, 1 super armor (Shield Counter)
- >This makes Lancer capable of executing very long combos, comparable to Warrior stunlocks + kd chains
- +Barrage Cancelling: Lancer-specific tech that involves casting both halves of Shield Barrage very quickly
- +High defense due to using Plate armor
- +Attack speed debuffs can make most or all combos impossible
- +Lockdown Blow makes it (very) hard to run away
- -Only 1 dodge: Backstep
- -High learning curve
- -Fairly immobile compared to other classes
- -Low damage compared to other classes
- -Uses RE, no RE means no backsteps and blocking
- >Backstepping too much or blocking too many skills can burn RE very quickly
- -High cooldown on Second Wind, meaning burnt RE is very hard to gain back
- >Only other good way of restoring RE is Challenging Shout, which is very highly punishable
- -Melee
- Warrior (Defensive Stance)
- ++Cross Parry: 180 degree directional block
- ++Backstab: 20m instant gap closing stun that positions the user to the target's back(!!!)
- >This skill alone easily creates a 20m threat radius around the Warrior
- ++Scythe: high crit chance, damage scales with edge
- ++Combative Strike: very fast, low cooldown mini gap closing stagger
- ++Deadly Gamble: crit CHANCE percentage increase, reduces melee cooldowns by HALF(!)
- >Includes Retaliate, which means they become much less susceptible to KD chains
- +3 stuns, 3 knockdowns, 3 staggers, 1 super armor
- >Can KD chain indefinitely with Rising Fury's low cooldown
- +Binding Sword ignores super armor, stun immunity, and Warp Barrier(!)
- +Can roll four(!) times consecutively
- +No cooldown on roll, only consumes RE
- +Rolls can be "chained" together to create one consecutive iframe(?)
- +Blade Draw: resettable high damage skill, able to fit in multiple BD's into one combo
- +High defense due to Defensive Stance
- -Uses RE, no RE means no rolls and blocking
- >Rolling too much or blocking too many skills can burn RE very quickly
- -Learning curve spikes at a certain skill level
- --Death From Above, used to restore some RE but is very easily punished
- -No Staggering Counter
- -A LOT of useless skills for PvP
- >The remaining useful/viable skills that make up the PvP Warrior skillset causes them to be fairly predictable
- -Melee
- A Tier
- Reaper
- ++Medium ranged, despite being considered a melee class
- ++Retribution: counterattack skill, acts as a second iframe
- -However, misuse results in a large window of punishment worse than Death From Above
- ++Sundering Strike: deals more damage the lower the targets HP is, making it a strong skill for execution
- ++Shadow Reaping: reduces various skill cooldowns by 70%, including Retaliate
- ++Whipsaw: high damage move that also self-heals, can be glyphed to reduce attack speed
- ++Soul Reversal: skillshot that applies a dot, can consume the dot to stun and swap positions with the target
- +Big AOE on most skills, reducing the need to aim
- +3 staggers, 3 stuns, 3 iframes, 1 super armor
- +High damage, one combo can result in death
- ~Shrouded Escape isn't that useful, most classes can sweep a general area to reveal
- -Low defense compared to other leather armor classes
- --Low amount of skills + long cooldowns = "downtime" during duels
- -Low amount of skills also makes the class fairly predictable
- -Some skills deal damage through Retribution
- --Too reliant on Smite and Cable Step
- >If Cable Step or Smite is missed or dodged, combos can become impossible
- -No block
- Brawler
- ++Roundhouse Kick: decent mini gap closing stagger, but can be glyphed to grant a frontal block on certain skills after casting
- ++Ground Pounder: large aoe pull + knockup, also blocks attacks from the front while casting
- ++Invigorating Rage: use half rage to restore 40% HP and MP
- ++Flip Kick: decent stun, but disables Retaliate on airborned targets for 3 seconds
- ++Meat Grinder: high damage skill used on airborne targets, disables target's Retaliate during use
- +4 knockups, 2 knockdowns, 2 staggers
- +Combos during a knockup can last indefinitely if not Retaliated
- +Rampage can be dashed out of for an extremely fast gap cloer
- +Counter: 180 degree directional block
- +High endurance from plate armor
- +Block uses mana instead of RE
- ~Growing Fury is worthless since you can't keep it active for very long and can make Ground Pounder not combo with itself
- --Counter is noticeably slower than Cross Parry and Stand Fast, making it more punishable
- >Counter also moves the user slightly forward, making the block easier to get around
- --Only 1 iframe: Quick Dash
- --Meat Grinder can sometimes still be Retaliated out of, rendering the skill useless and leaving the user open
- -Low amount of skills makes the class fairly predictable
- -Melee
- Gunner
- ++Longest effective range in the game
- ++Mana Missiles: 30m long projectile knockdown with decent damage
- >Charging isn't even required to knock down enemies
- ++Command: Recall: basically a second Retaliate that you can use while staggered
- ++Command: Self-Destruct: 4m radius stun around your healbot and turret that you can use while stunned
- ++Balder's Vengeance: can be used from a stun and knockup for a potential one shot kill
- ++Arcane Barrage: Resettable skill that's capable of dealing at least 60% of someone's health
- +2 stuns, 2 knockdowns, 1 stagger, 1 knockup
- +High defense from plate armor
- +Rocket Jump is a super armor
- +Roll resets on a 35% chance
- --Retaliate animation is particularly slow compared to other classes
- -Low amount of skills makes the class fairly predictable
- --Nearly all damage comes from one skill: Arcane Barrage
- >However, a fully charged Mana Missiles or Burst Fire to the back still does respectable damage
- -Very easy to catch if Rolling Reload doesn't reset
- --Rocket Jump susceptible to being interrupted by stuns
- -Replenishment has a sizable punishment window
- Berserker
- ++Stagger on first Combo Attack
- ++Mocking Shout: 7 second super armor
- ++Tenacity: 5 second stun immunity, can be glyphed to heal 12% of max HP on cast
- ++Bloodlust: power and pvp damage % buff
- ++Cyclone: ~5 meter circle stagger, can lead into many other skills, can be casted without charging for a near instant stagger
- ++Thunder Strike: 8-11 meter knockdown depending on race, full charge not required for knockdown
- +Capable of chunking 80% of a target's health with a fully charged Thunder Strike
- +Flurry of Blows: great attack speed and charging speed buff for 15 seconds
- +Fearsome Shout: 5m radius fear that goes through super armor, including Retaliate
- >Has no effect on knocked down targets, but can create interesting mindgames involving holding Retaliate
- +Inescapable Doom: slows targets by 60% and disables movement skills and iframes
- +Tackle: 18 meter projectile knockdown
- +Axe Block: 90 degree directional block
- +3 knockdowns, 3 staggers
- +High defense from plate armor
- --90 degree block means getting around it is much easier
- --Shortest effective range in the game as well as the smallest threat radius
- --Slow block compared to non-intimidation Berserker
- --Easily kited
- -Particularly susceptible to desync
- -Melee
- -1 stun means only one answer for super armor
- Slayer
- ++Stagger on first Combo Attack
- ++Exhausting Blow: increases cooldowns of target hit by 50% for 11 seconds
- ++In Cold Blood: self-buff that gives massive power and attack speed as well as turning Overhand Strike into UOHS
- ++Ultimate Overhand Strike: Resets 100% of the time, does more damage than Overhand Strike, has a chance to glitch out to do more damage than it's supposed to
- ++Backstab: 10 meter gap closing iframe + root that positions at the target's back
- ++Tenacity: stun immunity for 5 seconds, better than Berserker and Archer Tenacity with a glyphed cooldown of 21s
- ++Eviscerate: 10 meter stagger if casted alone, knockdown when chained into
- ++Overhand Strike: resettable chained attack with considerable damage
- ++Headlong Rush: ~16 meter gap closer that also grants a huge attack speed buff for the next skill
- >7.5 second cooldown when glyphed(!)
- ++Fury Strike: 5-7 meter stagger that scales with how much health the user is missing
- >When glyphed correctly, can chunk 60-70% of the target's health while at <10% HP
- +High burst damage in short combos with easy confirms makes Slayer have one of the most threatening punish games on the roster
- +5 staggers, 3 knockdowns, 3 super armors, 2 stuns
- +High crit chance on multiple skills
- ~Average defense, a little bit on the squishy side
- --Linear skillset makes the class very predictable
- --Easily kited
- --Glyphing to be less kiteable sacrifices a LOT of damage
- --Relies too heavily on crits; combos become lackluster if Heart Thrust, Measured Slice, or Eviscerate don't crit
- -Every class has at least one way to ignore or bypass Backstab root
- -Skills tend to desync harder than on other classes
- -Missing your skills can create mana problems that other classes don't need to worry about
- -Worst animation locks in the game
- -Second shortest effective range and threat radius in the game
- -No block
- -Melee
- Ninja
- ++One Thousand Cuts: ~2 second multihit one-button staggerlock that you're also invulnerable while using
- >Can also dodge out of it, meaning no punishment window
- ++Stagger on first Combo Attack
- ++4 iframes with a small deployable AOE dodge zone (Smokescreen)
- ++Chakra Thrust: 3 second stun on a 9 second cooldown
- ++Bladestorm: staggerlocks enemies in a small aoe
- ++Fire Avalanche: high damage skill capable of oneshotting
- +4 staggers, 2 knockups
- +High damage, one combo can result in death
- +Powerful powerlink glyphs
- ~Although Decoy Jutsu is a decent iframe, it's basically a backstab with no CC attached to it
- ~Burning Heart is pretty worthless
- -Low defense due to using cloth armor
- --No super armor
- -Low amount of skills makes the class fairly predictable
- -No block
- -Melee
- Sorcerer
- ++Burst of Celerity: passive skill that makes Sorcerer spellcasting fast and tough to keep up with
- ++Hail Storm: large continuous AOE damage and slow field, makes kiting much easier
- ++Warp Barrier: self-buff that's basically an iframe for 2 seconds while still being able to move and cast skills
- ++Nerve Exhaustion: silence debuff that goes away on knockdown
- ++Mana Volley: steal 25% MP from target and more over time
- ++Void Sphere: instant cast projectile with high damage comparable to Meteor Strike
- ++Stone Skin: get out of jail card
- +Nova: super armor skill + knockdown
- +Ranged
- +Backstep, Glacial Retreat, and Teleport Jaunt makes kiting easy and effective
- +Capable of high damage combos with correct use of Lightning Trap and Mindblast
- +Good close range options with Flame Pillar, Painful Trap and Lightning Trap
- +Mana Siphon: steals 800 MP from target, can be devastating on some classes
- +Time Gyre: lock-on root
- >Time Gyre disables movement and evasive skills, but does not prevent movement from casting other skills
- >example: Slayers, Warriors, Berserkers can still move with Leaping Strike
- --Possibly the squishiest DPS class in the game
- --Max damage combos require more setup
- --Highly susceptible to stun immunity
- -High learning curve
- -Limited, predictable approaches
- B Tier
- Berserker (Intimidation Stance)
- ++Stagger on first Combo Attack
- ++Mocking Shout: 7 second super armor
- ++Tenacity: 5 second stun immunity, can be glyphed to heal 12% of max HP on cast
- ++Shortened cooldown on Flatten means easily indefinite KD chains
- ++Bloodlust: power and pvp damage % buff
- ++Thunder Strike: 8-11 meter knockdown depending on race, charge not required for knockdown
- +Flurry of Blows: great attack speed and charging speed buff for 15 seconds
- +Fearsome Shout: 5m radius fear that goes through super armor, including Retaliate
- >Has no effect on knocked down targets, but can create interesting mindgames involving holding Retaliate
- +Inescapable Doom: slows targets by 60% and disables movement skills and iframes
- +Tackle: 18 meter projectile knockdown
- +Axe Block: 90 degree directional block
- +3 knockdowns, 2 staggers
- +High defense from plate armor
- --90 degree block means getting around it is much easier
- --No Cyclone
- --Shortest effective range in the game as well as the smallest threat radius
- --Slow block compared to non-intimidation Berserker
- --Easily kited
- -Reduced crit factor and PvP attack due to Intimidation
- -Particularly susceptible to desync
- -Melee
- -1 stun means only one answer for super armor
- Warrior (Assault Stance)
- ++Backstab: 20m instant gap closing stun that positions the user to the target's back(!!!)
- >This skill alone easily creates a 20m threat radius around the Warrior
- ++Scythe: high crit chance, damage scales with edge
- ++Combative Strike: very fast, low cooldown mini gap closing stagger
- ++Deadly Gamble: crit CHANCE percentage increase, reduces melee cooldowns by HALF(!)
- >Includes Retaliate, which means they become much less susceptible to KD chains
- +Increased power and crit factor from Assault Stance
- +4 stuns, 3 knockdowns, 3 staggers, 1 super armor
- >Can KD chain indefinitely with Rising Fury's low cooldown
- +Binding Sword ignores super armor, stun immunity, and Warp Barrier(!)
- +Staggering Counter: instant melee range stun able to be casted after getting hit
- +Can roll four(!) times consecutively
- +No cooldown on roll, only consumes RE
- +Rolls can be "chained" together to create one consecutive iframe(?)
- +Blade Draw: resettable high damage skill
- >However, it's not as easy to fit multiple Blade Draws in one combo without Cross Parry
- -Backstab combos are not as devastating as Defense Stance Warriors
- -Low defense from Assault Stance penalty
- --Uses RE to roll
- >Rolling too much burns RE very quickly
- -Learning curve spikes at a certain skill level
- --Death From Above, used to restore some RE but is very easily punished
- -A LOT of useless skills for PvP
- >The remaining useful/viable skills that make up the PvP Warrior skillset causes them to be fairly predictable
- -No block
- -Melee
- Archer
- ++Radiant Arrow: 18 meter stagger, knockdown when fully charged, does pretty good damage
- ++Restraining Arrow: attack and movement speed slow, can be glyphed for a 20% chance to stun a target
- ++Invisible traps can create some serious trap mindgames
- ++Ranged variations of traps are pretty dang good
- +3 staggers, 3 stuns, 2 knockdowns, 1 super armor
- +Ranged
- +Velik's Mark: marked targets receive 10% more damage
- +Sniper's Eye: toggled self-buff that gives attack speed, movement speed, and a lot of power
- +Capable of killing in one combo with Rain of Arrows
- +Thunderbolt: super armor skill, pushes enemies 24 meters(!) away
- +Rapid Fire and Sequential Fire are near instant staggers
- +Can use Sequential Fire out of Retaliate
- +Tenacity: stun immunity for 5 seconds on a 24s cooldown
- ~Requires the most aiming out of any other class
- ~Charge is a good retreating skill, but is on a super long cooldown and most classes have similar mobility options anyway
- -Low defense
- --Despite the power from Sniper's Eye, Archers do pretty low damage
- -2 iframes are on a pretty long cooldown
- --Has the hardest time kiting compared to Sorcerer and Gunner
- --Limited close ranged options
- -Relies too heavily on Stunning Trap
- >Missing or misusing either Stunning Trap or Close Quarters can make combos impossible
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