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  1. TERA PvP 1v1 Tier List
  2.  
  3. ++ means great
  4. + means good
  5.  
  6. ~ means average
  7.  
  8. -- means bad
  9. - means not good
  10.  
  11. > means extra info
  12.  
  13.  
  14. AT THE END OF THE DAY, THESE PLACEMENTS ARE MERELY MY OPINION.
  15.  
  16. These placements are assuming each class is of equal gear and equal (high) skill.
  17.  
  18. S Tier
  19.  
  20. Lancer
  21. ++Stand Fast: 180 degree directional block
  22. ++Leash and Master Leash: 20 meter stun that pulls the target directly in front of the Lancer
  23. ++Chained Leash(Giga): 20 meter stun that doesn't pull the target, but lasts longer
  24. ++Rallying Cry: 6/8 second Super Armor buff
  25. ++Shield Counter can combo into a devastating full Lancer combo
  26. ++Iron Will: Huge self-buff shield
  27. ++Second Wind: Huge self-heal, also restores RE
  28. ++Adrenaline Rush: Big attack speed buff, reduces melee cooldowns by HALF(!)
  29. >Includes Retaliate, which means they become much less susceptible to KD chains
  30. >Can fit multiple Spring Attacks into one combo = many damages
  31. +4 stuns(+1 random chance stun), 3 staggers, 1 super armor (Shield Counter)
  32. >This makes Lancer capable of executing very long combos, comparable to Warrior stunlocks + kd chains
  33. +Barrage Cancelling: Lancer-specific tech that involves casting both halves of Shield Barrage very quickly
  34. +High defense due to using Plate armor
  35. +Attack speed debuffs can make most or all combos impossible
  36. +Lockdown Blow makes it (very) hard to run away
  37.  
  38.  
  39. -Only 1 dodge: Backstep
  40. -High learning curve
  41. -Fairly immobile compared to other classes
  42. -Low damage compared to other classes
  43. -Uses RE, no RE means no backsteps and blocking
  44. >Backstepping too much or blocking too many skills can burn RE very quickly
  45. -High cooldown on Second Wind, meaning burnt RE is very hard to gain back
  46. >Only other good way of restoring RE is Challenging Shout, which is very highly punishable
  47. -Melee
  48.  
  49.  
  50.  
  51. Warrior (Defensive Stance)
  52.  
  53. ++Cross Parry: 180 degree directional block
  54. ++Backstab: 20m instant gap closing stun that positions the user to the target's back(!!!)
  55. >This skill alone easily creates a 20m threat radius around the Warrior
  56. ++Scythe: high crit chance, damage scales with edge
  57. ++Combative Strike: very fast, low cooldown mini gap closing stagger
  58. ++Deadly Gamble: crit CHANCE percentage increase, reduces melee cooldowns by HALF(!)
  59. >Includes Retaliate, which means they become much less susceptible to KD chains
  60. +3 stuns, 3 knockdowns, 3 staggers, 1 super armor
  61. >Can KD chain indefinitely with Rising Fury's low cooldown
  62. +Binding Sword ignores super armor, stun immunity, and Warp Barrier(!)
  63. +Can roll four(!) times consecutively
  64. +No cooldown on roll, only consumes RE
  65. +Rolls can be "chained" together to create one consecutive iframe(?)
  66. +Blade Draw: resettable high damage skill, able to fit in multiple BD's into one combo
  67. +High defense due to Defensive Stance
  68.  
  69. -Uses RE, no RE means no rolls and blocking
  70. >Rolling too much or blocking too many skills can burn RE very quickly
  71. -Learning curve spikes at a certain skill level
  72. --Death From Above, used to restore some RE but is very easily punished
  73. -No Staggering Counter
  74. -A LOT of useless skills for PvP
  75. >The remaining useful/viable skills that make up the PvP Warrior skillset causes them to be fairly predictable
  76. -Melee
  77.  
  78.  
  79.  
  80.  
  81.  
  82. A Tier
  83.  
  84. Reaper
  85. ++Medium ranged, despite being considered a melee class
  86. ++Retribution: counterattack skill, acts as a second iframe
  87. -However, misuse results in a large window of punishment worse than Death From Above
  88. ++Sundering Strike: deals more damage the lower the targets HP is, making it a strong skill for execution
  89. ++Shadow Reaping: reduces various skill cooldowns by 70%, including Retaliate
  90. ++Whipsaw: high damage move that also self-heals, can be glyphed to reduce attack speed
  91. ++Soul Reversal: skillshot that applies a dot, can consume the dot to stun and swap positions with the target
  92. +Big AOE on most skills, reducing the need to aim
  93. +3 staggers, 3 stuns, 3 iframes, 1 super armor
  94. +High damage, one combo can result in death
  95.  
  96. ~Shrouded Escape isn't that useful, most classes can sweep a general area to reveal
  97.  
  98. -Low defense compared to other leather armor classes
  99. --Low amount of skills + long cooldowns = "downtime" during duels
  100. -Low amount of skills also makes the class fairly predictable
  101. -Some skills deal damage through Retribution
  102. --Too reliant on Smite and Cable Step
  103. >If Cable Step or Smite is missed or dodged, combos can become impossible
  104. -No block
  105.  
  106.  
  107.  
  108. Brawler
  109. ++Roundhouse Kick: decent mini gap closing stagger, but can be glyphed to grant a frontal block on certain skills after casting
  110. ++Ground Pounder: large aoe pull + knockup, also blocks attacks from the front while casting
  111. ++Invigorating Rage: use half rage to restore 40% HP and MP
  112. ++Flip Kick: decent stun, but disables Retaliate on airborned targets for 3 seconds
  113. ++Meat Grinder: high damage skill used on airborne targets, disables target's Retaliate during use
  114. +4 knockups, 2 knockdowns, 2 staggers
  115. +Combos during a knockup can last indefinitely if not Retaliated
  116. +Rampage can be dashed out of for an extremely fast gap cloer
  117. +Counter: 180 degree directional block
  118. +High endurance from plate armor
  119. +Block uses mana instead of RE
  120.  
  121. ~Growing Fury is worthless since you can't keep it active for very long and can make Ground Pounder not combo with itself
  122.  
  123. --Counter is noticeably slower than Cross Parry and Stand Fast, making it more punishable
  124. >Counter also moves the user slightly forward, making the block easier to get around
  125. --Only 1 iframe: Quick Dash
  126. --Meat Grinder can sometimes still be Retaliated out of, rendering the skill useless and leaving the user open
  127. -Low amount of skills makes the class fairly predictable
  128. -Melee
  129.  
  130. Gunner
  131. ++Longest effective range in the game
  132. ++Mana Missiles: 30m long projectile knockdown with decent damage
  133. >Charging isn't even required to knock down enemies
  134. ++Command: Recall: basically a second Retaliate that you can use while staggered
  135. ++Command: Self-Destruct: 4m radius stun around your healbot and turret that you can use while stunned
  136. ++Balder's Vengeance: can be used from a stun and knockup for a potential one shot kill
  137. ++Arcane Barrage: Resettable skill that's capable of dealing at least 60% of someone's health
  138. +2 stuns, 2 knockdowns, 1 stagger, 1 knockup
  139. +High defense from plate armor
  140. +Rocket Jump is a super armor
  141. +Roll resets on a 35% chance
  142.  
  143. --Retaliate animation is particularly slow compared to other classes
  144. -Low amount of skills makes the class fairly predictable
  145. --Nearly all damage comes from one skill: Arcane Barrage
  146. >However, a fully charged Mana Missiles or Burst Fire to the back still does respectable damage
  147. -Very easy to catch if Rolling Reload doesn't reset
  148. --Rocket Jump susceptible to being interrupted by stuns
  149. -Replenishment has a sizable punishment window
  150.  
  151. Berserker
  152. ++Stagger on first Combo Attack
  153. ++Mocking Shout: 7 second super armor
  154. ++Tenacity: 5 second stun immunity, can be glyphed to heal 12% of max HP on cast
  155. ++Bloodlust: power and pvp damage % buff
  156. ++Cyclone: ~5 meter circle stagger, can lead into many other skills, can be casted without charging for a near instant stagger
  157. ++Thunder Strike: 8-11 meter knockdown depending on race, full charge not required for knockdown
  158. +Capable of chunking 80% of a target's health with a fully charged Thunder Strike
  159. +Flurry of Blows: great attack speed and charging speed buff for 15 seconds
  160. +Fearsome Shout: 5m radius fear that goes through super armor, including Retaliate
  161. >Has no effect on knocked down targets, but can create interesting mindgames involving holding Retaliate
  162. +Inescapable Doom: slows targets by 60% and disables movement skills and iframes
  163. +Tackle: 18 meter projectile knockdown
  164. +Axe Block: 90 degree directional block
  165. +3 knockdowns, 3 staggers
  166. +High defense from plate armor
  167.  
  168. --90 degree block means getting around it is much easier
  169. --Shortest effective range in the game as well as the smallest threat radius
  170. --Slow block compared to non-intimidation Berserker
  171. --Easily kited
  172. -Particularly susceptible to desync
  173. -Melee
  174. -1 stun means only one answer for super armor
  175.  
  176. Slayer
  177. ++Stagger on first Combo Attack
  178. ++Exhausting Blow: increases cooldowns of target hit by 50% for 11 seconds
  179. ++In Cold Blood: self-buff that gives massive power and attack speed as well as turning Overhand Strike into UOHS
  180. ++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
  181. ++Backstab: 10 meter gap closing iframe + root that positions at the target's back
  182. ++Tenacity: stun immunity for 5 seconds, better than Berserker and Archer Tenacity with a glyphed cooldown of 21s
  183. ++Eviscerate: 10 meter stagger if casted alone, knockdown when chained into
  184. ++Overhand Strike: resettable chained attack with considerable damage
  185. ++Headlong Rush: ~16 meter gap closer that also grants a huge attack speed buff for the next skill
  186. >7.5 second cooldown when glyphed(!)
  187. ++Fury Strike: 5-7 meter stagger that scales with how much health the user is missing
  188. >When glyphed correctly, can chunk 60-70% of the target's health while at <10% HP
  189. +High burst damage in short combos with easy confirms makes Slayer have one of the most threatening punish games on the roster
  190. +5 staggers, 3 knockdowns, 3 super armors, 2 stuns
  191. +High crit chance on multiple skills
  192.  
  193. ~Average defense, a little bit on the squishy side
  194.  
  195. --Linear skillset makes the class very predictable
  196. --Easily kited
  197. --Glyphing to be less kiteable sacrifices a LOT of damage
  198. --Relies too heavily on crits; combos become lackluster if Heart Thrust, Measured Slice, or Eviscerate don't crit
  199. -Every class has at least one way to ignore or bypass Backstab root
  200. -Skills tend to desync harder than on other classes
  201. -Missing your skills can create mana problems that other classes don't need to worry about
  202. -Worst animation locks in the game
  203. -Second shortest effective range and threat radius in the game
  204. -No block
  205. -Melee
  206.  
  207.  
  208. Ninja
  209. ++One Thousand Cuts: ~2 second multihit one-button staggerlock that you're also invulnerable while using
  210. >Can also dodge out of it, meaning no punishment window
  211. ++Stagger on first Combo Attack
  212. ++4 iframes with a small deployable AOE dodge zone (Smokescreen)
  213. ++Chakra Thrust: 3 second stun on a 9 second cooldown
  214. ++Bladestorm: staggerlocks enemies in a small aoe
  215. ++Fire Avalanche: high damage skill capable of oneshotting
  216. +4 staggers, 2 knockups
  217. +High damage, one combo can result in death
  218. +Powerful powerlink glyphs
  219.  
  220. ~Although Decoy Jutsu is a decent iframe, it's basically a backstab with no CC attached to it
  221. ~Burning Heart is pretty worthless
  222.  
  223. -Low defense due to using cloth armor
  224. --No super armor
  225. -Low amount of skills makes the class fairly predictable
  226. -No block
  227. -Melee
  228.  
  229. Sorcerer
  230. ++Burst of Celerity: passive skill that makes Sorcerer spellcasting fast and tough to keep up with
  231. ++Hail Storm: large continuous AOE damage and slow field, makes kiting much easier
  232. ++Warp Barrier: self-buff that's basically an iframe for 2 seconds while still being able to move and cast skills
  233. ++Nerve Exhaustion: silence debuff that goes away on knockdown
  234. ++Mana Volley: steal 25% MP from target and more over time
  235. ++Void Sphere: instant cast projectile with high damage comparable to Meteor Strike
  236. ++Stone Skin: get out of jail card
  237. +Nova: super armor skill + knockdown
  238. +Ranged
  239. +Backstep, Glacial Retreat, and Teleport Jaunt makes kiting easy and effective
  240. +Capable of high damage combos with correct use of Lightning Trap and Mindblast
  241. +Good close range options with Flame Pillar, Painful Trap and Lightning Trap
  242. +Mana Siphon: steals 800 MP from target, can be devastating on some classes
  243. +Time Gyre: lock-on root
  244. >Time Gyre disables movement and evasive skills, but does not prevent movement from casting other skills
  245. >example: Slayers, Warriors, Berserkers can still move with Leaping Strike
  246.  
  247. --Possibly the squishiest DPS class in the game
  248. --Max damage combos require more setup
  249. --Highly susceptible to stun immunity
  250. -High learning curve
  251. -Limited, predictable approaches
  252.  
  253. B Tier
  254.  
  255. Berserker (Intimidation Stance)
  256. ++Stagger on first Combo Attack
  257. ++Mocking Shout: 7 second super armor
  258. ++Tenacity: 5 second stun immunity, can be glyphed to heal 12% of max HP on cast
  259. ++Shortened cooldown on Flatten means easily indefinite KD chains
  260. ++Bloodlust: power and pvp damage % buff
  261. ++Thunder Strike: 8-11 meter knockdown depending on race, charge not required for knockdown
  262. +Flurry of Blows: great attack speed and charging speed buff for 15 seconds
  263. +Fearsome Shout: 5m radius fear that goes through super armor, including Retaliate
  264. >Has no effect on knocked down targets, but can create interesting mindgames involving holding Retaliate
  265. +Inescapable Doom: slows targets by 60% and disables movement skills and iframes
  266. +Tackle: 18 meter projectile knockdown
  267. +Axe Block: 90 degree directional block
  268. +3 knockdowns, 2 staggers
  269. +High defense from plate armor
  270.  
  271. --90 degree block means getting around it is much easier
  272. --No Cyclone
  273. --Shortest effective range in the game as well as the smallest threat radius
  274. --Slow block compared to non-intimidation Berserker
  275. --Easily kited
  276. -Reduced crit factor and PvP attack due to Intimidation
  277. -Particularly susceptible to desync
  278. -Melee
  279. -1 stun means only one answer for super armor
  280.  
  281. Warrior (Assault Stance)
  282. ++Backstab: 20m instant gap closing stun that positions the user to the target's back(!!!)
  283. >This skill alone easily creates a 20m threat radius around the Warrior
  284. ++Scythe: high crit chance, damage scales with edge
  285. ++Combative Strike: very fast, low cooldown mini gap closing stagger
  286. ++Deadly Gamble: crit CHANCE percentage increase, reduces melee cooldowns by HALF(!)
  287. >Includes Retaliate, which means they become much less susceptible to KD chains
  288. +Increased power and crit factor from Assault Stance
  289. +4 stuns, 3 knockdowns, 3 staggers, 1 super armor
  290. >Can KD chain indefinitely with Rising Fury's low cooldown
  291. +Binding Sword ignores super armor, stun immunity, and Warp Barrier(!)
  292. +Staggering Counter: instant melee range stun able to be casted after getting hit
  293. +Can roll four(!) times consecutively
  294. +No cooldown on roll, only consumes RE
  295. +Rolls can be "chained" together to create one consecutive iframe(?)
  296. +Blade Draw: resettable high damage skill
  297. >However, it's not as easy to fit multiple Blade Draws in one combo without Cross Parry
  298.  
  299. -Backstab combos are not as devastating as Defense Stance Warriors
  300. -Low defense from Assault Stance penalty
  301. --Uses RE to roll
  302. >Rolling too much burns RE very quickly
  303. -Learning curve spikes at a certain skill level
  304. --Death From Above, used to restore some RE but is very easily punished
  305. -A LOT of useless skills for PvP
  306. >The remaining useful/viable skills that make up the PvP Warrior skillset causes them to be fairly predictable
  307. -No block
  308. -Melee
  309.  
  310. Archer
  311. ++Radiant Arrow: 18 meter stagger, knockdown when fully charged, does pretty good damage
  312. ++Restraining Arrow: attack and movement speed slow, can be glyphed for a 20% chance to stun a target
  313. ++Invisible traps can create some serious trap mindgames
  314. ++Ranged variations of traps are pretty dang good
  315. +3 staggers, 3 stuns, 2 knockdowns, 1 super armor
  316. +Ranged
  317. +Velik's Mark: marked targets receive 10% more damage
  318. +Sniper's Eye: toggled self-buff that gives attack speed, movement speed, and a lot of power
  319. +Capable of killing in one combo with Rain of Arrows
  320. +Thunderbolt: super armor skill, pushes enemies 24 meters(!) away
  321. +Rapid Fire and Sequential Fire are near instant staggers
  322. +Can use Sequential Fire out of Retaliate
  323. +Tenacity: stun immunity for 5 seconds on a 24s cooldown
  324.  
  325. ~Requires the most aiming out of any other class
  326. ~Charge is a good retreating skill, but is on a super long cooldown and most classes have similar mobility options anyway
  327.  
  328. -Low defense
  329. --Despite the power from Sniper's Eye, Archers do pretty low damage
  330. -2 iframes are on a pretty long cooldown
  331. --Has the hardest time kiting compared to Sorcerer and Gunner
  332. --Limited close ranged options
  333. -Relies too heavily on Stunning Trap
  334. >Missing or misusing either Stunning Trap or Close Quarters can make combos impossible
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