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  • Added on: Apr 26 2012 07:40 AM
  • Date Updated: Apr 26 2012 07:41 AM
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TERA: Priest Class Guide

TERA Online: Priest Class Guide

Posted by Throne on Apr 26 2012 07:40 AM
Chapter 1
+News & Videos

+Queen of the Argon’s Update (TERA 3.0)

In this upcoming update to KTERA, there are a great many changes coming to the world of Arborea. First and foremost, the level cap is being raised from LV58 to LV60 – and this means new armor, new skills, new glyphs, new crystals, and also more Glyph Points.

While Priest’s aren’t receiving nearly as many changes as some other classes, we are receiving some new skills, which I can give you brief details about here before moving on.

Healing Wings – Lock on to one party member, and heal other members around the person you have locked on to. This skill can be used while moving.

Blessed Resurrection – Automatically Revive when you die, you will resurrect with HP, MP and Stamina at max.

Unfortunately there is no information regarding glyphs for these skills as of yet (or any glyphs being added for existing skills), but I will hopefully be able to update this guide when information about the Queen of the Argon’s patch is more readily available.

+Videos

[PvE]

LV34 Priest PvE Grinding - http://www.youtube.com/watch?v=LuDr21GMP9Q
LV57 Priest PvE Grinding - http://www.youtube.com/watch?v=OizhYAVmGYc

[1v1 Duels]

LV58 Priest vs. LV58 Lancer - http://www.youtube.com/watch?v=hn7_MwWiNFA

[Group Duels]

+LV22 Priest Deathmatches from NA CBT1

[*]
[*]
[*]http://www.youtube.com/watch?v=uvh53rBMLYA
[*]http://www.youtube.com/watch?v=5KdIy4yOeF4
[*]http://www.youtube.com/watch?v=mRbuwo0GFS0
[*]http://www.youtube.com/watch?v=x4BLJ1yFup8
[*]http://www.youtube.com/watch?v=x2JUSseA-CE
[*]http://www.youtube.com/watch?v=qd5OEatZdYQ
[*]http://www.youtube.com/watch?v=2fztkpg2yWg
[*]http://www.youtube.com/watch?v=UhObEfIMQko
[*]http://www.youtube.com/watch?v=UhObEfIMQko

[PvP]

Coming soon.

Mystic POV VIdeos for Comparison

Thanks to Pest for requesting these be linked.

[ 10v10 ][/b]
http://www.youtube.com/watch?v=HU1PX5F4Heg

[ 5v5 ][/b]
http://www.youtube.com/watch?v=OgzZ3cFsqG0

[ PK ][/b]
http://www.youtube.com/watch?v=_yrfIQ_H4EE
http://www.youtube.com/watch?v=55UiqroRNEY

Chapter 2
+What is a Priest?

What is a Priest, you ask? Priest is basically TERA’s equivalent to a Cleric in AION, a White Mage in Final Fantasy XI, a Bishop/Aeore Healer in Lineage II, or a Paladin or Priest inWorld of Warcraft. So, no, sorry to disappoint, but we don’t touch little boys in their no-no places. Well, some of us might, but I don’t! Promise.

Some people like to consider Priest the “main healer” of TERA, but that isn’t quite true. Our healing rival is the Mystic. Both classes are quite a bit different, but despite their differences, both are fully capable of main healing their party through dungeons or PvP – and unfortunately they generally do not synergize well together in 5-man content.

A lot of people who come to me asking about Priest are mainly trying to decide between which of the two healing classes they want to play – both have their pro’s and their con’s. Both Mystic and Priest are extremely strong classes, but the lines between the two has been blurred to a point where a lot of people can’t seem to tell the differences between the two classes. So, I’ll lay out the Pros & Cons for you guys here!

Priest Pros

Burst/AoE Healing.
Have extremely good HoT's.
LV56+ gets a heal that heals the caster for a percentage of their HP every second for 10 seconds.
(5,500 HP/second for me at LV58).
Very potent buffs, which last 20 minutes.
(Attack, Run Speed, Defense, Resistance, HP Regen.)
LV40 gets an attack skill that buffs all party members in range, giving them increased damage output for ~15 seconds. Duration/Cooldown can be glyphed.
Melee-range fighter when soloing.
(could be a con for some I guess)
Absorption Shield
(skill is very awesome, absorbs around 10k DMG at LV58, is cast on your entire party)
Good Utility/Kiting Skills when needed – extremely player-dependent, though.
Has ~second highest HP pool
Has a Dodge.
(May be different in NA Version, our dodge wasn’t available in CBT1)
Has a second dodge that slows Movement speed & Attack Speed of whatever is close to you in a small AoE.
(Fiery Escape)
Can lock-on sleep, but only one target.
Mainly relies on Burst DPS.
Dependable self-heals.

Priest Cons

Their sleep is only one target.
They do not have a skill to give mana back to their party. There is a Glyph that allows them to do so, but it is very weak in comparison.
They don't have any spells that effect their party's criticals/reception of criticals.
Lock-on Heal is not very efficient in later levels.
Priests do not kite in the “traditional” sense, and are not very mobile.

Mystic Pros

Lock-on Heal has a HoT
Aura-type buffs
(similar to Chanter Mantra’s in AION).
Orbs to regenerate HP or Mana.
HP Orbs also act as a HoT.
HP Orbs also act as a Cleanse, erasing negative effects on the individual who picks them up.
Powerful Poison Skill.
Kiting/Utility is key when fighting solo.
High mobility thanks to their skillset as well as Teleport Jaunt.
Teleport skill with a glyph that has a 25% chance to reset the cooldown. Extremely useful escape.
Can give their party mana back with more than just the use of orbs. There's an aura as well as DoT they put on their enemy which then they can turn into Mana for their party.
Has a self-resurrect skill that can be cast on party members. With glyphs, when you cast it on a party member you get it applied to yourself as well.
Healing Fairy has the same spells as a Priest, but is usually only useful for healing yourself.
Can sleep up to 2 targets.
Has multiple AoE CC skills
(stun/fear etc)
Has slows/snares.
Is a Damage over Time class.
(This could be a con to some people).
Attacks are ranged.

Mystic Cons

Can't heal through burst damage as easily as a Priest can, due to having to rely on their lock-on only.
No useful pets other than the Healing Fairy and one nuke pet
(10min cooldown on said nuke pet).
Some Auras do not stack with Priest buffs.
Can’t force people to pick up Obs.
Has to depend on Fairy or orbs for self-heals.
Will not have a party shield until the TERA 3.0 Patch, and nothing is known about the strength of this new skill.
Success in parties greatly depends on the skill level of your own party members. If your party is bad, there is little you can do to keep them alive – especially at later levels.
Have less attack skills than a Priest.


As you may have gathered from heading through the Pros and Cons, despite sharing relatively the same role in group content, they have very different playstyles – especially in solo scenarios, but also in group scenarios. I won’t go into too much detail regarding Mystics and what they do or do not do, since I personally have not played one to cap. One of my Officers played a Mystic, and most of my information on Mystics comes from debating with him, as well as reading posts by experience Mystics on the forums.

Chapter 3
+What you need to know about Crystals.

Crystals are a rather integral part of TERA, regardless what class you are playing. Your crystal build can be the factor that determines whether you kill something in 15 seconds or in 60. As with anything so flexible in an MMO, there are countless variations and combinations of crystals that you can potentially use – even more so with the upcoming update to KTERA, which adds four more Crystal slots (one each for earrings and rings).

For the moment, there are two different types of Crystals at our disposal in the world of TERA. You have your Red Crystals, which slot into your Weapon, and you have Blue Crystals, which slot into your armor. The grade of armor you are wearing determines the number of crystals you can slot – at max you can have four of each type. For the purpose of this guide, we will assume you are wearing gold equipment, so that I can cover the ideal crystals for those slots.

I personally change my Crystal build from situation to situation – which makes the “gear set” feature that was added to TERA in November a very handy tool to use indeed. This feature allows you to set up to five different sets of gear/crystal combinations in your profile (P or C), and switch between them with the use of hotkeys – by default they’re set to Shift+1-5. I’ll include my Crystal builds in the fifth chapter, where I’ll cover exact builds for both Crystals and Glyphs, and how to tweak or create your own.

Now, onto the Crystals themselves!

There are roughly five builds I like to use for my Priest, at endgame. In fact, three of them are for PvE, and the other two are for PvP. Why the distinction? Because a lot of the crystals in the game only apply to certain size monsters – mini-mobs, normal monsters, or BAM’s (big [filtered] monsters). Due to this “issue”, all classes require slightly different builds in PvP compared to when they’re participating in PvE.

Please note that the names I’m using for the Crystals are not the English names – I did not get a chance to go over the English names for most of the Crystals during the first CBT. I’m using “what they do” as their name, until I can update this with the proper names for Crystals.

+Good Weapon Crystals

I’m sorting these by “category”. At the bottom of this section I’ll write a simplified series of builds and the applications for those build; as you can see, some of them area situational – thus the need for multiple builds.

This is your typical icon for crystals involving either critical chance, or critical damage multipliers. You can generally understand which is “chance” and which is simply a damage modifier by looking for a percentage(%) or plus(+) icon in the description. Percentage-based Crystals are critical chance, and plus-based Crystals are critical damage modifiers.

There are quite a few nice Crystals relating to critical hits, but the following are the ones that I personally prefer.

Fine Carving – You can only equip one of these crystals, regardless of what tier. The critical chance percentage increases with each tier in the following manner. 1.5%, 1.8%, 2.1%, 2.4%, 2.7%, and finally 3% for the final Tier of Crystals.

Focused – You can only equip one of these crystals, regardless of what tier. This Crystal increases the damage you do with critical hits to monsters that are enraged. The critical damage modifier increases with each tier in the following manner. +0.86, +1.02, +1.2, +1.36, +1.54, and finally +1.7 for the final Tier of Crystals.

Savage* – You can only equip one of these crystals, regardless of what tier. This Crystal increases the damage you do with critical hits to monsters or players if you hit them from behind. Players should note that behind to the side with this Crystal also works, as long as you’re still “slightly” behind the target. The critical damage modifier increases with each tier in the following manner. +0.6, +0.72, +0.84, +0.96, +1.08, and finally +1.2 for the final Tier of Crystals.

Backbiting* – You can only equipone of these crystals, regardless of what tier. This Crystal increases the damage you do with critical hits to monsters from behind to normal monsters**. To clarify, this Crystal will only work on Normal-size monsters, and only from behind. The critical damage modifier increases with each tier in the following manner. +0.68, +0.82, +0.96, +1.1, +1.24, and finally +1.38 for the final Tier of Crystals.

Acrimonious*** – You can only equipone of these crystals, regardless of what tier. This Crystal increases the damage you do with critical hits to monsters from behind to medium monsters***. To clarify, this Crystal will only work on Medium-size monsters, and only from behind. The critical damage modifier increases with each tier in the following manner. +0.68, +0.82, +0.96, +1.1, +1.24, and finally +1.38 for the final Tier of Crystals.


*Crystals “from behind” may sound pointless for a Priest at first, but then, you have to remember we have a sleep. In a lot of cases, monsters will only come one-by-one. Because of this, we can sleep our foe, and do our attack rotation from behind. In a lot of cases, doing so will pretty much spell doom for our target in PvE, because with critical hits our foe will be dead or close to it after one rotation. If whatever we’re fighting is still alive, it’s not that hard to circle around to the side of or behind the monster and finish it off.

**For anyone who isn’t sure what a Normal Size Monster is, think of the Trees and Deer you fight in the Island of Dawn. Those, my friend, are Normal Size Monsters. Regardless of what title they may have, or what icon they may have next to their name, monsters such as those are always considered Normal Size, while Mini-Monsters come in packs with a Normal Size Monster as their leader.

***Surprisingly, not everyone knows what a BAM is, even “Medium Monster” is rather vague. A BAM (big [filtered] monster), known as a “group mob” to some, are the very large monsters that you encounter all over the world. The first one you see is at LV10 at the end of the first Campaign Instance, and then you encounter them out in the open world around LV18 in the Oblivion Woods as Basilisks. Any extremely large Monster you find in or out of dungeons is considered a BAM, whether it’s a boss or not. Why they’re called “Medium” monsters in Korea, I will never understand. But now you know.

This is your typical icon for Crystals that have effects for when you are under 50% HP. There are only two types of these Crystals for weapons – one deals in critical damage modifiers (imagine that!) and the other deals in a flat, percentage-based damage increase. These effects only take hold when you yourself are under 50% HP, so some people may find these crystals a little too risky for their liking. Personally, I rather like using the 50% HP Critical Modifier Crystal, especially at higher level. It gives us some added “umph” that we need for our attacks, especially in some of the areas we end up grinding quests in.

Whether or not you use these following two Crystals is highly dependent on your playstyle, as well as whether or not you want to risk being under 50% HP – especially on a PvP server.

Slaying – You can only equip one of these Crystals, regardless of what tier. This Crystal increases the damage your critical hits do when you yourself are under 50% HP. This Crystal works against both players and monsters of all types. The critical damage modifier increases with each tier in the following manner. +0.8, +0.96, +1.1, +1.26, +1.42, and finally +1.58 for the final Tier of Crystals.

Furious – Unlike Crystals that deal in critical hits, you can equip up to four Attack Damage Crystals if you so choose. Some people do prefer to use Attack Damage crystals over Critical Crystals, since Criticals are still RNG – I personally am not one of those people, but I am listing these types of Crystals anyway because they are viable. Attack Damage Crystals area percentage-based, so your damage percent increases in the following manner from tier-to-tier. 4.8%, 5.7%, 6.7%, 7.6%, 8.6%, and finally 9.5% for the final Tier of Crystals. So a potential of 38% increased damage at LV58 with four of these Crystals equipped.

This is the typical icon for Crystals that deal in damage increases. As with the 50% HP Damage increase Crystal, these Crystals give you a percentage-based increase to your Attack Damage. The icon is different, because these particular Crystals do not require you to be under 50%. However, it is worth noting that there aren’t any Crystals like this that effect players, so they’re a PvE-only Crystal. As with the 50% HP Crystal for Damage, I do not personally use these – but others find them worthwhile. As it is a viable option, I am listing it.

Damage Increase to Normal Monsters – You can equip up to four of these, if you so choose. Attack Damage Crystals area percentage-based, so your damage percent increases in the following manner from tier-to-tier. 3.9%, 4.7%, 5.4%, 6.2%, 7%, and finally 7.8% for the final Tier of Crystals. So a potential of 31.2% increased damage at LV58 with four of these Crystals equipped.

Damage Increase to Medium Monsters – You can equip up to four of these, if you so choose. Attack Damage Crystals area percentage-based, so your damage percent increases in the following manner from tier-to-tier. 3.9%, 4.7%, 5.4%, 6.2%, 7%, and finally 7.8% for the final Tier of Crystals. So a potential of 31.2% increased damage at LV58 with four of these Crystals equipped.

This is the icon for Crystals that deal in mana regeneration. There actually aren’t many Crystals of this type, and only one is actually all that relevant for use. You will see many people use these in situations that do not require them – even DPS or tanks will often use these Crystals, and that is due to them not being able (or willing) to properly play their class. Unfortunately for Priests and Mystics, we no longer regain mana from using our basic attack, so in group content we sometimes need a little extra help with regaining our mana, and that’s where these Crystals come in.

Brilliant – You can equip up to four of these Crystals. Depending on your group you may or may not need all four of them. These Crystals regenerate a portion of your mana pool every few seconds, by a higher and higher number throughout the tiers. 24MP, 27MP, 31MP, 37MP, 39MP, and finally 41MP. These numbers may seem small to you, but keep in mind that if you have four of these Crystals on at LV58, that’s decent fraction of mana you’re getting. Coupled with the Mana Regeneration buff you can get on your weapon, it actually does help out quite a bit. And since you’re not going to be going to damage on your DPS anyway in group PvE/PvP for the most part, these are a good option since there aren’t that many Crystals that are good for support.


Swift – You can only equip one of these, and there is only one Movement Speed in Combat type of Crystal anyway, so I’ll condense my information on these into this one description. I have a love/hate relationship with these Crystals. Love because they’re pretty nice, hate because everyone uses them when they shouldn’t be. Such as Lancers using them, or really any DPS/Tank class. In a lot of cases there is no excuse for using these instead of DPS Crystals, but for Priests and Mystics it is slightly different. In support situations, there isn’t much of anything else for us to choose from – so extra mobility is always a good option. If I’m not rocking out four Mana Regeneration Crystals, I’ll rock three of them plus one of these.

+Good Armor Crystals

Honestly, this is going to be pretty short. There aren’t nearly as many Crystals that are good for armor, as there are for Weapons. There are probably some Crystals I won’t list here that some people love to use – but honestly after having tried everything, these are the only ones I personally find to be worthwhile.

Relentless – This is the main type of Crystal I usually use in my armor, and when I do use them it’s always four of them. These are especially great if you plan on using the 50% HP Crystals I mentioned above for weapons, as it gives you a much safer 50% Mark for your HP. I used these from LV10-LV58 pretty much, and usually carried eight or more on me at a time just in case I did happen to die and break one. They’re also one of the few blue Crystals that is actually worth using in PvP.


This is your general defensive Crystal icon, and there’s actually quite a variety of these. However, only two are actually relevant. Luckily, you can wear up to four of these – which is something that is recommended to do in endgame dungeons, and especially hard modes. Outside of dungeons, I do not personally use these. I prefer the HP. Also remember these Crystals are PvE-only. They won’t do anything for you in PvP. And don’t forget – they’re not that useful unless you have four of them on. Otherwise there’s no point.

Defense Against Normal Monsters – You will rarely have need for these, but later in the game against some monsters it’s advisable to use these. Once again, especially in hard modes. For the most part you don’t need these when clearing trash mobs (though they do help if your tank is bad or if you can’t kite well on Priest), generally it’s just needed for the occasional boss that isn’t a BAM. These are, again, percentage-based, so here’s the percent of defense for each tier. 3.9%, 4.6%, 5.4%, 6.2%, 7%, and finally 7.7% for the last Tier of Crystals. This totals to a whopping 30.8% reduction in damage taken.

Defense Against Medium Monsters – You will rarely have need for these, but later in the game against some monsters it’s advisable to use these. Once again, especially in hard modes. Generally the only BAM’s you encounter in dungeons are the bosses, so you only need to switch to these on the bosses. These are, again, percentage-based, so here’s the percent of defense for each tier. 3.9%, 4.6%, 5.4%, 6.2%, 7%, and finally 7.7% for the last Tier of Crystals. This totals to a whopping 30.8% reduction in damage taken.

These are basically “Shield” Crystals. What do I mean by shield Crystal? Basically, under certain circumstances you have a chance to be protected by a shield. In the case of the ones with this particular icon, it’s a shield when knocked down by a certain size monster or an angry monster. You can only have one of these on, and if you have another type of Crystal on that also shields, the shield effects do not stack. So it becomes a choice of which one you think is the better option at the time. This particular set of crystals is PvE-only, as they’re only related to monsters by size or if they’re enraged.

These are a little bit broader than the last type of shield crystal. Why? Because not all of them are shields. And by broader, I mean there’s one more type. Once again, these Crystals only take effect if you’re knocked down – but unlike the above, these work in PvP. Unfortunately, the proc rates are only about a 10% chance. You have two options with these, and only one is really viable for Priests. When looking at this type of Crystal, you either have a chance for a Shield, or a chance for a HoT Buff. For obvious reasons, the HoT is pointless on Priest. The Shield however, is very nice when it procs. I do actually rather like this Crystal in PvP. Its unfortunate we can only equip one of them. The shield and HoT tiers correspond with the tier of the Crystal. A tier three Crystal will be Shield III, just as a tier six crystal will be Shield VI.

Chapter 4
+Abilities and Glyphs

I will warn you right now; this is going to be rather long. Priests currently have 32 skills, and each one has 1-4 or more glyphs for that particular skill.

So, what are glyphs? Glyphs are basically TERA’s version of skill trees or perks. Unlike having a set skill or mastery tree though, you have to actually buy your glyphs from a glyph vendor in one of the three main cities. Starting at LV20 you can finally equip glyphs, and you start off with 10 glyph points. Every level after 20 you will receive an extra glyph point. At LV58, you have 48 total glyph points to spend, so spend wisely!

If you do happen to screw up your build, want to try something new, or just switch because the situation calls for it, you can reset your points at the glyph vendor. If you’re lucky you’ll have some Glyph Reset Stones already on you.

I’ll cover the abilities by level, and list their available glyphs under them. Green means the glyph is worth it, purple means its situational, and red means I will hunt you down and string you up by your toes if you use it. If it doesn’t have a special color, then it just doesn’t matter.

“Power” numbers and heal numbers will be the default from when you learn the highest current tier of the skill. Remember the numbers are before damage or heal modifiers are calculated.

[x] Glyph Cost - Effect - Description
* Indicates that this is a Master Glyph. Its effects are acquired from the Training Camp dungeon; it is not available on the basic trainer.

“Power” numbers and heal numbers will be the default from when you learn the highest current tier of the skill. Remember the numbers are before damage or heal modifiers are calculated.


[ LV1 Divine Radiance | Cast Time: Instant | MP Consumption: 25 | Cooldown: None | Power: 281 ]

This is our basic attack as a Priest. In tab-target MMO’s, it would be considered our auto-attack. For obvious reasons, that isn’t the case here.

When it comes to our basic attack, you might not think it’s all that important. Sure, for our first level or so it’s our only DPS skill (crappy DPS, at that), but it serves a purpose that’s more important than “just DPS”. In groups – even just a duo – it’s really important to weave basic attacks in-between your heal rotation. Why? Because this is our primary way of mitigating our hate gain from whatever nasty it is we’re fighting.

This isn’t because Divine Radiance has a –Enmity% Mechanic (which it doesn’t). This is simply due to the way the game’s hate system works. Heals are always read as critical hits. Healing someone for 5,000 or 30,000 will always be read the same way as if a DPS class had just critical hit the boss for massive amounts of damage, which in turn makes the boss or BAM turn to slap us in the face. However, if we toss in DPS (usually Divine Radiance and Triple Nemesis) when we aren’t healing, we appear less threatening. While there is no cumulative hate system in the game, the monsters do appear to have a “list” of who has done what recently. If they see five bursts in a row from a Priest, and only two bursts from the tank – they’re most likely going to go for the Priest. So to make yourself appear less threatening, DPS is the key.

[3] Glyph of Power – Inceases power by 25%.


[ LV1 Heal Thyself | Cast Time: Instant | MP Consumption: 100 | Cooldown: 5 seconds | HP Healed: 2813 ]

This is our primary self-heal. Early-on it doesn’t “seem” to heal for all that much of our HP, but later levels you will notice the skill healing around 1/3 of your HP pool, if not more. It all depends on your gear, and how many healing boost stats you have on your various pieces of equipment. There isn’t really much to say about this skill, other than keep it close. You may not need to heal much in PvE, but in group content and PvP, you’re going to want this skill as close as possible.

[5] Glyph of Restoration – Increases HP regeneration by 20%.
*[4] Glyph of Restoration – Increases HP regeneration by 20%.



[ LV1 Backstep | Cast Time: Instant | MP Consumption: 375 | Cooldown: 7 seconds | Power: None ]

This is a dodge nearly identical to Archer and Sorcerer’s Backstep. Same icon, too. This is basically just an extra dodge for us, which moves us in the opposite direction of the camera by approximately 7 meters. This skill was added in part 2 of the Evolution update in November 2011, in Korea.

[X] No Glyphs, currently.


[ LV2 Mana Infusion | Cast Time: 4.5 seconds | MP Consumption: None | Cooldown: 10 seconds | Power: None ]

Unfortunately this skill isn’t all that great. On paper it looks good, but the key thing that ruins this skill is the fact the Mana regeneration buff is dispelled if you are hit or if you enter combat. Since the strange hate mechanics of TERA cause us to be in combat almost all the time, there is no good time to use this skill, except after or between fights.

[5] Glyph of Spirit – Increases MP regeneration by 20%.
*[4] Glyph of Spirit - Increases MP regeneration by 20%.
[3] Glyph of Blaze – Increases casting speed by 25%.

If this skill was useable in-combat, then these Glyphs would be worthwhile. But since they aren’t, they are not worth using at all.


[ LV2 Metamorphic Blast | Cast Time: Instant | MP Consumption: 130| Cooldown: 2.5 Seconds | Power: 675 ]

This will be your primary source of DPS until about LV14, and you do use this skill all through your levels. Metamorphic Blast is a fairly short-range skill, a little bit longer than melee DPS range for classes like Slayer and Lancer. It’s quite handy for getting rid of groups of mini-monsters. Its also quite nice since once you learn Final Reprisal, it animates instantly if cast after using this skill.

[4] Glyph of Brilliance – Decreases MP consumption by 33.
[4] Glyph of Numbing – 20% probability to decrease opponent’s attack speed by 15% for 7 seconds.

These are both good options when utilizing a DPS build. However, I would suggest picking one or the other. Not both.


[ LV4 Triple Nemesis | Cast Time: Instant | MP Consumption: 50, 75, 100 | Cooldown: 7 seconds | Power: 405, 492, 961 ]

Triple Nemesis could be considered our primary ranged DPS skill. Unlike Divine Radiance, it does a decent amount of damage. To compliment said damage, Final Reprisal animates almost instantly if chained off of this skill.

[5] Glyph of Powerlink [Metamorphic Blast] – Increases skill power by 25% for the next chain skill: Metamorphic Blast.
*[4] Glyph of Powerlink [Metamorphic Blast] – Increases skill power by 25% for the next chain skill: Metamorphic Blast.
[4] Glyph of Weakening – 20% probability to decrease opponent’s endurance by 10% for 7 seconds.


[ LV6 Fiery Escape | Cast Time: Instant | MP Consumption: 120 | Cooldown: 8 seconds | Power: 340 ]

Fiery Escape is our primary (and best) escape-related skill. This skill reduces the movement speed of any enemies in front of us by 70%, and propels us backwards approximately 7 meters in the same instant. This skill also used to reduce attack speed – I’m not sure if it is just missing from the skill description, or if that mechanic was removed.

[4] Glyph of Brilliance – Decreases MP consumption by 30.
*[4] Glyph of Persistence – 35% chance to reset the cooldown.

Glyph of Persistence is definitely a Glyph that you should consider using if you’re planning on PvPing a lot. Some people think that the best strategy in PvP is to bum-rush the healer. In such cases, being able to escape is extremely important, and with such a high chance to reset the cooldown on this skill, you could potentially bunny hop across the map away from the idiots who are trying to chase you.


[ LV6 Restorative Burst | Cast Time: Instant | MP Consumption: 1100 | Cooldown: 12 seconds | Power: None ]

This is one of my favorite heals later in the game, when we have a higher MP pool. I personally consider this to be one of our strongest heals, although it shares a cooldown with Healing Circle. This skill casts a 4 meter radius healing circle, centered 10 meters in front of you. This circle lasts for 5 seconds, and any ally (including yourself) who enters the circle will be healed for 559HP every second for 5 seconds. The actual amount of HP recovered depends on HP recovery boosts on yourself and on the people you are healing.

One of my favorite tricks with this skill is in PvP, where I’ll cast it and then use Fiery Escape to leap backwards into it. Always catches people off-guard.

[3] Glyph of Lingering – Increases effect duration by 20%.
[4] Glyph of Brilliance – Decreases MP consumption by 275.
[3] Glyph of Brilliance – Decreases MP consumption by 275.

At lower levels I often took both Glyph of Lingering and Glyph of Brilliance for this skill. However at high level once I had a broader repertoire of skills, I opted to drop Glyph of Lingering sometimes and put those extra points into something else instead.


[ LV10 Focus Heal | Cast Time: Instant | MP Consumption: 338 | Cooldown: 2.5 Seconds | Power: None ]

Sadly, this is one of our primary heals until later levels due to mana efficiency. This is our one-and-only lock-on heal. A lock on skill is pretty simple to use – you hit the hotkey, swipe your crosshair over your desired targets, and then hit space or the skill key again to let your heal fly. By default you can only select up to two targets, and this skill heals for 2624HP pre-healing modifiers.

[6] Glyph of Multiplication – Increases number of lock-on targets by 1.
[3] Glyph of Longshot – Increases range by 3 meters.
*[4] Glyph of Freedom – Decreases agro by 20%.

If you’re going to be using this skill a lot, I do suggest investing your Glyph points into Glyph of Longshot and Multiplication. It does help immensely if you’re going to be using this skill as your primary heal. Glyph of Freedom, however… if you’re playing your class properly, you don’t need this Glyph at all.


[ LV10 Final Reprisal | Cast Time: 1.5 seconds | MP Consumption: 250 | Cooldown: 4 seconds | Power: 1182 ]

This is one of our two hardest-hitting DPS skills. Its rather similar to LOTR when Gandolf slams his staff into the bridge and yells ”YOU! SHALL NOT! PASS!”. In fact, that’s what we called in KTERA when we had no idea what it was actually called, and “squiggly squiggly square circle squiggly” was too vague. This skill at LV58 in a DPS build can crit for upwards of 50,000 damage in PvE, so it’s a great DPS skill to use. Its relatively high knock-down rate is quite nice as well, although it seems to rarely (if ever) knock down players.

[4] Glyph of Brilliance – Decreases MP consumption by 62.
[6] Glyph of Persistence – 40% chance to reset cooldown.
[5] Glyph of Numbing – 20% probability to decrease opponent’s speed by 30% for 4 seconds.

Since this skill chains off of our other DPS skills – causing it to animate instantly – a 40% chance to eliminate the cooldown is excellent. I’ve had the Glyph of Persistence proc up to 6 times in a row before. Glyph of Numbing…it’s alright, I suppose. Not my cup of tea personally, but it is a viable option.


[ LV12 Retaliate | Cast Time: Instant | MP Consumption: 0 | Cooldown: 15 seconds | Power: 638 ]

This is a skill that every class gets, and is only useable when knocked down. This skill simply lets us get up quickly from being knocked down, while doing an AoE around us as we do so.

[3] Glyph of Power – Increases power by 25%.
[3] Glyph of Energy – Decreases cooldown by 20%.

I only recommend using Glyph of Energy in PvP. We are extremely easy to knock down. The power increase glyph is useless for obvious reasons.


[ LV12 Mana Charge | Cast Time: Varies. This is a charge-up skill. | MP Consumption: None | Cooldown: 8 seconds | Power: None ]

As stated above, this is a charge skill. The longer you hold the button, the more mana you restore. You can only restore up to 800MP with this skill (full red bar). This is our good mana regeneration skill. We can use it in combat, and we can move while charging it.

[4] Glyph of Blaze – Increases charging speed by 25%.
[4] Glyph of Spirit – Increases MP regeneration by 15%.
[4] Glyph of Powerlink [Shocking Implosion] – Increases skill power by 25% for the next chain skill: Shocking Implosion.
?[4] Glyph of Espirit – 25% of the recovered MP will also be restored to your group members.
*[4] Glyph of Espirit – 45% of the recovered MP will also be restored to your group members.

I put a ? by the first Glyph of Espirit because I’m not 100% sure where that one comes from. I did not see it at the normal Glyph vendor, but I couldn’t find it at the Training Camp glyph vendors either – it’s entirely possible that I missed it when I was looking, of course.


[ LV14 Shocking Implosion | Cast Time: Instant | MP Consumption: 500 | Cooldown: 15 seconds | Power: 2443 ]

This is our hardest-hitting DPS skill. Shocking Implosion hits 5 times, each of those hits having a chance to critical hit. If you manage to get most or all of those hits to crit at LV58, it’s possible to do over 100,000 damage off this single skill. In PvE, at least. It’s quite nice. And of course since Final Reprisal links off of this skill, that’s quite a bit of burst damage in 1-2 seconds or less.

[5] Glyph of Powerlink [Final Reprisal] – Increases skill power by 25% for the next chain skill: Final Reprisal.
[4] Glyph of Powerlink [Final Reprisal] – Increases skill power by 25% for the next chain skill: Final Reprisal.


[ LV14 Ishara’s Lullaby | Cast Time: 1.5 seconds | MP Consumption: 500 | Cooldown: 35 seconds | Power: None ]

This is another lock-on skill – this one for sleeping an enemy! It’s pretty nice, although it is restricted to one target, unlike the Mystic’s version of this skill. This skill allows you to lock-on to a target up to 18 meters away and sleep them. Unfortunately, Warriors and Slayers can dodge the sleep if they time it right, Lancers and Berserkers can block it. Everyone else is pretty much free game, however.

[3] Glyph of Energy – Reduces cooldown by 20%.


[ LV16 Purifying Circle | Cast Time: Instant | MP Consumption: 375 | Cooldown: 2.5 seconds | Power: None ]

This is our one-and-only cleanse spell. Or Erase. Or Purify. Whatever you’re used to it being called in other games. This is a pretty damn large AoE ground-cast circle that cleanses debuffs from your party members. Not only that, but it cleanses up to fifteen allies within that 17 meter circle! Awesome, right?

[2] Glyph of Energy – Reduces cooldown by 25%.


[ LV18 Regeneration Circle | Cast Time: Instant | MP Consumption: 500 | Cooldown: 2.4 seconds | Power: None ]

This is…an alright heal, I suppose. This is another ground-targeted circle cast, this one up to 16 meters in front of you, excluding your peripheral, and it heals up to 5 allies for 208HP every 2 seconds for 10 seconds. It is a fairly weak HoT, but its useful for keeping people topped off if they’re getting poked by an enemy team, or for keeping your ranged DPS topped off in PvE scenarios.

[5] Glyph of Lingering – Increases the effect duration by 30%.
[4] Glyph of Energy – Decreases cooldown by 20%.
*[4] Glyph of Energy – Decreases cooldown by 30%.
[3] Glyph of Influence [Focus Heal]– Reduces MP cost by 85 for the next chain skill: Focus Heal.


[ LV18 Resurrect | Cast Time: 5.1 | MP Consumption: 1700 | Cooldown: 20 seconds| Power: None]

This skill is pretty self-explanatory. This is our single-target resurrection skill, and it casts 5 meters in front of us. Since the cooldown is so long, I suggest carrying Resurrection Scrolls so that you can resurrect party members while the skill is on cooldown.

[4] Glyph of Brilliance - Decreases MP consumption by 510.
*[2] Glyph of Brilliance - Decreases MP consumption by 510.
[3] Glyph of Energy - Decreases cooldown by 50%.
[4] Glyph of Blaze - Increases casting speed by 30%.


[ LV20 Blessing of Zenobia| Cast Time: Instant | MP Consumption: 200 | Cooldown: 5 seconds | Power: None ]

This is the first buff we get, yay! This is a pretty simple buff, it increases the non-combat movement speed of you and allies within 8 meters by 10 for 10 minutes.

[3] Glyph of Boost – Increases speed boost by 50%.
[3] Glyph of Dexterity – Increases your in-combat movement speed by 15 for 10 minutes. Only effects the caster.
*[2] Glyph of Dexterity – Increases your in-combat movement speed by 15 for 10 minutes. Only effects the caster.


[ LV22 Summon: Party | Cast Time: 4.5 seconds | MP Consumption: 1000 | Cooldown: 20 minutes | Power: None ]

As the skill name suggests, this skill allows you to summon your party members to you. However, you should remember you can only summon party members who are in the same province as you (Arcadia, for example). They must also be currently on the ground. If they’re on the Pegasus, it’s a no-go. So make sure everyone is in your province and not flying when you try to summon!

[2] Glyph of Brilliance – Decreases MP consumption by 800.
[1] Glyph of Energy – Decreases cooldown by 20%.


[ LV24 Arise | Cast Time: Instant | MP Consumption: 400 | Cooldown: 40 seconds | Power: None ]

This skill causes group members within 20 meters to stand up instantly if they have been knocked down, and gives them a 5 second buff that increases their knockdown resistance.

[2] Glyph of Energy – Decreases cooldown by 50%.
*[3] Glyph of Lingering – Increases effect duration by 100%.


[ LV24 Plague of Exhaustion | Cast Time: 1 second | MP Consumption: 750 | Cooldown: 1 minute | Power: None ]

This is another lock-on skill, however this one is up to four targets within 18 meters. This is our one-and-only DoT skill. Does less damage to other players and increases cooldown time of their skills by 50%.*** This DoT does 786 damage every 3 seconds for 15 seconds.

[4] Glyph of Energy – Decreases cooldown by 20%.
[4] Glyph of Energy – Decreases cooldown by 30%.


[ LV26 Healing Circle | Cast Time: Instant | MP Consumption: 650 | Cooldown: 5 seconds | Power: None ]

This is probably our strongest burst heal. Heals up to five of your closest allies for 4343 HP. This is a melee-range heal, you have to be really close to your allies to use this skill. Remember that this skill shares a cooldown with Restorative Burst. If you use Restorative Burst before Healing Circle, you have to wait 12 seconds. However, if you use Healing Circle first, the cooldown is only 5 seconds before you can use either of the skills.

[5] Glyph of Restoration – Increases HP regeneration by 10%.


[ LV26 Blessing of Shakan | Cast Time: Instant | MP Consumption: 625 | Cooldown: 3 seconds | Power: 10 ]

Our second buff! This skill buffs allies within 8 meters, increasing their strength by 25 for 15 minutes.

[2] Glyph of Lingering – Increases effect duration by 30%.


[ LV32 Homeward Bound | Cast Time: 4.5 seconds | MP Consumption: 1000 | Cooldown: 10 minutes | Power: None ]

Teleports you and your group members within 20 meters to the nearest campfire.

[3] Glyph of Brilliance – Decreases MP consumption by 800.


[ LV34 Blessing of Seren | Cast Time: Instant | MP Consumption: 625 | Cooldown: 3 seconds | Power: None ]

Our third buff! This buff increases the endurance of yourself and up to 5 allies by 11 for 15 minutes.

[2] Glyph of Lingering – Increases effect duration by 30%.


[ LV36 Blessing of Balder | Cast Time: Instant | MP Consumption: 625 | Cooldown: 3 seconds | Power: None ]

Fourth buff skill. This skill gives you and your allies within 15 meters an HP regeneration buff that heals for 71HP every 2 seconds for 15 minutes. The actual HP recovery amount depends on healing boosts on yourself and your allies.

[2] Glyph of Lingering – Increases effect duration by 30%.


[ LV36 Prayer of Peace | Cast Time: 2.3 seconds | MP Consumption: 500 | Cooldown: 5 minutes | Power: None ]

Nullifies your aggro from nearby enemies. Personally, I didn’t find that this skill worked all that well.

[3] Glyph of Blaze – Increases casting speed by 100%.


[ LV40 Energy Stars | Cast Time: 1 second | MP Consumption: 875 | Cooldown: 30 seconds | Power: 467 ]

This lock-on skill is a little odd. This skill allows you to lock on to an enemy and damage them (for very little damage), and in doing so your party members within 12 meters receive a buff that increases their strength by 22 and attack speed by 5% for 15 seconds.

[5] Glyph of Lingering – Increases effect duration by 25%.
[5] Glyph of Energy – Decreases cooldown by 20%.


[ LV42 Kaia’s Shield | Cast Time: Instant | MP Consumption: 675 | Cooldown: 1 minute 15 seconds | Power: None ]

This is our lovely group shield. I really do adore this skill, the animation looks cool, and it’s an effective skill! Kaia’s Shield casts a barrier on yourself and up to 5 allies within 18 meters for 12 seconds, that absorbs up to 9803 damage. You can’t be stunned or knocked down while shielded. Effect ends when damage limit is reached.

[4] Glyph of Energy – Decreases cooldown by 20%.
[5] Glyph of Protection – Increases caster’s endurance by 30% for 12 seconds.
*[4] Glyph of the Sanative – You and your group members receive an effect that restores 5% HP every 2 seconds for 6 seconds.


[ LV46 Blessing of Arachne | Cast Time: Instant | MP Consumption: 625 | Cooldown: 3 seconds | Power: None ]

Our fifth buff skill. This skill increases tall resistances to harmful effects for you and your allies within 15 meters by 5, for 25 minutes.

[2] Glyph of Lingering – Increases effect duration by 30%.


[ LV50 Guardian Sanctuary | Cast Time: Instant | MP Consumption: 500 | Cooldown: 1 minute | Power: None ]

This skill decreases damage taken from ranged attacks by 30%, and increases your resistances to harmful effects by 100% for 30 seconds. This is actually a really nice PvP skill, as it helps mitigate a lot of damage you could take from Archer’s and Sorcerers. This skill does appear to work on ranged damage taken from monsters, but the majority of attacks you will take in PvE are not ranged. So I see this as a mainly PvP skill.

[4] Glyph of Energy – Reduces cooldown by 20%.
*[4] Glyph of Balance – Doubles stun and knock-down resistance for 30 seconds.


[ LV56 Divine Respite | Cast Time: 1.5 seconds | MP Consumption: 250 | Cooldown: 5 minutes | Power: None ]

Restore 1.8% of your total HP every second for 10 seconds. The actual amount of HP recovered depends on the healing boosts on your equipment. This is actually a rather strong skill. Anyone who is familiar with percentage-based heals should recall that they’re generally anywhere from “very strong” to “over-powered”. Divine Respite healed me for 5530/second at LV58. It appears that by “total HP”, they mean before equipment/crystals, considering 5530 HP is not 1.8% of 70,000 HP. Which I guess makes sense, or else the skill would be even more crazy strong, although the long cooldown does help mitigate its “OP-ness”.

[4] Glyph of Energy – Decreases cooldown by 20%.

Chapter 5
+Build
s, their uses, and how to create your own

+Luciferia’s Recommended Build[/b]s

I would first like to go over my recommended builds with all of you. While I did post Crystals and Glyphs in the previous two chapters, you will have noticed the number of Crystals listed exceeds that of which you can equip. And likewise, the number of Glyphs I think are worthwhile still can’t all be activated at once.

So, I would like to talk to you guys here about builds, and which ones are ideal for the main situations you might face.

First thing I would like to mention, is these builds vary a little bit pre-58.

At LV58 we have access to a new round of Glyphs. Some are entirely new glyphs, but others improve upon our old glyphs – and cost fewer points. Usually its around 1 point cheaper. However, when you start looking at having multiple of these improved glyphs in your 58+ build, which does add up when attempting to translate the build from post-58 to pre-58

Green Glyphs are higher-quality Glyphs obtained through the Training Camp Dungeon. I wanted to highlight these in the build specifically, since they change the required number of points used when compared to their lower-quality counter-parts.

+Luciferia’s PvE DPS Build[/b]

This is my primary “PvE Grinding” build, for when I’m solo grinding for either EXP, Eggs, or the guild repeatables. It’s pretty easy to see where I’m going with these Glyph builds – so when leveling if you have points left over, you can easily follow the general theme of the build and choose something that compliments the build. Be it more mana regeneration or cooldown tweaks, to added movement speed from your movespeed buff.

Weapon Crystals – Fine Carving, Savage, Focused, 50% HP Critical Modifier
Armor Crystals – x4 Relentless

Glyphs

Divine Radiance – Glyph of Power
Heal Thyself - Glyph of Restoration
Triple Nemesis – Glyph of Weakening
Retaliate – Glyph of Energy
Final Reprisal – Glyph of Persistence
Mana Charge – Glyph of Blaze
Shocking Implosion – Glyph of Powerlink [Final Reprisal]
Ishara’s Lullaby – Glyph of Energy
Kaia’s Shield – Glyph of Energy & Glyph of Protection
Divine Respite – Glyph of Energy

+Luciferia’s PvP DPS Build[/b]

This is my primary solo PvP build, for when I’m dueling or attempting to go around killing people in the open world as a Priest. It is similar to the PvE build, but with some necessary tweaks.

Weapon Crystals – Fine Carving, Savage, Swift or x2 Brilliant.
Armor Crystals – x4 Relentless, or x3 Relentless and a Warding.

Glyphs

Divine Radiance – Glyph of Power
Heal Thyself - Glyph of Restoration
Triple Nemesis – Glyph of Weakening
Final Reprisal – Glyph of Persistence
Mana Charge – Glyph of Blaze
Shocking Implosion – Glyph of Powerlink [Final Reprisal]
Ishara’s Lullaby – Glyph of Energy
Kaia’s Shield – Glyph of Energy & Glyph of the Sanative
Guardian Sanctuary – Glyph of Energy & Glyph of Balance
Divine Respite – Glyph of Energy

+Luciferia’s PvE Support Build[/b] #1

This is the first of my two PvE Support Build[/b]s. There aren’t any major differences between the two builds, but there are some situations where one or the other may be a better choice. For example, this one has the Glyph of Energy for Sleep, and Glyph of Energy for Energy Stars – which can potentially be swapped for other Glyphs, as you’ll see in Support Build[/b] #2.

Weapon Crystals – x4 Brilliant or x3 Brilliant and a Swift.
Armor Crystals – x4 Relentless, or x3 Relentless and a Warding.

Glyphs

Heal Thyself – Glyph of Restoration
Restorative Burst – Glyph of Lingering & Glyph of Brilliance
Mana Charge –Glyph of Blaze, Glyph of Spirit, and Glyph of Espirit
Ishara’s Lullaby – Glyph of Energy
Energy Stars – Glyph of Energy & Glyph of Lingering
Kaia’s Shield – Glyph of Energy, Glyph of Protection, and Glyph of the Sanative

+Luciferia’s PvE Support Build[/b] #2

Weapon Crystals – x4 Brilliant or x3 Brilliant and a Swift.
Armor Crystals – x4 Relentless, or x3 Relentless and a Warding.

Glyphs

Heal Thyself – Glyph of Restoration
Restorative Burst – Glyph of Lingering
Mana Charge – Glyph of Blaze, Glyph of Spirit, and Glyph of Espirit
Purification Circle – Glyph of Energy
Healing Circle – Glyph of Restoration
Energy Stars – Glyph of Lingering
Kaia’s Shield – Glyph of Energy, Glyph of Protection, and Glyph of the Sanative
Divine Respite – Glyph of Energy

+Luciferia’s PvP Support Build[/b]

This build has more of the Glyphs that effect our skills that are really nice in PvP. Namely, Glyphs that effect some of our shielding skills, which I personally feel are very necessary in group PvP situations.

Weapon Crystals – x4 Brilliant or x3 Brilliant and a Swift.
Armor Crystals – x4 Relentless, or x3 Relentless and a Warding.

Glyphs

Heal Thyself – Glyph of Restoration
Restorative Burst – Glyph of Lingering & Glyph of Brilliance
Mana Charge –Glyph of Blaze, Glyph of Spirit, and Glyph of Espirit
Purification Circle – Glyph of Energy
Kaia’s Shield – Glyph of Energy, Glyph of Protection, and Glyph of the Sanative
Guardian Sanctuary – Glyph of Energy & Glyph of Balance
Divine Respite – Glyph of Energy

+Their Uses

Now that I’ve laid out my five primary builds on the table, I’d like to discuss them a little more in-depth with you guys. I mean sure, I could lay them out and let you guys sit here and guess and theorize on how and when to use them, but then…this wouldn’t be much of a guide if I did that, now would it?

+PvE DPS Build[/b]’s Uses

This is pretty self-explanatory, I think. But I will cover it a little anyway.
This build’s purpose is to maximize our DPS during leveling/grinding while maintaining our ability to survive and heal in case we get ourselves into a tight spot, or if someone tries to PK us for one reason or another. Considering Priests are the most common bot in the game, I expect a lot of people to be PKing Priests.

The main focus of this build is using Shocking Implosion, Final Reprisal, Triple Nemesis, and Metamorphic Blast in proper orders to maximize your DPS to whatever target it is you are trying to kill. Opening with Ishara’s Lullaby so that you can use Shocking Implosion from behind is always a good option.

With this build at LV58, you can occasionally kill your target with Shocking Implosion and/or Final Reprisal, depending on which one crits. Shocking Implosion hits five times, and with critical hits you can do massive amounts of damage. It is entirely possible to kill a monster solely with Shocking Implosion if you get enough of those hits to crit. If not, Final Reprisal afterwards may do enough damage to finish off the monster – especially if you critical hit on that, I’ve had Final Reprisal critical hit for 50,000 or higher. Shocking Implosion can critical per-hit for as much as 20,000 or more as well.

+PvP DPS Build[/b]’s Uses

Once again, pretty self-explanatory. One of the biggest changes between this build and the PvE Build[/b] of course is the crystals.

This build’s purpose is to maximize our DPS and sustainability in 1v1 PvP scenarios. While TERA is not designed for balanced 1v1 PvP, Priest is one of the strongest 1v1 classes. As such, this means we can more easily go out and participate in 1v1 PvP. Or duels. Whichever floats your boat.

The focus of this build is increasing the damage and usage of Final Reprisal. By taking the Glyph of Powerlink on Shocking Implosion, and Glyph of Persistence on Final Reprisal, this makes it much easier to burst targets. In fact, it makes it much easier to repeatedly chain Final Reprisal off of Shocking Implosion, Metamorphic Blast, and Triple Nemesis. In this build I also took Glyph of Weakening for Triple Nemesis so that we get a little extra damage by weakening our opponent’s armor.

And of course, I took Glyphs that effect our survivability skills. Namely our self-heal, and our shields.

+PvE Support Build[/b] #1

In this build, I focused on mainly my self-heal, and the primary heal that I use at later levels. After that, it was all about mana for myself and the party – and then Energy Stars, along with Kaia’s Shield. When you first get Kaia’s Shield, you may find yourself not using it much. Later on, however, it becomes something you use quite regularly. So decreasing the cooldown becomes quite important, and behind able to heal people by popping the shield is a nice bonus as well.

I also took the Glyph for reducing the cooldown of Ishara’s Lullaby, in this particular support build. Although there generally isn’t a need to sleep a target in PvE, there are some cases in the various instances where you do need to sleep a target. Its also a nice option to have just in case you need to sleep the boss – such as, if the tank somehow manages to die, being able to sleep the boss will give you plenty of time to Resurrect him/her. If someone breaks your sleep – you can yell at them and then get the sleep up again relatively quickly.

+PvE Support Build[/b] #2

This build has a slightly different focus than the first PvE Support build. This one focuses a lot more on your heals and cleanse than the last build. By sacrificing a couple of Glyphs from the last build, we add Glyphs for Healing Circle, Divine Respite, and Purification Circle. Surprisingly, a 25% reduction in the cooldown of Purification Circle can be extremely handy – especially if you either misjudge your positioning when casting it, or if someone charges away from you when debuffed by a BAM.

Increased healing for Healing Circle can also be a very nice Glyph to take, especially if you’re partying with someone you know gets caught a lot when fighting BAM’s. Being able to instantly heal your party members to almost full HP in one cast is a very nice option to have, of course the trade-off is the fact you must be so close to cast the skill. Which is just another reason I stay only 6-7 meters away from the fight at any given time.

One of the major Glyphs we sacrificed here was Ishara’s Lullby – which I replaced with a cooldown reduction for Divine Respite. Divine Respite by nature is on a 5min cooldown, seeing as it is a percentage-based heal. Generally speaking, percentage-based heals in games are generally quite powerful, and that is most certainly the case here. While it only heals the caster – it heals us for 1.8% of our Maximum HP every second for 10 seconds.

At first, that may not sound like a lot of HP to you. However, you must also realize that at LV58 this was healing me for 5,530 every second. That adds up to a lot of HP, and makes it an excellent “oh crap” heal. In some of the later content, you will find yourself using this skill quite a bit – more so of course in parties that have…issues.

+PvP Support

My focus with this build was more for self-preservation, than it was boosting my healing skills. Honestly when it comes to PvP, your first priority should be living. If you can’t live, then you can’t heal your team. This is why I prioritized both of our shield skills, and our “oh crap” heal in this build.

As with my other builds, I did take the Glyphs for Restorative Burst, as this is one of our most useful heals. An alternative option, depending on your playstyle, would be taking Glyphs for Focus Heal instead. Some people prefer using their Lock-On. I prefer my ground-targeted heals, personally.

Once again I took three Glyphs for Mana Charge. Mana can become a major issue in PvP depending on how you play, and how aggressive the enemy team (or even your team) is being. Being able to quickly regenerate your mana with Mana Charge is a great option – and even better when you can restore some of your party member’s mana as well, thanks to Glyph of Espirit.

In this particular build I didn’t take Glyph of Energy for Ishara’s Lullaby, although it is a viable option. If you’re comfortable dropping one of the Glyphs for Ishara’s, then of course be my guest. However for the way I play, I felt that this build would be the best for me.

+How to create your own build

Alright, of course I realize that my build(s) may not be ideal for some people. Whether it’s due to people having different play styles than myself, or people flat-out disagreeing with my choices. In that event, there are tools around on the internet for creating your very own Glyph builds!

When it comes to Crystals, “what’s good” is pretty uniform across all classes. I listed in the Crystals chapter which Crystals are good – and honestly its up to you how to use them, but I gave you guys my preferred builds for Crystals alongside my Glyph builds. The most important thing for you to remember is not all crystals work in PvP.

You should always keep in mind your own personal play style when you’re creating your own builds. If you tend to play with a certain group of people, you should also take into consideration their play styles as well. Knowing yourself, and knowing your team will help you create the ideal build for keeping both yourself and your team alive.

To create your own Glyph Build[/b], check out the following link.
http://www.teraguru....calc#pr&lang=en
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