Tera is the entertainment that violence and action game lovers have been happy for ever since the launch of the Tera Gold . Rather than tailing a preset attack routine like a traditional MMO, your attacks need to actually physically hitted in Tera. You are not able to just cycle through your cooldowns to thrash foes, your attacks require precise timing and precision.
The end results is engaging combat that requires your concentration to excel. Tera also has a higher difficulty level than your average MMO. Enemies are able to deal a lot of damage to you, so you must witness study their attack patterns and develop a strategy to deal with them.
The seperate racial talents in Tera seem to be suited for PVP. Humans are able to restrict the impact of crowd imboilizing control effects, and reduce the damage they take when their health is critically low. The horned Castanic receive an attack bonus when attacking from behind, and are proficient at making weapons. High Elves have a very useful instant mana recharge, and can gather certain crafting materials quickly. The Aman are the most tank like class, able to nullify certain crowd control abilities, as well as limit their damage taken when low on health, and from damage over time abilities.
The Popori can run through packs of enemies without drawing aggro, and cover large amounts of terrian quickly when not in combat. Lastly, the Baraka have an instant heal, and can also diminish the effects of crowd control powers you may wish to Tera Online use tera gold to {aid|help] your cause.
2012年7月27日星期五
2012年7月25日星期三
My memories in the Tera
All good things must come to an end, including my run of Choose My Adventure. There have been high points and Tera Gold low points, good parts and bad, but there's only so much time to cover the game. And so i leave TERA, confident that while I may have missed points, at least I have a broad sense of the game. That's certainly less... straightforward than previous installments of this column have been for me.
My impressions of TERA have really been all over the map. There are things I absolutely love about the game, but a lot of them are minor touches. There's one part that i think is absolutely brilliant, and a lot that's absolutely juvenile. The game has a lot of systems that are essentially filling space without adding anything. And as a result, it's really hard to classify the whole game as being good or bad or neutral.
Let's start with the most apropos part of the game, the one that I've been sent into three weeks in a row: dungeons. I finally took Rielene into the dungeon, and it still wasn't any different. It was a lot of familiar elements in a game that doesn't need them, a lot of imports from the classic holy trinity design when the game is almost screaming to do better. It's the same stuff I spent two weeks talking about, and repeating it for a third week feels more or less pointless.
The dungeons are functional, definitely. They're not broken; they're just lacking in anything that would give them a unique touch. It's the same problem that the game's questing has, a sense of just going Tera Online through the motions for content, providing the required parts before throwing you into combat.
My impressions of TERA have really been all over the map. There are things I absolutely love about the game, but a lot of them are minor touches. There's one part that i think is absolutely brilliant, and a lot that's absolutely juvenile. The game has a lot of systems that are essentially filling space without adding anything. And as a result, it's really hard to classify the whole game as being good or bad or neutral.
Let's start with the most apropos part of the game, the one that I've been sent into three weeks in a row: dungeons. I finally took Rielene into the dungeon, and it still wasn't any different. It was a lot of familiar elements in a game that doesn't need them, a lot of imports from the classic holy trinity design when the game is almost screaming to do better. It's the same stuff I spent two weeks talking about, and repeating it for a third week feels more or less pointless.
The dungeons are functional, definitely. They're not broken; they're just lacking in anything that would give them a unique touch. It's the same problem that the game's questing has, a sense of just going Tera Online through the motions for content, providing the required parts before throwing you into combat.
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