TERA Priest Spells and Glyphs Explained II
Here’s introduction to TERA priest spells and glyph. More contents about TERA Priest could be read at KillerGuides.com, from their TERA Priest leveling e-book.
The next ability you will learn is called Triple Nemesis. It’s a fitting name because it’s a three-pronged attack. This is a long-range attack that does decent damage, with the third hit doing significantly more damage than the first two. This ability is good to use on a boss when you want to add to your group’s DPS because of the range, but be aware when and when you shouldn’t put yourself in a combat stance. Combat stancing is something you enter automatically when you engage in combat with a mob by attacking it or being hit. This slows your movement speed significantly, but as a healer you can stay out of combat stance if you just stick to casting heals. What this means for you is that when you make the decision to help your group in damage dealing, you must factor in the fact that you’ll be losing movement speed, so only DPS when your group is doing well and not taking any damage. One last thing to mention about Triple Nemesis is that in order to use all three attacks, you can’t use any other spells in between each cast of it or you’ll have to wait for the cool down to reset.
The next ability you get is called Fiery Escape. This is your main escape ability and you’ll find yourself using it way more than the Jump Back ability I mentioned earlier. On top of doing damage, this ability makes you move back further and slows your opponent making it harder for them to re-engage you. It can also be used like Jump Back as a movement speed boost if are using it while running backwards.

The next ability is called Restorative Burst. This is the first of the two real healing spells you’ll get. This spell will always cast ten meters ahead of where you are standing, but aiming it isn’t too important as long as your group knows how it works. Once you drop down the circle, anyone who runs through it can benefit from it’s healing, including yourself. Running through the circle will put a heal over time on you and any other party members who run through it while it lasts. Another small thing is that casting this spell will put a five second cool down on your biggest heal, which I’ll go over later on.

The second heal you get will be your main heal in most situations called Focus Heal (this skill is great for weaker classes in terms of health like the Tera Archer, Tera Sorcerer or Tera Slayer). This is a lock-on spell, meaning you have to do a bit of aiming and it can be tricky to lock on the right person if your party members are all grouped up. But the benefit to this heal is that it requires no positioning or awareness by your teammates. Just use the spell, mouse over the people you want to heal and then click it, without having to worry about running into mobs to heal them or for them staying still.

Your ninth ability is a spell called Final Reprisal, or Reprisal or whatever. Who cares? It’s your best damage skill in your arsenal. This spell does close range damage so it isn’t viable on bans, but soloing it does a lot of damage and it will be your main source of damage when you’re by yourself. It has a long cast time, but the cast time can be removed by chaining it with Triple Nemesis or an ability I’ll go over later on. When chaining this skill with Triple Nemesis, it’s important to note that if you cast Final Reprisal too quickly after you cast your third Triple Nemesis, the third Triple Nemesis will not hit and you will lose out on a lot damage. Another thing worth mentioning about Final Reprisal is that it has a glyphgl that gives it a 40% chance to reset its cool down. This glyph is amazing for leveling as it will sometimes allow you to spam this ability for tons of damage.

Mana Charge is the tenth ability you will get and this will be your main source of mana regen. This is a charge ability so the longer you hold down the button for the spell, the more mana you will ultimately get back. You can also move while charging and it has a relatively short cool down. This ability also has a glyph where it restores mana to your party members when you use it and it’s a really good idea to get this gliff because it will help your party members immensely.
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On a lighter note, anyone playing a Baraka Priest? LOL!
