Posts Tagged 'tera priest skills and abilities'

TERA Priest Spells and Glyphs Explained

Here’s introduction to TERA priest spells and glyph. More contents about TERA Priest could be read at KillerGuides.com, from their TERA Priest skills walkthrough.

Hey guys, in this post I will be going over Tera Priest skills. How to use them and some of their glyphs. I should probably mention that my experience as a priest is limited, but I’ve seen a lot of good ones and how they carry themselves in both PVP and PVE. So let’s get started.

tera priest skill list

First, let’s go over the starting abilities you’ll get as a priest. Your first ability and your basic attack is called Divine Radiance. The first thing you want to know about Divine Radiance is that unlike other classes, a priest’s basic attack does not restore mana, nor does it cost mana. This is simply a filler ability which can quickly be phased out as you learn more abilities later on. One cool trick to note with this attack though, is that you can easily move backwards between casts, allowing for easy kiting as long as you aim properly and hold down a spell with your “S” key. The second starting ability you’ll get is called Heal Thyself. It’s a pretty self-explanatory name. This heal starts off small but it remains the best heal for yourself throughout the game. As you level up and get more heals, you’ll start to notice that a lot of your heals can’t heal you while you are healing teammates, and in some cases they just simply won’t. This heal has a short cool down and a short cast time, making it an ideal way to heal yourself in PPP and PVE encounters if you find yourself taking damage. I should probably mention that this heal will not save you at higher levels. Get hitting as a priest on high level Dungeons will in most cases result in you getting one shot. I’ll go over survivability more later though.

tera priest skill heal thyself

Third ability you get is called Jump Back. This ability isn’t really worth mentioning much as it is something that all range players get. It does exactly like the name says, it makes you jump back. If you face opposite the direction you are running, you can use it as a slight movement boost or use it to get away from enemies. You’ll get a better skill for this later on though. The first ability that a trainer will teach you is called Mana Infusion. This is your mana regenability. It’s worth mentioning that like Jump Back, this ability isn’t limited to priests. This ability is a good way to regen mana at early levels, but it’s tricky to use and later on you’ll get a spell that does this job better. The most important thing to remember about this spell is that it’s only effective while you’re not casting. You can run around, but that’s about it, meaning that if you cast this, you cannot cast any heals on your party members while you are regening in group situations. It’s a good idea to inform your party members when you need to regen so they know to back off and not take damage for a few seconds. If memory serves me right, the Tera Mystic skills also include the jump back skill.

As a healer it’s very important to communicate with your tank. In some cases, your tank may need to lower his shield often in order to help with damage immobility. Simply telling your tank that you need him to not take damage can make a huge difference as a good lancer can react to this by making sure he takes no damage just by stopping everything he’s doing and blocking while you are regening your mana.

The fourth ability, and the second one you’ll learn from a trainer, is called Metamorphic Blast. This is your main damage ability and you’ll use it all through leveling. The range on this attack is small but it does a lot of damage and has a very small mana cost and short cool down. At lower levels you should be sparing this ability while soloing, but it isn’t a good idea to try and run in against bands and use it to add to your group’s DPS, because if you accidentally get caught you’ll end up taking a lot of damage and possibly dying. Later on it’s going to be very tempting as a priest to help your group with DPS in situations where your group is so good that they barely need heals, and in cases like this, there are abilities you can use to help do damage but this isn’t one of them. I’ll go over those abilities as they come up. Another thing to note about Metamorphic Blast is that it can hit the same enemy twice if you’re close enough to it. It hits for a small amount for enemies really close to you then it hits again for a larger amount on enemies that are a bit distant, meaning if you get right up in the mob’s face, it will do extra damage. Most damage would be more effective however if you were in a good party with the right complementing classes like the Tera Lancer or the Tera Warrior

TERA Priest Spells and Glyphs Explained III

Here’s introduction to TERA priest spells and glyph. More contents about TERA Priest could be read at KillerGuides.com, from their TERA Priest advanced walkthrough.

Shocking Implosionis your last main damage ability. It’s your hardest hitting and it looks bad ass. Once you get this spell, you’ll want to start using it to combo with Final Reprisal rather than Triple Nemesis when soloing because it also removes the cast time of Final Reprisal just like Triple Nemesis does, but does more damage. Next up is the priest’s form of CC, Lullaby. This is essentially a sleep skill and it has tons of uses in both PVE and PVP. You can use it to save your teammates in PVE and in a lot of fights you can make or break a battle. The down side to this spell is that it’s often resistant or misses and has a semi-long cool down.

The next two abilities go together really well. The first of the two is called tera priest purifying circlePurifying Circle. This is essentially a giant dispell that will work on everybody in the circle. You can tell when teammates are de-buffed, because their health bars and icons will turn purple in your interface. If you see someone de-buffed, you should try to dispell them ASAP. After the dispell comes tera priest regenerating windRegenerating Wind. This is a giant version of the earlier regen spell with a few differences.

First, the circle doesn’t stay on the ground so if you want people to get this heal, they’ll have to be in it when you cast it. Second, this ability chains out of your dispell because your dispell and this heal have the same circle size and cast style. It’s usually a good idea to use one after the other. Next up is your Resurrection Spell, and not a moment too soon. You’ll learn this skill around level 20 and it will allow you to bring up fallen allies. Note that being hit interrupts casting this. Other classes can res using scrolls but they have a long cool down, whereas a healer’s res has a short cool down. So the only time you should let other players in your group res is when you are the one that’s dead. Two quick notes to take with your Resurrection Spell is that in order for them to get res, they have to have to be in the circle. Another thing to note is that you can res two people at a time if they somehow die on top of each other.

tera priest baraka

The 17th spell you’ll get is called Summon Party and it does just that. It summons all of your party members to you. This is a useful spell to get people where you need to be as long as you are where you need to be. This spell works great when you’re on a quest and want to summon a Tera Berserker party member to come kill for you. It also changes the channel to match yours but it’s important to note that this will only summon people if they are in the same zone as you. It doesn’t work across continents or the world and it doesn’t work inside to outside of Dungeons. Your 18th spell is called Arise. This spell is very tricky to use because all classes inherently have a spell that lets them get back up after they’re knocked down. This spell lets anybody who’s near you get back up instantly and doubles their knock down resistance to 5 seconds. The main applications of this are in PVP when you see teammates getting knocked down repeatedly. Not only will this skill bring them back up, but it will make them resistant to being knocked back down again for a short duration. You can’t use this on yourself when you’re knocked down. But if you think you’re going to be knocked down, cast this for the knockdown resistance buff.

Next up is Plague of Exhaustion. This is another lock on skill that does a bit of damage. But the biggest use of this spell is its ability to remove all buffs from anyone you cast it on. This is amazing for a moving buff to shield it cool down using players during PVP matches. It also has a few applications in PVE but it’s main functions are for buff removal. 20th spell, and finally is your main, gigantic heal spell. It heals the most out of all your heal spells, but it’s a bit trickier to use. First you should note that casting Regenerative Burst will put a 5-second cool down on this spell so they can’t be cast one after another. Second, this heal requires your target to be very close to you so it’s ideally used to heal the DPS, but in order to use this on a lancer, you have to run right into the mob. Only use this big heal on a lancer when the lancer’s health starts to get very low and prepare yourself to use an escape to get back out, once you get in and heal.

Next up is a spell called Homeward Bound. It will teleport you and your party members to the nearest campfire. When it says nearest campfire though, it literally means nearest campfire, not nearest camp, though sometimes this changes based off of what campfires your client is aware of. Overall you’re better off just using scrolls to get around than relying on this spell to get where you need to go. I’ve skipped over a few more buff skills for now, so we’ll be jumping right into the 25th ability you’ll learn. The last few abilities you learn as a priest are your most important and extremely good if used correctly.

The first of them is called Prayer of Peace. This ability is essentially an agro drop and an O ship button for groups. It has a long cool down but you’ll find yourself using it a lot in groups because of the high amount of threat that healing generates in this game. One of the very first things you’ll want to learn when you start healing in Terra, is not to overheal or heal before your time. Even having Heal Over Time on your party members when they don’t need it is simply asking for it. Watching their agro is something you must learn to do as a healer. This only gets worse as you get higher level because healers start to get natural agro once they hit level 50 and above.

tera priest skill list

The next ability is a very strong ability called Energy Stars. You’ll want to use this on cool down in groups. It’s a lock on skill that you use that does damage and buffs everybody near the target you hit. What makes this ability so good is that it doesn’t put you in a combat stance, meaning you can keep running at full speed while using this ability and healing your group. Whenever you find yourself bored because your group isn’t taking damage, this should be the first ability you use. The 27th ability is called Kaya’s Shield. I don’t know who Kaya is, but her shield is pretty awesome. This shield automatically shields all party members near you absorbing a lot of damage for 12 seconds. The big thing about this shield, though, is that while it is up, it cannot be stunned or knocked down, making it amazing for O Ship PVE situations and even more amazing for PVP to protect teammates that need to escape a melee train. These last 2 spells are very PVP oriented but they are what make priests, priests. First of them is Guardian Sanctuary. This spell is incredible, firstly because it reduces incoming range damage by 30% and second because it makes you immune to all debuffs and stuns. The really overpowered part about this ability is that it has a 60 second cool down but it lasts 30 seconds, meaning you can keep it up for 50% of the time. This spell makes priests very hard to kill because it allows them to kite melee without getting snared and take less damage from range to damage.

The last spell you learn is essentially a get out of jail free card. This spell, coupled with the last spell you learned are essentially why priests are the preferred healers for PVP. Because all of your healing spells are affected by stats on your gear, this spell may initially look weak, but one cast of this and you’ll go from nearly dead to full health. The only downside is that this spell has a long cool down so be sure to use it wisely. Also worth noting, is that you can cast this while moving. As a final section, I’ll briefly go over priest buffs. Priests have a ton of buffs from speed boosts, endurance boosts, strength, resistance or health regen. Always make sure you cast these buffs on your teammates when around the campfire at the start of a dungeon when they’re grouped up, and keep these buffs on your party members at all times. The neatest of these buffs is your regen, because you can cast it on a lower level player and it will allow them to solo bans without you stealing any experience. That’s all the information I have on priests.

priest logo

TERA Priest’s Skills and Abilities

Divine metaphysical powers radiate from the TERA Priest class. They are one of only two healing classes that have the blessed ability to repair and tend to the wounds of not only themselves but their comrades as well. According to the TERA Priest guide they have the largest arsenal of Tera skills and abilities.

Along with their grace and supportive roles while within groups, make no mistake; they are also a very powerful adversary for any foe.

With their unbelievable vibrancy and stunning features alone they are a popular class, but within The Exiled Realm of Arborea they are highly sought after as well.

The Tera Priest guide highlights the fact that it is one of the quickest classes to level. The TERA Priest class is given abilities like sanctified projectiles from Light of Retribution, the penitent energy pulses from Holy explosion, and the fan-shaped mystical barriers of Curtain of Retribution. While other non-healing classes will constantly be experiencing downtime to heal and regain MP, the Tera priest can self-heal and keep on trucking. If they run low on MP, then Mana Boost will quickly recover plenty to keep the leveling pace sustained.

Many fans of the Tera priest would argue it is the better healing class because of its variety of abilities aside from all of the many mending ones. For example Shadow of Slumber casts a sphere which will put the enemies it hits to sleep or Suppression which allows the Tera priest class to get rid of excess threat and aggro.

The Paladin-like characteristics of the TERA Mystics are truly amazing as well but their healing spells and animations are much different than those conjured by TERA Priest.

The most memorable is Armor of Safeguard which miraculously bestows an AOE heal effect on to up to 5 allies which lasts ten seconds. Then there is Regenerating Wind with its stunning restorative effect and the instant heal of Healing Wind.

Players that enjoy TERA Priests are those that love being able to play multiple important roles at once but primarily takes pleasure in assisting, supporting, saving, and restoring allies. According to the TERA Priest guide they are the most desired and popular class to play and never find themselves without friends and others who would love nothing more than to group with them.
The Priest offers Tera fans plenty of the best of what this game has to offer.

Still want to know more about TERA Priest Skills and Abilities?, further details on the priest can be read at this in-depth Tera Priest review.