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TeraBow Archer Q&A - Part #2

#1 User is online   Amira Icon

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Posted 28 July 2010 - 06:16 PM

Hey, TERA Fans! TERABow.com has published a part II to their Q&A with CM Scapes! Check it out below or at TERABow.com and if you missed Part One you can read it over here!


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*** TeraBow Archer Q&A - Part #2 ***

The first one is from a TeraBow member Methallor: I read on the official forums that Archers have the second highest base defense in the game - only beaten by the Lancer (and only by two points) and are one point higher than the Beserker. Can we find out if this is true or not? I find it hard that a class built on range would need such high defence...

Bear in mind that this information is based on preliminary balancing in developmental builds. We’ll provide more reliable specifics on class statistics as TERA nears a release state.

Second is from another TeraBow member, Coeus: How long does it take to cast archer traps? Are they visible by others or only group members?

Currently, archer traps take approximately three seconds to cast. However, like all skills, this is still in development, and it’s highly likely to change as a result of skill balancing. Ultimately, traps will be visible to party members—but invisible to other players—to increase their usefulness in gameplay.

(( this can be coupled in with another question about Traps: Traps appear to play a vital role in any Archer style class, how are they being implemented in Tera? WoW had a time period on their traps which required the player to consistently replace them or catch them before they expired. Will this be the case in Tera? ))

Traps do indeed form an important part of an archer’s arsenal, making the archer more versatile (and deadly) in a party and making solo play more dynamic and varied. The duration of active traps is not yet finalized.

Continuing with the traps, DarkAlexF posted a great idea on the official forums about a trap that could be activated by an arrow shot, or benefit arrow shots. Similar to Braveheart where they put oil on the field then shot a single fire arrow to set the field ablaze? An oil trap for example , that could be activated by a close range fire arrow. OR if the opponent steps over it before activated, he becomes "combustible", thus making you able to use a fire arrow effectively against him. Do you have any plans for such traps or variations of? (From thread: TERA - The Next Generation MMO :: Forums)

Basically, how much can you tell us about Traps. Archers are dying to know!

Whether we’ll see the oil trap you describe remains to be seen, as the archer skillset is still in development. Traps that reduce a target’s defenses or resistances are completely feasible.

The third from TeraBow members is from Hornbury and asks Will Archers have it easier? I highly doubt any company would have one class easier than all the rest, so instead, could you perhaps share one aspect where the Archer might require the assistance of others to complete something? Something that we can't do solo?

All of TERA’s classes will be able to solo to maximum level, but there will be some difficult challenges; for example, some monsters will require a very high degree of skill to take down on one’s own. This is just one scenario where having defenders and healers to complement the archer’s damage output will make victory easier to attain.


Moulded from DarkAlexF's comment on the Official Forum- Is there any way to customize your maximum range, even if at the cost of a other things aspects. So like, you could choose between attack speed and max range.

Maximum attack range is determined by the skill you’re using. While you could feasibly focus on using skills that place you at a certain distance from your target, we don’t have plans to allow for manual adjustment of the ratio between attack range and attack speed.


Tjuba on the Official Forums - Currently I feel that the Archer class feel a bit too spammy and thus do not appeal so much as the melee classes. Any feedback on this concern?

If by “spammy” you’re referring to excessive use of a single skill, rest assured that the developers are working to ensure that the archer class features a range of dynamic abilities, and effectively combining and executing them against foes will require enough skill to present a continuous challenge.

Geno on TeraFans - if i fire the multi-shot (the one where u select 4 targets for the arrows) is it possible to set all the arrows to hit one target? or is there a limit to one at a time?

No, the multiple-target skill you describe cannot be stacked on a single target.

In our previous Q&A, Brian mentioned "Archer skills are more dependent on the distance to the target's hit box. It's critical that a group have a strategy to pin down a monster so the archer can maximize damage." Does this mean Archers are required to be at max distance in order to do max damage? What happens if we fire "too close"? The Beserker interview mentioned how only the blade does damage and standing too close can make you miss, do Archers face a similar problem?

The archer’s range from the target does not affect skill damage. Brian’s quote refers to the mobile nature of monsters: it’s much easier to stay in range of a stationary target than to take aim at a moving one! The lost time and energy spent on even a few missed charge-based skills may ultimately lead to the party’s defeat. It’s also important to note that there isn’t a “dead space” between an archer and target where attacks cannot be executed if the archer isn’t a minimum distance away. However, trying to keep a melee-ranged foe in your crosshairs is harder than it sounds, particularly when it’s knocking you to the floor with its attacks!
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#2 User is offline   Maladhiel Icon

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Posted 28 July 2010 - 06:26 PM

Did I miss part 1?
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#3 User is online   Amira Icon

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Posted 28 July 2010 - 06:38 PM

View PostMaladhiel, on 28 July 2010 - 05:26 PM, said:

Did I miss part 1?


Sorry, Maladhiel! I should've linked back to it! Here you go!
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Posted 28 July 2010 - 07:45 PM

booooooooooooorrrrrrrrrrrrrrriiiiiiiiiinnnnnngggggggggggggg! :down: :yucky:

but idea with activate trap by shot in them is very nice :thumbsup:
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Posted 28 July 2010 - 08:53 PM

View PostMaladhiel, on 29 July 2010 - 02:26 AM, said:

Did I miss part 1?


i might have missed it too...
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#6 User is offline   Maladhiel Icon

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Posted 28 July 2010 - 09:21 PM

View PostAmira, on 28 July 2010 - 07:38 PM, said:

View PostMaladhiel, on 28 July 2010 - 05:26 PM, said:

Did I miss part 1?


Sorry, Maladhiel! I should've linked back to it! Here you go!

Ahh! Thank you. :)
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Posted 28 July 2010 - 10:33 PM

I've read several posts and pieces of news that indicate archers have very high defense ratings in comparison to other classes. I find it strange but I wonder what modifier armor will play in higher levels. Having high DPS and high defense plus range and mobility...well that's just crazy talk!
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#8 User is offline   Maladhiel Icon

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Posted 29 July 2010 - 07:22 AM

Fascinating read (both parts). *makes a mental note to have an Archer as one of her alts*
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Posted 29 July 2010 - 07:51 AM

Very nice. Cant wait to try an Archer. I get the feeling this will be my favorite Hunter/Ranger/Archer class Ive ever played. No pets? Viable DPS? ... yes please :)

I got a couple questions, in case you ever have the opportunity for another one of these.

1) In one of the interviews they said (forgot which one) they said that positioning is important because while other players in the group do not block a shot, another mob can. What if I aim and shoot over that mobs head? Does it go past him and hit the taller boss behind him or does it still hit the smaller mob? In other words does the height of my aim count?

2) Any stats, or maybe class "talents" planned (or already in game) that increase the range of arrows? I know im not the only one who is a bit concerned about the small distance arrows cover before they disappear.
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Posted 29 July 2010 - 08:22 AM

View PostJ0K3R 3D, on 29 July 2010 - 08:51 AM, said:

2) Any stats, or maybe class "talents" planned (or already in game) that increase the range of arrows? I know im not the only one who is a bit concerned about the small distance arrows cover before they disappear.


View PostAmira, on 28 July 2010 - 07:16 PM, said:

Moulded from DarkAlexF's comment on the Official Forum- Is there any way to customize your maximum range, even if at the cost of a other things aspects. So like, you could choose between attack speed and max range.

Maximum attack range is determined by the skill you’re using. While you could feasibly focus on using skills that place you at a certain distance from your target, we don’t have plans to allow for manual adjustment of the ratio between attack range and attack speed.



Besides using glyphs to possibly increase the attack range of some skills, it doesn't seem like you will be able to increase overall attack ranges.
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Posted 29 July 2010 - 09:25 AM

They really did not say much usefull information :sad: . They always just sort of hint at stuff, frigin jerks. But still a few good answers. Anyone know if everytihng they reveal form this point if final?
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#12 User is online   Amira Icon

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Posted 29 July 2010 - 09:46 AM

View Postavellis, on 29 July 2010 - 08:25 AM, said:

They really did not say much usefull information :sad: . They always just sort of hint at stuff, frigin jerks. But still a few good answers. Anyone know if everytihng they reveal form this point if final?


Honestly, nothing they say should ever be taken as final while the game's still in development :(
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Posted 29 July 2010 - 11:19 AM

View PostJ0K3R 3D, on 29 July 2010 - 05:51 AM, said:

Very nice. Cant wait to try an Archer. I get the feeling this will be my favorite Hunter/Ranger/Archer class Ive ever played. No pets? Viable DPS? ... yes please :)

I got a couple questions, in case you ever have the opportunity for another one of these.

1) In one of the interviews they said (forgot which one) they said that positioning is important because while other players in the group do not block a shot, another mob can. What if I aim and shoot over that mobs head? Does it go past him and hit the taller boss behind him or does it still hit the smaller mob? In other words does the height of my aim count?

2) Any stats, or maybe class "talents" planned (or already in game) that increase the range of arrows? I know im not the only one who is a bit concerned about the small distance arrows cover before they disappear.


You can be a max of 15 meters away from your target. If a mob is between you and your intended target, there very well will not be enough angle left to shoot for that other mob's head. But yes, if there is line of sight to your intended target, you should be hitting that target, not what's positioned in front of it. Every class has to aim, though ranged can choose height of attack as well.

Mr. Blue did mention they were considering having skill points (now known as the Glyph System) be able to increase the range of skills. We don't know what the ~20 Glyphs for each class will be able to do yet (we just know the properties of a couple). It's quite possible you'll get to add some range to a few skills, though the likelihood of it adding 5m-10m is highly unlikely. Remember, increasing the Archer's range means you will probably have to increase Sorcerer, Priest, and Mystic range as well as offer some counter to that range increase for the four melee classes so PVP stays somewhat balanced.
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#14 User is offline   J0K3R 3D Icon

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Posted 29 July 2010 - 12:31 PM

View PostOrganic, on 29 July 2010 - 12:19 PM, said:

You can be a max of 15 meters away from your target. If a mob is between you and your intended target, there very well will not be enough angle left to shoot for that other mob's head. But yes, if there is line of sight to your intended target, you should be hitting that target, not what's positioned in front of it. Every class has to aim, though ranged can choose height of attack as well.


Ah, good. Figured it was common sense but its always good to make sure. :biggrin:

Quote

Mr. Blue did mention they were considering having skill points (now known as the Glyph System) be able to increase the range of skills. We don't know what the ~20 Glyphs for each class will be able to do yet (we just know the properties of a couple). It's quite possible you'll get to add some range to a few skills, though the likelihood of it adding 5m-10m is highly unlikely. Remember, increasing the Archer's range means you will probably have to increase Sorcerer, Priest, and Mystic range as well as offer some counter to that range increase for the four melee classes so PVP stays somewhat balanced.

I dont remember a specific mention of glyph increasing skill range, ill have to see that video again. Though if its possible for glyphs to increase your range only for specific skills, how would the aim reticle know when youre in range? (ie. How would it know when to change to "2. Active with Target Available" as you put in your "Aiming Reticle Thread"?) Unless it just assumes shortest distance before the glyph buffs.
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Posted 29 July 2010 - 12:42 PM

View PostJ0K3R 3D, on 29 July 2010 - 10:31 AM, said:

View PostOrganic, on 29 July 2010 - 12:19 PM, said:

You can be a max of 15 meters away from your target. If a mob is between you and your intended target, there very well will not be enough angle left to shoot for that other mob's head. But yes, if there is line of sight to your intended target, you should be hitting that target, not what's positioned in front of it. Every class has to aim, though ranged can choose height of attack as well.


Ah, good. Figured it was common sense but its always good to make sure. :biggrin:

Quote

Mr. Blue did mention they were considering having skill points (now known as the Glyph System) be able to increase the range of skills. We don't know what the ~20 Glyphs for each class will be able to do yet (we just know the properties of a couple). It's quite possible you'll get to add some range to a few skills, though the likelihood of it adding 5m-10m is highly unlikely. Remember, increasing the Archer's range means you will probably have to increase Sorcerer, Priest, and Mystic range as well as offer some counter to that range increase for the four melee classes so PVP stays somewhat balanced.


I dont remember a specific mention of glyph increasing skill range, ill have to see that video again. Though if its possible for glyphs to increase your range only for specific skills, how would the aim reticle know when youre in range? (ie. How would it know when to change to "2. Active with Target Available" as you put in your "Aiming Reticle Thread"?) Unless it just assumes shortest distance before the glyph buffs.


The only "guarantees" we have about Glyph behavior are that Glyphs reduce the cooldown of a skill, increase the crit hit of a skill, or increase the damage of a skill. Those are the three things discussed during the Comic-Con reveal. However, they did say there would be "many, many, many" more Glyph types. My comment about Mr. Blue was from his original post about the types of things they were looking for the skill customization mechanic to provide.

The aiming reticle shows you being in-range based on the class generic distance. (If you're 10m away and activate a skill that has a 5m range, you will miss.) For Archers, the generic class range is 15m. I assume that IF we get a Glyph that will actually increase range, the aiming reticle would take that into account. However, I highly doubt there will be any Glyphs that affect all of your skills (like a Passive skill could) simply because they exist to customize properties of specific skills.

No tester outside the company has seen any of that first-hand, so those of us who've been in the FGTs are at as much of a loss as the rest of the community. So...lots of assumptions only at this point. Posted Image
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Posted 29 July 2010 - 01:46 PM

Nice interview, nothing really answered, but then that's pretty much par for the course atm.

Q: "Would you agree that the sky is blue (for the most part)?"
A: "That's something we are still discussing internally, we defiantly want the combat to feel dynamic and varied".

hahah i jest.

I loved the oil trap suggestion. Guild Wars 2 is doing something just like that. If you shoot arrows through fire, the arrows become fire arrows, thus adding a fire dmg component. Stuff like that would be awesome for TERA what with the dynamic action game-play etc etc. But I doubt we'll see it in release.
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Posted 29 July 2010 - 02:17 PM

View Postsidion77, on 28 July 2010 - 11:33 PM, said:

I've read several posts and pieces of news that indicate archers have very high defense ratings in comparison to other classes. I find it strange but I wonder what modifier armor will play in higher levels. Having high DPS and high defense plus range and mobility...well that's just crazy talk!
The modifier will be the Archers total mp pool and it's natural regen. Archers have a static base mana pool of 50 and they can only regen there mp in combat by using there "basic attack". So in short they are not going to be able to chain there most powerful skills in a row, they just don't have enough mana.

Don't feel bad, The Slayer & Berserker lose all there mp when they are out of combat.
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Posted 29 July 2010 - 03:40 PM

View Poststayontarget, on 29 July 2010 - 12:17 PM, said:

View Postsidion77, on 28 July 2010 - 11:33 PM, said:

I've read several posts and pieces of news that indicate archers have very high defense ratings in comparison to other classes. I find it strange but I wonder what modifier armor will play in higher levels. Having high DPS and high defense plus range and mobility...well that's just crazy talk!
The modifier will be the Archers total mp pool and it's natural regen. Archers have a static base mana pool of 50 and they can only regen there mp in combat by using there "basic attack". So in short they are not going to be able to chain there most powerful skills in a row, they just don't have enough mana.

Don't feel bad, The Slayer & Berserker lose all there mp when they are out of combat.


Archers regen mana both in and out of combat. They also do not regen mana by using their basic attack like the melee classes do. The Archer basic attack costs 4MP to use.

As you mentioned, only the Slayer and Berserker start a fresh fight with 0 MP. However, they both have ways of managing that. The primary way is to use their default attack which builds MP. Berserkers can also use Berserk Possession to tap some of the HP and turn it into MP if needed while Slayers can use Will of Concentration to prevent any MP drain by skills for 20 seconds.

It also points to all melees being able to still damage a target even if they are completely out of MP, which means all ranged need to be more cautious than the melees in that regard.
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Posted 29 July 2010 - 04:36 PM

But in the stat sheet for the archer it say's +5 natural. If that was true organic, then it should read +5 nat & combat ?

I'm confused.
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Posted 29 July 2010 - 10:06 PM

wow they decided to still ask that question even though it was answered before... ok confirmations are good :thumbsup:
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