TERA Arise
  • Introduction
  • Broad Strokes
  • Game Systems
    • Achievements and Distinctions
    • Card Collection
    • Classes and Roles
    • Combat Mechanics
    • Cosmetics and Mounts
    • Dungeons and Raids
    • Gathering and Crafting
    • Gear and Itemization
    • Leveling and Power Scaling
    • Main Story and Questing
    • Overworld and Events
    • Pets and Partners
    • Rifts and Trials
    • Seasons and Leaderboards
    • Skills and Glyphs
    • Stats and Damage
  • Class Design
    • Archer (Break/Damage)
    • Berserker (Damage/Tank)
    • Brawler (Tank/Damage)
    • Gunner (Damage/Heal)
    • Lancer (Tank/Heal)
    • Mystic (Heal/Damage)
    • Ninja (Break/Damage)
    • Priest (Heal/Damage)
    • Reaper (Damage/Heal)
    • Slayer (Damage/Break)
    • Sorcerer (Damage/Break)
    • Valkyrie (Break/Tank)
    • Warrior (Tank/Damage)
  • Technical Features
    • Anti-Cheating Measures
    • Avalonia HUD Replacement
    • JavaScript Extensibility API
    • QUIC Network Protocol
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  1. Game Systems

Combat Mechanics

Last updated 1 year ago

Some core combat mechanics have been altered in TERA Arise.

Determination of whether a player is attacking from the front, side, or back has been made slightly more lenient. In particular, the front and back of an entity are now 120° arcs, while sides are 60°. Additionally, only a player's position is considered for these calculations, where previously direction was factored in.

Another change is the introduction of the break mechanic. Bosses have a break gauge which is filled by using CC (knockdown, stun, and stagger) skills, and which decays over time. When full, the boss is stunned for 5 seconds and takes increased damage, during which the gauge empties back to zero. Ordinary CC skills only deal small amounts of break damage, but break-oriented have ways to deal massive break damage.

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