Saturday 1 February 2014

KTera: Reaper Preview Part 1

KTERA GO Post: Reaper Preview Part 1

Hope everyone had a good New Years. Let's start the new year with some more exciting news about the upcoming class. For those who may be new to TERAToday, a KTERA GO Post is generally a post by the developers to give you a preview of what is coming up in TERA. Some of the information given may still be in development and may change drastically between the release of the post to its actual release. Furthermore these things are for KTERA and while NA does get things eventually it may also change some more by the time we get it.
So with the introductions done let's get into this.

New Class: Reaper

"Please make a tank class"
"A gun user!"
"Make an all-rounder class!"
"Whip! A whip-user!"
What kind of new class had you envisioned? We developed the new class with one common thought and that was to ensure that the class looked fun to play from any perspective, new or old. One, it had to be easy to play so that anyone can jump on it. Secondly, we wanted to present to our players a new style of fun in TERA and thirdly, the class had to be a fresh concept that would get you excited with hearts pumping.

Reaper Creation Conditions

To fully enjoy the new Reaper class which will start at level 50 players would need to have previous experience / knowledge of TERA. Therefore to create a Reaper class is a prerequisite. The player will need to have a level 40 or higher character on their account.
I'm sure there are players who are in need of an extra character slot for the Reaper. Not to worry, once the class is live we will be sending you all a character slot expansion through the Item Claim. Furthermore, the maximum character slot per server will also be expanded from 8 to 12.

Stat-based Gear and Design-based Gear

Starting with the Reaper class we will be implementing a couple of new gear categories; stat-based gear and design-based gear (avatar item). The stat-based gear is much like the current gear types in-game but with this new system the gear appearance will not change. The design-based gear on the other hand will look different but it will not possess any stats. This is so that even if you have to change your gear for a better one you can still maintain the look of a different outfit you like.
Basically players will have their gear with preferred stats and have another piece of gear that is just for looks (and wear it like a costume). With this the remodeling system will be removed.

Class Concept

TERA's classes had been largely divided into melee and range type classes. Then we thought, what would the advantages be to have a mid-range class? We flushed out what sort of play-style and advantages a mid-range class could bring to the table and created the Reaper.
The Reaper has a slightly different play-style compared to our current damage dealer classes. The Reaper may be at a distance dealing damage and as necessary will pop in close for a fatal hit then pop back out. An "in-and-out" combat style.

A New Type of Skill Chaining System

The Reaper fully utilizes the skill chaining system that TERA offers. While similar to that of a Warrior or Slayer, the Reaper is able to set up a lot of different combinations for their skills. This allows players to dynamically change their play-style according to the situation.

Combat Difficulty

TERA's combat system requires time and experience to be able to fully master it. But we wanted the Reaper to be a class that was not difficult to use but to fully draw out its potential the players will need to improve their skill further. It is a class that will reward those who put in the effort to improve their skills and that is what we are aiming for.
The Reaper possesses various survival skills to improve their overall survivability. Players will be able to evade, almost without delay, in the middle of their attack when they see an impeding attack and they will be able to use that evasion skill up to two times (by utilizing the chain skill [default: spacebar]). The Reaper's skill chaining system takes into consideration the cooldown times of their chain skills to improve overall efficiency as well.

Reaper Skills

Names are not official and will change when it is released for NA. They are merely translations done by me.
  1. Rapid Step
    The "Rapid Step" skill is different from the existing chain combo skill and can be used in conjunction with other skills and can be used freely with the timing you need. Basically if you use this skill to dodge once, you can use a different skill in-between then use the second dodge. At this point two skills can be chained in-between.

    Reaper using Rapid Step to move towards the left.
    Reaper using the Rapid Step again to move back to original position.
     
  2. Counter
    The skill, Counter, was added into provide a more challenging control for players. By using Counter at the right time the Reaper will ignore the incoming attack and in turn attack the enemy with a powerful attack. But should you fail to counter properly the Reaper will be vulnerable to attacks for a short period.

    Reaper using the Counter skill.
     
  3. Shift Change
    When the skill hits the enemy the Reaper changes position with it. Players can use it to change position to breakdown enemy formation or use it to run away.

    reaper_shift_change_grab.jpg
    reaper_shift_change_pull.jpg
     
  4. Spiral Blades
    The Spiral Blades skill is a true mid-range attack where the Reaper throws their weapon a set distance. The skill will recover HP according to the amount of damage you do. A powerful skill that aids damage dealers in recovering their HP but if it doesn't hit directly you will not recover an optimal amount either. Alongside other skills, maintaining the proper distance will be very important.

    reaper_spiral_blade.jpg
     
  5. Reverse Leash
    The Reverse Leash skill hooks the blades onto an enemy to pull themselves towards them to accurately land the next attack.

    reaper_reverse_leash.jpg
     
  6. Curtain of Darkness
    The Curtain of Darkness is a passive skill that allows the Reaper to stand up again after receiving a fatal blow. There is a 10 minute cooldown for this skill. When the Reaper is hit with a blow that would have otherwise killed them they would be knocked down but will remain alive. They will recover a set amount of HP and any incoming damage will be reduced for a short period. During this time they will not naturally recover HP and thus will need to quickly evade oncoming attacks and use a potion or seek out a healer.

    reaper_curtain_darkness.jpg
And there you go, TERA's first new class. Are you all excited yet? We're not done yet though. We will be uncovering more of this new class as we draw closer to its release so look forward to it.
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