Tera killer pve. Tera Online - Classes - Slayer class. Decrease the duration of stun effects by X%

Slayer guide

Slayer is a melee class in heavy armor and with a two-hander, which is distinguished by good evasion from attacks, AoE damage, as well as knockdown skills.

Skills

Combo Attack

Combo Attack is the first offensive skill bound to the right mouse button by default. Each press moves the slayer forward, swinging its two-handed sword. If the blow was not interrupted, then the damage of the subsequent blow increases: and so on up to four strokes. Each successful attack combo hit also adds mana to the slayer.

Rushing Dodge

Rushing Dodge - Slayer's basic dodge. With this skill, every 4 seconds the slayer can jump forward, avoiding an attack, but expending mana. A useful skill given the dynamism of the combat system in Tera.

Whirlwind

Whirlwind - AoE attack, learned at lvl 2: the spell swings the sword 360 degrees. To successfully use the skill, the slayer must continuously “cast” the attack for 1.5 seconds, so it should be activated when the player can donate mana, and also when he is sure that the enemy will not interrupt the skill.

trip attack

Learned at level 6, the Trip Attack skill is a frontal attack with high damage and an 8 second cooldown. Like the Whirlwind, this attack needs to be "cast" within 1.6 seconds, so it's best to use it when the player can guess the enemy's plans. There is a high chance of knocking down the enemy, which is very useful in pvp.

High lvl skills and gameplay

As the slayer develops, it gets new skills that are useful for pvp. At 12th level, the Soaring Attack is given, which allows the slayer to jump to its feet after being knocked down and counter-attack. At level 26, the class gains the Dash skill, which increases the slayer's movement speed by 100% for 10 seconds. A very useful skill in various pvp situations: catch up with the enemy, run out of the attack melee range or return, run away from the caster's range or range-DD.

Slayers also gain some offensive skills. At level 16, they are given the Smash skill, and the Smash Intensified passive to increase the damage dealt to knocked down enemies, together these two skills allow the slayer to jump forward, delivering a powerful, fatal blow. At level 28, a very strong Decisive Slash skill is added with a casting time of 1.2 seconds. When Decisive Slash is used after a Whirlwind, Smash, Trip Attack, or as the last hit in a series of combo attacks, its cast time is reduced: therefore, players need to choose the right time to use this skill.

Although slayers may resemble berserkers, at level 36 they get a skill that makes a big difference. Vicious Stance allows the slayer to spawn behind the enemy in search of weak spots (almost like a backstab). It will be interesting to see how this skill will work in practice!

Assassin Guide

The killer in Tera online is a combination of huge damage and mobility, which makes it easy to overtake your victims and deal with them using a series of combos. Against heavy armor (berserker, knight) it is more difficult. You need to have certain combat skills (dodge attacks, bypass blocks) and at the same time manage to deliver your crushing blows.

The Slayer carries exclusively two-handed swords, which are the most powerful and heaviest weapons in the game. This is a plus - crushing blows, a minus - slow attacks. The armor is medium, which, unlike the same Berserker and Lancer, makes his movement speed much faster, which is very useful in PVP. As can be seen from the description, in TER the developers created a completely different Killer or Rogue or Assassin, the one that was in the same WoW or Archeage. This name is more appropriate here.

Outcome

Role in PVP

In solo PVP, it is convenient and easy for them to play against light and medium armor with heavy armor a little more difficult. His task is not to duel, but to take the enemy by surprise and quickly kill

In mass battles, of course, he is assigned the role of a damage dealer. But you don’t have to get into the thick of things with weak defenses, pick out who has strayed from the group and, of course, finish him off, that’s his goal, both in sieges and in BG.

Role in PVE

Solo campaigns won't do much good, although he can kill groups of mobs, but the elite is harder. Assassin is not as good in PVE as Mystic or Berserker

In Dungeons and Bosses, he doesn’t damage badly, but the main thing is not to take them on yourself

Assassin Skills

Offensive abilities
skill LVL Ability Description
1 Combo Attack- a series of attacks consisting of four blows. Each subsequent hit by the Slayer deals increased damage. It also restores mana.
2 Whirlwind- a tornado that deals damage to enemies around the hero.
4 Knockdown Strike- crushes the enemy with a powerful blow, causing great damage
12 Retaliate- strikes the enemy getting to his feet.
16 Overhand Strike- strongly hits the target with a sword. After Cleave, Maul, Down Blow, Flatblade Strike, Stinger Blade, Retreating Kick, or the last hit, Combo Attack is cast faster.
18 Startling Kick- strikes the enemy from the foot, while stunning it
22 Distant Blade- The killer swings his sword and cuts the air in front of him, creating a wave. You can do a combo of three hits.
24 Leaping Strike- pierces the enemy with a sword in a jump, causing significant damage.
26 Tunning Backhand- hits the target with the flat side of the sword, causing damage and stunning it
30 Fury Strike- Slayer gets angry and lunges, damaging nearby enemies. The less health, the more damage.
38 Heart Thrust- moves to the enemy and hits him in a weak spot. While the skill is active, the Assassin cannot be knocked down or stunned.
44 Exhausting blow- Deals not bad damage and increases the CD of enemy skills by 50% for 15 sec.
56 Backstab- teleports behind the enemy, dealing damage, while there is a chance to stun.
60 Measured slice- cuts the throat of the enemy, causing significant damage. Casts faster after - Overhand Strike

Stat Upgrades and Mana Gain

skill LVL Ability Description
8 Headlong Rush- The killer is running fast. The next attack within 10 seconds will be performed 30% faster.
10 Triumphant Shout- restores 100 mana and stops its decrease for 20 seconds.
20 Tenacity- Instantly restores 240 mana.
32 Dash- Increases running speed by 50% for 10 seconds.
50 Overpower- after pressing this skill, the next attack made within 20 seconds will deal 30% more damage.
58 In Cold Blood- buffs himself by increasing attack by 20 and + 15% damage (pvp)

Role in the party: close combat.
Weapon: sword.
Armor Type: Light.
Basic skills: circular attack, sword strikes, jump strikes, throws, war cry.

Assassins rush into battle like a whirlwind with a two-handed sword, wielding it in circular attacks. They are able to twist their murder weapon, creating a zone of death around them. Their weapon style is considered aggressive, and their dodge moves are graceful. Wide-range circular attacks hit enemies located on different sides of the hero. The Assassin's arsenal includes acrobatic jumps with a strike that shocks and demoralizes the enemy.

A high degree of mobility is successfully combined with increased attack and damage rates. The assassin is a valuable member of the party, and is also extremely effective in single player. He has a wide range of skills that improve his strikes and speed.

Weapons and armor

The Killer's best friend in TERA Online is a two-handed sword endowed with special damage power. Drawing his sword, the Assassin can perform a series of combo attacks, scattering opponents in different directions. He is able to strike at the enemy sneaking up behind him. It is thanks to the light armor that he deftly dodges possible damage and bounces back in case of a threat.

Role in the party

Unlike the Berserkers, they are fast and mobile due to their preference for light armor. The whirlwind attack style sweeps away their opponents within a three-meter radius. Like Warriors, Assassins dodge and get behind enemies. They cannot call aggro as easily as other classes, but they deftly attack opponents from the rear while tanks occupy them from other sides.

Skill Overview

The Killer begins his journey by learning the combo attack skill that operates at a great distance. During the use of combos, the strength of the hero increases. This works especially well when striking from the rear. More powerful skills become available to the Killer every two levels of pumping. And the initial skill serves him constantly for the concentration of strength and dexterity.

The Slayer is familiar with the art of swinging the sword, jumping, rolling, turning, thrusting. He is able to fight his way through crowds of enemies. The most effective circular attacks become in group battles. His agility and strength are recognized prizes for this class.

Mana and health parameters:

HP: 648
MP: 0/100
MP Regen: +10, natural recovery

Base stats:

Damage: 71
Protection: 21
Critical Hit: 75
Running: 110

Basic Attack

Direction: Forward
Range: 3 meters
Target type: arc
MP Change: +10
Attack Speed: 0.6

Resistance

Critical Hit: 40
Resilience: 20
Confusion: 15
Poison: 35
Inclination: 20

Equipment

Weapon damage: 13

I would like to say right away that within the framework of the current patch, this guide is a little more than completely useless (like a slayer), because no matter what gear you put on, no matter what stats and masterwork percentages you catch, any adequate gunner/reaper/archer/mage /var/turret/minion avenger will deal more damage than you. Welcome to Post-GoBerserk!

  • Glossary of terms and abbreviations
  • Abilities and Glyphs
  • Rotations
  • Equipment
  • Consumables
⌊Abbreviations⌉

WW - Whirlwind - Tornado
OHS - Overhand Strike
UOHS - Ultimate Overhand Strike - True Slash
KDS - Knockdown Strike
HT - Heart Thrust
OP - Overpower - Force Concentration
MS - Measured Slice
ICB - In Cold Blood
FS - Fury Strike
Eviscerate - Eviscerate

⌊Glossary of terms⌉

Slayer- killer
Cancel- interrupt
Animation lock- Skill post-animation during which you can't use iframes/move and are therefore vulnerable to attacks.
chain- skill chain
hardcast- Using a skill without a chain. An example is the use of MS without a pre-chain from OHS/Eviscerate.
Frame/iframe- (eng. Invincibility frames) The period of time during which you are invulnerable to attacks.
Skill- ability
cd- cd - cooldown - skill recharge time
ss— “crowd control” — Skills with control effects (stun, fir, slip, etc.)
gapcloser Literally, "distance shortener". A skill that moves you while you use it.
Filler— a skill that is not included in the main combo and is designed to fill a simple dps during the cooldown of skills in the main chain.

When playing as a slayer, it is very important to be able to interrupt ability animations. In Tera, every action involves the activation of some kind of animation, and often it is much longer than it is required. An example is KDS, only the first half of his animation deals damage, and as a result, you spend a lot of time waiting for it to end. Therefore, it is incredibly important to interrupt the animation, minimizing the loss of time, and as a result - dps, on a useless post-animation.
The main idea behind interrupting animations is to minimize the downtime of the dps rotation of the slayer. While interrupting animations is an important item for every class, it is the slayer that is most dependent on it, as OHS and Eviscerate can cancel almost any killer skill.

The usefulness of glyphs is highlighted in different colors according to the degree of their usefulness for greater clarity. Glyph skill points are taken from master glyphs, which can be obtained from the Sabex Arsenal or the Butcher's Catacombs. The new Blue Glyphs can be obtained from Glyph Boxes, which can be purchased with Punishing Stones.

Designations:
Red is bad
Orange - situationally good
Green is good

combo attack

Strikes an enemy in front of you and replenishes MP with each hit. The combo attack consists of four hits, the last one consists of two hits and deals much more damage than the previous three.

P After using four hits of a combo attack, the casting speed of WW will increase significantly for the next 10 seconds.

To Ombo attack also restores mana on hit, the amount depends on the classification of the monster you are attacking. Minions restore very little, regular monsters are big, bosses even more.

H and low levels combo attack - good way restore your mana. However, in the endgame there are quite a lot of means for its regeneration, and the use of a combo attack should be minimized, since any killer skill deals many times more damage.
(4) Enhanced Combo Attack
The reason for the uselessness, I think, does not even need to be voiced
(4) Vigorous Combo Attack
The mana regeneration is too low to make this glyph even slightly useful.
(4) Fast combo attack
Useless in PvE, especially with its measly 10% proc chance

Tornado (WW)

Turns you into a real steel whirlwind, hitting targets within a radius of 3 m.

FROM consists of two strokes. The second hit does more damage than the first. It is important to know that the buff from OP is absorbed by the first hit and does not affect the second. So WW is not the best skill to chain with OP.

At

E

(4) Brilliant whirlwind
(^:
(4) Cutting whirlwind

  • (4) Glyph of spiciness

This glyph should be in any Assassin PvE build.

Knockout Punch (KDS)

Knocks down an enemy with a powerful sword strike.

K DS has a high chance of knocking down mobs, as well as a high chance of knocking or staggering the boss if it is vulnerable to being knocked down. Since the skill moves us during the application, we can start its animation at a distance of 5-6 meters from the target.

BUT KDS animation CANNOT be interrupted by rolling. If the skill is interrupted before the damaging hitbox appears, it will not expire on a cooldown.

E This skill makes the assassin immune to staggers and trips during its animation.
Overall, KDS deals enough damage to be included in a DPS rotation, but it can be useful for others as well. It's important to use KDS correctly, especially on bosses that have a mechanic that requires them to be knocked down, like the Tantibus in the Deep Temple. The main use of KDS is to trigger OHS and UOHS, because when they intercept KDS does not go on cooldown, which allows you to give out huge damage when using ICB.

G The main problem with using KDS is the animation lock, due to which the skill cannot be interrupted by a roll and during which the boss can simply one-shot us (especially true in hard versions of dungeons, where just a long animation can lead to death, but about long animations with a lock and not worth talking about). Therefore, you first have to cancel in OHS or Eviscerate and then use the roll. If OHS and Eviscerate are on CD, well, you're out of luck.

(3) Dashing knockout punch
One of the best killer glyphs. By not using this glyph, you lose an incredible amount of damage.
(3) Dashing knockout punch
With the killer glyph cost down, we can finally fit this glyph into our build.
(4) Reinforced Knockout Punch

  • (4) Glyph of Will (increases KDS damage by 30%)

KDS deals enough damage anyway.
(5) Significant knockout punch
It can be useful on a boss whose mechanics imply the need to knock him over, in other cases the glyph is useless.

Chopping Strike (OHS)

Deals a powerful blow from top to bottom. The skill procs faster if you have previously used Whirlwind, Knockout Kick, Jumping Kick, Sweeping Kick, Heart Kick, Concussive Blow, or the fourth hit of Combo Attack ”

R killing blow is not only faster to use after the skills that are listed in the description, but also cancels their animations when used.

And True Cleave will replace Cleave during Cold Blood. UOHS has increased damage, range and no cooldown.

O HS/UOHS have a small chance of capsizing.

E If the skill is interrupted before the damaging hitbox appears, it will not expire on a cooldown.

O HS for me is the skill that makes a slayer a slayer. OHS is used not only to deal damage, but also to interrupt animation lock, to increase mobility when used after Leaping strike and Startling kick. An experienced slayer is much faster to rotate with timing skips using OHS. After the introduction of ICB II, OHS becomes one of the strongest spells, the crit of which can be comparable to the crit from MS.

(4) Tireless Slash

  • (4) Glyph of Concentration (60% reset Skill CD)

Show me a slayer without this glyph.
(4) Revitalizing Slash
Can be useful for solo bam kills or solo dungeon crawls.

Blade of the Wind

It hits the target at a distance of 16-17m. The skill consists of 3 hits. The third hit deals the most damage, but also has the longest animation lock.

D istant Blade thanks to the animation that moves the killer is a great gapcloser.

L OK animation after 3 hits can be interrupted by a roll.

The Windblade has two main uses:
1. As a filler between the killer's dps rotations while the main skills are on CD
2. As a positional skill

AT The killer mostly uses a 2-hit combo with Windblade, due to the animation lock on the third hit, which is interrupted only by a roll, which is not the best use of the latter.

(4) Brilliant Windblade
(^:
(5) Stunning Windblade
The effect of the glyph is very weakly noticeable on bosses, but it makes no sense to put it on ordinary monsters at all, since the blade of the wind only hits one target when used.

Furious Attack(FS)

The killer lunges forward and deals damage to all enemies within a 180 degree radius in front of him. Depending on the race, the skill deals damage to targets at a distance of 5-7 meters. The skill deals damage based on the slayer's current HP. The lower the health reserve, the higher the damage of the skill.

BUT FS animation CANNOT be interrupted by rolling.

P practically not used in PvE. Exceptions can only be special builds in which you need to have less than 50% HP. However, using FS above 50% health is impractical for several reasons: high mana cost of the skill, very unpleasant animation lock, the skill does not chain with OHS/Eviscerate

(4) Blazing Furious Attack
FS is not canceled by any skill, so the total cast time of the FS -> WW chain will remain the same.
(4) Restoring Furious Attack
There is no way to reset the cooldown of Sweeping Strike, rendering this glyph useless. Plus, the damage of the skill depends on the health level of the slayer, so this glyph will work against us.
(4) Enhanced Furious Attack

  • (3) Glyph of Will (Increase skill damage by 40%)

Even without this glyph, FS can deal more damage than MS or UOHS if the slayer is around 12% HP. This glyph can be used by experienced slayers to maximize dungeon speed.

D For those interested in ranking FS damage based on slayer's HP, I've made a table that explicitly shows the damage increase thresholds:

>Original document<

Heart Strike (HT)

The killer lunges forward and attacks the target's vulnerable spot. Depending on the race, HT deals damage to targets at a distance of 5-8 meters.

At The change CANNOT be interrupted by rolling. If the skill is interrupted before the damaging hitbox appears, it will not expire on a cooldown.

E This skill makes the assassin immune to staggers and trips during its animation.

HT one of the three most powerful Assassin skills. This skill is perfect for starting a rotation. But many slayers have a problem using this skill due to the specificity of its hitbox. I hope the picture below helps to give at least a rough idea of ​​the size of the HT hitbox and reduce the miss rate.

(5) Empowered Heart Strike

  • (4) Glyph of Will (+30% Skill Damage)
  • (actually this glyph gives about 28% > proof< (считаем разницу между HT c глифом и без))

(4) Relentless Heart Strike
(5) Heart Slash
Since HT deals the most damage after OHS for the entire fight, we equip it with all available glyphs. However, the "indefatigable" glyph can be replaced with a similar glyph on the roll. This is especially true in hard versions of instances, when you are not sure of your survival. Sometimes just one extra roll can save an entire group from a wipe.

Concentration of Force (OP)

The assassin gathers strength for a powerful attack and for the next 20 seconds, any one attack will deal 33% more damage. Along with OP, the glyphs of this skill are also activated, which in turn have no time limit.

E If you use OP and attack the shield, the skill will deal increased damage, but the OP itself and its glyph procs will not disappear, they will disappear only if the killer deals at least 1 damage to the enemy’s health.

O P gives a very strong damage boost to the killer and is very useful for breaking shields, but because of its animation, you shouldn't use it all the time.

(3) Brilliant Concentration of Power
(^:
(5) Cutting force concentration

  • (4) Glyph of Sharpness (doubles critical strike chance)

Double the chance of a critical hit will provide us with a 99% chance of a crit of the next skill.
(5) Forced Concentration of Force
Not a bad glyph, but the cost of 5 glyph points casts doubt on its usability in a pve build.

H a few numbers and interesting things about OP:

E If we used OP before KDS, which we canceled in OHS. OP will be applied to OHS.


A little about how damage is calculated for the forced glyph. First step: Increases initial damage by 33%, Second step: Increases already increased damage by another 10%. As a result, we get not 43% bonus damage from this glyph, but 46.3%. However, 5(!!!) glyph points is too biting.

Cold Blood (ICB)

A buff that increases all our damage for 20 seconds. When learning ICB II, plus everything, we will get an increase in attack speed, and also during the duration of ICB, OHS will be replaced by UOHS.

P After learning the passive effect for Cold Blood, using ICB will instantly reset cooldowns on WW, KDS and HT.

ICB is our most powerful dps boost and is best used during difficult moments like needing to quickly knock a shield off a boss, or when the boss is interrupted between attacks and standing still.

(3) Masterful composure
(^:
(2) Blazing composure
Not the best solution, but it's the only glyph with a cost of 2, so you can throw points into it in some builds.

Balanced Strike (MS)

Allows you to gather all your strength and deliver a cutting blow to the neck of the enemy. The skill triggers faster if used after the skill "Chop" and "Eviscerate".

AT While cast, the skill moves the slayer forward, allowing it to deal damage to a target at a distance of 5-6 meters.

MS has a fairly high chance of tripping normal monsters and a good chance of tripping or staggering bam while he is susceptible to staggers/trip.

FROM With the help of MS, you can interrupt the OHS animation much earlier.

At It can be canceled out by using dodge. If the skill is interrupted before the damaging hitbox appears, it will not expire on a cooldown.

MS is the slayer's strongest skill and it's very important to NOT miss it or hardcast it after a broken chain.

(4) Reinforced controlled strike

  • (4) Glyph of Will (+30% damage dealt)

(4) Cutting balanced blow
MS deals the most damage, and with glyphs it gets even more.

Eviscerate (Eviscerate)

Inflicts a powerful blow that knocks down the enemy, The skill triggers faster if you have previously used the skills “Chop”, “Twister”, “Knockout”, “Step Kick”, “Swing Kick”, “Strike to the Heart” , Ground Slam, Eviscerate, or the fourth hit of Attack Combo.

At Not only is it faster to use after the above, but it also cancels their animations.

P Shrive has a high chance to stagger an enemy that is susceptible to staggers during a hardcast. If the above skills were used in front of him, Eviscerate will overturn the enemy.

H As far as damage is concerned, this is our second most damaging skill after MS/UOHS.

(4) Powerful gutting

  • (3) Glyph of Will (+25% Skill Damage)

(3) Dashing Evisceration
The buff from this glyph lasts longer than the OHS is on cooldown, making this glyph doubly effective if the slayer uses its rotation properly.
(4) Rapid evisceration
(3) Dashing Evisceration

Evasion

Jump forward to dodge enemy attacks.

AT During the roll, the killer is untargetable for about 1.25 seconds.

FROM attack speed speeds up the animation of the skill, which reduces the duration of the frame.

X A good slayer should understand that a frame is a double-edged sword. You can either dodge the boss attack or dodge the heal/buff of the priest or mystic.

(3) Symbol of energy
useless
(4) Tireless Evasion
A good option if this is your first time in a hard dungeon and you are not sure about your survival. Just drag the cd reset glyph from HT here.
(4) Dashing Dodge
For players with extensive experience in the game (we spend a frame to proc a powerlink, so it is important to know the mechanics of the boss and calculate your strengths and correctly use the remaining one and a half frames). The glyph has a place to be in all sorts of specific builds through fury strike and limit play.
(4) Dashing Dodge
Now to put a backstab on it (^:

jerk

Increases movement speed by 55% for 15 seconds.

FROM speed increases both in and out of combat

P Allows you to dodge the AoE of the boss without using a frame, or simply get to the boss faster, who jumped to the other corner of the room.

(4) Rush

Reckless dash

Allows you to dash forward, increasing your next attack speed by 30% for 10 seconds. The effect of the skill ends after 10 seconds or after hitting the target.

At The mech can be interrupted by dodging. If the skill is used at close range on the boss, the dash will stop almost instantly and we will get a buff to attack speed. The most common use of dash is to speed up the use of WW / KDS / Scroll of Rebirth.

O however, when it is necessary to use dash to get away from the boss, it is important to be careful with the scope, because the dash is to some extent a directed skill, and if the scope is on the boss, you will run into him, not away from him. A good way to avoid this is to point your crosshair down in the direction you are going to move.

(5) Swift Reckless Rush
The slayer already has a lot of mobility, and the cost of as much as 5 points completely kills the possible profits of this glyph.
(4) Dashing Reckless Rush
Useless due to the fact that KDS is not used in the PvE rotation as a skill that deals damage (except for the moments when you need to knock over the boss)
! In Russian Tera, the description of the glyph is translated incorrectly. The glyph does not increase the casting speed, but the damage of the skill. !

Jump kick

Allows you to jump on the enemy, striking from above. Knocked down enemies take 5 times more damage if you have learned the Ruthless skill.

And Has a very long animation lock at the end of the jump, but can be interrupted by OHS.

R it is caustic to see bosses knocked down, as a result of which Leaping Kick is used primarily to move and dodge some of the boss's attacks in order to not waste a frame. However, if OHS is on cd, using Jump Kick will only lead to a long animation lock, and in hard dungeons, most likely to death.

(4) Brilliant Jump Kick
(^:

Backstab

Moves behind the target. The radius of action is 10 m. It ends in case of capsizing the target.

AT For the duration of the cast (~1.5 s), the killer is immune to damage (=iframe).

P After a successful use of the skill, if the target is susceptible to stuns, it applies a root effect for 8 seconds.

E If the skill fails, you stay where you are, but you are still in the 1.5 second iframe.

FROM attack speed speeds up the animation, which in turn reduces the duration of the frame.

B The exteb performs 2 functions: defensive and attacking. If you are sure that the boss will stand still and nothing threatens you, use Backstab to get to his back faster. In other cases, it is better to use the Backsteb as an additional iframe to dodge the boss's potentially deadly attack.

(5) Swift backstab
Well, we are not PvP roosters after all (^:
(4) Blazing Backstab
(3) Blazing Backstab
Not the best solution to glyph a skill with a 25 second cd.

The cry of the winner

Instantly restores 200 MP. MP does not decrease for 22 seconds.


P just buff on cd (because it has a nice animation:3).
In fact, the only thing it is useful for is to prevent mana reduction for 20 seconds.

(3) Winner's Vigorous Cry
The skill itself doesn't restore enough mana to make the glyph useful.
(3) Swift Cry of the Conqueror
Still doesn't restore enough mana.
(5) Enduring Victor's Cry
Can be useful on some bosses to avoid catching oneshots, but still very situational and controversial.

Counter attack

Allows you to jump to your feet, attacking nearby enemies. You can only use this skill when knocked down.

P After use, grants you 2 seconds of immunity to knockdowns/stuns and staggers. Has some chance to knock down opponents.

(3) Enhanced Retaliation
(5) Dashing Retaliation
(4) Swift Retaliation
Now I would retal glyph (^:

Concussive Strike

Allows you to briefly stun the target with a kick and then jump back.

FROM the tan lasts 3 seconds and while jumping you can pass through some monsters.

AT pve is only used for ss (eg ghosts in skkhm) and for chaining in OHS/Eviscerate.

(4) Brilliant Slam
(^:
(4) Delay Slam
(3) Glyph of Agility
(4) Blazing Ground Slam
(3) Quick Concussive Strike
Again - we are not PvP roosters to use these glyphs.

(Persistence)

Summons inner strength and instantly restores 240 MP. Briefly, but greatly increases resistance to crowd control effects.

10/10 mana restorer especially with glyph.

(4) Not Worthy Perseverance
This glyph is the twin brother of the speed charm (they don't work).
(3) Rushing Tenacity
If only we had 3 glyph points more...
(3) Energetic Perseverance
With the new blue glyphs and the lower cost of some glyphs at the end of the goberserk, this is a great solution for any build. A slayer can now get by with just one can of mana instead of two!

Swing hit

Allows you to perform a circular strike, briefly stunning the target.

And Has a very nasty animation lock that can still be skipped with OHS/Eviscerate. The stun lasts ~2.5 seconds.
In PvE, it will only work to start a standard chain through OHS/Eviscerate.

(3) Powerful Swing
If your heal does not sleep and pours mana on cd, then you can take this glyph instead of the glyph for restoring mana on tenacity. But as for me, the backhand eats up too much mana to include it in the rotation not as a filler.

Draining Strike

Deals a painful blow that increases the recharge time of all the target's skills by 50% for 15 seconds. Can only be used against other players.

O scripture hints.

(4) Empowered Draining Strike
(6) Swift Draining Strike
(^:

Basics

A slayer's damage is built around procs and sustaining glyphs from different abilities to boost other skills in the chain. As an example, the glyph for strengthening WW on the KDS skill. Or the OHS buff on Eviscerate. It is important to constantly support their procs, because our damage directly depends on this. A slayer doesn't have an "infinite" rotation per se like a mage, instead we have a lot of skills to chain and a lot of glyphs to proc to keep track of.

Few more comments

Here I decided to describe exactly my rotation under my glyph build, which you see above. You can find all the standard rotations in a ton of sluer guides, and since this is my personal guide, I can do whatever I want :3
So, the main idea of ​​my build is to overclock the OHS damage to the level of evisceration or higher. To do this, we have as many as 2 glyphs for increasing OHS damage: powerlink on gutting and KDS. KDS is the key link here, since when canceled in ohs / eviscerated, it does not go into cd, but hangs a powerlink on cc and ohs. In the realities of this particular patch, KDS is not up yet and has a low crit chance and modest damage even with a 30% glyph, so we use it to trigger powerlinks. HOWEVER, if you have a cd on all skills, then in this case you can use cds to wait for the main chain cd during its rather long animation. Further in the rotations, if there is no separate comment, the KDS icon means that we do not complete it, but cancel it in Eviscerate/OHS for the powerlink trigger.

Start of the fight

Main skill chains

Always use OP before use HT

Always have an active glyph from evisceration to increase damage from MS

Don't forget to use Reckless dash before WW

! In the realities of the current patch, I question the use of rush before cc for one simple reason - the Koreans broke all the damn mechanics of charge and now, when using a dash at close range, it doesn’t interrupt it instantly, but makes you hit the boss’s hitbox, and sometimes you can fly through the boss which is quite sad. However, there are 2 ways out of this situation:

  1. Don't rush before ww
  2. Move 2-3 meters away from the boss and from this distance give rush -> ww. How it looks in practice.

"Perfect" rotation without ICB

Obviously, not everything falls under 100% timing, and while something in the chain is still on the cd, fillers come to the rescue

Fillers

E if OHS not on CD, use these skills to deal damage and then cancel them in OHS.

H to wait for the rollback OHS can be used KDS, as its animation is long enough to allow time to recharge OHS.

Dual use Blade of the Wind can also help maintain dps while OHS on cd.

If with a cooldown OHS quite trouble, after two Blades of the Wind can be used Draining Strike, since it does not have an animation lock and it does some kind of damage.

Super long filler, which will take you forever, for which even a brooch will have time to roll back (no)

Drowning damage under ICB

Mom, I have OHS without cd, and it glows!


What if… just cancel KDS in UOHS until ICB ends? (nothing)
x∞

Important Notes on Rotation

  • Use OHS as often as possible
  • If a HT on cd then you can use OP on the gutting
  • If necessary, you can hardcast Eviscerate
  • If cd on HT reset, use it without buff OP until it goes to cd
  • MS
  • NEVER use a hardcast OHS

To Rites, including the multiplier from the crystals in the weapon and the multiplier from the scroll of barbarism, are the main source of damage in Tera. And in order not to suffer from the critresist of the bosses, the dps need to have a high crit rate that can allow them to deal critical damage more often. In the end, our percentage of critical hits will be somewhere around half of the total number of hits we landed. For an assassin, the minimum total crit rate is 210 . We have 56 base crit chance, and, accordingly, you need to have more 154 green crit.

AT endgame, our green critrate will be equal to 220 , taking into account 3+2 crit biji with top stats, gold lingerie, etchings, belts and brooches. Roughly speaking, this is our crit limit, which can only be exceeded with the help of a special consumable or by means of a reroll 4.5% atta on weapon on 14 crit chance. I don’t have an objectively truthful opinion on this matter, since at one time I really regretted that I took intensity vm4 instead of quick vm4. Without priest stars you hit like an invalid, and under them like an invalid with a cane, the lack of aths was very much felt on Perimos and Darkan, so this time I decided to take ats. Plus, in the next patch mystic > priest, and accordingly in 90% of cases we will be under the mystic's crit aura, which will make the stat on 14 ksh is completely irrelevant. In defense of the crit roll. a chance I can give a graph from the notorious guide from Bernkastel:

The translation of the chart explanation is as follows:
Look at your power boosted with buffs, charms, consumables, equipment. Look at your critical factor. If your position on the starting grid, based on the values ​​of these parameters, is in the area below the blue line, 1 point of strength is more valuable than 2 points of critical factor. If the position is between the red and blue lines - 1 point of strength in value is between 1 and 2 points of critical factor. If the position is above the red line, then one point of strength is worth less than one point of critical factor.

We have 222 strength ( 222 strength means Shakan's buff, buff from stars, might charm at 120 stamina and bis gear) and 220 crit, at which, respectively, " one point of strength is worth less than one point of critical factor. But personally, I still think that you should not take crit. This belief is based on the fact that, as I said: the mystic will be in most CPs, and there should be no problems with the crit rate. However, even in the absence of a mystic, crit can be overclocked with food and elixir of heaven to 233/243. On the other hand, however, these are all spherical calculations in a vacuum, and how things really are with bis-equipment (full wm6) I will be able to do only in a month or two. So if you already have it - swear in the comments that crit is better and the author down, or vice versa, that ats is still better.
upd
To a word about status on KDR in arms. I do not think that in the current patch it makes sense, since the slayers have not yet undergone
necessary changes in terms of mana adjustment and skill balance, which will increase crit. chance and damage, as well as significantly reduce the reload time. After the patch, in a party with a mystic/mystic and a priest, cdr may be more useful than ats in the lower stat, because taking into account the 100% uptime of the can of bravery in hard dungeons and the likely 100% uptime of food in the same hards, ats will no longer be the same critical as ever. you can calculate the cd of any ability to visually see the difference in cd with and without a stat. However, I want to repeat myself - all this is nothing more than spherical calculations in a vacuum, and only after the introduction of fihm and ds2 and tests with a dps meter will it be possible to say about the profitability of one or another roll in a weapon.

AT In the current patch, we have 3 sets of equipment to choose from. (excluding wm4, wm5 and anger):

  • Heresy Set
  • Kelivan kit
  • Kairak Smith's Set

The Heresy and Kelivan Sets can be obtained from dungeons, while the Kairak Blacksmith Set can only be crafted.
Below are items from the sets of Kelivan and Blacksmith Kayrak and the necessary stats on the equipment.


Weapons of Kelivan

+9.3% damage against enraged monsters.
+6% Attack Damage
+9.3% Damage against Enraged Monsters
+6.9% Back Attack Damage

Armor of Kelivan

Killer - This class uses a two-handed sword and specializes in dealing area damage. Differs in speed and sweeping blows. Despite the fact that the killer wears light armor (comes immediately after the robe) - he does not experience difficulties with protection. He specializes in dealing massive amounts of damage in a short amount of time thanks to his attack combos and low skill cooldowns.

1. The role of the killer (PvE / PvP)

2. Glyph builds (PvE/PvP)

3. Additional parameters on things (weapons, armor, gloves, boots, accessories)

4. Crystals (weapons, armor, accessories)

5. Tips for pumping.

6. Skill combinations or how to swanshot a rag.

Role of the Killer

PvE

If you chose an assassin as your main class, be prepared for constant rolls through BAMs (Big Ass Mob - Fat mobs a la bosses) and dealing damage only in the back. Otherwise, you run the risk of getting hit on the head or even dying. The killer has a whole set of skills to avoid unwanted damage on himself: stuns, backstab, jerks. Fans of large numbers and high mobility will also like this class. The killer has a number of skills that increase damage for a short time and a permanent buff for the next attack.

Tactics in the dungeons- it is very simple: the Tank gathers the whole room around him - you kill everyone for 1-2 AoE (AoE - area damage). Just isn't it? But there's also a catch - if you can't kill at least most of their collected mobs, there's a good chance they'll switch to you, which can end up being a very sad picture.

Tactics on bosses/BAM- try to get behind the monster as quickly as possible and use the roll only to move behind the back, dodging attacks in parallel. Sounds difficult? Nothing like that - you just need practice and nothing more. Over time, you will begin to perform this on a subconscious level.

PvP

The main role of the Assassin is to quickly kill mages and healers. Possessing monstrous damage from combinations of just a couple of skills, he is able to do this without even noticing that someone was standing in his way.

Don't use roll just like that, it's yours the only way avoid stun/damage. Here are examples correct use Roll: Dodge Lancer's Chain, Dodge Root (Immobilize Mages, Mystics) and so on.

Here's another important trick/feature of playing as an Assassin in PvP - you have an ability that grants immunity to stun/knockback/root for a few seconds. Use it only when necessary - otherwise your invulnerability will fly by in vain, and you will become an easy target for the mage / berserker.

Glyph Builds

Glyphs are a kind of addition to your skills making them better in different ways - effort, speeding up execution, increasing the duration of effects.

Leveling/Dungeons glyph build

There are many options in this build and everyone uses what they like - below are the glyphs that are mandatory for use in any PvE builds:

Glyph of carving- for Whirlwind

Glyph of carving and Glyph of Power- for Heart Thrust

Glyph of Persistence- for Overhand strike

PvP glyph build

The PvP glyph build is basically the same as the PvE build, but with a few exceptions, the PvP build focuses on one-shot and stun duration. Here are the main glyphs:

Glyph of energy- for Headlong Rush

Glyph of Lingering for Startling Kick

Glyph of Persistence for Backstab

Additional options on things

Like any damage dealer with high burst (instant damage), he needs any way to increase his damage. And for this you need to select the necessary characteristics for your equipment.

Weapon

Below are the required additional stats on your weapon.

+X% back damage

+X% damage against bosses

+X% Damage against Enraged Enemies

Body (Bib)

Armor (Chest) - of all armor, the highest addition of protection.

Below are additional characteristics that must be on your armor.

Damage taken reduced by X%

You take X% less Damage from Frontal Attacks

You take X% less Attack Damage while Knocked Down

Gloves

Gloves - Gives less protection, but gives attack speed, mana regeneration, and strength in return.

Below are additional features that must be on your gloves.

Increase Attack Speed ​​by X%

Strength increase by X

Boots

Boots have the lowest enchantment priority of any other piece of equipment. They give more armor than gloves, but also have good bonuses- mana regeneration and movement speed.

Below are additional characteristics that must be on your boots.

Increase movement speed by X%

Increase tenacity by X

Accessories

Additional characteristics for jewelry must be chosen wisely and for different situations. Below are additional features that must be

be on your jewelry to increase your dps.

Increase Max Health by X%

Decrease the duration of stun effects by X%

crystals

There are only 3 types of crystals in the game: Crystals for weapons, crystals for armor and "Zyrk" for jewelry. There are many various types crystals of each type, but we will now consider only those needed by the Assassin.

Crystals in weapons

Below are the main crystals that you should carry with you:

Fine Carving Crux- Increases critical strike chance by X% - doesn't fit with othersCarving crystals.

Hunter's- inflicts additional X% damage to normal monsters. For solo play only.

forceful- In case of a critical hit in the back, it gives an increase to the attack.

focused- Increases the power of critical damage against monsters in a rage.

Acrimonious- Increases the power of critical damage in the back against large monsters.

Savage- Increases the power of critical damage in strength.

Salivating- Restores your mana when attacking another player. Only inPvP

Crystals for armor

Below are the main crystals that you should carry with you:

Anarchic- Increases defense against large monsters.

Grieving- Restores your mana when you are attacked by another player. Only inPvP.

Relentless- Increases your maximum health. Most often used only inPvP

« Zyrk» into jewelry

Only two types of Zyrk are useful for the killer, and then they can change depending on the situation.

Powerful Zurk- increases strength by X

Tips for pumping

The main advice that can be given to all novice Assassins is not to get carried away with the cathedral of large clusters of mobs when leveling on normal mobs, it is not as thick and protected as a lancer to withstand many weak attacks. Use Charms (Bought from a merchant in any settlement), Priest buffs (if there is one that will buff you every 15-20 minutes) and jars to restore health. One caveat, with the introduction of "Avatar" weapons, pumping any character is only a matter of time. Any difficulty disappears and you just need to learn how to dodge the attacks of monsters in order to feel comfortable when pumping.

Skill Combinations

As already mentioned in this guide, the Assassin is a one-shot character. If he catches you in his "kombu", then you are unlikely to get out of it alive. The simplest combinations for the Killer will be described below in order to understand the basics.

Combo Attack – Startling Kick – Heart Thrust – Overhand Strike – Measured Slice

Combo Attack - Backstab - Startling Kick - Heart Thrust - Overhand Strike - Measured Slice

Combo Attack – Stunning Backhand – Overhand Strike – Measured Slice

Why almost all "combos" start with Combo Attack - because, in the first attack, you have a "stagger" (this is the state of the character in which he cannot use skills and move, but do not confuse with a stun) and the rest of the skills in the chain are almost 100% chance of reaching the target.

A couple of tips and interesting facts about the killer:

1) Before the cap - he is very boring and helpless against magicians, archers, mystics and priests. He just can't get them under his control, without Backstab It's better not to duel at all.

2) To the cap - cannot apply his burst with great force due to the fact that he does not have the skill Measured Slice, which deals the main damage to the target and finishes it off.

3) Without the right crystals and extra stats on gear - the killer loses most of his damage, watch what you wear.

4) Advice about sharpening things - first of all, sharpen weapons to +12, this is your main damage. In the second turn, sharpen the gloves to +12 - this is your critical chance and strength. Further, if desired, you can limit yourself to +9 bib and boots.

5) Use only the necessary glyphs on skills - they also give a significant increase in damage.



 
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