Please note that this is a beginner guide to TERA Archer guide to skills and abilities. More advanced content such as gaming strategies, leveling techniques and skills build could be found at TERA Archer skills reference.
The next skill you’ll learn is called “poison arrow“. This is another core damage ability that does damage when shoot it, and puts damage over time on the opponent. The cooldown on this ability is five seconds, and the debuff lasts 12 seconds. Thus, there’s no reason you should ever let this debuff drop off of an enemy. This ability stacks up to three times and starts doing significant amounts of damage. You want to make sure to keep the stack to full on anything that has a significant amount of health. The glyphs on this ability are worth talking about, because one of them reduces the charging time on the previous ability, radiant arrow, and the other increases the duration of this debuff. I recommend getting both of these glyphs for PvE, so that you don’t have to restack the poison arrow too often, and so you can chain it into radiant arrow and make radiant arrow charge very fast.
The 10th skill you’ll learn is called “final salvo“, This is a chain version of rapid fire that chains nicely into both penetrating arrow and radiant arrow, but if you are using both of these skills, one after the other, salvo won’t be able to chain after both of them, because of its cooldown. The biggest thing about this ability is that, though it hits for less than rapid fire, it also restores mana, and fits nicely into your chain combo so that you don’t go out of mana.
Next up is your second trap called “concussion trap“. Like I mentioned before with slow trap, this puts a cooldown on your other traps, and it is very situational. What it does is it stuns an enemy that walks through it. It’s good to use in PvP and PvE, and will replace your slow trap in most cases, as you get attacks that will do slowing for you later on. This stun does miss and gets resisted often, though.
Your third and final trap is called “incendiary trap“. Unlike the others, this is a damage trap, and is the fourth out of your five AoE damage abilities as an archer. This one is situational like the others, as it requires you to run up to groups of mobs to drop it, in order for it to do damage. The best way to use this ability is in combination with the AoE from your breakaway shot. You can run in, drop this trap on a group of mobs, then hit breakaway shot to land both of these AoE abilities and follow up with a penetrating shot.
“velik’s mark” is the last core spell you will get. It increases the damage the monster takes from all of your attacks by 10% and lasts 30 seconds. You should always use this skills before a fight and recast it. It can also be glyphed to make poison arrow cost less mana and shoot faster after it is cast, which is why it opens nicely into your typical damage rotation.
Next up is a skill called “feign death“, which is essentially an agro drop. This ability can be used in PvP, but if you use it poorly, you’ll just look like a moron. It has a long cooldown, so be careful when deciding to drop agro. I’ll take this time now to explain that, in dungeons, some bosses may summon mobs that will run around and start attacking the healer. Unlike other MMOs, where you yell at the tank for this, as a DPS in TERA you simply can’t ignore mobs during boss fights. Your TERA Lancer guide will be too busy taking the boss and keeping it in position that, in most cases, he won’t be able to grab that mob. As a ranged DPS with high kiting capabilities, you should instinctively go for these mobs and pull them off of your healer, kiting them and killing them by yourself or with the help of the other damage dealers. If a mob is running loose and you simply rage at your lancer, you are the one at fault, not the lancer.
Your 15th skill is called “web arrow“, and it’s essentially a slow. It only slows 20%, which may not seem like a lot compared to slow trap or another ability coming up, but it lasts five seconds and it has a five second cooldown, meaning it can have 100% uptime. This is huge in duels and in most PvP situations, as using this will mean you are always faster than the person chasing you, thus, they can only catch you using gap closers, to which you can respond with your own gap opening capabilities. Not only creating gap from you and your opponent, this skills help you killing spell caster class like TERA Priest or TERA Mystic. When the opponents get slower, it is easier for you to avalanche massive damage dealing skills without missing your targets.
Web Arrow -tangles your enemies causing major reduction in movement speed
The next two abilities go hand-in-hand. The first is called “sniper’s eye courage“. This gives you strength bonus, and it makes you do extra damage to players, with an upkeep mana cost. The downside is that it will decrease your attack speed by 15%. This is the one you will most likely be using in PvP. The other sniper’s eye is called “discretion.” It’s exactly the same as courage, only that instead of decreasing your attack speed, it will decrease your movement speed. This is the one you’ll want to be using in standstill PvE fights. You’ll probably be wondering right now, “But Hacker, it says it increases damage against players. Why would I use it in PvE?” To that, I’ll just point out the 50 strength it gives while it’s active. The mana and movement speed is a small price to pay if you’re standing still. 50 strength adds quite a bit of damage to all of your attacks. Either way, these two abilities are situational, and it’s up to you to decide whether or not you should be using them, and when.
Sniper’s Eye: Courage – reduces enemy attack speed by 30% and power increased by 50. Skills used at the same time of the attack is increased by 25%. MP consumed is 10 per second
Your second to last spell is a super slow called “restraining arrow“. This debuff works on bosses to an extent. It has a 15 second cooldown but lasts as long as your web arrow slow, five seconds. It slows more and hits harder than web arrow, as well as having an attack speed reduction component, so you’ll be using this over web arrow when you can. Note that, like all forms of CC in this game, it has a chance to miss and be resisted, so web arrow is still a good backup in cases of this spell not working.
Last, but not least, is a spell called “rain of arrows“. It’s only at max level do archers finally get a real, unrestricted AoE spell. This lets you compete with other classes in high-end dungeons for AoE damage, but while casting this, you will be immobile. You don’t do as much AoE damage as TERA Sorcerer, but this at least puts you on the board. Familiarize yourself with the distance at which this skill casts so that you don’t miss, because once you cast it, you are committed to it for a few seconds. This is a great spell to contribute to AoE damage on large polls. It has a fairly long cooldown, though, so you can’t spam it, and it isn’t forgiving if you miss where you cast it.