The Latest TERA Endgame Gear Guide

My aim is usually to present a full image of the endgame gearing method for new players just hitting level 60 in TERA. I assume that you know practically nothing regarding the gear program or the endgame content material, so I'll try to explain -- or a minimum of the link to great information about -- every single relevant element of endgame gearing.



You will need to run situations so you may farm fodder, alkahest, scrolls, and gold to start enchanting your gear and re-rolling its effects. You'll desire to concentrate on your weapon 1st simply because you may get kicked from pick-up-groups in case your weapon does not glow. When instance matching, if your item level will not be 2 to four levels above suggested or you do not have uncommon crystals equipped, you may get yelled at by elitist bittervets. Most of us aren't mean, but the sad truth is the fact that from time to time you will get snubbed for being new.

And obviously, most significant of all... you will desire to have exciting!

Gear Mechanics
The endgame gearing procedure in TERA has some one of a kind functions. By far the most notable distinction from several MMORPG's is that loads of TERA's endgame gear are bind-on-equip (BoE). BoE products might be purchased and sold on the Trade Brokerage and never become soulbound -- restricted to a precise character -- until the item is initial equipped. After an item is soulbound it can only be used by the soulbound character, destroyed, or sold to an NPC vendor for gold.

You'll want to maintain an eye out for BoE items using the Can't Trade restriction! Utilizing your shared bank, these products may be swapped among your personal characters till initially equipped. Even so, these products cannot be purchased or sold on the Trade Brokerage or traded directly to other players.

In contrast to BoE, products which might be bind-on-pickup (BoP) are soulbound quickly to the character that initially acquires or crafts the item, even when they in no way (or can't) equip it. When there are a few BoP items in TERA, they may be not nearly as prevalent as in other games. Not simply are drops from BAMs and dungeons usually BoE, but add lots of your products purchased from reputation vendors. The outcome is the fact that a lot of your gearing begins around the Trade Brokerage, whilst drops and reputation things have a tendency to become utilized as a strategy of earning gold or as fodder for enchanting.

That stated, acquiring the things is just the initial step in the long procedure of essentially turning your stuff into effective endgame gear. The enchanting, enigma and masterwork systems will be the true pillars of endgame gear progression.

Before we speak about those systems, though, it is crucial to have our lingo straight. So let's check out all of the information supplied for an item inside the game. There is a great deal of detail packed into the typical tooltip and the majority of this information are significant to know, or at the least label and define, just before we are able to speak about gearing mechanics.

#1 The item's name. Color reflects the item's quality: Superior/gold, Rare/blue, Uncommon/green, or Common/white. If the item is enchanted, the name is prefixed with the enchantment level. If the item is a masterwork, the name is prefixed with "Masterwork". If the item's effects have not been identified, the name is prefixed with "Enigmatic".

#2 The item's quality and type (Hauberk, Robe, etc.), and the classes that can use the item. If the item is enigmatic then this also shows "Requires Identification Scroll to Remove Enigma".

#3 The character level required to equip or use the item.

#4 Miscellaneous info about the item shows up here. If it is soulbound, it will show to whom. If it is not soulbound, it will show "Bind on Pickup" or "Bind on Equip". This also shows if the item can be extracted (reprocessed into crafting materials), remodeled (have its appearance changed), dyed, or used as a template for remodeling. Nestled in this info is the item's tier. The tier is critical information for enchanting.

#5 The enchantment correction, if any.

#6 Restrictions that inform you if the item cannot be traded, stored in a guild bank, stored in your personal bank, sold, or destroyed.

#7 The item level (AKA ilvl).

#8 Shows who crafted the item, if relevant.

#9 The item's base stats. Defense and balance for armor and earrings; attack and impact for weapons, rings, and necklaces.

#10 The item's base effects, if any. Effects with a random effect icon symbol are random, and can be changed with the enigma system. If the random effects have not yet been identified the item is still "Enigmatic" and the random effects will show as "Unidentified effect (obscured by Enigma)".

#11 The item's enchantment effects, if any. If the item has achieved the necessary enchantment level then the effect text is green. If the item has not been enchanted to the necessary level then the effect is shown in gray and is not yet active. Just like base effects, enchantment effects can be fixed or random.

#12 If the item has crystal sockets the number of sockets and their contents show up here.

#13 If the item is part of a set, the set name is shown here. Sets don't have any bonuses; it is just a label to help refer to armor in a class-agnostic fashion (e.g. "do you have your Sleeper set yet?"). If the item is enchantable but cannot be made into a masterwork, this restriction also shows up here.

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