[Guide] Lancer PvP

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*** Continually Under Construction***

Updated guide will be hosted on Teratoday.com/guide

I don't intend for this to be the staple "how to PvP as lancer" guide. I just want to put forth some concepts that I have learned and some skill applications. I hope everyone will add some input and see if we cant create a good solid base for the community to use.

I won't be going over skill descriptions or details such as mana usage or damage amounts. Things like damage are too dynamic and would take away from proper or tactical use of skills. PvP is dynamic and ever changing, remember to play the way you want to, not how someone tells you to. Always have fun. Thanks for reading!

For a guide to basic lancer skills see Eziel's Guide to Lancers:http://tera-forums.enmasse.com/forums/lancer/topics/GUIDE-Eziels-Lancer-Guide-6589


Table of Contents
I. Introduction
II. Concepts and Positioning
III. General Skills application
IV. Equipment and Crystals
V. 1v1 Setting
VI. Small group PvP (3v3)
VII. Larger Scale (Battle Grounds and GvG)

I. Introduction

The lancer has evolved from being a pure PvP support class into a highly mobile hard hitting crowd control machine. A lancer on a mission is a hard force to defend against. Anywhere from 1v1 in open world to holding a front line in a giant GvG, lancers can thrive and excel at all PvP facets in the game. I aim to give readers a good baseline of what lancers can dish out and also some old-school PvP mechanics to help create a successful PvP experience.

II. Concepts and positioning

1. To learn PvP you must DO PvP. This means duel players, gank players, and participate in Battle Grounds. I personally also advise asking a friend to allow them to test skills on them, and also allow them to test on you.
2. Learn animations and how certain skills look, this is how you can see what the enemy is doing without having to be hit to see the negative effects.
3.Knowledge is your best friend in PvP, knowing what your opponent is doing and being able to defend and counter will put them at a disadvantage.
4. Dictating teams Calling targets is key to any PvP victory.

The lancer in PvP is what most refer to as a Front Line character. Berzerkers and Defensive warriors can fall into this category given different situations. Mostly, YOU alone are the FRONT LINE. Other positions are Mid-line (DPS) and Back-line (Casters). If you are in a proper team setting your position will dictate the fight. Most DPS will be behind you or at least to your sides. Healers will almost always be a certain distance behind you. Knowing where you are amidst every other player will help you out.

In a perfect world as you push in, your melee DPS will also follow. Your ranged DPS will most likely be 10-15m behind you. Healers will be somewhere within the ranged, even possibly in front of the ranged. With this in mind if you push further into a team, your DPS and healer should move with you. Unless you purposefully over extend try not to get 18+ meters away from your healers. If you need to fall back, make sure to not always turn tail and hide, because you leave exposed the DPS that went in with you. You are the pillar of your team and how it moves on the battle field. Later I will get into initiation on battles and possible opening skills.

If you can maintain a position your DPS can follow you and place their skills on select targets. The healer will be in-range of all party members and if need be you are close enough to use mobility skills to help out DPS that need assistance with pesky melee. Here is a VERY crude reference (create a better one later):



Not everything will be perfect, PvP is very dynamic and requires you to think on your toes. Practice makes perfect.

Most teams deem the lancer to be the "leader". With this you can dictate how your team attacks and moves. I prefer to manage my team so I know what is going on and how to react. A major thing lancers need to learn is how to call targets. Calling targets is key to ending fights quickly. The old " kill the healer" doesn't always work. Spike damage when a healer is occupied can kill a DPS and relieve a lot of pressure off of your healer. Being the leader in BGs is also usually pinned on lancers because they can take a few seconds to cast scans or meteor and still make it to the party on time. I would suggest if you want to focus on PvP as a lancer you start working on your leadership qualities and start calling out the shots. Someone has to do it!

III. Skill Applications

If you want to know exactly what specific skill does please see Eziel's Lancer guide on skill descriptions and other information. I will be going over some tips on how to use specific skills to your advantage. If there is a combination or skill I didn't cover please let me know and I will get it on here!

Stand Fast :
Just an informational heads up; in PvE you can block for a standard time of 15 seconds no matter the amount of damage within your weapons stats. In PvP it is a huge difference. I don't know the exact amount of dmg to reolve ratio but when struck while blocking your resolve goes down a proportianl amount. This means if the damage is high enough it can eat all of your resolve in one hit. This is very common when facing archer and zerkers who crit. Be mindful of your resolve and learn how to get more back. My favoirte way is to use Chalenging Shout. I'm sure some people think wow that guy is a pve noob! But little do they know they helped me get more block time! Shield counter is a fast way to get resolve back as well with damage. The best way that I have found it to just use Second Wind.

Shield Canceling

Tapping your block button briefly after specific animations will shorten thier total animation recovery. Say you use Spring Attack, once the 5 hits occur you can tap block and not have the slightly longer animation that follows after the damage stops. See the below video for a brief demonstration:


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Combo Attack Shield Cancel

This section has changed due to the Feb 5 2013 patch:

The lancers flinching ability on auto attacks has changed from the first hit of the first auto attack to the first hit of your second swing. This changes the idea of auto attacking and shield cancelling. This concept is still viable but takes a split decision to make. Prior to the patch you could auto attack once and then shield cancel for a huge flinch + movement combo. (see URL for demonstration of how it used to work) http://www.youtube.com/watch?v=KWPePFHUJ1k

Now you have to make the DECISION to auto attack twice! From limited experience in 3v3 it is very difficult to use 2 auto attacks. The reason being targets are constantly moving away from you therefore leaving the range of your 2nd auto attack. This means you have to make sure that when you use this flinch mechanic that it will land. If it doesn't land you will be further from your target than you just were due to animation time.

The only reason to use all 3 auto attacks is to gain the most mana back as possible. Another reason to not use your 3rd auto attack is that most classes have the longest animation time on their 3rd swings. This as stated above means your target may move too far away in this time due to longer animations

The solution is to cancel your auto attack with block after your first auto attack, or right after you use your second auto attack. I still use the shiled cancel after my first swing because i want to stay within my targets hit range. I use the first auto attack to supplement mana as well.

Tell me what you guys think, this concept for lancer needs some work and how to get the tactic just right!

Debilitate

I'm adding this in the skill section to notify the change in the skill. The skill retains its original function in PvE. In PvP it now adds an additional debuff. Upon a successful hit the target will receive a 50% reduced incoming heal debuff. This will not stack with repeated stacks of the skill. The maximum debuff will be 9% reduced endurance and 50% heal debuff.

Unfortunatlly it can cleansed from healers. Another great use for this skill is to combo it with Wallop. You can apply the debuff and then KD your target and apply a large hit of damage in 1 combo. While KD, your team mates can get a quick attack in with your debuff still active.
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Shield Barrage
Using shiled barrage is a key skill for the set-up of Spring Attack and wallop. It has many more uses than just spamming on your opponent. You can use Shield Barrage to move around the battle field and out manoeuvre your opponent. By using the first charge of the skill you can lunger forward. Using the second charge of the skill you move forward again (not as far). Use this 2 stage attack to gain your opponents back for Spring Attack or even wallop. See the below video for a brief demonstration:


note: I used the arch of the attack to still hit the target even though I was repositioning myself.
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Charging Lunge Lock-down Blow :

Charging lunge is a huge skill in terms of mobility. It has offensive and defensive capabilities. This combination is primarily used on range targets that will default to using escape skills when you come into proximity. The concept behind this combination is most players will see the lunge and escape when you are almost near so that you don't get any closer. The idea is to shield cancel your charge and go right into lock-down blow. If you are fast enough you can use the cone AoE for a nice slow and decent damage that allows you to then catch up to your target in the few seconds they are slowed.

This tactic is not as viable versus priests because of cleanse, on the flip side it makes them stop to cast which may give you enough time to catch up any ways. The Feb 5th patch adds invulnerability frames (I-frames) to some escape skills, so the likeliness of this working is decreased. I'll play around with it and see if it is still viable. See the below video for a brief demonstration:


note this move takes practice, timing, and a little luck.
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Leash :

Having trouble landing your leashes on moving targets? I think that leash is one of the more difficult skills to land. Mainly because we spam our way to victory and PvE leashing is rather easy. Learning how people react and landing a clutch leash is more difficult. One technique I use is watching my cross-hair VERY CLOSELY. When you see the distance meter pop-up that is your chance to cast. Sometimes the game lags and they move a little, but the skill still goes off and pulls them in. It all happens pretty fast on moving targets, so practice practice practice.

Secondly, after a stun such as Shield Bash, pay particular attention to the timer on the stun. When it reaches close to 0 you can then leash a brief second later and pull back most classes that have a teleport. Also if you do land your first leash, you can use master leash right after to keep them in place . Note that this "double chain" only works with 2x attack speed mods on your weapon. Items such as t13 PvP Titanic Clash does not have a second speed mod therefore players may break out of the first leash stun too early.I don't know if this will be true with the up coming patch with I-frames. I will test and edit accordingly. To see how fast it can be with the moving targets please see the below video for a brief demonstration:
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Onslaught

With the new skills patch (Feb 5th) onslaught is having 40% damage reduced. It now has become a utility skill more so than a damage skill. The other part of the skill is reduce stun/KD chance and 50% reduced damage. In PvP this means you got a GTFO skill! Coupled with a glyph on Shield Bash, you can increase the speed 50%. Its faster travel than your Charging Lunge. I highly recommend using this skill as either a filler to try to chain KD a healer, or to simply...get away. Speaking of getting away, onslaught has an odd application as to the movement part of the skill. From what I gather, the game knows that onslaught moves a specific distance if not interrupted. If you happen to lag while using the skill there is a chance that you teleport or rubber band to the point that the game calculates you were to move if not hitting someone. This can be a pain when you didn't want something random like that to occur. Using this distance calculating of the game to your advantage goes like this; see the video!


Many many thanks to Icykitsu for his work at being my test dummy!

There are many more combinations and skill rotations we can come up with. Every skill has its uses, play around with them and see if you find a unique use for a skill and get back to me, thanks! I will add more as I come accross them.
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IV. Equpiment

Lancers to be effective in PvP need to have one thing above anything else, Attack speed! I can not stress enough the importance of Attack speed. Get it on your weapon, get it on your necklace. The faster your animations are, the faster your damage and status effects are applied. Next of importance would be your defensive gear. Then lastly, getting those just-right-for-you pieces of jewellery.

Weapons: The ultimate goal is the strongest weapon you can obtain. Right now I need to do more calculations but it is a very close toss-up between Vision Maker Lance vs. Conjunct Lance. Below is my conjunct compared to a VM weapon:


If you are still hunting for PvP gear and have to use t13 Titanic clash or even a regular PvE weapon do not worry there are things you can do to accommodate. Titanic Clash is only good for brute force damage. Its 1 attack speed mods hurt the lancer the most. If this is the only hope of a PvP weapon you have then I hope you are close to crafting conjunct. My preferred choice for lancers climbing the PvP ladder would be to use a PvE weapon with specific stats. Those stats being 2x attack speed, 1 PvP damage, Damage from behind/Prone monsters. Behind and prone are also PvP stats. Prone being targets Knocked down. This set-up gives you the most damage possible against players, as well as getting you used to the 2x attack speed mods.

Chest: Again with the chest of choice is between 2, those being Conjunct and Vision Maker. This time there really isnt a close comparison, Vision Maker is hands down a better PvP chest. The total PvP defence factor is higher, and the base defence is also higher. Adding reflect and other situational defence stats and even 10.4% heal received. If you don't PvE or don't care about being second best Conjunct Chest is the next best thing. I suggest rolling 2 stats, and this is purely preference. Either choose PvP defence or % received healing on the Conjunct Chest. Here are the two chest's compared:


Gloves: Conjunct gloves are completely viable to have. The Vision Maker gloves are better but if you do not want to go through the hassle of obtaining them Conjunct will more than suffice. The difference in VM to conjunct is the Base defence/Balance and +9 stat changes from static PvP damage to a roll-able stat such as power. The static PvP damage moves to the Base (+0) stat. So the VM gear gain 1 more roll-able Power. Obviously better, not the end of the world. Here is a comparison:


Boots: Conjunt Boots are also in the same boat. The Vision Maker is better because of base stat increase to defense and balnce. Aslo the +9 stat goes to the base stat and becomes a rollable defensive skill such as: reduce duration of slowing effects. I do not have an immage of a vision maker Plate boot..I'll slap a picture in when I find one.
Still need a VM boot image. Can anyone help?

The chosen stats on Conjunct gear should be all Master-worked and rolled for Power on the gloves and PvP defence on your boots. These are just great all around stats that give the most benefit to a lancer. The chest as stated above should be rolled for either defence or % heal. Your weapon should no question be rolled for Attack speed. At this time Vision Maker is the best PvP gear in the game, conjunct and the new 3v3 arena gear are great goals to shoot for as well.

Earings: This item is purely preference. The one stat the is must have is 10% reduction of stun duration. The second stat on an earring should enhance your play style. I chose the second stat to be 4.3% healing. Another good stat is the % resist to stun. The BG earrings are more than sufficient for defence and health gained. I wish you luck on your RNG when purchasing an earring or re-rolling them for stats!

Necklace: For lancer, hands down the best necklace is the Chained Deceit from Serjuka Gallery. It has a 6% attack speed and 1 additional roll-able stat. With the up coming skills patch CC is being changed. For now I rolled my neck for Crit rate. The idea is that I'm hoping the CC is a decent rate and instead I will now enhance my damage output. You can settle for a 4% necklace but why sell yourself short?

Rings: Conquer Rings are considered end-game rings. Viable for PvE and PvP. The 1.5x damage is great on lancers because our multiple hits will stack the 1.5 modifier real fast. For now, until we see how CC has been changed, I suggest rolling your rings for crit rate or crit damage. Personally I would go for crit rate unless you roll your necklace for crit mod as well I feel you don't get the maximum return. Meaning I would rather max crit rate or max crit mod.

These are all just suggestions to stats that you can put on your gear. The gear should supplement your play style. If you feel you want something else, please do not think you have to be locked down to these stats that I mentioned. Mix and match and find your happy medium. Good luck Master-working and enchanting!

Crystals: Crystals enhance a lancers capabilities and play-style the most besides your glyphs. I will start with popular weapon crystals and a reason to use each one.

Savage Crux: Critical attacks do 1.6x damage when attacking from the rear. This is a huge increase of damage when attacking fleeing targets such as kiting healers and ranged DPS.

Forceful Crux: Critical attacks will increase your Power when attacking from the rear. Same reason as the Savage, more added damage when critting a fleeing or kiting target.

Swift Crux: Increase movement speed by 15 when in combat. Considering all healers wear these, you have to as well. If you have any hope of catching them you need to have this crystal on.

Carving Crux: Increase crit rate by 3%. This crystal works with your already high base stat crit rate and also helps increase the crystals that rely on critical hits for this unique proc to occur.

Cruel Crux: Increase your attack-power against knock down opponents. This tool-tip is sadly wrong, what it actualy gives you is .04% crit power. This is a buff that you recieve upon knocking an oppenent down. It can refresh if you knock them down again right after. Since the lancer has a high impact factor and a high crit rate, the use of this crystal is pretty good and chances of it being benificial is very good.

Brutal Crux: Inflict 9.3% more damage upon knockdown opponents. This is a high number for increase in damage from a crystal. Another thing is that they can stack. The lancer has plenty of oppertunity to knock down thier targets so this is a viable crystal.

Virulent Crux: Criticals will aslo inflict Poision VI effect against knocked down opponents. This is a popular crystal, but one that I feel is not a worth while using. The parameters of a character being knock down and then you criting on an attack shortly after is low. If I recal the damage inflicted is roughly 4500 damage. A nice critical can make up for this crystals added poision damage.

Any crystal that requires a crit to activate should be coupled with the Carving crux. The 3rd slot of your weapons crystal should be the Swift crux. The 4th slot is completely optional and most likely will be another crystal reliant on crit. My favored setup goes as follows:

Savage Crux
Forceful Crux
Carving Crux
Swift Crux

Defensive crystals are a little easier to manage. Since your defense is very high most lancers I notice run 3 Relentless Cruxes, these increase your maximum HP. The 4th slot is filled with 3 different crystals.

Resolurte Crux: Reduce incoming damage by 9.5 when below 50% HP. This is good for lancers that can sustain in a fight, when you get low HP your opponent loses % damage. This is a good overall crystal to have around.

Grieving Crux: Regenerates 106 MP when struck by a player. Kiss your manna issues goodbye!! This is for players that may use an obsorbant amount of mana being very agressive. This allows for a return of mana when being struck.

Protective Crux: Resist critical hits 9.5% more when below 50% HP. I have grown a liking to this crystal. My theory behind it is, my HP and defence is rather high. When I get down low I tend to use evasive and defensive tactics to stay alive. I can dodge a lot of incoming attacks. It is the critical attacks that will kill me when I'm low. They take too much HP that my healer can't reach me in time. So the idea is reduce the chance of the over killing me so I have time for my healer to be the hero.

Mix and match with a combination of HP and defence crystals and see what you come up with. I recommend x3 Fine relentless and x1 protective/resolute crytsals.

Zyrks: This is an easy choice, wear 4 PvP dmg cruxes. 2 reasons, first is that your damage is very high for a tank class and also this counters the healers PvP defense crystals. If you are just starting on lancers in lvl 60 Battle grounds, it would not be a bad idea to use PvP defense crystals to stay alive. A dead lancer is no good to anyone. But the fact remains you gain the most out of percentage damage to players.

Why not Power zyrks? Well the lancer does not have a high enough base attack for the power to mulitply. A Power zyrk gives you roughly 1.8-2.1% damage gained depending on your base attack stat. The PvP damage is a darn close 2.5% flat rate. So 4 PvP zyrks = 10% more PvP damage.

For 3v3 arena Grieving and Salavating Cruxes might become more prevalent because the loss of infuse charms. More to come on that.
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Scenario PvP

V. 1v1 setting

This is the best way to learn how other classes will react to you. The best way to do this is DUELS!!! Since you only have one opponent you can focus more on what they are doing. When you start to notice skill rotations or favoured skills you can learn to block and counter accordingly. Duelling or skirmishes in battlegrounds have a different feel than team fights. As a lancer this is where you should be most aggressive. Most classes will elect to dodge you and avoid stuns. It is key that you are practised on landing key skills such as Shield Bash or Shield Barrage+Spring Attack. I suggest duelling many healers not for the fact of beating them 1v1, but for the practice of interrupting and CC'ing them. Try to stay right on their back and don't let them get away. This will allow for effective ways of killing an enemy team if you know how to isolate or render useless the healer.

Since 1v1 have a different feel you can devote a different glyph build. Instead of glyphing possible party defence or skill cool-downs, you may elect to go more damage approach. Learn how much a DPS can take before you just have your way with them. Some classes can not compensate for the sheer volume of attacks and stuns we have in our arsenal. The only thing I can say about 1v1 is learn what other classes can do to you and how to defend, and then subsequently counter offensively.

VI. Mid Size PvP (3v3s and small skirmish in BGs)

This is where I think the lancer dominates the most. Since the the amount of factors is reduced because of the medium scale, a lancer can control a fight through CC and harassment. With limited sources of damage targeting you, you can still keep track of what DPS are trying to do to. As well as you can maintain a firm position on the opponents healer unless they are defensively helping the healer being termed as Peeling. Using your skills obtained through 1v1 or duels, you can now stick like glue to a healer. You teams DPS does their job and its a quick clean up of the opposition. gg!

If that is not the case you might need to take a different approach. In this setting the opponents shouldn't really number more that 6. This is the perfect amount for your Chained Leash skill or commonly referred to as Giga-chain. You can corral all those pesky players in one spot and have mass AoE follow from your team. This is the most common way teams start off fights.

Once the initial push has been made you then need to decide, do we stay aggressive, or do I need to protect someone? My thought process is did we get a lot of DPS off, or were we the ones suppressed and fired upon. If we were the first to get damage off I tend to stay aggressive and push the team back not allowing them to use skills via CC. If we received a lot of damage or I see pesky DPS on healers I tend to play a defensive role and peel the DPS off of the healer until the situation has stabilized. Then you must decide to continue aggression, defence, or straight up leave the area (something I call repositioning or setting back up)

---In 3v3 there is much speculation right now, I can't say how lancers will fare or what the best comps will be I'll reserve this section for future 3v3 information.---

Communication will be key for 3s and Battle grounds. Ensure you trust your healer as well. If you do not trust that you will receive heals then your job becomes a little more difficult. Tell your healer that if they need help to say something, because your focus would be on disrupting the enemy team and absorbing damage. Your block will only save you for so long, trust that healer! Save them in a pinch because they are usually the only one that can save you.

VII. Large scale PvP (15v15 battle grounds and GvGs)

I have had plenty of BGs under my belt, and I also have done a lot of GvGs. The role of the lancer is really simple yet extremely critical. Much like mid size PvP the battles start off with Chain Leash (Giga-chain) and a lot of stuns and AoE are soon to follow. It is important that you land your Giga and your stuns. If your DPS is on point they will help with CC and then bring the pain. After the Giga has been used an extremely important part of the fight happens. Everyone uses their dodge abilities and looks to grab a quick heal and go on the counter offensive. This is the stage where I tend to use the skill menacing wave. This is a movement slow and attack speed slow within an AoE cast. I try to slow down the DPS advance as much as possible. From here on it is a royal rumble of who can kill more players. If you can make your way to the back lines and disrupt healers, your team should pick off over-extended DPS. If you can't make it to their back lines do not over-extend yourself either. A tank can quickly be collapsed upon and killed just as fast as anyone else. GvGs and even BGs are decided pretty fast, and is determined by who executes perfectly or swiftly. Rare does a team claw its way out of a fight victorious after receiving "tons of damage".

Again timing and communication are key to victory here. Try to learn to talk with your DPS about damage placement on called targets, or when you might giga and add a location description so they can send AoE down range. A common thing I practice is Saying 3 things when describing a called target. I try to say race/class, color of weapon, and location. So a call out might sound like: " Elin healer, red weapon, left side of pyre". This quickly describes what the DPS needs to look for and a general location of where to look.It is best to use this type of communication on a voice over IP server. This allows for quick execution among team members.
Edited by: WhatIsANoob almost 2 years ago
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I intend on this guide to evolve and change as we go. If you see something worth adding or changing please let me know either via forum, message, or in game message Solracs.Seeker.

Thank you for reading!
Edited by: WhatIsANoob almost 2 years ago
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I will review the context this weekend and give you my opinion =)

In addition I've sent the Community Manager a request to sticky this :) Hopefully Minea sees it and will put this up top for us to keep updating.

Kind Regards,
Eziel