Recent Forum Posts
Character Window / Party Window / Target Info [Updated for Ninja patch]
Dragon Damage mod Normal: Showing with nocts: This is only...
Xtortion - Sep 22 2016 09:28 PM
Dragon Damage mod Normal: Showing with nocts: This is only...
Xtortion - Sep 22 2016 09:28 PM
Min-Max Warriors with Bernkastel - A Math-Based...
Bernkastel - Aug 26 2015 03:09 AM
TERA Fate of Arun: Enchanting, Masterworking an...
Nan0teck - Feb 03 2015 09:39 PM
Bernkastel - Aug 26 2015 03:09 AM
Nan0teck - Feb 03 2015 09:39 PM
Recent Article Comments
TERA Endgame Guide for New Players - Wounded World
LincolnIT - Dec 15 2015 06:04 PM
LincolnIT - Dec 15 2015 06:04 PM
TERA Lancer Guide PVP by Solracs
TERA Lancer Guide PvP
This guide will bring you a general concept on how a lancer acts in PvP. There are many play styles and I encourage you to find something that fits your liking. This guide will give you a basic understanding and a platform to help you form your own style of PvP.
Table of Contents:
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 combat, to holding a front line in a giant GvG, lancers can thrive and excel at all PvP avenues in the game. I aim to give readers a good baseline of what lancers can dish out and also some simple mechanics to help create a successful PvP experience.
- In PvP, Lancers can block for 15 seconds.
False, Blocking with resolve is based on incoming damage mitigated. So if an archer fully charges their arrow and you successfully block it, you might see upwards of 3/4 of your resolve pool disappear. Multiple targets hitting your shield will make your resolve pool deplete rapidly as well.
- Debilitate's 50% healing reduction will affect a mystic.
Mostly False, almost every heal that a mystic will use on itself has a Cleansing effect. The glyph that gives the 30% heal on Arun's Vitae (health ball) will not be mitigated to 15%. The health ball its' self also cleanses the caster when consumed. One time it will affect a mystic is upon the first cast of the mystic's fairy will be reduced 50%. Once that heal is applied it then cleanses the debuff. The debuff will affect any recieved heals that do not come from the mystic while applied. Best to apply the heal debuff to the mystic's party members.
Duelling is the best way to learn how other classes will effect and react to you. The best way to do this is more DUELS!!! Since you only have one opponent you can focus more on their actions and reactions. When you start to notice opponents skill rotations 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 essential 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, but for the practice of interrupting and CC'ing them. Try to stay right on their back and don't let them get away so they feel inclined to focus on you instead of the people they should be healing. This will allow for effective ways of killing an enemy team if you know how to isolate or render useless the healer.
Each DPS class is unique with their attacks and defences. Learning how to adapt and counter them will put you on top almost every time. Lets take slayers for example, most times then not, slayers will use a backstab skill to gain your back and root you in place. To counter this action you can block the damage with a quick block and turn your camera around and use shield barrage to interrupt their next attack. From this point you might now have the advantage and should make use of it. Simple things like this can turn a tide in a skirmish or duel with a DPS.
Since duels have a different feel you can devote a different glyph and crystal build. Instead of glyphing for party defence or skill cool-downs, you may elect to go the damage approach. With recent skill updates most lancers are leaning to a DPS oriented build. This allows you to pressure your targets through damage and harassment instead of pure crowd control (CC) plus damage. Mainly duels are there for you to learn how to combat each class individually.
Small scale pvp such as 3v3 arena or skirmishes in Battle Grounds, are the Lancers expertise. Since the the amount of factors is reduced because of the smallscale, 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. You can maintain a firm position on the opponents healer unless they are defensively helping; otherwise known as peeling. Using your skills obtained through 1v1 or duels, you can now stick like glue to your target. You teams DPS does their job and its a quick clean up of the opposition.
If that is not the case you might need to take a different approach. In a small setting the opponents shouldn't really number more that 6. This is the perfect amount for your skill, Chained Leash, 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 in most scenarios.
Once the initial push has been made you then need to decide, do I 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 leave the area (something I call repositioning or setting back up)
Communication will be key for 3v3 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.
Larger scale PvP centers around Battle Grounds and Guild vs Guild. Your role will change many times depending on the situation. Battle Grounds are going to be your most common large scale involvement. A huge part of your role rests on the first push on the Middle Pyre. The current tactic in a BG is to have a test of strength at the middle pyre. Sometimes this is literally 15v15. Your role will start off at being "The Front Line". Most lancers elect to use their chains to grab an opponent and then use Giga-chain to pull in up to 6 more targets. If you get your CC off after this it is up to the DPS to finish off your targets. From here if you were the aggressors you can then turn to your, above smaller scale, tactics in PvP to harass players. If you are forced into a defensive role try to use skills that interrupt and slow down your opponents. Sometime in a defensive posture, going after their healer is not always the best case. If you deny them DPS they will not be able to kill off your healer. This allows for your team mates to come back and help after being healed or resurrection.
GvG are a different matter altogether. They are messy and hard to follow because of the possible volume of people fighting. Your job is very similar to Battle grounds but differs in a matter of positioning. GvG structure is Lancers and Defensive warriors in a "Front Line". You are going to have to take the brunt of the damage that will ensue. You must not over extend in GvG because if you fail to be in range of your healer, you can die just as fast as anyone else. If you are going to push or fall back you must communicate that to your team. If the wall fails the DPS and healers are going to be consumed by your opponents.
Timing and communication are key to victory in all aspects of PvP. 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 (VOIP) server. Common programs would be Vent, Mumble, and TeamSpeak. This allows for quick execution among team members.
The lancer in PvP is what most refer to as a Front Line character. Berserker 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, you as the lancer, 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 gain a map of the battlefield.
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 them. 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.
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 crude visual reference:
- note: 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!
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.
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:
Combo Attack followed by Block:
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.
Now you have to make the DECISION to auto attack twice! With 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 shield 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.
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 on the target.
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 lunge 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: use the arch of the attack to hit the target even though you are repositioning yourself.
Charging Lunge and 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. All characters now have invulnerability frames (I-frames) for certain escape skills. The likeliness of this working will decrease if an I-frame skill is used. See the below video for a brief demonstration:
- note: this move takes practice, timing, and a little luck.
Having trouble landing your leashes on moving targets? I think that leash is one of the more difficult skills to land for a lancer. Mainly because we spam our way to victory and PvE leashing is rather easy. Learning how people react and landing a clutch leash is much 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 secondary stun. Also if you do land your first leash, you can use master leash right after to keep them in place even longer. 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 attack speed mod therefore players may break out of the first leash stun too early. If you are too late, most classes will use an I-frame skill to escape, meaning your master leash will fail due to invulnerability. To see how fast it can be with the moving targets please see the below video for a brief demonstration:
From its original version, onslaught now has 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 for DPS when other skills are down, 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 for a unique use of the skill:
There are many rotations that are used in PvP. Experiment and find out what suits your style of play. If there are skills and combos that have a unique use please leave a comment on what skill and application it uses so we can add it to the guide for the community.
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.
The ultimate goal is the strongest weapon you can obtain. Right now the strongest easily obtainable lance is conjunct. VM had its' PvP damage reduced by 4. I need to do calculations to test the reduction. Also the new 3v3 lance is now obtainable. So far no one is able to recieve a weapon from 3s, so for now it is just a preview.:
If you are still hunting for a PvP weapon 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 hurts the lancer the most. If this is the only hope of a PvP weapon you have then I suggest you craft conjunct as soon as you can. 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
Vision Maker is hands down a better PvP chest. Conjunct chest will be still be the easier to obtain, but the differences are still there. Biggest difference is the 15% increase damage to Spring Attack. 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 makes it The chest to have.
If you want to go the route of conjunct chest the bonus stats are static and can not be changed. The only stat you can change is the bottom base stat. This stat I suggest rolling 1 of 2 things; % healing or PVP reduction.
Pve on the brain, yet you want to pvp as well? If you want to hybrid you can also use the Queensplate (Regent Chest). To use this properly for PVP you will need some altering. First off you will need to masterwork it to get the increased stats and endurance. Then for the +0/3/6/9 I would aim for stats similar to: 2x PvP defence, % healing, and reflect or defence while KD. Below are images of some Lancer PvP chest gear:
- note: I couldn't find a Queensplate in PvP spec, please see suggested stats above images. The Champions lance is onlt a preview because no one can obtain it as of yet.
Gloves are not as complicated for PvP, but they are just as important as any other piece. The stats you want from gloves is basically the best defence you can get and PvP Damage/Power. Unique stats on PvP gloves are "you take less damage from crits". This stat is not rather forthcoming with information. I tested critical damage taken on my lacer with this and the result is: You negate the damage of a savage crux which is 1.2x critical damage. The crit stat on gloves reduces about 1.4x, so this is a very beneficial stat now that savage cruxes have been reduced. Right now it is regarded that the 3v3 gloves are the best for PvP at this time. Take a look for yourself:
Boots are going to be your easiest piece to obtain. There are not many special things about boots other than additional defence and balance. Most PvP boots also double as PvE boots since there isn't a distinct PvP advantage to them. The conjunt, like all other pieces have 1 stat that can be re-rolled. The best stat to get would be PvP defence. On Vision maker you are able to roll 3 stats (+0/3/9). This allows for a little more customization than conjunct. In PvP you want to get as much defence and movement speed as you can. The rest is all preference.
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, Wind Whisper, are more than sufficient for defence and health gained.
Necklace: For lancer, hands down the best necklace is the necklace from Serjuka Gallery or Crucible of Flame. It has a 6% attack speed and 1 additional roll-able stat. For now I rolled my neck for Crit rate. Stuns should have a 90% rate of landing, so adding the 2.3% increase is marginal now. I would use the neck stat to suplement your damage instead of utility. There are 4% attack speed necklaces in the two places mentioned above, but still keep trying for those 6% necklaces.
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. I suggest rolling your rings for crit rate or crit damage. Personally I would go for crit rate maximum return.
Crit rate (+2) vs Crit mod (.04): First off, both of these are great stats for PvP and Pve. I would recomend if you are going to roll crit rate that you make all of your pieces crit rate as well. Same for crit mod, roll all of them the same. This way you get the maximum return from your stats. If you want to go 50/50 that is fine as well but only going a few crit mod wont even add 10% to your crits. It just comes down to a choice.
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.
Crystals are additions to your weapon and armour. They are also additions to your play style. Make sure to pick your crystals carefully and also make sure they are appropriate for the situation. Most lancers in any PvP form are going to be chasing classes. Utilizing crystals that are "from the rear" are ideal. Also using ones that rely on a "critical hit" to activate are great too because of the lancers higher base crit stat. I will list common crystals and their functions. Make sure to experiment and find the ones that fit your play style.
Savage Crux: Critical attacks do 1.2x 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 (19) 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 .44% crit power for 8 seconds. 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.
Again, any crystal that requires a crit to activate should be coupled with a Carving crux. As well, remember that almost every situation of PvP requires you to have a swift crux. The other slots in your weapon can be selected to preference.
For open world and Battle grounds (15v15) i would suggest using this setup:
- Savage Crux
- Swift Crux
- Carving Crux
- Forceful Crux
Defensive crystals are a little easier to manage. Since your defence is very high most lancers I notice run 3 Relentless Crux (+max HP). The 4th slot is filled with one of three different crystals of the following:
Resolute 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 them killing me so I have time for my healer to be the hero.
I use this set-up for defensive crystals for Open world and Battle Grounds(15v15):
- Relentless Crux
- Relentless Crux
- Relentless Crux
- Protective Crux
Zyrks are crystals that go into an accessory slot. The best ones are of the Pristine type.
Grieving Zryk: This is hands down the most used zyrk for lancer PvP. It gives you roughly 2.5% increase damage per crystal. that means with 4 you get an added 10% damage on targets. Also you use these on the lancer to count-balace the healers using PvP defence crystals.
Indomitable Zyrk: I suggest only using this crystal under two circumstances; first being you are in a mass GvG and need to stay alive as long as posible. Second reason would be when you are using a PvE chest durring PvP. These crystals are also % defence, but are not as high as the offensive zryks.
Power Zyrk: These are not as effective as a PvP damage zyrk, but add a decent amount of attack power. For lancers, only use these if you do not have Grieving Zyrks.
Grounding Zyrk: Same as the power zyrk this should only be used if you do not have a PvP defence zyrk. The added endurance will help but only a small amount. A thing that should be noted;
I did damage calculations and when a lancers total defence (including endurance) reaches ~14400 defence the endurance zyrks surpass the % defence of Indomitable zyrks. So in a defensive stand point use these if you have reached ~14400 defence.
For 3v3 arenas 2 additional crystals are needed. Grieving Crux as listed above and Salivating Crux are needed to supplement mana gain in 3v3 since consumable and charms are not allowed.
Glyphs are very important as a lancer. There are many different situations that require different glyph builds. Everyone also has a different approach to the game. Please feel free to use what glyphs you feel will help you in the end.
The following will be glyphs that I believe should be on every build no matter what the situation:
- Combo Attack; Glyph of spirit: Increase MP regeneration 20% when the skill hits the target
- Backstep; Glyph of energy: Decrease cooldown by 25%
- Spring Attack; Glyph of Power: Increase power by 25%
- Shield Bash; Glyph of Energy: Decrease cooldown by 25%
- Charging Lunge; Glyph of Energy: Decrease cooldown by 20%
- Wallop; Glyph of Power: Increase power by 25%
If you use the above in your glyph builds you will have used 23/50 glyph points (assuming master glyphs). The rest can be mix an matched with the following:
- Leash; Glyph of Energy and Glyph of Longshot: Decrease cooldown by 20% and add 3 meters to the range (21m)
- Lockdown Blow; Glyph of Slowing: Decrease opponents movement speed by an additional 30%
- Adreniline Rush; Glyph of Swift: Increase attack speed by 10%
- Chained Leash; Glyph of Energy and Glyph of Lingering: Decrease cooldown by 20% and Increase effect durration by 50%
- Iron Will; Glyph of Lingering and Glyph of Warding: Increase effect duration 50% and increase damage absorb 25%
- Second Wind; Glyph of Energy: Decrease cooldown 25%
- Guardian Shout; Glyph of Energy: Decrease cooldown 35%
- Spring Attack; Glyph of Numbing: 30% chance to decrease opponents attack speed by 30% for 7 seconds
- Retaliate; Energetic Retaliate: Decrease cooldown by 20%
All of the above are assuming you have the master glyphs. Most of your glyphs will revolve around skill cooldown reduction and utility. I will list a build that I feel balances damage with utility. Make sure to mix and match glyphs to create your build suitable to fit your play style. Also with the ability to change glyphs on the fly you can have different set-ups ready to go. Please leave a comment on what your build is or how you think lancers' glyph builds affect your play.