Introduction
Want to create a fast, mobile character with high dps? Then this is not your guide, go for warrior. BUT! If you are waiting for a real challenge and fun, lancer is your class!
Table of Contents
- Equipment
- Crystal Setup
- Skills and Glyphs
- Rotations
- Consumables
- Positioning
- Some useful tricks and information
Equipment
The newest sets are Nightforge, Wonderholme, Strikeforce and Steadfast, so you should focus on getting these sets/one of these sets instead of going for Agnitor/Abyss/Queens Wrath/Regent/Temple sets, which are good now but only for the beginning.
Weapon
- Your attacks draw 5% more aggro
- Increases your attack speed by 8
- You deal 6,4% extra damage to the target with the highest aggro to you
- Increases your crit rate by 14
- Decreases cooldown by 5,4%
Dont forget, your goal is not to dps, leave it to dps classes. Your role is to draw as much aggro as you can, so the other party members can dps continuously.
Chest
- Increases the damage of Spring Attack by 15%.
- Reduces damage by 6%.
- Damage from enraged monsters decrease by 10%.
- Raises max HP by 8%.
- Heals additional HP by 6% when recieving HP recovery effect.
The 'best combination' of rolls on the chest can be very different, depending on the playing style.
Gloves
For tanking:
PVE Boot Stats
(image will be replaced by another one of nightforge +12 PvE boots)
- Increases movement speed by 6%
- Restore 0,6% of your HP every 5 seconds.
- Reduces slowing effects by 24%
Earrings
Zenith Earrings
- Raise max HP by 4.5%
- Decreases duration of stun effects by 10%
- Decreases poison damage by 15%
'Raise max HP' stat is very useful for tanking, obviously, the more HP you have, the less risk of getting killed by the monsters.
'Decreases stun duration' stat can be useful as well. Think about Kelsaik's Nest. With two earrings having two of this stat (10%+10%) you can easily block the big jump movement.
You can get stunned by bandersnatch (stunned or slept) and it is important to be able to move again and continue tanking as soon as possible.
'Decreases stun duration' stat can be useful as well. Think about Kelsaik's Nest. With two earrings having two of this stat (10%+10%) you can easily block the big jump movement.
'Decreases poison damage' stat is a good one again, enough just to say Manaya's Core debuff-taking mechanics or Bandersnatch's (WH) wide range AoE poison attacks.
Necklace
Zenith Necklace
- Your attacks draw 3,5% more aggro
Zenith set is dropped by the last boss (Barbosa) of Shattered Fleet and Kerkion in Channelworks.
The only useful (rerollable) stat you need on the necklace is the aggro bonus. (For solo play it is useful to have/use a necklace with dmg bonus, but as a tanking class, drawing aggro should be your first goal.)
Rings
Heart's defense is the real tanker ring. If you don't have or didn't get yet, try to equip Seasoned Noctenium Ring.
These items are BoP (Bind on Pickup) and are dropped by the BAM monster in Vault of Flames/Winter/Seas or Vault of Allies (VoA). [Accessible in set times (different in other alliances) by the teleport NPC in alliance halls.
These items are BoP (Bind on Pickup) and are dropped by the BAM monster in Vault of Flames/Winter/Seas or Vault of Allies (VoA). [Accessible in set times (different in other alliances) by the teleport NPC in alliance halls.
PvE Crystal Setup
Its important...no....its VERY important to have the right crystals setup, otherwise you wont be able to fully fulfill the requirements.
Party Play
Weapons:
- Fine Threatening Crux
- Fine Threatening Crux
- Fine Threatening Crux
Using this setup on weapon means +60% aggro which is a HUGE difference.
Lancers are not good dps classes (though it is possible to reach high dmg in some cases), so if you don't use threatening cruxes, probably you won't be able to get enough aggro against dps classes in your party.
In some cases it is extremely hard to hold aggro of a boss from the beginning until the end, let's just say the Nightmare One-eyed Jack ("clown") in Wonderholme Hard-mode. Even with full set of aggro crystals you will have a hard job holding the aggro against the other 7 dps party members.
In some cases it is extremely hard to hold aggro of a boss from the beginning until the end, let's just say the Nightmare One-eyed Jack ("clown") in Wonderholme Hard-mode. Even with full set of aggro crystals you will have a hard job holding the aggro against the other 7 dps party members.
Chest Armor:
Anarchic Crux x4
Why? If you are doing your job really well, all the mobs/bosses will be attacking you. Every lancer makes mistakes sometimes, that is why boss damage decreasing effect is very useful.
Solo play
Weapons:
For BAMs:
Mutinous Crux x4
Bored of killing trash mobs around, and want something bigger? If you are going to solo bams (open world- or instance bosses) use mutinous cruxes to make your rotations more effective.
For MOBs:
Hunter's Crux x4
Lancers can have fun soloing something alone, since it is quite easy with this class. If you are about to clear an instance with lots of mobs, or just farming normal monsters (or questing), you should use hunter cruxes in your weapon.
Chest Armor:
For MOBs:
Stalwart Crux x4
You simply replace anarchic cruxes for stalwart ones since it applies to normal monsters.
Jewellery:
Party play:
Pristine Threatening Zyrk x4
Every crystal increases your aggro by 3% with a 12% in total. Threatening zyrks can be purchased at the Hyderad Legacy merchant in Bastion.
Solo play:
Pristine Powerful Zyrk x4
Power means higher dmg (+0,6% / 1 power) , obviously useful to use. Powerful zyrks can be purchased at the Shariar merchant in Zulfikar Fortress.
Skills and Glyphs
| Icon | Name | Level | MP Cost | Cooldown | Description |
|---|---|---|---|---|---|
| Stand Fast | 1 | 30 | - | Block frontal attacks with your shield. Damage reduction depends on your equipment. Reduces damage as long as you hold
down the skill button. Allies behind you also get damage reduction.
| |
| Combo Attack I | 1 | 0 | - | Strike one or more targets in front of you, and gain MP with each hit. Successive strikes do more damage, up to
three hits, with the third hit dealing substantially more.
| |
| Shield Barrage I | 2 | 75 75 | 4sec | Move forward, attacking target with your shield. Repeat the attack up to 2 hits, and the last hit may briefly stun your
target.
| |
| Spring Attack I | 4 | 300 | 4sec | Leap to your foe and strike a hard blow. You can activate this skill faster if you first use Shield Bash, Shield
Barrage, or the third consecutive hit of Combo Attack.
| |
| Shield Bash | 6 | 200 | 25sec | Briefly Stun one or more foes. | |
| Charging Lunge I | 8 | 200 | 10sec | Charge a short distance and impale your target. | |
| Retaliate I | 12 | 0 | 15sec | Leap to your feet while attacking the target. You can only use this skill when knocked down. | |
| Second Wind I | 14 | 360 | 1min | Instantly replenish 789 / 1093 / 1512 / 2089 / 2885 / 3984 / 5499 / 7591 HP. | |
| Challenging Shout I | 18 | 300 | 10sec | Draw the attention of enemies within 10m, increasing their aggro towards you. | |
| Onslaught I | 20 | 500 | 11sec | Rush your foe and lunge repeatedly. You are less likely to be knocked down or immobilized, and you only take half
damage.
| |
| Guardian Shout | 22 | 400 | 5min | Adds 91% to endurance of other group members within 20m for 30sec. Does not apply to you. Effect ends if you are
knocked down.
| |
| Shield Counter I | 26 | 230 | 5sec | Gain a chance to shield-thump your foe while using the Stand Fast skill. You can't be knocked down or immobilized, and
you take half damage while using the skill.
| |
| Leash I | 26 | 200 | 40sec | Throw a magical hook and chain that pulls one enemy within 18m towards you. Not effective on huge opponents. | |
| Debilitate | 28 | 150 | 3.5sec | Briefly weaken the Endurance of your foes by 3%. Effect stacks up to three times. | |
| Menacing Wave | 32 | 300 | 30sec | Blast a wave that briefly decreases movement and attack speed of all targets within 7m by 30%. | |
| Iron Will I | 36 | 250 | 20sec | Your iron will absorbs 3359 / 4637 / 6401 / 8834 / 12191 damage, consuming 1 MP for every 13 / 17 / 25 / 33 / 50 damage
absorbed. Effect ends when you absorb damage beyond the limit, when you run out of MP, or after 10sec.
| |
| Master's Leash | 42 | 100 | 45sec | Throw another hook to pull the target nearer. You can use this skill only after using Leash. | |
| Leash: Master's Leash (Passive) | 42 | - | - | You can follow up with the Master's Leash skill after you use Leash. | |
| Lockdown Blow | 46 | 200 | 15sec | Deliver a crippling attack in front of you, briefly decreasing the target's speed by 30%. | |
| Infuriate | 50 | 0 | 5min | Infuriate all monsters within 10m and increase your aggro to the maximum amount. Cast time of 1.3sec. | |
| Pledge of Protection | 56 | 300 | 1min | Absorb 35% of damage done to other group members within 20m for 12sec by taking it on yourself. Your defense determines
how much damage they take.
| |
| Adrenaline Rush | 58 | 0 | 2min | Your attack speed increases by 15% for 20sec. |
[Glyphs part is still missing, but will be put in here later. ]
Rotations and some useful tips
When you're PvE'ing, please use savagery scrolls and nostrums. It will make your rotation a lot smoother and stronger.
Standard PvE Rotation:
Shield Barrage (2 hits) -> Spring Attack (activates faster) -> Wallop (activates faster) ->Shield Barrage (2 hits) -> Spring Attack (activates faster)
Shield Bash (stun) -> Onslaught (activates faster)
Using stun moves are situational, depending on what boss you are fighting. Some bosses have really high stun resist, and some you want to stun to prevent doing certain moves. (i.e Kelsaik or Manaya have very high stun resist; Barbosa in Shattered Fleet can be stunned to prevent enrage-phase.)
As you are tanking, try to use Challenging Shout (main aggro skill) as soon as cd goes off. Be careful though, Challenging Shout animation can not be interrupted by blocking, so it is better to wait for the boss to cast its attack before using this skill.
If you have no problems holding aggro and blocking the incoming attacks, you can focus on the next thing. Try to keep Debilitate stacked 3 times for most of the time on the monster you are fighting, because it gives the opponent -3% endurance debuff per stack. Stacked endurance debuff on bosses can save you and your party a lot of time.
Another useful skill is the leash. Leash has a range of 18m, Chained Leash has 15m. Using leash in party play can make the run faster and easier.
Leash can move only MOB-type monsters (mobs and minions), BAMs cannot be moved but can be stunned.
Use leash and master leash to grab one or two monsters, or use chained leash to move more enemies into one place.
(In some cases it is obvious to use leash, especially if your party is waiting for it. I.e. Wonderholme NM/HM totem halfway between Felbane (teralith) and Bandersnatch. )
Shield Bash (stun) -> Onslaught (activates faster)
Using stun moves are situational, depending on what boss you are fighting. Some bosses have really high stun resist, and some you want to stun to prevent doing certain moves. (i.e Kelsaik or Manaya have very high stun resist; Barbosa in Shattered Fleet can be stunned to prevent enrage-phase.)
As you are tanking, try to use Challenging Shout (main aggro skill) as soon as cd goes off. Be careful though, Challenging Shout animation can not be interrupted by blocking, so it is better to wait for the boss to cast its attack before using this skill.
If you have no problems holding aggro and blocking the incoming attacks, you can focus on the next thing. Try to keep Debilitate stacked 3 times for most of the time on the monster you are fighting, because it gives the opponent -3% endurance debuff per stack. Stacked endurance debuff on bosses can save you and your party a lot of time.
Another useful skill is the leash. Leash has a range of 18m, Chained Leash has 15m. Using leash in party play can make the run faster and easier.
Leash can move only MOB-type monsters (mobs and minions), BAMs cannot be moved but can be stunned.
Use leash and master leash to grab one or two monsters, or use chained leash to move more enemies into one place.
(In some cases it is obvious to use leash, especially if your party is waiting for it. I.e. Wonderholme NM/HM totem halfway between Felbane (teralith) and Bandersnatch. )
Consumables
Charms
There are three standard charms for PvE:
- Greater Power Charms
- Greater Enduring Charms
- Greater Infused Charms
- At 120 stamina, they provide 18 Power.
- At 135 stamina, they provide 21 Power.
- At 120 stamina, they provide 15 Endurance.
- At 135 stamina, they provide 18 Endurance.
- At 120 stamina, they provide around 6.5% MP recovery every 5 seconds.
- At 135 stamina, they provide around 7.8% MP recovery every 5 seconds.
- The lower your stamina = lower MP recovery rate + lower total MP.
Other useful items
You should always have these items in your inventory.
- Healing Potions/Draughts VIII (HP)
- Scroll of Savagery V (useful to reach higher dps [~higher aggro] by increasing your crit rate)
- Nostrum of Energy V (decreases cooldown of melee attacks)
- Combat Panacea (adds +30 stamina, can be used in combat)
- Arunic Panacea (instantly replenish your stamina [to 120], cannot be used while in combat)
- Rapid Resurrection Scroll (resurrects nearest party member in the circle, 1/2 cast time of normal resurrection scroll)
- Crystalbind and/or Complete Crystalbind (crystalbind will be destroyed upon death instead of crystals)
- Noctenium Infusion (increases your dmg and aggro)
- Mana Potion/Draught VIII (gives mana/HP)
- Panaceaic Bolster III (your stamina does not decrease in combat while in effect)
- Bandages (HP, can be used out of combat only)
- Campfire and Firewood
- Goddess Blessing (re-resurrection possibility)
Positioning
We are at the most important part, positioning. We have seen already the ways to hold aggro, now comes what this is for. Tanks are able to position bosses to stand in the right place and make monsters attacking them and not the other party members.
Wall-tanking
Wall-tanking is a popular and effective technique to position the boss. As the name shows, it means that the tank aggroes the boss and fights it near the wall of the room, or in a corner. The most of the attacks deal damage only in a small area in front of the boss, so with the boss facing the wall, other party members have much an easier job.
(Wall-tanking is better if you have learnt the boss attack patterns, because it often means that your camera/viewpoint is stuck in the wall or you can only see a part of the monster.)
Some special cases of positioning
Wonderholme HM
At the last boss, Nightmare Bandersnatch, bad positioning can mean a wipe for your party. When the bosses HP reaches 12% the shield phase begins, Bander goes into the center of the room. Your job here is to keep the boss facing the entrance of the room. There are no attacks in this phase, no blocking or moving is needed, you only have to hold the aggro, and stand still, dpsing the boss.
Kelsaik's Nest
When Kelsaik's HP drops below 10-15%, he will go into the center of the room, and a crystal will be spawned. Kelsaik now jumps on a "hill" out of the room. After the grey smoke appears a lava flow will kill everyone who wasnt behind the two invisible walls, which are spawned right after the mid crystal is destroyed. (Walls are there only for abt 4-5 sec, so if the crystal is destroyed right after spawning, the walls will disappear before the "onehitter" comes.)
Tanks should try to keep Kelsaik facing one direction only so the other party members have an easier job switching their debuffs. At 10-15% HP the boss must not be in the center! Tank it far away, if not, anyone from your party (sorc/archer AoE, etc) can easily destroy the summoned crystal immediately by mistake.
Conclusion
Some useful and interesting quick tips/information:
- Time your Challenging Shout between two attacks.
- Keep the boss facing towards you, and and have its back facing the healer and all DPSers.
- All attack skills can be canceled instantly by using block.
- Use Iron Will skill as soon as u can to prevent getting hit, or to neutralize effects of (HP debuffs)
- Always use shield counter after successful blocking to replenish a part of your resolve, and draw high aggro.
- Blocking prevents you from getting any buffs/debuffs from the current attack. (Useful to know when running KN or MC where debuff-taking is very important.)
- Dont use Charging Lunge skill when you are close to your opponent(s) otherwise u will charge into the monster instead of getting away.
- Some AoE attacks can not be blocked, i.e Manaya"s bomb and donut attack, or Bandersnatch's green circle move and purple spit attack. However some attacks -considered onehitters- can be blocked with better gear, i.e LoT lava flow or Kelsaik's crystal phase onehitter.
- Blocking doesnt make you invincible, the damage absorbed depends on your weapon's stat.
Used sources
and my own game experiences as well. :)










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