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Tera Lancer Guide
Lancer: A Class in Tera Online
If your style is roaring defiance at your foes, then standing fast and dispensing damage while shielding nearby party members from harm, you may just be a lancer at heart. Read on to find more about the Lancer class in Tera Online!
TERA Online (The Exiled Realm of Arborea) is a fresh and exciting new massively multiplayer online roleplaying game (MMORPG). It's being developed by Bluehole Studio, and published by En Masse Entertainment.
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The lancers are trained to wield the shield as an extension of their own body. Because of the shield, lancers are mostly known for their defensive capabilities, not only protecting themselves but also others around them. The lancers are considerably slower than other classes due the sheer weight and size of the shield. Therefore, lancers learn to wield a spear along with their shield.
The lancer is a class specialized in defense that wields a lance and a shield. They can protect their friends by emitting a shout at monsters who are attacking them, provoking the monsters to run towards you instead. The Shield Block ability doesn't just protect you, but also anyone standing behind you.
Lancers are "stoic guardians" able to take damage, but also able to dish it out when the situation requires. Despite being a relatively slow class due to their predisposition to prefer blocking to dodging, the Lancer is nevertheless able to focus damage very precisely. This allows them to excel in single combat, though they are also able to drop their defenses and charge into the battle to scatter smaller foes from the field as necessary. They are the center of every battle, protecting allies and bolstering defenses, all while dealing devastating blows to unsuspecting opponents.
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Playing as a Lancer
If your style is roaring defiance at your foes, then standing fast and dispensing damage while shielding nearby party members from harm, you may just be a lancer at heart.
As powerful in defense as in attack, the lancer's role in a fight is at the head of the formation. His heavy shield absorbs damage, while his lance provides striking power that's targeted yet effective against multiple foes. Numerous skills for drawing aggro means the lancer takes more heat, and other party members get more opportunities. A lancer in the party affords other comrades the chance to strike while taking minimal damage.
Lancers are most valuable in a tanking role, but unlike other tanks they're capable of providing a zone of diminished damage for comrades who need a breather between heals or a safe place from which to cast or shoot.
Lancers' heavy armor and damage-blocking shield defense means less work for healers and more protection for vulnerable classes. Stunning shield bashes render enemies easier to damage, while aggro-attracting shouts draw fire away from other players, making the lancer a major contributor to group play, and a welcome addition to any fighting party.
Lancer Gameplay Video
Lancer Weapons and Armor
The lancer's formidable weapon set includes a powerful lance and a shield that doubles as a weapon. This combination makes lancers a two-handed attack force to be reckoned with on the battlefield.
There is no particular finesse to the lancer's assault, but there is muscle enough to batter foes to the ground and might enough to create a defense zone for comrades in battle. Shield blocks reduce damage for the lancer and nearby comrades, creating a savings in support resources like healing.
The addition of a lancer to any party means sheer battering power and enhanced defense, as well as a fighter who can dish out damage and take it, too.
Lancer skills include lance thrusts and charges, shield parries and bashes, aggro-attracting shouts, armor-weakening bashes, and retaliatory strikes. You'll accumulate fighting power with your basic attack, then use it to fuel even more effective assaults on your enemies.
Lancers enter the world with a damage-dealing combo attack that grows stronger with repetition, and a shield block that turns aside frontal damage. In no time you'll begin to acquire skills that will make you even more terrifying to your foes.
Here are several of Lancers starting skills:
Combo Attack is a starting skill, and one that is used frequently. The nature of the lance ensures that the Combo Attack is very narrowly focused, allowing the Lancer to attack a single enemy with great precision.
Shield Block is perhaps the staple of the Lancer class, allowing them to heavily mitigate damage, transforming a foe's powerful assault into a harmless tap.
Ferocious Charge is the perfect tool for breaking that stalemate, charging out of an unpleasant situation, or for mauling multiple foes all at once. The Lancer leans forward and charges in the direction they were facing when the charge was initiated.
Lancer Skills Preview
High Level Lancer Skills
While the skills received during the first ten levels represent the Lancer's core functionality, the later skills involve significantly more utility, permitting the Lancer to further find their niche within the group.
An often frustrating experience for a young Lancer is being taken unaware and knocked down in a fight, unable to initiate Shield Block. The Soaring Attack ability remedies this nicely, allowing a Lancer to quickly rise from the ground and get back into the battle with a strong counter-attack. Though only usable every twelve seconds, this ability lets the Lancer respond that much faster to enemy attacks, which is essential when a second's hesitation may be the difference between a successful block or certain death. While the Lancer's powerful strikes are often enough to knock down opponents as a matter of course, the ability Shield Bash allows them to take advantage of this situation more accurately. Using this ability on an enemy and then rushing in with Ferocious Charge is often enough to frighten the staunchest of opponents.
At level twenty the Lancer is provided with the Noose ability, which allows the Lancer to pull enemies to them from a significant distance. Importantly, the range of this ability is fifty percent greater than that of Roar of Defiance, allowing the Lancer to have even further control over events on the battlefield.
Thus far, most of the Lancer's abilities have directly impacted the battlefield either by damaging opponents with powerful attacks, or by controlling enemies by drawing their animosity and/or the monster itself. However, at level twenty-six the Lancer is granted its first debuff, Crash Gear. This ability reduces an enemy's armor, allowing both the Lancer and their party to deal increased damage for ten seconds. It is important to note that this ability can be stacked up to three times on the same opponent for each successive attack after Crash Gear is applied. Getting in those attacks is certainly doable for an attentive Lancer, and even more so when activated with allies nearby!
Moving up to level thirty, this trend of granting the Lancer group-friendly abilities continues. Aura of Inspiration places a buff on group members which increases their defense by fifteen percent. The fact that this Aura does not affect the Lancer is very flavorful, further heightening the Lancer's persona as the stalwart defender of their party. Granted at level thirty-six, the Lancer receives a second "aggro" ability called Infuriate. The primary difference between Infuriate and the similar ability Roar of Defiance seems to be one of degree.
Infuriate has a significantly longer cooldown cost. However, the name of this ability seems to indicate that the hate generated by this skill is also significantly improved over the more frequently used, but less powerful Roar. This skill enables the Lancer to take charge of a chaotic battlefield, ensuring that the attention of surrounding enemies is securely focused on them, once again protecting their party from sure death!
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Leveling as a Lancer
At level 1 Lancers have only two skills, the basic combo (which is divided into 3 attacks) and the parry (activated by C on default settings).
* The combo skill consists of three attacks. The first 2 hits inflict damage and the third push back the target by 1-2 meters and inflict more damage. The attacks hit the enemy even when it is knocked down. Each attack recharges a bit of mana.
* The parry skill is used often due to the low character speed in combat. Once you press the C key, the lancer will block all frontal hits. The parry blocks 100% damage. To activate the parry consumes a small amount of mana, but you can remain in the stance without consuming any mana.
As already mentioned, the character is very slow in combat even though the attacks are quite fast: there is a fraction of a second between attacks which is useful to set up the parry skill.
At level 3 we learn our first CC. Using this skill makes your character do a double twirl. The first twirl does low damage, but stuns for 2-3 seconds or causes knockback (rare). The second attack is a 360 degree twirl which does more damage.
The next skill is very powerful and is the first skill you can “mix” in the combo system. This skill has a charging time of about 2 seconds, the character jumps and charges, after which the character will strike moving forward for 1-2 meters in the air. This skill is the most powerful that I had, and it can also stun the target.
As I said we can mix this skill to create a combo, and after the basic 3 hit combo, we can press the spacebar to use a power attack. Doing so removes the 2 seconds of cast time the skill would normally have. We can have the same effect mixing this skill with the 2 twists.
At level 8 we learn the famous Charge skill. To use this skil, you must be 7-8 meters away from your emnemy. If you attempt to use it in melee range, the skill will not activate. In PvP it is kinda bugged, it pierces the body of all classes except the sorcerer (only on them it works as it should). However, this might be because of high ping.
The charge is also used as a running skill because we can travel as much as 7-8 meters instantly.
At level 12 we learn a useful skill that we can use only when we are in the knockback status. Pressing the space bar when knocked down will cause the character to stand up, hitting enemies around him. This skill also has the potential to knockback the opponent (it seems that all melee classes have this skill).
At level 14 we learn our first healing skill (512 hp), the casting time of this skill is 0 (instant) and the cooldown is 1 minute.
At level 18 we learn our first aggro building skill. I believe it is an AoE skill, but I have not been able to test it yet.
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The lancers are trained to wield the shield as an extension of their own body. Because of the shield, lancers are mostly known for their defensive
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