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Comments
When I look at DPS rarely do they run out of mana
When I use AR R.I.P. mana
To me that doesn't make any sense
Thats why in many guides they stress the importance of tanks bringing mana pots.
Also, I see people here often mentioning that "if a lancer has mana, it sucks", but ultimately, the role of a lancer is to be the tank. It isn't hard to keep aggro nowadays, so you shouldn't be running out of mana often if you're simply doing this. Even then, mystics/priests are able to top off their mana (especially mystics, priests more in the future), and that doesn't mean the lancer sucks >.>
As you start doing mid and higher-tier dungeons though (and sometimes meet elitist people), you encounter various shield phases that require an intense burn, along with various timers like in SSHM and DSU. This is a reason why lancers are also seen as dps (along with the introduction of brawler tank) and that is very mana costly. That is where a great healer, or potions come in. Just make sure you're using the appropriate charms, and use potions and sarberry deliciousness, since it's especially good for metal classes (they have smaller MP pool).
This helped a ton. The mana glyphs in there, some of them were not things I would have considered, and they made a major difference. While I still have issues occasionally, it is nowhere near as bad as it used to be. Thanks again.
Resolve is life
-I wouldn't give up 500 resolve for something like mana.
-Buy pots, blame your healer.
-Problem solved.
-As a Lancer, you don't pug your healers ever.
-It is hard to keep aggro if you are under geared
-Slaughter or dread lancer no matter what is not keeping aggro from a ninja that does 2-4m/s period.
Detail:
The amount of times you spam SA aka every time its off cd, that glyph wont make a difference. I've done countless dungeons with all the mana preserving glyphs and STILL run out. As you already found out it barely mitigates the problem not eliminate it. Think mobility iframe > mana issues which can be solved by using mana pots or partying with a better healer.
As for Lancers are not DPS, being a tank is more important, xyz, now that's garbage...Lancers are expected to do least 20-25% overall damage in addition to everything else enough said. If you play safe or turtle like he somewhat implies, not only will you lose aggro constantly but you will make the run difficult for everybody. So what if you get aggro back as soon as the DPS rips it from you. Lets say you doing SSHM or SSNM and Imperator decides to do shield phase gg you just killed 2 ppl in your party gj. Next up Versa lel imo on the defense since a Lancer has to stop attacking to reposition the boss, but your DPS wont care so you have to move him quick-risk losing aggro-get it back all in one. Similar scenarios occur alot in dungeons > ilvl 409 so pretty much all the dungeons that count.
If there were frontcrit glistenings, that would fix mana issues entirely for tanks, but sadly BHS hasn't realized how easy a solution that would be for a very real problem.
so thts why
welp BHS why Lances got mana problems why
aftter u spam lancers bread n butter 3 times I'm out of juice starving
MP regen where
Sorry to bump this thread with something completely offtopic.
I agree that lancer is definitely doing at least 20% or more of the team dps and if so, then you're doing your job right. Usually I find myself doing anywhere between 20%-30% of the teams damage in my runs. A lot of my runs I'm not using many mana consumables and I think it depends how good the party is but at times I still need them to help me during different times if things are not as good. Even though lancer is capable of doing decent damage and sometimes out damaging a dps class at times, still they are a tank and has its primary responsibilities to fulfill for the party.
Here's a sports example. F1 races. They are not allowed to re-fuel mid race, so they are forced to race very tactically, pretty much making it so the tank is fully depleted as soon as the car reaches the finish line. The pilot must control and monitor every single RPM on their car so it doesn't waste more fuel than needed. Some of them can go faster, but they know if they try to, they won't finish the race.
Mana here can be pretty much the same. So controlling it and making it part of your rotations can be the difference in good performance output or long periods of no performance at all. People say "If you are constantly running out of mana, you are doing it right." I personally say, if you are running out of mana and have to pause what you are doing to get mana back, you are actually losing performance. So let's manage that mana and incorporate it to our rotations, as mana is the life blood of our performance.
Ninja n DPS for most part no mana issues.
To be frank, they should be the classes that should worry about Mana management.
Tanks rip makes no sense,
We use mana up cuz we are forced into being DPS
I haven't tried triple CDR for any serious length of time on priest, as I much prefer the attack speed top roll personally, but I can say from experience that using MC off CD and spamming RB off CD isn't enough to keep mana up for some classes. Another CDR roll doesn't decrease the cooldown on MC by all that much, so I can't see it making that much of a difference.
It does depend on how willing your party is to pop pots, of course, as you won't notice them running out of mana much if they are, but it's very noticeable if you run with certain classes a lot and have them in voice chat asking for mana when everything's on CD. Warriors (tanks mostly, but any warrior DPS without glistening is going to starve), sorcs, lancers, slayers, and huelers are all hard to keep mana up with. For tanks it's mostly the lack of glistening crystals (lancers during AR are just mana hogs doe), and sorcs can sort of balance the lack of mana regen with their own mana skills.
I'm a priest main, and always have been. I've played for years as one, and know how to use skills off CD. Back when FoA first launched, I didn't really have problems at all. It's just over time that our mana regen sort of became inferior (not really sure why, maybe a lot of mana costs for skills got changed), and since a few patches before the mystic rebalance, it hasn't been possible to keep up with mana 100% on priest. Now, when I play mystic, zero issues keeping mana up. CR is just too good a skill now, and motes are ridiculous as well. Priests just really struggle with it.