The fifth ability a lancer gets is called Shield Bash. This is stun ability and your only form of CC. This ability has a number of obvious uses, but I’ll go over the more significant ones. This ability has a long cool down and a small range, meaning that if you miss in landing on an opponent, you won’t get another chance to land it for a while. So, for me in PVP I use this stun after I get a small stun to proc a Shield Barrage. This guarantees it will hit and keeps my opponent from moving for a long period of time. Another good opportunity to use it is after you land a Leash which also temporarily stuns your opponent. I’ll go over Leash more when we get to that ability. In PVE this stun is very useful on bosses. It is a good way to stop them from moving around, so your party members can either get in position, recuperate from taking damage or stop the boss from using a powerful ability. During boss fights I tend to use my stuns on cool down, so that the boss is kept still as much as possible, allowing for my damaging abilities to maximize.

Next up is an ability called Charging Lunge, also known as Charge. This ability is good for getting into combat quick or moving a boss in the position at start. This is a lancer’s only mobility and escape ability. This is important to know what it can and can’t do. First thing to note is that while charging you run into an enemy, you will stop charging and use your basic attack ability. More importantly though is that if you cast this charge ability on a bunch of mobs or a boss this will allow you to pass through them. This is important because if you ever get stuck in a pile of mobs and need to get out because you’re being hit from behind, Charge will get you out. It isn’t as fast as other escapes, but it will allow you to get out of the mob piles and get them all in front of you again so you can block their attacks.

Next ability I’m going to go over is Self Heal also known as Second Wind. This ability is extremely useful

for solo on PVP but it isn’t too good against bands. It heals a small amount of hit points, so on PVP it’s a good idea to use this ability on cool down as a fairly long cool down of 60 seconds though. There are a number of times I’ve won duels by avoiding my opponent long enough to use this ability before running back in. As for bosses, though, this heals insignificant compared to the amount of damage a boss heals or a healer heals. In most cases you will end up taking more damage trying to cast this than you will if you’ll only use it when you’re sure it’ll be effective.
The next and ninth ability is the most important ability in your arsenal. This ability is called Challenging Shout and it is essentially your threat ability. This is what sets you apart from DPS, in turns of agro. This ability has a 10 second cool down, so make sure the rest of group is aware of how it works. If you’re pulling a large group of mobs, you wanna make sure all of them are in range before you cast it. Because if you miss mobs with it, it’ll be 10 seconds before you can taunt them and get them off of your healers, and 10 seconds can be a very long time. You’ll probably wanna familiarize yourself with the range on this taunt so you’ll know how close mobs and bands needs to be in order to actually get hit by this. Additionally, once you have threat, you’ll wanna continuously use this ability to make sure the aggro of the mobster stay on you. In group settings this will be all you cast aside utility abilities and Block because compared to other classes your damage will be very insignificant.

Another thing to note about this ability is the cast time. It does have a cast time and it’s one of the few spells you can not cancel cast as a lancer using block, meaning once you start casting it, you’re committed to it for a few seconds. Because of this you have to make sure you time when you use this. Don’t use it when a BAM is about to attack you. It is particularly hard to use when you pull a large group of mobs because they won’t give you an opening to use it, but you get another ability I’ll go later that helps with situations like this.
The next ability you’ll get is called Onslaught, and it’s just like it sounds. It’s like Charge, but you don’t get a movement boost. You simply run forward attacking anything in front of you. Missing this attack makes you run off like Moran, so make sure you use it on something you sure will stay still or is large enough that you won’t accidentally slip around it because it’s a high damage ability, but the bulk of the damage comes at the end of the cast, thus using on an opponent that is smart enough to moves makes it useless. PVP it is good only to use this ability after you have landed the stun. In PVE it’s the same thing or use it on a BAM while it is knocked out. Note that in towns there’s no collision, so if you duel inside a city, this ability will completely useless. It relies on collision to do it’s damage completely.

The 11th ability you’ll get as a lancer is called Guardian Shout. This ability increases the endurance of all nearby party members by a large amount as long as you don’t get knocked down. This ability is good in PVP to use on someone who’s getting trucked. It’ll keep them alive, but in PVE it’s uses are limited given that the range on it is very small. It’ll only hit people near you, so it’s good to use it to protect melee on a BAM that are getting hit by it’s AOE abilities, but it’s unlikely that it’ll ever help archers or sorcerers, or healers that are far away from you.
12th on the list is every lancer’s favorite ability, Counter. This ability is usable after blocking any attack of any sort. You can retaliate on opponents instantly with two very powerful blows. This is your most effective way to do damage against bands while you’re tanking, because it hits very fast and very hard. While you’re casting it, you also take half damage, so it is less risky than using other abilities while you’re tanking.
The 13th and probably most important ability in your arsenal is a spell called Leash. It has two main uses. The first is for pulling smaller mobs or players towards you. Because lancers lack mobility, this is a great way to stop people or mobs from running away from you. In PVE, it can be used to get range mobs grouped up better or pull mobs into your taunt that are out of range. Against the bosses though, this leash will not pull them, instead it’ll interrupt them from doing a dangerous ability.

It is particularly effective dungeon bosses that all have special abilities or bands that have the ability to fly away. It’ll take forever to go over all the proper times to use Leash. Half of the fun of being a lancer is learning when to use Leash on bosses and when to not. An example would be to use it on a drake that starts flying into the air preparing to do a flame barrage. Hitting them with the Leash will bring them back down to the ground instantly. You’ll find that quite a few dungeon bosses have abilities where they can run to the center of the room and start doing dangerous stuff like self healing or summoning masses of mobs. You can interrupt them from using this ability by hitting them with chain. Timing your chain uses can make the difference between a kill and a wipe, so make sure you use it wisely. Next up is an ability called Debilitate, but it’s easier to just call this ability sunder armor. It’s stacks up to three times in a mob and increases the damage the enemy takes by lowering it’s endurance.
Try to keep this stacked up for the entire fight no matter what you’re fighting. As the damage increases quite significant means that the mob that much quicker. The debuff only lasts 12 seconds un-glyph so every lancer I’ve seen, including myself, glyph it to last up to 30 seconds. That way you aren’t forced to re-stack it as often.
For more than just preliminary info, and more detailed insight into TERA Lancer Skills and Abilities, please refer to this TERA Lancer leveling strategies.