[Background: I'm rather still rather fond of the idea of each job embracing two stats potentially, though I will admit that the specialization (usually towards either burst or longevity) is hard to balance. Originally I planned for Ranger to use mana whenever it used magical attacks, either in proc-combination with Venom and Windbite or including the original application of the ability. This refers back to the use of Piety by Archers in version 1.x. ...Well, no more piety for anyone but healers, but I still wish to in some way make use of mana as a Ranger, since I would like Ballad to contribute something to the job when used by its counterpart, but I've yet to figure out how I would most like to see that play out.
I also originally intended for Ranger to also carry two traits: Grouping of Shots, which increases accuracy against a particular target (where excess accuracy is converted into critical strike chance, critical strike bonus, or determination, depending on concurrent effects or stance), and Repetition, which increases attack speed slightly and mana regeneration significantly, each increasing effect with recent shots made [in this sense determination growth causes the effect of Grouping of Shots to slowly ramp up indefinitely, while a single auto-crit to an enemy can quickly open it up to improved attacks]. However, there are no job traits in this game. Instead, we must fumble over tooltips to give even the slightest class depth with the "now does this in job C!" or the inclusion of trait-like qualities within long-winded toggleable abilities like Defiance.] Scratch that. I will attach an oversized tooltip to a stance ability. One stance gets one mechanic, other gets the other. They can be active simultaneously, but will drain with time due to that recency effect, and stacks gained in one will replace an equal number in the other.