I use the word twisting in reference to some other games (like LoTRO), where a class such as a bard could activate a song that would last 30 seconds, but playing the song itself would only take a few.

In these cases, the bard could "twist" the effects together to keep 3 or 4 or even 5 different effects going at once.

Now for Lancers, I think I similar result can be achieved using Life Surge and Speed Surge. Both abilities have an effect that is applied to an enemy upon a successful attack.

Life Surge : Grants 'absorb HP' to the Lancer only, for both basic attacks and weaponskills, and gives an evasion debuff to the targetted enemy.

Speed Surge : Grants 'absorb HP' to the entire party, but only for basic attack, and increases stamina regeneration for the Lancer only.

Now, after striking an enemy with either of these abilities, the on-hit effect for the enemy is applied, and it persists for around 30 seconds, even if the ability on the Lancer fades.

Note also that Life Surge has no direct effect on the Lancer... its only action is through the debuff effect applied to the enemy target.

Here is how I have been trying to use these two.
  • Begin the fight with Life Surge. My stamina bar is full, so having the extra stamina regen at the beginning is not that useful.
  • Strike the enemy with Life Surge, applying the evasion debuff and "Lancer only HP absorb". This is great, because it even works with weaponskills, give back around 20 to 25% of the damage dealt.
  • Cast Speed Surge. Now strike the enemy, and both the Life Surge and Speed Surge effects will be in place. Regular attacks will pop up two little numbers of curing, as both the Life Surge and Speed Surge grant you HP.
  • You and your party get the full benefit of Life Surge and Speed Surge for around 30 seconds.
  • After Life Surge wears off the enemy, you can recast Life Surge, re-apply the effect, and then recast Speed Surge again.
Both effects last for around 30 seconds, and both abilities have a 30 second recast, so they can't stay up 100%, but can get pretty close.

I'm still playing around with this mechanic, so if anyone else messes with it and provides more insight or feedback, I'd appreciate it!