Hold the phone on Comrade in Arms! That's without a doubt, one of the most useful skills Lancers can get, I would recommend keeping it over almost anything else.
While it can definitely be a bit difficult to land on a NM, (Not so much now, thanks to the +magic accuracy bonus from a full party) it's still worth trying, as the TP bonus is amazing, since you'll be getting so little TP from your normal attacks anyway. And if you use it against a normal enemy, your TP gain will go through the roof! Generally, you can expect 3 weapon skills for every 2 full thrusts. I've actually gone from 0 to 3000 TP in one full thrust, using Comrade in Arms II, and Invigorate II.
Also, as you could probably tell from me talking about it, Full Thrust is an extremely important skill: I'd recommend completely replacing light thrust with it, in fact. A Lancer's strength lies in their ability to quickly spam TP-effecting skills, like Moonrise, which reduces the enemy's TP gain, or Twisting Vice, which completely burns away an enemy's stored up TP. In a party, you shouldn't worry as much about damage (Though you'll definitely be out damaging most classes like this!) as much as you should worry about stopping the enemy from using its special skills.
Also, regarding the MP thing, you've got me. Perhaps you could go and try learning the Accuracy and TP drain skills from Thaumaturge to make use of that? It's strange how Lancer has such high MP, yet no skills that actually use MP.
Wow thanks for that awesome reply! Hmm I think I might try going and building Piety into my lancer build then and experiment with a hybrid TP annihilation build. Now I just need to Rank up Lancer a lot more and get some THM levels.
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