Why would you choose Doomspike II when the main goal in NM fights is incapacitating and not killing the NM as fast as possible? o.O
It's useful with the adds, but on the NM itself I find much more useful Twisting Vice and Moonrise II that are dealing less dmg but are incapacitating the target and lowering his TP.
Archers can deal 800 dmg with incapacitating skills, wich is much better. So the point is we are usefull but we also can be easily replaced, while fighting Haughtbelly or Dodore without any archer is definitely a hard task :/
If only Comrade in Arms II would work well the sitution would be so much better :/ And I would love to see more skills like that.
so true ù.ù
i dunno, but my doomspike II did 865 to ureasus, more than any archer in my group and more than shadowsear from thms in my group
^In BR I hope? I've done 280-300's per hit with quick nock on Uraeus with BR's+Buffs and +2 Crab bow without the maximum str. I haven't tried Chaos Thrust since I got it but wouldn't be surprised if it's a dissapointement. THM's are going nuts on solo'ing nm's or doing it with small groups so it made me lose interest.
edited: Misread some things. Anyway, using skills to first incapacitate then going full DPS once everything has been broken is how it should be. We just never bother with Uraeus.
Last edited by tsuki; 03-10-2011 at 03:24 PM.
If I said Lancers are whores for hire, would anyone agree with I?
what u gonna incapacitate in ureaus, also, doesnt take a whole fight to incapacitate a body part. we want to kill things ASAP so that we can kill the NM multiple times in a cycle. ie: dodore 3x per dark, ureaus 3x per night etc etc... theyre so easy theres no need to put moonrise debuff on the NM or have to use twisting vice (unless your trying to incapacitate a part)Why would you choose Doomspike II when the main goal in NM fights is incapacitating and not killing the NM as fast as possible? o.O
It's useful with the adds, but on the NM itself I find much more useful Twisting Vice and Moonrise II that are dealing less dmg but are incapacitating the target and lowering his TP.
Archers can deal 800 dmg with incapacitating skills, wich is much better. So the point is we are usefull but we also can be easily replaced, while fighting Haughtbelly or Dodore without any archer is definitely a hard task :/
If only Comrade in Arms II would work well the sitution would be so much better :/ And I would love to see more skills like that.
so true ù.ù
Last edited by Shampooo; 03-10-2011 at 10:16 PM. Reason: add text
-_-;
A poorly geared Arch can easily beat that damage. Sure not with Foeseeker or a non effect bloodletter but even a barrage will do more that's not without busting out quicknock.
Incapacitate is ideal although even that takes no time at all
Hears hoping the lncr 50 WS is super awesome later on and I guess thankful you don't have to evade like SimianThrash.
Isnt Chaos thrust basically like multishot but x6 basically it will hit 1 mob 6 times or 2 mobs 3 times each etc.^In BR I hope? I've done 280-300's per hit with quick nock on Uraeus with BR's+Buffs and +2 Crab bow without the maximum str. I haven't tried Chaos Thrust since I got it but wouldn't be surprised if it's a dissapointement. THM's are going nuts on solo'ing nm's or doing it with small groups so it made me lose interest.
edited: Misread some things. Anyway, using skills to first incapacitate then going full DPS once everything has been broken is how it should be. We just never bother with Uraeus.
Lancer in my viewpoint is used as a heavy DD such as a cross with dark knight in the strength sense and samurai in the TP burn. When I am fighting nms I like to use a full STR build with 170+ and the rest is accuracy. I find myself doing as much damage as an archer with buffs (ferocity/raging strike/keen flurry or hawks eye). If I get my WS in the right spot of the BR I can do an easy 900+ dmg doomspike II on great buffalo or ueraus. When fighting the group nms I like to equip a lot of low tp/AoE moves to spam and throw in buffs every now and then. I find it taking down the off mobs a lot quicker than having a group on each off mob at a time.
As of my soloing, I keep it standard with strickly lancer ws's and abilities to buff dmg and drain hp, and ofcourse the standard conj spells for protect/shell/spikes. One more thing I forgot to mention was that it seems to be better when sticking with speed surge for nms and party and life surge for solo since it drains HP on ws's making it next to never needing to cast cure.
Some of the traits I have found incredibly useful for this job are the 10% healing bonus you get from pugilist, out of sight from archer which lowers enmity for those of you who do not know, and the movement speed + for active mode just incase your healers can't reach you in time for a cure while fighting nms or party mobs in threat of getting AoE'd on low health.
Copypaste from my LNC guide for the hell of it:
WHO?
You are a Lancer (LNC). You are unique in that you are a "mid range" attacker, with a longer reach on your attacks than any other Disciple of War except Archer. You are also unique in that you carry multiple job-specific abilities, such as SPEED SURGE, TWISTING VICE, and FLEET OF FOOT.
WHAT?
You serve to employ damaging piercing-type damage from close-to-mid range as well as control enemy TP with abilities such as MOONRISE and TWISTING VICE. You are also capable of dealing damage to a group of enemies with abilities such as PIERCE and LEG SWEEP,as well as supporting your party with bonuses from Surge-type abilities such as HP drain and Evasion Down. You are also a powerful soloer, being able to constantly heal yourself with HP drain, and in LIFE SURGE's case, HP drain via weaponskills.
WHERE?
On the front lines, you serve as an integral and invaluable force in damage and support. Being able to help heal your tank and other combatants is always appreciated, and for those tough NMs, you are able to regulate and mitigate enemy TP in order to bring sucess to your endeavors.
WHEN?
Lancer is valid in almost any party formation, thanks to it's varied offensive and support abilities, as well as in-battle mobility from FLEET OF FOOT. Even fighting extremely evasive enemies is little trouble when you have TP regeneration via INVIGORATE and a guaranteed hit from FEINT if you are to miss a prior attack.
WHY?
The defining features of Lancer set it apart from other damage dealers. You are a toolbox full of unique and helpful devices. HP drain, evasion debuffs, multi-targetting melee attacks with PIERCE, and many others. You might not pull the raw numbers that Archer does, but your utility and longevity is outstanding. You are a true credit to the team in NM battles in that you can keep a constant flow of HP coming to your fellow front-liners as well as help delay those hard-hitting enemy TP moves. Welcome to the fold, friend.
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