Umm, Skewer, Pierce and Heavy Trammel do the exact same thing. As a lancer you're supposed to always target the mob behind the closest one.Doomspike, as many of you know, does a sort of AoE attack as in it htis everything in its path towards your current target.
What I would like to see happen is a sub-targeting for this skill.
Les say you are fighting 3 dodos that have, for some reason, lined straight in front of you. Sadly your main target is the very first dodo in the line, meaning doomspike will only damage it. This, as of now, forces us to drop target and re-target a mob just for one skill in order to do maximum damage to all the mobs that are standing in front of us.
Now, what I want, is that when we choose doomspike we get a secondary target to choose who doomspike's real target is, even though we are targeting the first mob.
What do you guys think? A DEV post would be greatly appreciated as well.


Heavy Trammel s everything as long as they are clumped together.
Skewer doesnt cost a whooping 2000+tp nor does it the same amount of damage.
Also, no you are too supposed to hit the target that is further away, in fact doing that will hurt the party. Not to mention grab hate away from the tank if you start attacking a different mob, as well as negating the hp drain that comes with speed burst for the entire party if you are hitting the mob that is further away.
Party play is different, of course. I assumed you were talking about solo because why would you need to Doomspike multiple mobs in a party where the tank holding aggro is vital? Also, the fact that it deals more damage than the other abilities is completely irrelevant. Why should it function differently from the other piercing abilities just because it deals more damage?Heavy Trammel s everything as long as they are clumped together.
Skewer doesnt cost a whooping 2000+tp nor does it the same amount of damage.
Also, no you are too supposed to hit the target that is further away, in fact doing that will hurt the party. Not to mention grab hate away from the tank if you start attacking a different mob, as well as negating the hp drain that comes with speed burst for the entire party if you are hitting the mob that is further away.
Right now Doomspike seems extremely narrow and rarely worth the TP, so it could use a change of some kind, but what you're suggesting here is to basically make one ability function differently from others of its kind for no reason.



Still would be better if doomspike, skewer, and pierce were just line-attacks that didn't matter what you had targeted.
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