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Lancer 103 - The Art of Basic Breaking

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    So a quick update on what abilities you should enchant as a Lancer as I work on the next version of the guide:

    1st Ring
    • Attack Stance - AP Boost
      • ​Increasing the AP yield of Attack Stance makes it more valuable, and if you plan on using Physical Berserker, it helps them too, though Hybrid Berserker is still typically better. Edit: In 5th Ring, Lancers get some rather nasty multihit skills like Volcanic Nova, Dragon Ripper, and especially Dragon Tail, so Attack Stance is the most futureproof option for ability enhancements.
    2nd Ring
    • None
      • Not many useful abilities in this ring, honestly... I mean, you COULD upgrade Sting's Break value from 10 to 30 base, in case you really, really, really wanted to play Physical TH, but you're better off spending the Crystals elsewhere.
    3rd Ring
    • Savage Sting - Break Value
      • ​Much like 2nd Ring, you can increase its Break Value to 30. Not only can this be used for Physical TH, or gives TH another Break skill other than Lunatic Dagger, but it can combo into Double Sting and boost it's Break Value, which I'll cover later.
    • Knight's Blitz - Cost Reduction* (See Dragon Crush on why this isn't worth upgrading post-6th Ring)
      • Knight's Blitz has the same role as Dragon Crush. Both moves come out fast and have a short cooldown (but remember when Knight's Blitz had 15 seconds of cooldown?). Since it has better cost efficiency than Dragon Crush, the Cost Reduction upgrade is really great.
      • The AP Boost upgrades aren't that great, as at max upgrades, KB is 270 AP (320 on Break), and Dragon Crush can get lower than 18 cost with only slightly less AP. For a Treasure Hunter, however, increasing KB's damage from 100 to 150 base can allow for Physical TH to be feasible, as Break is still 200 AP damage with upgraded non-Class Boost KB.
    4th Ring​ (The Good Stuff!)
    • Break Thrust - AP Boost
      • Hands down, THE ability you should boost FIRST on Lancer, period. Break Thrust after the AP upgrades goes from a measly 140 AP to a monstrous 170. That is already 10 more AP than Rage Slash, and while it has 20 less AP than Raging Pain (50 less when counting Berserker's global anti-class passive), it still has a faster animation.
        • Edit: While 6th Ring is giving Lancers another Break skill called Riot Break, its animation isn't as fast as Break Thrust, and it randomly does 1-3 hits with an 80% accuracy rate. Even though Riot Break is stronger on average, Break Thrust is still a solid Piercer skill even then. You can use both moves, making Lancers nasty PvP classes that can force people to run Null Physical Damage JUST to be able to tank their two attacks.
      • The Cooldown Upgrades are tempting for more Uni Gain during CB phase, but that advantage becomes less meaningful the more Art procs you have. Besides, the AP boosts to Break Thrust are what make it not as outclassed as it was in the meta.
    • Dragon Crush - Cost Reduction*
      • Now this is a hard one. Dragon Crush gets INSANELY powerful with the AP Boost upgrades. A 300 base AP attack that becomes 350 on Break is absolutely no joke, being able to oneshot someone cleanly with enough procs and ATK. However, it still has the gargantuan 20 cost, which means you'll be nearly out of cost after trying to use Dragon Crush 5 times. Therefore, Cost Reduction is optimal for Dragon Crush. You still have the equally insane 4 second cooldown, which makes this the highest DPS skill Lancers have in their arsenal (before 6th Ring).
      • Don't feel bad if you can't get the last Cost Reduction upgrade for Dragon Crush. 20% success rate is tough no matter what. If you don't want to take risks, keep Dragon Crush at 16 cost; it's still enough to make it usable over Cross Assault.
      • Edit: While Dragon Crush was amazing before 6th Ring, all 6th Ring attacks not named Quick Raid or Riot Break out-DPS Dragon Crush. Unfortunately, while its enhancements made Dragon Crush relevant for a while for its insane speed and high burst, Riot Break gives it huge competition as a PvP Lancer skill. Furthermore, Dragon Ripper and Volcanic Nova have higher overall burst power, so Dragon Crush has become outclassed in that regard. If you have spare enhancement jewels, you can upgrade Dragon Crush if you want, but after 6th Ring, don't.
    • Double Sting - Break Value
      • Double Sting, after the Break Value upgrades, gets the highest Break Bonus out of ANY skill in the game currently. Without Savage Sting, it has a Break Value of 50, but with Savage Sting, it has a massive Break Value of 60. This provides an alternate take on PvE Break Lancers, using the classic Savage Sting + Double Sting combo to Break enemies with for a total of 90 Break Value.
      • The other upgrade is Cooldown Reduction, which isn't that great considering other low cooldown Break skills already exist, like Execution Spear. Double Sting is a viable option, but I'd use the resources on upgrading Break Thrust first since it got the most benefits from being upgradeable.
    Some of these upgrades are so good they make ToJ or 5th Ring skills outclassed.

    For example, Death Pierce had 10 more AP than Break Thrust, and ignores DEF, and theoretically, it was supposed to be the "upgrade successor" to it (Death Pierce even had an 11 second cooldown, while Break Thrust was 10 back then). Technically, Death Pierce still is, with a cooldown of 9 seconds over Break Thrust's 8.

    But be wary when upgrading Abilities; they might update it so ToJ and 5th Ring skills can be upgraded in the future. Who knows if Death Pierce will get Break Thrust's Piercer effect when fully-upgraded to 180 AP?

    tl ; dr
    1.) Upgrade Break Thrust for AP Boost. NOW. >_>
    2.) Upgrade Attack Stance to 30 AP, requiring all 10 levels.
    3.) Upgrade whatever else you want. (Dragon Crush used to be a good upgrade for Cost Reduction, but after 6th Ring, it's not viable anymore due to being outclassed by other skills)

    Last edited by LaconicLeaf; 01-21-2019, 11:35 PM. Reason: Edited to account for 6th Ring skills

    IGN: FN || Leaf ID: 2042811095

    This Is How You DO Play Lancers


      I'm playing execute, double, severe in the current event. The enemies are hard to break, but being careful about targeting and timing makes sure I can break enemies well enough to keep uni gauges building reasonably.

      If there's another lancer or TH in the party a target will often break before severe goes off, so I get the bonus ap for broken targets.

      I should upgrade break thrust and play around in pvp, but my lancer isn't great in pvp. I'm mostly playing it in the event because RNGesus has blessed me with a pile of dark spears.
      Hot Mess Express 2086796674


      • LaconicLeaf
        LaconicLeaf commented
        Editing a comment
        The Opening Elevate gear is becoming more important lately, as it will increase your Enforcer Testament proc rate enough to be reliable. However, Opening Concentrate is still far more useful overall given the PvP meta.

        Since the break tolerance is higher for newer quests, it may be helpful to just main slot Enforcer Testament in PvE nowadays.

        btw I hate seeing Mitsuhide in the new time event >_>

      • HotMessExpress
        HotMessExpress commented
        Editing a comment
        My opening elevate is a relic, and I'm not shameless enough to take it as lancer ._.

      I have enough legend medals to get something (268)
      But idk what i should get?
      I have the Azure Dual Blade Armor main armor slot (R XL)
      And the Holy Imperial Headdress main helmet slot (R XXL)
      I have 7 32+ cost Lances/Scythes already
      The only thing im really lacking on is 31+ cost helms
      Have a total of 4 with procs that matter and 3 without (hp up x2, and increase heal ability) Have plenty of useful 31+ armor to choose from.

      So just wondering what i should spend on, jf anything at all currently?

      (Relatively new, 70 days playing as if this message)


      • LaconicLeaf
        LaconicLeaf commented
        Editing a comment
        Null procs are the most important procs in the game. They are future-proof, and work for even attacks that normally ignore procs, such as Break Thrust, Rage Slash, or Starburst.

        Since Starburst is the most dangerous attack in the game due to its sheer power and ability to ignore defense procs, buy Null Magic Damage. Also make sure you do your Video Spawns so you could buy an Azure Equipment to infuse that Null proc to 5/5.

      With the new 40c event having enemies that are completely immune to Break, I looked closer at the new 6th Ring skills to see if Lancer has any viable moves for DPSing without Break active.

      Before I get into the coverage, here's the new ranking of Lancer DPS skills:

      1.) Volcanic Nova (comboed, 20 Break Chain)
      2.) Fatal Testament Dragon Ripper
      3.) Volcanic Nova (comboed, 10 Break Chain)
      4.) Dragon Tail
      5.) Nonfatal proc Dragon Ripper
      6.) Dragon Crush (Break)

      First of all, Volcanic Nova is Lancer's strongest attack if you use it during a 20 Break Chain. Its power goes from 80 (100 comboed) per hit to 280 (300 comboed with Quick Raid), though its fairly long 7 sec cooldown holds it back. Furthermore, to use it to its max power, you need to have Gluttony Spear somewhere in your skill set, but then you need Quick Raid so Volcanic Nova can inflict Break. Since you have 4 moveslot syndrome, it kinda holds you back. However, even with just a max 10 Break Chain, Volcanic Nova comfortably out-DPSes the majority of Lancer skills in the game.

      Dragon Ripper is a special case. It's pretty much Berserker's Deadly Roulette, but a LOT better for PvE. Normally, it deals 3 hits of 100 AP, but if you land critical hits, the hits will scale up, so if you proc a Fatal Testament, Dragon Ripper does 3 hits of 150, then 200, then 250 AP before Crit AP is factored in. Not only does it have better total AP damage than Roulette, but it also has a slightly lower cooldown too. Furthermore, Berserker's Dark Illumination only starts to out-DPS Dragon Ripper if both moves have 157 bonus AP added in.
      In terms of a bursting skill, Dragon Ripper is very formidable with Fatal procs, rivalling the burst power of Berserker's Deadly Roulette, but doesn't have the debilitating Cost Speed Reduction debuff. It's certainly a major step above Cross Assault and Dragon Crush as a bursting skill, although Berserker has the starting cost to fire off Deadly Roulette at the start of a Guild Battle.

      Dragon Tail is a more consistent case, as long as there is only 1 target. Much like Berserker's Kill Dance, it deals 5 hits and changes targets every hit, but it doesn't cause a Bleed effect to the user. For PvE events with multiple single enemies, Dragon Tail is a solid non-Break reliant move.

      Even without Fatal procs, Dragon Ripper is still a solid skill. The low 5 sec cd is what carries it, along with the decent base AP for 3 hits. The base AP for Dragon Ripper is lower than Blood Impact, but after 100 AP or during Fatal procs, it pulls ahead of Blood Impact and even Shower of Carnage.

      Dragon Crush, the former king of Lancer DPS, gets outclassed hard by 6th Ring Lancer skills. Even with AP enhancements, Dragon Crush gets powercrept by the other skills.

      So with the new 6th Ring, Lancers can now finally compete with Physical Berserker in terms of Physical DPS.

      Dragon Ripper out-DPSes anything Berserker can do, and doesn't have the Cost Speed debuff that holds Berserker back. Without Fatals, however, it's weaker than Shower of Carnage, assuming SoC deals an average of 3.5 hits overall.

      Dragon Tail, on the other hand, crushes Blood Impact, and while SoC still out-DPSes Dragon Tail, the difference is still fairly close. With these two moves, Lancers are more well-suited for a Physical DPS spot compared to Berserkers.

      Volcanic Nova is an odd case, requiring Quick Raid to Break, as mentioned before. But even with a 10 Break Chain, it out-DPSes SoC handily. If you can use Volcanic Nova in a 20 Break Chain, however, it has the highest DPS out of all skills in the game. It is ahead of Archer's new Astrolabe skill, which is the strongest unconditional skill in the game, but is the second highest DPS compared to full-powered Volcanic Nova.

      For PvE quests, using Quick Raid, Volcanic Nova, and Dragon Ripper is a fairly solid 6th Ring skill setup, as you have two powerful Break moves, and Dragon Ripper as a solid non-Break reliant skill. However, Volcanic Nova, being 18 cost, eats up cost really quick, so replacing it for Execution Spear may help. The 25% Cooldown Reduction from Quick Raid also aids in improving DPS as well. Unlike Urgency, 25% CDR is enough to shave a second down other moves with a 4 sec cd time.

      As for PvP, Riot Break is your new Piercer skill. You can use it alongside Break Thrust to have a double Piercer setup. The animation speed for Riot Break is similar to Inspired Sword, and it deals 1-3 hits with 80% accuracy and 150 AP. On average, Riot Break will hit twice, and factoring in accuracy, expect it to be 240 AP total. Make no mistake; an ideal roll for Riot Break is devastating; imagine using Break Thrust 2-3 times. However, Star Burst is still more dangerous than Riot Break, dealing more damage on average, but Star Burst is Mage's only Piercer move, and it can be foiled easily by Rook's Devoted Sacrifice. Lancer can still land Break Thrust before a Rook could Devoted Sacrifice, or even bait it out to land a proper Riot Break. On another note, Dragon Ripper is still a scary PvP skill, although since more people are stacking Null Magic Damage procs, Lancer can get by with Riot Break to bypass the Damage Down procs.

      IGN: FN || Leaf ID: 2042811095

      This Is How You DO Play Lancers


      • HereLiesDeath
        HereLiesDeath commented
        Editing a comment
        So from what I can assume, Urgency and Quick Raid's CDR dont stack?

      • LaconicLeaf
        LaconicLeaf commented
        Editing a comment
        HereLiesDeath They should be able to stack, which allows for a 45% CDR right off the bat. This also allows you to have a 50% CDR for a more reliable amount of time, meaning you can just quickly spam Quick Raid and Volcanic Nova at 4 seconds each. Urgency's synergy with Quick Raid boosts its viability, making it a justifiable replacement. It will eat up your cost very quick though, so make sure you have EE/Dragon Knight's Cry.

        And another thing about Quick Raid, in Guild Raids, if you die and use Quick Raid the moment you revive, the self-CDR effect doesn't apply. This is because when you revive in a Guild Raid, you're given 5 seconds of invulnerability. However, it also makes you immune to status buffs and debuffs, so the CDR won't take effect.

      This article puts a tear on my eye. Became longer than the Chinese Great Wall.
      ps dragon assault best skill