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#1 Aug 19 2013 at 11:05 PM Rating: Good
So, I have chosen the long, arduous, long-que path of LNC / DRG. I have a couple questions for you guys.

What cross-class abilities are you using?
For P4 I was using Cure (though rarely), Straight Shot (Archer) a ton, and Archer's Dmg+20% ability.

What are you spending your extra Attribut Points on?
I've been putting 2 STR in for every one I use for DEX and VIT.

What ability rotations do you use?
In dungeons, after tank has pulled, I run in and use Feint on every mob to slow them down. Then, I target the tank's mob for the following rotation.

Heavy Thrust > Straight Shot > run behind > Impulse Drive > True Thrust > Vorpal Thrust > run beside > Heavy Theust > True Thrust > Vorpal Thrust. If the mob is so how still alive, I alter that flow depending on remaining HP.

Just want to see what others are doing with this job, and always open to constructive criticism.
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#2 Aug 19 2013 at 11:09 PM Rating: Decent
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I am very interested in this too.

My main was arc --> smn. I made a melee alt and tried him out and fell in love with lancer-->drg, but then the server crashed and 3102 nightmare.

There is something about it that just is so fun and soon as early access starts i want to play around with it some more.

also I would like to throw in for anyone who played XI drg and tried lancer (or even played drg in 1.0), is the absence of the dragon pet a noticeable thing for you? In xi it always seemed to me the pet really defined the class and was a major part of the job.

Edited, Aug 19th 2013 10:10pm by CrazyDemo
#3 Aug 19 2013 at 11:24 PM Rating: Decent
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I've been allocating all my attributes towards STR haha. But yeah, I open with feint long fights and spam true thurst > vorpal thrust. Usually I do true thurst > vorpal
#4 Aug 19 2013 at 11:32 PM Rating: Decent
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CrazyDemo wrote:


also I would like to throw in for anyone who played XI drg and tried lancer (or even played drg in 1.0), is the absence of the dragon pet a noticeable thing for you? In xi it always seemed to me the pet really defined the class and was a major part of the job.


No, it's not noticeable because unlike FFXI, you don't sit there all waiting to swing and for timers to be up on long cool down timers. I remember the wyvern mostly because he attacked with his breath when you did a WS. In FFXIV, you spam WS's all day long.
#5 Aug 19 2013 at 11:45 PM Rating: Good
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I am also pursuing LNC/DRG, and as such the only cross skills I got around to were for PGL so I was using Featherfoot to combine with Keen Fury for the 35% evasion (also stacked Keen Fury on when playing as PGL), Second Wind so I could heal easier since I haven't done CNJ yet plus I prefer to save my Life Surge for when I really need it or else a boss due to slow recovery time, and lastly Internal Release to boost my crit.

I will probably get around to Archer as there are some other cross-class skills that will be useful for LNC, notably Quelling Strike. I think this is also DRG compatible but some sources are conflicting about that.

For ability rotations I also do like you by tagging a mob with slows before assisting the tank with going after the weaker foes first to reduce total attacks, while keeping an eye on the healer in case they get aggro'd. For bosses I will reapply the slow as needed, but otherwise only when the target is full health. I will forego using slow if the enemy has low life since the attack is a bit weaker and the benefit of slow isn't really there if the target doesn't last very long, or if it doesn't last at least 10 seconds it's not worth it to me to give up the DPS.

After that I focus on doing Heavy Thrust from the flank (side) of the target since it does 170 initially with a 10% damage bonus for 10 seconds on subsequent attacks. If that bonus is in effect then I'll use Impulse Drive (180) instead of Heavy Thrust unless I want to rekindle the 10 second timer.

I try to save my Leg Sweeps for when the target is about to do an area attack since it stuns them and nullifies the attack. That way the tank doesn't have to move away, and of course I use every stun as an opportunity to flank or back attack.

For combo's your ideal order is True Thrust > Vorpal Thrust > Full Thrust (when you get it), and I will use those when the target is attacking me. For dungeons I don't bother as much with True Thrust (150) > Vorpal Thrust (200 combo) without the Full Thrust (300 combo) since the first two only add up to 350 total where as you can spam Impulse Drive to get 360 out of those same 2 moves. Either way, it's negligible but once you get Full Thrust the combos will be far superior.

So for a boss I do something like:
Feint > run to side > Heavy Thrust > run to back > Impulse Drive spam until one of the timers runs out then reapply as needed, returning to Impulse Drive otherwise.

More info here:
http://www.ffxivinfo.com/class/lancer.php
http://www.ffxivinfo.com/class/pugilist.php
http://www.ffxivinfo.com/class/archer.php

As for bonus stats I am probably going to save them until the end of the game after I've done all my materia melding, but in Beta Phase 3 I focused on STR first, DEX second, and VIT third. As Ywain said, a Lancer's goal is to pierce and destroy the enemy as quickly as possible. DEX is better for solo'ing but I like STR for dungeons since the enemies rarely move off the tank.

Edited, Aug 20th 2013 2:09am by ErikHighwind
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#6 Aug 20 2013 at 1:02 AM Rating: Good
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Archer seems to be the go-to class for damage buffs, with Lancer the second place. So if you want one, then get the other up too. From my experience:

MRD stuff is mostly tanky, although Bloodbath can still help as a DPS to keep yourself up from collateral damage.
GLD has the same issue, with I think only Flash being the real deal breaker as far as skills are concerned. So I guess if DRG becomes a viable tank, then sure, but I don't see LNC needing anything GLD offers.

PGL gives some viable survivability stuff, as well as a DPS boosting ability (I think, could be wrong) so you either go with Bloodbath (which will probably return more HP overall, especially if it works with Limit Breaks, which I'm not sure if it does) or Second Wind for that instant assured boost to HP. Plus Featherfeet for general survivability.

Overall though, it looks like as a DPS you want largely LNC or ARC skills to back you up.
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#7 Aug 20 2013 at 2:37 AM Rating: Excellent
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ErikHighwind wrote:
I am also pursuing LNC/DRG, and as such the only cross skills I got around to were for PGL so I was using Featherfoot to combine with Keen Fury for the 35% evasion (also stacked Keen Fury on when playing as PGL), Second Wind so I could heal easier since I haven't done CNJ yet plus I prefer to save my Life Surge for when I really need it or else a boss due to slow recovery time, and lastly Internal Release to boost my crit.

I will probably get around to Archer as there are some other cross-class skills that will be useful for LNC, notably Quelling Strike. I think this is also DRG compatible but some sources are conflicting about that.

For ability rotations I also do like you by tagging a mob with slows before assisting the tank with going after the weaker foes first to reduce total attacks, while keeping an eye on the healer in case they get aggro'd. For bosses I will reapply the slow as needed, but otherwise only when the target is full health. I will forego using slow if the enemy has low life since the attack is a bit weaker and the benefit of slow isn't really there if the target doesn't last very long, or if it doesn't last at least 10 seconds it's not worth it to me to give up the DPS.

After that I focus on doing Heavy Thrust from the flank (side) of the target since it does 170 initially with a 10% damage bonus for 10 seconds on subsequent attacks. If that bonus is in effect then I'll use Impulse Drive (180) instead of Heavy Thrust unless I want to rekindle the 10 second timer.

I try to save my Leg Sweeps for when the target is about to do an area attack since it stuns them and nullifies the attack. That way the tank doesn't have to move away, and of course I use every stun as an opportunity to flank or back attack.

For combo's your ideal order is True Thrust > Vorpal Thrust > Full Thrust (when you get it), and I will use those when the target is attacking me. For dungeons I don't bother as much with True Thrust (150) > Vorpal Thrust (200 combo) without the Full Thrust (300 combo) since the first two only add up to 350 total where as you can spam Impulse Drive to get 360 out of those same 2 moves. Either way, it's negligible but once you get Full Thrust the combos will be far superior.

So for a boss I do something like:
Feint > run to side > Heavy Thrust > run to back > Impulse Drive spam until one of the timers runs out then reapply as needed, returning to Impulse Drive otherwise.

More info here:
http://www.ffxivinfo.com/class/lancer.php
http://www.ffxivinfo.com/class/pugilist.php
http://www.ffxivinfo.com/class/archer.php

As for bonus stats I am probably going to save them until the end of the game after I've done all my materia melding, but in Beta Phase 3 I focused on STR first, DEX second, and VIT third. As Ywain said, a Lancer's goal is to pierce and destroy the enemy as quickly as possible. DEX is better for solo'ing but I like STR for dungeons since the enemies rarely move off the tank.

Edited, Aug 20th 2013 2:09am by ErikHighwind

Can only comment from 18, but I'm not dissimilar to erik here. FYI, I've taken ACH to 6 for Straight Shot, Raging Strikes & Venomous Bite. Also, DRG has PGL & MRD as subclasses, so I'm not bothering chasing ACH higher for now - Quelling Strikes would be awesome during CD stacking, but pointless for DRG now (still great for LNC tho!).

My usual move is to assist tank's shield lob/tomahawk target, run in, then:
- Heavy Thrust (from flank), move to rear of mob
- Feint -> Straight Shot
- Venomous Bite -> Impulse Drive
- True Thrust - Vorpal Thrust (less potency than ID -> ID, but also less TP cost. Not really relevant at these levels, but good practice is good practice. Plus, adding Full Thrust in will be easy). By now, HT has worn off.
- Flank HT -> VB, move to rear
- ID -> TT -> VT
- return to top

Basically, HT & SS should be near 100% uptime if possible, I keep VB up as much as I can (effective 205 potency attack), same with Feint. Leg Sweep should be used for any TP charged move when it's off CD (yours is off the GCD, GLD is not, and MRD has a large TP cost for theirs).

I'm stacking full STR for bonus points - key DPS stat for us. If DEX is needed, it will be smaller amounts, and they'll be easier to meld later (plus 2 jobs need STR, 1 needs DEX = cheaper!). Also, Internal Release & Second Wind (PGL), Fracture & Bloodbath (MRD) should be top priority for any aspiring DRG. Foresight, Mercy Stroke & Featherfoot also highly recommended.

Edited, Aug 20th 2013 9:28pm by carmelita

Edited, Aug 20th 2013 9:33pm by carmelita
#8 Aug 20 2013 at 10:21 AM Rating: Decent
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Quote:
DRG has PGL & MRD as subclasses
Do you have any source to confirm this? Because everything that I've seen says that DRG has Archer and Pugilist as their subclasses and nothing I've seen says anything about MRD.
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#9 Aug 20 2013 at 10:34 AM Rating: Good
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Phoenix904 wrote:
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DRG has PGL & MRD as subclasses
Do you have any source to confirm this? Because everything that I've seen says that DRG has Archer and Pugilist as their subclasses and nothing I've seen says anything about MRD.

It's from the game during open beta. The info's on xivdb.com and this list http://ffxiv.zam.com/forum.html?forum=152&mid=1376670779106276389
#10 Aug 20 2013 at 10:37 AM Rating: Excellent
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My main is ARC, but I've been leveling LNC concurrently in order to pick up Blood for Blood. I recommend dropping DEX. The only benefit you'll receive from it is for parrying.

You already use Straight Shot and Raging Strikes which are both awesome. Personally, I would use Straight Shot before Heavy Thrust—Straight Shot lasts longer. Other than that, you should pick up Internal Release from PGL.

If you want a list of cross-class abilities, this will help you out. As shown by the chart, DRG cross-classes MRD and PGL. They changed it recently.
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#11 Aug 20 2013 at 6:42 PM Rating: Excellent
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Phoenix904 wrote:
Quote:
DRG has PGL & MRD as subclasses
Do you have any source to confirm this? Because everything that I've seen says that DRG has Archer and Pugilist as their subclasses and nothing I've seen says anything about MRD.

ACH & PGL were the 1.0 subclasses I believe. Some available subclasses have been restructured for 2.0, along with the introduction of ACN.
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