Dragoon Lancer(Dragoon) skills, rotations and tactics

Discussion in 'Disciples of War' started by Novaultima, Jun 27, 2013.

  1. Novaultima

    Novaultima Active Member

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    This will be kinda a compact guide, no walls of text, precise descriptions. It will contain the following sections:

    1. The way of the Lancer
    Skills
    Passive Abilities

    Special Class Quest Skills
    Job for Lancer

    2. The way of the Dragoon
    Quest for the Jobcrystal
    Skills


    3. Gameplay and skill usage
    Role of Lancer & Dragoon
    Skill usage and tactics


    4. Stats and builts
    Essential stats
    The different builts

    Cross Skills

    5. Personal gameplay tips and discussion(Endgame)


    1
    The way of the Lancer(Old Gridania)
    The lancer is a master of polearms—weapons which have evolved from humble hunting tools. In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. The lancer's weaponry has since expanded to include other lethal implements such as the halberd and trident.
    While it is no easy task to wield a polearm as if it were an extension of one's body, those who master the lancing arts come to be as a raging storm before their enemies, capable of delivering a barrage of devastating thrusts and slashes.

    Role of the Lancer: DPS, AoE, debuff


    Skills
    Show Spoiler
    Skills Lancer can equip to their bar and use at any time as long as their timer is available. Chaining diverse skills can lead to a Combo, which generates side effects.


    [​IMG][1]True Thrust
    RC:
    2.5 sec ~ TP: 70 ~ MP: 0 ~ Range: 3m ~ Radius: 0m
    Req: LNC DRG
    Delivers an attack with a potency of 150.

    [​IMG][2]Feint
    RC:
    2.5 sec ~ TP: 80 ~ MP: 0 ~ Range: 3m ~ Radius: 0m
    Req: GLA PGL MRD LNC ARC MNK DRG BRD
    Delivers an attack with a potency of 120.
    Debuff: Slow +20%, for 10 sec

    [​IMG][4]Keen Flurry
    RC:
    90 sec ~ TP: 0 ~ MP: 0
    Req: GLA PGL MRD LNC ARC CNJ THM MNK DRG BRD
    Increases parry rate by 20%, for 20 sec.

    [​IMG][6]Vorpal Thrust
    RC:
    2.5 sec ~ TP: 60 ~ MP: 0 ~ Range: 3m ~ Radius: 0m
    Req: LNC DRG
    Delivers an attack with a potency of 100.
    Combo(True Thrust)Delivers an attack with a potency of 200.

    [​IMG][8]Impulse Drive
    RC:
    2.5 sec ~ TP: 70 ~ MP: 0 ~ Range: 3m ~ Radius: 0m
    Req: GLA PGL MRD LNC MNK DRG
    Delivers an attack with a potency of 100. 180 when delivered from behind.

    [​IMG][10]Leg Sweep
    RC:
    30 sec ~ TP: 0 ~ MP: 0 ~ Range: 3m ~ Radius: 0m
    Req: LNC DRG
    Delivers an attack with a potency of 130.
    Debuff: Stun, for 3 sec

    [​IMG][12]Heavy Thrust
    RC:
    2.5 sec ~ TP: 70 ~ MP: 0 ~ Range: 3m ~ Radius: 0m
    Req: LNC DRG
    Delivers an attack with a potency of 100. 170 when delivered from a flank.
    Buff: DMG +10%, for 10 sec if attacked from a flank

    [​IMG][18]Life Surge
    RC:
    90 sec ~ TP: 0 ~ MP: 0
    Req: LNC DRG
    Buff: Ensures critical damage for first non-magic action used while Life Surge is active, for 10 sec. Damage dealt will be absorbed as HP, up to 20% of maximum HP.

    [​IMG][22]Invigorate
    RC:
    180 sec ~ TP: 0 ~ MP: 0
    Req: GLA PGL MRD LNC ARC CNJ THM MNK DRG BRD
    Instantly restores 300 TP.

    [​IMG][26]Full Thrust
    RC:
    2.5 sec ~ TP: 60 ~ MP: 0 ~ Range: 3m ~ Radius: 0m
    Req: LNC DRG
    Delivers an attack with a potency of 100.
    Combo(Vorpal Thrust): Delivers an attack with a potency of 330.

    [​IMG][34]Blood for Blood
    RC:
    80 sec ~ TP: 0 ~ MP: 0
    Req: GLA PGL MRG LNC ARC CNJ THM MNK DRG BRD
    Buff: Increases damage dealt by 20% and damage suffered by 25%, for 20 sec.

    [​IMG][38]Disembowel
    RC:
    2.5 sec ~ TP: 60 ~ MP: 0 ~ Range: 3m ~ Radius: 0m
    Req: LNC DRG
    Delivers an attack with a potency of 100.
    Combo(Impulse Drive): Delivers an attack with a potency of 220 and reduce target's piercing resistance by 10%, for 20 sec.

    [​IMG][42]Doom Spike
    RC:
    2.5 sec ~ TP: 160 ~ MP: 0 ~ Range: 10m ~ Radius: 10m
    Req: LNC DRG
    Delivers an attack with a potency of 160 to all enemies in a straight line before you.

    [​IMG][46]Ring of Thorns
    RC:
    2.5 sec ~ TP: 120 ~ MP: 0 ~ Range: 0m ~ Radius: 5m
    Req: LNC DRG
    Delivers an attack with a potency of 100 to all nearby enemies.
    Combo(Heavy Thrust): Delivers an attack with a potency of 150 to all nearby enemies.

    [​IMG][50]Chaos Thrust
    RC:
    2.5 sec ~ TP: 60 ~ MP: 0 ~ Range: 3m ~ Radius: 0m
    Req: LNC DRG
    Delivers an attack with a potency of 100.
    Combo(Disembowel): Delivers an attack with a potency of 200 and inflicts DMG over time with a potency of 20, for 30 sec.
    Last edited: Apr 21, 2014
  2. Novaultima

    Novaultima Active Member

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    Passive Abilities
    Show Spoiler
    Those abilities are upgrades for Lancer stats and skills.


    [​IMG][8]Enhanced Strenght
    Increases strenght by 2.
    [​IMG][14]Enhanced Feint
    Extends Slow duration inflicted by Feint to 20 seconds.
    [​IMG][16]Enhanced Strenght II
    Increases strength by 4.
    [​IMG][20]Keener Flurry
    Extends Keen Flurry duration to 30 seconds.
    [​IMG][24]Enhanced Strenght III
    Increases strength by 6.
    [​IMG][28]Enhanced Leg Sweep
    Shortens Leg Sweep recast time to 20 seconds.
    [​IMG][32]Enhanced Life Surge
    Shortens Life Surge recast time to 60 seconds.
    [​IMG][36]Exhilarate
    Increases the TP restored by Invigorate to 450.
    [​IMG][40]Heavier Thrust
    Extends Heavy Thrust duration to 15 seconds.
    [​IMG][44]Enhanced Blood for Blood
    Improves Blood for Blood damage increase to 30%.
    [​IMG][48]Exenterate
    Extends Disembowel duration to 30 seconds.



    Special Class Quest Skills
    Show Spoiler
    There are uniqe skills to get via diverse NPC quests for your class.


    [15]Piercing Talon
    RC:
    2.5 sec ~ TP: 130 ~ MP: 0 ~ Range: 15m ~ Radius: 0m
    Req: LNC DRG
    Delivers a ranged attack with a potency of 120.
    Quest NPC: Haurtefert(Old Gridania/Lancer Guild)

    [30]Phlebotomize]
    RC:
    2.5 sec ~ TP: 90 ~ MP: 0 ~ Range: 3m ~ Radius: 0m
    Req: LNC DRG
    Delivers an attack with a potency of 170 and inflicts damage over time with a potency of 25, for 18 sec.
    Quest NPC: Wandering Minstrel(Company NPC, near your company)



    Job for Lancer
    2
    The way of the Dragoon
    Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.
    Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.

    Role of the Dragoon: DPS, AoE, debuff

    Quest for the Jobcrystal
    [30]Eye of the Dragon(Old Gridania/Lancer Guild: Haurtefert)
    Requirements: Lancer L30, Marauder L15
    Rewards: Soul of the Dragon
    , The Keeper´s Hymn, Jump
    Unlocks: [35]Lance of Fury(Disembowel)
    > [40]Unfading Scars(Elusive Jump)
    .> [45]Double Dragoon(Drachen Gear)
    ..> [45]Fatal Seduction(Ring of Talons)
    ...> [50]Into the Dragon´s Maw(Drachen Mail, Dragonfire Dive)



    Skills
    Show Spoiler
    Skills Dragoon uses the same way as Lancer. New Combos aren´t available yet.


    [​IMG][30]Jump
    RC:
    40 sec ~ TP: 0 ~ MP: 0 ~ Range: 20m ~ Radius: 0m
    Delivers a jumping attack with a potency of 200. Returns you to your original position after the attack is made. Cannot be executed while bound.

    [​IMG][35]Elusive Jump
    RC:
    180 sec ~ TP: 0 ~ MP: 0 ~ Range: 15m ~ Radius: 0m
    Executes a jump to a location behind you, while removing any Heavy or Bind effects.
    Buff: Reduces enmity.

    [​IMG][40]Spineshatter Dive
    RC:
    90 sec ~ TP: 0 ~ MP: 0 ~ Range: 20m ~ Radius: 0m
    Delivers a jumping attack with a potency of 170. Cannot be executed while bound.
    Debuff: Stun, for 2 sec

    [​IMG][45]Power Surge
    RC:
    180 sec ~ TP: 0 ~ MP: 0
    Buff: Increases the damage dealt by a single Jump or Spineshatter Dive by 50%, for 10 sec.

    [​IMG][50]Dragonfire Dive
    RC:
    180 sec ~ TP: 0 ~ MP: 0 ~ Range: 20m ~ Radius: 5m
    Delivers a jumping fire-based attack with a potency of 250 to all nearby enemies. Cannot be executed while bound.




    3
    Gameplay and skill usage
    Like at every class there are quite some things to know to play efficient.

    Role of Lancer & Dragoon
    Show Spoiler
    Lancer and Dragoon are generelly meant to DPS the enemies. As a great secondary option they can help the tank and healers by slowing down and binding monsters. Since they can do this regulary without any condition, it makes the groupplay way more efficient. Also, on endgame you are able to pull of quite some AoE DMG at a regulary base.



    Skill usage and tactics
    Show Spoiler
    There are diverse primary handlings of skills and tactics to consider.
    Tip: You are able to shift diverse skills into a skill with basic cooldown. For now it´s just Leg Sweep.

    Basic skill routines
    Offensive routine(single enemy): [from the rear]Heavy Thrust > *True Thrust > Vorpal Thrust > Full Thrust
    *Point of return until buff from Heavy Thrust ran out.

    Offensive routine(multiple enemies nearby): [from the rear]Heavy Thrust > Ring of Thorns > *Doom Spike
    *Point of return until buff from Heavy Thrust ran out.


    Progressive offensive routine(single enemy - Boss): [from the back]Impulse Drive > Disembowel > Chaos Thrust > [from the rear]Heavy Thrust > *True Thrust > Vorpal Thrust > Full Thrust
    *Point of return until debuff from Disembowel ran out.


    Offensive buffs
    Single enemy: Internal Release, Life Surge and Blood for Blood can be used anytime in combination with first offensive routine. All other buffs or debuffs shouldn´t be used for a single normal enemy.

    Multiple enemys: Internal Release, Blood for Blood can be used anytime. Life Surge should be used for leeching HP if too much damage taken. You should stagger one or more enemies with Feint and Leg Sweep(shifting) in combination with second offensive routine(if atleast two enemies nearby).

    Single enemy - Boss: Life Surge should be only used for leeching HP back if you are taking damage. Internal Release can be used anytime. Blood for Blood and Raging Strikes should be keeped for the last 25% of the Boss. You can break diverse actions of bosses with Leg Sweep. Slow down bosses with Feint only, if damage taken from your tank is too high.


    Defensive buffs
    Single enemy: No defensive abilities should be used at all.

    Multiple enemies: Life Surge, Keen Flurry and Second Wind should be used seperately for leeching HP/parrying if too much damage taken.

    Single enemy - Boss: All defensive buffs should be used sensible. Use Keen Flurry if you see an high attack incoming or getting aggro. Use Life Surge, if you have taken high damage(Tip: Use Piercing Talon to leech HP from a distance with Life Surge activated). Use Second Wind if you have taken high damage another time.


    Highend damage routines
    With lv50 you can completely drop the Thrust Chain, as the Impulse Drive chain does more damage at all and feels quicker(it can be skipped better by too fast Speed or with off basic cooldown skills). You´ll have more space then in your skillbar and for your hotkey setup but you should keep True Thrust to use while moving to the rear or to the back - to not lose DPS.

    Single enemy: [from the rear]Heavy Thrust >*[from the back]Impulse Drive > Disembowel > Chaos Thrust
    *Point of return until buff from Heavy Thrust ran out.

    Multiple enemies nearby: [from the rear]Heavy Thrust > Ring of Thorns > *Doom Spike > Dragonfire Dive/Ring of Talons
    *Point of return until buff from Heavy Thrust ran out.

    Dragoon abilities: Jump, Spineshatter Dive can be shifted in to any rotation for a quick DPS boost, since all Dragoon skills are off basic cooldown.




    4
    Stats and builts
    Every class has it´s own essential stats and perhaps more than one build.​

    Essential stats
    Show Spoiler
    Lancer is a damage dealer in first place and a physical class. Following is the order of essential stats for Lancer and description of the status.

    Strenght(main): Increases Strenght, skill damage and autoattack damage intensely
    Most important stat, obviously. It increases all damage intensely and increases defense slightly.
    Determination: Increases Autoattack damage slightly
    This is the stat you always should look for, and only if it´s in par with Strenght atleast.
    Speed: Decreases Basic Cooldown
    This is an impacting stat ingame. Later on you can be very fast with high Speed stats and the gameplay will feel way different - more dynamic. I think it is made this way to let players feel a huge evolvement from beginners level to highend.
    Accuracy: Increases hitrate
    Accuracy is very important for not breaking chains, but also in generel to not lose DPS.
    Critical Rate: Increases the chance to land a critical hit
    It can influence the DPS later on very much. Though it´s not that important, since we can cross skill a buff, giving 10% Critrate. This skill is near spammable after it´s effect has ended.



    The different builts
    Show Spoiler
    Not available currently



    Cross Skills
    Show Spoiler
    There is a great variety of useful skills, Lancer can use from other classes. Dragoon´s cross skill ability is limited though.

    Well, here is what I experienced so far:
    Blue: Awesome, a must have
    Green: Good
    Light Blue: Good, secondary setup as offtank or for soloing
    Red: Not useful

    *: Can still be used as Dragoon


    Internal Release*: 30% Critrate for 15 sec on a 60 sec cd
    PGL, 12: That skill is awesome, a near spammable buff with acceptable cooldown and duration and that 20% critrate are very recognizable.

    Bloodbath*: Converts 25% damage of all your abilitys into HP
    MRD, 8: Leeches a small amount HP on every offensive skill for 15 sec, just insane I would say!

    Second Wind*: 15% instant self heal
    PGL, 8: Good for solo and tanking in groups or as close edge ability.

    Mercy Stroke*: High damage only usable at enemys health below 20%. If it kills the enemy, up to 20% of your max HP will be restored
    MRD, 26: Didn´t had the right level for it on my Marauder but that will be an awesome skill because of it´s DMG and finishing side effect.

    Provoke: Gesture threateningly, increasing enmity in target
    GLA, 22: Amazing all time enmity spot skill, ranged, no TP/MP usage and an okay cooldown.

    Raging Strikes: 20% attackpower for 20sec on a 180sec cd
    ARC, 4: Insane DMG boost but high cooldown. Usually I use it for the last 25% of bosses or Limit.

    Hawk's Eye: Increases physical accuracy by 20%
    ARC, 26: Important buff to not miss between the combo chains!

    Foresight*: Increase defense by 20% for 20sec on a 120sec cd
    MRD, 2: Helpful buff, but too high cooldown.

    Stoneskin: Damage absorb (total by 10% of targets HP)
    CNJ, 34: In addition to Foresight and parry buff a nice ability but it´s the less helpful one.

    Protect: Increases party def
    CNJ, 8: As long it´s usable solo, it´s a good ability. Forgot to test that sadly...

    Convalescence: Increases HP restored by spells or actions by 20%
    GLA, 10: Nice tanking skill in group, besides that it doesn´t effect any Lancer ability sadly though.

    Flash: Increases Enmity in all nearby enemies
    GLA, 8: Spammable but kinda much MP eating - be sensible with the usage!

    Skull Sunder*:Delivers an attack with a potency of 100 to all nearby enemies
    MRD, 4: Standard DMG-enmity skill. Descriptions differ on diverse sites, so I´m not sure if it has aoe. Ingame it doesn´t say so in descritpion.

    Straight Shot* + ~Venomous Bite*: Low damage +10% critrate for 20sec - Low DMG + poisen DMG effect over time
    ARC, 2 - ARC, x: The delay of the dots are way too high to make up the DPS loss for using a that low DMG skill. Useless skills, for Lancer atleast.

    Fracture*: Delivers an attack with a potency of 100
    MRD, 6: Same as Straight/Venomous Bite.




    All other cross skills I didn´t mention, can be ignored since they wouldn´t be useful anyway.




    5
    Personal gameplay tips and discussion(endgame)
    Those statements and tips are for the Dragoons with endgame experience or those who just became l50. Advices about buffs in rotations are not included here, since there are so many different situations and different usages for.


    - The only viable build(sharing points) for Dragoon is pure Strenght, since he never could maintank endgame content decent, even with pure VIT. He can never apply as maintank anyway.


    - Of all possible rotations I experienced that you can completely drop Thrust Chain. The reason is simple: Impulse Drive, Disembowel and Chaos Thrust do always more DPS than the 3 other Thrust skills in order. How? Impulse Drive and Disembowel do more damage on each skill than True Thrust and Vorpal Thrust, only Full Thrust does more damage but due to the loss of damage from True Thrust and Vorpal Thrust this is just a balancing. But Impulse Drive and Disembowel do immetiately more damage and increase damage for piercing skills(so every skill of Dragoon and Bard), so as immediately for first Chaos Thrust. Not your oppinion? Share your thoughts!


    - Heavy Thrust is imo a DPS-delay when used and only balances the loss of DPS with it´s damage boost, which is too low to be effectiv enough. Always trying to get to the left or right of the target is often difficult and trial and error when the tank moves too much. I experienced way higher DPS with completey dropping this skill and concentrating just on backstabbing. Discuss!


    - The most used rotation should be like this: First skill should be always Phlebotomize, so that you start doting your target until you reached Chaos Thrust. While using this skill you position yourself to the back of the target and follow up with Impulse Drive, Disembowel and Chaos Thrust. Since you used Phlebotomize already, the dot of Chaos Thrust is a lot higher because dots stack to 1 dot always(atleast per player). So, basically you repeat this rotation all the time(Phlebotomize only when dot ran out obviously).


    - Every time you have to run to a target or you lose the position, use Doom Spike until you reached the correct position again(in this case: the back).


    - Shift non-basic cooldown skills into your rotation to increase DPS intensely! What does that mean? You can use diverse damage skills while basic cooldown hasn´t ended yet, those are: Leg Sweep, Jump, Spineshatter Dive, Dragonfire Dive or buffs.


    - Use Life Surge for skills such as Dragon Fire Dive, Jump or Disembowel/Full Thrust.


    - Use Second Wind not over 50% HP left or only if your healer doesnt heal you fast enough. This can save many situations!



    ~ More to come soon, feel free to discuss if you think way different.
    Last edited: Apr 21, 2014
  3. S.A.G.E

    S.A.G.E New Member

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    Forever Hugged <3
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  4. Novaultima

    Novaultima Active Member

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    Passive abs added.
  5. Novaultima

    Novaultima Active Member

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    Added quest for jobcrystal!
  6. Orien

    Orien Well Known Member

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    Not an offtank, just FYI.
  7. Novaultima

    Novaultima Active Member

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    Little update with content index and gameplay advices!
  8. Novaultima

    Novaultima Active Member

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    Special Class Quest Skills added.
  9. Novaultima

    Novaultima Active Member

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    Updating soon with Stats and builds.
  10. ThadeusStern89

    ThadeusStern89 Active Member

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    Very comprehensive, good job!
  11. Alex Santin

    Alex Santin Member

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    To maximize DPS I would use Blood for Blood every time it is available. Unless it is a fight that you know you will take damage constantly. Otherwise what is the point of limiting you damage output for no reason other than waiting for the end of the fight. If I recall correctly I am sure I was able to do atleast 2 Blood for Blood during the final boss in Brayflox's Longstop. By maximizing your damage throughout the fight the less heals a healer will have to throw to a tank since the fight will be shorter.

    Another thing to consider to make this effective is please target what that tank is concentrating on. Do not go for the adds while on blood for blood. If you are close to pulling all the hate try to hold back or do an elusive jump. Do anything in your power to get below the Tank in the threat ranking. If you start taking hits while in Blood for blood you might die or you will be a MP pit for the poor healer healing you.

    Just don't spam rotations mindlessly. That is all.
    FFADD likes this.
  12. Novaultima

    Novaultima Active Member

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    Well I just pointed out the most important things, yet. The tactics and rotation section is not ready yet, as there are more skills than those. It´s just for early gameplay, once you got the upgrades for Blood for Blood etc you can obviously use it more often at bosses - those upgrades weren´t available in CBT though.

    Raging Strikes has a cooldown of 3 min though, this one really should be keeped for the last 25 % of a boss, there wasn´t any boss lasting longer than 3 min really in CBT.
  13. Alex Santin

    Alex Santin Member

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    Raging Strikes should be used at the point were the boss is most dangerous usually it that las 25% but it all depends on the fights so just use it when there is the need for high spike damage.
  14. Novaultima

    Novaultima Active Member

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    Little update and merged the cross skills into here. Skill usage and tactics will be updated soon with new skills and handlings.
  15. Novaultima

    Novaultima Active Member

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    If I´m able to play with my wierd connection atm, I´ll update the thread very soon.
  16. Novaultima

    Novaultima Active Member

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    I´m near 35 now, didn´t see much new changes yet really. Just an update will be done at batte tactics and tips: f.e. all jump skills will be a great DPS boost, since they´re off basic cooldown.

    And I can say more about Speed, cap and DPS influence by those.
  17. Novaultima

    Novaultima Active Member

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    Added Highend damage routines and updated Essential stats. Also refreshed some skills. There are also changes at class quests for Dragoon, but this will come when I completed all up to 50.
    Last edited: Sep 4, 2013
  18. Novaultima

    Novaultima Active Member

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    Adding new gameplay techs and tricks asap. For example Impulse Drive chain is the final max DPS chain and you can also use that damage bonus from the back solo: Jump/go through the enemy and use Impulse Drive at the right moment, so you get the back-damage bonus before the target turned the direction.
  19. Novaultima

    Novaultima Active Member

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    Ring of Talons isn´t anymore, so as the quest got removed. It was a class quest reward on lv45. It´s Ring of Thorns now, similar animation, low damage though. For PvE it´s only useful for more AoE precision since it hits 360 degree and is usable without target, even though Doom Spike does way more damage.

    Ring of Thorns is a superb looking skill though and "poser" skill. It will be propably a good PvP skill since it hits everything nearby without targeting anything and is spamable.
    Last edited: Sep 10, 2013
  20. Police Calculus

    Police Calculus Member

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    EurekaH! You sure solved my question:D

    Happy Gilgamesh! Ill thank ya in game as well when i see ya :happy:

    Good job man, definitely a good guide:cigar:

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