*Abilities damage is calculated with passive bonuses as well as combo bonuses. The Score is a value calculated with DPS and cost efficiency in mind with a heavier weight on abilities with low cooldowns.
Bonus to break. When used after Pierce, AP increased by 10.
98
Savage Sting
160
170
12
10
17.00
14.17
Bonus to break. When used after Sting, AP increased by 10.
88
Double Sting
100x2
110x2
18
11
20.00
12.22
Bonus to break. When used after Savage Sting, AP increased by 10.
77
The Sting abilities are the core moves for any lancer. These moves all have an increased chance to apply break to your target. Pierce and Sting should in most scenarios always be used together. Replacing Pierce for Savage Sting is not recommended in most cases as it is less efficient than the Pierce/Sting Combo. Double Sting may occasionally be used as a 3rd/4th skill and boasts the highest DPS of any lancer ability, however it is also one of the least cost efficient abilities. Since Double Sting's combo is activated by Savage Sting, this is one of the only times Savage Sting is a viable replacement for Pierce.
Thrust Abilities[]
Icon
Name
Damage
W/ Combo
Cost
CD
DPS
CE
Additional Effects
Score
Thrust
140
140
10
9
15.56
14.00
Bonus to break.
84
Sharp Thrust
150
150
11
10
15.00
13.64
15% chance to paralyze, 40% if used after Pierce, Sting, Savage Sting.
76
Dragon Thrust
160
160
12
11
14.55
13.33
15% chance to paralyze, 40% if used after Pierce, Sting, Savage Sting.
69
Break Thrust
140
140
12
10
14.00
11.67
Not affected by damage down or damage reflect.
56
The Thrust abilities are optional replacements for the Sting abilities. These skills are outclassed in DPS and cost efficiency by all Sting abilities, the skills saving attribute is its chance to paralyze the target. When used after Pierce, Sting, or Savage Sting the chance to paralyze is a substantial 40%. In PVE these abilities are nearly useless as monsters have high resistance to paralyze. In PVP these can be more useful abilities as players do not have nearly as high resistance. Between Thrust, Sharp Thrust, and Dragon Thrust I would only recommend Thrust; each higher tier offers lower efficiency with no increase in chance to paralyze. Break thrust is a niche ability. Unlike the other thrust abilities it offers no chance at paralysis but instead ignores damage down and reflect damage abilities. On its own it is a terrible ability but if used when a 30% reflect is on the enemy it can outclass nearly all other abilities. Since its use is almost solely as an ability to use against reflect it is usually not beneficial to use unless there is a high chance reflect will be used often in a battle.
Rush Abilities[]
Icon
Name
Damage
W/ Combo
Cost
CD
DPS
CE
Additional Effects
Score
Rush
100x3
100x3
12
10
10.00
8.33
Damages 1 enemy and adjacent enemies. Chance to miss.
35
Enraged Rush
110x3
110x3
13
11
10.00
8.46
Damages 1 enemy and adjacent enemies. Chance to miss.
35
Dragon Crush
190x3
190x3
25
40
14.25
22.80
Damages 1 enemy and adjacent enemies.
83
Rush and Enraged Rush should never be used for any reason. They are only viable if all 3 enemies are hit which is not a common occurrence. Dragon Crush removes the chance to miss and boasts the highest cost efficiency among the lancer abilities making it a viable ability. Dragon Crush is one of the worst skills to use if your focus is on a single target, as such it is not useful for PVE. It has limited use in PVP as well due to its 40 second cooldown, however if used correctly it can be devastating.