Updated Lancer Guide

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masterogi
Wings of Death
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Updated Lancer Guide

Post by masterogi » Tue Jan 09, 2018 12:39 am

Greetings
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Greetings, thank you for sparing some time to read this guide. Before we start i want to mention that lancer is not easy hero to play correctly, she is very gear dependable character so it takes some time to learn how to play her well, regardless of this she is also very rewarding the more and better you play her.

Even after reading this guide keep in mind that these are only basics, just explained skills/combos/etc stuff, but there are hundreds of different situations you may end up in, and they will require different combinations and different item builds. This is just to kind of illuminate your path, but in the end you are the one who will make decision and choose how you gonna respond to different situations you may end up in.

This is up to date lancer guide as of version S4v0.33d


Naomi Mercedes
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Stats/pros, cons
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Lets start with lancer stats distribution. Since her main stat is strength put all of her stats points into it, but lets not forget that lancer benefits from agility as well because it gives you more chance to do critical strike on your auto attacks/passive procs and on your Q skill, but since you will get agility from items, buffs and more go with full strength stats distribution.

Intelligence is useless on Lancer because you don't even have mana but instead of it you got ki which auto regenerates as you level up your R skill, and always stays on cap of 100 regardless of how much intelligence points you have.

Stats from items which you would be wanting the most are: Critical chance; strength stats; spell damage.

Critical multipliers, attack damage bonuses, damage reduction, magic reduction are nice as well but they mostly come as secondary ones compared to the ones mentioned before.

As all heroes Lancer have things where she excels at but at same time some things where she is not the best choice.

pros---> high damage over time (dot), high burst damage, mobile hero, has anti magic shield break, all stats buffs for team.

cons---> very gear dependent, lacks tankiness, lacking survivability, lacking stuns, most of spells are close range, which means you are constantly fighting with boss head on head and are constantly in danger.

Lancer main role---> melee over time damage dealer or high burst orientated damage dealer and anti magic shield breaker (or any other thing that can be broken).

Lancer scale table:

Damage over time (DOT): 4/5
Burst damage: 4/5
Support: 1/5
Survivability: 2/5
Tank: 1/5
Mobility: 3/5

Spells
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Ok now when you know in general about advantages and disadvantages of lancer lets move on to skills explanation. Skills screenshots and descriptions will go in this order: D;Q;W;E;R;T;F.


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D---> Your D skill is one of your main damage source, and also key spell in your kit since most of your combos will start with D. When activated it empowers each one of your auto attacks to deal magic damage that scales with your strength stats for period of time and also if chain casted properly it empowers your other spells as well, for example if chain casted with Q you will have higher % chance to do critical strike on that target. You will mostly be empowering your Q spell when there are 2 lancers in your team, this is where it shines most, otherwise than this you will mostly be empowering your W spell. Cooldown of this spell is 6 seconds.

Q---> Your main combo/dash spell, deals pure damage, very useful for dodging stuff, also its part of your main damage combo, use it wise. Duration of your Q empowered buff is 30 seconds. This spell is casted on ground, and it procs all single target debuffs coming from your items (Cape of corrupted flame/Cloak of the Fallen Shadows etc). With it you can jump over spells like Mad Clown wheel lines, Valtora red lines etc. Cooldown of this spell is 6 seconds.

W---> Your most important spell, with empower from D it increases your pure damage on your next Q cast, and also refresh D duration, slows bosses/mobs that are caught in its range, so use it wise, can act as hold mechanism for bosses. Cooldown of this spell is 8 seconds.

E---> Your debuff spell, when empowered with your D it increase taken damage for 5% on target it's used for next 40 seconds. Care for it's duration, so as soon as one debuff expire be ready to apply new one for maximum team damage output. Can break anti magic shield, and is one of few spells that have mini stun so use it wise. Cooldown of this spell is 8 seconds.

R---> Your healing/damage reduction spell, greatly increase your survability, can dodge stuff with it if your Q is on cooldown, doesn't have empowered version, but still very useful, use it wise. Cooldown of this spell is 1.5 seconds.

T---> Your damage/buff spell, increase your and your allies stats by 10% for duration. Same as E got mini stun on it. Mostly use it to buff yourself and your team so you can deal more damage with your other spells. It deals damage in line and when it reach travel range limit, it explodes dealing bonus damage. Cooldown of this spell is 30 seconds.

F--->Biggest aoe ultimate in game, if target/s on which you cast it are in middle of cast circle it does a lot more damage, has bigger stun than your E/T spells, (around 2 sec) and also when you cast it you instantly get max ki, and heal a portion of your hp based on missing ki. Can dodge spells like Skeleton King "Rain" Shadow Dragon "Boom" and other instant kill spells if timed nice. Same as your R doesn't have empowered version. Cooldown of this spell is 120 seconds.

Combo and strategy
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Lancer has several combos from which ones you can choose one or combine them depending on your situation, i will try to explain possible combos and how to use them.

Lancer main damage source is her DWRQ/DWQR/DWQ combo aka pure damage combo. You perform this combo by casting your D followed by your W and then using Q, which will deal bonus damage because of empower coming from your W. Lets not forget that your Q can always do critical strike duplicating your damage. Keep in mind to always wait 3 seconds between D and W cast so you maximize your damage output coming from basic auto attacks. There are 3 possible variations of this combo as mentioned up, and difference between them is mostly if you want to travel more distance and with this charge some of your items procs (like Horn of Devil or Horn of Lightning God) in which case you will use either DWRQ or DWQR depending again on situation you end up in (if you need to dodge something or tank something up since you will have your R damage reduction for 1.5 seconds), or you don't want to use your kii because it will go below 60 and you will lose bonus damage output in which case you should just use DWQ.

There is another combo which you will want to combine with the one mentioned above for maximum efficiency. This one you do by using DQ on target, with this you apply 50% more chance to critical strike with spear. Q buff will last for 30 second, don't chain cast W here. When your D gets off cooldown now use DWQ combo and you will have high pretty much almost 100% chance for Q critical hit and also all your auto attacks with spear will also have a lot higher chance to land critical strike (~90% with late game gear), this buff from your empowered Q will let you do your DWQR/DWRQ combo 4 times before it expires. Basically your main damage rotation goes like this: you use D then wait 3 seconds to maximize your auto attack potential and cast Q, when you get your D again cast it keep auto attacking for 3 seconds then chain cast W followed up into your Q and keep doing so for 3 more times, after which you will need to apply DQ buff again because it will expire.

Lancer aswell got other combo which is DQ and W little later. This is pure auto attack combo and it is only worth using if there are 2 lancers in game which will be explained a little more down.

You may be wondering why should you use your R in your combo since its mostly your defensive kit and serves as escape mechanism. Depending on your items you can combine your R with your main DWQ pure combo to maximize your items passive procs that are based on distance traveled. This is very useful if you have Horn of Devil or Horn of Lightning God as your helm, because these 2 charge their proc based on distance that your hero traveled. So by adding your R (either DWRQ or DWQR combination) you will get procs much faster. Keep in mind tho to not overextend usage of your R, because you will lose your 20% bonus damage output if your ki drops below 60, so watch for that.

For fast burst combo you will want to apply DE chain to debuff your target first, then buff yourself with T, use your F and after landing instantly do DWQ on target. So basically DETFDWQ (don't forget to use active items which increase your stats/skill damage after you apply your DE debuff).

No matter what combo you decide to use be sure to always buff yourself with DT and use DE on target you are going to attack so you can maximize damage.

You will come across mixing different combos according to situations you end in.

Pure damage combo is really good to use when you have more than 1 target to attack (for example on ancient ent boss fight, all those filthy ents!) just group them and use DW followed by Q and pierce through them.

Your R spell is pretty useful and be sure to never have your ki at 100 because you won't have passive hp regen then, but also care to not overextend its usage so you end up being under 60 kii because you won't have bonus damage output then. Can always serve as escape mechanism if your Q is on coldown and you got slowed or don't have enough movement speed to dodge stuff. Also with close to end game gear you can pretty much tank alot of nukes coming from bosses like storm from ancient ent, infection from zombie lord, star area damage and a lot more.As of latest map version its cooldown is 1.5sec and ki usage is 35.

Always watch for your E and T duration and try to instantly reapply buffs/debuffs when they expire since E debuff duration is 40 seconds and T buff duration is 30 seconds. Also keep watching for your kii, don't overuse it so you end up losing increased damage output bonus, tho if you end up in grave danger better use it to survive rather than die ofcourse.

Your main damage rotation is going to look like this: Use DE on target followed up with T after which you go use your ultimate F, after you come down do DQ once and keep doing DWRQ/DWQR/DWQ until your DQ expires (30 seconds after which you will want to reapply the debuff, same goes for your DE debuff).


Dual Lancer's combo---> at the end you might have noticed that with 2 lancers in game you don't always get pure damage on your Q even after you used your empowered W, you might think that 2 lancers in game is bad because of this, but its quite opposite. Main reason why sometimes both lancers in game can't have pure damage on their Q is because mechanics in game works like that those 2 lancers are being seen as 1 lancer instead. So if you both do DW at same time and later use Q only the first one who strikes target with Q will have pure damage because your DW combo that allows you to have pure damage on your Q will instantly disappear as soon as first lancer land his Q on it. But this also goes in your favor, because 1 lancer can constantly keep using DQ combo, while other one uses DWQ, and this way other one will constantly land his Q spell on 50% more chance to critical with spear that you get from your DQ resulting in almost every single time doing critical damage with Q.

You can also both do pure combo, you do this by waiting for 1 of you 2 lancers to 1st finish with his combo and then you casting your. For example you engage in boss fight, you wait for other lancer to first do DWQ, after he done it you do DWQ, this way you both will have pure damage on your Q casts. Also if in last mentioned situation you both do critical damage this way you gonna do most of damage, but chance for both of you to crit is not so high and mostly will either end in only 1 doing critical or none of you gonna land it.

Best option is for 1 of the lancers to use DQ first, after which both of them will start doing DWRQ/DWQR/DWQ depending on situation and how much kii you have but not together, rather with slight delay for example let your lancer friend do his combo 1st then you follow up with yours and just keep rotating like this, this way your skills wont overwrite eachother and you will both end up hitting your combos correctly. One of you will want to recast DQ after 40 seconds to reapply the debuff on boss. This requires greater focus than you usually do but it will pay off since you wont be ruining eachother skills/combos.

Gear and explanation
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For Gear you should always choose items that give you critical chance/skill damage/strength stats because its your main source of damage since both your auto attack and Q pure damage critical depends on them and your ultimate is highly dependent on strength stats and skill damage. Again you are very gear dependable hero so without it you won't be able to do much.

Lancer is very versatile in terms of different items usage and you can pretty much go with damage over time build, burst build, and even semi support builds. It will all depend on your team composition and what boss you are actually fighting. At the moment i think that damage over time build is not that good on endgame bosses (Ifrit/Nereid) because they are somewhat anti melee bosses and is really hard to get close to them and even when you get close to them there is small amount of time where you can actually dps them before they cast something and go invulnerable. Damage over time build might also not shine that much on Valtora boss fight because of a lot of lightning orbs which reduce your damage output so by focusing most of your damage into fast and strong burst of 5-7 seconds you get much bigger value than trying to actually apply constant damage over fight on these bosses. Also going for semi support lancer build where you wear some of supportive items is also extremely good because they provide you and your team with nice survivability and you still do strong damage with your ultimate.

Weapon--->As for early game and begin after you have got some basic drops from field bosses try to aim for Bloodspear Sanguel, it's drop from Wallachia Count Vlad Tepes and is pretty nice spear for you to start your journey as lancer, since it has lifesteal on each basic attack, which will greatly help you in early game and on early bosses, later on you can upgrade it, since it will be needed for Lightning spear of Tiberius.

As you progress in map for mid game weapon try to get either Winter's Tear from Frostspider Lord or Corruptor from Corruptor Rectus and use them until you can craft Aglaia, the spear of heavenly flows which is one of the good choices for mid game. Death Scythe is also good mid game option, because it got passive, which Aglaia is lacking(in fact it got some small passive but damage coming from it is really really low and almost nonexistent) and both str/agi bonuses.

For late game you gonna aim for Lightning Spear of Tiberius which is really strong weapon specially for lancer, having great strength stats bonus, 12% critical chance, and has a passive proc which you get after each of your skill casts, so between each of your skill casts try you auto attack boss once for passive to proc because it deals pure damage, and is really crucial for your damage overall, it also got special active which allows you to chain mini stun target for solid ~4 seconds which is really great considering that Lancer lacks stun in her primary spell kit.

For endgame you will want to get Splitting of the Sky and Earth which is combination of Aglaia, spear of Heavenly Flows and Tiberius, spear of lightning. It is currently your best weapon in the map due to insanely strong strength stats, attack damage and skill damage. It also has passive which stacks up to 4 times and at maximum stacks increases your strength for 1000 and your skill damage for 10% so in total combined with weapon basic stats you get over 3000 strength stats and 25% skill damage from it. Also comes with active that instantly gives you maximum stacks and provides you with 7.5% increased damage output which will have massive impact on your burst. Splitting of the Sky and Earth is going to shine much more on the endgame rather than Tiberius because as i said before you wont be able to utilize your damage over time that much so you will want to go item build which is orientated basically about supporting and burst damage.

As situational weapon you can craft Winter's Heart it can prove as great in some special situations on the endgame before you get Splitting as your ultimate weapon, for example insanely good on Valtora specially if you are the one taking link and there are no other breakers in the game, having Winter's Heart break greatly helps yourself and your team while dealing with Valtora summons. Great for Nereid bubbles because you can instantly break them with Winter's Heart aswell. Again as i said not that much needed weapon on lancer but for sure good to have if you end up in some of the above mentioned situations.


Helm--->For early helm aim for Dragon helm Agron which is drop from Wings of Death aka WOD, its really nice on begin since it provide you with anti magic shield which is always great, regardless be it early or end game raids/bosses, upgrade it to True Dragon Helm Agron and stick with it until you are able to make Helm of Battle, this helm will provide much greater stats boost than True Dragon Helm Agron, it will bring you movement speed/attack speed auras that will benefit your team aswell and it does have shorter cooldown on anti magic shield, on top of that being really easy to craft and providing same if not even better stats than harder helms to craft is what make this helm your best mid game helm.

Later in the game you might want to upgrade your Helm of Battle to HoJ (Halo of Judgment) which gives you small damage boost, but much more shorter cooldown on anti magic shield (90 sec). Since Creation active got changed from anti magic shield to 100% magic resistance HoJ and Creation doesn't share cooldown anymore and they make nice combination. You can aswell go for Horn of Devil in mid game because of the passive which works really well on lancer and is kinda easy to craft as well. For late game you will want Crown of Serenity because of critical chance, passive proc which is great for your survivability or Protector's Will again because of great stats and active which will again help you to survive more and be able to even tank some of the bosses skills. For endgame you will want to get Horn of Lightning God which is upgrade of Horn of Devil and is currently strongest helm for lancer due to it combining both critical chance and skill damage and having insane passive at same time. But with great power comes a cost aswell of getting +8% increased damage that you take from bosses so you need to be careful when using it because misplays can actually get you dead faster since of the bonus damage you take.

Armor---> For early armor aim for Plates of Regeneration which are droped from Mana Ancient or Sacred Armor which are droped from Divine Angels raid and stick to them until you can upgrade your Plates of Regeneration to Earthen Plates, Plates and Sacred armor are great for early game since they provide you with decent sustain/stats to help you while you are killing early game bosses.

Earthen Plates are good mid game armor for lancer because of it's passive, but you can go with Purelight armor and upgrade it into Requiem armor of lamentation later, for greater stats increase and team buff. You can also craft plates of lightning which serve as mini version of your endgame armor Hades because they have similar passive, but Plates of Lightning also offer some magic resistance overall great armor to have before making Hades. You can also craft Frostshard armor but i don't suggest you to use them outside of solo playing because there are much better options you can go for and Frostshard is mostly good for soloing if you want to kill Bone Dragon/Skeleton King solo.

For endgame armor aim for Hades, armor of Despair it is your best armor in terms of damage, offers stats buff for you and your whole team debuff on the bosses and natural high numbers on strength stats which you really want, you should also get Creation of Heaven and Earth aswell because end game bosses will require a lot protection and Creation active is great for that.


Ring---> For early ring try to make Teperua, the ring of blood which is fully made from items/materials from Wallachia Count and stick with it, since it has active heal and nice early stats which gonna help you in your early journey through The World RPG, later on as final early ring make Everfrost Gauntlet which is really easy to make and at same time insane for stats bonuses it does provide stick with it, you can upgrade it later because you might need it in future crafts, depending which route you decide to take.

For mid game aim for either Latea, ring of chaos or Heart of Ifrit, both being great but latea maybe being slightly better since it does have nice passive, that periodically block 1 instance of damage, can save you sometimes, and pretty much outshines other rings, also aim for Ancient Hourglass which is really good ring for lancer. Hourglass is such op ring on lancer considered from how easy boss it is dropped and compared to other rings in game that are much harder to get/craft but doesn't benefit lancer very much. Also having those 2 more strikes each 3 seconds and random spell refresh each 30 seconds is pretty op specially for lancer which is not like other heroes that mostly benefit if they only get their T refreshed, but for lancer its either D,Q,W both of these spells will greatly increase your damage if you get them refreshed with Hourglass active.

For endgame go for either Heaven Fist, (which will provide you with more auto attack potential, its another upgrade of Hourglass) its really good ring specially because it has damage reduction which can counter increased damage taken from Thunder Helm, or for Latea, ring of overlord which is upgrade of Latea, ring of chaos and beside really good stats it also gives 20% chance for 20% bonus damage on every damage instance and still has Latea passive (absolute protection) on top of it, and if lucky with this ring you could possibly deal really high damage. Other options are having Ispion the runed ring because it is great addition to the team and increases your survivability quite a lot, also Cold ring of Death can work aswell since it has even bigger stats than Overlord Latea and also really good active which absorbs damage you receive for certain amount of time.

At the end i think i should say some words about Ring of Strike since as you may look at it, it is ring made for auto attackers and heroes that deal a lot of damage over time. But sadly on Lancer it does not shine as you may think, simply because Ancient Hourglass gives you much more things and does not come with any price and its simple drop from Bone Dragon after all, in damage terms they are equally close, if you land your Q criticals on Ring of Strike proc it will deal more damage than Hourglass, but if you get D,Q,W refresh with Hourglass it will beat Ring of Strike in damage, but once again difference in damage is low ~400k at best so at the end for ring build tree on Lancer i recommend Demonis/Latea 1st then Ancient Hourglass because its cheap, unlike Ring of Strike that requires Shadow Dragon/Ancient Ent drops.

Wings--->For wings its pretty simple and probably beside weapon only case where you really don't need to think much about what to make. For early game start with making Corrupted Crystal Wings, they are easy to craft and provide you with decent stats bonus, and are nice start in your The World RPG journey.

Later on aim for Cape of Corrupted Flame which is pretty much your best mid game wing because it's passive pairs really good with your spells, and later on with your end game items like Tiberius and Halo of Judgment and it pretty much outshine every other wings until Protector of the Skies if you get lucky with Samael, as your late game wings you will be making Cloak of the Fallen Shadows which is upgrade of Cape of Corrupted Flame having it's passive mega boosted on top of that giving 15% magic defense and when you attack target you apply debuff to him reducing its magic defense by 5%. Simply beautiful for Lancer because there does not exists any other wings that increase your auto attacking capabilities like this and at same time have great survivability. For endgame aim for Storm since this item same as with Horn of Lightning God have both critical chance and skill damage in it as well as critical multiplier which comes as great bonus for your Q, it lacks magic resistance from Cloak of the Fallen Shadows but in terms of damage and burst overall is slightly better.

At the end if you are new to endgame raids and missing experience making Soul of the Dead is not bad idea too, yes you gonna lose damage but if you are new to high raids, you might die a lot on begin so take ''SOTD'' aka Soul of the Dead which have revive if you end up dying so it will help you until you learn boss fight. Later on they might also turn to be situational wings, where you can quickly swap to them and tank some instant kills spells like Skeleton King Stomp, allowing your team to proceed to next phase of boss fight without having to risk team wipe.

As situational wings you will want to get Grim Heart because they have proved to be quite useful on certain endgame bosses like Ifrit/Nereid (if you already have 1 Cloak of the Fallen Shadows in your team ofcourse), because they provide you with even greater survivabilty than Cloak of the Fallen Shadows and come up with a stun/heal instant active which helps you a a lot in already mentioned bosses, while you can't really utilize Cloak passive to its fullest in these boss fights.


Lancer Boss Guides
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Lancer Mid Game Boss Guides
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In this section i will explain mid game bosses that you will face before end game ones, tips and tricks and how to fight them as Lancer. Before starting, i suggest you to check post made by Cereal_Triumph where he gave information on all bosses spells, their fight in general, information where they are located and how to summon them. Here is link to his post: http://www.twrpg.com/forums/viewtopic.php?f=14&t=589

All raid bosses before Demon Lord, all field bosses expect Mad Clown, and all item bosses beside Flame Nightmare and Turtle Lord won't be explained, since they are really simple bosses which are made to get you in map and to show you how map bosses look like, you can get all necessary informations about them on earlier mentioned Cereal_Triumph boss guide, and with this you will be ready to go and fight them, surely you will end up dying couple of times, but you won't have problems understanding their spells and mechanics how they work. Remember to not think that The World RPG is boring map because early bosses are kind of simple because that's how they are supposed to be to get you into game, later on you will see that even at mid game bosses you will have a lot of fun while doing them, and end game bosses gonna be cherry on cake so try to stick to map, and like they say, don't judge book by its cover, i promise you that effort you gonna put into map won't be in vain. Now since you know this im going to start with mid game bosses explanations for Lancer.


Demon Lord Beriel
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When you engage him as Lancer apply DE debuff on him 1st to maximize your team damage output and later on when you team has grouped and started attacking Demon Lord Beriel you will use your T to buff yourself and your team stats for further damage increase. After DT buff you jump in with DWQ combo and do damage until he gets out of stun lock. He doesn't have super armor or stun immune stuff, so he will be stunned until you are not out of chain stuns. When he finally gets time to breathe and is still above ~65% hp he might cast Hell Golem, this is good opportunity to use your ultimate, because you will damage both Demon Lord and Hell Golem when he spawn, and speed up his death, since golems have heavy attack damage and can kill you really fast. You can Always use your R to quickly move around and dodge Hell Golem fall on ground which deals around ~30k damage and stuns you. When Demon Lord is around ~65% of his max hp he gonna cast his ''wheel of doom'' where lines of doom will start coming out of him going in counter clockwise direction. Just run in clockwise direction to survive them or since you are lancer you, can jump over them with your Q. When you see ''!!!!!!!!!!!!'' and Demon Lord getting covered in Red Aura it means he is about to cast one of his strongest spells that no matter how much hp you have always deals 95% of your maximum hp in huge aoe around Demon Lord ( around ~1.2k). Do not let this worry you, if you are unable to escape by running just time nicely your R spell which will reduce 60% of damage and make you lose only around ~35-40% hp.

In this fight as in every other do not allow your ki to be at 100, since you will lose passive regeneration and Demon Lord has means to quickly heavy damage you, and this is bad part because when you are at low hp he gonna use ''Doom'' on you which will slow/silence/damage you, and in this situation without anti magic shield to counter his spell you will most likely end dead. Still do not worry much since he might be harder than other early-mid game bosses, but you can keep going on him until he is dead, so eventually you will get better and will have better gear so that will improve your killing time.

Recommended team for doing him would be 4 players, and recommended gear would be from Angels or higher.

Mad Clown
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When you engage him, start with DE when you approach him, this will also trigger his mirror image spell, and will help you to know which one is real since your E animation is big green bubble around target. Continue with T followed with DWQ to further damage him and his illusions. Try to get him out of his spawn place because its small and crowded with graves there. Care because there he will most likely cast ''dance circle'' which deals damage to you/mini stun and heals Mad Clown if he is standing on it, indicator that he is about to cast it will be when you notice he started blinking alot, aka dodging your attacks. Do not use your W at this time because you will apply slow to Mad Clown and he will stay longer on circle and heal more, use Q/R to quickly escape circle and Mad Clown will follow you resulting in him not eating whole circle heals. At end of circle he teleports back to it and shot wave in cone direction in front of him which has around ~700 range. After this continue to damage him, reapply T buff if it expired but save E for when he is about to cast ''darkness wave'' then interrupt him with DE and instantly use your ultimate at him, if everything is good you will proc his ultimate spell called ''wheel of fate'' which he use at 50% of his hp and clear area around him which will help you while you are running wheel.

Remember that you can jump over wheel lines with either your Q or R so use it wise if you get stuck or traped, if you happen to get stunned on wheel quickly try to write -wktkf or -recall, because you are going to die anyway but this way you wont heal him. Wheel must be survived, because if you don't survive it he gonna recast once again he reach 50% of hp or even instantly if he is already under 50%. After Wheel is over continue with DWQ, and care for circles, he gonna start regaining mana from 0-75 and you have around 75 seconds to kill him after wheel or he gonna recast it again when he reaches full mana. Biggest tip on Mad Clown boss fight is to constantly watch for when he is about to cast ''darkness wave'' and to keep interrupting him here.

Recommended number of players for this boss is 1-2 with Demon Lord Beriel gear or above.

Corruptor Rectus
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As you engage Rectus he gonna cast whole area damage spell, which does around ~35k damage, tank it by nice timing your R spell. Break his anti magic shields with your E and be ready for his summons, avenger and stalkers. They come at 75% 50% and 25% of his hp. When 1st avenger come on 75% apply DE to him and buff yourself and your team with T, dodge his acid sprays with your R or Q and damage him until he is dead, watch your hp and never keep ki at 100. 2nd avenger will come with stalkers, same start as 1st one, DE on him T afterwards, and since there are more than 1 target keep using DWQ combo on ground so you damage all of them, care when killing stalkers because they explode on death dealing pure damage around them and slowing you. Combo to kill them would be when they are on low hp use W to slow them then instantly RT to take distance from them and to kill them with your T aoe. Never use ultimate directly into them because you will kill them all, which will result in your death aswell because of their explosion.

For Rectus spells, if you are fast enough you can dodge his name call corruption spell with R, same for his coil throw. When he use link on you if you are trapped use either Q or R to get away from your teammates. Before reaching 25% of Rectus HP be sure he has already used anti magic shield and that he won't use it again for atleast 15 seconds, apply DE debuff at around ~28% of his hp, and instantly T buff on you when your D is ready, after he comes out of invulnerable state use DWQ on him to apply slow and go use ultimate, together with your teammates to quickly burst him. As you can see biggest part of this fight is played by speed of your reflection how fast you can use your R to dodge stuff. If you are in pinch you can always go near orb of life which has passive healing around it, or proc it by attacking it for massive amount of heals.

Recommended group of players for this boss is 3-4 preferable with some support like Priest, Shooter or Paladin and with gear from Demon Lord or above.

Spirit Beast
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This boss mostly is about burst and stun chain mechanics. On begin of fight use your DE as soon as he pops up his anti magic shield to break it and apply debuff, then your teammates should back you up with stuns while you go with DT as your next move. Later on you continue with DWQ, your spells should be timed that as soon as 1 stun ends other one chains with it, until 40%, on 40% Spirit Beast will go into stun immune state and will start casting everything he has, so from here on you must fast burst him or you are all dead most likely. You can save your ultimate for this moment, or if you are lacking stuns use it before as chain on other players abilities since it does have decent stun duration. With enough gear you can solo this boss, you just need to care about healing lines and get him out of them as soon as possible and collect healing orbs with help of your R. Recommended number of players for this boss is 4-5 if possible 1 of them should be some nice stunner/disabler like bow master, sword master, etc.

Recommended group of players for this boss is 3-5 with gear from Demon Lord or above.

Flame Nightmare
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As Lancer on Flame Nightmare you can do kite role, by timing your R good when Flame Nightmare use his spell ''on your knees'' and quickly doing Q to dash out from anger attack range, just do not forget to mini stun Flame Nightmare with E so he doesn't go back but continue to follow you while you are headed on other cliff. But this strat is kinda old i prefer 2nd one where you burst and kill Flame Nightmare lava spawns while doing damage to Flame Nightmare aswell. You do this by letting Flame Nightmare use knee and if you cant tank anger at spot, just when he used knee, insta use R and Q at max distance so you get out of his agro, and when small lava spawns are approaching Flame Nightmare, when they are close simply use your ultimate together with other players to kill them all and at same time damage Flame Nightmare. This way its a lot simplier. Combine combos depending on situation you are in. Care about Hatred ball shots, you can quickly get out of your grouped teammates by pressing R.

Recommended number of players for this boss is 3-4, and recommended gear is from Rectus or above.

Turtle Lord
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On Turtle Lord your DWQ comes to shine same as it does on Ancient Ent end game boss fight due to number of small turtles, and it being pure damage comes even more in handy because blue turtles are immune to magic attacks, so on this boss fight try to use it on ground as much as you can. Apply debuff/buff DE T on begin of fight, and use your ultimate in cooperation with you alies because 1-2 ultimates are enough for 1 round of mini turtles, do not waste all ultimates, neither save ultimates to ulti only on just Turtle Lord because its really wasted that way, in order to actually be able to kill Turtle Lord all mini turtles must be dead 1st. For healing turtles you have your W which is also great here due to its slow, so it prevents healing turtle from reaching main Turtle Lord fast and gives you more time to kill it.

Recommended number of players for this boss is 5-6 with 1 support if possible (shooter,priest, etc.) and Rectus gear or above.

Lancer Late Game Boss Guides
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In this section i will be explaining the culmination of The World RPG, where the true fun really begins, and that part are end game bosses that are much more complicated and harder than bosses you encountered before them. i will explain how to face them as Lancer, aswell as tips and tricks that you can perform while you are doing them. At the moment there are ''General'' guides for only Bone Dragon and Skeleton King, to help not only Lancer players, but every other player that has problems figuring boss mechanics and how to fight them, i will add rest of them when i have more time.

Lancer Bone Dragon Guide
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GENERAL PART
Bone Dragon is currently ''weakest'' end game boss that you can encouter in The World RPG, but his mechanics are interesting and fight is longer than for example Skeleton King because you can't simply burst Bone Dragon as you can do with Skeleton King. Fight starts as soon as you approach Bone Dragon and land 1st attack on him, arena locks, you neither can exit nor enter because on entrance there is really big fire wall blocking your path and it instant kills everyone that touch it, fight is over when one of you two die 1st. Unlike some other end game boss fights like Skeleton King/Zombie Lord/Shadow Dragon if you all die and fail Bone Dragon on 1st try you can enter again but he goes back to full hp/mana, so its not 1 try per game fight). For easy and short runs on this boss you will need 1 support (any support works), 1 tank/offtank to take Claw Swipes and 2 more dps heroes to make fight shorter, and they should be at level of atleast Rectus/Flame Nightmare in terms of gear. That would be most recommended team composition but it can be done with less players and with other one, this is some bare minimum for runs to go fast and smooth.

On begin of fight (if not instantly stun locked), he usually casts Claw Swipe which covers 180 degrees angle in front of Bone Dragon, so to dodge this either stay far away from him or get behind him. Claw Swipe deals 12500 + max hp X 50% damage to everyone that gets hit by it and it pushes you far far away, and if you collide with wall you will get stunned (not for long). Trick on this Claw Swipe is that atleast 1 player must take it because if everyone dodges it Bone Dragon gets mad because he thinks he is really stupid and boosted bonobo that can't even hit 1 player with his Claw Swipe out of 6 possible so he gets mad and cast Howl which is whole area damage and is much stronger than Claw Swipe damage (it deals 2x Claw Swipe damage), so you can't dodge it, and it stuns you for 2 seconds. Not taking Claw Swipe and allowing Bone Dragon to cast Howl will most likely be team wipe or atleast some of team will get killed, so in this situation try to tank it with some sort of spell, in case of Lancer that will be your R, as soon as Bone Dragon use Claw Swipe and nobody took it, press your R so you tank it with your sweet 60% damage reduction. Other spell which Bone Dragon has beside Claw/Howl is Name Call, he choose the target which is furthest away from him at moment(while being in Rage Mode it doesn't matter if you are the one furthest away from him, he casts Name Calls randomly so be prepared at any moment, to run or dodge them when that happens), Name Calls them and starts throwing fire birds on them which deals 15k when they land and have immolation aura around them, aka they hurt alot. Its good that he can be interrupted while casting them with any kind of stun so he only does cast 1-2 of them and not 5. These birds can be really problematic if you allow him to spawn them a lot. So if you are Lancer save your E for this kind of situation mostly. His 4th and last spell that he does in 1st phase is called ''Freeze'' where he stone everyone who is facing him directly and this petrification duration is really really long, so to dodge it just turn your ass to him for a brief moment until he is done with casting. That would be 1st part of fight, where everything he does is casting those 4 spells, pretty simple.

2nd part of fight starts when he reach 50% of hp for 1st time, he then goes in Rage Mode (he gets red color), and pushes everyone that is near him at that moment far away. While being in rage mode he is stun immune, gets 75% damage reduction and he regenerate 2% of his maximum hp per second. Duration of rage mode is determined by how much mana he has (0-1 mana and he wont enter rage mode anymore) and when he gets back to full hp, he goes out of rage mode. While being in rage mode beside these 4 spells mentioned up there he casts Hell Tentacles which he spawns under random player, (big red circle under you, your screen gets red, in left corner of your screen you have text ''you feel something warm under you'', something like that) these tentacles instantly kills everyone that is standing directly on them when they come out, but later on they just have immolation if you come close to them again. Every 3rd tentacle is called ''Crazy Tentacle'' or ''Exploding Tentacle'' and it needs to be placed near some other Tentacle that is already there for explosion to not deal damage to everyone, since its whole area damage. This is most safest way possible how to survive explosion, but there is also other one a bit risky but it works too, if you can't place Crazy or Exploding Tentacle near some other, just put it wherever you want and run near other Tentacle which is not Crazy/Exploding one, by being near some of others Tentacles you will manage to survive explosion without taking any damage. While Bone Dragon is in Rage mode its highly advised to not attack him, just keep running around him, and have tanks or whoever take Claw Swipes so Howl does not proc, if he is attacked that will result in him casting more of tentacles and more of Name Calls and since he cant be stunned in Rage Mode, you will find yourself surrounded with tons and tons of fire birds that have immolation, where you will hardly survive without some support. After he gets back to full hp he will get out of Rage Mode and will have like ~20 mana more (for every second in rage mode, he uses 2 mana points and he does not regen them, he has a total of 75 mana points), and then you are back to 1st part of fight where you need to dps him until 50% again where he again goes back to Rage Mode but not it lasts only for like 10 seconds and when he gets out of it he will be on like 75% hp so after his mana is 0 he wont enter into Rage Mode anymore and this allows you to finally finish the motherfucker off and burn his fucking corpse and swear on his grave which is really good trust me.

Overall there are 2 different parts of fight non-rage and while being in Rage mode fight, most important part would be tanking Claw Swipes because they can fuck fight a lot. Also care while tanking them to not get pushed into fire wall that is blocking entrance, because it will insta kill you.

LANCER PART
As Lancer, if in your team you don't have any ''Claw Swipe'' taker you can tank them with good usage of your R, just get some wall behind you, or turn your ass to Bone Dragon and run little away from him so when you use your R your ass is directly on his Claw Swipe. With your 60% damage reduction you don't have much to fear, just don't get pushed into fire wall. When he is about to use birds, mini stun him with your E so you interrupt his casting. Care about ''Freeze'' its really strong disable spell and for tanking most of stuff in there you need to have good usage of your R and while you are stoned you can't use any of your spells, and unlike knight/crusader you are not tank so either combination of Freeze and Claw Swipe or Freeze and Name Call without interruptions means most likely death for you. For this fight its advised to have some sort of anti magic shield (hob,halo,hoj, etc...) because it really can come in handy while tanking Claws/Birds etc stuff.

Be aware that Bone Dragon can also change agro from time to time, so use your Q to position yourself correctly for your R. Also use your Q if he targets you with 3rd crazy tentacle and you are far away from others, to quickly dash to other tentacle and avoid situation where you need to hide near other tentacles where Bone Dragon can use Claw Swipe, and miss everyone and cast howl which can result in team wipe, or push you out of near tentacle with his Claw Swipe which will result in your death by Tentacle Explosion. For your ultimate, you can either use it to deal damage, but best situation would be to use it when there are a lot of birds around Bone Dragon so you clear them too. You can also use it to tank Claw Swipe if you are good enough, and to survive Howl if it happens and you don't have any other choice. In general if you have nice team, with 1 support or more, and everyone knows atleast basic it will be easy for you to deal with this boss, it might look complicated but it isn't.

For combo DWQ is advised like always, because its pure damage comes really in handy while killing birds or dealing damage to Bone Dragon.

I have recently also done solo Bone Dragons with my Lancer, but for this you will need gear and a lot more skill than gear actually, because Lancer is edge and probably the hero that have most struggle while soloing Bone Dragon from heroes that can solo it (Don't let this worry you, people were saying that you can't solo Bone Dragon with lancer). It's true test of your skills, your patience and your awareness because mistakes on solo most likely mean certain death for you. Practice this, when you get sufficient gear, and it will greatly improve your gameplay, because you will come to understand totally different dimensions of how to use your spells, which will help you on other bosses also. If you wan't my solo replay, you can send PM me on discord or here on forum.

Lancer Skeleton King Guide
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GENERAL PART
Skeleton King is another end game boss, in terms of difficulty he is stronger than Bone Dragon, but mechanics of this fight are easier than the ones on Bone Dragon. Skeleton King does not have any player limitation, so you can enter him with full house. As soon as 1st player enters timer gonna pop up and everyone have 45 seconds to enter Skeleton King lair before fight begins. Like on every other end game boss, once the fight begins you can't leave or join boss area anymore until 1 of you dies 1st. Unlike Bone Dragon Skeleton King is once per game boss, which means you can't reenter his lair once the fight has started, on the other side when Skeleton King dies you can leave his lair via the entrance but you can't enter his lair neither when he died so care for this, be sure to enter his lair before 45 seconds pass after 1st player has entered so you have chance to take his loot because loot is now area bound and if you were not in certain area you won't be able to pick drop able items. For this fight its prefered to also like on every end game boss fight for steady and fast runs have atleast 1 support, 1-2 range heroes, and 3-4 dps heroes that are at level of atleast Flame Nightmare in terms of gear, or higher. So when 45 seconds expire Skeleton King aka SK fight starts, in this fight there does not exist multiple phases of boss fight, its all 1 and only phase.

On Start try to stun lock him and dps him until around ~77% of his hp, then melee heroes should back off while range heroes or heroes with some range spell proc 1st Skeleton King stomp that occurs on every 25% of his max hp (this means he gonna use this stomp at 75% 50% and 25% of his max hp), this stomp is instant kill in ~400 aoe around Skeleton King so melee heroes should care at this moment, either get back or use some spell that allows them to disappear from map for short time (swordmaster T for example). While you are dpsing him he might also cast ''Getsuga'' (sword wave attack in front of him) this spell deals around ~35k damage in line and is not so dangerous for strength heroes, but for squishy agi/int heroes in some situations it can be deadly, so care for it too, its easy to dodge. Also while fighting him, you might notice whenever you long stun him, near his head you can see some percents going up (20% 40% 60% etc all up to 100%) when those percents hit 100% he gets stun immune and can't be stunned for duration of 4-5 seconds, mini stuns like Lancer E does not fill this stun immune gauge. When this happens it would be preferable that someone is under Skeleton King holding him so he does not move much during stun immune period and maybe kill some player with stomp proc or something like that. He also got ~400 aoe silence which he throws at random player from time to time silencing them for 3-4 seconds. His last of these ''mini spells'' is ''Push'' he needs to charge it for 1-2 seconds and then he pushes everyone that is near him, stealing 4k of their max hp and healing himself, for this reason avoid spawning summons in Skeleton King fight like Eye of the Abyss because they can heal him a lot. When he is about to cast this push or getsuga, its also ideal opportunity to chain interrupt him so he keeps recasting it over and over. As you are approaching 50% stomp he usually does cast his 2nd main spell called ''Rain'' (because it looks like black rain), this spell is whole area expect skulls area and it's another instant kill, to dodge it you need to move to ''skulls area'' where you will take damage overtime as long as you stay in there, this is why you should have some support to shield/heal your team at this moment. Keep in mind that rain does not always proc at around 50% if he is silenced/stunned/interrupted etc, but now, rain must happen because if not even 1 rain happens when Skeleton King reaches 0% of his hp, he instantly heals back to 25% and cast rain, so you must let him cast it atleast once per fight now. You can also dodge rain with spells that make you disappear from map (swordmaster T, lancer F) spells that make you instant kill immune (berserker T, martial artist F when you have Vest of Guardian).

After you survive rain and proc 50% stomp try to burst it as soon as possible and proc 25% stomp and then proceed to kill Skeleton King so you does not allow him to cast another rain. Also While this whole fight is going, you will notice that mini skeletons will spawn in skulls area for the duration of fight, their spawn rate was increased a lot so you should always try to kill them because they have ability that pulls you to them and stuns you also, so they can either pull you in rain or stomp, and this makes them very annoying. Best way to kill them would be to group them together with main Skeleton King and kill them while you dps Skeleton King. That would be general part of fight, keep in mind that Skeleton King drop rates are increased (not by much, but still it increases) with more players that are in fight, so try to get atleast 7-8 players for max drop rate.

LANCER PART
For Skeleton King use your DT to buff yourself and your teammates when SK timer of 45 sec's expire to get ready for fight. Your T buff got longer duration now (40 seconds) and your D got lower cooldown so there is no need to use it earlier like it was before. When fight begins use your DE combo on SK to increase his taken damage.You might notice that you got great dodge mechanism for SK stomps which is your R. You can maximize your damage output now and just when SK is close to stomp just press R and you will get knockback for 600 range behind yourself which is out of SK stomp range. Care to not get silenced because then you won't be able to use your spells. Constantly keep doing DWQ combo or DQW combo if there is other lancer in game it all depends on how you agree to do stuff. You can dodge stomps and rain pretty easy now with your R but same with your Q which got longer range and is easier to use for dodge than your R. You can dodge rain/stomp if you time your ultimate good but no need for that anymore since you got 2 spells that have such low cooldown.

Don't use your ultimate to suicide, use it either to proc stomp and survive or to just deal damage with it to make it faster for next stomp, but never suicide with it, it's pretty bad. Also when you are in skulls area keep using your R for damage reduction and heals if you lack them. It uses only 35 ki so you can afford to spam it and not worry to much because you will regain lost ki fast. Whenever SK is about to cast some of his spells, he needs to make small delay before, use this opportunity to interrupt his casts with your E mini stun, its really useful and allows your team to damage him longer.

Lancer Ancient Ent Guide
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As you might know Ancient Ent got big rework making fight more entertaining than old AE used to be but also making it more complex and harder. Again buff yourself and your teammates with ''DT'' and use ''DE'' on main Ent to make it faster and easier for you and your teammates to get it to 50% of its hp. Care for his stomps and random storms he use and use either your Q or R to dodge them. When he reach 50% of his hp he will then get 100% damage reduction and will summon 2 elder ent's, one on his left and one on his right side.

Tank should hold 1 of these ent's while you dps other one. They have reflection shields which reflect all damage except pure one but luckily those shields can be broken with your E so save it mostly when they use these reflect shields. Trick is to kill one of these two elder ent's fast so main ancient ent gets in normal state so you can dps him again. Killing order is mostly like this: 1st elder ent-Main Ancient Ent-2nd elder ent. Care for elder ent's to not get close to each other as well to not get close to main Ancient Ent because he will start healing rapidly and if he heals back to 100% again when you reach 50% of his hp he will again summon elder ent's, which after 1st time they are killed have greatly reduced drop rate and you will likely get bored and will be thinking to rage quit if it keep happening. Care for elder ent's jumps they use at 66%/33% of their max hp, move away from other elder ent and main Ancient Ent so they don't accidentally jump on each other killing other players and healing other of their green buddies. Also collect green orbs that will constantly keep spawning as you fight Ancient Ent and they will heal elders as well as main Ancient Ent if they reach them. They deal quite the damage to the one who is taking them so try to time it so you get knockbacked with your R right on them, so you will have your 60% damage reduction when you take them.

Also when you kill elder ents they will spawn small giant ent's, here you use your pure damage combo as explained above. That's pretty much it for Ancient Ent boss fight, you will see it is much better and in my opinion funnier fight than old faggot ent was. You might find drop rates lower but every ent drops some kind of item so its all about if RNG Gods are with you.

Lancer Samael Guide
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In main room start again same like on most of bosses, buffing yourself and your teammates with T but save your E for Samael shield which you can break. In Samael wheels your Q,R spells will come in handy because you can quickly move with them helping you to survive wheel. After 1st wheel is over this is where you usually use your ultimate to proc Samael damage reduction shield(you can use it on 8th thick of wheel so you insta land on him when he finish his wheel), because it's not so big damage anymore and its pointless to use it as finisher, could be used that way only if you have some big overdps team. Care here for him to 1st use his block spell, you don't want for it to block your whole ultimate. Try to see when he is about to use runes(when he stops from auto attacking and casting spells for brief moment, also its like he stands up, that's the sign) so move away at that time from him with either your R or Q also care for his overload because he is immune to stuns then pushes players same like Flame Nightmare overload and will most likely use runes/orbs here, also overload destroys your anti magic shield if you used it before overload so care for this too. If you get name called quickly get away with either your R or Q or if you are caught with it spam your R spell to help you survive.

Survive 2nd wheel use Q/R if you get in bad spot or get unable to move fast enough so you don't die and heal Samael. After 2nd wheel is over if nice team it will be pretty much overdps and he is dead in 5 seconds but if lack damage dps it how much you can then again care for runes and if he cast orbs collect them, you can use your R spell to minimize damage taken from collecting orbs and after he has casted runes/orbs try to finish him before he gets to cast them again.

On Samael boss fight it is crucial thing to always move and get feeling for when he is about to cast spells so you don't end being near him when he casts runes and mega heals himself and even kill some of your teammates or maybe even you.

Lancer Zombie Lord Guide
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On Zombie Lord fight, if you are missing heals it is highly advised to have Earthen Plates because they work perfectly on lancer cleaning claws/infection debuffs allowing you to constantly do damage to Zombie Lord without having to worry if you gonna die or not. On 1st phase you gonna start with DW combination and as Zombie Lord is standing up, when he is about to push you all back you press R to take distance so you don't get pushed and also to prepare for your Q cast which you will do as soon as possible after Zombie Lord has risen so you do instantly pure damage to him, after that your D is going to be ready which will allow you to use DE combination to increase your team damage output, if dps is nice he gonna drop to ground, if it's not nice he will most likely cast craze so be prepared for it, you can easily dodge it with just 1 usage of your R, then you gonna proceed with T buff and after craze is over he will most likely die 1st time if he didn't die already.

If he died without using craze, you most likely won't be ready to use T at 1st phase so use it on 2nd phase as soon as possible after all 4 coils have hit Zombie Lord, after this you gonna proceed with casting your ultimate and doing instantly DWQ as you land, if everything is going as planned he gonna cast star/craze/infection at this phase you can tank it all with your R if you time it nicely so you take minimal damage, care for star lines to not get instant killed. After his spell chain is over, go in and fully damage him until he drops dead, if damage is low he gonna recast craze so be ready to dodge it. If everything is still good he gonna fall on ground for 2nd time and proceed to final revive.

On 3rd phase same apply T buff and DE debuff since they will expire and damage little until craze procs then back off until craze ends and after it just burst him as soon as possible but if burst is not enough be wary that he gonna cast star/craze 1 more time, care if this happens.

Don't forget that you have limited stuns, but one of them, your E have low cooldown now so if you are taking any acolute try to time it so you always have it ready by the time acolute hit 100 mana to stun him. Also if some of your teammates screw up you can always dash with your Q to stun his acolute instead of him if he is not able to. As Lancer you won't have many problems on ZL boss fight its just you getting used to boss fight, just get used to recognize ''craze spell'' (...... FEED MY HUNGER) and don't forget about stars and thats pretty much it.

Lancer Shadow Dragon Guide
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You can check the boss fight and boss spells explained in general on T+ guide here viewtopic.php?f=14&t=2618. Lets move on to your job as Lancer. Here you won't be buffing yourself and your team with T as you used to do in almost every boss fight before. Instead of that as soon as you engage Shadow Dragon you will use your D and wait for Shadow Dragon to cast his ROTR spell that converts all damage into hp, you are going to break it with your E which will be empowered by your D adding bonus damage taken on Shadow Dragon. After this you gonna do DWQ combo and keep doing it until Shadow Dragon reach 50% of his max hp and heals to full goes to invulnerable state and spawn his mini dragons illusion of himself 1 big on one side and 3 mini on other side. Side on which he spawn them is random.

Usually three mini drakes are killed first, they have only shadow breath ability and its recommended to keep them stun locked until they are dead and to fast burst them so they don't cast it. You go to them use DW on them and Q but cast your Q in middle of all 3 mini dragons so they all get pure damage. After it you use your T to buff yourself and your teammates as well to deal damage to mini drakes. It is not recommended for lancer to use ultimate here if you don't have gather because you won't be able to do full damage, and even with gather it's still pretty wasted compared to using it on big mini drake or main Shadow Dragon. Again it all depends on your team and your team strategy before fight. After 3 mini dragons are dead they will give ''darkness seed'' to all players that are in Shadow Dragon area no matter how far away they are from mini dragons. After some time seed will explode dealing damage and instantly killing players that collide with each other. On this part you just simply separate from each other keep distance until seed is gone, if you are lancer and have Earthen Plates/Creation don't use your R spell because it will instantly clear seed resulting in its explosion and killing all nearby players, with this you will screw fight completely. Instead of this you can use your R when you have wall behind you, this way you gonna remove seed but won't kill other players.

After 3 mini drakes are killed, you can either wait for seeds to explode or just instant rush to big dragon because you are kinda fat so seed won't kill, big drake on other side have more spells than minis, and is also harder to kill than them. If you have Tiberius you use its active here to stunlock him until your teammates have arrived and to make him cast his ROTR which you gonna break with your DE, after breaking ROTR this is where you can ultimate, since it's 1 target, your ultimate will be used to its fullest potential. Again you burst him with ultimates and after big mini dragon is dead again spread up to not kill each other with ''darkness seed''.

After seed is gone head over to main Shadow Dragon and recast your DE on him when he uses ROTR spell, after it keep doing DWQ combo or if you didn't use your ultimate before use it now after ROTR break. Again buff yourself and your teammates with T since it will probably expire by the time you kill dragons on both sides. Also in Shadow Dragon fight its much more recommended despite gear you have to only use DWQ combo because of Shadow Dragon silence circles which he gonna cast very often usually interrupting your combo.If he cast them under you, you gonna hear sound something like ''DONG'' so if you can move from it you have 2 seconds before it activate. So don't wait 3 seconds between D and W cast, just instantly use it. Don't run like headless chicken because you are scared of shadow breath, just dps him and when he cast breath on you, do DWQ combo so you remove healing debuff with your R and keep dealing damage to him. Care for ''Big Boom'' spell he uses because it's insta kill spell and usually is deadly combination if you get silence/slow with it. Break links with your Q/R if you get darkness debuff dash away from team and spam your R spell to survive it. On this boss it is recommended to have some kind of anti magic shield too if you get in pinch with darkness/silence so you can save yourself. Also it is great if you make Creation before going to Shadow Dragon fight because it will benefit your team a lot.

Summary: Your main job as lancer except dealing damage all the time is mostly to break ROTR shield as soon as they appear because with this you save time and allow your team to keep attacking and connecting their stuns, while if ROTR shield isn't broken they would need to stop attacking for that short time which is enough for Shadow Dragon to cast some of his spells. Also again you got great dodge mechanism in form of your Q/R so if Shadow Dragon use silence circle on you quickly evade it with either Q or R but R is much more recommended since its 1.5s cooldown and Q is your main source of damage on Shadow Dragon. Again use both Q/R to evade ''BIG BOOM'' to quickly break links, its essential to be agile and quick on this boss. If you got creation never use it for yourself but rather for team mostly to either shield team from shadow breath or when Shadow Dragon use ''darkness mark'' so you and your teammates don't take damage from it.

It looks easy like this but in fact until you get accustomed to boss fight and learn timings, you won't do much. It's all about practice and thinking before doing something, not just mindlessly rushing. Again before Shadow Dragon fight it is recommended to have some nice gear like Spear of Tiberius/Creation and of course if you are new to Shadow Dragon boss Soul of the Dead wings which will help you to survive more and the more you survive the more you learn about boss fight, later on you can either swap to Cape of Corrupted Flame or if you got lucky with Samael to Protector of the Skies which will increase your damage.

Lancer End Game Boss Guides
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This is the pinnacle of The World RPG bosses the hardest ones that are currently in the game, you will want to atleast have Shadow Dragon gear with certain support items so you can cover certain roles in these boss fights, also you will want to attempt these bosses with atleast minimum of 8 players if you are not experienced, later on you can do with lower tho i do not suggest to do them with a less than 6 players atleast. I will try to explain generally lancer part in these bosses but for Death Fiend and Valtora basic skills and boss fight in general explained you can visit Astral post here and get basic information: viewtopic.php?f=14&t=5166.
Lancer Death Fiend Guide
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On Death Fiend boss fight you can pretty much be on any of his summons including himself but with certain backup. If you are holding Death Fiend himself you will want to have some cleanse nearby (shooter, priest, wind mage) so you can actually survive his Howl, also you will want to have certain gear to be able to survive his auto attacks and his 7th attack specially. I usually use Halo of Judgment (can use Protector's Will instead), Creation of Sky and Earth (can use Frostshard armor instead), Heaven's Fist (can use Ispion the runed ring instead) and Cloak of the Fallen Shadows, weapon is not that much important, use what you have. So you will want to stand in the very corner where Death Fiend spawns so he doesn't face your allies but rather they end up behind him and he ends up facing only you in that corner, this is very important for the 7th auto attack where he deals random damage in a cone similar to Avenger from Rectus just the size is much bigger. You need to time up your R if you are not using Frostshard to survive it or else you will most likely end up dying if you miss calculate it. You will also want to get marked by Death Fiend on the start of a fight and you do this by letting him auto attack you on the start so he marks you, this way you will be immune to the Coil spell (Death Fiend will shoot 2 coils at nearby hero, instantly killing target if it takes both of coils, they have aoe around them so they can hit multiple heroes at once, you will want 1 of your allies to eat 1 coil so the marked hero doesn't die from them they also deal around ~38k damage on hit), Hell Hound charge, Succubus jump, but not Sylvanas arrows so if you end up having arrow under you, you will either want to move before 4th arrow hits or just use Halo to survive, since its not instant kill spell, it will leave a vortex under you which will explode after certain time so you need to move afterwards. Death Fiend itself has 2 phases, 1st phase is from start to 20% of his hp, here he can be interrupted/stunned and he doesn't really hit that hard since he attacks slowly, you just dps him normally but avoid using your damage combo since you don't want him to actually turn around and kill your teammates behind. You can use your ultimate after 1st summon comes out to proc 2nd one fast, but care to not use your ultimate into his damage reduction which he cast after summon. On 20% he is gonna go to 2nd phase, do whole area pure damage and heal back to full, healing all of his summons back to full hp aswell, he will get stun immune after this and will be enraged which will result in him attacking much faster than on 1st phase. In general you just need to tank him, don't bother much about your damage since thats gonna be the job of other people, your main job is to hold Death Fiend and stay alive so your allies can damage him freely.

If you are staying on Hell Hound (Death Devourer is name in map) you will want to have pretty much same build as if you are holding Death Fiend. Let him auto attack you once on start to get Hell Hound mark on you. Also you cant be alone on him, you will atleast need 1 more person there so he can take the agro allowing you to reset up and heal since Hell Hound has degen and -100% healing recieved aura around him which prevents you from healing if you are in the range. On every summon do not deal damage until 20% happens on Death Fiend because there is no point in this since summons will anyway heal up to 100% of their hp afterwards. After 20% has happened you will start dpsing, you most likely wont be able to get him to so called ''Ready status'' where you can finish him so just try to kinda stall the fight until your teammates are ready with Death Fiend, so they will come up and help you. You need to stun/interrupt Hell Hound when you see him saying ''GRRRRRR'' because if he is not stunned here, random people in the area will get silenced and slowed for certain duration which can end up messing the whole fight. When he gets to full mana he will randomly charge on certain person thats not marked by other summons and Death Fiend, the charge is instant kill, but you can dodge it by running in the small circles. After charge is over let him auto attack you again to reapply the mark, because if nobody is marked Hell Hound will start regaining mana rapidly fast resulting in another charge very soon. As the fight goes on the healing orbs will start spawning around him and heading towards him, if they hit him they will heal him for around 10% of his hp, so you want to collect these orbs up but be careful since they deal damage to you if you collect them.(damage is not so high but it can be lethal if you are on low hp).

On Drow Ranger aka Sylvanas (Death Huntress is name in map ) summon you can be on full damage build if you have means to survive 20% Death Fiend proc, if you don't then you will need to put up some item to be able to survive (Creation, Cold Ring etc). on Sylvanas you can be alone but you will need to get cleansed once in a while if the fight last long because with every auto attack Sylvanas will stack -% healing debuff on you, similar to the one Hell Hound has just this one will start from 0% and go up the more auto attacks you take from her. She will be making random vortexes around you with her auto attacks which will suck you in and explode at end, if you are inside when they explode they will instantly kill you, use your Q/R to evade them. Once in a while Sylvanas will cast piercing arrow, it will 1st show the direction where she gonna fire it by showing up a straight line coming from her and short afterwards will shot a global area arrow in that direction, if this hits you up it will deal decent amount of damage, won't really kill you since you are strength hero but you will be slowed and will end up having a debuff on you, this debuff will instantly kill you if you take another of her piercing arrows in ~15 seconds time. When she gets full mana she will mark random player in the area and fire her arrow in the air, after this happens for the 4th time arrows gonna fall up on all the marked places in the area where she fired before dealing enormous damage, most likely killing a player if he doesn't have some kind of protection like Anti Magic Shield or Creation active. After these arrows fall down they will spawn small mini skeletons which will start attacking you, they don't really do some big damage but are there mostly to just annoy you, they rely on numbers tho so the longer fight takes the more arrows will Sylvanas fire and the more skeletons will spawn. In general your job here is to actually damage her and try to get her to ''Ready status'' where you can finish her with your ultimate or any other spell.

On Succubus (Death Weaver is name in map) summon you can go same as Sylvanas full damage build just get the means to survive 20% Death Fiend proc. You can also hold it alone. Same as on any other summon do not deal damage before 20% Death Fiend proc since its literally meaningless to do this. After 20% happens on Death Fiend you will proceed to do your combo, you can straight up use your ultimate instantly and you will most likely have it for the finish. She has 2 spells, one where she will pull you close to her and start slashing you, you can dodge this by simply going behind her or pressing your R or dashing with Q if you end up taking it tho you will want some of your ally to quickly jump in the spell because it splits the damage to all heroes caught up in it, the indicator for this spell is her saying ''take your punishment'' and her hands being kinda red colored. Other spell is called wave where she will fire green waves all around her, indicator for this spell is her hands being green and her saying ''die smiling'' you can simply dodge this by moving away from her and looking for a gap between waves, care to not get hit by these waves if you are marked because they will instantly kill you then. When she reach full mana she will randomly teleport to a player on the map, keep in mind she wont teleport to a heroes that are marked by summons and Death Fiend, when she teleports, she will cast one of her 2 spells randomly.

In general, Death Fiend boss fight requires a nice coordination between team members, you will want to be in voice chat because to actually kill the Death Fiend all of his summons including himself need to die in a time span of 4 seconds else they heal back to full and get 100% damage reduction which results in fail. You will want to also make macros for certain boss spells like Death Fiend 20% proc, Succubus teleporting, Hell Hound charge and Sylvanas arrow counts. It will require certain practice to get used to fight in general but it is certainly in my opinion one of the funnier and more interesting current end game boss fights that are there.

Lancer Valtora Boss Guide
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On Valtora boss fight as lancer you can be the one thats gonna be in charge of so called ''link or magnet'', this is one of Valtora mechanics where the 1st player who attacks Valtora gets up magnet debuff on him which will then drag other players to him until they form a link, the link itself can be broken but the magnet will be there until the end of fight so you don't actually want to break the link up since then its gonna pull everyone in the area until the link is built up again. What you want is for 2 players to constantly be staying close to eachother so the magnet doesn't drag your whole team. Lancer is kinda not a perfect hero for this since of her dashes but since she is melee she is much more suitable for this job than some ranged hero. On Valtora you will want to pay close attention to his summons, and break their shields as soon as they pop up because they deal much greater damage with their shields on. This is where you will want to actually use Winter's Heart instead of Tiberius as weapon since if you are magnet/linked your movement will be limited and since Winter's Heart break is actually range aoe break it just comes out so useful in this situation. Beside summons valtora also has hammer spell where he is gonna select 1 of the heroes that is not in melee range and target them with hammer which will deal damage to them and hit the with a debuff which will reduce their damage output and healing recieved, after 50% of his hp this hammer will also leave a lightning pool on ground which will deal damage over time and apply same healing/damage output debuff as hammer spell and also heal Valtora for 1-2% of his hp every seconds that he spends up staying on top of the pool. As lancer this shouldn't really concern you since you are melee hero but care to not get hammered while you are approaching/dashing into Valtora since the hammer will follow you up and you will end up planting the pool right under him. As soon as the fight starts the lightning orbs will start spawning in the area which gonna deal damage to you if you end up getting hit and will apply same debuff as hammer, their damage stacks tho, so if you end up getting hit by 2-3 in really close time gap you will most likely die, you can mitigate their damage with your R, but try to avoid them. Also there will be 4 tornados in 4 different areas of boss room (Top right and left and Bot right and left) they will move randomly and if they come close to you they will lift you up silencing you and dealing pure damage over time the longer you stay on them. After Valtora hits 50% of his hp he will push everyone away from him and go up in the sky and start casting his ultimate spell the so called ''red lines'' where random lines formed out of red orbs will start coming from random sides of the area dealing enormous damage if they touch you and stunning you for 5 seconds afterwards if you survive their damage. You will want to jump on already mentioned tornados and avoid lines by staying on them. There will be 3 lines coming in a row after which Valtora will come down and you will be able to damage him again, but care because he will then proceed to cast another line which makes 4 in total, after 4th line is gone you can freely go in and damage him but should always have up people staying away from him so they can take his hammers, because if there is nobody keeping distance he will just cast hammer to you players in the melee which can ruin the fight completely. As lancer you can use your Q/R to dash/jump over lines if you don't feel like staying on tornados or you end up in situation where you can't reach the torando.

In general this is probably the simplest boss fight among the end game ones where you don't actually need to be aware of that many things as on other boss fights out there in the end game. As lancer beside dealing damage your main job is to be a shield breaker for summons since they will literally demolish your team if they are not broken, you can also depending on your team composition provide certain support to a team by wearing items like Creation of Sky and Earth, Ispion the runed ring and Protector's Will.

Lancer Ifrit Boss Guide
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On Ifrit gear wise you will want to have atleast 1 protection for just yourself so the most suitable ones would be Cold Ring of Death active or Anti Magic Shield from Halo of Judgment also depending on your team composition you will want to use Creation of Sky and Earth as main armor in this boss because of much it helps your team overall in the fight. Also weapon wise if you don't have Splitting of the Sky and Earth it is better to use Winter's Heart over Tiberius if you happen to have it, because Tiberius itself wont really bring you much in this fight due to general mechanics of this boss so having Winter's Heart over it will bring shield break, more survivabilty and more stats, thats why i prefer it over Tiberius on Ifrit. Also you can switch form Cloak of the Fallen Shadows to Grim Heart if you have it, stun and healing active from Grim Heart comes really in handy when dealing with Evil Lava Spawns and helping you survive in general. So engage with your classical DE/T opening for known debuff/buff reasons but be aware that as soon as you engage 2 meteors wil come from sky and fall on random place in area, the circles will indicate their landing location and these ones after they explode will fire lines from its center in ''plus'' shape ''+'' so position yourself to not get hit by them as they do not deal that high damage but will leave you with -100% magic resistance debuff so if you end up getting hit by another line with that debuff you will most likely die. You will want to avoid staying on ifrit for too long as melee hero since with every auto attack he does to you he will get increased attack speed and spawn 1 lava slime that will slowly start heading towards him healing him on contact. You will want to use variations of your pure combo depending on your situation just this time do not wait in between spell casts instantly do full combo without auto attacks in between because you do not want to have Ifrit stacking up slimes on you and whenever he gets full mana he will go invulnerable push everyone back and charge at random player in the boss room, you can dodge this charge by dashing with Q/R if you find yourself in pinch spot or by simply running towards sides when he starts charging you, this charge is instant kill so you want to avoid getting hit by it. When Ifrit colides with wall after his charge he will cast 2 lines in letter ''V'' shape behind his back which do same thing as meteors, not so high damage but give you -100% magic resistance debuff for short duration. Also as you damage Ifrit he will as he loses his hp spawn 2 evil lava spawns which do not have attack damage but rather when they get full mana will start firing fire balls barrage at random player which will interrupt player and deal damage, if you end up being target by 2-3 at same time this could result in your death by just fire barrage damage. What you want to do is clear them up but be careful since they explode when they are killed and fire lines in letter ''X'' shape which does same thing as any other fire line in this boss fight. you can do damage to them until you get them to low hp, then disengage with your R and either finish them up with your T or let your ranged team heroes finish them up for you. Also as the fight goes on Ifrit will periodically cast ''fire bombs'' at random players which will have timer showing in how long will they explode, these bombs deal whole area damage and apply same -100% magic resistance debuff to everyone. They can be cleansed by Shooter, Priest, some items etc but will still explode and apply debuff, this is just so you make it faster, this is where Creations comes up very nicely because you can group up with your team, use Creation active and have someone cleanse the bombs, this is not so important before 50% of Ifrit hp because until then you will just be getting 1 fire bomb at time while after 50% you will get double bombs. After you have killed all evil lava spawns that have spawned you can proceed to 1st wheel on 75% of Ifrit hp, he will teleport to the middle summon 2 fire golems at his left and right side and start wheel. Wheel is much bigger version of Mad Clown wheel and it can randomly change direction and speed at which its going so do not be going too close to wheel lines so you don't end up dying when wheel change direction. As Lancer you should position yourself either on left or right side from Ifrit because of fire golems. These golems start with 100% damage reduction but with your nerve strike E you can break 40% of that shield with each cast, Winter's Heart breaks for 10%, also if they get hit up by falling meteors they will break their shields by 20% so keep that in mind. Once fire golems reach full mana if they are not interrupted they will start charging at random player in boss room, this charge is instant kill same as Ifrit one, just golem charge doesn't fire ''V'' shaped lines after. Also when they hit a wall with their charge they will lose 20% of their damage reduction aswell. Ideally you would want to break golem 2 times with your E so when they charge they completely lose all damage reduction. Also on very 1st auto attack that golems do to you they will push you and briefly stun you so be aware of this. Regarding Ifrit wheel, lines on wheel are not instant kill so you can survive them by using Creation/Anti Magic Shield/Cold Ring of Death active. After wheel ends you will want to group golems with Ifrit and burst them together with your ultimate F and your team resulting in,(soul weaver is most suitable for this job) killing golems and leaving ifrit to around 30% of his hp. A lot of evil lava spawns will be around and double bombs will be coming now, you will want to keep coordination with your team while killing evil lava spawns and grouping up for fire bombs explosions. After you have cleaned all evil lava spawns you can proceed to 2nd wheel which happens at 25% of Ifrit hp. This wheel lasts longer than 1st one but it is pretty much same as the 1st one so try to break golems and survive, you can jump over lines with your Q/R if you need. After wheel is over if you did clean all evil lava spawns before wheel, you should have your ultimates up to burst up and finish Ifrit. Currently there are 2 possible ways to do Ifrit, 1st one is already mentioned one where you kill all evil lava spawns and then go to wheel, 2nd one is by completely ignoring evil lava spawns, instantly going wheel and stunning evil lava spawns as you run wheel. 2nd way is much faster but also more risky to attempt so i suggest you sticking with 1st one until you get hang of it.

In general Ifrit is fight of coordination and awarness of what is happening around you, you need to pay attention to much more things than on your usual late game boss fights so be aware of this and do not be focusing damage so hard that you lose a sight of whats happening around you and end up being dead. As lancer again expect dealing damage and bursting golems your main job is to be in charge of breaking fire golems damage reduction, if you position yourself nicely you can break atleast 1 time during wheel, do not risk to break 2nd time if its not safe (by risk i mean jumping over wheel lines etc).


Credits
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That's pretty much it, overall lancer is great hero for team, and if i may add is pretty fun hero to play. It's great fun atleast for me to play with it and i doubt that any other hero would give me same amount of fun and joy as lancer.I hope this guide helped you to learn something useful and to improve your lancer gameplay atleast a little. I want to say thanks to my fellow friend Senn for helping me while i was making this updated guide, and to Dragon56784, Cereal_Triumph, T+, Astral because their posts which i included in my guide greatly helped me.

Also if you want to find me and play with me, i'm mostly playing on eurobattle.net and you can add me on discord (MasterOgi#9135). If you think something is not right in the guide and could be improved write me here and i will check it, or send me PM. I tried to cover every possible aspect of Lancer gameplay and to write almost everything i know about Lancer. At the end i want to say thanks to Keekero for creating this map, greenFruit for updating it, and to all players who are playing it because we are the ones that keep it alive. Best regards.
Last edited by masterogi on Tue Apr 28, 2020 5:32 pm, edited 315 times in total.
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Weapon: Splitting of the Sky and Earth/Winter's Heart
Helm: Horn of Lightning God/Protector's Will/Halo of Judgment
Armor: Hades, the Armor of Despair/Creation of the Sky and Earth
Ring: Latea, the Ring of Overlord/Heaven's Fist/Cold Ring of Death
Wings: Storm/Cloak of the Fallen Shadows
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masterogi
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Re: Updated Lancer Guide

Post by masterogi » Tue Jan 09, 2018 12:48 pm

Updated Gear section little, updated Combo section!, updated with guides for SK/AE/ZL/SM ,updated with SD boss guide. Will keep updating more with items when i have more time ;)
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Lancer 420

Weapon: Splitting of the Sky and Earth/Winter's Heart
Helm: Horn of Lightning God/Protector's Will/Halo of Judgment
Armor: Hades, the Armor of Despair/Creation of the Sky and Earth
Ring: Latea, the Ring of Overlord/Heaven's Fist/Cold Ring of Death
Wings: Storm/Cloak of the Fallen Shadows
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masterogi
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Re: Updated Lancer Guide

Post by masterogi » Thu Mar 01, 2018 3:45 pm

Updated combo section little, since Lancer nerfs, updated gear section, mostly helms, updated credits, updated with new spell icons, new spell description, updated spell section little, added lancer picture with end game gear. 8-)
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Lancer 420

Weapon: Splitting of the Sky and Earth/Winter's Heart
Helm: Horn of Lightning God/Protector's Will/Halo of Judgment
Armor: Hades, the Armor of Despair/Creation of the Sky and Earth
Ring: Latea, the Ring of Overlord/Heaven's Fist/Cold Ring of Death
Wings: Storm/Cloak of the Fallen Shadows
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jkfate
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Re: Updated Lancer Guide

Post by jkfate » Sun Mar 25, 2018 4:53 pm

"Wings-> For wings its pretty simple. Make Cape of Corrupted Flame which is pretty much your best early-mid game wing because it's passive pairs really good with Tiberius..." xD

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masterogi
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Re: Updated Lancer Guide

Post by masterogi » Sun Mar 25, 2018 10:06 pm

Its not just Tiberius, you get nice procs from your Q and E too since single target, and if you decide to make hoj, you get procs on every autoattack. Surely it might take you some time to get Tiberius but still every other mid game wing is weaker than cocf.
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Lancer 420

Weapon: Splitting of the Sky and Earth/Winter's Heart
Helm: Horn of Lightning God/Protector's Will/Halo of Judgment
Armor: Hades, the Armor of Despair/Creation of the Sky and Earth
Ring: Latea, the Ring of Overlord/Heaven's Fist/Cold Ring of Death
Wings: Storm/Cloak of the Fallen Shadows
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masterogi
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Re: Updated Lancer Guide

Post by masterogi » Thu May 03, 2018 10:44 am

Slightly updated combo section, updated gear section with upcoming new items (will add their icons and stats when i get my laptop back), also soon incoming lancer valtora guide.
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Lancer 420

Weapon: Splitting of the Sky and Earth/Winter's Heart
Helm: Horn of Lightning God/Protector's Will/Halo of Judgment
Armor: Hades, the Armor of Despair/Creation of the Sky and Earth
Ring: Latea, the Ring of Overlord/Heaven's Fist/Cold Ring of Death
Wings: Storm/Cloak of the Fallen Shadows
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masterogi
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Re: Updated Lancer Guide

Post by masterogi » Thu May 17, 2018 4:40 pm

Updated ''Gear section'' with new items (both icon and description), updated old items icons and description ( i think they are better looking now than they were before, kinda more HD ), slightly updated old boss guides for Lancer. Best regards folks.
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Lancer 420

Weapon: Splitting of the Sky and Earth/Winter's Heart
Helm: Horn of Lightning God/Protector's Will/Halo of Judgment
Armor: Hades, the Armor of Despair/Creation of the Sky and Earth
Ring: Latea, the Ring of Overlord/Heaven's Fist/Cold Ring of Death
Wings: Storm/Cloak of the Fallen Shadows
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masterogi
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Re: Updated Lancer Guide

Post by masterogi » Wed Jul 18, 2018 8:46 am

Updated guide with recent minor changes on Lancer spells D and T, updated slightly gear section, added Bone Dragon guide, both general and specially for lancer, will see to do something similar to other end game guides also, because i feel like we don't have all end game boss guides, and new players usually gets confused, it wouldn't be bad if someone actually took time to make fully explained guide, colored with pictures, etc...if someone have time :D, but i will see to atleast make these ''general guides''. Best regards folks.
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Lancer 420

Weapon: Splitting of the Sky and Earth/Winter's Heart
Helm: Horn of Lightning God/Protector's Will/Halo of Judgment
Armor: Hades, the Armor of Despair/Creation of the Sky and Earth
Ring: Latea, the Ring of Overlord/Heaven's Fist/Cold Ring of Death
Wings: Storm/Cloak of the Fallen Shadows
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masterogi
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Re: Updated Lancer Guide

Post by masterogi » Mon Sep 24, 2018 5:43 pm

Updated with guides for mid game bosses (mostly some tips and tricks its nothing hard), updated guide to latest The World RPG version 0.19c, and some minor changes at end game boss fights. Best Regards.
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Lancer 420

Weapon: Splitting of the Sky and Earth/Winter's Heart
Helm: Horn of Lightning God/Protector's Will/Halo of Judgment
Armor: Hades, the Armor of Despair/Creation of the Sky and Earth
Ring: Latea, the Ring of Overlord/Heaven's Fist/Cold Ring of Death
Wings: Storm/Cloak of the Fallen Shadows
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Emarf
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Re: Updated Lancer Guide

Post by Emarf » Tue Mar 19, 2019 10:24 am

So i post about the passif part of the skill (R) its say : if ki is restored, HP is Also restored for equal % but its not passif you need to use the active from (R) skill to work is it normal ?

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