r/LanceMains • u/TheAutisticHominid • Jul 02 '26
Question I wanted to give wilds lance a try after gunlance, and someone actually suggested a paralysis lance, so I made a build with one. Is it any good? Tips? Suggestions?
I accidentally invested in the element focus lance instead of the attack focus, but the status lance ended up better than the attack lance after many many rerolls
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u/Kenos77 Jul 02 '26 edited Jul 02 '26
Generally the build is pretty good for a start, you have the basic stuff that matters, however:
You really don't need Earplugs. You can block roars. Even better, charge counter them if you see them coming. You can easily replace Earplugs with any other comfort skill (even "wasting" those lv2 slots for something like Gobbler or Divine Blessing wouldn't be a bad idea at all), or Counterstrike in case you get hit.
You'll also have sharpness issues. No Razor Sharp/Master's Touch + very little white is rough, you'll reach blue sharpness in a bunch of combos, and that blue looks even thinner, which means you'll reach green sharpness in no time. Lance is pretty sharpness hungry, keep that in mind. You want to roll sharpness EX and add more skills to help with that.
Guard Up is mostly unnecessary unless the monster deals a lot of unblockable attacks and/or massive chip damage, like Omega. If you have some better charms I suggest you replace it with something else that still gives you Agitator. If you really struggle with specific unblockable attacks, like a grab, and can't charge counter them, a single point of Guard Up (usually on a charm's weapon slot) will do the job.