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Bon, Singtard, someone...Follow

#1 Jun 24 2005 at 3:15 PM Rating: Good
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3,273 posts
Hey we need a complete Bard Guide written! I've been on ALLA, SOE, HOD, etc...none are around. You two are the best bards I know of, so I'm asking one of you. No worries about grammar and spelling, I can take care of that, or have my secretary do it! hehe... I would try to write one myself, but I've got so many EQ projects going already!

If you write it, I'll make sure it get publish on all of the forums and I will give a place for it on my website, all with due credits of course!


To everyone else, I need guides written on Rangers, Shamans, Druids, and Clerics.
#2 Jun 24 2005 at 3:22 PM Rating: Excellent
That hurts
#3 Jun 24 2005 at 3:49 PM Rating: Good
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3,273 posts
Opps.... it just occured to me that you are a bard too!!! Sorry about that D!!! Really! So I rephrase that you three are the best bards I know of! :)
#4 Jun 24 2005 at 3:50 PM Rating: Good
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3,273 posts
Heck, I have a bard too, but... I don't feel like I know all there is to know to write a guide however!
#6 Jun 24 2005 at 4:53 PM Rating: Excellent
Bard-role DD, Buffer, Battery.

Power pools are agi for primary and sta secondary.

Str-Is the mod to increase bard attack damage, and increases you max damage potential. This is very important for increasing your melee damage.

Sta-Gives HP and power, not as important in the begining, but needed later on, about 35.

Agi-Main power pool it gives the most power for the buck. Agi also helps limit how much damage you recieve when attacked by a mobs melee.

Dex-Helps determine your minimum damage potential. This is also very important to increase your overall damage.

Wis-Not important, it only adds 1 resist for every 7 wis. If you need resists use jewelry it is more effective.

Int-The only use this has is if you have a spell proc on you, which bards dont have any, so adding to this stat does not help.

Cha-This is a mod for some of our buffs, more if you get the cm upgrades for them. Over all the mods are small, originally anthums and heals have a 5% cha mod and 10% with the cm version. The store bought power spells can get a 5% mod from their cm version. Overall these mods are a nice little bonus, but not worth adding to cha for. The lvl 51 bard cm charm for 120 cms is also moded by cha, but havent tested how much affect it actually has. For the most part I say only add to cha if you plan on getting the Minstral MC, other wise it only has a little effect.

In the early levels I liked to have a balance str/sta/agi/dex with my anthums buffing my str and dex higher. Cha is not really needed to later, so you can ignore it early on, and hit it later if you want minstral.

Path spells.

Power dance-This spell takes a huge amount of power to cast, but gives to group the same amount back over a few ticks. This spell does not give the bard more power then it's casting cost, it is the bards natural PoT doing it. Most groups tend to expect bards to have this path, and it is a great path to follow.

Combat-This path buffs str/sta/agi/dex, and this is a strong buff, only beaten by Avatar. But it has a short duration and a long recast. It last one minute and has a five minute recast making it 4 minutes inbetween the times you can use your best version.


Songs-All songs are group, this means if you are grouped with a bard and in range you get the buff. If you dont want the buff stay out of range.

Heals-this are handy to have. The cm version heals quite well and in a well played team can substitute for a healer for non deep red or caster mobs. I always keep mine on my tool bar just incase the healer DC's, if it can keep the tank a live a few seconds longer, it may not turn into a bad situation.

Anthums-These are some of the best str/dex buffs in the game. Anthum over powers sha str/dex buffs, but does not stack with most buffs. I keep this on all the time, more damage potential is a good thing.

Dirges-My namesake buff. This is actually a nice defensive buff. It improves AC and agi, but there is a problem, The dirges line does not stack, So any other buff tends to override it. Since it is easily overridden by healers it tends to have no use while grinding. Soloing it gains it usefulness back since it wont be overridden. I really only use it solo, or on times it looks like the tank could do with more agi and we are not grouped with a sha.

Lulls-These are pretty much useless, all they do is lower the awareness range of a mob(s). On a crowded camp they can make a pull easier, but most decent tanks dont need them.


Shreiks-These are pretty much useless, the damage on the DoT is low with a high power cost, and gets overridden by pretty much any other dot. Shrieks can be used to pull, but I prefer to use the verses spells.

Versus-This is an AC debuff. It does work, but the effect is hard to notice. I mainly use this to pull when solo.

Concerto-This is the store bought pot spell. It is weak, and does slow down the power dance spells. Use it early on to help keep power up. Once you have 2 dances you do not need this any more, but it can still be useful. First, it actually times your dances so that one recharges as soon as the other one ends. Second, if the tank has long pulls it can be used to give the group power while you are waiting for the tank to return, and to dance.

Elemental rhythm-is our only resist buff, we get it early and it doesnt do much, forget we even got one.

Accelerando-Our sow like spell, and it is group has the quickest cast time for any sow spell. This makes it one of the best get out of trouble spells. I say it is better then a port since it you dont have to run all the way back. Accelerando has a 2 minute duration, selos 15 minute, and selos song of travel gives 2 minutes of invis sow.

Attack abilities-Use these to increase your DPS, the early ones do a great job of increasing damage without draining your power. The higher ones are great to kill early runner and to help in oh no situations.

CMs

Entrancing song-Lvl 51 and 120 cms. I have heard good and bad about this song, if you want a pet get it, but you can use the cms elsewhere.

Celebration cms-These are the upgrade to your heals. They do increase your heals by quite a bit, but since our heals have a lvl mod to them it is not as apperant when they become available. Thes are also expensive cms, so getting them means you want the heals, or to be a gypsy.

Soothing versus-Makes yyour lulls AoE, not worth the cost.


Breathy ballads-Thes cms are a great concept, they allow your group to stay underwater indefinitly. But there is no reason to grind underwater. Groups dont need the spell, and it is a waste to get.

Anthum cresendo-These increase the range of anthums by 5 and adds 5 to their mods. If you want to be more of a buffer and and getting minstral these are nice, but you can spend the cms else where if you are not planning on raising cha, or using anthums all the time.

Bardic expertise-these cut the recast of your combo attacks in half, the early ones are worth getting to add to your dps. The higher ones are nice to have, but dont really need unless you feel the attacks come up to slow and want to use them more often. You need several of these to become a gypsy.

Harmonic perfection-Adds 5 to the range of your concerto spells and gives them a 5% mod. These dont get used much and are not needed unless you are going minstral.

Musicians knack-Thes add 5 pot and 10 cha. Pot is always nice, and these mean you can place points in other stats if you are going minstral. These are required for minstral.

For general and archtype cms- All of the str/sta/agi/dex ones are quite useful, if you want them get them.

MCs

Quote:
Minstrel 200 CHA MAX +50 CHA +50 PWR MAX +500
Req. Level: 55

AGI: 200 CHA: 150 Points spent: 500
Req. Masteries: Musician's Knack 3, Harmonic Perfection 3
Description: ?

Destructive Dirge 75 Gives Abilities: Destructive Dirge Req. Level: 60
Req. Masteries: Minstrel
Description: Minstrels really bring down the house.
Comments: Melee-range AE attack. 1200ish damage, 548ish power cost, 0 cast, 60 recast. Requires 1HP or 1HS equipped.

Power Ballad 75 Gives Abilities: Power Ballad Req. Level: 60
Req. Masteries: Minstrel
Description: Minstrels sing ballads, giving power to their compatriots.
Comments: Group power refill, one tick at 1000 power. 60 recast, 2000 power to cast. The net cost to the bard is 1000 power.
For the most buff orienated bards

Quote:
55
STR: 150 STA: 200 AGI: 200 DEX: 150
Points spent: 500
Req. Masteries: Bardic Expertise 4, Choral Celebration 3

Description: Musical by nature, wandering gypsies are gracious hosts. Watch the purse strings though; they have a reputation for theft.

Light Finger 75 Gives Abilities: Light Finger? Req. Level: 60
Req. Masteries: Gypsy
Description: Charming and light fingered, gypsies rob with amazing grace.

Seasoned Traveler 75 OFF MOD +2 DEF MOD +2 MOVEMENT RATE +25 Req. Level: 60
Req. Masteries: Gypsy
Description: Gypsies learn self defense during their extensive wandering.
This gives a pickpocket for tunars and a lot of mods, it is a decent MC to improve your surviablity and damage.

Quote:
55
STR: 200 STA: 200 AGI: 200 DEX: 200
Points spent: 500

Req. Masteries: Bravo's Grace 3, Bravo's Knack 3, Bravo's Toughness 3, Bravo's Brawn 3
Description: Agile and quick, bravos are deceptively ferocious in battle.

Blade Dance 75 Gives Abilities: Blade Dance Req. Level: 60
Req. Masteries: Bravo
Description: ?
Comments: AE melee damage skill. Roughly 1300-1400 damage to nearby targets.

Poise 75 Gives Abilities: Poise Req. Level: 60
Req. Masteries: Bravo
Description: Bravos are masters of the deadly dance of combat
Comments: Self-buff giving 50 STR/AGI/DEX/STA, and stacks with other buffs. 30 minute duration.



Pending Corrections


Posted by Sirmoey: I have a 60bravo Blade dance does 1510dmg for me. You can calculate the dmg by: 300base dmg + 200% dex


Posted by Sirmoey: Sorry, also the recast for Blade dance is 30seconds and the recast for Piose is 1min(it also stacks with shaman buffs, ava too).
For the more damage orienated bard.
#7 Jun 24 2005 at 6:38 PM Rating: Decent
Thanx D. That'll help me a bit. I do plan to go Bravo.
#8 Jun 24 2005 at 8:26 PM Rating: Decent
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3,605 posts
As for charisma it is a total waste to put any TP's into it the mods are just not high enough to give a great effect unless you plan on soloing then 120 cha for a non minstrel is good. With the upgraded hymn and 120 cha you do see a big difference but it is an expensive cm to purchase.


Minstrel- Total raiding support toon the distructive dirge with 200 cha on average AOE's 1850 dmg on high end(mobs withing 5 levels). The power refill is good for raids and does not benifit you. By the time recast is back you will regain the mana lost from your dances. Works great on pos with mobs that drain mana just stay back run up cast run away bow then run up and cast. Your mana stays up but you give the boost to the other party.


Charming at 120 cha and 200 charisma really doesnt show that big of a difference on charmability or duration. When i had my minstrel i charmed iod mobs 75% of the time when i renewed stats at 120 cha i charmed iod mobs 75% of the time and the duration on both was over 30 minutes.

If planning on going minstrel DO NOT go over 120 charisma. you get 30 charisma for required cm's brings you to 150 then 50 for tag brings you to 200.



If im correct im the only non minstrel hating person here or the only minstrel.
#9 Jun 24 2005 at 8:30 PM Rating: Decent
is there any other guides? like a wizard guide? wher can i find one if so
#10 Jun 25 2005 at 1:48 AM Rating: Decent
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196 posts
some guides here, general melee,tank,healer

http://www.eqoarealms.com/index/modules.php?name=Content&pa=list_pages_categories&cid=1
#11 Jun 26 2005 at 10:14 PM Rating: Decent
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1,393 posts
WHAT?
I was the master bard!
Plus my name on was teh r0x0rz!

Anyways, I forgot alot about EQOA.

All I remember is buying Dex/Str max CMs and always maxing Dex/Str. Going Mana path. I think I wanted to go Minstrel.
#12 Jun 27 2005 at 8:04 AM Rating: Good
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3,273 posts
I got that guide added to the site Dirge, TYVM for writing it!
Now I need to get some made for Sha, Clr, Dru, War, SK, Pal.

Nmuk, were you going to write one for SKs? We need one, I started a SK (level 12 right now) just learn a thing or two... :)

#13 Jun 28 2005 at 11:53 AM Rating: Decent
someone should leave me an in-game mail or something when someone says something to me on these forums.

I'm too lazy to write something, and Dirges has a pretty good one there..
#16 Jun 28 2005 at 1:11 PM Rating: Good
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3,273 posts
Quote:
My SK guide.


Got yer guide on my site TYVM Nmuk

Working on Murr's now...
#17 Jun 28 2005 at 1:18 PM Rating: Good
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3,273 posts
Ok, I got Murr's guide on my site now too! TYVM Murr!
#18 Jun 28 2005 at 1:46 PM Rating: Decent
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3,744 posts
I too have a bard, as you guys know well...

But nah dont feel like the whole Guide thing right now, lol. Plus looks like dirges has it underhand pretty well.
#19 Jun 28 2005 at 3:48 PM Rating: Decent
Pally guide

The races you can pick for pally are dwarf, human, erudite and elf. Dwarf has the best starting tanking states, human has the best cms, erudite has some good power and pot cms i guess and elf has good best starting charisma that can help for your heals.

Now for the starting stats. When you're done picking all that junk in the begingin you get your 20 starting traing points. IIf you plain on being a main tank you would want to put 10 in stamina and 10 in agility. Stamina will give you your hp and its one of the power pool stats along with strength. Agility will help your defence and make it so you take less damage. If you plain on being a group orientated tank you would want to put 10 into strength and 10 into stamina. Stamina for the hp again and strength so you can get some damage in and make kills in a group faster. If you want to solo you would want to put 10 into strength and 10 into stamina.

MTing- If you plain on being a MT you would want to put your stats with Stamina the highest, agility about 50 or so tps behind it and strength at 100-200.

Back up tank or group tank- If you plan on being a back up tank or group tank then you would still want to put it in that order exept have strength a about the same as agility.

Solo- If you plain on doing a lot of soloing then you would want to put your tps in this orfer. Stamina, Strength, Agility, Dexterity, and chrisma. Stamina for your health and so you can stay a live, srength to get better hits in, Agility so you can take better hits, dexterity so you can have better chances of doing most damage possible, and charisma to help you heals.

As a paladin you can choses between two diffrent paths at lvl 20, 30, 40, 49, and now 60. Your two choices are a mega taunt with a hammer or an ac transfer with a sword.

You can chose a MC when you get level 55 in your class mastarys. You choices are Gurdian, Crusader, Soldier and your race mc.

Guardian is the mt mc of the paladins. Requirements for it are 200 stamina, 500 cms spent and Ancient Birthright 4. It gives you sta max +50, hp factor +2, AC +100, DF mod +2. The mcas you get from it are Divinity which is a buff that gives hp max +250, fr +20, cr +20, pr +20, dr +20, lr +20, ar +20.

Crusader can be a solo or group/back up tank mc, The requiremenst for it are 200 strength, 125 dexterity, 500 cms spent, Religious Zeal 4, and Glorious Cry 4. It gives you str max +50, hp max +500, OF mod +2. The mcas you get from it are Crusader's Aura, which is a heal that heals your entire group everytime that you are struck. Erollisi's Favor, which gives you a 30% charisma modifier on your heals.

Soldier can be a solo or group/back up tank also. The requiremets for it are 200 strength, 200 stamina, 500 cms spent, Soldier's Grace 3, Soldier's Knack 3, Soldier's Brawn 3, and Soldier's Toughness 3. It gives you str max +50, sta mx +50, DF +2. The MCAs it gives you are Veteran which gives max hp +500, AC +250. Soldier's Cry which is a a taunt that also increseas group strength.

Thats the end of my pally guide.
#20 Jun 28 2005 at 3:48 PM Rating: Decent
Double

Edited, Tue Jun 28 16:51:45 2005 by BillyBreaths
#21 Jun 28 2005 at 3:53 PM Rating: Decent
Quote:
erudite has some good power and pot cms i guess

wut do u mean i guess?
#22 Jun 28 2005 at 4:14 PM Rating: Good
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3,273 posts
Got yer guide BillyBreaths, and used it on me website! TYVM!
#23 Jun 28 2005 at 4:17 PM Rating: Decent
wut else guides u need?
#24 Jun 28 2005 at 5:27 PM Rating: Excellent
Pally guide-a few things to add.

Str damage potential and a slight mod on taunts and primary power pool
sta HP and power
agi more defense
dex damage potential
wis 1 resist for 7 wis and it is a mod on undead ability damage
int mods how often undead procs go off. 10 int for 1%
cha is a mod on heals

Quote:
As a paladin you can choses between two diffrent paths at lvl 20, 30, 40, 49, and now 60. Your two choices are a mega taunt with a hammer or an ac transfer with a sword.
The 20 qst reward is not the same weapon for all races. The taunt path is a very strong taunt with a stacking ac buff for a few seconds, great for adds or a tough mob. The ac transfer tackes ac from you and gives more away to target including your self for a few seconds. Now that it stacks it is more useful for a pally to be a support tank. They can get in and heal the main tank and use the ac tranfers to help th MT while giving stacks to the MT as well.

CM's
Sacred heart gives you a healing proc attack spell buff, that heals when you attack

Religious zeal changes your divine buffs from str sta to str dex.

fervent belief cuts recast on stack heals in half.

Smite undead is an undead attack spell

favour disciple is an agi ac stat increase

blessing of faith gives self rez equal to that of a cleric 3 lvls lower.

ancient birthright gives str/sta/agi/dex stat increases

glorious cry gives very small stack heals everytime you taunt
#25 Jun 28 2005 at 5:27 PM Rating: Decent
Quote:
wut do u mean i guess?


What dont I mean by it.
#26 Jun 28 2005 at 7:19 PM Rating: Decent
do u have doubt in that they got no pow/pot cms
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