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Jacks of all trades, but masters of none. Bards have a unique combination of abilities, making them extremely versatile. Essentially a bard is a cross between a rogue and enchanter, yet notably they are plate wearers. The key function of the Bard is that his songs stack with all other buffs. His mana and health regeneration songs stack with other class' hp/mana regen spells, his V2 and V3 haste stacks with other class' haste spells, and many other songs stack or simply benefit the group at large. He even has a song to cure your hunger! So if you're looking for a class that benefits the group he's in, has the most tools at his disposal for pulling, and is simply lots of fun to play, look no further than the Bard.
Bards have a large number of different song lines, which lend them vastly different abilities. These include:
These are only a few characteristic songs of a bard, listing all useful bard songs would take quite some time. A full list of bard songs can be found here.
Bards can use instruments; some songs, such as Shauri's Sonorous Clouding require instruments, while others, such as Selo's Accelerando are only made more effective by one. Some songs, such as Lyssa's Cataloging Libretto are not at all effected by instruments. Also notably, bard haste songs do not give any greater haste with an instrument equipped.
Bard songs that are effected by instrument see an increase in their power (e.g., their effect without any instrument) proportional to the modifier of the instrument that they are sung with. Mods range from 1.1 to around 3.4. At lower levels mods are typically only found on actual instruments such as the Mistmoore Battle Drums whereas at higher levels instrument modifiers are oftentimes found on armor items, as is the case on Luvwen's Armplates of Melody. Many high level raiding bards simply use the Blade of Vesagran, the bard epic 2.0, to fulfill all of their needed mods.
Just as a Wizard or Cleric seeks focus effects to benefit their spells, the Bard seeks Instrument modifiers to benefit his songs. Instrument modifiers initially have a cap at 3.6, however, purchasing certain AAs can increase the cap, however this isn't necessary for group players but may be vital to raiding bards. Instrument mods come in the form of a skill - the more a bard plays a song which uses stringed instruments, ie Hymn of Restoration, the better his skill will be, and the less chance he will miss a note and stop singing/playing the song. Instrument Mods are important for the Bard since it determines the strength of the song that the Bard sings - ie if a Bard sang Hymn of Restoration with a lute, they would heal more HP per round with the lute than without. For example:
Stringed: This instrument type usually applies to Area of Effect damage songs, hp/mp regen songs, and choice mitigation songs. It can be increased by use of any lute, or by any equipment with a Stringed modification on it.
Brass: This instrument type applies to haste songs, some Area of Effect damage songs, some of our Slow songs (rate of attack slow), and some of our single-target direct damage nukes. It can be increased by equipping any brass instrument (horns, mostly) or by any equipment with a Brass modifier on it.
Percussion: This instrument type mainly modifies run speed songs, like Selo's Accelerating Accelerando, damage-over-time songs, resistance songs, and some others. These songs can be modified by equipping a drum, or by wearing any equipment with percussion modifiers.
Wind: This instrument doesn't modify many songs, but, many songs that use the Wind modifier require a wind instrument to be used to sing it. Examples are the Shauri's Sonorous Clouding song (invisibility song) require a wind instrument to be used while singing. This modifier is useful when a bard is singing his Lull type songs on monsters, but aside from that, it is very situational.
Singing: This is the Bard's odd-one-out. There are few items which modify the singing skill/mod, and most of the items which do, require raids to acquire. Consequently, Singing is arguably the Bard's most valued modifier; it affects snare songs, slow songs, some direct damage nukes, resist songs, mitigation songs and many, many more. Furthermore, when a bard plays a song and does not have modifiers on his equipment, nor does he have an instrument equipped, the Singing skill will be used to play the song. Thus, Singing is very important as it is the default mod/skill for the bard. One song, Amplification, modifies the bard's singing skill, which improves all songs which uses the singing modifier. This song is excellent at boosting an AC song, a direct damage nuke, or landing that 50% slow song on a monster without having a resist.
Luckily for most bards in 2008 and beyond, the Defiant line of armor has bard modifiers of each type within certain slots. Defiant armor is very easily found from a large amount of monsters, or even more easily purchased from the bazaar and thus, modifiers are not something to worry fervently about as one did before. However, if a bard chooses not to use Defiant armor, or is missing a modifier for some reason, the Bard Epic weapon (Singing Short Sword), has a 1.8 modifier to ALL skill types and thus covers all mods a bard will need.
Bards have many spells that make them a very efficient puller:
The easiest way to pull a single mob is to make sure you have separated it from the pack. Your pulling strategy will differ based on the number of mobs involved, how much elbow room you have for splitting, and mobs' resists/immunities:
Tag and Wait
This is a great technique for bypassing loads of mobs and pulling named_mob_01 ALONE from one side of the zone to the other, WITHOUT adds. First, you must know that there are two kinds of agro: Direct Agro, and Assist Agro. Both work differently. Direct Agro (DA) is the agro you get when you attack a mob, or a mob sees you first and attacks you. Assist Agro (AA) is the agro you get when a mob (or mobs) is in range to assist a mob that has DA on you. Now they both seem the same; in both ways you end up with a mob trying to kill you. But here is the difference: A mob with DA on you will be able to attract nearby allies and cause them to AA on you. A mob with AA on you will never attract allies to assist you, even if he runs right over them. Only a mob with DA on you can do that.
The Technique The goal for this pull is to make named_mob_01 to pull get Assist Agro (AA) on you. You will need an invis song or clicky ready (not fade), along with a mez, Fading Memories aa, and possibly a lull song. Step 1: Locate named_mob_01. You will NOT be taking any action against this mob. Step 2: Get to a safe spot. Step 3: If possible, lull mobs in range of named_mob_01 (do not lull named_mob_01). Step 4: Mez a mob in assist range to named_mob_01. This will cause the mezzed mob to DA on you, but it will be unable to attack. Named_mob_01 should AA on you and begin running at you. Step 5: Quickly invis up and run to camp with named_mob_01 in tow. If you did all of the above correctly, since named_mob_01 only has AA on you, he will not be getting help from allies as he runs by them, and should be alone by the time he gets to camp. Step 6: Once named_mob_01 is close enough to camp, fade off the mezzed mob. The mezzed mob will completely forget about you whether or not he was still mezzed by the time you faded.
Tips
Description | Cost | Ranks | |
Name | |||
Spell Casting Fury | This ability gives you a chance to land critical hits with your direct damage spells. The ability levels increase your chance to score a critical by 2, 4, and 7 percent | 2/4/6 | 3 |
Spell Casting Subtlety | After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less. | 2/4/6 | 3 |
Spell Casting Expertise | This ability makes it impossible to miss notes on songs below a certain level. | 2/4/6/?/?/? | 6 |
Natural Durability | This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.) | 2/4/6 | 3 |
Natural Healing | This ability raises your natural regeneration by one point per ability level. | 2/4/6/? | ? |
Combat Fury | This ability increases your chance to land a critical hit. | 2/4/6/3/3/3 | 6(+?) |
Fear Resistance | This ability grants you a resistance bonus to fear type spells of 5, 10, and 25 percent. It also increases the chance of breaking fear earlier | 2/4/6 | 3 |
Combat Agility | |||
Combat Stability | |||
Mental Clarity | This ability increases your natural mana regeneration by 1 point per ability level. | ||
(to be filled in)
Further recommendations would be Ambidexterity, Combat Fury, Spell Casting Fury, Weapon Affinity, and Sinister Strikes.
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