It depends entirely on the group and what is going on.
Between fights the lute ALWAYS comes out. Cantana Nivs and a double mana pulse adds up. With a good lute that adds almost 45hp and 17 mana per tick (averaged over the 4 song twist) to the entire group - regen that stacks with all other gear and buffs. If the extra hp from Nivs (5 before string mod) isn't needed it's cantana plus mana pulses it averages out to around 30hp a tick with 19-20 mana a tick to the whole group.
Unless the healing isn't beneficial I usually keep instruments as bards contribution really is better by focusing on the song aspect. With good weapons at 60 out dps is still bad ... really bad. Trying to shuffle mezzes/targets while maintaining melee generally results in lost opportunities to do something more useful.
If the group really is chugging on autopilot, I'll melee with standard regen rolling along with haste, buffs, slows, snares etc. For mundane groups and mindless grinding, more isn't required.
Bards add the most to their groups in ways other than directly damaging the enemy. This isn't to say we can't do great damage - it's just not the most helpful thing. I can load enough and maintain enough dots to average 72dps plus my pitiful melee. Granted this leaves no room in cast cycle for any mana, regen, haste, resists, mezzes, slows, snares ,or melee buffs. In a good hard charging group though - we will as a team be better off if I focus on those things.
Especially at low levels, bard healing potential is peerless. A good lute and hymn of restoration is like giving the whole group an extra fungi. At high levels - 3 fungis with just 2 songs. Bards lack burst heal, but played well you can negate any and all healer downtime and let them just use the efficient stuff healing emergencies and only the tank infrequently.
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