Bare minimum:
- Keep lute on.
- Keep cantana up 100%, even if pulling without eye helm (you have lots of time after a cast).
- Pull based on the strength of your group. Don't trickle single mobs slowly into a competent team and don't bring a big pack of nasties into a group that can't handle it. You should be working on the next pull as soon as there is only 1 mob left in camp, or before if you know you have some distance to cover. Have the next set of mobs coming in as they're finishing up that last mob. Flow / efficiency is what separates good pullers from bad ones.... always be managing multiple mobs but not being overwhelmed...thats the sweet spot.
- CC on pull...see above. Charm is amazing in a situation where your temporary pet can hold aggro on another mob while the group handles the roots / tank pickup / etc. You're essentially doing 2 mobs worth of DPS in that small window of getting the pull under control.
- Identify what else your group needs and twist accordingly, but not if its going to sacrifice efficiency in any of the above.
- Nivs is good. Breath of Harmony is moar gud. Singing Steel Helm is amazing and should be in your inventory by level 44 for when you ding 45.
Bards that try to melee without doing the above efficiently are terrible bards, melee really should be saved for when you get your epic which for 90%+ of bards is essentially never. I've seen maybe 4 bards in all my years be able to melee while twisting / swapping / pulling / CC / etc. It takes a true autist to do that.
Also remember: a capable necro and bard can heal most normal XP groups. Just because you don't have a cleric / shaman / druid doesn't mean you can't keep going.
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