#41
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Pull 3 mobs. Group fights one, charmed mob fights other mob. Bard can even twist with instruments for group regen / haste while basically being their own charm kiting solo.
Kill first mob, clean up 20% hp 2 other mobs. ez pz lemon squeezy. | ||
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#42
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A few points about Bard group play, particularly regarding charm;
Charming is indeed situational when in a group. A full group with a charming class (Necro/Chanter/Druid) easily turns into confusion if you start charming as a Bard. Because Bard charm works differently in several ways aside from the short duration. - Bard charm wipes all but 1 point of aggro on the Bard. It's a memblur in this case, and in fact after Bard takes a swipe from his former pet, next one on hate list gets it. Try dropping charm next to the sitting caster who annoyed you. Or use it to save a Shaman or Chanter with a lot of aggro from mez, slow etc. the attention he's due shortly from a pissed off mob. - All charm spells breaks duration spells cast by NPCs, like Slow and DoTs. For a Bard charm with above exceptions in mind, this turns otherwise annoying or downright nasty spells into a short inconvenience. - Some times, charm is the only option to stopping a mob from dealing damage, like caster giants, or most mobs in Skyfire. Can't mez'em, can't root'em and stop them nuking. Charm at least stops them cold for a duration while other stuff is handled. - Finaly, best use of charm tends for me to come in small groups or duos, especially if there's a root capable class involved. The Cluster Charming (bunch of mobs rooted in melee range, charm one after the other) is a firm favourite for fun and effective tactic. Cleared trains in KC that chased full groups to zoneline with just a Ranger buddy, who it has to be said is well aware of the silly stuff I like to pull and thus on the ball. Remember you can use your mez to push rooted mobs that end up out of melee range, just turn your facing to adjust the direction (Twilight pulls, so face away from the direction you need). Have fun and remember, a well played Bard is a true asset to any group, if you get told to bring out weapons and just play mana song, it's perhaps a good time to look for another group. | ||
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#43
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Quote:
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#44
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Charm is a great tool. It has limitations and the user has to be careful not to bone-headedly charm a target within 18-24 seconds of expected engage time.
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#45
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Quote:
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#46
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Do flowing thought items work with bards? I thought at this expansion level they don’t.
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#47
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Yes
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#48
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Quote:
Necros/shaman are almost always able to make the most of extra health. Even if necros are not losing life with lich they can shadowbond for 7 ticks, costing 20 mana and giving someone around 900 hit points at the cost of 500 of their own. That's like 400 hp net heal for 20 mana. That's over 300% more mana efficient healing than torpor and no debuffs. Shaman's use for extra hp is so obvious it doesn't need mentioning. | |||
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#49
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Efficiency aside, is the individual having more fun meleeing or using instruments? That's the real question. What is the level of fun added per choice?
You can also melee while holding only an instrument and do both!
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Previous Guilds: The A-Team <- Rapture <- Flawless Victory
Zanderr Locke - 60 Punk Rock Bard | Minnesota Nice - Monk | Squaresoft Chocobo - Shaman | Bowbafett | Supermetroid | Weaponx Power Leveling Service | OT Hammers | Quillmane Quide | ||
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#50
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No Fun! Only min/max!
(also, you can melee while subbing in instruments right as songs complete if you really want to min/max. Instruments only / melee only have no idea what theyre on about) | ||
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