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#1
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Perhaps I'm missing something, but technically you cannot twist 4 songs, let alone 5. One will always drop at the end with 4. Twisting 5 means two will be dropping at the end of the loop - and it can go bad fast with missed notes/resists. Why would you ever try to twist 5?
Or does the timing work out differently somehow on p99 (which wouldn't be Classic in any sense then)? Also, why any mention of FT? FT on items came in with Luclin didn't it, and this server is never going there. Was the reference ironic? I'm confused! And also, you guys make playing a Bard sound so crazy complicated. It's never been that complicated for me - though I've never majored on pulling due to our inability to dump aggro and other player's patchy ability to grab it. Monks do it much better than us IMO. Didn't really group much in Seb though!
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Last edited by t0lkien; 07-05-2013 at 09:10 AM..
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#2
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What further mitigates this is that some songs, such as regen, have their effect applied on the server tick, which is every 6 seconds. Its difficult to time/know the server tick exactly but more often than not your heal song will drop in between ticks and you will have it back up before it makes the buff check. As long as it is back up before it makes this check its as if the song was never down. If you take into account that a lot of your offensive songs (snare/dots) last for 18 seconds it makes it easy to do a 4 or 5 twist depending on the scenario. The once you can use the Breath of Harmony clicky effect it gets even easier. Missed notes and resists are just par for the course - you work around it and tank for a few seconds if it happens during cc - you can usually regen yourself up rather than needing a heal. This is why you get to wear plate - you'll be taking hits whether you like it or not as a bard. There isn't much you do as a bard when twisting that the group won't miss for a few seconds while you sort out any resists with the exception of CC, which can sometimes be on a knife edge with 4 or 5 mobs to control. Agro dumping isn't essential for pulling - what makes bards such skilled pullers is the ability to control the incoming mobs. Between using lull, mez, charm and snare you have much greater control over the number, pace and rate of mobs incoming to the group. I use projectiles or proximity to pull so any agro that you have is usually minimal and any tank can pull it off you easily enough. Sure if you get a critical resist things are going to get hairy pretty quickly but you have a wide variety of tools at your disposal to ensure you aren't dumping 5 mobs on your group all at once. I'm by no means an expert on monks and have never played on so the following is pretty much just an educated guess on my part. The problem monks have pulling in dungeons is that a caster NPC will usually start to cast as its first action or after taking a couple of steps which can be bad when they FD. As far as I understand it FD doesn't clear agro the way it used to and can take much longer. Beyond FD monks have little ability to split mobs.
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Dalven McTough - Virtuoso
Erudalv - 52 Channeller Weedalv Bigbaws - 46 Dungeon Cleric <Asgard> | |||
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Last edited by Dalven; 07-05-2013 at 11:29 AM..
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#3
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My point about a song dropping though - some songs are useless unless they are up all the time. If a mob aoe lands on the tick the resist song was down because I was trying to get a bit more AC/Haste/Regen onto my group, there was no point in having it up at all. It's risky and inelegant to twist songs that are dropping continually IMO. The effect you point out about server ticks just makes it all the more inexact. We never really know when this is until it ticks - despite the tools that help us guess. Mix in lag with this - both yours and others' - (I'm on a constant 250ms which is not bad compared to the 500ms+ I had on live) and it's a total crap shoot.
My experience has been it's better in the long run to have 3 songs up permanently and surely, than to be guessing with four. My UI says the song icon is up, but the server says otherwise when that AOE lands = trouble. Actually, I've wiped to those exact situations more than once enough times to resolve to keep a solid three songs up (not including BoH clicky). Not criticizing others to go for the four or five, but it's risky, and that needs to be understood by other classes who get the idea 4 songs is the minimum a "good" bard should be singing. I had this conversation constantly on live: "So and so had four songs up all the time". "No, he didn't actually, one was dropping at the end of the loop continually. You just didn't notice or it didn't show on your UI. On the server it was dropping. It's simple math - 12/(3+time between keypresses) < 4, and that doesn't account for resists or missed notes and lag. With those you can be stretching to keep even three up without something dropping when RNG goes bad." "Good bards can do four." "*sigh*". Re. aggro dumping, with high damaging mobs I've found it counter-productive to be the puller if I have a tank who can't grab aggro. Body pulling can be terribly inexact (I've run over mobs and stood on top of them and still not gained aggro on p99, while the mob 5m away immediately aggros - something is definitely different to live), so it's usually necessary to land a Bellows or something. I've also been hammered into paste multiple times because my group couldn't regain aggro no matter what they did after I've done that. In the end it was more efficient for the tank to pull. The caveat is that this usually hasn't happened with SKs and Paladins. Not to dispute your comments on pulling, because as I said, I've never majored on it and only once or twice done it in raids, and always outdoors. I would however say that FD is *the* premium tool for splitting mobs. The proof of that was that in Velious, every single raid I went on had a monk puller. Past Luclin I never once saw a Bard pull for a raid either (though my raiding diminished a lot before I quit). Actually the proof for that was Thott's constant whining [You must be logged in to view images. Log in or Register.]
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Last edited by t0lkien; 07-05-2013 at 09:03 PM..
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#4
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On a raid with lag it's better to sing 3 if on resist duty (2 rythms with drums + another).
On a raid when not on resist duty, you can still manage 4 songs no problem. Only when in groups or soloing should the 5 song twist become relevant, I've posted about it on p99 multiple times. It has to do with what Dalven was talking about. About your math, songs aren't 12 second duration. Songs are 12.1 to 17.9 second duration, depending on the server tick. This important difference gives plenty of room for a stable 4 song twist. Astuce | ||
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#5
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I've played with and seen some great monks in action pulling on raids and in dungeons but I'll maintain for places with a ton of casters and tight clusters the monk will want the bard out there pulling. Ultimately I think bards have a better range of pulling tools and can be more flexible in a group situation when it comes to pulls. Dumping agro is only one method of pulling effectively - bards can split mobs just as effectively in a group scenario. I've found that pulling with projectiles generates a minimum amount of agro and have never had issues with tanks pulling it off me. Using charm to bring in mobs is another option - once you break the charm the mobs agro list is reset and a tank can pick up the mob with ease. There are numerous ways to overcome this problem and in most cases it won't be one as long as you're not pulling with snare. Thott as a high level bard and in charge of an uber EQ guild was probably more concerned with bard pulling at a raid level, where the focus was definitely put on FD pulling, because he was likely sick of having to sing resist songs at all the raids. Quote:
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People were having this same discussion back in 2001. This guy thought the idea of twisting 4 songs was dumb but acknowledged that people did it. This other guy kinda liked the idea and goes into it in a bit of depth.
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Dalven McTough - Virtuoso
Erudalv - 52 Channeller Weedalv Bigbaws - 46 Dungeon Cleric <Asgard> | |||||||
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#6
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It's important that this is the reality, and that it's recognised so we do don't get posts confusing people with misinformation, untried theory crafting, and erroneous anecdote that.... Quote:
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*sigh*
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Last edited by t0lkien; 07-06-2013 at 07:14 PM..
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#7
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Mathematics: Each song has a cast time of ~3 seconds Each Beneficial Duration song lasts between 12 and 18 seconds, depending on where the song was cast in regards to the server tick. 12/3 = 4, so mathematically he maximum number of songs you can play at any one point is 4, since that's the hard minimum. If you can automate the process so there's no lag, then you have 4 beneficial durationsongs that are only broken up by missed-note garbage. However the example I gave presented two different songs types: Non-buffs (clarity song) and detrimentals. Clarity buff doesn't have a timer, it's just flat mana. The Snare is a detriment, and those have a duration lasting between 18 and 24 seconds. So, by switching out two duration beneficial songs, we now only have the probility of a song dropping every 4 cycles, and those would be the Haste or the Regen. Both of those songs wouldn't be seen as huge detriment to the group if they drop for a few seconds, so it isn't a horrible situation. If you are twisting resists? Then yeah, you probably want to keep it safe. If you switch out more of those songs for the detriments, then you run into why bard fear kiting works. Since the minimum duration on the detrimental songsis 18s, that means you can at max have 18/3 == 6 detrimental songsrunning at a time. Since there isn't a grace period with the detrimental songs, it's advisable to only run 5 at a time to take into account server ticks. So yes, it is possible to twist 4 songs at once, hell even 5. If you are wanting to just twist beneficial duration songs, then you won't have much luck. Even when I had it going with two macros using stopsong, I'd still get a drop of a quarter of a second every other cast due to innate UI lag. You can test it yourself with the following macros: Macro1: /stopsong /pause 28, /cast 1 /stopsong /pause 28, /cast 2 Macro2: /stopsong /pause 28, /cast 3 /stopsong /pause 28, /cast 4 Spamming those two macros still leaves you with about a second of wasted time for letting the client cast the next song. If stopsong were instantanious then the above macros would allow for seamless twisting of 4 beneficial duration songs. But the question was how many songs you can twist at once, and if you are including our entire bevy of songs then yes, the most you can twist is 5 + BoH (or any clickable bard song). As with all things Bard, this isn't a cut and dry example of "give me a hardline guide on how to do something!" The amount of songs you can twist at any given point is entirely determined by the situation that you are presented with, and augmented by the skill of the player involved. So I guess what you are wanting is a breakdown like this? How many songs can I keep up if I am responsible for resists? 3. One of either our two "3 resist type" drum resists or of our 5 "single resist" singing songs, Guardian Rhythms, and any other beneficial song (typically Cantata). How many mobs can I keep mezzed at once? 5. Any more than that and you'll run into big mistakes with resists. Subtract one/two if you want to Charm safely. How many songs can I play if I am soloing and don't need the buffs? 5. Fear + Snare + 3 Drum Dots work great. Still a go-to even with Epic. If I'm in a group, how many can I keep up if I'm not CC and this isn't a resist fight? 4, depending on your situation. If the only beneficial song you need to keep up is Regen (or additionally haste), then you can run a Snare+Regen+Clarity+Haste setup where the only drop is in Regen/Haste, and that only impedes on the group a tiny bit considering the benefits from snare/clarity being added to the mix. You can switch out snare with Mez, Charm, or any other detrimental song as needed. Or in an all-caster group drop Haste for double dose of Clarity. Or a triple dose by dropping Snare. So I guess you want to hear that yes, you are in fact correct that it is unrealistic to keep 4 beneficial duration songs up and going for an entire fight that lasts longer than 24 seconds (the amount of time needed for the songs to drop on the second pass). But not all of our songs are constrained to the same timers, so the answer isn't cut and dry. Some setups can be very successful with twisting 5 songs.
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Muteki - 57 Bard
Alva - 53 Monk Kallon - 58 Shaman | |||
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#8
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As I said though, I know you get it, and the choice to twist more than 3 is situational. The important point is that songs will drop, and that should be understood. The thing I'm trying to mitigate here is the silliness that goes on when people start expecting Bards to twist 4 songs, and "five if you're really good HYUK!"
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Last edited by t0lkien; 07-06-2013 at 08:58 PM..
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#9
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Muteki - 57 Bard
Alva - 53 Monk Kallon - 58 Shaman | |||
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#10
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I'm sorry, but years of playing on live show this not to be true for me. I can never keep four songs up reliably and have never seen another Bard do it either. This is easy to show if you stand somewhere and just twist four songs that have icons. One will inevitably start dropping (they'll rotate naturally). If it's different on p99... well it's different. On live that's how it was. I'll test this on p99 now for confirmation. Hang tight.
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Last edited by t0lkien; 07-05-2013 at 09:35 PM..
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