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Latest post 05-22-2006 1:55 PM by Reys. 4 replies.
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  • 05-15-2006 7:57 PM

    • amendale
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    Basics of Grouping for the Bard

    Okay, what are the basics of bard grouping I should know about? For instance, I assume you hold off on damage songs until tank has aggro, but will other songs generate aggro? What do you keep running continously? Anything you have observed bad (or new) bards doing wrong?
    • Post Points: 35
  • 05-20-2006 9:25 AM In reply to

    • Reys
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    Re: Basics of Grouping for the Bard

    What level? Anywhere past 30, a bard who worries about taking the aggro must be a player with an ulcer or high blood pressure. I simply AIN'T gonna happen from song aggro, its miniscule. There are 2 classic insults in EQ... OMG!! You died BEFORE the RANGER!! You SUCK! and OMG!!! You lost aggro to a BARD!!! You REALLY Suck! Thats not to say there aren't basics, however. 1. Think of yourself as "Group Spackle". If there are any holes in this group.. you can fill 'em all. If the group makeup changes.. your role may change. Be looking for holes all the time. Look for ways to combine your abilities with other group members. 2. Learn to be an excellent puller. In most situations you will be the best option for this. Additionally, being the puller makes the rest of a bard's job easier. Debuffing? Started on the way inc... Crowd Control? You know whats coming cause you pulled it.. and maybe you even mezzed something before it got here... Buffing.? Start the song as you are about to arrive at camp, you have a jump on it. 3. If you are NOT the puller... generally avoid singing on INC. Hitting a FD puller with a buff or a heal as they drop can mess up the show. Even when you avoid it, you may bet BLAMED for it sometimes by the ignorant. 4. ADAPT. Know what ALL your songs do. Think about new combinations that might make THIS group perform better. When I am in a group with my bard, I am not playing the bard.. I am playing the ensemble that is the group. 5. Set the tempo. If the group is full mana all the time.. pull faster. If mana is a challenge, twist it in more (be sure to leave em with 3 ticks on your way out to pull). If you have an enchanter in the group, consider double or triple pulls so they don't get bored. Electrified pull-rates make for happy groups if the Crowd control is solid. Set your tanks expectation that when THIS mob drops.. he will turn/taunt/hit rather than wait for a pull. Do this and folks will be saying things like... "OH get THAT bard.. He ROCKS" Theres more but I gotta run Reys StrettoFugue
    • Post Points: 5
  • 05-22-2006 12:39 PM In reply to

    • Klapton
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    • Joined on 09-04-2002
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    Re: Basics of Grouping for the Bard

    Okay, what are the basics of bard grouping I should know about? For instance, I assume you hold off on damage songs until tank has aggro, but will other songs generate aggro?
    Don't worry about your damage creating aggro. Your individual DPS is not likely to ever do that. You will find, especially at higher levels, that your Bard makes OTHERS in the group do more DPS, and that is one of your chief contributions. (We get special Haste songs etc. See "Krescendo's Haste Guide" in the Guides section for more details). If you are not the puller, you will often get smacked at least once on a pull if you are still singing your buffs when the mob arrives. I wouldn't worry too much about this, unless the mobs are so badass that they can one or two smack you. Most often, they will bash you once to interrupt you, then start in on the tank. I wouldn't worry about this if you don't get whacked hard enough for the healer to need to waste mana on you.
    What do you keep running continously?
    As Reys said, (/wave Stretto!) there is no easy answer for this question, I'm afraid. It depends on your level (what songs are available) and what your group needs. If you'd like some specific suggestions, tell us your level at least, and we can tell you what we would use given various situations (presence of Haste, Slow, Regen etc. from other members of the group). Definitely read some of the newbie guides about Pulling. Pulling and Crowd Control are, imo, the most fun things that Bards do. If you do it well, you will be the star of the show, and will become highly sought after for groups. Bard pulling begins with our first Lull song at lvl 8, and CC starts with our first Mez song at lvl 15, then takes a quantum leap with our first Charm at lvl 27.
    Anything you have observed bad (or new) bards doing wrong?
    Here's a few things that immature or bad bards tend to do: 1) Try to twist too many songs, and brag about doing so. Better to have the three RIGHT songs up 100% of the time, than to twist 5 useless ones with them dropping left and right, because you were trying to fill everyone's buff window with icons. 2) Lack of knowledge of Haste rules. LOTS of other players think they know what Bard haste stacks or doesn't stack etc. They are usually wrong, hehe. Good Bards KNOW how Haste works, and don't waste song slots on the wrong Haste songs when another hasting class is present. 3) Bad gear decisions. Bards are arguably the LEAST gear-dependent class in the game. Many of our solo techniques, for example, can be done effectively while butt nekkid with nothing but a drum. Your first priority in gear decisions should be INSTRUMENT MODIFIERS. This goes for Instruments themselves (You want Primary equippable with the best mod you can get, with the drum being your most important one), and for other items (weapons etc.) that have instrument modifiers. After instruments, you weapons should be second priority, with Armor being after both. You are not a tank. Along with main healing, tanking is one of the only things in the game that a Bard cannot do effectively. Now, I'm not saying "don't bother with nice armor". I'm just saying don't spend a pile of coin on armor if you don't have a TDoK yet.
    • Post Points: 20
  • 05-22-2006 1:55 PM In reply to

    • eclapton
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    Re: Basics of Grouping for the Bard

    I have spent almost all of my bards life doing pickup groups. This means you take what you can get in many instances. Many times we have average to mediocre players for critical roles of slower, cc, tanks or healers and I have to adjust my playing style to make up for group weaknesses. Often when the tank is not on the ball, he will miss tags on an incoming. In those cases I will run past him and stand behind him and the mob will follow me, pass him, and beat on me for a round or two before the tank even engages it. Having higher AC and HP has saved the day a hundred times. When I have a less than average primary healer the tank dies a couple times or mobs bounce a few times between players and I occasionally have to tank something down before we can start rezzes. Same thing applies when there is an enchanter in the grp and I have to tank/mez adds until she can get it locked down and I can rejoin the fight on the pull. So my summation is that your first priority is HP/AC, then instruments, then wpns if you dont have reliable group mates who are familiar and work together often.
    • Post Points: 5
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