in

EQDiva

Bards of Everquest
Latest post 01-31-2008 3:26 PM by Laief. 4 replies.
Page 1 of 1 (5 items)
Sort Posts: Previous Next
  • 01-29-2008 4:40 PM

    A Guide to Bard Items

    There are a lot of items that enhance a bard's game play, and are very much worth getting. Many of them are must haves that will make you a better bard, and others are simply situational tools that can be used in place of other tools a bard has. In otherwords, some of these are just as important in the game as your songs and aa's, and some are much less important or useful.

    Mod and mod2s are not mentioned in this guide, and can be acquired from a number of item choices. Here's a list of some mods and mod2 stuff that you want to keep track of.

    Accuracy increases your chances of hitting a mob. Every time you miss, accuracy is checked, and there's a chance of you getting to hit the mob anyway on this second check. Accuracy caps at 150.

    Avoidance works just like accuracy does, but instead, every time you get hit, you have a second chance to turn it into a miss. Avoidance caps at 100.

    Cleave increases your chance to score a critical hit.
    -------Cleave 1-------Increase Chance to Critical Hit by 40%
    -------Cleave 2-------Increase Chance to Critical Hit by 80%
    -------Cleave 3-------Increase Chance to Critical Hit by 120%
    -------Cleave 4-------Increase Chance to Critical Hit by 160%
    -------Cleave 5-------Increase Chance to Critical Hit by 200%
    -------Cleave 6-------Increase Chance to Critical Hit by 240%
    -------Cleave 7-------Increase Chance to Critical Hit by 280%
    -------Cleave 8-------Increase Chance to Critical Hit by 320%

    Ferocity increases you chance to perform a double attack in any combat round.
    -------Ferocity 1-------Increase Double Attack by 3%
    -------Ferocity 2-------Increase Double Attack by 6%
    -------Ferocity 3-------Increase Double Attack by 9%
    -------Ferocity 4-------Increase Double Attack by 12%
    -------Ferocity 5-------Increase Double Attack by 15%
    -------Ferocity 6-------Increase Double Attack by 18%
    -------Ferocity 7-------Increase Double Attack by 18% / +200 Min Dmg
    -------Ferocity 8-------Increase Double Attack by 18% / +200 Min Dmg

    Improved Dodge increases your chance to successfully dodge an attack.
    -------Improved Dodge 1-------Increases Chance to Dodge by 10%
    -------Improved Dodge 2-------Increases Chance to Dodge by 20%
    -------Improved Dodge 3-------Increases Chance to Dodge by 30%
    -------Improved Dodge 4-------Increases Chance to Dodge by 40%
    -------Improved Dodge 5-------Increases Chance to Dodge by 50%

    Improved Parry increases your chance to successfully parry an attack. Unlike dodge which works on attacks from all directions, parry is only checked on incoming attacks from the front and sides, not the rear arc.
    -------Improved Parry 1-------Increases Chance to Parry by 8%
    -------Improved Parry 2-------Increases Chance to Parry by 16%
    -------Improved Parry 3-------Increases Chance to Parry by 24%
    -------Improved Parry 4-------Increases Chance to Parry by 32%
    -------Improved Parry 5-------Increases Chance to Parry by 40%

    Spell Shield reduces incoming spell damage by a fixed %. The maximum is 35%.

    Shielding reduces incoming melee damage by a fixed %. The maximum is 35%.

    Stun Resist reduces your chance of getting stunned by a fixed %. The maximum is 35%.

    DoT Shield reduces your incoming damage over time damage by a fixed %. The maximum is 35%.

    Combat Effects increase the chance of firing your weapon procs in any given round. I'm not sure if they increase the primary check, or if they are in fact a secondary check altogether. The maximum is 100 worn Combat Effects.

    Strikethrough gives you a secondary chance to still land a hit after a block, parry, or riposte. The chance is a fixed %. The maximum is 35%. This is not very useful for bards other than if they specifically intend to tank. Presumably you have the option of attacking from the back where none of these defenses are available to a mob.

    Mana Regen ultimately decides how frequently you can use fading memories without needing to med. Mana regen, both worn, and from aa's, are the only forms of mana regen available to a bard, making these have a much greater overall impact on mana regen than other classes. To put it another way, ONE point of mana regen DOUBLES a bard's mana regen rate, and allows them to fade twice as often over time. That's huge, one measly point makes you regen twice as fast! Mana regen is very valuable for pulling where fade is required. The base cap for worn mana regen is 15, which can be further increased by aa's to 25 worn mana regen.

    Regen increases your natural healing abilities, adding this number to the number of hit points regained on every tick. I don't remember what the worn cap is, I suspect it's about 100 or so.

    Instrument Mods and Singing are useful. Worn percussion mods make your debuffs bigger when pulling and using hos. HoS also cannot be played without a percussion mod of some kind equipped in the first place. Worn stringed adds more hp regen to mana song which doesn't hurt (not that it's uber). Worn brass mod increases the atk boost from warmarch for melees and its damage shield amount. Worn singing increases the damage shield from psalm of veeshan (and resists on it). And worn wind allows you to sing invis, and increases the counters cured by your cure songs. Epic 2.0 is a good baseline worn mod, giving 2.9 worn across the board.

    DRUM
    For the raiding bard and for the solo bard, no bard should be without the best drum they can get their hands on. The stats on the drum are not important at all. The only thing that really matters is the percussion mod. From a gameplay perspective, a 3.1 drum with 50 hps is pretty much just as good as a 3.1 drum with 250 hit points. The value of extra stats is lost on a drum, so don't spend too much money or time upgrading a drum for anything but the percussion mod. Percussion mods are used for debuffs on our chant lines, the higher the mod, the greater the debuff, as well as more damage from the dot component for soloing. If you're planning on tanking and holding aggro, the extra damage and debuff from a worn percussion mod is something to consider as well, but that's different from a drum.

    Here are some suggestions, 3.1 mods are easy to get, higher than that requires a raid or some bazaar hunting. With max instrument aa's, there is no increase in power over a 3.4 mod. Instrument Mastery 4 increases your mod by 0.8, and Ayonae's Tutelage raises the cap to 4.2. Therefore, any extra percussion that adds up to be over 4.2 is lost. 3.4+0.8 has the same effect as 3.7+0.8 for example. Here are some drums:

    3.1 Deepbelly - Drops off Ironbelly, a named in the Valdeholm ice lake.
    3.1 Battle Tide Drum purchasable with 225 crystals from either DoN camp.

    3.2 Rime-Coated Drum of the Avalanche drops off Barvig Bloodaxe in Frostcrypt.

    Higher mods can be found on raid mobs, too many for me to list them, including some older content from pop (earth rings) all the way up to Daosheen in Skylance, and may be available in the bazaar from time to time by searching for percussion mods.

    3.8 Pristine Witheran Hide Drum drops in the Council of the Nine event, which is something to look out for as we may do it again in the future.

    3.4 Feran Hide Drum drops off of Tarn Icewind in a raid event in Walls of Slaughter. The event's difficulty is such that it could probably be one grouped now. In order to trigger the event, you will need 4 icy crystals which can be farmed in wos or may be found for purchase in the bazaar.

    Honorable Mention, though not easy to acquire these days, are:

    3.7 Lizard Skin Wardrums for its clicky harmony of sound, saving a spell gem. I never had one and can't remember if it's modded by percussion or not since it's a clicky, I am pretty sure it is though. Drops off the Ancient Cragbeast Matriarch in Txevu.

    1.8 Denon's Drums of Declivity for its clicky occlusion of sound. Occlusion is about 2/3 the power of Harmony of Sound, but that is plenty enough debuff for many trash mob pulling needs. You'll still need another drum, but if you want a clicky and see this available, it can be used for that purpose to save a spell gem. Drops off TVK in VT.


    WIND
    Wind instruments are useful for curing on raids. In a group, the only thing that usually needs curing is tash, which can be cured in one shot without any wind mod at all. Wind mods are all about how many counters get cured.

    3.4 Drachnid Tarsus Horn is a chest reward for 69.1 Lost Notebook. When that mission was very popular for exping in, it was very easy to find them in the bazaar for very cheap. It may still be easy to find, and it's certainly soloable by a bard.

    3.1 Mammoth Tusk Flute drops off Taruskor in Icefall Glacier and also off of High Shaman Firglum in The Steppes.

    2.8 Flutes from either DoN camp at the cost of 165 crystals. Epic 2.0 is an upgrade to these flutes with a 2.9 wind mod.

    2.3 Stained Minhoten Ceremonial Panpipes from Ursulua in Goru`kar Mesa. For comparison, epic 1.5 is a 2.2 mod.

    3.2 Muramite Fife of Battle drops off Pixxt Suir Mindrider in Yxxta. The bonus on this is it's a 1.5 sec cast time clicky invis, just like tiny cloak of darkest night. If you see this for sale and don't have a cloak yet, it might be a good buy to kill 2 birds with 1 stone.

    3.2 Fabled Flute of the Sacred Glade drops off The Fabled Prince Thirneg in Plane of Growth during fabled season.

    A flute vs worn mod may or may not be an important difference. For instance, aria of innocence cures 4 curse counters times the mod. If the curse is 36 counters, both a 3.1 mod and a 3.4 mod (total) will take 3 casts to cure 36 counters, but a 2.9 mod will take 4 casts. Counter numbers are often easy to look up on lucy's, or by trial and error you can see how many casts it takes with a flute vs without.

    Curing gargoyle death touch form on ZT in demiplane, for instance, will take two casts with anything less than a 4.0 total mod, but only 1 cast with 4.0+. That's a huge difference. So a 3.1 mod with max instrument aa's will still take 2 casts. The drachnid tarsus horn, and having a 4.2 wind mod, is really worth looking into for cures for raiding at all levels of the game.

    SELO'S
    Composer's Greaves are the pop ornate greaves. They have clicky 1.5 sec cast time selo's (the level 49 2:30 duration one). You must have them equipped to click. For clicky selo's, I don't care about the other stats, I use selo's all the time and keep these equipped in any outdoor zone. This used to be a must have for bards, and still is very valuable to bards up till level 76. In SoF we get a new aa at level 76 for insta cast aa selo's. If you plan on leveling up quickly to level 76 anyway, you probably don't want to sweat it on these greaves.

    INVISIBILITY
    Tiny Cloak of Darkest Night is a 1.5 second self invis, clickable from inventory or the ammo slot. It drops in the Caller Cycle event in Fungus Grove. This camp sucks, but is soloable with skill by any bard 56+ and is even easier (no skill required) at higher levels. I consider this a must have bard item, it's a casted invis, so you don't have to maintain it like your songs, and it doesn't cost mana or poof your aura like fading memories does. I use this all the time every single day.

    Boots of the Mosquito drops in the Cazic Thule sewers. It's an instant cast invis vs animals. It will not replace a tiny cloak in usefulness, but for swarm kiting, invis vs animals will break charm and is instant cast, making it even more reliable than 1.5 second invis for fine tuning low health on charm break. You will never use this for anything but for swarm kiting ever. Fade is the best insta-cast invis there is, but doesn't break charm.

    SINGING MOD
    Voice of the Serpent is a 12 minute duration buff on yourself, that increases your singing mod by 0.6 It drops off Disciple Yelwinz in Ssra. Easy camp, soloable at pretty much any level, probably 50+.

    Shadowsong Cloak also gives a buff that increases singing, in this case by 0.9. It's more of a pita to get though (and you'll probably live without the extra 0.3 singing mod). If you really want to get it though, it drops off Shei Vinitras in Akheva Ruins. DT's once every two minutes (20k before spell shielding, so it's not really a dt anymore). Also summons adds that respawn on death. Fun (hard, or was) event. Rare drop.

    EYE OF ZOMM
    Singing Steel Helm is clicky eye of zomm which is useful for scouting dangerous areas, pre-targeting, and you can also hammer out on an eye with an ot hammer. You'll kill it in your first hit, so it's recommended that you debuff yourself with harmony of sound and try to land requiem on yourself first, so it procs before you hit it. Anyway, very useful for pulling difficult areas, or exploring new zones. Drops off Froggy in Old Seb (upstairs from the dining room). Rare drop, sometimes it's a pretty long and boring camp. Otherwise extremely easy.

    Holgresh Elder Beads are a nice alternative to the helm and don't require equipping, but no longer drop. You might find some for sale from time to time.

    LEVITATION
    Singing Steel Boots drop in Karnor's. Must equip, they cast a group levitation with a 5 minute duration. This is useful for when there's no one to lev, and you need to get your group somewhere. This is also useful for yourself, to ensure you have lev when you need it, whether for group pulling or soloing or travelling. The 51 selo's is nice because it gives you selo's, lev, and invis. However, if a see invis mob should break your invis, even by casting a spell on you, you lose all effects. Losing lev or selo's can be dangerous when you have aggro. Instead, consider clicking this, using 2.5 minute selo's, and an invis of your choice. The only thing you stand to lose in this case is invis, which can be re-applied with fading or invis.

    Lute of Tidal Rituals drops in Ferubi, just southwest of the square room in the lower half of the zone. It gives you illusion: air elemental, for longer lasting levitation for all of your levitation needs. Extremely handy. Not the funnest camp in the world, but well worth the effort once you have it.

    Shoulderpads of Levitation is a zonewide rare drop in Into the Leviathan's Lair, a dod group mission. Unlimited charges.

    Swiftmantle is a zonewide rare drop in Elder Longshadow 1: Freeing the Elder, a dod group mission. Unlimited charges.

    Pegasus Feather Cloak has unlimited charges, comes from Quillmane, I don't know anything about it except that Quillmane's spawning is surrounded in great mystery.

    Geerlok Flotation Pack is crafted by tinkerers, and has 20 charges before it needs to be recharged.

    Potion of Antiweight is expendable lev. Littany probably knows where to get this, I don't.

    !!!! EPIC 2.0 / EPIC 1.5 !!!! I can't stress this one enough. Get your epic. We will help you.

    RAPIER OF SOMBER NOTES / SONGBLADE OF THE ETERNAL
    These two swords are the only two items in the game that cast Symphony of Battle, a 15 minute group buff that is 60% spell haste, +atk, and +strength. Because it's a buff and not a song, it only needs to be recast every 15 minutes or so. If you're the group haster, warmarch may drop while you're off pulling, or frantically mezzing. The atk buff stacks with all other attack buffs. Unfortunately, neither of these items are easy to come by. The rapier drops in Tacvi, songblade drops in Time. If you are looking to pick one up, check the bazaar from time to time and be ready to spend some plat. This is more important than a lot of the gear you may be thinking of buying for hp/ac increases, and is much harder to come by than those. Get one of these swords if the opportunity presents itself.

    RHYTHMIC REFLEXES BREASTPLATE CLICKY
    This click is a bard's best friend. There are a number of different bp's with similar effects, all on different timers, so it doesn't hurt to have multiple ones. The click makes you extremely resistant to stun - stun resist (100) on lucy's. For all practical purposes it makes you immune, which is good for hard pulling. It also increases your double attack by 100%, and raises your ac. The ac is a stacking conflict with the ranger guard of the earth line. Not all of them have ac. We've been trying to get them to remove the ac component, but oh well. Here are the bp's in the game:

    Whisper-Wrought Plate Breastplate is the TSS group armor breastplate. The mold drops off Tarnuk Farwalker in Icefall. You will need to upgrade it with a powersource from Valdeholm or Vergalid. This is by far the easiest bp to acquire in today's game. I wouldn't be surprised to find the mold for sale for cheap in the bazaar either. Duration is 2 ticks.

    Traveler's Mail Chestguard is the quested group armor bp in oow. You will need a Dragorn Elder Scepter from Velitorkin in WoS or Tiorpat Tornwing in RCoD. You will also need 3 Shorn Murkglider Tentacles. The clicky on it is the weakest, no ac, and only 30% increase to double attack, unlike all the other bps. However, it provides the stun immunity. The duration on this click is 2 ticks.

    Farseeker's Plate Chestguard of Harmony has no ac component but gives 100% double attack increase and the stun immunity for 4 ticks. It is the Anguish breastplate from AMV or OMM.

    Osh`vir`s Dreamponder Breastplate is the tss raid armor bp. This and the Solteris bp are only available to us by purchasing ghosted loot, but is included to make the list complete, for possible future progression. Lasts 4 ticks.

    Singing Energeiac Plate Breastplate is the Solteris bp. Lasts 5 ticks.

    THROWING ITEMS
    Throwing items are useful when chant kiting solo or in a group (run backwards, /autofire on for faster killing), and sometimes on raids when you are stuck in the back with casters and can't do anything about it. There's no question you can live without every throwing anything, but you might want to. For pulling, some of these items have a range even slightly further than bellows, which is situationally very useful. Unlike bellows, there is a delay that occurs while the item is in flight, before it reaches its target. This can actually make it useful as a pseudo-instant tag that gives you a second to get out of the mob's line of sight before it aggros.
    The Guardian's Pouch drops in Valdeholm just before the Arena, and is probably the easiest of the uberer choices to get. Summons Guardian Blades in stacks of 100, which has an impressive range of 250. Delay 15 Damage 27. The Guardian Pouch is tradable, as are the blades.

    Vule's Frozen Heart comes from the Devlin event in Demi Plane. Range 250. Delay 15 Damage 37. It is not tradable even on this server.

    Stoneroot Starfish summons Starfish Stones. Range 225. Delay 15 Damage 17. This is a zonewide rare drop in Stoneroot Falls. The downside is it's a zonewide rare in a zone nobody hunts in anymore, and is no trade. The upside is that if you really want to, you can solo here to get it. I'd recommend just going for The Guardian's Pouch from Jontik in Valdeholm with a group though instead.

    There are a bunch of other sources of throwing weapons actually. I'm not going to list them.

    TRAVEL
    For clicky gates and potions, bards have the unique ability of being able to run very fast, jump, and do everything except duck to avoid mobs while it's casting. Ducking will interrupt the cast. Being able to kite a train while casting gate is awesome.

    Worker Sledgemallet or the OT Hammer, is easily solod as a bard. I assume you know, but in case you do not, it has a melee proc that gates you to Overthere. The quest for it requires amiable faction with an undead foreman (Venril Sathir faction) in Overthere. I believe this is no longer doable with the changes to illusion faction modification. Unless you seriously want to grind out faction. And alliance song I don't think will take you to amiable. To make him amiable you charm him and he will do the quest while he is charmed. I recommend harmony of sound, or even fufils is better than nothing, as he's highly resistant to magic and will probably break charm early. While charmed, hand him a single Jade and he gives you a hammer, there's no text to go through if you don't want to, just a quick turn in of a Jade from a jewelry vendor.

    The hammer can be procced on mobs of course, used in conjunction with deftdance on a particularly dangerous mob, used on a player or their pet in a duel, or....you can hammer out on your eye of zomm when you're all alone in the world. If it's possible, try to slow yourself with Requiem for a minute before summoning the eye. Slowing yourself will increase the ratio of your procs to swings and you are more likely to hammer before you destroy the eye.

    Necklace of Warportal Fragments is the result of a series of four tss quests. It is a clicky gate to The Steppes, and consumes a small portal fragment (purchasable from any ldon magus) when cast. It is recommended that you use sneak after starting the long cast time, since there are mobs at the zone in spot. If you press sneak immediately after beginning the cast, if sneak is not successful, you will have time to press it again before the cast is complete. This is probably only useful if you're bored, go to tss a lot, or want a clicky gate that you can keep on you and cast on the run.

    Vial of Velium Vapors is a lore potion crafted by pottery with some velious drops, and gates you to Thurgadin. It's a cheap and easy alternative to gate potions, but the downside is that it's lore. I suggest you farm a stockpile of the ingredients every now and then and make the potion whenever you need a new one. The ingredients are 2 small pieces of velium, 3 crystalline silks, and one small brick of velium, the rest is storebought. The combines are trivials of 122.

    ILLUSIONS
    Other than the Lute of Tidal Rituals from Ferubi, some of these are moderately useful, some are just for fun. I decided for my own sanity to cover illusions in other post somewhere else, sometime else. Here are a couple useful ones that are easy to get for now.

    Lute of the Howler Werewolf illusion has the new dod model now. The illusion from Lute of the Howler gives a nice atk buff. 81 atk, 40% melee haste, +30 strength, self only. Drops in Velketor's Labyrinth, at lower dogs.

    Lute of the Mischiefmaker is fire elemental illusion for damage shield and colorfulness. Drops off Discordling Shardmender in Riftseeker's Sanctum.

    GRAB BAG
    These don't fit in a category, but are worth checking out as well.

    Ribbon of Empathy casts Summon Companion on your charmed pet. The pet must not be in combat. I use this for difficult precision pulls from deep behind enemy lines, especially where kiting to split isn't an option, and you would be dealing with 40+ mobs besides. The mob you want to pull must be charmable by you of course. After charming the mob you can fade and be invis to mobs without breaking charm. Tell your pet to stay or follow or whatever, and hurry back to safe territory before the charm wears off, and summon him with the Ribbon of Empathy. For really long pulls, you may have to do this more than once, finding a safe spot on the way to summon him too, and doing it again. Be careful that there aren't any mobs that have him on their hate list when you do this or you cannot summon him. Either mez mobs that will aggro before you charm and fade them before mez wears off or be really really really fast by - Start casting charm - Fade immediately - Charm lands - Fade immediately before anything aggros you, causing your pet to aggro too. Or mez your pet before you charm him, that works too. You can do some amazingly impressive pulls from anywhere in the zone this way. If there is a mage in the group, have him coth you and then you can coth the pet. Ribbon of Empathy drops in Veksar off Warlock Gurag in the church.

    Orb of Duskmold is the reward for the tss quest Duskmold that start in The Steppes, and is a clicky 750 hp symbol. It is very soloable as a bard. You will need access to lower Vergalid Mines though. Fortunately, the key is tradable, and you can be coth'd or dragged and rezzed on the other side. Or get a key of your own, they drop off trash mobs in Vergalid. When moving around in the lower mines, beware of undead who will see through invis. Use da to train around if you need to, and remember, sneak is your friend. You need to different mushroom caps. The twitterings are found in the first part of the lower mines, look for safe places to fire up a /melody chant without getting aggro (high up on the wall for instance where you maintain line of sight). If you can't find a good spot, find one with no see invis mobs, fire up a single chant and fade, and let it run. It takes longer, but it's safe and you can afk while doing it. Doomshriekers are found deeper in. If you go all the way to the bottom of the spiral though (don't go past it, you'll die in the void), go through the cave entrance at the very very bottom. I float down in the middle over the void for safety, and then sneak (or da) into the cave. You'll see Vergalid himself down there, avoid him, his entire cave has no mobs in it but tons and tons of doomshriekers.

    Orb of Tishan drops off the numerous Kunark dragons, like Gore and Talendor for instance. It is a blunt melee weapon that procs tashania, a low form of tash, decreases magic resistance by about 30 points, is unresistable, and stacks with all of our own magic resistance debuffs. Of our songs, only Harmony of Sound is unresistable. On particularly resistant mobs where you are trying to debuff and get either chaos of fufils to stick, try swapping this in til it procs (audio triggers are nice). %t glances nervously about. Doesn't stack with any other tash, so useless if a chanter is there.

    Bioluminescent Orb casts blindness on a mob. Blindness makes mobs behave in rather odd ways. They don't know exactly where you are, and will try to look for you without finding you directly. The more you move, the quicker they can hone in on your location. This can be an interesting way to kite unsnarable, unfearable mobs. The main use for this is for pulling. The details are vast so I'll skip them and simplify it by saying: Casting this will in effect make the mob start to run in a random direction, but it won't be directly towards you. This can cause a weird scattering effect on clusters of mobs. Be sure to fade quickly. What you've done is shaken the jar and scrambled their physical locations a bit, to help break up large clusters of mobs. Our other tools are much more reliable than this, but in some places, our other tools simply don't work, and this is a good emergency kit for those rare occasions. Drops off Kelorek`Dar in Cobalt Scar.

    Melodious Truncheon is a really cool toy. It's a blunt weapon that looks exactly like a lute, isn't lore, and for fun, you can appear to be dual wielding guitars! It has an interesting combat proc. It procs mez on mobs you are hitting with it. For some strange reason, this mez is unresistable, even to raid mobs who aren't mezzable by any other means. I have seen Vishimitar mezzed by this, and Zun Muram in Txevu, among others. With careful use of auto attack, I have heard of guilds using it to mez raid mobs. There was a recent patch though where they changed the way mez worked in pvp, mez nerf unfortunately, and I suspect that it may have changed the way this operates. Wish I knew right now. Drops in Charassis, aka Howling Stones.

    Bone Earring of Evasion is a clicky, self-only, fixed 30 minute duration invisibility versus undead. Er, 27 I think. Whatever. Cast time is 15 seconds. You can start casting IVU, then fade before it lands, and you will be invis to both sides. Unfortunately, it drops in Vex Thal. Look in the bazaar, start a vex thal hunting group, or hey, there's always fableds next year..... There's a fabled version as well.

    Preserved Chokidai Vocal Cords drops in the Chardok library. It gives you Voice Graft, the ability to speak through your pet as if it were an npc. Fun!

    Protection of the Dain is a scroll with a clicky divine aura, tradable on our server. You must have the tenth coldain ring and ally faction to get it. It's lore but tradable and you can get as many as you like and hand them out to your friends. If you hate tradeskills as much as I do, find someone who can get these for you. With bards having 2 sung da's now, it's very rare that a third will be needed, but that's not to say it never is.

    Frost Inlaid Lute of Boreal Wind is from a Frostcrypt raid. It is an instacast group mana song clicky that can be used while singing another song. This lets you keep up five songs at once without dropping any, including the mana song. I saw one of these for sale the other day for a million plat, but i'm sure it's ghosted loot. Each to his own though. Also great for landing mana song on pulls or while fantically mezzing, or for soloing.

    Lute of the Flowing Waters is the pop version of Boreal Wind, and drops in powater.

    Silkfang Pack or a tradeskill trophy item can summon a bag for you. With all these clickies, I like to always leave at least one bag slot open to make it easier to manage the clicks. Sometimes I just need more room for a little bit, for summoned throwing items, really good loot, whatever. With any of these items, I can always have a bag up the sleeve for when I need extra space, at the expense of filling a bag slot. The tradeskill trophy bag has more slots. Silkfang Pack comes from Gor`Karu mesa. You will need to do some of the Dorrina's quests. At some point in the quest line she gives you a folded silkfang pack to give to an npc. I believe they changed it so you can still keep it after doing the quest somehow, but i'm not sure. What I did was just drop the quest and keep the bag after i got it. If they did change it, it was probably because people preferred keeping the bag instead of doing the quest. Silkfang Pack is summoned and is 8 slots at 50% weight reduction.

    Bixie Anguish Arrow Believe it or not, these are the only bard usable arrows in the game. There are several bows to choose from, but only these arrows. Our archery skill is still 0 and sucks, but it's fun to wear all chain armor, and shout LFG as a ranger, join the group and sit in the back doing nothing but shooting arrows. (Bard usable chain is crafted or can be purchased from vendors.) If they ask for buffs, just act embarassed about not having bought all those spells yet. Man, rangers have it easy, /autofire is so /slack. I was a ranger last halloween actually, it was really fun, a couple people actually believed that I had rerolled and leveled up real quick. Oh yeah, those arrows are from a quest in Blightfire Moors, turn in four Stonehive Stingers to the fletcher at the crossroads for 50 arrows per quest. Stingers drop off bixies in the eastern part of the zone - the bixie farms.

    • Post Points: 0
  • 01-31-2008 7:02 AM In reply to

    Re: A Guide to Bard Items

    Great post, just on a side note, the Rapier of Somber Notes and Songblade of the Eternal are No drop items (at least I'm pretty sure).  I also think the Drachnid Tarsus Horn is a mobbed drop item, not a chest reward.

    Rany Dais 80 Bard - Quellious http://eq.magelo.com/profile/1381890
    • Post Points: 0
  • 01-31-2008 8:14 AM In reply to

    • Wyntyr
    • Top 25 Contributor
    • Joined on 03-04-2004
    • Posts 15
    • Points 635

    Re: A Guide to Bard Items

     Freedym plays on FV so the items could be in the bazaar, everyone else has to get them the old fashioned way :)

    You are correct about the Drachnid Tarsus Horn (wind), it's a random drop from an elder ritualist in the non-instanced Hive. Drachnid Soother (brass) is a chest reward for 69.1. 

     

    Great posts by the way 

     

    • Post Points: 0
  • 01-31-2008 8:15 AM In reply to

    • Trebla
    • Top 10 Contributor
      Male
    • Joined on 09-24-2004
    • Posts 35
    • Points 9,315

    Re: A Guide to Bard Items

    That is a nice guide.  Note: Ornate Greaves have 1 second cast time (not 1.5) and are finally obsolete with AA Selo's we got in SoF.  Though the ability to have the greaves continue running may be nice.

    Also, War Drums of the Rathe (3.4 mod) from Rock Ring in Plane of Earth A are one groupable these days and don't require the farming of the crystals that Tarn does. 

    --Trebla
    • Post Points: 0
  • 01-31-2008 3:26 PM In reply to

    • Laief
    • Top 10 Contributor
      Male
    • Joined on 09-27-2005
    • Norrath
    • Posts 47
    • Points 1,745

    Re: A Guide to Bard Items

    Very nice post... 2 thumbs up!

    80 Music Man - Prexus
    • Post Points: 0
Page 1 of 1 (5 items)
©2001-2008 EQDiva.com
Powered by Community Server (Non-Commercial Edition), by Telligent Systems