Before I get too far into this with specifics, I will mention that there are two basic types of bard combos.
1) Bard keyed: These are the combos where the strategies rely almost completely on the skills of the bards and the second class is mostly support.
2) Bard Supported: These are the combos where the bard is in the support role.
The Second of these is obviously much easier to think of since bard's can do so many different things. In these combo's the bard is paired with another class and mostly supports an already established soloing method of that class.
The first of these is less obvious and much fewer. These are where the other class looks at the way the BARD solos and figures out how to make that more efficient.
That being said, here are the list of duo's I've done with a bard and some of the strategies applied.
Bard and Druid
These two are probably the most flexible and have the largest level range of “duoing” potential. Druids have something in common with bards; they are able to do a very wide range of things but not many of them better than anyone else. For this combo, remember one thing, druid snare is more efficient and lasts the longest in the game.
Levels 1~25 (The early years):
For these early levels it is very easy to do a traditional tank/healer combo. However, very quickly it becomes easy for this combo to fear kite animals with the druid fearing the animals and snaring as well. While the druid is responsible for keeping the animal feared and snared the bard self hastes and provides melee dmg.
Levels 26~ (Screech them all):
Fear Kiting with this pair is extremely easy from levels 26 on. With the druid and the bard both able to lull or harmonize a crowd of mobs and single pull, the bard’s fear and the druid’s snare becomes a very fast killer. Usually the bard lulls then pulls. The druid then is waiting near the point you want to path the fear kite through. The bard pulls the mob near the druid who snares it and gets agro and the bard begins to sing fear. The druid uses this agro to pull the mob into the right path and the bard’s fear should kick it right into the right fear path. Then just doing self haste and two bursts of fear for a 3 song twist, the bard can keep the mob almost indefinitely feared. This works quite well. If the pair run into trouble the bard can mez, the druid can root and they both can back up and regroup, whatever it takes. The best part is that the bard now has mana regen that the druid lacks.
Levels 38~60+ (Root chant-a-rama)
This method starts as early as 30 with the first bard chant, but doesn’t really get maddeningly efficient till 38 with the next chant. Starting at 38 using two chants and a decent drum a bard can chant kite really easy…however in some areas this can be dangerous and very boring. A druid livens and speeds this up a lot. As we all know a bard can pull like almost no one else, so the bard pulls a mob to camp the druid snares then roots it. The both drop dots on it and watch it decay. Once a bard has 3 or more chants this gets to be just insane. The key is the root of the druid allows the bard to stand in one place and just twist three or four chants. After a while the druid dots really pick up in damage and the high amount of hit points on higher level mobs isn’t as significant as a bard trying to solo chant-kite these same mobs.
Levels 39+ (assisted swarms)
This is a method much to the extreme of the bard keyed combo. The bard swarm kites as usual but doesn’t finish them off himself, the druid roots the low mob and dots him into submission after the swarm is out of agro range. This takes quite a bit of room but can be maddening how fast it goes. Another way of doing this same thing is for the druid to just add his or her dots on top of yours during the chant down portion of the swarm kite.
Levels 39+ (Swapping the Hitters)
Another version of this has the bard agroing a squad of “hitters” and then the druid charming a nearby animal of appropriate level to send at the squad. Normal swarm kiting methods then take over. When the animal has been dotted down at the end of his beating by the hitters the druid will now have agro of the squad so it is the bard’s turn to fetch a victim. As the druid continues to run the squad around, the bard fetches a nearby mob to charm and sick on the squad. The two just keep trading agro of the squad back and forth, the key here is to never ever touch the squad directly, just run it around and let it beat the crap out of your poor victims.
Bard and Shaman:
The strategies for these are almost the same as those for a druid and bard except that a shaman never gets snare, has better dots, and doesn’t have as good of animal charm spells.
Levels 1~38:
The shaman can slow the mobs and buff the bard allowing the normal tank/healer routine to last much longer than with the druid. Also the shaman has better dots so the root and dot routine mentioned above can be started earlier.
Levels 38+ (Agro Kiting):
The shaman now has a pet, the bard now has two chants and the stage is set for the simplest bard combo out there. The Bard pulls and then snares when they get near the shaman. The shaman waits a bit till the bard starts to snare/chant kite the mob in tight circles and has a good grip on agro, he then sends the pet in to assist and stacks on his own dots. This method is very straight forward, simple and compact, it can even be done in some dungeons as the snared mob moves so slow a person can out run then without buffs.
Bard and Necromancer:
There is really only one set of strategies that works well for this pair and that is the simple agro kite mentioned before, but it has some variations.
Levels 1~22 (Necro snares it)
For the levels before the bard has his own snare the necro snares for the group and the bard uses his speed song to stay out front of the mob. This period is a bit tricky for the pair as the agro can be very hard to manage. However if you can get some sow for the necro it becomes very easy, in that case you just agro kite with the necro being the agro target, and the pet and bard chasing the mad mob.
Levels 23+:
From then on the bard can provide the snare and probably most of the agro as well, normal agro kiting as mentioned in the shaman section applies. Just be ready to reverse agro targets at any point because necros’ dots can pull agro very well in early levels. Once the bard has a couple of chants though follow the shaman guide.
Bard and Rogue
I know you say to your self, “What the heck?” This actually is a fun pair and very fast, however very boring.
Levels 1-29 (I wouldn’t try it)
Not until the bard has a decent pair of damage songs (at least first chant and bellow) should this really tried. Once a bard can solo fear kite the rogue can assist applying damage, good communication is really important in that case however.
Levels 30~55 (chant and BS)
Once the Bard has 2 damage songs a good drum this method can be used. The bard pulls and chants the mob all the way to the rogue, once in range he snares and begins a two damage (dot or dd)/ one snare song twist. Once the bard has a solid hold on agro, usually about 80% health at early levels, higher at later levels, the rogue jumps in and adds his or her mad damage abilities.
Notes:
You will notice in this guide that you can substitute other classes for the ones mentioned, i.e. Beastlord in place of Shaman, and Mage at later levels in place of necro. Because of this I will mentioned here a couple of basic ideas for combinations with the rest of the classes.
Cleric: Root and dot like the druid or tank/healer when possible.
Ranger: Snare agro kite as mentioned in the rogue section but with the ranger able to do ranged damage and snare earlier than the bard.
Monk: Same as rogue
Warrior: Same as Rogue
Beastlord: Very similar methods to the necro and shaman but neither have root and only the bard has snare after level 23.
Mage: Once the bard has snare, the pet can do damage and the mage nuke as needed.
Wizard: both are great soloers so the options here are similar to the druid except direct damage being applied carefully instead of dots. The wizard has an AE snare that can really help the bard out in some swarm situations and the bard and wizard can play agro ping-pong with the bard chanting and wizard nuking.
Enchanters: Charm kiting in just about any version you want. Think of it as similar to the druid assisted swarms mentioned above minus the druid snares.