DAoC Info Classes • Ways and Paths • Class Descriptions Bard BladeMaster Champion Druid Eldritch Enchanter Hero Mentalist Nightshade Ranger Warden • Class/Race table Races Combat Skills Spells Trade Skills Quests NPC Locations Maps Guides |
Races: Celt, Firbolg Way of Nature, Path of Essence |
The Bard is the motivator of the Realm of Hibernia, who sings songs to help his fellow realm-mates, as well as confuse his enemies Weapon Abilities Skills 1 Staves, Blunt, Blades 5 Blunt, Blades Armor Abilities Other Abilities 1 Cloth, Leather 1 Sprint 1 Small Shields 10 Evade 15 Reinforced 25 Evade II Why be a Bard? • They're popular in groups. Bards are good at crowd control, which is always a group's concern. • They can heal, that reduces downtime • They have a speed song which means they can travel at high speeds. If you're interested in investigating Hibernia, the Bard is for you. • You have a wonderful singing voice, and it's easy to learn instruments. • You can resurrect your friends Why to not be a Bard • You can only wear leather-type armor untill level 15... and it's very expensive to buy good(reinforced) leather. • It's inconvenient to swap out instruments in a hurry. Training Make sure you get your Nuture to level 3, so you get your speed song once you guild as a Bard. Other than that, where you train depends on how you see yourself. If you see yourself more of the combat support type (healing and crowd control), concentrate on Regrowth and Music. If you want to take a more active hand in battle, as a fighter and buffer, concentrate on a weapon type and Nuture. Combat Use your Endurance for weapon styles. Save Bellow until the end of the fight, to finish the Monster off. You're better off using bellow at the end of the fight rather than the beginning, because using to soon will leave you short on Endurance for your styles. Grouping Depending on your training choices, you can be a priimary healer and buffer, or a pretty good tank. You also have the potential to be good at holding extra monsters in place. You can also rule party downtime, by using your songs to speed recovery of Endurance and Power. What to Kill Avoid taking on monsters more than one at a time. Fortunately, you can use your speed song to escape if you're caught by surprise. Against archers and casters, use your Bellow to disrupt their attacks. RvR The Music line of spells really comes into its own in RvR, giving you a wide arsenal of tools to slow down and befuddle the enemy. Basically, your function in RvR is the same as in other group combats -- you can either heal and buff, or fight and root, depending on your training. SAMPLE SPELLS (click to open the complete spell table ) *note : still under construction Base Spells - You get these automatically as you go up in level- no training necessary Regrowth - Base Spells Minor Revigoration Heal 5-80 HP Renewal Heal 22-193 HP Minor Reconstitution Resurrect corpse with 10% health and no power Nuture - Base Spells Strength of the Oak STR buff 13-75 - concentration usage 6% Minor Bark Skin Armor Factor buff 12-55 - concentration usage 6% Dexterity of the Ferret Dex buff 20-72 -concentration usage 6% Music - Base Spells Minor Lullaby Amnesia (AOE) Enemy forgets who it hates Mesmerizing Melody Enemy Mesmerized Specialization Spells - You have to put points into the related Skill to advance in these Bard's Regrowth - Regrowth specialist spells - Regrowth Skill Major Resurgence Heal 50-352 HP Tones of Health Group heal 75-197 HP Chant Of Healing Group heal 5-9 HP every 6 seconds Lesser Reconstitution Resurrect corpse with 30% health and 10% power Bard's Nuture - Nuture specialist spells - Nuture Skill Clear Path Group speed buff 44-104% Rythym of Hibernia Group Endurance buff 1-5/cycle Rhyme of Earth Group heal 1-5 HP every 5 secs Spirit's Music - Music specialist spells - Music Skill Confounding Cadence Enemy attacks randomly 70+% of time, attacks allies up to 75% Concussive Shout 4-115 DD Captive Audience AOE mes 28-66 secs duration |
BARD |