When do bards get dual wield




















If you have to do CC, you have Fascinate to fall back on. So- no need to concern yourself with that stuff. Pure bards are feat starved, and cannot max both melee and casting abilities. This is probably by design. Deciding where to micrometer the scale on a pure bard is a personal choice, and playstyle can compensate for build problems: you'll hit relatively hard with the bard buffs as a dual wielder- and can rely on Diplomacy to help with aggro like a rogue. Go for rapiers and get improved crit: piercing unless you got 2 min II khopeshes in tr cache and toughness.

Think about dropping extend for power attack. You will deal more damage and be a more potent caster if you stick to THF. Those build points are better elsewhere, and it's minimally necessary to actually take the THF feats, freeing up a pile of feats. Of course, thf is ideal for builds who want to melee without spending feats and build points in dex battle cleric, WF FVS , but thats not what the OP wanted. Originally Posted by Vaardalia.

I am going 20 levels of Bard, and I would like to dual-wield. Originally Posted by RobinofSpiritwood. Yes, you can pull that off, but don't expect to lead the kill counts or anything like that. Don't bother taking power attack, you won't hit anything on endgame content with PA on, unless you have some serious gear to back you up.

As one poster said, don't use khopeshes yet. You can swap the proficiency feat in later, when you build your greensteel. I mean a pair of basic ones, not the fully upgraded versions Impoved Critical: Slashing is better than OTWF if you won't have power attack.

My concern is that as a Bard, dual-wield may leave me un-prepared for a high level of DC checks that may be expected of all Bards now. Originally Posted by Noctus. Originally Posted by tekkentroop. I was going with the idea that buffs and heals do not need DC checks to compensate for my base Char of 18, while keeping my songs strong with 20 levels of Bard.

While the capstone will not be worthless, it will be "worth" less to my DW build. Furthermore, when a bard plays a song and does not have modifiers on his equipment, nor does he have an instrument equipped, the Singing skill will be used to play the song. One song, Amplification , modifies the bard's singing skill, which improves all songs which uses the singing modifier. Luckily for most bards in and beyond, the Defiant line of armor has bard modifiers of each type within certain slots.

Defiant armor is very easily found from a large amount of monsters, or even more easily purchased from the bazaar and thus, modifiers are not something to worry fervently about as one did before. However, if a bard chooses not to use Defiant armor, or is missing a modifier for some reason, the Bard Epic weapon Singing Short Sword , has a 1. Bards have many spells that make them a very efficient puller: Lines of lulling, snaring, mesmerizing, and charming spells to hinder their targets.

The fastest run-speed buff in the game Selo's , as well as a current max of Run 8 to their base speed obtained through AAs to keep them at a distance from their targets and to assist in chain pulling. Boastful Bellow: bards can purchase this AA skill at level It is a range, instant cast, 18 second recast, no mana cost spell that is great for any tagging situation, and makes chain pulling a cinch.

Fading Memories a. Fade, or FM : bards can purchase this AA skill at level This is THE defining spell for bards as pullers. Fade is a self-only, instant cast, instant recast, mana cost spell that instantly wipes the memories of ALL of the mobs the bard has attacked or come in contact with so that they forget they ever saw him, rendering him instantly safe. The easiest way to pull a single mob is to make sure you have separated it from the pack.

Tag and Wait Pull the mob and his buddies away from their spawn point. Wait while his buddies path back towards their spawn points.

With any luck, he'll be the last one left. Tag him. Lull Quickly lull all the adds, then pull your target mob. Run the adds out of range of your target. Run back quickly and pull your target mob. Reverse Mez Run your target mob and his adds well away from their spawn point. Wait for the adds to path out of distance. Mez Adds Mez an add, run out, fade. Mez another add, run farther, fade. Repeat until you have your target mob alone. A mezzed mob will normally attack when mez wears off. If you fade before mez wears off, then they will have forgotten you and will not attack once the mez wears off.

This technique may require quite a bit of elbow room or creativity. Divine Aura Pull Sing Kazumi's or single-target DA song on yourself, run into the pack of mobs you want, lead them away, gain distance, click off DA, and mez your target, run the pack off, fade, collect.

This is useful against raid targets, or in dense rooms or zones with narrow corridors. Highsun Target immune to mez and snare? First, you must know that there are two kinds of agro: Direct Agro, and Assist Agro. Both work differently. Direct Agro DA is the agro you get when you attack a mob, or a mob sees you first and attacks you. Assist Agro AA is the agro you get when a mob or mobs is in range to assist a mob that has DA on you.

Now they both seem the same; in both ways you end up with a mob trying to kill you. But here is the difference: A mob with DA on you will be able to attract nearby allies and cause them to AA on you. A mob with AA on you will never attract allies to assist you, even if he runs right over them. Only a mob with DA on you can do that. You will need an invis song or clicky ready not fade , along with a mez, Fading Memories aa, and possibly a lull song.

You will NOT be taking any action against this mob. Step 2: Get to a safe spot. This will cause the mezzed mob to DA on you, but it will be unable to attack. The mezzed mob will completely forget about you whether or not he was still mezzed by the time you faded. Tips A mezzed mob will normally attack when mez wears off. If you fade before mez wears of, the mezzed mob will not remember you when it wakes up and will not attack.

Don't worry if mez wears off before you get to camp. Just don't forget to fade when you get to camp. Though they often use melee weapons, bards are primarily a magic-using class, with the ability to wear plate armor and wield many different types of weapons and instruments. Bards can do a little bit of everything.

Their songs can regenerate health and mana, increase attack speed and accuracy, momentarily charm angry enemies, help friends resist many types of damage and even directly damage enemies. Bards are perhaps best known, however, for their ability to greatly increase the foot speed of their group.

Bards have the unique ability to create multiple abilities at once. By weaving different songs together, a bard can customize effects to any situation.

This makes nimble fingers and quick thinking a must for those who want to play a bard. Bards do well both alone and in groups. With the right combination of songs, they can adapt to many challenges. The bard is a great class for players who enjoy a wide variety of play options but are quick to adapt to a changing situation. All bard songs have a three-second cast time, and most have no recast timer, which means that most can be freely used and woven together as the situation dictates, as long as they are memorized.

The duration of most bard songs is twelve seconds, which means that maintaining four songs or, on a laggy connection, three is usually all that a bard can manage at one time.

Maintaining more than one song at once is commonly referred to as "twisting," "weaving," or putting songs "in the melody.

The short duration of songs is one of the major balancing factors of the class, since bard songs that last longer than twelve seconds are very rare and are usually not combat-related group buffs. By the same token, this means that although most bard songs could be said to provide some benefit to almost any group the bard could join, bards do not have the time available to maintain them all.

In other words, to paraphrase Rappapart of The Concert Hall , any songs a bard is singing must be worth one fourth of that bard's spellcasting potential at the time he is singing it. This is one reason why, although there are numerous bard songs, most bards stick to using only a limited number of them--the ones best suited to their or their party's current situation and class composition.

The very first bard song, Chant of Battle at level 1, provides a modest increase to the Strength, Dexterity, and AC stats of the bard's group. As the bard grows in levels, new songs become available. Thanks to songs and related abilities the buffing capabilities of the bard are numerous. Their combat song options include such effects as melee haste , melee overhaste , attack rating boosts, AC boosts, stackable damage shield effects, modest runes and partial runes , hp and mana regeneration buffs, contact innates , and more.

Some bard AA abilities also have song-like effects, but may usually be activated instantly. Bards use autoattack as their primary mode of dealing melee damage, and do not receive many combat abilities over the course of the game.

This will of course vary depending on equipment and the current state of game balance. When fighting together with other players, bards are usually expected to melee while singing unless the nature of the fight in question prohibits it.



0コメント

  • 1000 / 1000