- 1 Basics
- 2 Orbs
- 3 Talents
- 4 Trivia
The Bard class is played by hitting notes on a xylophone with mallets and using crescendos when a note powers up. The Bard also has passive effects that can be applied to the whole party and is good to have at least one since they give lots of buffs. Here are some of the mechanics of the Bard:
- Keeping your blue bar up at least a little bit by hitting notes will activate passive benefits for everyone within a radius around you. But the higher the bar, the more beneficial the effects are.
- Hitting an orb 12 times will activate that orb's crescendo. There will be a visual indication on the xylophone if you hit a note, if there is no burst of light then your timing is off.
- There is no penalty for hitting a bar on the xylophone that does not have a note, use this to make sure you hit those crucial notes since there is no need to be cautious about hitting it multiple times.
- When a passive effect becomes active, that particular orb will have a burst of light around it.
- The Bard can interrupt by hitting the enemy with a mallet or by using the Instrument of Justice's crescendo.
- Currently, the bard's speed burst only applies to teleportation. So as you have the speed orb on make sure to use your teleporter every now and then to make use of that extra speed. With low weight and the speed buff for Bard, you can increase your speed by ~17% by using both smooth locomotion and teleportation.
- The passive effects apply to anyone around you if you are not in a party and your PvP is off. If in a party it will only apply to your party. If PvP is on but you're not in a party then it will only apply to you.
- Lowest health ally is not the one with the lowest health bar, it is the one with the lowest absolute amount of health. This means a tank may have a lower health bar than a DPS but the DPS will get the heals because their health amount is lower due to their lower vitality.
- The Bard's super ability applies a buff to your entire party. This buff increases damage by 20%. It lasts 12 seconds (15 seconds with the Inspiration crescendo hit after the super bar is down to 75% or less)
Instrument of Gentle Healing
An instrument which gently heals all nearby allies over time. The crescendo will send out up to 3 bolts of healing, prioritizing allies with the lowest health.
This instrument's passive effect ticks small heals. The crescendo bolts will give a small heal and also apply the level 10 talents to whomever they hit. It takes 23 seconds (21 with upbeat) to get 12 notes and crescendo.
Instrument of Cure Wounds
An instrument which grants a buff to nearby allies, increasing healing received from all sources by 5%. Crescendoing this instrument will greatly heal a single target nearby, smartly targeting the ally with lowest health.
This instrument's passive effect increases healing from all sources by 5% (10% if you have the Chorus talent). Crescendo sends out a single bolt to greatly heal lowest health ally. It takes 18 seconds (16 with upbeat) to get 12 notes and crescendo.
Instrument of Defense
An instrument which places a debuff(currently no icon) on nearby enemies causing their projectile attacks to deal less damage. The crescendo of this instrument will remove one beneficial effect from nearby enemies.
This instrument's passive effect lowers damage of projectiles by #%, this helps your entire party. You need to be in combat for this effect to work. The crescendo will remove a buff from nearby enemies. It takes 15 seconds (13 with upbeat) to get 12 notes and crescendo.
Instrument of Protection
An instrument which places a debuff(currently no icon) on nearby enemies, causing their damage over time abilities such as poisons to deal less damage. The crescendo of the instrument will cleanse allies in a short distance of one harmful effect.
This instrument's passive effect lowers damage of DoT effects by #%, this helps your entire party. You need to be in combat for this effect to work. The crescendo will remove poison, affliction and other debuffs but not things like Impending Doom or other special debuffs. It takes 22 seconds (20 with upbeat) to get 12 notes and crescendo.
Instrument of Inspiration
An instrument which increases the Wisdom of nearby allies, leading to faster Super ability charging. The crescendo of this instrument will greatly increase the duration of any currently active Super abilities.
This instrument's passive effect increases wisdom by 150. Without this passive benefit it takes 13 crescendos to get Super but with it it only takes 12 (without any other sources of wisdom). The crescendo makes a super ability last longer by boosting the bar by approximately 25%, so don't use this crescendo at the beginning of a super ability being used. It takes 28 seconds (25 with upbeat) to get 12 notes and crescendo.
Instrument of Speed
An instrument which increases the speed of all nearby allies. The crescendo will instantly fill the stamina bar of all nearby allies.
This instrument's passive effect increases speed by 10%. If you have weight of less than 9kg and are mounted and using smooth locomotion you will need to also use teleportation in order to fully utilize the speed boost. The crescendo fills up you and your allies stamina bar so make sure to activate it in moments where people need to instantly move more i.e. getting to green circle when Impending Doom is active in Airship, or the Earth Blast in Crypt. It takes 27 seconds (24 with upbeat) to get 12 notes and crescendo.
Instrument of Harm
An instrument which slowly damages nearby enemies over time. The crescendo of this instrument will send out a bolt of energy which will travel in a (generally) straight line and strike the first enemy dealing damage.
This instrument's passive effect slowly damages enemies that you are in combat with. You cannot start combat by using this ability. The crescendo sends out a single bolt that wiggles left and right, it's average direction is a little bit left of where your xylophone is pointing. It only hits one enemy and then will disappear. It takes 18 seconds (16 with upbeat) to get 12 notes and crescendo.
Instrument of Justice
An instrument which periodically pulses with crackling energy, damaging nearby enemies as it moves. The crescendo sends out a powerful blast of 5 bolts which fly forward, dealing damage to the first enemy they strike.
This instrument's passive effect sends out bolts similar to healing bolts when you are in combat. These pulses go straight up from you but do not seek targets, they go straight out for a little bit then begin to make a single orbit around you hitting any enemy it touches. This can place you into combat if it hits an enemy that you are not currently in combat with. The crescendo sends out 5 bolts that damage any enemy they touch, but each one needs to hit something or it will keep flying, they don't all damage the same enemy if it hits one. These bolts also wiggle like those from the Instrument of Harm. It takes 22 seconds (20 with upbeat) to get 12 notes and crescendo.
Increases the range of your smart heals by 10 meters.
Increases range of smart heals that come from hitting your crescendo. Increases the range from 15 meters(60 green dots) to 25 meters(100 green dots).
Increases the range of your passive beneficial effects by 5 meters.
Increases the range of passive benefits (not damage). Increases range from 10 meters(40 green dots) to 15 meters(60 green dots).
Your smart heals grant a small temporary shield to the affected target.
Adds the same buff as a Musketeer shield orb. Lasts for 5 seconds. Shield increases Defense.
Any ally affected by a pulse effect from your instruments deals 5% more damage from all sources.
Adds a 5% damage buff to a player in the range of your passive benefits.
Increases the healing of your healing effects by 20%.
Increases all of your healing effects by 20%. Instrument of Cure Wounds still boosts other heals by 5%.
Your Instrument of Cure Wounds increases healing done from all sources by an additional 5% (10% total).
Instrument of Cure Wounds passive effect increases healing effects from every party member by 10%.
Notes from your songs will play 10% more quickly.
Notes will play faster which will help you keep your class bar up and get your crescendos faster.
Once every 10 seconds, you will receive credit for a note that you missed.
Once every ten seconds any note that has been missed will be played. It is random and will even play notes that you already have a crescendo for no matter if you have an orb that doesn't yet have it's crescendo.
Gives a chance for notes to become empowered, greatly increasing the charge of their crescendo when struck.
Boosts your crescendo charge for that orb. Each empowered orb counts as 1.5 but the boost does not rollover. That means if you get an odd number of empowered notes then it doesn't roll over that 0.5, it just caps at that crescendos limit. Therefore only an even number of empowered notes matters.
You can activate an additional instrument, but the notes play at the same time as your existing instruments.
You can play 4 notes at a time. You get all 4 passive effects and can activate their crescendos. Some notes will play at the same time so you will need to do a double hit to get them all.
The Bard class was originally a player made economic class created by the player "Orednod Gleeman" where he would sing... poorly... in HighSteppe for tips.