Post by ready2yeti on Mar 5, 2016 8:22:25 GMT
*NOTE* This guide might change due to the server rewrite
Quick recap
Quick recap
Bodhran
Rank Needed: 1
Mana Cost: 20 Mana
Cooldown: 15 Seconds
Type: Magical
Description: Drums of war inspire your allies, raising damage by 20%, haste by 15%, and their critical strike chance by 5%. Lasts 15 seconds.
Cantor's Lament
Rank Needed: 2
Mana Cost: 10 Mana
Cooldown: 2 seconds
Type: Magical
Description: Deals moderate damage to target. Applies Crescendo, a DoT that gets stronger every time the target is attacked, lasting 10 seconds.
O'Carolan's Reel
Rank Needed: 3
Mana Cost: 30 Mana
Cooldown: 12 seconds
Type: Magical
Description: Perfect for skirmishes, brawls, battles, wars, and fighting in general, O'Carolan's Reel applies a Heal-Over-Time (HoT) effect to all nearby allies.
Dissonance
Rank Needed: 5
Mana Cost: 10 Mana
Cooldown: 15 seconds
Type: Physical / Magical
Description: Reduces the target's damage and haste by 15%, and critical strike chance by 5%, and grants additional mana to attackers striking the target for 15 seconds.
Bard? What does it do? How do i use it? What is it?
Lets start off simple. Bard is a class in Adventure Quest Words. Understand that? Good.
You can separate classes into three categories, Melee, Casters and Hybrid.
Bard is a MAGICAL based class which would mean it would fit in the caster category. Okay so it's a magical class, so what?
Well, basically, the way this game is functioned makes it so that if a magical skill from any class hits a magical based class, it would do LESS damage than it would to a melee or hybrid based class.
So what does this mean?
Bard is hella tanky against magical classes/magical based skills whereas melee/hybrid based classes are vulnerable to every type of skill category (Melee and Magical)
Okay so um...Summarized version?
BARD IS HELLA TANKY
Okay, so um what is bard's main role?
Your main role as a bard is to help support your teammates to your best ability.
What skill combos do i use doe?
Whoa, calm down there, you want to make sure you know the key terms for bard's skill. Like most classes in game, important skills for various classes would have nicknames.
Your first skill, Bodrhan is known as 'Drums'
Your second skill, Crescendo, would be nicknamed 'Cres' for short
Your third skill, would simply be nicknamed 'Reels'
And your last skill would obviously be 'Diss'
Okay i got the nicknames so how do i use this class? -_-
Okay, your first skill, better known as drums, increases your teammates damage by 20%, critical hit chance by 5% and haste by 10%. This effect goes to EVERYBODY that are in the same room as you. Your first skill, drums, would be very vital for basically EVERYTHING, remember that your main role as a bard is to support your teammates to your best ability, as a bard you should be focused on keeping consistent mana and getting drums spread throughout your whole team so they can forever stay buffed.
Your second skill, better known as cres is basically a far-ranged magical attack, it deals low damage and it applies Crescendo which gives your target a DoT (Damage over time) that increases dependent on how much damage you can do to them. Basically, its a far ranged skill which applies a dot. This skill is very good for getting kill shots since it applies a DoT and has a wide range. This skill is also very helpful if you have a healer on your team because it can give them mana.
Your third skill, better known as reels is similar to to your first skill, drums, but instead of giving your teammates buffs, it instead gives them a HoT (Heal over time). The HoT isn't that big, but it is able to range about from 90 to 120 HoT. This could become handy in long fought battles, but would not be beneficial in short fought battles. Although, it does have a huge mana cost of 40 mana, so use it wisely or don't use it at all.
Your last skill, better known as diss, reduces the target's damage and haste by 15% and also lowers their crit rate by 5%, also if you hit a target while they have 'Dissonance' applied to them, you get extra mana from hitting them. This is your key skill to playing offensive or just a key skill that is handy in general, this skill can become very handy in team fights because if your team establishes a target, using diss on that target would grant your teammates extra mana from hitting them along with the nice debuffs.
Um, okay, you just explained the skills in more depth?...
Okay now for the skill combos in two different play styles.
Offensive bard- When to use it/How to use it
First off, you want to make sure you are happy with your lag control and know what you are up against, it is always best to know what your opponents are made of, just an outside tip. Offensive bard is pretty much what it means, you want to be doing as much damage as possible, you want to spam Cres ALOT, this will help increase your auto attack rate. When you are playing offensive bard i would not advise to use reels since you are spamming cres,which would drain your mana if you added in reels, unless you are super confident with your mana control. You want to always be sticking on a target and constantly doing good damage output while keeping a steady drum spam for your teammates benefits.
So basically?...
Chase the crap out of your opponent, spam drums, spam cres and autos, diss the target.
1) Drums
2) Diss
3) Cres+Auto spam
4) Repeat
Defensive bard-When to use it/How to use it
Defensive bard is usually best to use when you are losing a PvP match (Wherever it would be a 2v2, clan war, practice war), when you are fighting in long fought matches,when you are the one getting piled or if you just want to play it safe. With defensive bard you are basically trying to keep consistent mana and spam reels as well as drums (offensive or defensive, drums should always be spammed), i wouldn't advise to spam crescendo since you are spamming reels, unless you are confident with your mana control. But it is always good to use cres every now and then for other benefits. But your main key priority is to just play it safe and stall out for the longest. Of course, always keep range and always hop AFTER your heal (if you don't have a healer just hop when you feel like you need to), your main role as an defensive bard is to just stall time.
So basically?...
Spam drums and reels, keep consistent auto attacks for good mana control, always diss target, use cres every now and then, and also keep a far distance.
1) Drums
2) Reels
3) Diss
4) Cres regularly
5) Keep range
6) Repeat
Bard enhancements
Offensive:
1) Weapon: 60-60 Base range *Static range*: Wizard
Class: Wizard
Helmet: Lucky
Cape: Wizard
2) Weapon: 60-60 Base range *Static range*: Wizard
Class: Wizard
Helmet: Wizard
Cape: Lucky
Dodge counter build
Weapon: 60-60 Base range *Static range: Wizard
Class: Wizard
Helmet: Wizard
Cape: Spellbreaker
Defensive build
Weapon: 60-60 Base range *Static range*: Wizard
Class: Wizard
Helmet: Wizard
Cape: Wizard
Advantages:
-Tanky from magical based skills, most healers might not realize it and spam heartbeat on you, which you can tank easy ;D
-Bard can be a huge damage dealer, if you are spamming 900 auto attacks at 300 Cres's, over a short time period you can do heaps of damage
-Has really good haste
Disadvantages:
-Reels doesn't offer too much heal, it ranges from 90-120 HoT
-Your damage is really limited, you won't hit any higher than 900 without extra buffs using a static range, very low damage range
-If your damage gets debuffed then your attacks would become VERY limited, you might crit around 500-700 if you were to use a static weapon range
-If you are facing a ninja, never EVER DoT the ninja since it would make him dodge more if the ninja had 'Thin air' applied.
Probably missed a few things or got some things wrong but that's just a guide for bard hope it comes in handy dandy ;D
~Ready2Yeti
You can separate classes into three categories, Melee, Casters and Hybrid.
Bard is a MAGICAL based class which would mean it would fit in the caster category. Okay so it's a magical class, so what?
Well, basically, the way this game is functioned makes it so that if a magical skill from any class hits a magical based class, it would do LESS damage than it would to a melee or hybrid based class.
So what does this mean?
Bard is hella tanky against magical classes/magical based skills whereas melee/hybrid based classes are vulnerable to every type of skill category (Melee and Magical)
Okay so um...Summarized version?
BARD IS HELLA TANKY
Okay, so um what is bard's main role?
Your main role as a bard is to help support your teammates to your best ability.
What skill combos do i use doe?
Whoa, calm down there, you want to make sure you know the key terms for bard's skill. Like most classes in game, important skills for various classes would have nicknames.
Your first skill, Bodrhan is known as 'Drums'
Your second skill, Crescendo, would be nicknamed 'Cres' for short
Your third skill, would simply be nicknamed 'Reels'
And your last skill would obviously be 'Diss'
Okay i got the nicknames so how do i use this class? -_-
Okay, your first skill, better known as drums, increases your teammates damage by 20%, critical hit chance by 5% and haste by 10%. This effect goes to EVERYBODY that are in the same room as you. Your first skill, drums, would be very vital for basically EVERYTHING, remember that your main role as a bard is to support your teammates to your best ability, as a bard you should be focused on keeping consistent mana and getting drums spread throughout your whole team so they can forever stay buffed.
Your second skill, better known as cres is basically a far-ranged magical attack, it deals low damage and it applies Crescendo which gives your target a DoT (Damage over time) that increases dependent on how much damage you can do to them. Basically, its a far ranged skill which applies a dot. This skill is very good for getting kill shots since it applies a DoT and has a wide range. This skill is also very helpful if you have a healer on your team because it can give them mana.
Your third skill, better known as reels is similar to to your first skill, drums, but instead of giving your teammates buffs, it instead gives them a HoT (Heal over time). The HoT isn't that big, but it is able to range about from 90 to 120 HoT. This could become handy in long fought battles, but would not be beneficial in short fought battles. Although, it does have a huge mana cost of 40 mana, so use it wisely or don't use it at all.
Your last skill, better known as diss, reduces the target's damage and haste by 15% and also lowers their crit rate by 5%, also if you hit a target while they have 'Dissonance' applied to them, you get extra mana from hitting them. This is your key skill to playing offensive or just a key skill that is handy in general, this skill can become very handy in team fights because if your team establishes a target, using diss on that target would grant your teammates extra mana from hitting them along with the nice debuffs.
Um, okay, you just explained the skills in more depth?...
Okay now for the skill combos in two different play styles.
Offensive bard- When to use it/How to use it
First off, you want to make sure you are happy with your lag control and know what you are up against, it is always best to know what your opponents are made of, just an outside tip. Offensive bard is pretty much what it means, you want to be doing as much damage as possible, you want to spam Cres ALOT, this will help increase your auto attack rate. When you are playing offensive bard i would not advise to use reels since you are spamming cres,which would drain your mana if you added in reels, unless you are super confident with your mana control. You want to always be sticking on a target and constantly doing good damage output while keeping a steady drum spam for your teammates benefits.
So basically?...
Chase the crap out of your opponent, spam drums, spam cres and autos, diss the target.
1) Drums
2) Diss
3) Cres+Auto spam
4) Repeat
Defensive bard-When to use it/How to use it
Defensive bard is usually best to use when you are losing a PvP match (Wherever it would be a 2v2, clan war, practice war), when you are fighting in long fought matches,when you are the one getting piled or if you just want to play it safe. With defensive bard you are basically trying to keep consistent mana and spam reels as well as drums (offensive or defensive, drums should always be spammed), i wouldn't advise to spam crescendo since you are spamming reels, unless you are confident with your mana control. But it is always good to use cres every now and then for other benefits. But your main key priority is to just play it safe and stall out for the longest. Of course, always keep range and always hop AFTER your heal (if you don't have a healer just hop when you feel like you need to), your main role as an defensive bard is to just stall time.
So basically?...
Spam drums and reels, keep consistent auto attacks for good mana control, always diss target, use cres every now and then, and also keep a far distance.
1) Drums
2) Reels
3) Diss
4) Cres regularly
5) Keep range
6) Repeat
Bard enhancements
Offensive:
1) Weapon: 60-60 Base range *Static range*: Wizard
Class: Wizard
Helmet: Lucky
Cape: Wizard
2) Weapon: 60-60 Base range *Static range*: Wizard
Class: Wizard
Helmet: Wizard
Cape: Lucky
Dodge counter build
Weapon: 60-60 Base range *Static range: Wizard
Class: Wizard
Helmet: Wizard
Cape: Spellbreaker
Defensive build
Weapon: 60-60 Base range *Static range*: Wizard
Class: Wizard
Helmet: Wizard
Cape: Wizard
Advantages:
-Tanky from magical based skills, most healers might not realize it and spam heartbeat on you, which you can tank easy ;D
-Bard can be a huge damage dealer, if you are spamming 900 auto attacks at 300 Cres's, over a short time period you can do heaps of damage
-Has really good haste
Disadvantages:
-Reels doesn't offer too much heal, it ranges from 90-120 HoT
-Your damage is really limited, you won't hit any higher than 900 without extra buffs using a static range, very low damage range
-If your damage gets debuffed then your attacks would become VERY limited, you might crit around 500-700 if you were to use a static weapon range
-If you are facing a ninja, never EVER DoT the ninja since it would make him dodge more if the ninja had 'Thin air' applied.
Probably missed a few things or got some things wrong but that's just a guide for bard hope it comes in handy dandy ;D
~Ready2Yeti