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Cruel Lullabies: The Bard Handbook (by Litigation)
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<blockquote data-quote="Nibelung" data-source="post: 6705366" data-attributes="member: 74499"><p><strong>Originally posted by Litigation:</strong></p><p></p><p style="text-align: center"><span style="font-size: 22px"><strong><u>Directing the Symphony: Tactics</u></strong></span></p><p></p><p>After some analysis of actual gameplay, here are things Bards must keep in mind at the table:</p><p></p><p> </p><p></p><p><span style="font-size: 15px"><strong>I. Know how you direct.</strong></span></p><p></p><p><strong>Cunning:</strong> You are pretty much a Controller (Leader) through and through and should play like one. Generally, you'll want to hover a few squares away from the thick of a melee, just close enough to influence the fight with your Virtue of Cunning and your ranged implement powers. Play off your melee units and adjust your positioning round after round accordingly. If the enemy group has some annoying Artillery or Skirmishers that move on the perimeter, you're the best equipped to deal with it, using your ranged positioning powers to get your melee allies to trap them.</p><p></p><p><strong>Valorous:</strong> You are mostly a Soldier (Leader), still with a hint of Controller. With your high Constitution and chain (or better) you'll want to be in the thick of the fight, backed up by defenders and melee strikers, where you can easily grant THPs to your allies with your Virtue of Valor, buff their attacks, and shuffle them around with your movement powers.</p><p></p><p><strong>Prescient:</strong> You are mostly an Artillery (Leader) unit. Much like the Cunning Bard, you'll want to hover a few squares away from the heaviest area of the battle, where you can trigger your Virtue of Prescience if you need to. Most of your attacks are single-target buffs, so you tend to influence the direction of the combat most visibly.</p><p></p><p> </p><p></p><p><span style="font-size: 15px"><strong>II. Take initiative.</strong></span></p><p></p><p>This is especially important if your Bard is oriented toward movement enabling. You should've taken Improved Initiative (and later Superior Initiative) and any items and other feats that boost your initiative. If you've done this, you should consistently beat enemies to the punch, which will also mean that your high-initiative allies won't mind delaying their turns until right after yours.</p><p></p><p>When you get the jump on your enemies with a higher initiative count, immediately use your movement enabling encounter powers to get your allies in position to unleash hell.</p><p></p><p>Another important part of taking initiative is when to delay your <em>own</em> turn. This is important if you have save-ends daily powers that boost your allies' attacks, such as Satire of Prowess. In such a case, having a high initiative gives you the freedom to delay your turn until right after your target enemy's turn, which will allow your allies to all take advantage of your ensuing daily power's benefits for at least one whole round. This is especially vital against an Elite or Solo, which is more likely to (a) be the target of such a power, and (b) save against a second round of such a power.</p><p></p><p> </p><p></p><p><span style="font-size: 15px"><strong>III. Know your numbers, and spread the word.</strong></span></p><p></p><p>Few things are more frustrating than sitting at the table with a Leader player who can't remember his bonuses, or what his powers do, or how they're supposed to help you. If you granted an ally a bonus, remind them of it; in fact, remind them every turn the bonus is in effect.</p><p></p><p> </p><p></p><p><span style="font-size: 15px"><strong>IV. Be a team player.</strong></span></p><p></p><p>Meaning, always be ready to help out in any situation, and play accordingly. If an ally needs healing, heal them. If you already see your allies advancing toward one enemy, throw one of your party starters in that enemy's direction to make your allies' job easier.</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6705366, member: 74499"] [B]Originally posted by Litigation:[/B] [CENTER][SIZE=6][B][U]Directing the Symphony: Tactics[/U][/B][/SIZE][/CENTER] After some analysis of actual gameplay, here are things Bards must keep in mind at the table: [SIZE=4][B]I. Know how you direct.[/B][/SIZE] [B]Cunning:[/B] You are pretty much a Controller (Leader) through and through and should play like one. Generally, you'll want to hover a few squares away from the thick of a melee, just close enough to influence the fight with your Virtue of Cunning and your ranged implement powers. Play off your melee units and adjust your positioning round after round accordingly. If the enemy group has some annoying Artillery or Skirmishers that move on the perimeter, you're the best equipped to deal with it, using your ranged positioning powers to get your melee allies to trap them. [B]Valorous:[/B] You are mostly a Soldier (Leader), still with a hint of Controller. With your high Constitution and chain (or better) you'll want to be in the thick of the fight, backed up by defenders and melee strikers, where you can easily grant THPs to your allies with your Virtue of Valor, buff their attacks, and shuffle them around with your movement powers. [B]Prescient:[/B] You are mostly an Artillery (Leader) unit. Much like the Cunning Bard, you'll want to hover a few squares away from the heaviest area of the battle, where you can trigger your Virtue of Prescience if you need to. Most of your attacks are single-target buffs, so you tend to influence the direction of the combat most visibly. [SIZE=4][B]II. Take initiative.[/B][/SIZE] This is especially important if your Bard is oriented toward movement enabling. You should've taken Improved Initiative (and later Superior Initiative) and any items and other feats that boost your initiative. If you've done this, you should consistently beat enemies to the punch, which will also mean that your high-initiative allies won't mind delaying their turns until right after yours. When you get the jump on your enemies with a higher initiative count, immediately use your movement enabling encounter powers to get your allies in position to unleash hell. Another important part of taking initiative is when to delay your [I]own[/I] turn. This is important if you have save-ends daily powers that boost your allies' attacks, such as Satire of Prowess. In such a case, having a high initiative gives you the freedom to delay your turn until right after your target enemy's turn, which will allow your allies to all take advantage of your ensuing daily power's benefits for at least one whole round. This is especially vital against an Elite or Solo, which is more likely to (a) be the target of such a power, and (b) save against a second round of such a power. [SIZE=4][B]III. Know your numbers, and spread the word.[/B][/SIZE] Few things are more frustrating than sitting at the table with a Leader player who can't remember his bonuses, or what his powers do, or how they're supposed to help you. If you granted an ally a bonus, remind them of it; in fact, remind them every turn the bonus is in effect. [SIZE=4][B]IV. Be a team player.[/B][/SIZE] Meaning, always be ready to help out in any situation, and play accordingly. If an ally needs healing, heal them. If you already see your allies advancing toward one enemy, throw one of your party starters in that enemy's direction to make your allies' job easier. [/QUOTE]
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