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I am a Bard
Introduction:
Bards are the cream of PvM in UO. You can
earn as much loot as a Tamer, sometimes more, but not just anyone can do it
well. While (in most cases) PvM for Tamers translates into a simple "Pluto
Kill" and the odd An Lor Xen, Barding can require great skill. A good analogy
between a Bard and a Tamer would be the Mage and Dexxer in PvP. Both are very
good templates to kill with, but not just anyone can play a Mage - and do it
well. This essay will teach you everything you need to know about using a Bard
to its full potential. After reading this, you have no excuse for being a Tamer
anymore. Be all you can be: Be a Bard. Skills:
To use the Bardic skills, you must have an
instrument. Always choose a Bardic skill (1% is enough) when you create a a new
Bard character. That way, you will start out with a newbiefied instrument. Make
sure it's a tambourine or drum, because lutes and harps sound very annoying.
Also, Tambourines and Drums weigh less (Tambourines weigh 1, Drums 4, Lutes 5
and Harps 10 stones).
You can set UOA to filter the sound of
Bard music, but don't have this setting checked when you play your Bard. As you
become better you will play in places where things happens fast and you wont
have time to read all text messages stating whether you succeed or fail. The
sound of your instrument will tell you this.
Lets talk a bit about the Bardic skills
and how they can be used.
The Bardic skills are:
- Musicianship
- Peacemaking
- Provocation
- Enticement
Musicianship is the fundamental
skill for all Bards. It does nothing useful in itself, but none of the other
Bardic skills will ever succeed, if you fail your skill check in Musicianship.
It's a requirement for any Bard, so do it right and GM it.
There are 2 basic ways to raise Music to
GM. Up to 70-80 its fairly simple to just play the instrument (Use several
instruments at once to speed up gains even more), but be sure to stay away from
crowds as the noise tends to piss people off. And pissed people tend to slow
down skill gain. When gains taper off, you either 8x8 the skill (do it while
you work other skills, like Magery or Healing) or failing that, use the passive
skill gain method. What that means, is you use the skill Enticement (have both
Enticement and Musicianship skills marked up). Once you get a passive gain in
Music, you lock Enticement and keep enticing. Music gains should be massive.
When gains stop, rinse and repeat until GM. If that passive gain never seems to
come just 8x8 it, it should not take too long either way.
Peacemaking is mostly a defensive
skill. If successful, it will pacify all monsters that are currently targeting
something in the area. It affects players and monsters alike. Players will need
to retarget monsters (or other players) after a Bard successfully peacemade
nearby. Its main use is to keep either a very powerful monster docile while
players are vulnerable, or to get out of a crowded situation. Its not a panacea
though, all monsters will retarget after a few seconds (up to 12 seconds). So
peacemaking will buy you some time, that's all.
All monsters that are currently targeting
you when you successfully peacemake, will attempt to go to the tile where you
used Peacemake skill. Be aware of this so that you allow for this in how you
play. You can even use this to your advantage as it can be used to bring
together monsters to Provoke onto each other - or to clear a passage when you
don't want to run past the monsters.
Some mages use peacemaking in PvP, but it
is truly a rare event. PvP often means furious running around, and often double
clicking someone to initiate an attack can be tricky. Bards can take advantage
of this and peacemake to force warriors to double click their targets again.
Experienced warriors can counter this by having a macro to attack last target
(again this is very rare too).
Peacemaking is mostly a defensive skill.
It can also be used to create problems for other players. One favorite ploy is
to use Peacemaking in such a way that monsters that were locked onto someone
else retargets a few seconds after being peacemade. The new target is then
often overrun and subsequently looted by the Bard that peacemade. This is a
grief tactic which is pretty lame. If you don't have the guts to directly kill
someone to get their loot, you don't deserve it. Just be ready, and you wont
fall for this cheap trick. Nothing frustrates a grief player more than failing
to cause grief.
Peacemaking is an 8x8 skill and is not
difficulty based.
Provocation is the best Bardic
Skill. Any skill that lets you send one Balron onto the other is pretty
powerful. Provocation does just that. Provocation, if successful, will make
that target attack another target. The second target is almost always a second
monster, but could be a NPC or a player (normal flagging and facet rules apply,
of course) or even something summoned, like a Blade Spirit. Provocation can be
used in many different ways, and will be explained in more detail in other
parts of this essay. Some creatures cannot be provoked (Zealots, The Harrower,
Ancient Liches in Khaldun, Orc Bombers are some), they can be provoked onto,
however.
Provocation can also be useful for
dropping your karma. Just use Provoke and target an NPC. Keep doing this and
your karma will drop to -4 level in an hour or so. Nobles can't be provoked, so
target other types of NPC:s. There are plenty to be found. Also, in Felucca, do
this outside of guard area, as you will go grey and be guard callable. This use
of Provocation is mainly for those seeking a Dread Lord title. But it can be
used to loose a thieves tell tale "Scoundrel" title.
Provocation is target based and fairly
slow to raise, especially in the 90s. The best method to gain is to be in a
place where you have a good respawn of non aggressive spawn (like farm animals
in a pen) and use an in game macro using TargetNext to rotate between targets.
(Warning, doing this with blue targets nearby can make you grey.) Never macro
unattended if you value your account.
Enticement, although a Bardic
skill, is rarely used by "real" Bards. When successful, this skill allows you
to have the targeted Monster or NPC follow you. So it is similar to what
Herding does for animals. The only real use for this skill is to have Noble
NPC:s follow you out of Town so they can be killed. It used to be quite
profitable, but nowadays Nobles have henchmen which must be killed before you
get any NPC loot. Enticement will not be discussed further in this essay as it
is a waste of skill points on a real Bard. Templates:
Choosing a template is a personal choice.
The templates offered here reflect an experience and playing style that may be
different from yours. Having a good connection, is often a must for the way
these templates needs to be played. If your idea of fun is to stand in a safe
spot all day and harvest gold in safety, your template will not be critical for
your playing. However, if you prefer a fast tempo and to have more risk
involved, more thought and effort must be put into your template. Should you
find yourself in disagreement with what is proposed in this essay, feel free to
go your own way. After all, it's your character and ultimately, you decide
whether it is a success or failure.
There are several types of Bards. Other
sections of essay will mostly talk about the Mage Bard, but there are many
combinations to use the Bardic skills. The skills you choose for your Bard will
bring different strengths and abilities into your Bard - but it will also mean
that each Bard template needs to played differently if you want to take it to
the limit. There is no one template that is best - simply because every
character is only as good as the player behind it. Choose skills you are
comfortable with, but don't shy away from a good template because you haven't
given some of the skills a real go yet. Don't forget that Mages are more
vulnerable to melee, so if your connection is not up to par in speed or
stability, allow for this in your template.
The Bardic Skills provide the foundation
for any Bard. But without supporting skills, no Bard can ever reach its full
potential. Different support skills brings out different strengths and
weaknesses. Sometimes the differences are subtle, sometimes they define the
template. Either way, a good player knows his chosen template well and adapts
is tactics to fit the template.
This essay will cover 4 different major
Bard templates. These are:
- The Mage Bard
- The Warrior Bard
- The Tamer Bard
- The Treasure Hunter Bard
Their names pretty much sums them up, but
lets just quickly run through them:
Mage Bard:
Music Provocation Magery Meditation Evaluate Intelligence 6th
Skill, see end of section (Wrestling recommended) 7th Skill, see end of
section (Lockpicking recommended) Stats: 100/25/100 SDI
With enough player skill, this template
can kill anything, anywhere. Great potential to be a fun character in PVM;
possibly THE most fun. However, it wont hold up in dedicated PvP with 200 skill
points tied up into Musicianship and Provocation.
Magery is the secondary weapon of this
template, and with player skill it is an extremely powerful one. With high
Evaluate Intelligence and Meditation, this template can easily kill off several
powerful monsters near death or kill a medium monster in one mana dump. With
Magery comes all the utility spells, such as Telekinesis, Invisibility,
Teleport and various field spells to mention a few. Lockpicking turbocharges
the earning power of this template if you go through the effort of doing the
dungeon chests) The main weakness of the Mage Bard is its low AR. With little
or no armor, the Mage Bard must always be on the move, one step ahead of the
monsters or face the risk of going monochrome.
With PVM being your focus you don't need
balanced stats, go for maximum hit points and mana.
Warrior Bard:
Music Provocation Weapon skill (Archery recommended)
Tactics Anatomy Healing Magery (for recall etc)/Resist Stats:
100 90-100 25-35 SDI
This Bard is easier to play, at the
expense on some of its potential. With the ability to wear armor, and with
Healing, this template can stand its ground and fight most of the time. The
ability to turn opponents on each other is a powerful addition to any Warrior.
However, it lacks the versatility of the Mage Bard. Some creatures just cant be
finished with melee (Balrons and Terathan Avengers come to mind), so low magic
damage capability could be a drawback. Archery do help with this, as its a
ranged attack, which can help you finish tough monsters without closing in for
melee. If you have a slow or unreliable connection, or need more time targeting
when Provoking, the extra AR of a Warrior Bard may make it the right template
for you.
A Warrior Bard is more likely to be
targeted by spell using monsters. Thus, this template could definitely use
Resist, but the melee related skills take up too much room. So add Resist at
the expense of Magery. However GM Magery is never a bad thing. Should you
choose high Magery, let yourself have at least 35 mana and carry a wizards hat.
This way you add the power of Gate and other 7th circle spells (like Energy
Field or possibly Chain Lightning) to your Warrior Bard
The Bardic skills mean this template can
fight more challenging spawns. so its more fun than a pure Warrior. Warrior
Bards are best used in places with medium to strong monsters, like
Terathans/Ophidians, Liches/Lich Lords, Titan Valley, Shame or the Gazer Rooms.
With PvM being your focus, you don't need
balanced stats. Go for maximum Strength and Dexterity. However, should you
choose high Magery, let your Intelligence be at least 35.
Bard Tamer:
Music Provocation Magery Meditation Animal Taming Animal
Lore Veterinary Stats: 100 25 100 SDI
This template is pretty hard to attain,
and is practically the definition of overkill. With both Taming and Barding,
this is the closest thing to invincible (in PvM at least) as one gets in UO.
What a Dragon can't kill, a few well placed provokes will take care of. This
will practically guarantee that no monsters ever gets the upper hand vs your
pets. However, with all the power in this template, there is little need for
the player to have any skill. The only challenge with this template is actually
attaining it, as Taming and Provocation is quite time consuming to GM. The risk
is that you will be bored soon. You have been warned. . .
If you attain this template you need 100
Strength to carry all gold. Rarely will you have the need to even cast a
Greater Heal or use Magery offensively. So all you need beyond carrying
strength is at least 40 mana to Gate your pets around. If you get ambitious 100
mana looks nice.
Treasure hunter mage:
Music Provocation Magery Lock picking Cartography 6th Skill, see
end of section (Meditation recommended) 7th Skill, see end of section
(Evaluate Intelligence recommended) Stats: 100 100 25 SDI
Most Treasure Hunter Bards are Mages. If
you really want to, you can be a Warrior, but with only 200 (300 if you leave
out Magery, but then you must find an alternate way of removing the
traps).skill points left it will be a weak Warrior. Choose your support skills
wisely and with skill, you will be able to do a level 5 treasure chest solo.
Before attaining character, you might want
to add Item ID and let it decay as the other skills increase. Digging chests
will give you plenty of items you need to ID. When not digging treasure chests,
this template can net some nice gold emptying the chests around the powerful
spawns in dungeons.
With PvM being your focus, you don't need
balanced stats. Go for maximum hit points and mana.
Support skills: There are many
useful skills and some not so useful. Which skills are useful is determined by
your playing style, how you plan to use your character and what other skills
you choose. Magery, Music and Provocation are the 3 must have skills on any
Bard template, this leaves you with at least 4 other skills. Most of the time,
the specific template you are aiming for makes the choice of support skills
obvious. Some support skills has already been included in the templates. What
follows is a brief run through on the support skills that are optional in one
or more templates.
Desirable Bard support skills:
- Meditation
- Evaluate Intelligence
- Wrestling
- Resist
- Hiding
- Lock Picking
- Peacemaking
These skills will all add to your Bard
template, but you cant add them all. Here are some things to keep in mind when
choosing:
Meditation: If you depend on
mana to support your Barding, Meditation is your friend. Whether you use Magery
to kill off your opponents or to manipulate/evade a spawn you only have so much
mana. . . The speed of regeneration depends on your intelligence, so if you
have low intelligence, you may want to consider another skill.
Evaluate Intelligence: This
adds some serious punch to your attack spells. It fits the offensive player
that relies on Magery to kill off whatever survives Provocation. It is also
useful to have for the occasions when you have to fight a solo monster.
The above skills are best used in
combination as they support each other quite nicely. However, don't be afraid
to choose just one if your template is tight. For quick burst of high damage
potential Evaluate Intelligence is your best choice. For staying power, go with
Meditation.
Wrestling: Most of the time,
Bards will not use a weapon and thus any melee attack will check vs. your
Wrestling skill. This is especially true if the Bard depends a lot on Magery
and has a not so fast connection. Wrestling is a big life saver, so don't
underestimate it. The facts are plain. With 0 Wrestling you will be hit 100% of
the time. This is annoying with Mongbats or Orcs, but where you want to go,
melee damage can be deadly (think Shadow Wyrms or Terathan Avengers). With GM
Wrestling you will be hit less than 50% of the time (actual percentage depends
on the skill of the monster), so the benefit is clear. Don't go 70 or 80 in
this skill. Either go with GM or drop it completely. If you have a fast
connection and you feel confident you can be successful with an aggressive
playing style, feel free to add other skills instead of Wrestling. But if you
wish to build in a good defense into your template, Wrestling is an excellent
choice.
A Warrior Bard will be holding a weapon
most of the time, and will only really need Wrestling when casting spells. Bard
Tamers have it easier in that their Pets can deflect unwanted attention.
However, Monsters have been known to retarget, and being caught close can be
lethal. So while Wrestling would be nice to have for both these templates, they
need other supporting skills more to really be able to afford the luxury of
this skill. Ah to have 800 skill points. . .
Resist: What Wrestling is for
melee Resist is for magic attacks. No spell casting monster will open up on you
before some damage has been done to it. Any good Bard knows this and makes sure
that monster spells are used against other monsters by a few well timed
Provokes. Nevertheless, in many spots close contact with monsters is hard to
avoid, and some monsters likes to retarget. If they do, Resist can come in very
handy. However, Bard templates are tight as it is, so only choose this
supporting skill if you feel that you will be hit by spells a lot. A good Bard
is always prepared and often, a Greater Heal potion used at the right moment,
can do the trick instead.
Hiding: A useful all around
skill. Its defensive in its nature as noone can attack you while you are
hidden. Unlike Invisibility (from spells or items) which is limited in
duration, Hiding lasts until you are Detected or you take an action which
reveals you (using most skills/items, opening up corpses, casting spells,
talking or moving covers most of the ways you can reveal yourself). You can
hide anywhere as long as you are not targeted. If you are, you need to break
the Line of Sight or make sure there is a certain distance between you and
whatever targets you. At GM Hiding you need 8 tiles.
Its main use in Barding is to loose
unwanted attention from surrounding monsters. If your template is tight, you
can use the spell Invisibility or items with Invisibility charges with the same
result.
Lockpicking: In most dungeon
settings, and definitely around the powerful spawns, chests spawn which can add
to the already impressive earning power of a good Bard. Its also a required
skill for any Bard which plans to do Treasure Maps. This skill will not help
you stay alive, nor kill anything. Only add Lock Picking if you are confident
your other 600 skill point are sufficient to take care of that.
Peacemaking: Peacemaking has
been discussed in an earlier section. Its a defensive skill used to stall
monsters, either to escape or to buy time to set up a Provocation.
Hiding/Invisibility does the same thing, with the added benefit of not messing
up any Provokes you may already have set up nearby. However, Peacemake cannot
be interrupted and has a shorter skill delay on success. Add it if you want
more defensive capability in your template. How to Play:
Having a character is just the beginning,
much like getting a drivers license doesn't automatically make you a race track
driver. What follows in this section, are some guidelines on how to play your
Bard to its full potential.
Basic knowledge about Barding:
To use Provocation you need to know some
fundamental facts about how the game works.
Skill Delay Timer: One of the
major limitations are the skill delays on Peace/Provoke.
Bardic Skill Delays:
| |
Succeess: |
Failure: |
| Provoke |
10 seconds |
10 seconds |
| Peacemaking |
5 seconds |
0 seconds |
This means that if you fail whatever you
attempted, it's going to be a while before you can attempt any skill again. 5
seconds may not seem like much - until you are boxed by a Terathan Avenger or
two. Don't ever rely on your Bardic skills as your last resort, always plan
ahead some escape route or means to avoid whatever is chasing you. This is a
time when magery comes in very handy with, say, Teleport, Paralyze, Paralyze
field and Invisibility. Simple running around can often do the trick, but some
locations are tight and sometimes additional spawn zooms in on you. But more on
this later on.
LOS: LOS, or Line-of-sight is
something that all Bards need to be very aware of. A long time ago, Bards could
use their skills on monsters through walls, essentially never exposing
themselves to danger. So the designers, put LOS into the game to balance Bards.
As a result, spell casters and Bards needs to take LOS into consideration. You
cannot target anything that you cannot see. You always need a clear LOS between
you and your target. If you target something without the LOS established, you
will need to wait for the skill delay to reset. However, LOS only matters
between you and whatever you target. You don't need to have a free LOS between
the targets themselves. This means you can Provoke two monsters on either side
of a corner.
Looting Rights (and Fame/Karma):
You will only get looting rights if the monster you provoked killed the
other monster you provoked onto. So make sure you Provoke the stronger monsters
onto the weaker. If you Provoke two equal monsters onto each other, you can
either Provoke both ways, or use secondary skills to kill off the monster you
provoked, should it loose.
Respawn: This is a basic, but
pretty important aspect of hunting in UO. If you kill something, it will
respawn. Often sooner than later. Sometimes this is what you want, but there
are also times when you don't want this. Good examples would be all lesser
monsters which are there just to annoy you. Think scorpions in Shame 1 or
Terathan Drones etc. Sometimes its better lay off killing these and make an
effort to lead them away from where you work. While they are alive they wont
respawn, and when they are someplace else they wont annoy you.
Monster AI: Monsters sometimes
always work according to a set of rules. Once you know roughly what rules the
AI works with, you can better predict what will happen. Monsters generally
target whoever is closest to them and then stick with that target as long as
they can. A previously provoked monster that kills whatever it was provoked on,
will almost always turn onto the closest player/pet it finds. However being the
weakest character nearby (lowest str) can make monsters choose you.
Whatever a monster targets, or whatever
targets it, ends up on its hate list. Doing damage to a monster will land you a
spot on that monsters hate list. The more damage, the higher you are placed on
its list. Monsters almost always attack whatever is on top of their hate lists.
So if you aren't on the list you can safely stand beside the monster and it
will ignore you. At least until it looses track of whoever it is targeting or
until it gets low on hit points and enters "panic mode". What does all this
mean? If you are a Bard Warrior, you might want to wait before engaging in
melee with that Terathan Warrior you just provoked onto another. Chances are,
you will be back at the of its hate list again real quick unless you wait a
little.
Another thing this means, is that its
better to Provoke creatures close to each other. That way they will quickly
close and start raising their hate for each other. Its very common to see a
Bard Provoking two monsters onto each other while they are far apart. In the
time they take to close to each other, they will sometimes forget about
whatever they were provoked onto and retarget the Bard. Since non spell casters
can't damage each other while closing in, they build no hate for each other.
Make sure you stay out of their sight if you want to do some long range
Provocation (i.e. Invisibility or breaking their LOS with you). Provoked
monsters don't retarget if they don't have anything to target. If one of them
"forgets" and heads for you, simply hide/go invisible and it will go back to
its old target.
Some monsters doesn't always set their
hate lists according to damage done to them or whoever they targeted initially.
Powerful monster who can kill in a few hits, Demon-and Dragon kin most notably,
tends to target whoever is moving close to them. This means that you don't want
to move around a lot while being within approximately an 8 tiles radius.
However, teleporting works fine and doesn't seem to catch their attention.
Also, once you get the hang of how
monsters path find, it will be easier to lead them to wherever you want them to
go, or to avoid them if you need to wait for the skill delay to be reset.
Monster retarget on a cycle (most monsters
seems to have a cycle of roughly 12 seconds, although this may vary from
monster to monster). This is why you can run past one monster and it will
ignore you, but another will go for you almost instantly. This has little
impact on how you play, but if you plan on using Peacemake this is worth giving
some though. The Peacemaking delay when successful is only 5 seconds. If you
Peacemake a second time it will often last longer than the first time.
Keep your eyes open and observe how
monsters act. It will make you a better Bard.
Spell casting Monsters: Spell
casting monsters don't cast spells until they are double clicked on, or done
damage to. So, as long as you don't do this they will just follow you. If
someone else does just a little damage to a spell casting monster that is
targeting you, chances are they will not go to the top of the hate list. That
leaves you there. And now that the monster has been damaged. you can expect it
to open up on you. Sometimes, when many spell casting monsters are targeting
the same player, grief players, run up and damages all of them just a little.
The net effect can be a barrage of spells that occasionally kills the player
that was chased. Be careful and be ready to heal if this happens (pretty rare).
Auras: Some monsters do damage
to everyone standing next to it. Most of these are Snow creatures which radiate
cold damage, but some creatures, like the Phoenix, radiates heat instead. Any
aura creature that is currently fighting something else will retarget whatever
it damaged with its aura. This makes it practically impossible for a Warrior
Bard to melee one of these creatures while Provoking it onto others. So Bards
have even better reason to stay their than most. Bard Tactics:
Spawns are very different, some are easy,
some are hectic. Some give good gold, some give a good challenge but crap loot.
Some are crowded and others are left alone by other players. Some monsters,
mainly in Khaldun cannot be provoked. Since Provocation is your main weapon,
choose spawns that spawn more than one creature. What are you going to Provoke
a lone Balron or Lich Lord on? It sounds basic, and it is. Choosing location
for your Barding is important. Don't just wander aimlessly looking for monsters
to Provoke. Know the spawns and choose one that suits your goals and playing
needs.
Provocation is a very powerful skill, but
more often than not, most of its power comes from how you use it, not the skill
itself. The tactics you use as a Bard can make the difference between a rich
and happy Bard and a dead one. If you don't need tactics to dominate your
spawn, chances are you need move on up from that Mongbat spawn to something
more challenging (and fun). There are three basic tactics when you Provoke, the
Spar, the Duel and the Sacrifice. Some spawns just require one tactic, while
more complex spawns require you to use all three, sometimes in a certain order,
in order to control it.
The Spar: The Spar is used to
get rid of unwanted attention from excess spawn. Some spots are home to a horde
of monsters and it can be a bit too much when they all target you at the same
time. Buy yourself some time and Provoke two monsters of equal strength onto
each other. The longer they take to kill each other the better, and if done
with the right monsters, they will in effect be sparring each other rather than
really fighting.
The Duel: The Duel tactic is
very similar to the Spar. Provoke two monsters of similar power onto each other
as before. The only difference is that the power of these monsters are such
that they will kill each other off in a decent time. Use this, not as much to
buy time but as a means to kill. Some spots spawn monsters in pairs, like the
Efreet room in Fire dungeon. Other spots make it possible for you as a Bard to
set up multiple duels (Covetous Lich Room or Wind for example). To end Duels
faster, and to deal with the victor of any duel, use your secondary skills.
The Sacrifice: The Sacrifice
tactic only use is to kill quickly. You Provoke a very strong monster upon a
weaker one. More often than not, your goal is not really to kill the strong
monster, but to use it as your weapon against the rest of the spawn. In a way
your Bard becomes a High Priest that herds the weak in sacrifice to a hungry
Deity. As your reward, you collect the loot of those sacrificed. Just make sure
you have enough "lambs" around, or the "Deity" will turn upon you. Be prepared
and don't ever lag when playing the Sacrifice tactic.
These tactics are used by any good Bard,
whether aware of it or not. Being aware of what tactics you use can change how
you control a spawn significantly. If you use a Multi Sacrificing tactic in a
spawn, you may find that the skill delay is too long too keep the stronger
monsters occupied. Try buying some time by setting future sacrifices on Spar
and then Duel some of the stronger monsters ("Deities"). Once you can keep up
with the respawn, you can start Sacrificing the Sparring monsters again.
Peacemaking is primarily a defensive
skill. If you become good at setting up Spars, there will be few situations you
can't control. Remember that any Spars and Duels you may have set up nearby are
lost when you peacemake. Therefore the best use of Peacemaking is when first
entering a crowded spawn. Simply Peacemake while you pull up the health bars of
the creatures nearby and leisurely decide which pairs you want to Provoke. To
most Bards this is more of a convenience than necessity. However if you do have
Peacemake in your template use it to its fullest.
If you arrive and find the spawn very
scattered, you can run around to attract everything onto you. Once you're
satisfied, place yourself where you want everything to be when you start
Provoking, then Peacemake them. Since everything that's was Peacemade will go
to where you stood, you can simply move to where you want to start Provoking
and play your instrument to your hearts content.
In many cases Peacemaking is being used as
a means to escape a tight spot. If you have Provoked creatures fighting each
other nearby, you should consider using Invisibility or some other means of
escaping (like Teleport). Otherwise, all the monsters you had already Provoked
will be free to go after you again, effectively returning you to square one.
With practice you wont need to rely on Peacemaking in emergencies.
A few things to remember about Peacemaking
is that you will never kill any monsters (however, depending on the situation,
you may well kill other players when the peacemade monsters retargets). Use the
skill with care, lest you accidentally kill players nearby. Regardless of your
playing style, it's a fact that its harder to be an efficient Bard when people
come back in a bad mood and hell bent on getting back at you. Make sure they do
because something you intended, and not because you didn't know what you were
doing. When Provocation is not enough:
Provocation is not a panacea, and besides
it's more fun to go places where you get a real challenge. Using your secondary
skills will become more important when you do.
Be a local: The first rule of all
hunting is, be a local. Which areas are open, which are cramped? Safe spots
nearby? Where will you have LOS problems, what spawns where? Any locked doors
in the area? Good places to makr runes? Other players around? Is there a risk
of a being visited by PK:s? Obviously, its hard to know an area before you have
been there, but your top priority that first time in a new hunting spot should
be to know these basic things about it before you leave.
Don't get caught: In some
areas, you may be chased down narrow passages and/or risk being trapped.
Anticipate these situations and make sure you have the time to prepare.
Now you see me, now you don't:
Invisibility or Hiding are useful ways to evade unwanted attention and to
buy some time. Don't wait until the monsters are breathing down your neck,
predict what's happening and pre cast the spell so you don't get interrupted.
Invisibility is extremely useful, but be careful, as monsters sometimes reveal
you if they target you with a spell just when you go invisible. If you have a
hard time putting enough distance between you and the monsters to successfully
hide, try teleporting and then immediately hide. Another way to get a hide in,
is to break the LOS around a corner or with a Wall of Stone. Hiding does not
have a duration so sometimes its worth using the skill over the spell in this
way. Just remember, using any Bard skills while hidden/invisible will make you
visible again.
Poof: Teleport is another
useful spell to escape in tight spots. If you know the terrain, you know better
than to lead a train of monsters down a dead end, corridor or towards a locked
door (or the annoying bugged "multi doors"). If you, for some reason do, don't
panic, just pre cast Teleport and let them close in on you, then Teleport to
freedom. If you cant Teleport, stand at one side to lead the monsters to that
side of the passage, then make a run for it on the other. Be prepared with
Total Refresh should they block you anyway. This is not a good idea if it's a
Balron, but works pretty well with most monsters.
In some spots there are ledges, roofs,
fences or other safe spots which can be reached through Teleport. Use it to
loose unwanted attention and buy yourself some time.
Keep the distance: Paralyze is
a good way to buy yourself some time, either to reset the skill timer, or wait
for something to spawn so you can Provoke. If you are chased by a several
monsters you have the option to use Paralyze Field instead. Powerful monsters
have pretty good resist and wont be paralyzed for long. Paralyze field lasts
longer than the Paralyze spell.
Create your own barriers: If
you need time, you can consider Energy Field. It costs 40 mana, but will last
45 seconds. You have a free LOS so you can use Bard skills on targets on the
other side, or use spells for that matter. However, you cannot Teleport
through. Wall of stone costs only 9 mana, and lasts only 10 seconds, and there
is no LOS through it.
Even the playing field: Another
way to buy more time, or to equalize bad odds is to summon a Demon or two, and
have the monsters attack these while you sort out the Provoking. Do this before
arriving in a busy spot, or summon them in a quiet spot and lead them where you
want to work. Summoning in a busy spot takes too long and can make you a
sitting duck. Blade Spirits are good allies either to equalize the odds, to
distract attention, or just to speed up the killing. Don't forget you can
Provoke monsters onto your summons.
Remote Control: Telekinesis can
open and close doors from a distance, which may be preferable to opening or
closing manually. This comes in handy if there is a Balron answering the door,
for example.
Supercharge yourself: Magery
also provides all the benefits of buff and protective spells. At GM Magery,
Bless or Strength/Agility/Cunning will add 11 to your stats. Having Reactive
Armor on a Mage Bard gives you a little more margin if you happen to brush a
little too close to a powerful monster. Protection decreases the risk of
interruption. (Remember, that for RA and Protection, to be of any use, you need
at least one of Evaluate Intelligence/Meditation/Inscription in your template.)
Arch Protection increases AR and does not slow down Meditation.
If you cant keep up your mana
regeneration, cast Cunning or Bless. 11 extra Int will increase passive mana
regeneration through Meditation by roughly 20%. Also a Bless or Strength spell
is a wise precaution around hard hitting creatures so you get a little more
margin if that Balron comes to close for comfort.
What to bring:
- Make sure you carry an instrument
(newbiefied) on you at all times. Without an instrument you are useless as a
Bard.
- Reagents for utility spells and to kill
off monsters, as needed.
- Runebook. Make sure all the places you
usually go to are here, having charged the book will make recovering from
untimely deaths easier.
- GHeal, GCure and TRefresh potions. Add
a couple of GStrength as well, with all the loot you will be hauling, you will
end up heavy. Dying because a monster cast weaken at the wrong moment is just
embarrassing. TRefresh are needed if your stamina drops to 0 (the Executioner
NPC in Wrong is but one place where this can happen) or when you need to shove
through monsters/players.
- Trapped Pouches. Balrons, Terathan
Avengers, Poison Elementals, Lich Lords and many other, cast Paralyze at times.
Not to mention PK:s. Be sure to hot key them using the Use Once feature in UOA.
- A Mount (required). The added speed
will give you an extra second to get a Provoke off in a tight spot. Don't be
cheap, a horse is only 600 gold or so. An ethereal mount is even better.
- Leather armor is not a bad idea,
especially if you don't have a speedy connection. (A Warrior Bard should have
heavier armor though.)
- A Bard Warrior should bring whatever
he/she needs as a warrior.
- A Bard Tamer brings his/her pet and
bandages for bandaging the pets.
- A Treasure Hunting Bard should bring a
lock pick and a shovel/pick axe when digging a map. Lock picks are good to have
if you come upon a chest in a dungeon.
- If you need them, items of Invisibility
or Teleport can be life savers in tight spots.
Where to go:
There are many areas where you can go and
have fun as a Bard. Below is a list of a few good spots sorted into three
categories for your convenience. There are many more, so don't be above a
little exploring.
| Loot: |
Challenge: |
Relaxed: |
| Shadow Wyrm (Destard 2) |
"Hell" - Ophidian Spawn near the
Nightmare spawn in Terra Keep (Trammel) |
Fire Dungeon (Efreet Room, Demon
Room, Lich Spawn) |
| Dragons (Destard 1) |
Wrong 2 Executioner Room |
Elder Gazers (Shame 3½) |
| Terathan Keep Balrons
(Felucca) |
Ophidian Court Yard (outside the
Mansion in the T2A Desert) |
Ogre Lord Island (Despise 3) |
| Terathan Keep |
Shame 3 (Poison Elemental vs. Airs,
Earths and Fires) |
Khaldun (Spectral Armor, relaxed
but beware of the occasional Pk) |
| Fire Dungeon/Deceit 4 Lich
Lord |
Covetous 3 Throne Room |
Demon Temple on Fire Island |
Treasure Hunting Bards:
This template works pretty well in normal
dungeon settings as well. Be sure to bring lock picks as chests can be a
profitable source of income. Don't forget to check for traps using Telekinesis
on the chest from a distance (some chest have multiple traps). Be vary of
cramped and crowded areas if you did not add wrestling to your Treasure Hunter
Bard.
When digging up a map there are a couple
of things any Treasure Hunter will benefit from knowing. The initial spawn of a
level 3 map and higher, can easily kill the digger, almost instantly (imagine 4
angry Ogre Lords next to you and you get the idea). To avoid this, have
Teleport pre cast and target it right when the spawn appears. Then run and cast
Invisibility onto yourself (or have a boat you run to a boat if the chest is
near a coast) . Then you can return and deal with the spawn at your leisure,
using the Bard Tactics described here. Peacekeeping is an option. But don't
depend on it, as things can get ugly if you fail.
After emptying a chest, you can often
"milk" the chest for more spawn by moving around an item in the chest (be sure
to keep an item left till end; if you empty all, you cant't put anything back).
Typically this will leave you to fight single monsters, making Provocation
useless (unless there are local spawn that can be used) so be sure you have the
capability to kill monsters without Provocation.
All level 4 and 5 maps are on islands.
This means that you can always have a boat nearby, should the spawn prove too
much for you. However, if you apply the tactics outlined here and if you use
your supportive skills well, most spawns should be fairly quickly dealt with,
boat or no boat.
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