Showing posts with label new bard. Show all posts
Showing posts with label new bard. Show all posts

Sunday, November 8, 2009

Pulling: Redux

Dulling the Axe

Most of my pulling discussions tend to be oriented toward /RDM -- not because /NIN is the devil, but because that's what I use and that's what I have fun doing. I'm not out to convert the world to /RDM. In this post, I'd rather stress the importance of the strategies that come into play when you're out to have fun while you're meriting, and the easiest ways I've found to make the transition between looking for parties and having parties look for you.

Axioms


A short set of social rules that seem to apply to every party and pulling situation:

If you take the initiative to make the party:
1. You can pull however and wherever you like.
2. You can take only people you know, and -- if you want -- only people you like.
3. You can party as long (or as short) as you like.

If you seek party:
1. You might have to advocate for your pulling strategy, or for a particular camp.
2. You'll take who you get.
3. You can still party as long as you like, but whether or not it's fun is mostly up to chance.

You can pretty much guess which situation I favor for this one.

The easiest way to have fun while you merit is to get a group together from your linkshell or to build an extensive flist of people you like to exp with. You can also ask for recommendations from your friends and try to merit in parties that are at least half composed of people you already know and like.

There's nothing breakthrough about this strategy, but I'm always surprised by how many people complain about meriting when all they do is look for parties ... instead of building their own.

Constructing a Group

Caveat: Situational. There are plenty of guides out there to exp camps. I deal mostly with merit-burn style parties.

1. A good healer. I don't like inviting healers I don't know, because a bad one will be the death of you.

2. A corsair. Not absolutely necessary, but it's good to build up a list of corsairs that you like and that like you back -- if you see one you like out in thickets, strike up a conversation, flist them, and invite them to your next group if they're amenable.

3. DD. Almost anyone will do, and I'll invite anyone if I like their company enough. Flist the ones who impress you in your best parties. If you have three strong DD, it's possible to have a good merit party with only five people (healer, bard, ddx3). If you have weak DD, it's usually better to have more/four of them and skip the corsair.

4. You. Bring pulling food of choice and your preferred subjob. Being consistent in choice of camp, pulling methods, and party setup will make actually pulling less of a hassle for you.

You'll find that the people you like will tend to make parties you like -- and that by having an extensive flist, you'll never lack for good invites. That can be both good and bad.

Good: you'll always have nice people to merit with.
Bad: they'll never stop inviting you. Ever.

Etiquette

There are pulling manners.

1. Make sure you (the pulling bard) or your leader have your camp in your seacom. All but the most rude people will check seacoms before they go to a camp. If someone doesn't have their camp commented, I consider it open -- though sometimes I'll make an effort to ask the leaders where their parties are, individually.

2. If you need to pull extra mobs from an area normally patrolled by another party, talk to their puller before you do. You might be able to come to a compromise without breaking either group's exp chain.

3. Wait for all party members to arrive before beginning a chain.

4. This is optional. Break the exp chain and restart when someone new arrives. This is a particularly odd bit of courtesy that some of my long-time friends appreciate. I prefer to ask new arrivals if they'd like me to break chain and restart for them, rather than breaking chain without explanation.

5. At bird camp -- middle or bottom -- do not pull birds from the other level, respectively, without express permission from the other puller. If you do it accidentally, tender an immediate apology to avoid the other puller embarking on a revenge-pulling contest. Most people won't care, but it's the rare few who do that will end up driving you up a wall.

6. Handle any special requests at the beginning of the party. This is why it pays to merit with people you know -- they already know what to expect from you and how you like to pull. I like my melee to kill whatever I pull first, links second. They know that and it's easier for them to make up their minds about a target in a link situation. If all else fails, designate an /assist.

Moral Gray Areas

That would be taking occupied camps or fighting off someone else who is trying to occupy your camp. I've arrived at a camp at the same time as another party, before -- but that's very rare. The usual rule is that the place belongs to whoever is there first and whoever is pulling mobs first. Whether or not you adhere to those unwritten rules is up to you.

The best way to take a camp and keep your reputation intact is to arrive and just begin pulling. Taking a camp is not and never should be a personal matter -- just business, getting yourself and your group some exp. Some people will never camp on other people no matter the situation.

Camping on another group tends to be less of an issue these days, with smnburn, chigoeburn, and increasing camp options. It used to be a much bigger problem, and part of my reason for pulling /RDM was an increased ability to both outpull another party and to defend my camp from people who tried to move in (while it was commented, no less).

I'd like to stress that this is only sometimes an issue at merit camps, but it's something that's bound to happen to everyone at least once in their career. What you do about it is up to you. FYI: there's nothing in the ToS that will give you footing with a GM, so it's up to the players to work/fight it out. XD

End Notes

These are just suggestions for forming and maintaining healthy merit parties. I leave pulling style and camp up to individual choice. It's my hope that the etiquette list will be particularly useful for new bards who may not yet know the implicit code of conduct. Adhering to a personal code will make it easier to compromise with other pullers in your area and will also make you a known quantity to other bards and other people who are frequently meriting near you in the same camp. Unless you like annoying other people and being annoyed in return, following the suggestions in the etiquette list will tend to keep your camps clear and your groups productive.

Wednesday, September 2, 2009

Why is my Lullaby resisted?

Common question! Here's a fun way to find the answer:

1. Are you using a horn or a harp? If horn, go to (2). If harp, go to (10).
2. Is your combined wind+singing skill more than 450? Lower than or equal to 450, go to (3), higher than 450, go to (4).
3. You probably need more +Skill. I suggest Choral Cuffs/Cannions (NQ or +1), Bard's Roundlet/Marduk Tiara, Wind Torque, Nereid Ringsx2, or Oracle's Pigaches. If you still get resists, and your combined skill is above 470 or so, go to (4) -- otherwise keep adding any skill gear.
4. Are you using a Light Staff or an Apollo's Staff? Light, go to (5), Apollo's, go to (6).
5. Get an Apollo's staff. If you're still seeing resists, go to (6).
6. Check your CHR stat. Is it in the ballpark of 110-120? If yes, go to (8), if no, go to (7).
7. Equip some more CHR gear. Kirin's Osode or Errant body is good for this. As is Gleeman's Belt, Jester's Cape +1, and the Omega Ring. If you still get resists, go to (8), if not go to (9).
8. Congratulations, you have all the gear and the stats ... but the mob is probably resistant or immune to lullaby. D: Resistant things tend to take very high levels of skill and/or CHR to lullaby reliably (480-500+ skill, roughly). Try your best!
9. Congratulations, problem solved! :D
10. Is your combined string+singing skill more than 450? Lower than or equal to 450, go to (11), higher than 450, go to (4).
11. Try adding some String skill gear. The String Torque is cheap. If you still get resists, go to (13), if not, go to (9).
12. You probably need more +Skill. I suggest stacking singing where possible. Choral Cuffs (NQ or +1) and Bard's Roundlet/Marduk Tiara offer the weightiest bonuses. If you still get resists, go to (8). If you rarely get resists now, go to (9).
13. Check your CHR stat. Is it in the ballpark of 110-120? If yes, go to (8), if no, go to (7).

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Note: M.Acc isn't included much in the key. But it's also helpful on resist rates. Buying an Apollo's Staff has a very noticeable effect on how often your Lullaby is resisted. I always suggest upgrading to the HQ before buying any other gear.

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Sometime in the future:
BRD on a Budget - or - What to buy if you don't buy anything else.

Friday, July 24, 2009

Haste vs. Fast Cast vs. -Songcasting

A quick summary of the separate effects:
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Haste
*Increases melee attack speed
*Decreases spell recast timers
*Does not decrease the casting time of spells, only the recast.

Applicaton: Useful for Bard Elegy and Lullaby recast builds. Elegy recast can be a problem in very fast merit parties. You have the option to use both the stronger Carnage Elegy and the weaker Battlefield Elegy to pull in a merit situation, but I prefer to keep only the stronger elegy on my macro bar. If my elegy isn't up for whatever reason, an elemental threnody is an acceptable alternative as a pulling tool.
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Fast Cast
*Decreases casting and recast times of all magic (Ninjutsu, Songs, Cures, etc.)
*Gear effects are typically labelled with the amount of -%Casting
Ex: 5% Fast Cast on the Royal Redingote = ~5% -Casting and ~2.5% recast

Application: This is my favorite effect to stack. Bard has a fair amount of Fast Cast gear. The Marduk's set is ~8%. /RDM has a Fast Cast Job Trait that gives ~5% at a subjob of lvl 15 and ~10% Fast Cast at lvl 30. These effects are not additive -- which means that ~10% is the best you'll get out of the Subjob.

Other available gear:
*Loq.Earring:
~2%
*Rostrum Pumps:
~2%
*Warlock's Mantle:
~2% (available as a latent effect while /RDM)
*The ACP body and the Moogle expansion hat can be potentially augmented to
~5% each. The hat, however, would take using two separate augments -- whereas the ~5% on the ACP body is contained in a single augment.
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-Songcasting
*Calculates as part of your casting speed, only.
Ex: Minstrel's Ring and Sha'ir Manteel (Manteel has additional 2% Haste effect that applies only to recast timers)

Application: Most useful for reducing the time it takes to buff pt members. Time spent buffing is time not spent pulling, curing, or using -na spells on PT members. In combination with Job Abilities and HQ Instruments, this stat will allow you to spend as little time as possible casting buffs that last as long as possible.
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-Song Recast
*Applies only to the recast times of songs.
Ex: Sha'ir Gages (-2 Seconds to all song recast timers) and Sheikh Gages (-4 seconds to all song recast timers)

Applicaton: The single most powerful way outside Bard JA's to reduce the recast timers of your songs. The gages are part of the Sha'ir BRD JSE set available at lvl72. The primary drawback to using the gages is losing 5 singing skill from the AF1 Choral Cuffs (and as much as 10 singing skill if they're AF+1). The general rule of thumb is to wear these when you can reliably land debuffs, and to wear the +skill when you can't. There's an (untested?) rumor that singing skill is more powerful than wind skill, which makes wearing the choral cuffs very attractive in many situations (and they're available much earlier in a bard's career).
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Conclusions
These separate effects can be used as tools to achieve a number of desirable bard goals I'll be going over in my next post. They include:
*12-second Lullaby Recast (Applicaton: Dynamis and large links)
*12-second Finale Recast (Application: Sea Jailers, the popular Lamia No.13 Assault, etc.)
*Max -Casting gear (Application: Buffing merit parties)

I'll be treating the Bard Group2 Job Abilities in a separate post on merits.

Thursday, July 23, 2009

Site Search & Forums of Interest

If you ever have trouble searching for the information you want in a forum, use Google site search. Yes, I have it bookmarked.

It works beautifully on BG, KI, and Alla without you having to log in or be a member. Just use the domain names (helpfully linked here) and enter your search terms in the second box.

*Warning: Alla is slightly more difficult to search with this method, though you will end up in the ballpark.

Basic Numbers

Things I wish I'd known before I started playing BRD.
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Song Durations
2:00 = No instrument
2:00 = +0 Song Instrument (ex. Storm Fife while not in Salvage or Assault)
2:30 = +2 Song Instrument (ex. Faerie Piccolo)

Conclusion: If you sing with a +0 instrument or the wrong instrument, you may as well have been singing with no instrument. The only difference is that with no instrument, you can only have one song effect up at a time. If you have no instrument, you are roughly as effective as someone /BRD.

Application: If you sing Marchx2 and Balladx2 in rapid succession, the Ballads will overwrite each other. Assuming your order was Victory March (2:30) - Advancing March (2:30) - Ballad II (2:00) - Ballad I (2:00) you, and possibly your healer if they were standing in range of march, will end up with Advancing March & Ballad I. It's safest to stick to Pianissimo+BalladII unless you're absolutely sure that your mages are out of range of melee songs. Or reverse your ballad order. But personally? I'm locked into the habit of casting BalladII first.

This is also the reason to buy March, Madrigal, and Minuet instruments if you never buy any others. If you are ever included in a swap rotation you will want the longest song duration you can get so that melee have songs for the full or nearly full duration of the swap.
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BRD Skill
The only number that matters is Singing+Instrument. All bard songs are calculated with combined skill. The only thing that matters for buffs is the final number. Singing skill, Wind skill, and String skill are separately irrelevant. The game calculates your effect from the combined total of your numbers. If you are using a wind instrument, that number is Wind+Singing. If you are using a string instrument, that number is String+Singing.

Application: The radius of your buff songs is determined by the level of your skill. At higher levels your songs will have a wider area of effect. Some bards have string skill sets just to ballad mages in Dynamis. When discussing things with other bards, it's also helpful to know what your combined skill number is. Any time I refer to a skill number, it's understood that the number represents Singing+Instrument.
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Valor Minuet IV Cap

Base skill at 75: 450
Needed to cap: 462 (+12)

Blade Madrigal Cap Source: Kirschy
Base skill at 75: 450
Needed to cap: 508 (+58)

Application: Functional in merit parties. Minuet and Madrigal merits will noticeably affect how your melee parse in both attack and accuracy. Consider this when you decide to merit. If you merit nothing else on bard, please consider capping minuet and unlocking Nightingale/Troubadour for swaps. These should be minimum requirements for HNM shells. Everyone should aim to hit the Valor Minuet cap, at least!

NB: These numbers assume you are using the +2 instrument. Please use the +2 instrument.
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March Tiers - Source: BG and this Blog
NB: These numbers represent Wind Skill + Singing Skill and apply only to Victory March, which is uncapped. The effect of Advancing March is capped.

The first column represents the Haste effect, and the second represents the skill level required. Remember that these are Wind Skill + Singing Skill numbers. Base is 225 Wind + 225 Singing or 450 Skill total.

56/512 : 487-505 (Tier One)
57/512 : 506-512 (Tier Two)
58/512 : 513-532 (Tier Three)
59/512 : 533-545 (Tier Four)
60/512 : 546-552 (Tier Five)
61/512 : 553- (Tier Six)

Application: You have to be wearing +37 skill to break tier one and +56 skill to break tier two. Merits are +32 by themselves. Tier one and tier two are acceptable numbers for above-average bards. Tier four can be reached with perfect gear -Gjallarhorn. Anything above tier four requires Gjallarhorn.

Conclusion: The overall effect is, unfortunately, still tiny. Break tiers for bragging rights and slightly(?) better parses. The effect of Haste and Fast Cast stacks in a nonlinear way that resembles an exponential curve. The more of it you have, the more you get out of it.

About

For the bored, the not-quite-indifferent, and the curious among the Bards of Vana'diel -- in the hope that it might entertain, encourage, and inform.

*Address any questions to saybard@gmail.com.
*Comments are welcome on all entries.