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Bard - Leveling Build: Difference between revisions

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<!--| class = Bard-->
<!--| class = Bard-->
| designed for = Leveling
| designed for = Leveling
| focus = Bard
| focus = Healer
| strengths = Great AoE DPS, Easy to Play, Great Utility, Good Self and Group Heal
| strengths = Great AoE DPS, Easy to Play, Great Utility, Good Self and Group Heal
| weaknesses = Squishy
| weaknesses = Squishy
Line 18: Line 18:
}}
}}


* {{Skill|Instrument Flute}} is just as good of a choice as {{Skill|Instrument Drum}} or {{Skill|Instrument Fiddle}}. There is no real difference between them, the only difference is in the sound coming out when you use singing skills.


==Equipment==
==Equipment==
{{Equipment
{{Equipment
| primary weapon = Steel Sword
| primary weapon = Steel Great Spellsword
| primary weapon offhand = Steel Shield
| secondary weapon = Forsaken Blades Spellbook
| secondary weapon = Steel Longbow
| helmet = Rosethorn Mask
| helmet = Academus Monitor Stechhelm
| shoulders = Rosethorn Pauldrons
| shoulders = Academus Monitor Pauldrons
| back = Cloak of Ill Omens
| back = Flayed Flesh Cape
| chest = Rosethorn Tunic
| chest = Academus Monitor Breastplate
| wrists = Rosethorn Bracers
| wrists = Academus Monitor Vambrace
| hands = Rosethorn Gloves
| hands = Academus Monitor Gauntlets
| belt = Rosethorn Waistguard
| belt = Academus Monitor Faulds
| legs = Rosethorn Pants
| legs = Academus Monitor Cuisses
| feet = Rosethorn Boots
| feet = Academus Monitor Greaves
| earring 1 = Iridescent Iris
| earring 1 = Steel Hoop Earring
| earring 2 = Iridescent Iris
| earring 2 = Steel Hoop Earring
| necklace = Steelbloom Necklace
| necklace = Steelbloom Necklace
| ring 1 = Steelbloom Ring
| ring 1 = Ring of Invocation
| ring 2 = Steelbloom Ring
| ring 2 = Ring of Invocation
| consumables = Journeyman Scroll of Adventuring Experience, Elixir of Wisdom, Fruit Salad
}}
}}


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| weapon 1 = Greatsword
| weapon 1 = Greatsword
| weapon 2 = Book
| weapon 2 = Book
| weapon 1 upgrades = Deadly Finisher Chance I, Deadly Finisher Chance II, Deadly Finisher Chance III, Finisher Damage I, Finisher Damage II, Finisher Damage III, Power Through I, Power Through II, Power Through III, Weapon Proc Duration I, Weapon Proc Duration II, Weapon Proc Duration III, Deadly Extended Finisher Chance I, Deadly Extended Finisher Chance II, Deadly Extended Finisher Chance III
| weapon 1 upgrades = Deadly Finisher Chance I, Deadly Finisher Chance II, Deadly Finisher Chance III, Finisher Damage I, Finisher Damage II, Finisher Damage III, Power Through I, Power Through II, Power Through III, Weapon Proc Duration I, Weapon Proc Duration II, Weapon Proc Duration III, Deadly Extended Finisher Chance I, Deadly Extended Finisher Chance II, Deadly Extended Finisher Chance III, Concussion, Concussion: Flexible Finishers
| weapon 1 node 1 = Deadly Finisher: Bleed
| weapon 1 node 1 = Deadly Finisher: Bleed
| weapon 1 node 2 = Weapon Training: Critical Damage
| weapon 1 node 2 = Weapon Training: Critical Damage
| weapon 1 node 3 = Weapon Training: Critical Damage
| weapon 1 node 3 = Weapon Training: Penetration
| weapon 1 node 4 = Keen Edge
| weapon 1 node 4 = Keen Edge
| weapon 1 node 5 = Weapon Training: Critical Damage
| weapon 1 node 6 = Weapon Training: Critical Damage
| weapon 1 node 7 = Deadly Extended Finisher: Wound
| weapon 1 node 7 = Deadly Extended Finisher: Wound
| weapon 1 node 8 = Crushing Blows
| weapon 2 upgrades = Deadly Finisher Chance I, Deadly Finisher Chance II, Deadly Finisher Chance III, Proc Finisher Chance I, Proc Finisher Chance II, Proc Finisher Chance III, Projectile Damage I, Projectile Damage II, Extended Finisher Damage I, Extended Finisher Damage II, Extended Finisher Damage III, Deadly Extended Finisher Chance I, Deadly Extended Finisher Chance II, Deadly Extended Finisher Chance III, Elemental Lure I, Elemental Lure II, Extra Stacks I, Extra Stacks II, Extra Stacks III, Extended Duration I, Extended Duration II, Essence Harvest, Arcane Amplifier
| weapon 2 upgrades = Deadly Finisher Chance I, Deadly Finisher Chance II, Deadly Finisher Chance III, Proc Finisher Chance I, Proc Finisher Chance II, Proc Finisher Chance III, Projectile Damage I, Projectile Damage II, Extended Finisher Damage I, Extended Finisher Damage II, Extended Finisher Damage III, Deadly Extended Finisher Chance I, Deadly Extended Finisher Chance II, Deadly Extended Finisher Chance III, Elemental Lure I, Elemental Lure II, Extra Stacks I, Extra Stacks II, Extra Stacks III, Extended Duration I, Extended Duration II, Essence Harvest, Arcane Amplifier
| weapon 2 node 1 = Special Finisher: Chilling
| weapon 2 node 1 = Special Finisher: Burning
| weapon 2 node 2 = Keen Edge
| weapon 2 node 2 = Keen Edge
| weapon 2 node 3 = Special Extended Finisher: Echo
| weapon 2 node 3 = Special Extended Finisher: Echo
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==Stamina==
==Stamina==
{{Stamina tree
{{Stamina tree
| upgrades= Sustained Guard, Sustained Guard Training I, Sustained Guard Training II, Mental Fortification, Mental Fortification Training I, Mental Fortification Training II, Empowered Guard, Escape Velocity, Escape Velocity Training II, Escape Velocity Training III, Recuperation, Recuperation Training I, Recuperation Training II, Evasive Maneuver, Evasive Training I, Evasive Training II, Springstep, Focused Sprint, Focused Training I, Focused Training II, Second Wind,  
| upgrades= Escape Velocity, Escape Velocity Training II, Escape Velocity Training III, Recuperation, Recuperation Training I, Recuperation Training II, Evasive Maneuver, Evasive Training I, Evasive Training II, Springstep, Focused Sprint, Focused Training I, Focused Training II, Second Wind, Sustained Guard, Sustained Guard Training I, Sustained Guard Training II, Mental Fortification, Mental Fortification Training I, Mental Fortification Training II, Empowered Guard
}}
}}


As a Tank, you rely a whole lot on your blocking and that for investing points into {{Stamina|Sustained Guard}} is an obvious choices to reduce stamina drain while blocking (default key E). Adding {{Stamina|Mental Fortification}} is also helpful, as it lowers the chance of being crowd-controlled (CC’d) while blocking, which can be situationally useful. However, the most important node you want to unlock as soon as possible remains the {{Stamina|Empowered Guard}} as it greatly improves your blocking efficiency.
As a Bard, avoid investing in {{Stamina|Sustained Guard}} first, as you typically rely on skills like {{Skill|Flourish}} to stay mobile rather than blocking. Your main strategy focuses on dodging and sprinting. Start by prioritizing {{Stamina|Escape Velocity}} to increase your sprinting speed in combat (default key **C**). This is crucial later on, helping you kite enemies during cooldowns or quickly escape danger.


Once you've unlocked the right side of the Stamina tree, start unlocking the rest with {{Stamina|Escape Velocity}} to boost your movement speed while sprinting in combat (default key C). This becomes especially important later in the game, allowing you to kite mobs while waiting for cooldowns or to escape dangerous situations entirely if needed.
Next, put points into {{Stamina|Recuperation}} Training and {{Stamina|Evasive Maneuver}} to boost your dodge evasion rate. These upgrades also unlock {{Stamina|Springstep}}, which improves your mobility by increasing your dodge distance.


Next, invest in Recuperation Training and {{Stamina|Evasive Maneuver}} to improve your evasion rate while dodging. This also unlocks {{Stamina|Springstep}}, which significantly enhances mobility by increasing the distance you can roll.
Finally, allocate any leftover points to **Guard Training** to reduce stamina costs when blocking (default key **E**). Adding {{Stamina|Mental Fortification}} can also be helpful, as it lowers your chance of being crowd-controlled (CC’d) while blocking, which can be useful in certain situations.




==Rotations==
==Rotations==
{{Rotation|Bunker PVE Rotation|Absorption Field, Intimidating Aura, Shield Assault, Tremoring Bellow, Ground Pound, Tomahawk, Desolate, Slam}}
{{Rotation|AOE Leveling Rotation|Cathartic Melody, Maddening Dance, Get Off The Stage, Fierce Wit, Quick Wit, Quick Wit, Discordance}}
* This is the main rotation you should use when AOE grinding mobs and playing in groups.
* This is the main rotation you should use when grinding mobs and AOE farming in order to level up quickly. Either while in a group or solo, this rotation works well in both cases.


* Start by pulling mobs using your Longbow, bringing them to your group. First you want to use {{Skill|Absorption Field}} to boost group defenses before using {{Skill|Intimidating Aura}} to both do damage and also maintain the Stagger debuff. Use {{Skill|Tremoring Bellow}} to guarantee Stagger before following up with {{Skill|Ground Pound}} to trip them and allow your team to deal damage while the mobs are tripped. Continue the rotation with {{Skill|Tomahawk}} as it deals extra damage to tripped targets before using {{Skill|Desolate}} and {{Skill|Slam}} to maintain high threat levels and keep the mobs aggroed.
* Once you've gathered mobs together using your auto-attacks, the first skill you use should be {{Skill|Cathartic Melody}}. This allows you to heal up while doing damage with your following abilities and the song plays throughout the use of other abilities. Next, use {{Skill|Maddening Dance}} to deal AOE damage to all mobs around you before following up with {{Skill|Get Off The Stage}} after stacking mobs together close enough for {{Skill|Get Off The Stage}} to hit all mobs but also debuff them.  


{{Rotation|Single Target DPS Rotation|Shield Assault, Vengeance, Tremoring Bellow, Ground Pound, Tomahawk, Desolate, Slam}}
* Finally, use {{Skill|Fierce Wit}} to deal fire damage when using {{Skill|Quick Wit}} on the same mobs. Finish off whatever remaining mobs with {{Skill|Discordance}}.
* This short rotation is meant to kill off mobs on your own with minimum effort.


* Start with {{Skill|Shield Assault}} to instantly gain Courage so you can use {{Skill|Vengeance}} instantly before using {{Skill|Tremoring Bellow}} to apply Snare on the group of mobs and also do some extra damage.


* Trip the group of mobs using {{Skill|Ground Pound}} then move behind them to use {{Skill|Tomahawk}} and deal extra damage thanks to {{Skill|Tomahawk: Trip}}. Finish the rotation and kill off the mob using {{Skill|Desolate}} and {{Skill|Slam}}.
{{Rotation|Single Target DPS|Discordance, Get Off The Stage, Fierce Wit, Maddening Dance, Quick Wit, Quick Wit, Dark Lullaby}}
* This simple rotation is used for single target DPS when fighting a mob alone. However, you should also use {{Skill|Flourish}} to help with kiting when needed.


* Use {{Skill|Discordance}} first to deal some initial damage and stagger the mob before using {{Skill|Get Off The Stage}} to trip the mob and making it incapable of attacking. Debuff the target futher with {{Skill|Fierce Wit}}, tripping them before continuing damaging the CC'd mob with {{Skill|Maddening Dance}}. Use {{Skill|Quick Wit}} two times then use {{Skill|Dark Lullaby}} to deal high damage thanks to the many debuffs applied to the mob.


{{Skill|Indomitable Spirit}}: Use this alongside {{Skill|Shake It Off}} and {{Skill|Intercept}} to regain health in a pinch. You can also use {{Skill|Reflect}} to also negate some of the incoming damage and give your healer some time to heal you back up quickly.


{{Skill|Reflect}}: Use this whenever the mob channels a hard hitting skill, allowing you to survive where otherwise you could easily die. Once you've gotten {{Skill|Refreshing Reflect}}, this will also restore your mana, acting as a great way to regain mana.
==Consumables==
While leveling, make sure to also use the appropiate level consumables, starting with {{Item|Novice Scroll of Adventuring Experience}} at level 1 & {{Item|Apprentice Scroll of Adventuring Experience}} at level 10 before working up to {{Item|Journeyman Scroll of Adventuring Experience}} once you reach level 20. Level 20 is also where you can start using {{Item|Elixir of Intelligence}} for extra damage but also extra healing amount while {{Item|Fruit Salad}} can be used from level 1 to the max level with {{Item|Chicken Salad}} being another good option.


{{Skill|Protect}}: Use this to save party members if they are in danger and at the risk of dying until the healer in your party can top them up back to full HP.


{{Skill|Aegis}}: Use this when in group after you make a pull and group mobs together if you lose aggro and party members take the aggro from you and take damage, this will redirect the damage to you and often save your party members from death.
{{Build footer}}
 
{{Skill|Fortify}}: Use this only when you have a good amount of Courage stacks. Usually before pulling a big group of mobs.
 
{{Skill|Wall}}: Be careful when using this skill as it puts up a shield and can make it awkward for allies.

Latest revision as of 21:23, 10 June 2025

Overview
Class: Bard
Designed for: Leveling
Focused on: Healer
Difficulty:
Easy
Strengths
  • Great AoE DPS
  • Easy to Play
  • Great Utility
  • Good Self and Group Heal
Weaknesses
  • Squishy

Overview

This Leveling Bard Build focuses on leveling alone through the use of multiple AOE abilities that make it much easier to push through the leveling part of Ashes of Creation while still remaining a very useful Support build that can heal itself and others when and if you'd rather play in a group, offering great buffs for everyone while also being easy to play.


Skills

20
21
15
18
19
16
17
14
22
9
23
24
13
6
8
11
3
4
5
10
12
2
7
25
1
  • Instrument FluteInstrument Flute is just as good of a choice as Instrument DrumInstrument Drum or Instrument FiddleInstrument Fiddle. There is no real difference between them, the only difference is in the sound coming out when you use singing skills.

Equipment

Primary weapon offhand
Secondary weapon offhand


Weapons


Stamina

14
10
21
13
9
20
12
8
19
11
7
18
3
6
17
2
5
16
1
4
15

As a Bard, avoid investing in Sustained GuardSustained Guard first, as you typically rely on skills like FlourishFlourish to stay mobile rather than blocking. Your main strategy focuses on dodging and sprinting. Start by prioritizing Escape VelocityEscape Velocity to increase your sprinting speed in combat (default key **C**). This is crucial later on, helping you kite enemies during cooldowns or quickly escape danger.

Next, put points into RecuperationRecuperation Training and Evasive ManeuverEvasive Maneuver to boost your dodge evasion rate. These upgrades also unlock SpringstepSpringstep, which improves your mobility by increasing your dodge distance.

Finally, allocate any leftover points to **Guard Training** to reduce stamina costs when blocking (default key **E**). Adding Mental FortificationMental Fortification can also be helpful, as it lowers your chance of being crowd-controlled (CC’d) while blocking, which can be useful in certain situations.


Rotations

AOE Leveling Rotation ↴
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  • This is the main rotation you should use when grinding mobs and AOE farming in order to level up quickly. Either while in a group or solo, this rotation works well in both cases.
  • Once you've gathered mobs together using your auto-attacks, the first skill you use should be Cathartic MelodyCathartic Melody. This allows you to heal up while doing damage with your following abilities and the song plays throughout the use of other abilities. Next, use Maddening DanceMaddening Dance to deal AOE damage to all mobs around you before following up with Get Off The StageGet Off The Stage after stacking mobs together close enough for Get Off The StageGet Off The Stage to hit all mobs but also debuff them.
  • Finally, use Fierce WitFierce Wit to deal fire damage when using Quick WitQuick Wit on the same mobs. Finish off whatever remaining mobs with DiscordanceDiscordance.


Single Target DPS ↴
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  • This simple rotation is used for single target DPS when fighting a mob alone. However, you should also use FlourishFlourish to help with kiting when needed.
  • Use DiscordanceDiscordance first to deal some initial damage and stagger the mob before using Get Off The StageGet Off The Stage to trip the mob and making it incapable of attacking. Debuff the target futher with Fierce WitFierce Wit, tripping them before continuing damaging the CC'd mob with Maddening DanceMaddening Dance. Use Quick WitQuick Wit two times then use Dark LullabyDark Lullaby to deal high damage thanks to the many debuffs applied to the mob.


Consumables

While leveling, make sure to also use the appropiate level consumables, starting with Novice Scroll of Adventuring ExperienceNovice Scroll of Adventuring Experience at level 1 & Apprentice Scroll of Adventuring ExperienceApprentice Scroll of Adventuring Experience at level 10 before working up to Journeyman Scroll of Adventuring ExperienceJourneyman Scroll of Adventuring Experience once you reach level 20. Level 20 is also where you can start using Elixir of IntelligenceElixir of Intelligence for extra damage but also extra healing amount while Fruit SaladFruit Salad can be used from level 1 to the max level with Chicken SaladChicken Salad being another good option.


Other Bard Builds
Bard icon
EasyOpen WorldPvEDungeonHealer
Bard icon
EasyPvPHealer


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