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Yeah, I can see that and I already noticed how the class is potentially a great buffer/debuffer.
Do you think Lore was a good decision? It feels like fighter bard should be more geared towards DEX instead of CHA?!
They're especially good at crowd control and buffing the party, which lets you dominate battles even at higher difficulties or when underleveled a bit. After all, a lot of battles have you severely outnumbered.
They fit any team composition and can act as the main character for dialogues.
So, while the bard isn't the best at any particular task, they are good at just about everything and that flexibility makes them useful all the time.
Yeah true, that's what they feel like.
I only hope that higher levels grant me better buffs for my music points (the music notes) as buffing for one attack/defence feels good but a little "lacking" after a while.
Give the lore bard two hand crossbows and use them to pick off low HP enemies. Otherwise the bard is there to buff and summon.
Uhh very good idea (weapon choice).
Why summon tho? I wasn't offered any summon spells yet?!
Bards also can fill in the gap to be your grenade/barrel/scroll/wand/etc toy user instead of trying to be an archer or dual wielder squishy.
Bards can also be an excellent multi-class choice, with cha heavy characters able to excel as warlocks (pack of the blade on oddball weapons that no one else wanted but which were awesome and reset your own spells with that short rest), paladin, or a sorcerer who can heal the party some.
I didn't even mention inspiration, which is of course a key tool in all kinds of situations.
The trouble is that you need a PLAN to shine as a bard. Your choice of race matters (weapons? armor? cantrip? something else?) as does your stats (what besides cha? Dex is usually right, but wis for scouting or str for melee + some con all are valid). What is your role, healer? Semi -mage? buffbot? Toy user? These choices need to play off each other and give you a solid build that reinforces itself.
For a Lore Bard, you're a bit less of a fighter and you're more like a support mage. You get an ABSURD number of skill proficiencies so you can do pretty much anything, you can get extra outside spells to supplement your spell list with whatever looks good, and where some spellcasters don't always have great ways to use bonus actions and reactions, you get to use them giving buffs to allies and debuffs to enemies.
So yeah, kinda like a tankier wizard that passes all the skill checks in the game and has heals, which is pretty sweet.
I liked how you can convince 2 minibosses in Act 2 to kill themselves. Get all the XP and loot in 3 dialogue choices.
Bards strength is doing everything others do almost as good and some stuff even better. like support/utility. I went with 10 swords bard 2 paladin and it wrecks so hard. You play it as a ranged char with meele capabilities.
swords bard gives you double attacks with ranged weapons. So you fire 2 projectiles with 1 action. You also get extra attack so you can do this several times. You could also go 2 warlock if thats your flow but it might suit better with lore bard.
Counter spell is such an awsome reaction ability very much a must if you dont have any1 else in the team with it.
If you want a more support oriented bard you could go with a cleric level as well for some extra utility.
Another + as a Bard is having an extra short rest and the obvious inspirations and just being able to do it all.
Then I put 6 points into Bard, Sword College, for the extra attack in melee, and 4 points into Sorc. Could probably put that into bard instead and go 10 bard 2 warlock or some other combo, the sorc was only for the CC
I was hitting stronger in melee with my off hand attack, than any melee combo I tried with lae'zel and she was using a 2 hander and had 25 STR where I had only 23 CHA. All because of the 2 points in warlock / pact of the blade and 6 points in bard. Using mace of devotion(level 10 cleric divine intervention 1 time spell choice) for main hand and the sword from Orin as the offhand