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Especially College of the Lore bards, because they can learn up to 4 more spells.
Having Command (which is a level 1 spell), on top of Fear, Silence, Hold Person, Hold Monster… add Misty Step, Counter Spell and a direct damage option (I’m partial to Lightning Bolt Upcasted to level 6 after having lured the enemy in a chokepoint…)
It’s the kind of a setup that makes a bard a monster in the field.
Yeah, you’ll not deal much direct damage (until act 3 at least, where some loot change that too), but heck, warriors and wizards are there to pick up the slack. And your clothes are too fabulous to dirt them, anyway.
I'm used to a wizard from my first playthrough, so that's that.
Thanks :)
Also, bard synergizes with fighters as well as Action Surge is reset on a short rest.
Its 2 separate characters: Wyll being the full Fiend Warlock & the player character being the full Lore (ranged caster) Bard. I haven't multiclassed this setup yet and it is already pretty strong to the point where it's practically cheesing the AI. You can effectively shut down a whole flank or the entire battle field with this combo which really makes fights very manageable.
I'm in act 2 on my Bard playthrough and my party was level 7 at the time and I wandered into a fight where the enemies were level 9 and had 5 fighters in their group. I still won the fight and they never even damaged any of my party members. It can be that oppressively strong if you can group enemies up in a bottleneck. The one downside is what are the other 2 party members going to be able to do? mages and archers cannot see into the darkness and warriors and berserkers have disadvantage on their attacks and take damage too if they enter the mist. So they generally focus on any unaffected enemies but once they are killed off you essentially gotta wait out the effect before they can get involved in any action.
Yes, I originally wrote that the Bard gets an ability which grants a 3rd short rest but I guess I erased it when I rewrote it. But that is a very strong reason for Bard synergy with both Warlocks and Fighters. Also Barbarians to a lesser extent, I think that their rage refreshes on short rest. Sadly, Wizards need to long rest to get their spell slots back. And as a Rogue Astarion could care less about short resting, but if you multiclass him into a shadow monk his ki charges will benefit from the short resting. Gale and Shadowheart are really the only 2 companions who don't benefit in a special way from the extra short rests.
This is gonna sound bad but I rarely use the inspire ability... my Bard essentially hogs all the spotlight for dialogue options so no need to inspire anyone else because the Bard can overcome nearly every dialogue option on raw skill alone. If you hate failing skill checks Bards give you the best chance to pass all the dialogue ones.
In a fight is where they feel lackluster. They will not rack up a high kill count and when they do get kills its cherry picking kills that the Warlock or the Barbarian or the Wizard softened up for them. What the Bard excels at is controlling the battlefield. The spells a Bard has access are there more for setting up other party members to get kills: Hold Person, Wild Growth, Tasha's Hideous Laughter, etc. They also have access to counter spell which is a superb defensive spell that saves your wizard from having to expend one of their spell slots to cast it. Bards are the offensive support version of the Cleric. They debuff the enemy very well and set up everyone else in the party to have free reign to deal max damage with little risk of enemy retaliation. They are invaluable in that regard.