Bard:
Bards use songs or dances to cause effects, often strengthening the party or weakening the opposition through temporary stat reduction via the Sing command. They generally equip harps as weapons. Some Bard incarnations have the ability to Hide from the enemy. This command is mainly inserted due to the Bard's low physical abilities. A variation of the class, the Dancer, uses special Dances to cause status effects or damage to enemies on a battle field. Unlike songs, the result of a dance is usually random. Other variations include Moogles, Songstresses, and members of royalty. Bards have MP regeneration songs and stat boosting songs. (In some games) Bard and Dancer are the only male and female (respectively) unique classes held by generic units. Dancer uses TP points to carry out dances which have varying effects and can be played as a front-line healer because of its restorative dances. -Can maybe cure/dispel (magic).-
To make things quite a bit more complicated, there are two types of
instruments. Wind instruments, like the flute and cornette, and string
instruments like the harp. Wind instruments have a tight range, and string
instruments have a much larger range. Thus, if you're playing paeon and
trying to cover the whole party, you should equip a stringed instrument.
Likewise, if you're playing minuet, you should probably equip a wind
instrument.
Armor: Cloth
Bards channel/cast songs, songs take a bit to take effect.
Burst Moves: A barrage of musical notes...
Forms of Steady Damage: None
Utility Moves: Buff, Debuff, Heal
Buffs: Damage Amplification Buffs, Mana Energizers
Debuffs: Damage Reduction Debuffs, Movement Speed Debuffs (with CDs)
Healing: Song of Healing (3 Sec Channel) Healing Notes (HoT with CD), bard is a backup healer only, usually really to defend himself
Surviving Buffs: Magic Note Shield (Reduces damage taken by a set percentage, has charges, this will be the skill that makes people say "KILL THE BARD FIRST, NO1 IS GOING TO DIE UNTILL THAT BARD DIES")
Trees: PvP (Survival, Buffs/abilities amplifications), Healing/Energizing (More power to heals, energizers)
Stats:
Int: Increases mana.
Charisma: Increases spellpower/tone.
Tone: Quality of sound. This amplifies spells.
Volume: Range
Playability: Chances of making a mistake.
*All Scales with Spell Power* - Meaning the more spell power the more it buffs/debuffs
Simple Skills: (numbers will be changed depending on whether they are too weak or too powerful, this is a *foundation*)
Inspiring Song: The upbeat and happiness imbedded in this song inspires everyone around you, increasing their damage by 10%
Catchy Beat Song (or talent): The rhythm and beat of this song makes everyone around you get funky increasing their melee and spell haste by 5%.
"Booing" Noise: Creates a cone of sound in front of the caster, taunts the opponents with a demoralizing sound, decreasing their happiness and frustrates them, damage decreased by 10%
Soothing Melody: (1.5 sec channel) Plays a southing song, rocking the target to sleep, the target sleeps for like 10 seconds. will be used for cc'ing garenteed.
Squeak (Flute/wind instrument): Creates a harsh high pitch noise, slowing the movement of opponents (and maybe allies) around the area.
Amplifiers:
White Note: Casts a white note over the target, amplifying any holy healing taken by 5%, but increasing holy damage taken by 10%.
Black Note: Casts a black note over the target, amplifying any shadow healing taken by 5%, but increasing shadow damage taken by 10%
Blue Note: Casts a blue note over the target, increasing frost damage taken by the target by 10%
Green Note: Casts a green note over the target, amplifying any nature healing taken by 5%, but increasing nature damage taken by 10%.
Yellow Note: Electric
Red Note: Fire
Fun Spells: Make everyone burst into dance.
Reading the Skill/Spell Lvl guide of: http://www.ffcompendium.com/h/faqs/ff11bard.txt
Buffs/Debuffs: Def, Att Power, HP5, DoT Damage (on enemies), increase friend resistances vs poisons/disease/magic/curse, decrease enemies resistance against magic schools, increase friend accuracy, increase friend evasion, increase friend silence resistance, increase charisma (i guess that's spell hit), increase "Party Mind Up," increase MP5, increase intelect, increase agility, increase attack rate (haste), increase vitality, ranged accuracy (single target), increase dexterity, increase sleep resistance, dispel magic, increase strength, decrease enemy attack rate (haste), blind resistance (blind could be a decrease of accuracy rather than a cc), petrification resistance, resurrect, movement speed increase (high lvl skill), charm enemies.
List of instruments from the same source:
This helps:
Bards use songs or dances to cause effects, often strengthening the party or weakening the opposition through temporary stat reduction via the Sing command. They generally equip harps as weapons. Some Bard incarnations have the ability to Hide from the enemy. This command is mainly inserted due to the Bard's low physical abilities. A variation of the class, the Dancer, uses special Dances to cause status effects or damage to enemies on a battle field. Unlike songs, the result of a dance is usually random. Other variations include Moogles, Songstresses, and members of royalty. Bards have MP regeneration songs and stat boosting songs. (In some games) Bard and Dancer are the only male and female (respectively) unique classes held by generic units. Dancer uses TP points to carry out dances which have varying effects and can be played as a front-line healer because of its restorative dances. -Can maybe cure/dispel (magic).-
To make things quite a bit more complicated, there are two types of
instruments. Wind instruments, like the flute and cornette, and string
instruments like the harp. Wind instruments have a tight range, and string
instruments have a much larger range. Thus, if you're playing paeon and
trying to cover the whole party, you should equip a stringed instrument.
Likewise, if you're playing minuet, you should probably equip a wind
instrument.
Armor: Cloth
Bards channel/cast songs, songs take a bit to take effect.
Burst Moves: A barrage of musical notes...
Forms of Steady Damage: None
Utility Moves: Buff, Debuff, Heal
Buffs: Damage Amplification Buffs, Mana Energizers
Debuffs: Damage Reduction Debuffs, Movement Speed Debuffs (with CDs)
Healing: Song of Healing (3 Sec Channel) Healing Notes (HoT with CD), bard is a backup healer only, usually really to defend himself
Surviving Buffs: Magic Note Shield (Reduces damage taken by a set percentage, has charges, this will be the skill that makes people say "KILL THE BARD FIRST, NO1 IS GOING TO DIE UNTILL THAT BARD DIES")
Trees: PvP (Survival, Buffs/abilities amplifications), Healing/Energizing (More power to heals, energizers)
Stats:
Int: Increases mana.
Charisma: Increases spellpower/tone.
Tone: Quality of sound. This amplifies spells.
Volume: Range
Playability: Chances of making a mistake.
*All Scales with Spell Power* - Meaning the more spell power the more it buffs/debuffs
Simple Skills: (numbers will be changed depending on whether they are too weak or too powerful, this is a *foundation*)
Inspiring Song: The upbeat and happiness imbedded in this song inspires everyone around you, increasing their damage by 10%
Catchy Beat Song (or talent): The rhythm and beat of this song makes everyone around you get funky increasing their melee and spell haste by 5%.
"Booing" Noise: Creates a cone of sound in front of the caster, taunts the opponents with a demoralizing sound, decreasing their happiness and frustrates them, damage decreased by 10%
Soothing Melody: (1.5 sec channel) Plays a southing song, rocking the target to sleep, the target sleeps for like 10 seconds. will be used for cc'ing garenteed.
Squeak (Flute/wind instrument): Creates a harsh high pitch noise, slowing the movement of opponents (and maybe allies) around the area.
Amplifiers:
White Note: Casts a white note over the target, amplifying any holy healing taken by 5%, but increasing holy damage taken by 10%.
Black Note: Casts a black note over the target, amplifying any shadow healing taken by 5%, but increasing shadow damage taken by 10%
Blue Note: Casts a blue note over the target, increasing frost damage taken by the target by 10%
Green Note: Casts a green note over the target, amplifying any nature healing taken by 5%, but increasing nature damage taken by 10%.
Yellow Note: Electric
Red Note: Fire
Fun Spells: Make everyone burst into dance.
Reading the Skill/Spell Lvl guide of: http://www.ffcompendium.com/h/faqs/ff11bard.txt
Buffs/Debuffs: Def, Att Power, HP5, DoT Damage (on enemies), increase friend resistances vs poisons/disease/magic/curse, decrease enemies resistance against magic schools, increase friend accuracy, increase friend evasion, increase friend silence resistance, increase charisma (i guess that's spell hit), increase "Party Mind Up," increase MP5, increase intelect, increase agility, increase attack rate (haste), increase vitality, ranged accuracy (single target), increase dexterity, increase sleep resistance, dispel magic, increase strength, decrease enemy attack rate (haste), blind resistance (blind could be a decrease of accuracy rather than a cc), petrification resistance, resurrect, movement speed increase (high lvl skill), charm enemies.
List of instruments from the same source:
Instrument Min lvl Effect
Flute 1 Nothing
Flute +1 1 Requiem +1
Maple Harp 1 Nothing
Maple Harp +1 1 Minne +1
Cornette 4 Minuet +1
Cornette +1 4 Minuet +2
Piccolo 9 Threnody +1
Piccolo +1 9 Threnody +2
Harp 14 Minne +1
Harp +1 14 Minne +2
Mary's Horn 14 Lullaby +1 (Dropped by Stray Mary in Konascht)
Royal Spearman's Horn 20 March +1 Charisma +3 (San d'Oria Rank 2 Item)
Traversiere 32 Madrigal +1
Traversiere +1 32 Madrigal +2
This helps:
Yggdrasil wrote:well now on to instruments i have the basic outlines: Vocal, wind, reed, string(fretted), String (bowed)
early on it shouldn't make much difference they will both play rudimentary melodies.
Vocal: economic no need to buy items to progress, but least powerful
wind: powerful and ecomomic but inneficient winth mana
reed: requires replacement parts from time to time and more mana efficient that wind
String(bowed): incredibly nimble and powerful but instruments expensive and reqires extra items
String (Fretted): most powerful but most expensive often needs new strings plectrums early level instruments incredibly unreliable but makes up for meakness later on
Last edited by Kejin on April 16th 2009, 4:44 pm; edited 9 times in total