Glorious Alpha Two Testers!

Alpha Two Realms are now unlocked for Phase II testing!

For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.

You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.

Bard Abilities From July 2024 Livestream

Hey All,

As I did with the other classes, here are the abilities for the bard.

MELODIES

• Cheerful Melody 30m
o Nearby party members gain Cheerful Melody: Healing received increased by 20%. Also lightly heal for 15% magic power every 2 seconds.
o Melodies can be played concurrently with other abilities

• Pensive Melody (30m)
o Nearby party members gain Pensive Melody. Restores mana equal to 1+1% magic power every 2 seconds.
o Melodies can be played concurrently with other abilities.

• Epic Melody (30m)
o Nearby party members gain Epic Melody. Movement speed increases by 20%.
o Melodies can be played concurrently with other abilities.

• Cathartic Melody (30m Range)
o Nearby party members gain Cathartic Melody. Your attacks have a 25% to heal yourself for 50% of the damage done.
o Melodies can be played concurrently with other abilities.

• Menacing Melody (30m Range)
o Nearby enemies are afflicted with Menancing Melody. Increases damage taken by 10%.
o Melodies can be played concurently with other abilties.

• Flourish (15 Mana)
o Slide forward gracefully in your aimed directions and gain Pep (+20% movement speed). Can be used concurrently with any other ability.


DANCES
• Shielding Dance (25 Mana 5m Range)
o Heal yourself and nearby allies for 50% magic power every second and apply up to one instance of Shield (Temporary health of 400% of healing power) to each target.

• Nimble Dance (25 Mana 5m Range)
o Grants Nimble (+50% evasion) and Pep to yourself and nearby allies every second.

• Mesmerizing Dance (25 Mana 5m Range)
o Quickly strike a dazzling pose! Mesmerizing all nearby enemies applying Incapacitate for 10 seconds.
o Any targets with Staggered also becomes Stunned for 3 seconds.

• Maddening Dance (25 Mana 5m Range)
o Damage nearby enemies for 40% magic arcane damage every second. Damage increases with less targets, up to 60% magic arcane damage.
o Applies Humiliate to target that are Demoralized.

• Get off The Stage (20 Mana 5m Range)
o Knockback enemies in front of you with your instrument, dealing 175% magic power bludgeoning damage and applying 3 stacks of Snared that tapers off over the course of 6 seconds.

• Quick Wit (10 Mana 30 Range)
o Jest with target ally, healing for 120% magic power healing and applying Glee (heal for 60% every 2 seconds for up to 30s.
o OR
o Ridicule target enemy, dealing them 100% magic power bludgeoning damage and applying Demoralized.


SONGS
• Lovely Serenade (25 Mana 30m Range)
o Target ally is healed for 150% magic power every second. The final hit applies to Glee.
o Also applied Disarm to targets with Staggered

• Anthem of Alacrity (25 Mana 30m Range)
o Target ally gains Anthem of Alacrity. Attack speed increases by 25% and casting speed increases by 25%. Lasts 10 seconds.

• Chilling Lament 25 Mana, 30m Range
o Target enemy is dealt 75% magic ice damage and affected with 4 seconds of Chilled every second. Deals damage to Frozen Targets.

• Dark Lullaby (25 Mana 30m Range)
o Deal 50-100% arcane power of spirit damage to target enemy each second. Scales in power over the course of the cast. This damage will not wake an Incapacitated target.
o The final hit applies Stunned for 6 seconds if the target is Incapacitated.

• Discordance (20 Mana 30m Range)
o Launch a wild burst of 3 discordant notes at your target, each dealing 75% arcana power and applying Staggered. The notes will bounce to random nearby enemies dealing reduced damaged.

• Gambit (20 Mana 30m Range)
o In a daring maneuver, transfer life to or from target party member, depending on who has the lower percentage health. This ability will not reduce player health below 20% health.
o The character that loses life in this exchange gains Solace.

• Conflict (30 Mana 30m Range)
o Nearby party members gain Conflict. Increase physical power by 10%. Lasts 30 seconds. Generates Tragedy.

• Chaos (30 Mana 30m Range)
o Nearby party members gain Chaos. Magical critical chance increased by 15 seconds. Generates Tragedy.

• Saga (50 Mana)
o Complete your tale with a great finale, consuming all your current theme (ex: Tragedies). The specific saga you have access to is determined by the combination of your current Themes.
o The Apocalypse
 Conjure a scene at your location that depicts this fabled event. Enemies in front of you will hit for 150% arcane power as fire damage. Burning and afflicted with Shaken. A lingering zone of flames will be left behind dealing 30% arcane power as fire damage each second, lasting 8 seconds.
o The return to Verra
o The Silent Pantheon
o The Myth of Creation

Comments

  • XephXeph Member
    Great work! Thank you very much!
  • BarabBarab Member, Alpha One, Alpha Two, Early Alpha Two
    thank you
    The Dünir Hold Mithril Warhammers,Thanes of the Keelhaul, Dünir scourge of the oceans, Warhammer First Fleet Command of The Dünzenkell Nation, friends to the Dünir Dwarves of the Dünhold. Hammers High!
    y139ot6w1eku.png
  • ReLamasReLamas Member, Alpha One, Alpha Two, Early Alpha Two
    :o
    c3xme7oecjh8.png
    Recrutamento aberto - Nosso Site: Clique aqui
  • DamoklesDamokles Member, Alpha One, Alpha Two, Early Alpha Two
    edited August 1
    Thank you for writing them all down!

    Here are some more, that were shown briefly in the Talent Tree but were not featured:

    • Misdirection (20 Mana 20m Range)
    o Use your wiles to reduce your own and nearby party member's threat against nearby monsters by (1.000%) magical damage.


    • Wonder (30 Mana 30m Range)
    o Nearby party members gain Wonder. Increase magical power by 10%. Lasts 30 seconds.

    • Triumph (30 Mana 30m Range)
    o Nearby party members gain Triumph. Gain 10% max health and 20% base block chance. Lasts 30 seconds.

    • Joy (30 Mana 30m Range)
    o Nearby party members gain Joy. Gain temporary health equal to 10% of your maximum health. Lasts 30 seconds.

    • Destiny (30 Mana 30m Range)
    o Nearby party members gain Destiny. Physical critical chance increased by 15%. Lasts 30 seconds.


    You can also find pictures of all abilities here:
    https://forums.ashesofcreation.com/discussion/59829/all-the-bard-abilities#latest
  • After a quick look at all the archetypes' skills, one way the bard seems to distinguish itself is in the variety of status its skills can impose or transform.

    If we're looking only at the number of skills that impose a status to an enemy target, mage wins. But it's almost always elemental related. Clerics come last. (Bard 6, Cleric 2, Fighter 5, Mage 10, Ranger 6, Tank 7).

    When it comes to changing / upgrading a status, again, mages win, and again it's all about elemental status. But this time Bards are second in line, and the others far behind. (Bard 4, Cleric 0, Fighter 1, Mage 7, Ranger 1, Tank 2).

    Weapon skill ignored since open to all and not detailed enough to even begin to consider.

    Mages have lots of ways to chill, burn and volatilize their target and then exploit this. Fighters, Rangers and Tanks all have many snaring skills. And Bards... Bards have variety, both to create the opening status, or do the upgrading. I think that's how they fit the "Jack of all trades, master of none" moniker, they partner well with everyone.

    Just a summary look, and it's still early for that too, but it's seems like the archetype vibe / direction.
    Be bold. Be brave. Roll a Tulnar !
Sign In or Register to comment.