03-10-2003, 09:39 PM
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#20
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Ironworks Moderator 
Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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I will just yap about Blades, since they are my favourite Bard kit. Most of the stuff I am about to type should apply to the other Bard-types too.
- It is not uncommon for people to mention that Bards cannot sing and do something else at the same time, and this is quite a valid issue. However, once a Bard reaches level 16, the Bard can cast level 6 spells and all of a sudden, that issue becomes a non-issue; because you see... clones can sing.

- Blades were the reason why I managed to learn about the Melf's Minute Meteors Exploit. Masters of dual-wielding, when a Blade casts MMM, he/she also gets to use his off-hand weapon as a ranged weapon( introducing Crom Faeyr, the returnable throwing hammer!). Combine with Offensive Spin for truly satisfying carnage.
- Bards enable your Thief to ignore Pickpocketing, so you can better distribute their Thieving Skills elsewhere.
- Tooled properly, a Blade is just about the hardest thing an enemy can try to hit.
- Tensor's Transformation with Offensive Spin. It's good, it's very good.
- Stoneskin is vital to a Bard's success. To not take full advantage of it is to deny your Bard his/her full potential.
- Ditto for Mirror Image.
- We have covered level 2-4 and 6 spells. What about level 1 and 5 spells? Magic Missile, Spook and Animate Dead are all good choices. Spell Immunity is brillant too, enabling immunity to a school of magic. Sunfire is fun too, and applicable since a Blade will be in the frontlines anyway.

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