I disagree about the damage of the shout. I have a 50 bard specced 37 in music. Her shout will hit a red mob for about 110-130. If you do it every chance you get it can be used quite effectively. Who would say that an overall damage to a mob of 500+ is not useful?
Area effect mezzes can work as a last ditch effort to save a party in trouble. If it looks like the party is gonna die by multiple mobs, cast the mezz and run hopefully some will survive.
I am have enough music that my confusion has like 40% chance of attacking friend. If we get adds and there is a warden bladeturning, I'll hit the add with confusion (if I can get it to stick on a red or purp). My experience was that the party didnt have the luxury of NOT attacking the add, particularly if it went after anyone but the tank and had to be taunted off. The enchanter, particularly, used an AOE DD like it was a lower brain stem function. With confusion, the fighter could keep wailing on the add (provided he had the presence of mind to stick) and it still prob wouldnt attack the same person twice.
I disagree. AE mezz (in PvE) is IMHO best used when you are hunting in a group, and your group pulls more than 2 beasties. AE mezz buys you a lot of time when the beasties are incoming a) near each other and b) quite close near you :)
AE mezzes have a shorter duration than the normal mezzes IF you do not fully spec in music (music=level), but anyway - easier to cast one AE mezz than 2,3,4 normal mezzes.
I have found that confusion is best paired with pulsing bladeturns. I play hibernia and a group with 2 wardens pulsing the 8 second bubble (they stack now!) and a bard confusing the mobs, they almost never landed a blow through the bubbles since they kept switching targets and hitting people with bubble refreshed. Works best in large parties with multiple targets for them to choose from. Only thing is /stick is an absolute must for the fights because the little critters are running from person to person constantly. Quite amusing and quite effective. I give it 2 thumbs up!
Not to add confusion to the issue of the confusion spells, but I have heard/seen it said that: "it is hoped that this will blind players in rvr" in referance to the confusion line. If this is not yet true, then I conclude that these spells are by and large a great way to get your party killed.
Confusion spells has saved my party a couple of times as a runemaster. Especially when they attack an ally, because then they are both attacking each other, and eventually either one dies, or they both just go away and forget about the party.
Nope. Confusion can NOT be cast on enemy players (in RvR).
On one hand, it would be cool to have this spell remain useful once you get into RvR, but on the other hand, it would _really_ suck to die by your own groupmate(s) because they were confused.
Nope. Confusion can NOT be cast on enemy players (in RvR).
On one hand, it would be cool to have this spell remain useful once you get into RvR, but on the other hand, it would _really_ suck to die by your own groupmate(s) because they were confused.
Does the radius of the AE mez spells increase with the upgrades? I.e., does Captive Croud have a higher radius than Captive Audience?
One thing that I have noted is that mobs don't all agro the puller usually. That is, a puller can shoot something and other mobs in the group of the mob that was attacked can target different people in your party. This makes it hard to AE mez when one mob targets a caster in the back and your mez hits after the mob you targeted already stopped in front of the tanks.. the result is that my AE doesn't effect the mob that agroed on the caster (even tho they didn't cast anything) and requires me to target the mob behind me and cast an additional mez spell.
So it would be nice if the radius increases to help catch more mobs when this type of thing happens (I only have Captive Audience ATM, but I'll get Captive Croud in two more levels). Anybody have info about this?
Im know expert, but I believe the radius increases. My bard is currently 25th and I have music trained to 25th, I guess that puts me at captivate swarms. Up until I got captivate swarms I didn't have much luck at using aoe mezz. One thing that helps mezz them in a group, and you may have found this out already, is to set rules to your puller and group. I tell puller to fire once, because the aoe might mezz the one they pulled. I also move up to where the puller pulls from or just behind him/her, to get the chance to start mezzing at the very limit of my spell range. This gives me plenty of time to cast a second round in case the first doesn't stick. Next rule; all the party needs to stay linear to the mobs, i.e. close together lined up away so that no matter who the adds go after they don't spread out to test the limits of your aoe as much. Last rule; most important, tell your party to not attack the adds. No matter if they are hitting them or not. You can still mezz them. Unless of course they are on you, Lullaby usually cures that though. I know I didn't answer your question fully, but these are things that I have figured out playing. Other new bards out there would probably benefit from this to start with. I know I wish I had some tips when I started. :)
If there i another healerin the group and you want to liminte them to make yourself seem more useul it is great to make the monster agro that healer :-)
The Damage done by a bard's shout is not a specific number, but rather a range. The range is determined by the mob's lv compared to yours and the resistance to that type of attack. For example, (using Concussive Bellow as my example shout) as a Firbolg i have a bonus to hitting Water beetles, this means when i hit my bonus is +1, +2 ect. So when i shout at that specific mob i hit higher than normal, usually around 18. If the mob is higher than my lv, the damage is noticeably lower, usually hitting for 5 damage or so. If i was to use this shout on a gray mob, which is lower than my lv i usually hit with 25 damage.
Hope this helps when determining what path to specialize in.
Indeed, the DD shout is incredibly useful when soloing, not so useful in groups (cause the beasties are usably too high to do decent damage). Plus, you can use it to interrupt caster's :)