OrbusVR / Class 101 / Healer / Bard
+% Crit Damage
+% Crit Chance
+% Projectile Damage (to increase burst crescendo only)
First Strike (if Bard-Tanking on adds [we live in hope that this will one day be possible])
- When charged, this will boost all affected players DPS and incoming healing by 20% for 12 seconds.
- Cooldown: It has a 2.5 min cooldown.
|Healing Song||Battle Boost|
|Acoustic Power: Increases the range of your smart heals by 10 meters.||Reverberate: Increases the range of your passive beneficial effects by 5 meters.|
|Chorus: Your Instrument of Cure Wounds increases healing done from all sources by a additional 5% (10% total).
||Encouraging Note: Any ally affected by a pulse effect from your instruments deals 5% more damage from all sources.|
|Solo: Increases the healing of your healing effects by 20%.||Song Sword: Your smart heals grant a 10% damage boost to nearby allies. |
|Upbeat: Notes from your songs will play 30% more quickly.||Sheet Music: Once every 10 seconds, you will receive credit for a note that you missed.|
|Encore: Gives a chance for notes to become empowered, greatly increasing the charge of their crescendo when struck.||Symphony: You can activate an additional instrument, but the notes play at the same time as your existing instruments.|
Which talents you run will depends heavily on what you are planning to do as a bard. Here are our suggested builds:
Reverberate, Encouraging Note, Solo, Upbeat, Symphony (or Encore)
- This build is more for larger parties (10+), it maximizes your passive field effect range, brings up your parties overall DPS, while increasing healing from all heal types.
Reverberate, Encouraging Note, Song Sword, Upbeat, Encore
- This build is more for smaller parties (5 or less), it maximizes your passive field effects, boosts the parties overall DPS and helps your tank hold agro.
Reverberate, Chorus, Solo, Upbeat, Encore
- This build is more for smaller parties (5 or less), it maximizes your passive field effects, while increasing your heals and healing from all heal types.
- If you play each note with both mallets, the notes can count twice for charging your instruments.
- Normal hits (with a single mallet) 13 notes to charge.
- Double mallet hits (with both mallets at once) 9 notes to charge.
- Normal hits (with a single mallet) 12 notes to charge.
- Double mallet hits (with both mallets at once) between 4 to 8 notes to charge.