Tellsword

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Bard primary archetype combined with Fighter secondary is a Tellsword class.[1]

Skills/abilities

Bards fill a tactical non-healing hard support role. They will have more significance based on their mobility and placement in the battle.[2][3][4][5]

Q: Give us a hint on their mechanic please?
A: Proximity based skill combination melodies, through dance song and story. Hard utility and support, you will see in the future.[2]
  • Bard mechanics include proximity-based skill combination melodies through dances, songs, and stories.[2][3][6]
    • Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[7]
    • Some buffs are related to how the bard performs in combat: If a bard lands a skill shot against a target, allies within a certain range might be granted a temporary buff that relates to the skill that the bard used.[8]
    • Bards can offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[3][4][9]
Let's say the Bard is using a weapon, has a sword out and... does some gladiatorial looking performance attack and it looks so great. It inspires his friends around him to increase their multiplier on critical damage, and now they deal additional damage against targets for the next 10 seconds or 8 seconds. So, you're going to need to be active. You're going to worry about your position, the relation of the position of your party members to you in order to accentuate really what you offer the party.[8]Steven Sharif
  • Bards are intended to not be purely support focussed. They will be a "jack of all trades", including offensive and defensive combat abilities in addition to support abilities and buffs.[14][15]
    • Certain higher tier Bard abilities will utilize proximity-based ground templates that require the party or raid to move into (and out of) formations indicated by the template to gain added benefits or buffs.[16][14]
Based on proximity, based on your mobility and placement within the battle you're going to have more significance. So it's going to be to a degree a tactical type scenario for those non-healing support classes to be cognizant of. You know, where on the battlefield they need to be positioned in connection with the group that they're trying to augment or support; and so that gives a little bit more tactical sense to these non-healing support classes that's more relevant to them than other classes per-se.[4]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
In other games, Bards tend to be a relatively passive way of playing and that's really not the direction that we want to go with it. We want every class to be fun to play. We want every class to be viable. We want you to feel like you are doing something: That your moment-to-moment gameplay is fun; so a lot of that stuff is going to be based on combos, on reactive interactions between your party members and the mob that you're fighting, or the player character that you're fighting. There's going to be a lot of movement from the front lines to the back lines to help out and make sure that everybody is supported in the way that they're doing it; and that you are also being active in what you're doing. You're not just sitting in the back passively playing a lute and not having any fun.[18]Jeffrey Bard

Fighter augments

info-orange.pngThis section will be updated as soon as information is made available by the developers.

See also

References