Instruments

Meh, I disagree. Galeforce is a kind of 'special' item (it's a f'ing hurricane, should have a good wind mod) that you can't even use all the time since you'll pull aggro break mezzes etc.

Anyways this thread is about putting instruments in your offhand with a weapon in main, let's make another thread if we really wanna split hairs by adding/removing .1 mod from items
 
I just wanna say this change is really fun so far, i feel a lot more inclined to swap in my instruments since it's so easy..

however, I'm hating the change to instrument mastery. The decreased cast time was actually super useful in a lot of situations, and the reason i would dig through my bags to pull out a lute for snares, etc... resists aren't so much an issue when running relic dot, so I'm really missing the utility of the old AA.

One other thing.. the horn 'Grime Crusted Shofar' still works like the old instruments, and wont allow me to use it with a weapon. could it be reverted to its old stats so we (and casters) can dual wield it?
 
One other thing.. the horn 'Grime Crusted Shofar' still works like the old instruments, and wont allow me to use it with a weapon. could it be reverted to its old stats so we (and casters) can dual wield it?

I don't know what it's old stats were (or that it had any) and Marza wasn't around when I switched things over, so we'll have to wait for him to make the change himself.
 
resists aren't so much an issue when running relic dot
I just wanted to add in relation to this that as of fairly recently the resist debuff on relic dot no longer scales with mod, not sure if this will alter your opinion or not.
 
Also since we have been talking a little about mods and their impact on songs etc in this thread I wanted to point out that even though I know the main draw of Relic: Lcea's is the 5 overcap mana regen it has always bothered me that the HP regen amount provided by it is basically the same as Chorus of Althuna.
 
Nope it's a flat -50, I just assumed the change allowed multiple bards to stack it though so you came out almost even in raids with 2x bards.

Looks like the only reason it doesn't scale is because I didn't give the split off resist debuff a spell level for Bards, so it isn't considered a Bard Song in the code. Not intentional; may fix. The debuff portion doesn't stack between Bards any more than any other debuff stacks. The whole reason they were split off is because of that!
 
The whole reason they were split off is because of that!
Oh I thought maybe along with the damage stacking some resist debuff stacking workaround had been achieved. That will teach me to assume.
 
Positive changes, I think

I like the new changes for secondary slotted instruments. Pretty much agree with all your points for doing it. Makes Instruments more important that Gear with instrument Mods, especially now that Thazz Tower is locked down.

But it makes me nervous when we start talking about reballancing instrument mods and stats. Mods are what make the instrument valuable given that is the primary means for increasing song damage after skill points and AAs. Stats make the instrument compatible with other secondary items and offer a viable choice in what to equip in the tougher fights.

Other than the quested instruments at lower levels, and a few buyable instruments, getting good instruments (and being able to use them effectively) has always seemed kinda tough for me, and often more a matter of luck than anything else. I don't have to worry about that anymore given some lucky drops on higher tier raids, but for those starting out I think it is still a valid consideration.

As of this change I'll be using my instruments a lot more, and relying on other secondary gear/armor mods a lot less, and I'll be less inclined to want alternative secondary slotted items. And I think this is a good thing.

>>> Another thought:

If I changed one thing I'd add improve/expand lesser level access to Singing Mod items.

I've played 4 years now, and just got my 3rd Singing mod item. I've had 5-6 items progressing other instrument mods, but Singing mods not so much.

And on that note, maybe Singing Skill should be an progressive AA skill, since singing is a physical attribute of music rather than an equipment attribute. Singing should be the easiest for a Bard to skill up in, versus waiting to get lucky on a good instrument drop.
 
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Finding myself kind of slow getting started on any of this... but here's a random thing I'm thinking about in the meantime:

Relic: Hymn of the Savior -> Relic: Heartstrings (better name pending)
Stringed
Single target, Magic -25
Reverse DS (target damages self with attacks): 10(?) - always scales
Healing DS (players healed on attack): 5 - only scales with true stringed instruments
Standard detrimental song pulsing mechanics, no (or little?) mana cost.

Healing DS effects would still benefit melees more, certainly, and they'd still be mostly meaningless to healers and enchanters, but would make the effect a little more useful, at least.

Solo-Duo with Hymn and Blademaster would be killer for farming/xping.

For Raiding it would add another dimention to the song-mix options. Fierywarcry and Hymn would quite often be more advantageious that Fiery-Pot4 or Fiery-Regen. Also offers more advantages in having multiple Bards in a raid.
 
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Yeah, I guess at least getting the main idea in there is a good place to start, can figure out any attendant changes later...

My only question about doing that is if I should lower the mods on the instruments at the same time. It's hard to say how a weapon and a good flute will compare to two weapons, for example. But at the same time I'm inclined to lower the mods on instruments by say 10% just to be safe; will keep them 0.3 or so ahead of existing mods on armor on average I think.

The whole point to having a instrument taking up an equipment/weapon slot versus mod on that equipment is to have a higher Mod. We just made Instruments more usefull, but then we're going to lower their mods and make them less useful again? It's like an improvement and a nerf all at the same time, with the agregate leaving the Bard in pretty much the situation with instrument mods that aren't as useful as they should be.

If we're going to nerf insrument mods due to this new Secodary rule, then I'd rather go back to the old rules and have the old "choice" in swapping in the higher moded item.

>>>

There is a strong argument for keeping equipment/armor mods on items. I really like having a string or wind mod on a face/ear item, so that when I have to mezz something really fast I'm not fumbling around trying to find an instrument first, but I still have a nice mod to enhance my chance of success. String/Brass same thing when trying to use a mix of songs with different instrument associations. Trynig to run effectively run Regen/Strings, Relic DoT/Drum, and say Bruscoes/Wind, it's pretty hard to swap that many instruments in and out without going crazy. Having mods on various equpment/gear helps with these situations.

I do believe comparable tiered instruments should have higher mods than gear of that tier. Higher tiered gear with mods equal to lower level instruments makes sense in context of progression, otherwise Bards top out early and become less useful as the tiers increase. Kind of like what happens to Paladins.
 
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You're jumping the gun. Mods haven't been touched yet and it's safe to assume it is inherently understood that the appeal of equipping instruments is to obtain higher mods than worn gear provides. As far as I can tell Zaela has not even mentioned touching the mods on non-instrument items so I'm not sure why you even brought that up and worn non-instrument mods will not give you any benefit when it comes to mezzing things.
 
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