This: https://forums.elderscrollsonline.com/en/discussion/387560/additional-guild-ideas-mk-iiWhat do you think?
TheShadowScout wrote: »Bardic Guild
The "Minstral Guild" is one of those mentioned in the guild act of 2E321, yet not seen in ESO at this time. That should be changed, I think!
I imagine, they could have a musical instrument as "special weapon" (another thing for woodworkers to craft!) and play toggle-able magical AoE spellsongs to support and buff your group, and maybe debuff (or perhaps even put to sleep) enemies that come in range?
Each song would be a different melody/lyrics, to be played with different sounds depending on equipped instrument – there could be choice of stringed instruments like lute, fiddle or harp, blown instruments like flutes, horns or bagpipes, and concussive instruments like drums… each available in racial styles for different type and visual goodieness… (So, the altmer stringed instrument might be a lyre, while the breton stringed instrument might be a lute, the khajiit stringed instrument might be a fiddle and the argonian stringed instrument might be a banjo… the bosmer blown instrument might be pan-pipes while the nord blown instrument might be bagpipes, the imperial blown instrument might be a trumpet while the dunmer might have a flute… etc.)
Some locations could even have large fixed-place instruments a bard could play to extend their buff beyond their usual AoE and throughout the whole area (big organs or magical crystal harmonium)
Said songs to be played on a toggle, continuously for an large AoE effect (as in, listening distance) for a very low magicka (or ultimate) cost – balanced by the fact that the bard is holding a dainty instrument in their hands instead of a weapon, and thus have no attacks with it – it would be entirely buff-debuff based effect from a bard practicing their craft. Naturally they could always swap weapons, ending their song to fight for their lives… And also, having an active song would make stealth impossible (duh), so no sneaking with background music, hear!
Also possible would be some "speechcraft" style passives…
And there could be daily missions usually available at the local master bard, like… playing in several different inns, one per homeland map… for guild advancement. Perhaps even a "hit that note" minigame…
Spellsong Ideas:• Ode to the Fearless Fighter (critical chance and movement buff)
- Morph1: Ode to the Glorious Gladiator (+ weapon damage & stamina regeneration buff)
- Morph2: Ode to the Mighty Mage (+spell damage & magicka regeneration buff)
• Shieldwall Melody (physical defense & heath regeneration buff)
- Morph1: Ironclad Melody (+ critical resistance)
- Morph2: Wardcaster Melody (+spell resistance)
• Spiritbreakers Song (debuff enemy weapon damage)
- Morph1: Soulbreakers Song (+debuff enemy resistance)
- Morph2: Cursebreakers Song (+debuff enemy spells)
• Adventurers Hymn (all XP gain buff)
- Morph1: Warmongers Hymn (+ PvP currency gain buff – AP, TV-stones…)
- Morph2: Marauders Hymn (+ gold & item drop chance buff)
Ultimate: Oppresive Operah (snare all enemies in area)
- Morph1: Somnatic Symphony (+paralyze chance every second in area, broken by any damage)
- Morph2: Harrowing Harmony (+miss chance for all attacks)
Passives:
• Silver Tongue: can do "Charm" persuasive option on vendors to get better deals
• Enchanting Melody: Spellsong effects linger for a while after song ends / area left
• Slippery Songster: small chance to dodge attacks while musical instrument is active
• Golden Voice: increase bardic song area
• Tavern Ministrel: additional daily bardic guild missions become available in taverns
As for their tales, well, a guild of bards would fit right into most of semi-civilized tamriel… I am not quite sure if the Bardic College of Solitude already exists in the second Era, but it (or its predecessor) for example would make a perfect setting for this guilds DLC, if any – as for the questline, well… Bards might happily ask musically inclined adventurers to help them out when they find themselves faced with some problem they cannot charm. And seeing how Solitude is pretty close to the Reach… and the reachmen are pretty active in ESO already… they would make a credible threat to spin a questline around, would they not? Especially one aimed at traditional bardic endeavors, like carrying messages, spreading news, seducing ladies (or gentlemen), a little spying on the side and a lot of singing and music… with the occasional styleful swashbuckling stabbings of course.
TheShadowScout wrote: »This: https://forums.elderscrollsonline.com/en/discussion/387560/additional-guild-ideas-mk-iiWhat do you think?
The relevant part being:TheShadowScout wrote: »Bardic Guild
The "Minstral Guild" is one of those mentioned in the guild act of 2E321, yet not seen in ESO at this time. That should be changed, I think!
I imagine, they could have a musical instrument as "special weapon" (another thing for woodworkers to craft!) and play toggle-able magical AoE spellsongs to support and buff your group, and maybe debuff (or perhaps even put to sleep) enemies that come in range?
Each song would be a different melody/lyrics, to be played with different sounds depending on equipped instrument – there could be choice of stringed instruments like lute, fiddle or harp, blown instruments like flutes, horns or bagpipes, and concussive instruments like drums… each available in racial styles for different type and visual goodieness… (So, the altmer stringed instrument might be a lyre, while the breton stringed instrument might be a lute, the khajiit stringed instrument might be a fiddle and the argonian stringed instrument might be a banjo… the bosmer blown instrument might be pan-pipes while the nord blown instrument might be bagpipes, the imperial blown instrument might be a trumpet while the dunmer might have a flute… etc.)
Some locations could even have large fixed-place instruments a bard could play to extend their buff beyond their usual AoE and throughout the whole area (big organs or magical crystal harmonium)
Said songs to be played on a toggle, continuously for an large AoE effect (as in, listening distance) for a very low magicka (or ultimate) cost – balanced by the fact that the bard is holding a dainty instrument in their hands instead of a weapon, and thus have no attacks with it – it would be entirely buff-debuff based effect from a bard practicing their craft. Naturally they could always swap weapons, ending their song to fight for their lives… And also, having an active song would make stealth impossible (duh), so no sneaking with background music, hear!
Also possible would be some "speechcraft" style passives…
And there could be daily missions usually available at the local master bard, like… playing in several different inns, one per homeland map… for guild advancement. Perhaps even a "hit that note" minigame…
Spellsong Ideas:• Ode to the Fearless Fighter (critical chance and movement buff)
- Morph1: Ode to the Glorious Gladiator (+ weapon damage & stamina regeneration buff)
- Morph2: Ode to the Mighty Mage (+spell damage & magicka regeneration buff)
• Shieldwall Melody (physical defense & heath regeneration buff)
- Morph1: Ironclad Melody (+ critical resistance)
- Morph2: Wardcaster Melody (+spell resistance)
• Spiritbreakers Song (debuff enemy weapon damage)
- Morph1: Soulbreakers Song (+debuff enemy resistance)
- Morph2: Cursebreakers Song (+debuff enemy spells)
• Adventurers Hymn (all XP gain buff)
- Morph1: Warmongers Hymn (+ PvP currency gain buff – AP, TV-stones…)
- Morph2: Marauders Hymn (+ gold & item drop chance buff)
Ultimate: Oppresive Operah (snare all enemies in area)
- Morph1: Somnatic Symphony (+paralyze chance every second in area, broken by any damage)
- Morph2: Harrowing Harmony (+miss chance for all attacks)
Passives:
• Silver Tongue: can do "Charm" persuasive option on vendors to get better deals
• Enchanting Melody: Spellsong effects linger for a while after song ends / area left
• Slippery Songster: small chance to dodge attacks while musical instrument is active
• Golden Voice: increase bardic song area
• Tavern Ministrel: additional daily bardic guild missions become available in taverns
As for their tales, well, a guild of bards would fit right into most of semi-civilized tamriel… I am not quite sure if the Bardic College of Solitude already exists in the second Era, but it (or its predecessor) for example would make a perfect setting for this guilds DLC, if any – as for the questline, well… Bards might happily ask musically inclined adventurers to help them out when they find themselves faced with some problem they cannot charm. And seeing how Solitude is pretty close to the Reach… and the reachmen are pretty active in ESO already… they would make a credible threat to spin a questline around, would they not? Especially one aimed at traditional bardic endeavors, like carrying messages, spreading news, seducing ladies (or gentlemen), a little spying on the side and a lot of singing and music… with the occasional styleful swashbuckling stabbings of course.
RaddlemanNumber7 wrote: »No! Please, no! Aaaagh! Aaaagh! The pain.
I would rather not have to play this game with the sound turned off, thank you.
Darkenarlol wrote: »there is a lot of crappy korean mmo filled with this nonsense allready
Bard has been around in RPGs since the pen and paper days. It’s a western RPG staple and
standard D&D class.
A few carefully woven words and a melody can translate into feelings, and feelings can motivate your corporeal form to take action. Action can change the world. Action can level you up.rexagamemnon wrote: »I don't understand how the skills of a bard would translate into battle. I mean what would a bard do, sing at a drauger until it dies?
Darkenarlol wrote: »no bards!
what can be more stuped that start to SING during a hard boss fight?