Alright, you had to go and start trashing on bards, so now I HAVE to get involved... *sigh*
Quote:
What's the max mobs bards can mez? 2! Enchanters (good ones, atleast) 5+.
I've locked down 4 before. That's the most I can do, and one is bound to eventually break. In high resist situations (pretty much all of OoW), I tend to have problems holding down 2. The key here though is that with a good bard, you won't need to mez 5, because the bard will only bring back 1 (or a couple, depending on what his pulling strategy is). The benefit of having a bard isn't because they're the "best" puller or "best" anything really, because they're not. Everything they can do IN AND OF ITSELF can usually be done better by another class, but no other class can do as many things as they do, plain and simple. They bring a huge range of versatility to a group. This all hinges on how good the bard is, naturally. A good bard can be your slower, puller, CC, haste, blah blah blah. A bad bard can be a huge mana sponge that continually wipes the group through bad pulls. It's the same with any class.
For pulling, the major advantages bards have over chanters is, again, versatility. Chanters generally have 1 reliable tactic they can use to pull a mob from a group.
1. Lull mobs, pull 1 and chain rune until tank gets aggro (or mez it so tank can taunt).
Bards have many many tools for pulling. It's just a direction that SOE has pointed us in. Fading memories is a pulling tool. Boastful bellow is a pulling tool. We can use lulls, mezzes, highsun (gates the mob), snares, charms (in certain levels), fading memories, bellow, dispells, slows... all as pulling tools, and many as CC tools as well. Add to that the natural low aggro generation of all bard songs (except chants) and it just makes sense.
I'm not suggesting you roll a bard just for pulling though. If you really enjoy pulling, go ahead, as you'll be called upon to do it very often, but that's not THE reason to start a bard. The real reason to start a bard is, again, the versatility. If you want to be good, you have to be able to think on your feet, and adjust to what's going on. Again, because you're not the best at anything, but excel at a lot, you can't think as narrowly as other classes. If you're the type that likes to hit autoattack and sit back tapping a button every 6 seconds or something, the class isn't for you.
And as a preemptive strike: the new /melody command does simplify things a bit, but only the twisting part. It doesn't simplify what you actually have to do. In fact, I tried using /melody and got extremely annoyed with it, so I don't use it. It takes away my freedom. As I've said in threads before regarding double tapping vs. twisting macros: it's like comparing driving an automatic verses a manual... one is easier to control, but the other gives YOU control.
Now, I'm not bashing chanters. In fact, I like having them in my groups. It allows me to concentrate on other things then slowing and hasting, allowing me to spend more time keeping the pull rate up instead of sitting in camp keeping manasong and haste going. Like I said, chanters generally do do a beter job of locking down adds (if you were to pull 5 for some reason), so that's nice too. I just had to come in and defend my baby

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EDIT: it's amazing how leaving out a "not" can nullify your whole argument...
[sm]Edited, Fri Dec 17 09:06:53 2004 by Jiggidyjay