View Full Version : Bria's Sonnet
Thunderthyze
05-05-2007, 02:57 PM
<p>Noob Troubie here.....can anyone explain to me what you are supposed to do with this spell?</p><p>I mean....really.</p>
aelder~
05-05-2007, 05:09 PM
<p>Any time you are in a group or raid, turn it on, using 1 of your 5 concentration slots so that the group is less likely to run out of power while fighting or have to pause between fights to regain their power.</p><p>Rarely will you want to have it up while soloing. I find I usually don't run out of power when I am alone. Use the 5 slots to do more damage faster or live longer...</p><p>If by the question you mean the mechanics of it, characters restore power slower in combat than out. Drinks help restore power faster when out of combat but their effect suspends while fighting (exception: Mental Core Breach). So bard song, enchanter buffs, and items with flowing thought are useful because they give you power while fighting. If folks run out of power they can't cast more spells or use combat arts until they recoup it.</p><p>Cheers,</p>
Thunderthyze
05-05-2007, 05:32 PM
Sorry...I think you are confused. I am talking about the Sonnet not the Ballad. It is the mezz I am talking about...not the power regen. Confusing, I know....such similar names. <img src="/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" />
Novusod
05-05-2007, 06:25 PM
Bria's Entrancing sonet has almost no use. You might be able to lock a mob down for 8 seconds but it is generally not worth casting. There is an upgrade at lvl50 that is slightly more usefull but it is not until 70 that this becomes a usefull spell. A lvl70 troub can lock a mob down indefinately because its' duration is longer than its' recast. Using this spell is the only way a troubador can solo heroic ^^^ mobs.
Thunderthyze
05-05-2007, 07:17 PM
Great....so we have to wait until the final "upgrade" before we can "spam" the [Removed for Content] thing.... any help from AA's on this at all?
Pogopuschel
05-05-2007, 08:48 PM
Bria's Infatuating Sonnet is not the mez, it's our charm spell which is pretty rubbish - since at level 62 (final upgrade) and at master quality, it has a duration of 14 seconds. You can enhance its duration by 2.5 seconds by wasting 5 EoF AA points on it. What Novosud was referring to is actually "Reverie", our level 70 charm spell. This one actually is awesome - for soloing and non-AE groups. It has a 32s duration, rarely gets resisted at master quality, and the recast time is 15s. Which gives you a nice way to lock down a single m ob for an infinite amount of time. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Novusod
05-05-2007, 09:00 PM
AA can increase its' duration by upto five aditional seconds. I would not waste any aa on this until you at least get the first upgrade at lvl50. The upgrades are good group crowd control for if we take adds I can lock them down for a bit.
The only time I ever use it is when in a dungeon grp and someone pulls a set of adds that the tank may have trouble encountering...mezz one and charm another to atleast help from whipin. Other than that the spell should be revamped or taken out completely.
Rufio
05-06-2007, 09:03 PM
<p>I think to the contrary this spell is quite useful when in small groups, especially now that the server population is dwindling. How is this spell effective, well I will give you some scenarios to help picture its effectiveness better. Please keep in mind flamers, this is not an invitation for you to comment on how wrong this is, how you would do it differently and how my use of the technique doesn`t fit your lvl 70 raiding twinks ideals of the song`s use.</p><p> I use the basic charm, the 8 second one without AA synergy for enhanced duration usually when I am playing without a tank (90%) in a group of two or three (85%). Because I live in Japan, my playing time is considerably different to the majority of the server population and therefore the choice to group is just not there, when you do a who all at 9pm my time there are 3 ppl between lvl 20 to 30 and 2 of the 3 are usually afk selling. Anyway back to the point now that you have the facts behind its reasoning.</p><p> Two to three players, usually a healer friend of mine or a conjurer, if the healer is there with the conjurer we usually have the pet tank, healer heal and me buff and support dps. Now if the conjurer loses aggro from pet to him because he over nuked or for whatever reason, he is getting into the red and healer needs some "catch up" time, I hit the charm and usually say "monster charmed, you have 5 seconds to heal him up". This usually makes or breaks a situation and in my case it has been the saving factor many times. As we only hunt named around our lvl and haven`t a main tank to hold aggro, the healer is under pressure and sometimes switching targets mid battle requires more power and of course some of that "catch up" time which our charm works wonders in these tight situations.</p><p>I think of troubs as a "mr fix it" we have a song for every occassion, we are a support role, you are there to make things run smoothly and if you do the rewards of success are there. This charm is very useful for me, and without it I would have wiped with my duo or trio many times.</p>
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