Archer Class Abilities
Heavy Shot
Delivers an attack with a potency of 150. Additional Effect: 20% chance next Straight Shot will deal critical damage.
Duration: 10s
Straight Shot
Delivers an attack with a potency of 140.
Additional Effect: Increases critical hit rate by 10%.
Duration: 20s
Raging Strikes
Increases damage dealt by 20%
Duration: 20s
Venomous Bite
Delivers an attack with a potency of 100.
Additional Effect: Venom
Potency:35
Duration: 18s
Additional Effect: When venom damage is critical, there is a 50% chance Bloodletter recast time will reset.
Misery's End
Delivers an attack with a potency of 190.
Can only be executed when target's HP is below 20%.
Shadowbind
Binds target.
Duration:10s
Cancels auto-attack upon execution
Target unbound if damage taken.
Bloodletter
Delivers an attack with a potency of 150.
Repelling Shot
Delivers an attack with a potency of 80.
Additional Effect: 10-yalm backstep. Cannot be executed while bound.
Quick Nock
Delivers an attack with a potency of 110 to all enemies in a cone before you.
Swiftsong
Increases the movement speed of all nearby party members as long as they remain within hearing distance. Effect ends upon reuse or when enmity generated. Cannot be used in battle or with other songs.
Hawk's Eye
Increases DEX by 15% and physical accuracy by 20%.
Duration: 20s
Windbite
Deals wind damage with a potency of 60.
Additional Effect: Wind damage over time. Potency: 45 Duration: 18s
Additional Effect: When damage over time is critical, there is a 50% chance Bloodletter recast time will reset.
Quelling Strikes
Reduces enmity generated by each attack.
Duration: 15s
Barrage
Increases the number of strikes per auto-attack to 2.
Duration: 10s
Blunt Arrow
Delivers an attack with a potency of 50.
Additional Effect: Silence.
Duration: 1s
Flaming Arrow
Sets the ground ablaze, delivering damage with a potency of 35 to enemies that enter the flames.
Duration: 30s
Wide Volley
Delivers an attack with a potency of 110 to target and enemies near it.
Additional Effect: 15% chance next Rain of Death will cost no TP Duration: 10s
Bard Job Abilities
Mage's Ballad
Refreshes MP of all nearby party members while lowering own damage dealt by 20%. MP is drained while singing. Refresh effect is lost if party members move out of hearing distance, and ends upon reuse. Cannot be used with other songs.
Foe Requiem
Reduces all enemy elemental resistance by 10%. MP is drained while singing. Effect is lost if targets move out of hearing distance, and ends upon reuse. Cannot be used with other songs.
Army's Paeon
Refreshes TP of all nearby party members while lowering own damage dealt by 20%. MP is drained while singing. Refresh effect is lost if party members move out of hearing distance, and ends upon reuse. Cannot be used with other songs.
Rain Of Death
Delivers an attack with a potency of 100 to target and enemies near it.
Additional Effect: Lowers target's damage dealt by 10%.
Duration: 20s
Additional Effect: 15% chance next Quick Nock will cost no TP.
Duration: 10s
Battle Voice
Doubles the effectiveness of all songs. Does not work with Swiftsong.
Duration: 30s
Cross Class Abilities
Feint - LNC
Delivers an attack with a potency of 120.
Additional Effect: Slow +20%.
Duration 10s
Featherfoot - PGL
Increases evasion by 25%. Duration: 10s (Effect 15% below level 14)
Keen Flurry - LNC
Increases parry rate by 80%.
Duration: 20s
Second Wind - PGL
Instantly restores own HP. Cure Potency 650. Cure potency varies with current attack power.
Haymaker - PGL
Delivers an attack with a potency of 170. Can only be used immediately after evading an attack.
Additional Effect: Slow +20%.
Duration 12s
Internal Release - PGL
Increases critical hit rate by 30%. Duration 15s (Effect 20% below level 36)
Invigorate - LNC
Instantly restores 400 TP.
Blood for Blood - LNC
Increases damage dealt by 20% and damage suffered by 25%. Duration: 20s
Mantra - PGL
Increases HP recovery via curing magic by 20% for self and nearby party members. Duration: 15s. (Effect 10% below level 48)
Archer/Bard Class Traits
Heavier Shot
Adds to Heavy Shot a 20% chance that your next Straight Shot will deal critical damage.
Enhanced Dexterity
Increases dexterity by 2.
Enhanced Dexterity II
Increases dexterity by 4.
Increased Action Damage
Increases base action damage by 10%.
Enhanced Venomous Bite
Extends Venomous Bite duration to 18 seconds.
Enhanced Raging Strike
Shortens Raging Strike recast time to 120 seconds.
Enhanced Dexterity III
Increases dexterity by 6.
Enhanced Quick Knock
Extends Quick Knock range to 12 yalms.
Increased Action Damage II
Increases base action damage by 20%.
Enhanced Barrage
Increases number of strikes per auto-attack to three.
River of Blood
Grants a 50% chance that damage over time inflicted by Venomous Bite or Windbite will reset the Bloodletter recast timer.
I love this class. It's not the typical support role that you found in FFXI. For anyone that played the first Square-Enix MMO, the class pretty much became a healer/support class who became a puller for XP grinds. Now not only do you have a few support songs, but it has been said that it is one of the top DPS classes, if not the top.
I really like the way they went with it, but I can see how it wouldn't be for some people. I know when I was getting my dragoon up, I never saw songs cast except Swiftsong between pulls. The problem is you take a 20% hit to your own DPS while the main songs are up. None of the fights I have done have really been about DPS races, so the sustainability of the Bard class is pretty great right now.
And to top it off, they are great for FATE grinds because of their AoE and tagging ability, especially in places like Northern Thanalan for the Dark Devices FATE.
What are your thoughts for the Bard job?
EDIT: Going to be updating this to perhaps make it a Bard Megathread