CREATION:
When selecting a race for making a Skald, you should keep in mind what it
is you are trying to do. I will follow with each race a reason to explain that
kind of choice.
Troll: With a high strength and constitution, the troll would seem to be
the best pick of the bunch. Since you have speed and muscle, you would most
likely be chosen for delivery duty in RVR combat for wood or seige weapons.
However, your low dexterity will make your Evade and Parry suffer even more
than it already does. Your melee combat skill will be better than a skald of
any other race though, plus, what isnt funny about a troll singing? I would
suggest adding 10 to Dex, Charisma, and Constitution.
Norseman: A higher Strength and Con than average with only a slight loss of
Dex makes the Norseman a good solid choice for a Skald. After adding 10 to
Dex, Charisma, and Con, you have only a slightly less disadvantage in the long
run.
Dwarf: The dwarfs' high Con makes it a naturally good choice for any
warrior base. You should add 10 to Dex, Charisma, and Str, to bring yourself
on an equal ground.
Kobold: With the Kobolds high Dexterity and Quickness, you are the best
defensive Skald around. Your Strength and Constitution lack however, so I
would suggest adding at least 10 points to each of those, and the last 10 to
Charisma.
SKILLS:
As a Skald, you have very basic skills. You cover all three weapon types
(Axe, Sword, Hammer), one minor defensive skill (Parry), and your forte,
Battlesongs. You have the ability to use small shields, get Evade 1, and wear
armor up to Chain.
For weapon use, I would suggest using whatever you feel comfortable with.
There are many discussions on the Team Skald board about what weapon is best,
but I have personally found you are not really punished nor blessed by
choosing one over the other. The ability to use either a one handed or two
handed version of that weapon type is helpful, yet means little in the long
run.
Parry is thought of as a last line defense by Skalds. I tend to agree. I
personally didnt build onto Parry until in my 40's, and even then, only very
little. This isnt to say I wouldnt get any +Parry items or armor, but it isnt
very viable for our lifespan in the long run.
Battlesongs is our mainstay in Midgard. Within the line, we have 2 instant
damage spells, an instant cast mez, instant cast snare, group damage chant,
group heal chant, group resist buffs, and our our most commonly known for
ability, group speed chant. Currently, it has been suggested that there might
be an increase to the Battlesongs line by adding another high level damage
shout, increasing the range of the group damage chant, and possibly combining
the resist chants into groups of 2, rather than 6 seperate chants.
POINTS SPENDING:
Skalds get 1.5 points per level. Not very much, but enough to keep our most
useful skills going. I found that by keeping Battlesongs only 1 under your
level, you can devote more points into a weapon skill, and make you a bit more
effective in lower level combat. Once you hit 25-30, you actually find you
have enough points to bring your Battlesongs to your level, while having a
better than half weapon skill. This allows you in the larger fights to
actually have some good melee skill, while being able to pour out damage with
your shouts and helping the group with the damage chant.
After you reach 40, you will find extra points in your pocket. Now is the
time you start investing some into Parry for a slight defense boost.
WHAT TO HUNT:
Anything and everything. You will have to be careful about things which may
BAF, but with your Mez shout, you have a good strong chance to take on two
creatures and win. You will typically start each fight the same way: Shout
snare the target, pull out of aggro/BAF range, turn on your damage chant, and
wait for it to get in range to use your damage shouts and start swinging. This
works for both two-handed and weapon/shield fighting.
Now, your mez shout lasts a very short time (29 seconds at the longest).
This means you need to bring down a target fast, get a little time to rest,
and get ready to pound away with the other. If needed, after beating down the
first enemy, run away to get some distance between you and the second one, so
you can snare it and give you some extra time to move away or heal.
GROUP ROLE:
You basically have one role in any group: Combat support. Be it damage
chanting, speed chanting, or just the assisting tank, a support role is your
life. You can main tank, if really needed, but you will require a healer just
for you in order to make this work right.
If the buffer in your group asks which buffs you would like, I would
suggest asking for any Con buff, any armor buffs, an Acuity buff, and possibly
the Dex/Qui buff. Being you are a fighter base, your Str and Con will raise
naturally, and more strength for you doesnt make much difference in the scheme
of things when it comes to buffing.
SPELL CRAFTING:
When it comes time to start buying armor and weapons made by players, and
getting them imbued and spellcrafted, you really need to only concentrate on a
few things; Charisma, Battlesongs, Weapon skill, Parry, Dex, Quick. All other
things are welcome, if you have the room for it. Resists are good also, but
since the resist system will be undergoing a review soon, I would hold off
until they complete such a thing.
CRAFTING:
As a Skald, you have few crafting venues open to you. Armorcrafting and
Weaponcrafting. Since a recent patch however, they have simplified the AC and
WC components, and have made it a bit easier to do. And since both are always
in big demand within DAOC in general, you have the possiblity of becoming a
very rich Skald, if not a highly equipped one.
RVR:
A skalds main tool, Speed, becomes almost fundamental within RVR itself.
And with a high shamans Endurance buff, you can come very close to a
horse-like speed while running about the Frontiers.
I tend to find myself in the thick of battle more often than not, and
prefer to be there. Given the short ranges of some of our shouts, it is best
to be upfront and swinging rather than hanging back and brooding on the
sidelines.
When you start accumulating Realm Points, and start looking at Realm
Abilities, I would suggest getting things like Augmented Acuity, Dexterity,
Mastery of Pain, Long Winded, Tireless, and Regenration. You will no doubt
hear people talk about Ignore Pain and such, but with the fact we shouldnt
taking on main tanks with our low skills in weapons, so Ignore Pain is
relatively more chances to miss heavily defended targets. Use the points
elsewhere to increase the damage you do outfront.
I hope the guide helps somewhat when planning a Skald in the future. With
planned changes coming down the line for this class, I will try to keep
updated and provide them in here to ensure it is the best possibly reference
you can have.
Bays Endruhm
Midgard/Percival
Vinur af Sidri