Gameplay Overview
Bard gameplay is focused around four major aspects:
- Attack Power Buffs ("AP"/Attack Power)
- Note Brand
- Defensive Utility
- Identity Gauge (Bars/Bubbles)
Knowing which one to prioritize at any given time is critical to being a successful Bard. You can greatly increase your party's damage, keep them protected against lethal and non-lethal damage, and improve the overall experience of your party and your success rate of your raids.
It is important to think of Bard as a high uptime class. Bard has naturally low skill cooldowns, no strict rotation to follow, and only delays skills occasionally.
A B C's: ALWAYS BE CASTING
It is often better to have a suboptimal cast of a skill, then to not cast a skill at all. Get into the mindset of casting often, and your gameplay will improve over time.
Attack Power (AP) Buff



Bards have two Attack Power buffs: Heavenly Tune and Sonic Vibration. Attack Power buffs make the majority of your damage buff contribution to your team's damage.
Maintaining this buff on your party members is always your first priority. Due to the low base cooldown on these spells, you can get high uptime on these spells, even without high Swiftness or high gem investment. Cycle between Heavenly Tune and Sonic Vibration, as the buffs do not stack when cast together.
Check the duration of each skill by watching the red sword icon above your hot bar. Generally speaking, you want to cast Sonic Vibration as Heavenly Tune reaches ~1s duration, and to cast Heavenly Tune at any time as long as Sonic Vibration has 7s or less recast time.
Heavenly Tune is significantly stronger: it lasts longer, has no positional requirements, and provides your team with a 40% mana regeneration buff and an 8% attack speed buff (16% with Tough Tune). If paired with Courageous Tune tripod, Heavenly Tune is also a significant source of damage reduction when it hits an enemy. This reduces the boss' attack power by 35.4% for 8s, which notably works for your entire 8/24 man raid, not just your own party. This is the best spell in the entire game.
Sonic Vibration requires your party to stand in its AOE to gain the Attack Power buff. Position it correctly so it's easy for your allies to stay inside without having to move too far. Most bosses are small enough to allow you to place it on top of the boss, allowing DPS in the front and back to stand close to the boss to receive the boss. For larger bosses, you will need to adjust accordingly to your DPS positioning.
AP Power Buffs all benefit from the stat line "Ally Attack Power Enhancement", found in various accessories and vertical power systems.
Brand

Brand is a debuff placed by supports on the boss, similar to damage synergies by DPS classes. Brand increases the damage taken by the enemy by a base 10%, and does not stack.
After your AP Buff, Brand is your second consistent source of damage buffs for your party, and should be prioritized after your AP Buffs are up.
Note Brand is the name of Bard's Brand. For Legion Raids, Kazeros Raids, and most other raids, you can watch the HP Bar of the Boss for the debuff icon to make sure you have it active. For Guardian Raids specifically, a large floating Note Symbol will float above the boss when affected by the debuff.
Bard has a clear winner for applying Brand:

Sonatina applies Note Brand to any targets hit for a 10 second duration, and has a fast animation that can hit multiple targets, making it the easiest skill to apply branding.
Alternative options are below:
- Serenade of Courage will also brand any enemies on cast once the Enlightenment Tree Serenade of Branding is unlocked, providing a 6 second+ brand duration and has a 24m range.
- Sound Shock provides excellent stagger, useful for gates with important stagger checks (G3 Clown, G5 Brel, G3 Akkan, etc.). Can be viable as a solo brand, but constantly casting this skill can make you fall behind on other skills, as well as providing significantly less identity gauge than Sonatina.
Defensive Utility




Many of your spells grand your teammates some form of Damage Reduction or Shield. This is an extremely underrated part of your kit - a good support drastically reduces the amount of damage their party takes, and makes life extremely comfortable for their DPS.
Guardian Tune provides 32% damage reduction for 8 seconds upon cast. If you run the Endless Protection tripod, it also grants teammates a shield for 8 seconds after the damage reduction wears off. It's recommended to use this ability off cooldown in the vast majority of circumstances, unless you are specifically saving it for a known Debuff Block coming up soon, or if you opt to use Powerful Protection, which further increases the damage reduction but removes the shield component.
GUARDIAN TUNE IS YOUR BEST DEFENSIVE UTILITY AS A BARD, IS ONE OF THE BEST DEFENSIVE SPELLS IN THE GAME, AND YOU SHOULD BE USING IT AS OFTEN AS YOU CAN.
This spell is one of your highest priorities after all of your damage buffs are up, unless there is a pattern coming up that requires its use to be delayed slightly.
Wind of Music provides a shield to all nearby party members with the Wind of Protection tripod. This shield can reduce a lot of damage over the course of a fight, and is particularly effective on melee DPS.
Rhapsody of Light provides an incredibly powerful 75% damage reduction to allies within it's radius, as well as granting yourself push immunity and 50% damage reduction during the duration of the spell. It is incredibly versatile and can be used to save allies from damage that Guardian Tune or Wind of Music alone cannot fully absorb. It is also your only real "reactive" defensive spell, letting you choose what patterns to block and fill in for gaps not covered by your other defensive spells.
If you opt to use Superspeed Cast on Wind of Music, also known as "WoMWoM", try to lean on using Rhapsody of Light as often as possible to proactively mitigate any daamge that Wind of Music would normally block.
Symphonia, your Awakening, provides your entire party with a massive shield for 10 seconds. It is very effective for patterns that do a lot of damage, and it is common to plan Symphonia use ahead of time during heavy damage patterns.
Heavenly Tune, if using the Courageous Tune Tripod, places a 35.4% Attack Power debuff on the boss for 8 seconds. This is a debuff that stacks with most other damage reduction sources, providing a significant amount of damage reduction. This debuff uniquely provides damage reduction to your entire raid, and is one of the only defensive utilities that can mitigate a raid boss "grab" patterns (i.e. Thaemine G4 Stab Grab, Mordum G3 Grabs)

Identity
Meter generation follows a fairly strict prioritization order:
- Sonatina gives the lowest amount of meter compared to other meter gen skills, but also applies Brand. Prioritize this if Brand will expire.
- Wind of Music is your highest meter generator with Superspeed Cast, or is a high uptime shield with Wind of Protection. Keep on cooldown when able.
- Prelude of Storm is quick to cast, and has the lowest cooldown of your meter generators. Keep on cooldown if possible.
- Rhythm Buckshot is quick to cast, and has the second lowest cooldown of your meter generators. Keep on cooldown if possible.
- Soundholic is your highest/2nd highest meter generator, but also the longest cast time, linear meter generation during its cast, and longest cooldown. Interrupt this spell as necessary in order to upkeep AP/Brand/Defensives if they come up during this spell.
- Symphonia provides 1 bar worth of meter, the lowest among all supports. Use it when other skills and priorities are on cooldown, and if you do not need to save it for a dangerous pattern within the next ~2 minutes.

Serenade of Courage (Z)
Serenade of Courage is a high contributor to Bard's overall damage buffs, and is also responsible for injecting a lot of cooldown reduction and mana regeneration into Bard's kit. Bard also has the highest base multiplier at 15% for 3 bar buffs, giving Bard the highest damage buff ceiling across all supports.
Before you unlock Serenade of Secrets, use 2 bar Courage primarily, and save 3 bars for major burst windows.
After you unlock Serenade of Secrets, use 3 bar Courage as often as possible in order to maximize your base multiplier, Perfect Harmony uptime, and Major Chord contribution. Use 2 bar Courage if a good damage window occurs with DPS burst damage ready, but you do not have enough time to build to 3 bars. You may also need to reserve 1 bar for healing your party; in this case, use either 2 bar Courage or save up for a 3 bar as you see fit.

Serenade of Salvation (X)
1 bar Serenade of Salvation is the most efficient use of your meter for healing. Much of the heal comes from the Desperate Salvation Enlightenment node, which is unaffected by the amount of meter used. Avoid using 2 or 3 bar Salvation whenever possible, unless you have no other defensive option to prevent the imminent death of a DPS.
The vast majority of your meter generated should go towards casting Serenade of Courage. If you are healing a lot, it's a sign that you aren't using your other defensive spells as well as you could be.
Major Chord & Minor Chord

Major Chord
Major Chord should be used in nearly all cases after you send a Serenade of Courage. Even though you have an 8 second leeway to cast Chord, you generally want to cast it before or during the first spell cast following your Serenade of Courage.
Never use Major Chord after a cast of Serenade of Salvation.

Minor Chord
Minor Chord should be used after all uses of Serenade of Salvation.
You can occasionally use Minor Chord after a cast of Serenade of Courage. This is for specific instances where you send a 3 bar buff, but the boss will not be around for much of the duration of the buff and will not have a damage reduced phase to rebuild meter, and your DPS still have a burst window that fits into this time. Overusing Minor Chord after Courage is otherwise a slight damage loss when compared to Major Chord.

Aria (T)
A damage buff of 10% that stacks with every other damage buff. It has a relatively long cooldown compared to all other buffs Bard has, and thus has your lowest overall damage buff contribution. As the duration is 15 seconds, make sure you cast Aria when the boss can be hit for the majority of it's duration.
It also buffs Hyper Awakening damage by 20%, and Support T-Skills are the only way to buff this damage. Try to sync your Aria during raidwide timed Hyper Awakening windows.
Specific to Bard, Aria also gains 10/20/30% bars on cast with Rhapsody of Abundance. This is a small gain in meter overall, so if you are playing with EXTREMELY mana hungry DPS (i.e. RE Deathblades with perfect uptime in high uptime fights), you can opt for Unending Inspiration for a small increase in party mana regeneration.