What
is a bard?
Here's a question
which will have no answer. We all choose this profession for different
reasons, and none of them are really either entirely good or bad. The real
question is where do you go from there. Like I said before, my discussion
here will be focused on the bard as a profession, but that is such a small
part of what a bard is. Bards are color, bards are knowledge, bards
are laughter and tears, and occasionally, bards are drunk (for some more
than others). The road that lies ahead is completely open for you.
Bards have played so many rolls throughout history, from village storyteller
to royal minstrel to powerful magician. Professionally, you are very versatile
in your training. Artistically, you have absolutely no bounds. I only tell
you this: Go forth and make these lands a little more colourful; be
different, be unique. The answer to this question lies within you, but take
your time, for the search for yourself will be your greatest adventure.
. .
The Statistical Bard. .
.
Especially
with the advent of GS IV, bards are starting to look at training options
never really considered before. In the past, the optimal training path
was almost a defined formula. Now, I don't think you can find trust
that any one person's advice will work for your chosen path. I follow
a pretty traditional training path for a bard. I use single-handed
edged weapons and have a pretty balanced approach to physical and magical
training. This has worked pretty well for me, but there are far too
many options available to stop with my advice here and not pursue other options.
One path I'd steer you away from, however, is focusing too heavily
on either your weapon or magical talents. Bards are not warriors, and
we are not wizards or sorcerers. There have been many who have tried
to forsake either their magical or weapon training, but so far, I don't believe
any have truly succeeded, and I don't believe any ever will.
With that said, I'm going to try to make my advice open-ended enough
leave a good deal of the decision on where you want to go with your bard
up to you. Here's my theory for the bard who's in this for the long haul,
though. Eventually, all of your stats are going to get pretty high no matter
where you start off. Of course, I have two addendums to this theory.
First of all, when I say "eventually", I'm talking the level 80+ time frame.
Secondly, if you hurt yourself too badly in a critical area, you may
not be survivable enough to make it to a high level. Here's what I
have to say on the various statistics:
Strength: Never think
a bard can make a living out in the field without swinging a sword. A bard
who hunts using spells only or even mostly is at best a fantasy. On the
other hand, your strength grows quite rapidly, so although most guides tell
you to make this one of your highest stats, I'd suggest putting as low as
you can stand (without getting rediculous of course). I wouldn't go much
below 70, but also not much above 80. Although strength is the main stat
affecting your attack strength, it's not very long before it becomes somewhat
insignificant compared to your weapon training. Still, don't forget it affects
how much you can carry before it starts slowing down your attack speed, so
if you want to swing anything bigger than a short sword without having to
hunt naked, don't make this one of your lowest stats by any means either.
Constitution: This mainly
affects the maximum amount of hit points you can have, and it also has some
affect on how well you recover from poison and disease. Although I wouldn't
skimp on this stat too much, as you get high enough level to reach your
max hit points, you'll be killed more often by a single shot to a critical
area of your body rather than actually losing all of your hit points. This
stat also grows fairly rapidly, so I'd plan something in the 50-70 range.
Dexterity: While this
stat does figure into your Round Time (RT, or how long it takes to swing
a weapon), this was never a very important statistic for my training path.
If you're thinking about training in ranged weapons, it's very important,
and I'd suggest ignoring any advice I may have on this one. Also, if you're
dead set on being an accomplished lockpicker or disarmer, this stat affects
both those areas. For all you fellow sword swingers out there, though,
I wouldn't worry too much about this one. It can probably be one of
your lower stats.
Agility: This is a new one for GS IV. From what I can tell, it pretty
much just replaced the old "Reflexes". This is mainly going to help
you in your agility on the combat field. It also has a direct impact
on your Defensive Strength (DS). It doesn't increase all that quickly,
so I'd probably looking at putting something around the 60-70 range here,
if not more.
Discipline: Discipline
no longer has nearly the direct impact on training points as it has in the
past. Therefore, I'm a bit at a loss for what to say about this stat.
It now figures into resisting certain mental or emotion-based attacks,
but I'm not sure exactly which ones or how common such attacks are. It
does still figure into how fast you can absorb experience, but in general,
I'd put a mid-level stat here. It's not going to increase very quickly,
though, so don't shortchange yourself too badly.
Aura: Although this stat grows
very fast, a low stat here in the beginning
can affect you for a long time. In addition to determining how many
spell points youcan have, it also is is also one of your prime stats, so it affects the training points you receive each
level. Still, I wouldn't start with anything lower than an 80 here after your
+10 class bonus. I've talked about how it's a fantasy to think a bard
can hunt entirely with spells. It's equally a fantasy to think a bard
can fight effectively entirely without them.
Logic: This is no longer
one of the Bard's primary skills (it was replaced with Influence), and therefore
not nearly as important as it used to be. It will affect your ability
to use certain magic items as well as activating scrolls, but with the changes
to these, I've started rethinking spending much time training in these areas
anyway. This stat is the slowest to increase, but I'd still make it
one of my lowest.
Intuition: This one
is also new to GS IV. I'm really not clear on all of its direct benefits,
but I'm thinking it would help in such things and finding things that are
hidden, traps and things of that nature. It also figures into your
ability to dodge, but not nearly as much as agility and of course your training
in the Dodge skill. Unless I find out more to the contrary, I have
a feeling it's not too horribly important, and probably has minimal impact
on your skill in combat. So, even though it increases quite slowly,
I'd look at something in the 50-60 range to put here.
Wisdom: It always seemed
to make sense to me that Wisdom would be extremely important for a bard.
From what I can tell, it's actually not. The main thing it's going to affect
is your defense against spirit based spells, which perhaps I shouldn't scoff
at, since we're hurting a little worse in that area in GS IV than we were
in GS III. From what I've heard Intuition is now the primary stat to
help you find traps, so Wisdom is no longer important in that area. Around
50-60 should probably be fine, especially since this stat grows at a fairly
steady rate.
Influence: This is
now one of our Prime Stats, so remember you get a +10 bonus to whatever you
designate here. This is basically the replacement for Charisma, but
it is much farther reaching than Charisma was. For one thing, it has
great impact on mental based magic. Although there will eventually
be an actual Mental Sphere of magic, bard spellsongs are currently the most
mental based spell list out there. I can't tell you exactly which spellsongs
Influence affects and how much it affects them, but I don't think this was
made one of our prime stats for no good reason. Still, it is our fastest
growing stat, so I'd probably shoot for putting around a 70 here, and definitely
nothing higher than 80 after your +10 bonus.
So that's my humble
opinion. I am by no means an expert on stats, and I'm still learning from
my own mistakes, so continue checking back on occasion. I'll highlight
any significant changes with red. In the past, I haven't agreed with a good
deal of what I've read on stats including some guides written by some very
experienced and rather successful bards, so take all of this for what it's
worth. Hopefully at the very least I've given you enough information to
make an informed decision, but I'd highly suggest learning other bard's
points of view as well.
Train? What's that?
One of the most
common concerns is what should I train in. Well, like I said before, a
bard is extremely versatile, so don't feel bound by what anyone tells you
is the best course. What I'll do here is break down each of the areas you
have to train in and give you my personal views just to get you started.
Realize, this is written from the perspective of a longsword swinging
bard, so I can only offer limited advice for those who choose to pursue other
training paths. The good news is, with the changes made to how we train
and the ability to retrain, small mistakes are very easy to correct, and
even bigger mistakes are not impossible to recover from.
One term I am going to use that may confuse you is redux. You may
also hear it referred to as semi-dux, since bards (being only "semi-warriors"
do not get the full benefit of redux). In short, redux is a reduction in
the damage taken from a blow. The more you train in physical combat oriented
skills (like shield use or armor use) and the less you train in magical
skills (like spell research or magic item use), the more "redux" you get. Think of it in terms of a percentage. If you have 10% redux and you normally
would have taken 10 points of damage from a particular blow, with redux,
you'd only take 9 points. You
get the most benefit to Redux from the Physical Training skill, and the second
most benefit from Two-Weapon Combat, Armor Use, Shield Use, Combat Maneuvers,
Multi-Opponent Combat, Dodge and Ambush. You get the least benefit
from all other weapon use skills. Studying spells will actually reduce
your Redux, but I'd have to say that's a small price to pay. In general,
I simply avoid using physical training points to pay for mental training
and instead overtrain if necessary in physical skills that will help my redux.
I don't have the actual formula to figure out how much redux you'll have,
but hopefully this helps.
Armor Use:
This is going to make it easier for you fight while wearing armor. In technical
terms, it reduces or eliminates the round time penalty you get for wearing
certain types of armor in addition to making it easier to cast spells while
wearing armor. Most younger bards wear double or full leather, which doesn't
require very much training, but as you get older, you may want to use a
heavier armor like brigandine. Anyway, I'd suggest training once per level
until you can use brigandine without a casting penalty (35 ranks). If you
miss a few trainings early on, don't worry about it. Before long, you'll
probably have extra physical training points you can easily throw into training
here to make up for anything you miss early on.
Shield Use: If
you are planning on training in single-handed weapons, a significant amount
of your defensive ability will come from your proficiency with a shield.
Train at least once per level in this for life, as this will help your defense
significantly in stances other than full offensive. I've recently started
training twice every other level since this now affects your ability to block
your opponents attack completely with your shield. You very well may
not have the training points to do this early on, but at level 45, I use
my mental training points up far faster than my physical, so it's actually
nice to have something like shield use I can throw my extra physical training
into without feeling like I'm wasting them. Even before the ability
to block, though, I trained more than most here, since I'm not an "all or
nothing" fighter. I often use stances other than fully offensive or
fully defensive, which makes shield training that much more significant.
Edged Weapons: Pretty much the skill of choice for most bards. It's the cheapest other than Thrown Weapons or Brawling,
and unlike polearms, ranged weapons or two-handed weapons, it leaves a hand open for a shield.
The next most popular weapon choice for bards are probably the increasing
numbers who use polearms and ranged weapons. There have been some changes to help with defense
for those who choose to use two handed weapons or two-weapon combat, but I don't know of any bards
who have been very successful on this path. Still, I'm waiting to pass judgement in GS IV. Anyway, choose wisely, for if
you switch halfway, it could certainly leave you at an extreme disadvantage
later. Train twice per level in this from the beginning if you choose this
route. It won't kill you if you single train on rare occasions, but that
generally shouldn't be necessary.
Blunt Weapons:
I think this is the one weapon type I've never heard a bard seriously consider
training in. From a training cost perspective, it's not necessarily
unviable, but edged weapons are cheaper, and you don't gain anything over
those by training in blunts.
Two-handed Weapons:
There has been more talk since GS IV was released about training in this
than I've ever heard before, but I still think it's simply too expensive.
If you decide to do this, realize it will will severely limit your
ability to train in other areas that bards traditionally like to train in.
If you favor armed combat strongly over your skill with magic, though,
it just may be viable. I do have to admit the amount of damage you
can inflict with two-handed weapons is pretty impressive, but if that's what
you're after, I'd suggest going with polearms instead.
Ranged Weapons:
This has become an increasingly popular choice for bards. I'm not sure
if it's based more on practicality or its novelty, but if you decide to go
this route, it's a significantly different training philosophy, so I'd highly
suggest finding a more experienced ranged weapon user (even if it's not a
bard) and get some good advice from them.
Thrown Weapons: Although training in this area is no more expensive
than edged weapons, it's really not a very viable choice if it's your only
weapon training. It therefore goes under my "too expensive to be practical"
list. I mean, how many +20 throwing daggers can someone really afford.
I suppose you could individually e-blade a bunch of normal ones, but
it will probably take a bard much more creative than I to come up with a
good way to use this skill as a primary combat skill.
Polearms:
Though there were very few in the past and they are still not the majority,
polearm swinging bards were for a long time the only accepted alternative
to the rest of us. I really know very little about exactly how well polearms
hit, but I know the naginata drove a few to train in polearms back in the
earlier days, and that weapon in particular is especially lethal, though
I'm not sure if Tykel still has them in his backroom. Most polearms are two-handed
weapons, so you'll be without a shield. Anyway, if you want to be different,
go ahead and give it a try. Polearms in general are certainly much easier
to come by than they were in the past, and with the addition of polearm specific
maneuvers such as tripping, they are even more popular than ever before.
Brawling:
I initially trained in this skill for two reasons: to help my Voln empty
hand combat (Voln-fu) and to increase my defense when not carrying a weapon.
My Voln-fu has been pretty useless with my level of training, and I don't
get into many bar brawls anymore. I also don't make a habit of leaving my
weapon hand empty when anything nasty is about. Still, if nothing else,
this is a mainly physical skill, and it's not a bad place to put extra training
points and not detract from your redux. At level 45, I have 11 ranks.
Combat Maneuvers:
In general, this skill will help a great deal with avoiding bolts from clouds,
certain creatures special attacks, and will also help with aimed attacks.
You'll also need it to train in the special combat maneuvers that have been
introduced in GS IV. Currently the only three of these maneuvers released
for bards are Combat Focus, Combat Movement and Shield Bash. Shield
Bash I don't find too useful since we have Vibe Chant, but the other two
really help, and there will be other useful skills released in the future.
Later on in your training, combat maneuvers will also become a relatively
significant factor in your attack and defense strengths. It won't seem a
big deal early on, but if you don't start off early, it will be difficult
catch up. Train once per level. Don't try to double train until you reach
at least level 20. It's very expensive, and you'll have plenty of other
areas where you'll need the training points.
Multi-Opponent Combat:
Originally, this skill was intended to help you better defend against multiple
attackers and was not implemented. It has now been implemented with a change
and is quite useful. With this skill, you can attack multiple opponents at
once or attack a single opponent multiple times. Don't worry when you train
in this for the first time and don't see the results. You need at least
5 ranks to use this skill. I'd train once every couple levels or so if you
have the training points for it. If you never train in this, I don't think
it will really hurt you, since you'll be able to train in other areas with
the training points you save. If you do train here, I'd think carefully
about getting more than 5 ranks. You don't gain any more benefit until 15
ranks when you can attack 3 opponents, and it's not until around 30 ranks
before you can attack a single opponent twice. This skill was all the
rage when it first came out, but most bards quickly abandoned it when they
fully realized how many training points it sucked up.
Ambush:
There have been many changes to the combat system that have almost eliminated
the days when most creatures could reliably be taken out with a single, well-placed
shot. Attrition is now the buzz word in GS IV combat, so I'd plan for
that. My normal training routine here was about 3 ranks every 4 levels,
but I'm seriously considering abandoning this training altogether. I'll
most likely keep the ranks I have already, but it now seems this skill is
no longer worth the cost. A bard's defense strength is generally fairly good,
so you can go toe-to-toe with most creatures your own level and come out
ahead. It doesn't seem like it's a very expensive skill, but from what
I understand, you pretty much have to double train each level in this skill
to truly be considered competent. I believe combat maneuvers will help
you target a specific area of your opponents body, so unless you're dead
set on attacking from the shadows, I'd suggest minimal to no training here.
Physical Fitness:
This determines the amount of damage you can take before you die. It also
determines how much stamina you have to use combat maneuvers, health point
recovery, and a few other related areas. Early on train once per level
here. Depending on your race, this will max out at some point (someday I'll
steal a chart or something from someone), so you'll have a few extra points
to use elsewhere. I'm not sure if or when your stamina reaches its max, so
although I've stopped training here, it may be beneficial to start again,
especially since it's the primary method of increasing your Redux.
Dodging:
New to GS IV is the ability to Evade, Block or Parry an attack. If
you successfully do any of these, the creature automatically misses you.
Dodging directly affects your ability to Evade your oponent. The
Simutronics guide suggests that bards train twice every 3 levels, but I find
this skill beneficial enough to train once every level. Beyond that,
it gets a bit expensive, and I'd rather make up for it by training in shield
or weapon use which are cheaper, increase my ability to block or parry, and
have the added benefit of increasing my defense strength (DS) and attack
strength (AS).
Arcane Symbols: This is pretty much the skill formerly known as
"Scroll Reading". It will also allow you to read any other runes or
magical symbols that exist or will exist in the future. I would suggest
fairly minimal training here, although it will be useful reading scrolls
or getting into areas such as the Broken Lands, where you need to decipher
runes in order to enter. It is rather expensive in the mental training
arena, though, and you'll soon realize that mental training points are worth
their weight in silver, so train when you can, but only as much as you think
is really necessary to effectively use some scrolls.
Magic Item Use:
Using magic items is a bit more difficult in GS IV than it was in GS III.
Some magic items that didn't require any skill in this ability before
now do. Because of this, I'd suggest at least some training here, but
for the most part, bards really weren't meant to use most wands, so
I wouldn't worry about getting that level of proficiency. We already have
poor casting strenth, so sorcerer wands don't work well for us, and unless
you want to expend even more training points for spell aiming, wizard wands
are pretty useless. I currently only have 6 ranks at level 45, and
I don't have plans to train much more in this area any time soon.
Harness Power: You no longer automatically gain spell points when you
gain a level. You will now need to train in this skill to gain that
increase in mana. I'm currently training once per level. Remember
your maximum spellpoints are limited by your Aura.
Mana Control: There are three types of Mana Control: Elemental, Spiritual
and Mental. This skill is what used to be known as Mana Share, except
with a twist. Shared mana is now broken into the three types I've listed.
The best way to explain this is with an example. If you try sharing
mana with someone who has trained only in Spiritual Mana Control, and you
have only trained in Mental or Elemental, you cannot send or receive any
mana from them. Now, let's say you each have 5 ranks in Spiritual Mana
Control. This gives each of you a bonus of 35 in this training, which
directly translates to what percentage of the mana sent you can send or receive.
In other words, if you try to send 100 mana, you will successfully
send 35% of that (35 mana) and your recipient will successfully recieve 35%
of what you successfully sent (35% of 35, or 12 mana). If each of you
has trained in multiple disciplines, you'll automatically use whichever mana
control type you have in common which will transfer the most mana. It
is possible to train to a bonus over 100 in this, in which case you can recover
some of the mana the sender wasn't successful in sending. In other
words, if in the previous example the reciever had a bonus of 150, he'd get
the 35 mana the sender successfully got through along with another 50% (17
mana). You can never recieve more than someone tries to send. Now,
the question is, which type of mana control should you train in. For
bards, Elemental and Mental are the cheapest, but since I'm usually sending
mana to spiritualists either for spirit based spells or healing, I've actually
focused most of my training in the spirit sphere. Training in Mental
may be an alternative, since it is more likely that spiritualists will train
here than in elemental. As for a training plan, I try to train in one
of these once every four levels. If I could afford to train more often,
though, I would. You may wonder why you should train just to give mana
away, but realize that it can indirectly benefit you, whether you're sending
to a spellcaster in your group, sending to someone who can cast defensive
spells on you, or repaying a helpful empath for the healing you just received.
Spell Research: Train once per level, every level! Bards are not dedicated
spellcasters, but we do end up depending a good deal on our spells, especially
for defense. Still, there has been some thought by some recently concerning
skipping a level of spells from time to time to enhance their redux. I think
this may work for much older bards (60+), but for most of us, our spells
and spellsongs will probably outweigh any benefits from redux, especially
since I hear it's capped at 50%.
Lore: There are four general types of lore: Elemental, Spirtual, Sorcerous and
Mental. Each of these have subcategories you can train in. Spiritual
and Sorcerous lores don't do bards any good to train in, but there are some benefits to
the other two. In Elemental lore, currently, training in Air is the
only one that's helpful to us. This discipline will benefit our sonic
shield, weapon and armor. Currently, the other subcategories of Elemental
Lore don't have any benefit to either of our spell lists. In the future,
I'd expect this to change, especially for our Minor Elemental list. Mental
Lore has two areas that are currently helpful to our spellsongs. These
are Telepathy and Manipulation. Telepathy will provide bonuses to 1007
(Kai's Triumph), 1015 (Song of Depression) and 1035 (Song of Tonis). Manipulation
will provide bonuses to 1002 (Vibe Chant), 1004 (Purification), and possibly
to 1030 (Disruption) in the future.
Climbing: A good area for anyone to train in, but not too critical
while you're very young. Once every other level should be fine, perhaps alternating
with swimming. I don't think most areas require more than about 20 ranks
of climbing, but who knows what the future holds. It's a pretty cheap skill
and uses physical training points, so it's also going to help with your redux.
Swimming:
Certainly less important than climbing, but it will be useful later on.
My suggestion is to alternate in climbing and swimming each level, with an
emphasis on climbing. I've stopped at 10 ranks of swimming, but will probably
pick up some more when I have extra training points to spend.
Disarming Traps:
If you'd like to open your own boxes, this is a necessary area to train.
Relying on 408 to disarm boxes will get you killed really quick, since there
are many traps out there that are set off automatically
any time a spell is cast at them. Realize picking boxes your own level is
the absolute best you can realistically hope for, so don't go crazy here.
At most, train once per level, but once every other level or twice every
three levels is a bit more realistic.
Picking Locks: Even if you do decide you want to open your own boxes, I'd suggest
training little to not at all in this skill. You won't be able to keep up
with picking locks, disarm and perception without making yourself significantly less effective
in battle. If, however, you focus on perception and disarm to see and disarm
the boxes, you can use minor elemental spell 407 (Unlock) to pop most boxes.
You won't be able to get mithril or enruned boxes, but I'd say that's a
pretty small sacrifice. A little training in Picking Locks will help with
your Unlock Enhancement spell (403), but this should be a pretty low priority.
Stalking & Hiding:
I, personally, have very little training here (once every 3 levels or so),
but it can be useful, especially when you start doing a lot of ambushing.
With the changes in critical hits, however, I'd expect most bards have given
up using hiding and ambushing as a primary hunting tactic. I've been
training once every three levels here, and it has given me just enough skill
to reliably hide from creatures I've slept with 1005 (Lullabye) first. At
this point, though, I've changed my mind and decided to give up further training
here since I no longer consistently kill creatures with an ambush strike,
and I'm unwilling to spend any additional training points either here or
in Ambush.
Perception: Not too expensive, and a nice thing to have. It'll help with things like
seeing hidden people, hidden areas, and it also is a primary factor in seeing traps and pickpockets.
I've also heard that it either is or is going to be a factor in determining
how much treasure you find on a creature, but this very well may just be rumor. Certainly train in this area to
some degree, but I wouldn't train more than once per level. I've been training
three times every four levels, and it's served my main purpose of allowing me to
at least see traps on boxes from areas where I hunt (whether or not I can
disarm them is another story).
Spell Aiming: I can't see why you would train here unless you want to use
wizard wands. None of our spells use this ability, so don't bother with
it.
First Aid: I'd say start training early in this up to about 10 ranks (I only have 8 myself). I
can't count the number of times I died while young from a bleeding chest
or even arm. It's fairly cheap, so I'd say once every other level, but definitely
not more than once per level. This will also help you skin your kills.
The only drawback to this skill it does use 3 mental, which may be more useful in other areas.
Pick Pockets: It is fairly commonly believed that even if you don't
plan on ever picking someone's pocket that training at least a rank or two
in this skill will help you catch people trying to filch silver or other
valuables from your pockets. I've never had any confirmation that this
is true, but it's a pretty cheap skill, so I'd suggest training once or twice
in it just in case.
Survival: This skill helps in such things as skinning, foraging for
herbs and building fires. Not that I've yet seen any ability to build
fires in GS IV. It may also help with resisting the natural elements
such as the extreme cold on the way up to Icemule, but that's purely a guess
on my part. I've trained a grand total of one time here just in case
I actually need it for something later I at least have a remote chance of
getting lucky.
I may have missed some training areas here, but suffice it to say, they aren't anything
I've ever trained in.
Spellsongs or Spells?
So you followed my advice and go to train in spell research,
but now you want to know if you should train in the bard sphere or minor
elemental sphere. For a long time, bards concentrated in minor elemental
due to the fact that most of our spellsongs were not yet implemented. Well,
that's all changing, which makes the choice even harder. I'll provide
a little advice here, but I wouldn't make a decision until you take a look
for yourself at the spells in each circle. I've provided a list of the
current spellsongs,
and you should be able to get a list of the elemental spells off the main Gemstone site.
But I still haven't answered your question. As I've said before,
defense tends to be a weak area for bards, so I'd suggest training in 401
out of the elemental sphere your first level to give you a little boost.
After that, I'd go over to spellsongs until at least 1003, which is a rather
inexpensive song that gives you +10 to your defense and is self renewing.
The next big spellsongs to look forward to are 1007 which increases your
entire group's attack by 10 and 1010, which is starts off at +15 to your
defense and goes up every two spellsongs you learn after that. This is the
big decision point. I think I, personally would train up to at least
1007, and since you're already there, might as well continue to 1010 before
going back to elemental. If you do go back, I probably wouldn't get past 414.
There are many bards who train all the way up to 430 before switching back
to spellsongs, but if nothing else, spellsongs are one of the things that
separates bards from the other classes. The question is: Do you want to spend
that much time in elemental to get up to this point. Once you go beyond 414
in elemental or 1019 in spellsongs, I'd say you've pretty much passed the
point of no return. At that point, continue to train in that sphere until
the highest level spell in that sphere that's currently implemented (430
and 1035 respectively) before switching back. Did I answer your question?
Kind of? Sorry, best I can do.
What's so Special
about Spellsongs?
Spellsongs
are unlike any spell in any profession. Most spells last for a certain
amount of time and then are gone, making you stop whatever you're doing
to cast them again. Many spellsongs, however, renew automatically, and at
a fraction of their original casting cost. For example, spellsong 1003,
Fortitude Song costs 3 mana to cast. Now, the duration is fairly short,
but at the end of this time, the song will automatically renew for the cost
of only 1 mana, and you are never left uncovered by the spell. As a sidenote,
spellsongs are also cast slightly different. You still "prepare" them as
normal, but instead of "cast"ing them, you "sing" them. The new verb,
"incant", also works with spellsongs, though with certain spellsongs such
as Sonic Weapon, you'll still need to prepare and sing to get a specific
weapon type.