So, you want to be a Bard, huh? Think it's all about charming the ladies, prancing around, or earning lots and lots of coin? Think again. You're here to lead people into battle, and I don't mean going all Pied Piper and marching kids into a war zone (although some of you might think that's fun). In fact, you might want to make sure you're as good with that blade as you are with your lute. Celts and Vikings are more our model here.
So why play a Bard?
Clerics close wounds fast and Warlords make things die fast, so what is special about you besides the fact you can sing? Well, quite a bit:
* You are the master of positioning. You have a knack for making sure your allies are in the right place at the right time. After all, it doesn't matter how good your party's nova potential is if they're not in a position to unleash it, and you can get a party into position more consistently and expediently than any other Leader can. And not only do you get your allies into the right place, but you also tend to force enemies there.
* You tend to cripple the enemy as much as you help your allies. With your natural secondary role as Controller, this isn't really a surprise. You like to jinx the enemies' attacks, strip their defenses, inflict status effects, and generally do a lot of nasty things to their survival chances. You're still a team player, but you can't help but get some satisfaction yourself as your powers have more of a direct effect than those of other Leaders. And, indeed, not only are you part Controller yourself, you also tend to be a Controller's best friend, due to your mastery of enemy positioning as well as quite a few of your powers penalizing enemy saves.
* You are extremely versatile. Want to lead from the front with a shiny blade in hand? You got it. From the back? You got it. With a conductor's baton? You got it. With a bow? You got it. Strumming a lute? You got it. And it doesn't stop there. You are free to dabble in as many other classes' abilities as you'd like to tailor your arsenal as you see fit. Want more healing? You got it. Want things to die faster? You got it. Need more control? You got it.
* You are a master of skills. In fact, only three of the skills in the entire game aren't on your class skill list. Moreover, you start with the second-most number of trained skills after the Rogue. Because you're charismatic, you excel in conversational skill challenges involving skills like Diplomacy and Bluff. And to top it all off, you have the ability to make the skills you didn't train almost as good as the ones you did train.
Red: AHHHH! My ears! A trap, or just plain garbage. Purple: A rather sour note. Situational at best. Black: Tolerable, an acquired taste even. Blue: A fine selection, indeed. Sky Blue: Bravissimo! Meaning, you definitely want this. Gold: Mandatory. Not just the best. Mandatory. A very rare rating.
This Handbook covers the following sources:
PHB - Player's Handbook PHB2 - Player's Handbook 2 PHB3 - Player's Handbook 3 AP - Arcane Power FRPG - Forgotten Realms Player's Guide MM - Monster Manual MM2 - Monster Manual 2 AV - Adventurer's Vault AV2 - Adventurer's Vault 2 D XXX - Dragon Magazine, issue XXX DA XX - Dragon Annual, year XX MOTP - Manual of the Planes PHBH - Player's Handbook Heroes MP - Martial Power DP - Divine Power PP - Primal Power EPG - Eberron Player's Guide
Thanks to:
Everyone who posts and helps out.
Authors of other classes' handbooks, some of which REALLY helped for the multiclassing section.
Dazing Rebuke Syndrome: When an immediate reaction power has a status effect that lasts until the end of your next turn. This makes the power useless -- or at best extremely situational -- because the end of your next turn will come up before the enemy starts his next turn, fully functional. Name derived from the Lv. 7 Swordmage encounter power, which remains the most immediately recognizable example of this ailment. Other powers that suffer from this ailment include Eye for an Eye (Paladin 13), Collapsing Riposte (Rogue 23) and Resourceful Triumph (Warlord 27). Treatment involves changing the effects to last until the end of the enemy's next turn. Current application of treatment inactive.
Hit Points: 12 + CON score at 1st level, 5 gained per level. Standard figures for a Leader, which is adequate.
Healing Surges: 7 + CON mod. About average.
Proficiencies: Aside from all simple weapons, you're trained in the longsword, scimitar and shortsword. Not bad. Also of note is training in all military ranged weapons; that's important for some of you. You're trained in all light armors as well as chainmail; that's just fine for some of you, while others of you might have wanted more. You're also proficient in light shields. Your implements include wands, songblades, songbows and certain musical instruments.
Defense Bonuses: +1 to Reflex and Will. Solid.
Features
Bardic Training(PHB2): Ritual Caster for free and a book of rituals. And some of those Bard-specific rituals are pretty damn good. Moreover, you even get to cast a Bard ritual or two (or three) per day without any components.
Bardic Virtue: Basically your main build decision.
Virtue of Cunning (PHB2): Once per round, slide an ally who got missed by an attack a square as a free action. The distance at which this works is based on your Intelligence. This one can help set up flanks, or just get an ally out of immediate danger. The trigger is likely to happen every single round in combat, easily making it the virtue that gets the most action in a fight. In Paragon Tier, this one can get even better for melee allies who took Agile Opportunist, granting them some immediate action attacks. A Cunning Bard is most likely to use an implement for attacks, and will also make the best use of Bard rituals thanks to his/her Intelligence.
Virtue of Valor (PHB2): When an ally within 5 squares bloodies or kills an enemy, you can give him a decent amount of temporary hit points (1/3/5 + CON mod). The value of this varies from battle to battle; it's good in fights with several standard enemies or minions, but not so great in fights against Elites and Solos. You also can't really control who gets the benefit. Still, at least having Constitution as a secondary stat helps you live longer, and you also do get access to an incredible paragon path. A Valorous Bard is most likely to mix it up in melee.
Virtue of Prescience (AP): This Virtue works once per encounter, unlike the others that can happen every round. As an immediate interrupt, if an enemy hits your ally, you boost your ally's targeted defense by your Wisdom modifier, which can make the enemy miss that attack. Pretty solid benefit, and it does get good feat support. Unfortunately, this virtue has the indirect shortcoming of requiring Wisdom to fully benefit. Since your main attack stat is Charisma, which also happens to govern Will defense, this means you're only going to have one good non-AC defense (NAD). A Prescient Bard is most likely to use a ranged weapon.
Majestic Word (PHB2): Your version of the per-encounter healing ability that all Leaders get, and it's one of the better ones. Aside from the healing figures, it slides the target (you or your ally) a square, helping setting up flanks easier, getting a vulnerable member of the party out of an enemy's melee range, getting allies out of grabs, and even triggering Agile Opportunist if the melee ally took that.
Multiclass Versatility (PHB2): You can multiclass more than one other class. Which is simply awesome, allowing for a ton of possibilities.
Skill Versatility (PHB2): +1 to all untrained skills. Nice.
Song of Rest (PHB2): CHA-mod healing bonus at the end of a short rest for healing surge use, giving more efficient use of resources.
Words of Friendship (PHB2): Per-encounter boost of a Diplomacy check. You're likely to be a party face (if not THE face), so this one's always good in Skill Challenges.
The Realms' Got Talent: Ability Scores
Strength: We are expecting our fair share of girly men (no offense to the ladies) (Recommended start: 8-10). Some of you may want to have some muscle, if only to be able to wear better heavy armor than chain, or perhaps dabble in a second career of Fighter, Warlord, Paladin, Ranger, Barbarian or Warden (13).
Constitution: Vital for a Valorous Bard. For the rest of you, it still can't hurt to at least have enough breath to hold a 16-count long tone on a fife (Recommended start: 14-18 for Valorous Bards, 10-12 for others).
Dexterity: Basically as long as you can hold an instrument without droppng it, you're in (Recommended start: 8-10). Keep in mind your potential second careers or equipment proficiencies before staying committed to being a klutz, though (13).
Intelligence: Vital for a Cunning Bard, and still pretty important if you're not. Many of your rituals use an Arcana check, which is governed by how learned you are. It's pretty much the default universial tertiary stat for non-Cunning Bards. (Recommended start: 14-18 for Cunning Bards, 12+ for others).
Wisdom: Vital for a Prescient Bard (Recommended start: 14-18). Others of you can get by just fine without any common sense, whatsoever, unless you're multiclassing (8-13).
Charisma: This one is non-negotiable. If I don't like you, you're not in. Your degree of magnetism will make or break your career as a Bard of any sort (Recommended start: 16-20).
Modes of Develpoment: Ability Score Arrays
16, 14, 14, 13, 10, 8: Known as the most well-rounded stat line. Charisma is your highest stat, and you have both a solid secondary and tertiary stat. Even your quaternary can help you qualify for a multiclass feat or other things at Heroic Tier. Like with all other classes, you can't go wrong with this array.
16, 16, 12, 12, 10, 8: Charisma and your relevant secondary stat get equal, intensive focus. A third and fourth stat may be good enough to qualify for some feats if you need to. The best array if you place a premium on your Virtue benefit and the riders on your powers.
18, 13, 13, 10, 10, 8: For those either going for the starting natural 20 in Charisma, or for those races with bonuses to a secondary and a tertiary stat. Either way, it's the array used for maximum attack bonus potential, so you can hit more often.
18, 12, 12, 12, 10, 8: Variant of above. To make this one work, you'll want to be a race who either has bonuses to Charisma and your chosen secondary stat, or to your designated secondary and tertiary stats. Racial bonuses will help soften the blows to those stats, and you'll get an appreciable quaternary stat while still going for maximum attack bonus.
Changeling/Doppelganger (EPG): You're naturally charismatic, which means I like you already. I'm going to assume that between agile and smart, you chose smart, in which case, good for you. Changeling Disguise is a whole lot of fun (make sure you train Bluff).
Deva (PHB2): Not a bad Prescient Bard, since WIS is your secondary and INT is your de facto tertiary, and you get a bonus to both. Memory of a Thousand Lifetimes is an excellent racial encounter power, too. Devas aren't exactly prime material for the other Bard Virtues, though.
Dragonborn (PHB): You make an extremely durable Valorous Bard with a high CON increasing your healing surge value.
Drow (FRPG): Personable ones are always welcome. Lolthtouched powers, Trance and Darkvision are all very solid benefits.
Dwarf (PHB): A marginal Prescient or Valorous Bard. Only the bonus to the relevant secondary stat and the minor-action second wind keep you from being completely hopeless. Don't even think about being Cunning.
Eladrin (PHB): Best as a Cunning Bard. Pretty average at it, although Fey Step is great.
Elf (PHB): Elven Accuracy saves this race from being hopeless. And even then, an Elf should only consider being a Prescient Bard.
Genasi (FRPG): Might fit in as a Cunning Bard, but hardly spectacular at it.
Gnome (PHB2): Peerless as a Cunning Bard. Where to begin? Wins the friends and hits the books. Fade Away. Racial bonus to Arcana. The total package here. Just take a multiclass feat that lets you train in Stealth and you'll be set for life.
Goliath(PHB2): You might be able to pass as a Valorous Bard. Might being the operative word.
Half-Elf (PHB): Second to none as a Valorous Bard, and just a damn good Bard race in general thanks to Dilletante. Versatile Master in Paragon Tier makes the Dilletante power a true at-will. Also note that the feat Combat Virtuoso lets you select a Dilletante power that uses ANY attack stat and use your Charisma for attack rolls (not damage, though) with it. NOTE: If you're taking an implement power, you still need to be able to use that class's implement with that class's powers, so you'll have to take the multiclass feat for the class you stole from if you want to use the power to its fullest. Certain feats and items can circumvent this to an extent, such as the Arcane Implement Proficiency feat for arcane powers, or the Star of Corellon that can be accessed by multiclassing with Cleric, Paladin or Avenger.
Astral Seal (Cleric) (DP): Implement attack vs. Reflex with a +2 bonus, and on hit it debuffs all an enemy's defenses by -2 and grants CHA-based healing to the first ally who hits it. Amazing at-will that even manages to outclass a couple of Bard melee-at-wills in similar functions, but done at range. Perfect with Combat Virtuoso.
Demoralizing Strike (Ardent) (PHB3): In Heroic and Paragon, this is pretty much strictly better than your own Guiding Strike, since you debuff all defenses. It doesn't get the extra [W] of damage in Epic, but that's a small price to pay. A great setup power through and through.
Dragonfrost (Sorcerer) (PHB2): If you're looking for an implement-based ranged basic attack, this is the way to go. 10-square range, decent damage, and it can push the enemy a square if it hits.
Eldritch Strike (Warlock) (PHBH): Weapon-based, and it counts as a CHA-based melee basic attack. It also slides the enemy a square if it hits. Perfect for outfitting a melee basic attack with fun stuff like the White Lotus feat line (D 374), Quickened Spellcasting (AP), Arcane Admixture (AP) and all the goods that feat opens up, etc. Take the Melee Training feat to tide you over in Heroic Tier, then retrain that feat for Versatile Master when you hit Lv. 11.
Sword Burst (Swordmage) (PHB): Best abused by a Cunning Bard, who depending on build may not have to take Combat Virtuoso. It's one of the best AoE at-wills in the game, and certain feat combinations can increase its power even further.
Twin Strike (Ranger) (PHB): This is the most damaging at-will power in the game, as Rangers themselves know and boast. Combat Virtuoso works out perfectly since this power doesn't add ability modifiers to the damage, anyway. Great for any Bard who wants to dual-wield, and also for Prescient Bards to have a damaging ranged weapon at-will attack.
Halfling (PHB): A little personality goes far. Too bad you had to be quick rather than smart, hardy or wise, though. Still, you'll do fine, and the Second Chance power is nice.
Half-Orc (PHB2): Yeah, you're so not cut out for this. Please don't hurt me.
Human (PHB): Train in one thing and one thing only: Charisma. Bonus feat is very nice if you plan on multiclassing, in particular, and the bonus at-will, trained skill and defense bonuses are all good benefits. Makes for a solid, if not spectacular, Bard of any sort.
Kalashtar (EPG): The best Prescient Bard by virtue of being as wise as you are charismatic. Solid racial powers and telepathy round it out.
Shifter, Longtooth (PHB2): Longtooth Shifting, with its extra damage and regeneration, keep you afloat, mostly as a Prescient Bard thanks to being wise.
Shifter, Razorclaw (PHB 2): Quick and wise just like an Elf, but without anything else. Also worse for the job than your Longtooth counterpart.
Tiefling (PHB): Almost as great a Cunning Bard as the Gnome. With Hellfire Blood on top of Arcane Admixture you will hit often.
Warforged (EPG): Somewhat less hopeless than a Goliath thanks to Living Construct and Unsleeping Watcher.
Revenant (D 376): An interesting choice, particularly for a Valorious Bard. The DEX doesn't help, though, and Dark Reaping's necrotic damage is fairly commonly resisted. But the racial feats, including the feats that work with your "past life" race, are pretty good.
Shadar-Kai (D 372): Shadow Jaunt is a solid encounter power, and the INT is good for a Cunning Bard, but other than that you're worse than the Eladrin.
Bladeling (MOTP): Blech. Another poor-man's Elf.
Bugbear (MM): lol
Bullywug (MM2): Nope.
Duergar (MM2): A Dwarf with twisted morals, a crappy racial power, and none of the redeeming qualities.
Githyanki (MM): Sorry.
Githzerai (MM): Nope.
Goblin (MM): Goblin Tactics is awesome, and you've also got some personality. You'll do well.
Hobgoblin (MM): Just like a Half-Elf, you can win friends and you're durable. But you don't have Dilletante. Still, you're good enough.
Kenku (MM2): An interesting choice thanks to Mimicry. Personality helps you a lot.
Kobold (MM): At-will minor-action shifting is awesome. A passable Valorous Bard.
Dazing Rebuke Syndrome: When an immediate reaction power has a status effect that lasts until the end of your next turn. This makes the power useless -- or at best extremely situational -- because the end of your next turn will come up before the enemy starts his next turn, fully functional. Name derived from the Lv. 7 Swordmage encounter power, which remains the most immediately recognizable example of this ailment. Other powers that suffer from this ailment include Eye for an Eye (Paladin 13), Collapsing Riposte (Rogue 23) and Resourceful Triumph (Warlord 27). Treatment involves changing the effects to last until the end of the enemy's next turn. Current application of treatment inactive.
Arcana: This skill is a required part of the trade to learn, so it doesn't matter what I think of it. It's used in rituals and knowledge checks.
Acrobatics: Helps you escape grabs and restraints, balance, reduce fall damage. Very versatile skill.
Athletics: Also helps you escape grabs, as well as climb, jump and swim.
Bluff: Can be flat-out essential depending on your build or race, in which it helps certain powers function. Other than that it's great for conversations. You're guaranteed to be good at it because of your high Charisma.
Diplomacy: Between being eminently winsome, which you must be to be a Bard in the first place, and having a class feature power that works with this skill, you're likely to be the party face. So this one is kinda important.
Dungeoneering:Low on the totem pole in the grand scheme of things. Only consider it at all if you're Prescient.
Heal: You may or may not need this. If you're the only ritual caster in the party, you'll be more likely to need it. A Prescient Bard makes the best use of it.
History: Knowledge skill. Worth a look from a Cunning Bard.
Insight: Counters Bluff, which can save you. Especially good if you're Prescient, but worthy of training regardless.
Intimidate: The combat application is arguably broken. You'll definitely be good at it, and aside from that it's also used in conversations a lot.
Nature: Knowledge skill, used in some rituals. Best used by a Prescient Bard, or any Bard who fancies himself the Celtic sage of yore.
Perception: Counters Stealth, which is kinda important. Also just generally useful.
Religion: A Cunning Bard might learn the ways of the divine if no Divine characters travel with him. Counts as a knowledge skill and is used in a lot of rituals.
Streetwise: Often comes in handy in skill challenges, and you're naturally good at it.
Endurance: Helps you get over diseases and generally survive in a lot of adverse conditions. Easily picked up with a multiclassing feat of Fighter, Ranger, Warlord or Barbarian.
Stealth: A Gnome will want to train this for sure. Avenger, Ranger and Rogue all have multiclass feats that train this.
Heavy Blade: One of the two primary choices for a Valorous Bard. Most heavy blades hit accurately with their +3 proficiency bonuses, important for your role as a Leader so you get the maximum party favors from your attack powers. Songblades come in this type of weapon, and the feat Arcane Implement Proficiency can also apply to it. You're automatically proficient with the longsword, which helps even more.
Light Blade: The hits aren't as painful as with the heavy blades, but they get great feat support and are similarly accurate. Preferable if you multiclassed with Rogue or have an unusually high Dexterity that can qualify you for feats like Nimble Blade. You've got automatic proficiency with the shortsword. A Prescient Bard might even want to use a dagger for ranged weapon attacks, which has a higher proficiency bonus than bows (but not nearly the range). Like Heavy Blades, they can also be Songblades, and are also eligible for use with Arcane Implement Proficiency.
Hand Crossbow: Drow Prescients might decide to stay with it, particularly if doing some Martial multiclassing. Everyone else will want to use a bow instead, or a superior crossbow if they want to drop the feats.
Longbow/Shortbow: The choice of most Prescients. Shortbows are for the small races; Longbows are for everyone else. All Bards come automatically trained in the use of these, so it's the best combination of damage, load property and range readily available. Songbows, which can be used as Bard implements, come in this weapon type.
Superior Crossbow: If you're a Prescient who wants to spare the proficiency feat and the Speed Loader feat to use it, it's a damn good one for sure. +3 proficiency and as much range as a longbow. Songbows also come in this weapon type.
Heavy Blade/Light Blade: Valorous Bards may want to pick up the occasional implement-based attack, and what better to use as their implement than their weapon? It reduces multiple-item dependency (MID) -- and your expenses -- to go this route. Songblades can automatically be used as an implement for Bard spells. If you'd rather not use a Songblade, you can use the Arcane Implement Proficiency feat and train blades in general for implement usage with ALL arcane powers. Really a good option for any Bard looking to use a variety of spells, both weapon- and implement-based.
Longbow/Shortbow/Superior Crossbow: Generally the choice of Prescients (through Songbows), but not without their limitations. Bows cannot be subject to Arcane Implement Proficiency, thus making multiclassing more difficult for those Bards.
Musical Instrument: Counts as a wonderous item. Most likely to be used by Cunning Bards who take full advantage of Bard rituals. Musical instruments serve double duty as implements and as ritual focuses, reducing MID.
Wand: We like to call them conductor batons in our trade. If you're looking to turn your implement-based attack powers up to fortissimo, accept no substitute. Not that reducing MID isn't a noble goal, but sometimes the spiced-up symphony is just worth the extra cost.
Multiclassing option of note
Holy Symbol: Specifically the Star of Corellon (AV), Must worship Corellon to use it, but it's huge if you planned on multiclassing into Cleric, Paladin or Avenger. With this one symbol, you can get the enhancement benefits on ALL arcane powers you cast through it, a la Arcane Implement Proficiency. Prescient Bards looking to multiclass really love this one, especially since they can't apply AIP to their usual weapon, the bow, and holy symbols only need to be worn.
Dazing Rebuke Syndrome: When an immediate reaction power has a status effect that lasts until the end of your next turn. This makes the power useless -- or at best extremely situational -- because the end of your next turn will come up before the enemy starts his next turn, fully functional. Name derived from the Lv. 7 Swordmage encounter power, which remains the most immediately recognizable example of this ailment. Other powers that suffer from this ailment include Eye for an Eye (Paladin 13), Collapsing Riposte (Rogue 23) and Resourceful Triumph (Warlord 27). Treatment involves changing the effects to last until the end of the enemy's next turn. Current application of treatment inactive.
Guiding Strike (PHB2): Debuff the defense of your choice by -2 if it hits. Always handy. If you plan on spending ANY time at all in melee, regardless of your Virtue, this is likely to be your staple. NOTE: Half-Elves might opt to take Demoralizing Strike as their Dilletante, in which case they won't need this.
War Song Strike (PHB2): This one's pretty much just for Valorous Bards who have the CON to dish out a healthy amount of temporary hit points to potentially the whole party for attacking your victim. Won't be used quite as often as Guiding Strike, but it is good to pull out occasionally for that extra veneer of party survivability in a pinch.
Jinx Shot (AP): Right now it's the only ranged weapon at-will for a Bard. Luckily, it's solid. The knocking prone part is especially handy against flyers.
Cutting Words (PHBH): Attacks Will and pulls the target 2 squares on hit. It has the Psychic keyword, too, which has great support from feats like Psychic Lock. Good for pulling back-row enemies closer to your front-line allies.
Misdirected Mark (PHB2): Situational. Only useful at all with a Battlemind or Warden as a Defender, and even then, you'd only want to use it when an enemy is within range of their punishments and unmarked. It does attack Reflex, just to be different, but overall, this power isn't going to be any more than a Human's third at-will, if that. NOTE: If your Defender is a Fighter, Staggering Note is better in every possible way.
Staggering Note (D 383): Attacks Will, has the Thunder keyword, has a good range, and on hit deals CHA-mod damage and pushes 2 squares. And at any point before, during or after that push, an ally gets a free melee basic attack. A great combination of positioning and damage potential, and the Thunder keyword gets excellent feat support (Mark of Storm and its slide, for one) and item support (*cough* Wand of Thunderous Anguish *cough*) for even more fun.
Vicious Mockery (PHB2): Attacks Will, unconditionally debuffs the enemy's attacks by -2 if it hits, has the Psychic keyword (hello, Psychic Lock) and the Charm keyword. Am I missing anything? This is easily one of the go-to powers for Bards who use implements for a living. It's especially great to use on an enemy the party's Defender already has marked.
Firemetal Shot (AP): Funny, it's a ranged weapon attack but its clearly geared toward Cunning Bards. All your allies' attacks for a round inflict your INT-modifier's worth of extra fire damage. Pretty solid for this level.
Prophesied Strike (AP): You or an ally gets to reroll an attack and use either result. Good one.
Blunder (PHB2): Best in the employ of the Cunning, this one does excellent damage. Attacks Will and on hit, slides two squares and can set up an accurate melee basic attack follow-up from you or an ally.
Disorienting Ditty (D 383): Attack vs. Will that works best near a melee cluster, with your choice of "safe square" in a flank or next to a Defender. The disincentive of your CHA-mod extra damage isn't too great, though. You really can do better than this.
Fast Friends (PHB2): Nice flavor, but the attack does no damage and the benefits are nothing that the party can't already accomplish with even decent tactics.
Focused Sound (AP): Attack Reflex, set up 18-20 crits for the whole party for a round. Good one. Has the Thunder keyword.
Prophetic Action (AP): For the Prescient, but even they have better options here.
Shout of Triumph (PHB2): Geared toward the Valorous, and they can rearrange the battlefield with it. You can reposition your allies in the nice blast 3 area even if you don't hit any enemies. Attacks Fortitude and has the Thunder keyword. In Paragon Tier, a melee-heavy party, all outfitted with Agile Opportunist, can turn this into a beatdown power.
Echoes of the Guardian (PHB2): Same flaws as Misdirected Mark, making this one situational at best.
Slayer's Song (PHB2): The effect lets you set up combat advantage whenever you hit an enemy for the whole encounter. Not bad for this level. Better with a Rogue in the party.
Verse of Triumph (PHB2): +1 power bonus to damage and saves for you and allies within 5 squares, along with some free shifting for killing enemies. Decent.
Arrow of Warning (AP): Tailored toward the Prescient, but it's pretty awesome regardless of Virtue. An immediate interrupt against an enemy attacking an ally that does solid damage on hit. The attack hits often, too, being a weapon-based attack vs. Reflex. And to top it off, if it hits, the ally who got attacked gets a free, more accurate at-will attack against the attacking enemy as well.
Saga of Rivalry (AP): Not optimal for every party or every fight, but if you're traveling with a ranged Striker or two this one sings. Especially in a fight against an Elite Artillery or Controller. This one will give your ranged allies a nice little advantage in missile warfare while the automatic damage chips the enemy's health away until a save. Having your front-line allies hold helps even more.
Burdening Dirge (D 374): The effect, which lasts for the encounter, makes the enemy slow down whenever an ally hits. Good to cast on a dangerous foe you want a Defender to tie down up front and away from your squishy allies.
Echoing Roar (AP): Best used against an enemy in a fight where concealment and cover are factors. A situational power, but handy when the situation does come up.
Malevolent Mischief (AP): Not a bad one to help keep an enemy near your Defender and away from that Wizard.
Satire of Fortune (AP): Half-damage on miss, and regardless of hit or miss give the next ally who misses a reroll of that attack. Best cast to set up a key round in which your allies unload with their encounter or daily attacks, letting you cover for the first miss that happens. Decent enough.
Sprightly Rhythm (D 383): Close burst 2 vs. Fortitude that pushes targets and lets your allies shift a square. Pretty tame power that doesn't know whether it wants to be a glorified Thunderwave or a map-changer.
Stirring Shout (PHB2): Hit or miss the target, free CHA-mod healing for allies who attack it for the rest of the encounter. Perfect to lay down on that Elite or Solo your party has been saving for last.
Canon of Avoidance (AP): +2 power bonus to all defenses for an ally of your choice. Sustainable with minor actions, and you can switch the bonuses to another ally if they need it more. Pretty good daily.
Clockwork Precision (AP): This daily is good for skill challenges, and has some limited combat use.
Concerted Effort (AP): Fair nova potential.
Hunter's Tune (PHB2): This one requires so many variables to line up for it to be remotely useful that it's just not worth it.
Inspire Competence (PHB2): A versatile encounter power that's very useful in skill challenges.
Moment of Escape(AP): Slide an ally with your move action if they need to move more than you do. Good now, just to get an immobilized ally out of a bad spot or free a grabbed ally. And, of course, in Paragon Tier this plays nice with Agile Opportunist.
Song of Courage (PHB2): +1 power bonus to attack rolls for allies in the burst 5 zone. The zone moves with you and is sustained with minor actions. Good early on, but it does lose some luster after Heroic Tier.
Song of Defense (PHB2): An inferior power to begin with, and Canon of Avoidance completely obsoletes it for similar purposes.
Words of Protective Fate (AP): Most enemies don't have crits you need to worry about.
Charger's Call (PHB2): For Valorous Bards. The usefulness of this one depends on party composition. You'll want at least two allies with good charge attacks for this to be useful. It also helps if you rolled a good Initiative.
Cunning Ferocity (PHB2): A rare melee power geared toward the Cunning. The party favor isn't the most impressive, but at least the attack hits often, since it targets Reflex.
Cruel Fate (AP): Only way this one's gonna work is if you have several allies lined up to tee off on the enemy with daily attacks that roll several large die for the damage. That is to say, almost never. Avoid this one.
Entangling Opening (AP): Weapon attack vs. Will (which means it hits a lot), Psychic keyword and a follow-up hit from an ally knocks the enemy prone. Altogether pretty good.
Rhyme of the Blood-Seeking Blade (AP): An immediate interrupt to an ally's miss that attacks the enemy's Reflex for a more sure hit. And when it hits, the enemy's defenses are all debuffed substantially against your ally's attack; -4 even without the Prescience virtue. Just plain awesome.
Dissonant Strain (PHB2): Vicious Mockery with a saving throw and minus the Charm keyword and 5 squares' range. Meh, give me something different.
Impelling Force (PHB2): Attacks Fortitude and slides the target up to 5 squares next to an ally. Preferably that scary Defender or melee Striker traveling with you. Good against the more evasive, less burly types of enemies that don't want to be caught in melee, and happen to have a weaker Fortitude.
Recitation of Foreknowledge (AP): Decent. Better if you have a Rogue in the party.
Song of the New Dawn (AP): Not bad for a melee-heavy party, granting them all saves that are likely to succeed.
Word of Mystic Warding (PHB2): If the attack hits, the enemy get a save-ends condition that makes it hurt to approach an ally of your choice. Decent for protecting a squishier member of the party for a time.
Arrow of Ill Omen (AP): The effect gives you a 30% chance of turning one lucky ally's hit into a crit. Quite nice; cast the die when the ally attacks with a daily power full of large dice for the damage.
Compulsion (AP): On hit, you get to drag the enemy wherever you want until he saves. Even if you miss, you get to do that for a turn. Excellent and fun power. Has both the Psychic and Charm keywords, too.
Rhyme of Fire (AP): Extra fire damage against the enemy for the whole party, hit or miss. Not as impressive as some of the other options here, but not bad, either.
Satire of Bravery (PHB2): The resident AoE at this level, and it's pretty solid. With good positioning afterwards you can catch the enemies you blasted between a rock and a hard place until they save.
Song of Discord (PHB2): Domination in Heroic Tier? Really? Good times. Hit or miss, you also force the enemy to attack one of his buddies within reach of him. If you hit and get the one-round domination, either make your new puppet attack the same enemy again, or send him walking (or even charging) through your allies' opportunity attacks ... or off a cliff. Has the Charm keyword.
Strictures of Fortune (AP): The effect takes away an enemy's next go-around of a rechargeable power and instead gives you or an ally another use of an encounter power. Good to use in those battles.
Tune of Ice and Wind (PHB2): An area burst 1 that slows the enemies (save-ends on hit) and slides your allies 3 squares. A fair amount of map rearrangement potential with this one, and in Paragon Tier this can become a bona-fide beatdown power if you have enough melee allies taking Agile Opportunist.
Vigorous Cadence (AP): The recent errata ripped this one out of your songbook. It's strictly worse than Stirring Shout. Much worse, in fact. Good thing you have so many other great options at this level. And the update still left unanswered the question of what happens when multiple allies are the same distance away from the enemy.
Allegro (PHB2): Daily power that slides you and all allies two squares with your minor action. How good this one is depends on party composition. It's better in melee-heavy parties, who in Paragon Tier outfit themselves with Agile Opportunist to turn this into a bona-fide beatdown.
Chord of Resilience (AP): Damage reduction per encounter (5 + CHA mod) for an ally against a hit. Simple and solid.
Dramatic Shift (AP): Per-encounter movement buff for you and allies within 5 squares, letting all involved shift as a minor action for a round. Good one.
Glimpse the Future (AP): Use this daily minor action at the start of a key battle, one where you're expecting an ally to use a daily power, for example. This one is likely to make sure your ally hits true at the crucial time, and possibly even crit.
Ode to Sacrifice (PHB2): Mainly for the Valorous. This encounter power comes in handy for ending save-ends conditions.
Song of Conquest (PHB2): This encounter power is best in the hands of the Valorous, but they're already likely to do something similar with War Song Strike.
Song of Speed (AP): Underwhelming compared to other options here.
Synchronicity (AP): Daily power that gives +5 to the party's initiative. Going first can be nice.
Trickster's Healing (PHB2): This daily power doesn't even make any sense. It heals the allies who were missed by an attack; i.e. the ones who needed it less. Which means you're only ever going to use this against an AoE. Plus the healing amount is a joke, even with a high Intelligence.
Chillsong Stroke (AP): Slow the enemy and allow one ally to shift into an easy flank, or just get the hell out of there.
Scorpion's Claw Strike (PHB2): Slide an ally into an easy flank or a safer spot. The Valorous get to grant the ally CON-mod AC bonus, too. Remember, the value of melee ally slides increases in Paragon Tier if they took Agile Opportunist. Good, versatile power.
Insightful Shot (AP): Too bad the defense debuff only works for one hit. Still a very good setup for an ally's daily, though.
Rewrite the Future (AP): Strictly worse than Unluck, actually, but if you want to stick to using your weapon instead of using an implement, this'll still do nicely.
Deflect Attention (PHB2): It's not quite the Warlock's Mire the Mind, but it'll do. Making yourself or an ally invisible to the target is good no matter how you slice it.
Distracting Shout (PHB2): Mostly meant for closing in on enemies with threatening reach, or those moments when the party wants some separation. Has its uses.
Song of Duplicitous Allure (AP): Cutting Words with an extra twist that is best taken advantage of if you have another ranged attacker (particularly an Archer Ranger) in the party. The follow-ups from your ranged ally can really make it easy to pull the back-row enemy near a Defender. Has Charm and Psychic keywords.
Theft of Life (AP): Best used by the Cunning, allowing an ally to use a healing surge and granting temp HPs. Decent.
Timely Distraction (AP): Clearly the runt of what is otherwise a solid litter at this level. Stay away from this one.
Unluck (PHB2): Not too many powers let you replace an enemy's and an ally's attack rolls with the more advantageous one for your party in both cases, and do this every single encounter. This one's grand.
Counterpoint (AP): Cast this when you've got enough melee allies ganging up on the enemy. Hit or miss, the enemy is in for a hell of a beatdown if he misses an attack while this effect is up. Note the word "miss," too, rather than "fail to hit," which is very important against an enemy that likes his AoEs. Amazing especially against an Elite or Solo.
Forceful Conduit (PHB2): An interesting power that lets an implement-wielding ally of your choice cast his powers through the enemy you hit. Has its uses, particularly if cover or distance is a factor.
Hideous Laughter (PHB2): On hit this can shut down an enemy's opportunity actions for quite some time (especially with the aftereffect). A good one to allow the whole party some freedom of movement around a solo while it lasts.
Rain of Starlight (AP): A ranged AoE that sets up combat advantage and denies concealment, total concealment and invisibility. Can be handy. Note that this is not party-friendly.
Symphony of Misfortune (AP): The zone is small (area burst 1) and non-moveable, and the effects aren't the most impressive. On top of that, the attack part of this power is not party-friendly (the zone is, though). You can do better.
Wail of Anguish (AP): Activated with a mere minor action, can be sustained, and gives you something to do with your opportunity actions; namely keep a lot of enemies from shifting. Awesome, especially if a Defender (and especially a Fighter) is nearby.
Break Enchantment (AP): A small area burst for this daily, and Savior's Song is just plain better at a similar purpose.
Chant of Accuracy (AP): This is a daily that only lasts a single round, and its only effect is a +2 power bonus to attacks? Weak.
Idyll of Calm (AP): A zone that moves with you automatically, grants +2 power bonus to Will for your allies and reduces any attack penalties they have. Fair.
Illuminating Stars (AP): +5 to Insight and Perception for a whole encounter for you and nearby allies. Can come in handy, particularly for skill challenges and in places conducive to an ambush.
Illusory Erasure (PHB2): Per-encounter minor action to turn an ally invisible and slide him 2 squares. A very versatile power, obviously awesome on someone trained in Stealth, and also good on an Agile Opportunist.
Mantle of Unity (AP): Pool the highest defenses of every party member in the burst 5 together for a round per encounter. Quite nice.
Perfect Pitch (D 383): This daily gives you extra damage on your Bard attack powers and extra healing on your healing powers for a whole encounter. Fair enough.
Savior's Song (AP): A daily that lasts the whole encounter, handing out rerolls of failed saves every round to nearby allies. Easily one of the better saves-related powers.
Song of Recovery (PHB2): Save bonuses for a round to allies within 5 squares, as a per-encounter minor action. Decent.
Veil (PHB2): Interesting power to be sure, but the success of this spell relies on the Bluff skills of your allies. And just how many of them will have a high Charisma and have Bluff trained?
Word of Life (PHB2): As close to a resurrection spell as you'll get at this point. This daily rescues an ally from being KO-ed and sets up the enemy who brought him down for some serious punishment.
Dazing Rebuke Syndrome: When an immediate reaction power has a status effect that lasts until the end of your next turn. This makes the power useless -- or at best extremely situational -- because the end of your next turn will come up before the enemy starts his next turn, fully functional. Name derived from the Lv. 7 Swordmage encounter power, which remains the most immediately recognizable example of this ailment. Other powers that suffer from this ailment include Eye for an Eye (Paladin 13), Collapsing Riposte (Rogue 23) and Resourceful Triumph (Warlord 27). Treatment involves changing the effects to last until the end of the enemy's next turn. Current application of treatment inactive.
Couplet of Deceptive Weakness (AP): Essentially amounts to an off-action chance to pile on two hits on an enemy foolish enough to move next to you. The ally can shift into an easy flank to get combat advantage on his attack.
Earthquake Strike (PHB2): Can be effective, but the party as a whole should not fall into the trap of spreading its attacks out too thin. This one is best done in a situation where an ally can follow up against several enemies with an AoE attack.
Harmony of the Two (PHB2): Couplet of Deceptive Weakness is better in enough situations that you probably won't want this one. Might have been better if an ally didn't have to be within two squares of you to do anything.
Foolhardy Fighting (PHB2): Cast this when enough melee allies surround the enemy. This one is just plain sick; the enemy won't want to attack lest he suffer a serious beatdown. And if he doesn't attack, well, good for you still; he wasted his turn. Has the Charm and Psychic keywords to open up more fun times, and the Cunning get to slap a penalty on any attack rolls the enemy might want to do.
Insult of Passivity (AP): Basically, you force a choice: the enemy you cast this on will either be dazed the whole encounter, or one of his cronies will have to snap him out of it by attacking him, thus wasting a turn by not attacking your party. This one is best cast on an enemy like a Controller, Skirmisher or Artillery who likes to harass the party while keeping its distance; with said enemy away from the party, a crony can't use an AoE to snap him out of it and nail your party at the same time.
Sharp Retort (AP): Best employed by Prescient Bards who want to all but guarantee an enemy's misery for another round from a save-ends effect. Doing damage as an immediate interrupt only sweetens the deal.
Slippery Feet (AP): Not bad; it can set up some flanks or isolation situations, but pretty mundane compared to a lot of the other powers here.
Song of Storms (PHB2): A large, party-friendly close blast attack. Allies in the blast get to do extra lightning damage when they hit, too. Very solid AoE.
Dance of Biting Wind (PHB2): The Cunning don't need this one at all. Everyone else gets to do a poor imitation of a Cunning Bard once per day. Which isn't terrible, but note that the allies shift, rather than slide, hence the poor imitation.
Quick Steel Dance (PHB2): The effect is the best part of this one, allowing for the whole encounter for allies to shift with enemies, sticking to them and keeping their flanks. Which means the only way enemies can escape is by drawing OAs. Nice.
Fated Vulnerability (AP): The usefulness of this one depends. Best in a party where everyone is dealing the same damage type.
Iceshard Shot (AP): Hit or miss, you inflict ongoing cold damage, which you or an ally can prolong forever as long as you hit the enemy to automatically make him fail the save. Just sexy.
Confusing Chorus (PHB2): Make an enemy attack one of his buddies at the start of every turn until he saves. Best cast on an enemy with reach.
Funeral Dirge (D 372): Close burst 2 that creates a zone that weakens enemies who are caught starting their turns there. The attack and the zone are both party-friendly, making this decent to pull out when you're near a melee cluster.
Hole in the Mind (AP): Basically Deflect Attention in daily form. The ally invisibility is save-ends on hit, and even on miss it'll last for a round. Pretty good.
Menacing Thunder (PHB2): Party-friendly, Thunder-keyword close burst 2 that creates a zone of +2 power bonus to attacks for allies within. Not too impressive.
Satire of Evasion (AP): A save-ends on hit that lets you roll d20s to cover for any ally misses on the object of affection. Excellent.
Strike Up the Dance (D 383): As if this level didn't already have enough amazing going on, this recent entry is arguably the new belle of the ball. Target up to three enemies, each up to 10 squares from you with this Psychic attack vs. Will, and you get to deny their move actions and slide them 5 squares every round until they save. Even if you miss, you get to tell an enemy where to move for a turn, at least. This is as good as it gets in the map rearrangement category up to this point.
Wall of Sound (AP): A fair-size wall that deals decent damage for being next to or in it, hampers movement and can potentially daze a lot of enemies. Very impressive control spell.
Wracking Radiance (AP): Ongoing radiant damage with possibly a modicum of free healing for allies near the target. Not bad. Better if you're traveling with a Divine character of some sort who is geared toward creating radiant vulnerability.
Allied Rhythm (AP): Fair encounter power for a melee-heavy party, potentially granting some huge bonuses to attack rolls for one of your allies. Preferably the one packing multiple attacks.
Blink Zone (PHB2): A sustainable zone that grants power bonuses to AC and Reflex, as well as short-range teleportation within. Best cast on a melee cluster, helping your melee allies easily move into flanks and keep them. Fair.
Chorus of Recovery (PHB2): Grant your allies saving throws for starting their turns near you. This zone moves with you and is sustainable. Decent.
Chorus of Vitality (AP): Mass healing surge trigger as a minor action, but what sells this daily the most is the free shifting that also happens. Fair power.
Elegy of the Undefeated (PHB2): A near-death rescue spell. It does grant two surges' worth of free healing, so it's worth mentioning.
Haste (AP): This daily power trades one of your minor actions in the round for an extra standard action for you or an ally. Certain nova-focused builds will look at this.
Heroic Interjection (AP): Amounts to an off-action Haste that is only usable against enemies with action points, i.e. Elites and Solos. Generally, you're a lot better off just taking Haste if that's the effect you were going for.
Musical Chairs (D 383): Was originally an encounter power, and a grand one at that, but now as a daily it isn't nearly as attractive an option. The mass-shifting is still nice, but doesn't justify a daily. And the potential mass-save granting, with CHA-bonus, is pretty overrated since the situation where that's necessary doesn't happen that often.
Song of the Soul Harvest (D 372): Helpful for Fighters and Wardens, not so much for Paladins and Swordmages.
Song of Sublime Snowfall (PHB2): Sustainable zone, and every time you sustain it all allies heal your CHA-mod of hit points. It also creates difficult terrain, which even affects flyers, which means enemies can't get out of it easily. A good one for keeping a fight where you want it.
Dissonant Imbuement (D 383): An oddity, being a melee power that's best employed by the Cunning. But no one can say it's not effective for setting up some absolutely glorious power plays for the party against AC and Reflex. If your niche is a Cunning Bard with a blade, hey, go for it.
Song of Summons (PHB2): This one is for the Valorous, who can teleport a Striker ally next to the enemy and grant him huge bonuses to attack. Great.
Word of Vulnerability (PHB2): Allies require combat advantage to take advantage of the favor. A little too situational.
Balance of Fortune (AP): Geared toward the Prescient, this thing hits often since it's a weapon attack vs. Will. You screw over enemies' attack rolls and boost your allies' attacks for a round. Excellent.
Inescapable Fate (AP): With so many better options at this level, this one is left in the dust.
Strings of Fate (AP): Target up to three enemies, attack their Reflex to hit often, and help AC attackers out as they attack the enemies' Reflex. Good one.
Masks of Menace (PHB2): You essentially get to lay down an extremely strong Misdirected Mark that isn't a mark. Which means it stacks with a Defender's mark and other penalties, and Paladins and Swordmages benefit just as much as Fighters and Wardens. It's also Psychic, and you know what that means. -9 or greater to attack anyone else other than the Defender is pretty damn nice, indeed.
Resounding War Cry (AP): Good, large, party-friendly AoE that can set up a lot of dazing. Best used when you anticipate an ally following up with an AoE of his own. Thunder keyword, too.
Shout of Evasion (PHB2): Geared toward the Cunning, who can spur the entire party into all sorts of advantageous positions with this.
Turning the Tide (AP): Healing surge trigger for any ally who follows this up with a hit. Not bad, but mundane in light of some other powers here.
Increasing the Tempo (PHB2): When it's absolutely, positively gotta die, accept no substitute. You grant an ally of your choice a free nova opportunity, four free basic attacks that can be either melee or ranged, resulting in one of the most damaging -- and versatile -- daily powers in the game.
Linked Fortunes (AP): Can screw your ally over as much as it hurts the enemy. Shun it.
Saga of the Harrying Foe (AP): At this point, the power bonus to attack rolls for one ally just isn't enough of a selling point. Save-ends conditional psychic damage isn't either.
All Soul's Ball (D 372): Helps if you hit with this thing so you can better trap enemies in the zone with the immobilization. The zone triggers healing surges and makes enemies give up combat advantage when an enemy dies in it. Decent.
Corralling Song (AP): This AoE forces enemies to cluster together, and the save-ends effect, hit or miss, punishes them with damage if they don't. Good at helping your Controller do his/her job better.
Craven Chorus (D 383): Is this some kind of joke? Because I'm not laughing. Garbage power that amounts to nothing more than a glorified Thunderwave. I mean, at least Sprightly Rhythm at Lv. 1 tried to get your allies involved.
Encircling Dance (PHB2): Basically a radiant attack against an enemy or two attached to a mass shift. Decent.
Irresistible Dance (PHB2): Despite not being a party-friendly burst, this one is a whole lotta fun when cast on a melee cluster. Especially if your melee allies have Agile Opportunist, in which case the combat advantage you force on the enemies cancels out the -2 penalty from Psychic Lock you're likely to apply to your allies' opportunity-action attacks. Good for enabling a beatdown and also for generally redrawing the battle lines. Has the Charm keyword, too.
Mocking Epigram (AP): An interesting power that effectively halves the damage your ally would've taken and makes an enemy suffer the remaining half. Could do worse.
Satire of Prowess (PHB2): The enemy rolls twice to its peril; allies roll twice to the enemy's peril as long as the power lasts. A damn good one for sure.
Spring to Action (AP): Mainly used as a combat starter against a cluster of enemies from a distance. The usefulness of this one varies depending on party composition; it's best in a melee-heavy party, who will really benefit from the instant distance closure and easy flank setups that can result, all done before the enemy party can disperse into better positions.
Dazing Rebuke Syndrome: When an immediate reaction power has a status effect that lasts until the end of your next turn. This makes the power useless -- or at best extremely situational -- because the end of your next turn will come up before the enemy starts his next turn, fully functional. Name derived from the Lv. 7 Swordmage encounter power, which remains the most immediately recognizable example of this ailment. Other powers that suffer from this ailment include Eye for an Eye (Paladin 13), Collapsing Riposte (Rogue 23) and Resourceful Triumph (Warlord 27). Treatment involves changing the effects to last until the end of the enemy's next turn. Current application of treatment inactive.
Assured Recovery (AP): You let an ally reroll a failed save with your CHA-mod bonus. Sorry, this is not a proper Epic Tier utility.
Cherub's Song (D 383): This daily is flight for you for a whole encounter, flat; you don't even have to sustain it. And if allies start their turns within 5 squares of you, they can fly, too (really fast if you're Valorous). Great utility, but just make sure that you stay within 5 squares of any allies in the air or they'll fall, although by this point your allies can at least buy Winged Boots for practically free so such a fall won't hurt them.
Climactic Chord (AP): You mean this isn't an attack power? The nova potential from this daily is all sorts of ridiculous. Even better, it's all triggered from a mere minor action, with a huge 10-square burst that easily gets the whole party in on the focus-fire carnage.
Elegy Unwritten (PHB2): Probably the best class-related resurrection spell in the game, particularly because it's an immediate interrupt.
Invisible Troupe (PHB2): Per-encounter minor-action mass invisibility for a round. Even if no one is trained in stealth it can still be almost as good as blinding all your enemies for a round for free. Close burst 3 makes for a decent chance to make everyone disappear.
Mirrored Entourage (PHB2): Basically a mass casting of two-thirds of a Mirror Image. Which is crap.
Note of Aggression (AP): Another miscategorized minor-action attack power, this time an encounter power which lets either you or an ally make a melee basic attack or charge. The results will never be as spectacular as Climactic Chord, but for per-encounter consistency you can't go wrong here. Might even be preferable in a smaller party (4 or less).
Ode to the Daring (AP): Surgeless mass-healing spell with a large burst and triggered as a minor action. Also lets everyone make a save. Solid.
Song of Transition (PHB2): This daily creates a minor-action sustainable zone that lets you and your allies teleport literally all over the battle map. Can be quite handy.
Song of Liberation (PHB2): Too situational. Not too often that the whole party will be affected by immobilization, restraint or slow.
Weal and Woe (PHB2): Only the Valorous should consider it at all, in which case it serves as a solid setup attack for a melee ally in position, with the granted saving throw a nice little extra.
Reverberating Shot (AP): Excellent setup attack for potentially the whole party when used by the Prescient. All allies in 5 squares can get huge bonuses to attack rolls (or AC if they prefer). This shot also attacks Reflex, meaning it hits and grants the bonuses often.
Sound Strike (AP): The rare non-Prescient ranged weapon Bard might look at this one to set up an almost sure and possibly hard hit from an ally. Decent one.
Chant of Bad Fortune (AP): This party-friendly AoE is the perfect follow-up to an ally's AoE daily power that inflicted save-ends effects, thanks to the -5 debuff to enemy saves. The burst size is great (5). As an added bonus, your allies in the burst get to make saves. Very impressive.
Echoes in Time (PHB2): Solid tactical power when used by the Cunning, who give allies that elect to teleport back to their starting spots huge bonuses to all defenses.
Mind Game (AP): Lets your allies target the enemy's Will with their attacks, which more often than not is a very good thing.
Rhythm of Disorientation (PHB2): This party-friendly area burst is for casting on a melee cluster, where you've got allies ready to tack on a second attack while the enemies are down. Decent.
Transference Tune (D 383): Hit with this and you get to save against all ongoing effects and then for a round inflict your enemy with the effects you successfully saved to end. Fair.
Leave it Dead (AP): When it hits, it basically gives the whole party, yourself included, the Vorpal property for all attacks. If it misses the Vorpal property lasts for a round. Decent.
Adversarial Song (PHB2): Likely, your chosen ally will be a Defender, helping him do his job a lot better, and deal more damage, until the enemy saves. The effect is applied hit or miss.
Frenzied Rhythm (PHB2): Nothing is as much fun as getting your enemies to fight each other. The burst size is nice. Ideally, you want to work it out so that one enemy gets gang-beaten by his cronies. And for good measure, the survivors are stunned for the round. You want some setup to be able to score as many hits as possible with this power, since a miss isn't as much fun: merely dazing enemies for a round.
Intimidating Visage (AP): Feeble damage on hit, and feeble conditional one-time extra damage that only takes place if you hit. Just plain garbage, even if the AoE is huge.
Sculpt Fate(AP): Best cast on a melee cluster. The effect is very nice indeed, assuming you hit enough of the allies in the area burst, giving you some d20s you can screw over some enemies with. Situational, but nice when it works.
Virtuoso of Misfortune (AP): An area burst 2 that when it hits, drops -5 save penalties on enemies until they save to end this, which, oops, they'll have a tough time doing. Making for a vicious little conundrum that ensures your Controller allies love you. Orbizards will really love you, since they just got knocked down to earth recently.
Vision Distortion (PHB2): Best cast on a melee cluster, this area burst 2 can work out to being nearly as good as inflicting save-ends blinding on a group of enemies.
Crescendo of Victory (AP): Only a +2 power bonus to attack rolls? Really? Only against the target? Really? At Lv. 27? Really?
Strike from Legend (AP): Best geared toward the Valorous who have the CON to grant extra healing on the mass-surge triggering that's most likely to happen with this power. Decent for that.
Surge of Valor (PHB2): If your melee allies are in position to focus-fire on an enemy like they should be, then this one is perfect for triggering a gang beatdown. Especially if you're Valorous.
Binding Rhyme (AP): Attacks Reflex for an easy hit, immobilizes the enemy and encourages his cronies to cluster next to him and set his whole squad up for an AoE. Automatic 20 force damage for refusing to cluster is no joke.
Bond of Malediction (PHB2): Best employed by a Cunning Bard, but even then it's somewhat underwhelming compared to other options at this level.
Kaleidoscopic Burst (PHB2): At this point, a modicum of AoE damage with a 2-square shift for allies is pretty damn weak.
Pounding Rhythm (AP): This close blast 3 can result in a lot of stunned enemies if you've got an ally ready to follow up with an AoE of his own.
Second Chances (AP): Cast this when your allies are in position to tee off on the target, granting all of those within 3 squares a chance to reroll an attack. Perfect setup for a focused assault involving allies' encounter and daily powers.
Hero's Beacon (PHB2): Turn an enemy into a walking battery of healing for your allies and automatic radiant damage for surrounding cronies. Awesome especially for leading the attack on the Elite or Solo in the enemy party. Even more awesome if you've got a Divine character geared toward setting up radiant vulnerability in the party.
Horrifying Truth (AP): Mass save-ends dazing hit or miss, and if it hits it can result in a lot of save-ends stunned enemies with follow-up hits. Nice blast area, too. The classic follow-up AoE from an ally always works. Aside from that, this may be one of the few cases where the party spreading out its attacks is, in fact, justified.
Satire of Leadership (PHB2): Hit or miss, you inflict on the enemy a -2 penalty to all defenses and vulnerability 5 all until a save ends it. Not bad.
Shockwave Strike (AP): Best for Valorous Bards who can turn into a walking battery of thunder damage and -2 AC debuffs to enemies within 5 squares of him. Sustainable with minor actions, really making this one worthy.
Song of the Deadly Dancer (D 372): A summon spell. Too bad it summons a weak attempt at a Defender, complete with marks without a way to punish them.
Spellbind (PHB2): Save-ends domination on hit. Need I say more?
Dazing Rebuke Syndrome: When an immediate reaction power has a status effect that lasts until the end of your next turn. This makes the power useless -- or at best extremely situational -- because the end of your next turn will come up before the enemy starts his next turn, fully functional. Name derived from the Lv. 7 Swordmage encounter power, which remains the most immediately recognizable example of this ailment. Other powers that suffer from this ailment include Eye for an Eye (Paladin 13), Collapsing Riposte (Rogue 23) and Resourceful Triumph (Warlord 27). Treatment involves changing the effects to last until the end of the enemy's next turn. Current application of treatment inactive.
Advantage of Cunning (PHB2): Frequent battlefield organization for the win. For Cunning Bards only.
Bard of All Trades (D 383): It's Jack of All Trades upgraded just for you Bards, granting a +3 feat bonus to all untrained skills. With Skill Versatility on top of this, all your untrained skills are merely -1 away from being effectively trained. Incredible.
Bardic Knowledge (PHB2): +2 feat bonus to several knowledge checks, some of them conducive to rituals. Worth a look, although be aware that it doesn't stack with Bard of All Trades' bonus if said knowledge skill is untrained.
Combat Virtuoso (AP): Not everyone will need to take it, obviously, but it opens up tons of options for multiclassing or a Half-Elf's Dilletante power that you wouldn't have even thought of otherwise. Note, however, that it does NOT affect paragon path powers or powers gained through the Eternal Seeker epic destiny.
Extended Prescience (AP): For Prescient Bards only, and it improves that Virtue considerably with its much longer duration. A must for them in the first 10 levels of their career.
Feyborn Charm (AP): Ouch. How the mighty hath fallen. With the recent update to the Expertise feats classifying their bonuses as feat bonuses, this one is as good as dead. It does not stack with the Expertise feats now. Yeah, it still grants a feat bonus to damage as well, but you're probably not picking Charm powers for the damage they do.
Friendly Deception (AP): Apply your Words of Friendship class feature power to Bluff checks. Can be handy.
Improved Majestic Word (PHB2): CHA-mod temp HPs for the target of a Majestic Word, making it even more efficient. You'll want this sooner or later.
Prescient Fortification (AP): A +2 to the Virtue of Prescience benefit. Helpful in the beginning, but you may want to retrain it later as your WIS increases.
Saving Breath (D 383): Geared toward the Valorous, this grants a Majestic Word beneficiary your CON-mod bonus to the next save before the end of your next turn. Fair enough.
Strength of Valor (PHB2): The oft-random nature of the Valor benefit makes this minor damage boost questionable in value.
Arcane Familiar (AP): You gain a familiar. Details on those have their own handbook, so look there for what familiars and familiar feats you should take. Not all of you will take a familiar, but having one does come with some interesting and useful perks. And it's fun.
Arcane Implement Proficiency (AP): Opens up beaucoup possibilities, all of which involve reducing multiple-item dependency (MID). A melee bard who'd rather use something else besides a Songblade will take this feat to use any old heavy or light blade (normally for Swordmages) as an implement, for example. Or even staffs (Wizards), which also opens up possibilities for Invoker or Druid multiclassing. Also of note is that this feat opens up said implement to work with all arcane powers, which is very important for you Half-Elves and Eternal Seekers.
Dual Implement Spellcaster (AP): Not as necessary for you as it is for, say, Sorcerers, but something to consider. Two wands, or two Songblades or AIP-ed light blades will do nicely. Mind the DEX 13 requirement, though.
White Lotus Defense (D 374): +1 untyped bonus to all defenses against the enemy you hit with an arcane at-will. Decent.
White Lotus Enervation (D 374): -1 debuff to a defense targeted by an arcane at-will. Pretty good. Especially since penalties stack. If Guiding Strike is debuffing AC that round, it essentially gets an extra penalty point.
White Lotus Evasion (D 374): Minor action shifting after you hit with an arcane at-will. Fair enough.
White Lotus Hindrance(D 374): Makes all squares next to you difficult terrain, which can keep melee attackers away from you. Good stuff, and opens up an even more potent prize in Paragon Tier.
White Lotus Riposte (D 374): Inflicts your ability modifier's worth of damage to an enemy who attacks you after you hit it with an at-will. The real value of this feat lies in what it opens up in Paragon Tier, but it's not like this feat itself is anything to sneeze at.
Draconic Spellcaster (AP): Much like Feyborn Charm, victimized heavily by the recent feat bonus classification of the Expertise feats, meaning that this one no longer stacks. It does now give the damage bonuses, but unless you're trying to steer your build in a Striker-ish direction for some reason, you won't really care.
Drow
Ruthless Hunter (AP): If you're a Prescient sticking with a hand crossbow, this one makes it worthwhile.
Genasi
Elemental Echo (AP): +1 to attack rolls and a pretty hefty damage bonus whenever you use a racial encounter power. Worth a look, but only after Expertise feats.
Extra Manifestation (FRPG): Some extra versatility never hurt.
Gnome
Magic of the Mists (AP): Stay hidden with Fade Away when you attack with an arcane power. Nice.
Halfling
Infuriating Escape (AP): Set up combat advantage for an ally when you evade an attack with Second Chance. Good.
Lost in the Crowd (PHB): Plenty of things are bigger than you. A +2 untyped bonus to AC in this case is nice.
Human
Action Surge (PHB): Take the Expertise feats first, but definitely consider this one after. +3 untyped bonus to all attacks for the action from an action point is just too good to ignore.
Arcane Reserves (AP): +2 untyped bonus to damage with your arcane at-wills when you have no arcane encounter attack powers left. Pretty good.
Human Perseverance (PHB): +1 feat bonus to saves. Not bad.
Rousing Voice (AP): Grant CHA-mod temp HPs when an ally uses second wind. Not bad. Better if you have allies with minor-action or less second winds who are likely to use them more often.
Stubborn Survivor (FRPG): +2 untyped bonus to saves when you don't have any action points left. Stacks with Perseverance.
Kalashtar
Group Mindlink (EPG): Telepathic communication can come in handy a lot.
Tiefling
Hellfire Blood (PHB): Take Expertise feats first. If you plan on abusing Arcane Admixture in Paragon Tier, take this, too.
Infernal Clamor (AP): Grant allies +1 power bonus to attack when you use Infernal Wrath. Good one.
Wrathful Magic (AP): Gives you another application for Infernal Wrath, a follow-up to a missed arcane attack. Combine with Infernal Clamor for a nifty setup.
Armor Proficiency (Scale) (PHB): Still a fine AC option for Valorous Bards, but it's not the only option anymore. Still, you'd want to take it if you didn't plan on multiclassing with a Primal class. Requires STR 13 and CON 13.
Beguiling Enchantment (PHB3): Not as obscene as first feared, since the attack penalty only applies when the enemy attacks you. But it's still something you'll definitely want if you're using Vicious Mockery and other Charm powers. Helps such Charmers live longer.
Coordinated Explosion (PHB2): If you plan on outfitting your arsenal with the number of party-friendly and party-helpful AoEs available to the Bard, this one is definitely worth a look after the Expertise feats.
Distant Advantage (PHB2): Cunning and Prescient Bards, in particular, will want to look at this one since they use a lot of ranged attacks.
Oncoming Storm (PHB2): If your prospects include a Lightning Weapon and/or some Arcane Admixture abuses, this one will do nicely.
Melee Training (PHB2): If you plan on engaging in melee, you need this feat. Plain and simple. For you Half-Elves, if you took a Dilletante power that can be used as a melee basic attack (ex. Eldritch Strike), you should retrain this feat to Versatile Master when you hit Paragon Tier.
Restful Healing (PHB2): Makes a use of your Majestic Word more efficient between encounters. Decent.
Speed Loader (PHB2): A must for Prescient Bards who want to use a superior crossbow.
Superior Implement Training (PHB3): If you're using a wand, accurate is the way to go. And yes, it's definitely worth it.
Toughness (PHB): Tier-scaling increase of your maximum hit points value. Very valuable, especially if you're Valorous. That has the lovely side benefit of increasing your healing surge and bloodied values, as well.
Versatile Expertise (PHB3): Grumble, grumble, feat tax. Still, you are literally hurting your character if you don't take this. At least with the advent of this latest feat in the Expertise line, you get the full benefits of the old Weapon and Implement Expertise together. That's very important, since you happen to be one of those classes that uses both weapons and implements. If you're using a weapon/implement combo (or weaplement), you're covered there, too; just choose the same thing for your weapon and implement types. NOTE: For your purposes, this feat completely obsoletes Focused Expertise, Implement Expertise and Weapon Expertise.
Weapon Focus (PHB): Only consider this after the necessary Expertise feats. Tier-scaling damage feat bonus isn't quite as essential for you as it is for some other classes, but it's there.
Weapon Proficiency (PHB): Likely taken by Prescient Bards to use a superior crossbow. Bastard swords for melee Bards is an option, too, but unless you're aiming for a Striker bent, your standard longsword will do fine.
Wintertouched (PHB): Don't take until Paragon Tier. Once you get there and take Lasting Frost, this one is great with a Frost weapon or an Arcane Admixtured at-will.
Disheartening Presence (AP): Debuff bloodied enemies' attacks by -1 just by being next to them and not bloodied. Pretty good for melee Bards. Protects you and protects any allies next to those adjacent enemies as well.
Improved Cunning (PHB2): Cunning Bards most definitely want this. Sliding 2 squares is priceless as you fight more enemies that are bigger than you. Gets vulnerable allies out of the melee range of even Large enemies, and makes flanks even easier to set up. This feat also opens up a nifty trick on an ally with Agile Opportunist: if they're already in the melee position they want to be in next to the enemy, slide them one square away, then one square back to where they started and trigger their AO attack.
Improved Valor (PHB2): Nice, but not really necessary.
Majestic Rescue (AP): Majestic Word grants a save, too. Worth a look.
Lyric of Rejuvenation (PHB2): Again, not really necessary, but not exactly a waste.
Prescient Aid (AP): Your Virtue of Prescience now gets an AMAZING offensive application. Prescient Bards should never pass this one up. You use an immediate interrupt to turn an ally's miss into a hit with your WIS-modifier bonus from up to 10 squares away (double the range of the default defensive Prescience). This is SO BLOODY INCREDIBLE it might as well, in fact, be your ONLY use of the virtue from this point forward. In which case, you can retrain Extended Prescience for this one, since that feat specifically applied only to the defensive application.
Song of Inspiration (AP): Va fanculo, is this one a fraud. Pre-emptive healing is a wonderful concept, but the amount of temp HPs gained from this is pitiful. Most definitely NOT worth trading in a whole damn healing surge to get them.
Arcane Admixture (AP): You can unlock all sorts of fun exploits with this feat. Best used on an arcane at-will power or two you plan to use often. Adding a keyword means the power qualifies for synergies with various feats (ex. Cold with Wintertouched + Lasting Frost, Lightning with Oncoming Storm, etc.)
Arcane Ritualist (AP): It's there if you need it, and just have to cast that ritual because it's so good. You're probably better off spending feats elsewhere, though.
White Lotus Master Evasion(D 374): Free 1-square shift when you hit with an arcane at-will. Decent.
White Lotus Master Hindrance (D 374): All allies get your Hindrance benefit now; they create difficult terrain wherever they step. Defenders love you for helping them cut off certain shift-and-charge lanes, and squishies love you for making them more difficult to approach in melee, and if your melee allies have flanks set up, they'll REALLY love you.
White Lotus Master Riposte (D 374): Immediate reaction at-will repeat against an enemy who attacks you. Combine with a Defender's help to set the enemy up in a lose-lose between you and him.
Agile Opportunist (PHB2): You're usually the one making your allies slide, not sliding yourself. On the other hand, if you're not the only Leader in the party who slides allies ...
Armor Specialization (PHB): Your feat bonus to AC. Most likely, you'll be picking this one for hide (CON 15 needed), which also reduces your armor check penalties. The Valorous have the easiest time picking this up.
Combat Anticipation (PHB): Obsoleted by Paragon Defenses.
Distant Shot(PHB): Most of your ranged attacks are still leader-type powers, which are of greatest benefit when the party is near you. Thus, it's not quite as necessary for a Prescient Bard as it is for, say, a Ranger.
Fleet-Footed (PHB): Extra speed is never a bad thing.
Lasting Frost (PHB): If you have a Frost weapon or are abusing Arcane Admixture, this is for you. Take Wintertouched immediately after and you'll be able to set up combat advantage any time you hit, as well as do extra damage with the Cold vulnerability.
Paragon Defenses (PHB2): A +1 feat bonus to all your NADs. In Epic Tier, this will get retrained, but for now it covers the most bases.
Point-Blank Shot(PHB): Cunning and Prescient Bards, in particular, may want this to ignore everything but total concealment with their ranged attacks.
Psychic Lock (PHB): You've got access to tons of Psychic powers, including at-wills like Vicious Mockery. This just adds insult to injury with those spells via an additional attack roll debuff.
Reserve Maneuver (PHB2): Don't like your paragon path's encounter power? Trade it out for something else after you rest. This feat may not be for everyone, but it's handy for those who want it.
Resounding Thunder (PHB): Mostly for Half-Elves to look at if they took an arcane AoE at-will like Sword Burst or Thunderwave, then outfitted it with Arcane Admixture, if necessary. Awesome in that application.
Solid Sound (PHB): +2 untyped bonus to a NAD for a round when you hit with the Thunder or Force keyword. This one is good for those using a Force Weapon or using Arcane Admixture.
Vexing Flanker (PHB2): All your allies get combat advantage against an enemy you're flanking. Pretty useful, particularly for the Valorous.
War Wizardry (FRPG): Helps make your party-unfriendly spells substantially less party-unfriendly.
Bard Implement Expertise (AP): If you qualify for it (CON 15 and INT 15), you should take it without hesitation. The qualifying stats for the 19-20 crit range shouldn't be too much of a stretch unless you're doing something odd with multiclassing.
Long Arm of Virtue(PHB2): The Valorousmight consider this one. Otherwise, the Cunning already have all the range they'll ever need, and the Prescient are doing just fine with the 10-square range on Prescient Aid.
Multiclass Mastery (AP): Get the benefits of two full multiclass feats for the price of this one. Awesome stuff. This gives you the opportunity to retrain out of up to two multiclass feats you had, effectively saving yourself a feat.
Prescient Resurgence(AP): Another use of Virtue of Prescience in an encounter when you use an action point. Prescients neglect this one at their party's peril.
Supreme Majesty (AP): Target two with Majestic Word. Damn right you need this.
Explosive Spellcasting (AP): Not really necessary for Bards. Note that only the extra rolled damage part of the crit transfers over to the target you want.
Quickened Spellcasting (AP): One minor-action use of of an arcane at-will per encounter. Very good to have for a nova round.
Trusted Spellcasting (AP): Best used on an AoE encounter spell. Might be worth a look.
Blind-Fight (PHB): Thwart invisibility and concealment (but not total concealment) on adjacent creatures. Not bad for Valorous Bards, in particular, to consider.
Bow Mastery (PHB2): Prescients have no excuse not to take this one. Unlike other weapon mastery feats, this one doesn't even have any prerequisites!
Epic Fortitude/Reflexes/Will (PHB2): +4 to the NAD in question. Stacks with Robust Defenses. You would do well to go for at least one of these. Can make your highest defense extremely hard to hit, and a medium defense from a secondary stat in the high teens-low 20s solid.
Epic Resurgence (PHB): Regain an encounter power on a crit. Bravissimo, indeed. If you're going Demigod/Chosen, retrain out of it once you close in on your capstone.
Irresistible Flame (PHB): Tieflings will want to look at this one.
Robust Defenses (PHB2): The +2 feat bonus to all NADs. It's a big deal. Retrain Paragon Defenses for this one, if applicable.
Triumphant Attack (PHB): Encounter-long attack roll and defense debuff whenever you crit in melee. Nice for the Valorous, in particular.
Unfettered Stride (PHB): Ignore difficult terrain. Good if you're trained in Acrobatics.
Dazing Rebuke Syndrome: When an immediate reaction power has a status effect that lasts until the end of your next turn. This makes the power useless -- or at best extremely situational -- because the end of your next turn will come up before the enemy starts his next turn, fully functional. Name derived from the Lv. 7 Swordmage encounter power, which remains the most immediately recognizable example of this ailment. Other powers that suffer from this ailment include Eye for an Eye (Paladin 13), Collapsing Riposte (Rogue 23) and Resourceful Triumph (Warlord 27). Treatment involves changing the effects to last until the end of the enemy's next turn. Current application of treatment inactive.
Blessed Psalmist (D 376): This one is for Bards who multiclassed with any Divine class. The best part of this one is getting the full Channel Divinity of the Divine class you took and the ability to use your Bard implements with their implement powers, too. That even opens up the ability to take Divinity feats, a few of which are pretty amazing. The daily power, Brilliant Symphony, is also fantastic, forcing all foes in its huge burst to choose between domination for a round or save-ends stun when it hits.
Cunning Prevaricator (AP): Virtue of Deceit is free combat advantage with your Virtue. The other features and the encounter attack power revolve around granting invisibility, which is very good regardless and especially awesome when someone is Stealth-trained. The per-encounter utility power Trickery's Reward, now that it's been fixed, is a good way to either make an attack against an ally miss or grant them free healing.
Daring Blade (D 376): For Bards who multiclassed with a Martial class. Daring Improvisation is even better than Combat Virtuoso as it pertains to Martial melee powers, since it also lets you use your CHA for the damage on the powers as well. Blade Feint at Lv. 16 makes the combat application of the Bluff skill a more than viable option. The powers aren't spectacular, but those features make up for it.
Euphonic Bow (AP): The advent of Songbows has rendered this one mostly insignificant.
Grave Caller (AP): This one is geared toward Bards who want some Striker in their arsenal. Their features and powers all revolve around the once-per-encounter deathmark from the Lv. 11 feature. The Lv. 16 feature, Path to the Grave, functions like a limited Avenger's Oath of Enmity, which is decent. It helps to train in Stealth somehow so you can take full advantage of the per-encounter utility, Cloak of Sound.
Half-Elf Emissary (AP): Obviously, for Half-Elves only, and it's geared toward Valorous Bards. Skilled Speech is very, very good in conversational Skill Challenges. The effects from the encounter and daily powers are potentially very powerful, but they function best when the party keeps fairly close in combat, which isn't always the best option. Overall, the value of this one depends on party composition; being best for melee-heavy parties.
Karmic Shaper (AP): The highlights of this Prescience-only path are Karmic Strike, which lets an ally get a free extra attack in on an enemy who triggers your Virtue, and the extra-fun daily power, End of Luck. Warp Karma is also a good utility power for helping an ally try again on a crucial attack such as a daily power, while possibly making an enemy miss him. You can't go wrong with this one.
Life Singer (AP): Serene Will, the Lv. 16 feature, is easily the highlight of this path. Some of the best Bard powers are anti-Will attacks, and even if said attack isn't pacifist, the fact that it's a reroll every single time it misses any enemy is still just too awesome. The daily utility power, Inspired Solutions, can come in handy in a trap-filled combat zone, or perhaps to let your allies make use of their skills in combat such as Bluff that they may not have used otherwise. The daily, Soothing Song, may not set up coup de grace opportunities, but you can still do some clever things with it, like give your party a chance to reposition themselves, rob the enemies of their items while they sleep, put some binds on them, and if they're your size or smaller, even pick them up and move them around into compromising positions ... or into some sort of hazard.
Mythic Skald(D 376): For Bards who multiclassed with a Primal class, and it's geared toward melee. Hero's Blood is, ironically, more controllable than Virtue of Valor. Primal Virtue is a nice little power bonus to attack rolls for a Majestic Word recipient. Skald's Tale can result in two hits on an enemy, Mythic Destiny lets a dying ally keep fighting, and Manifest the Mighty Hero is a solid all-around boost for you or an ally next to you.
Resourceful Magician (D 376): For Bards who multiclassed into another Arcane class. With every one of those classes you took entry feats for, you get a little extra from their class and some implement usage privileges. Diverse Study can potentially be great, but it doesn't seem that Combat Virtuoso works for such powers, so you might want to stick with Sorcerer and Warlock powers for that feature. Unless you're a Cunning Bard who has INT high enough to be an attack stat, thus making Wizard and Swordmage spells an option, in which case, good for you. The encounter power, Twinned Spell, can result in either a full-fledged double attack with an at-will, or just a do-over on an encounter power that missed all targets; very good either way.
Student of the Seven (PHB2): Requires you to commit fully to multiclassing, including swapping for encounter and daily powers, to be worth it, but wow, is it ever worth it. The ability to change your multiclass daily every day can be handy, and the action point feature that recovers a multiclass encounter power is awesome. Cunning Bards will have fun with Compensatory Insight. The encounter attack power Anyspell is a large burst AoE that targets a NAD of your choice and, hit or miss, buffs an ally's attack or defenses. Versatile Glamor is also a very useful daily utility.
Summer Rhymer (PHB2): For Cunning Bards only, and it has a lot to offer. Action-point free teleporting. CHA-mod bonus to all Bard healing spells. More accurate punishment against an enemy who triggered your Virtue. Solid attack and utility powers that all have HUGE burst areas for their beneficial effects and zones.
Voice of Thunder (PHB2): Well, one of these paths had to be the runt of the litter. To be fair, the +2 to an ally's death saves and the encounter power Rolling Echo are solid, but the rest just doesn't add up. Even Arcane Admixture can't save this one, and an application that would make the utility useful is not the best application of that feat anyway.
War Chanter (PHB2): For Valorous Bards only, and it's the only path they'll ever need. The action point feature that grants all allies within 5 squares of you CON-mod untyped bonuses to attack rolls for a round. The ability to spend 2 action points in an encounter. The encounter power, Victorious Smite, which hit or miss is a guaranteed double attack involving an ally. The daily power, Visions of Victory, which results in an automatic hit of some sort from a melee ally. It's all win.
Archlich (AP): More suitable for Wizards than for you, but you do have to like the hefty resistances against necrotic and poison you automatically get, and the benefits of having a phylactery.
Archspell (AP): If you're not multiclassing into Wizard (for Archmage), this is a fine enough consolation prize, including a +2 bonus to attack with your daily Signature Spell and, at Lv. 30, the ability to use it as an encounter power. The utility is great, too, with its huge resistance to all damage, and it's something you'll want to cast at the start of every encounter.
Darklord (D 372): Nice after-death ability, and the capstone is good fun. Solid choice.
Deadly Trickster (PHB): If you're trained in Bluff or Acrobatics, you might go for this. Solid features, albeit somewhat limited in use. Epic Trick is an awesome utility, though.
Demigod/Chosen (PHB/FRPG/DP): Divine Miracle, that infamous capstone, finally got toned down so that now it only recovers one encounter power in a fight. That's still pretty good, though, especially combined with all the other ways to recover encounter powers. And the +2 to two stats of your choice, a solid near-death recovery mechanic and access to some great utilities still make this one great. Just no longer overpowering. The default Demigod's Divine Regeneration is an insane regeneration spell. NOTE: As of Divine Power, you apparently have to multiclass into a Divine class to take the Chosen variants of this destiny.
Eternal Seeker (PHB): This one has come a long way, and it has infinite room to grow. It's about as good as you can get without crossing the line into abuse.
Fatesinger (PHB2): Destiny Fulfilled is best used on an ally with plenty of AoEs or focus-fire multiattacks to increase their chances of hitting and you getting your action point back. Fate's Clarity turns your Majestic Word into a very good offensive buff as well. And Fragment of the Song is a zone with a nice size and is even movable, and does wonderful things with the entire party's action points. Very solid destiny, overall, even if the capstone is only average.
Feyliege (AP): A specialized destiny for Gnomes, Eladrin and Half-Elves, mainly. This destiny picks up at Lv. 26 with its solid per-encounter repositioning utility. The capstone, Dominion over the Mind, is excellent if you build to optimize for it. Some suggestions there: (1) Make sure you qualify for Bard Implement Expertise in Epic Tier, (2) the Life Singer paragon path to reroll any miss with a Will-based power, as nearly all Charm powers attack Will, and potentially turn misses into crits, and (3) perhaps look for another ability that lets you reroll attacks even if they hit (like Avenger multiclassing feats).
Harbinger of Doom (PHB2): Shield of Ill Fortune is about the only remotely attractive thing in this destiny.
Immanence (AP): Mostly deals with resistances to damage types that can trigger in every fight in which those are involved. Fair enough for living longer in those fights, but you're not going to do your party any favors out of the ordinary until the capstone, and even then only to adjacent allies. Clearly geared more toward Strikers and Defenders than you.
Keybearer (D 372): Traveler's Tricks is nice, as is the capstone that gives you phasing. Reality Distortion, on the other hand, kills this one. It would be pretty awesome if it weren't for the fact that it affects your allies as well as your enemies.
Lord of Fate (AP): For the unaligned. It used to be a whole lot more powerful, but now it's just average. However, the daily zone utility, Golden Mean, can be very effective in your hands, since you tend to have powers that both boost your allies' attack rolls and debuff your enemies' attacks (and defenses, too).
Lorekeeper (PHB2): Only Cunning and Prescient Bards will qualify. The best part of this destiny is easily the capstone, Lorekeeper's Revelation, which lets you take two daily utilities and make them encounter utilities. (How does combining Climactic Chord and Haste in the same round every single fight sound?) With Arcana automatically trained and pertaining to a fair number of monsters, you'll make the rest of this destiny worth it, getting the combat bonuses from Lorekeeper's Wisdom and Lorekeeper's Cunning pretty often. With all the knowledge skills on your class skill list you can expand this to cover a good chunk of the bestiary. Lorekeeper's Cunning is great for rituals, too.
Magister (AP): The capstone is actually better for Cunning Bards than it is for Wizards, thanks to the component-free Bard rituals your Bardic Training allows you to cast. Some of those rituals are pretty good mid-combat (Lullaby, anyone?). Recharging a daily item power with the utility is also solid, as is your free boost to Charisma.
Planeshaper (D 372): Using an encounter power twice is great, as is removing an enemy from the fight for a turn on a crit. Shape Reality, the capstone, adds a whole lot of Controller to your arsenal. Can't go wrong with this one.
Prince of Hell (D 372): This positively-evil inclined destiny is pretty interesting. You get a +2 to Charisma and can teleport and summon some minions. Not the best you can do, though.
Punisher of the Gods (D 372/DA 09): Once hideously broken, now it's infamous for being the destiny that keeps getting changed every single update. Take at your own -- and your sanity's -- risk.
Sage of Ages (AP): The Lv. 24 feature Keeper's Prescience, a free d20 replacement once per every single turn, is one of the best features in the game (on a side note, it makes a perfect capstone for Eternal Seekers). It works for attacks, saves and skill checks. Cunning Bards can take full advantage of the also-great per-encounter utility, Trick of Knowledge, especially with the +6 untyped bonus to Arcana from Paragon of Learning. Reverse Time is a solid death-recovery capstone, too.
Dazing Rebuke Syndrome: When an immediate reaction power has a status effect that lasts until the end of your next turn. This makes the power useless -- or at best extremely situational -- because the end of your next turn will come up before the enemy starts his next turn, fully functional. Name derived from the Lv. 7 Swordmage encounter power, which remains the most immediately recognizable example of this ailment. Other powers that suffer from this ailment include Eye for an Eye (Paladin 13), Collapsing Riposte (Rogue 23) and Resourceful Triumph (Warlord 27). Treatment involves changing the effects to last until the end of the enemy's next turn. Current application of treatment inactive.
- You don't necessarily need to worry about the attack stat of a power when swapping. You have Combat Virtuoso to cover for that. In many cases, the stat that determines the rider effects will be more vital.
- You do, however, need to worry about implement usage. You don't want to get too much MID. Arcane Implement Proficiency can be your best friend here, as can the Star of Corellon, depending on what classes you took and what powers you're swapping for.
- Remember that paragon path powers are NOT covered by Combat Virtuoso.
- Avoid, like the plague, entry feats that grant you ritual casting, since you can already cast rituals.
- Try not to take an entry feat that trains Arcana, since you're already trained in that automatically. Sometimes, however, it can't be helped. Especially if the other options are worse.
- Generally, you should avoid swapping for powers that require a class feature you can't access for optimal use. A few exceptions to this DO exist, however.
Heartwarder (FRPG): Must worship Sune. Sune's Touch lets others benefit when you use a healing surge yourself. Also great stuff are the powers. Siren Voice is domination every encounter, which is awesome. Sune's Shield is a very good utility that allows you and an ally, or two allies, to take damage for each other on a case-by-case basis for the encounter.
Morninglord (FRPG): Must worship Amaunator. The Lv. 16 feature Burning Radiance is the heart of this path and makes it capable of incredible damage; it can be triggered from a Radiant weapon, or any Radiant at-will attack you may have acquired somehow (say, Half-Elf's Dilletante). This one is especially devastating if your allies deal radiant damage.
Saint(DP): +2 to all NADs, immune to domination, save-granting powers and healing powers serving their respective double-duties on adjacent allies, and enhanced first aid all make for an excellent healer-inclined destiny. Be sure to swap for a divine healing power or two so you can take advantage of the extra healing from the capstone.
Reincarnate Champion (PP): Well, well, well, this one's a lot of fun. Accessing nice things like Fey Step, Elven Accuracy and Memory of a Thousand Lifetimes no matter what race you are is lovely indeed. Also say hello to non-Eladrin Feycharger builds.
World Tree Guardian (PP): Nearly constant 5 + CON mod damage resistance from the start, and massive constant regeneration as a capstone make this one worth considering for the Valorous. Solid Leader-geared daily utility, too.
Specific Classes
Artificer
Despite the class using INT for its attack rolls, the other Arcane Leader's abilities are used almost exclusively by Valorous and Prescient Bards. Combat Virtuoso covers for any attack rolls, and that leaves the riders on such powers, almost all of which are reliant on CON or WIS. And there are definitely some great powers here. Your implements match, too (wands).
Student of Artifice (EPG): A daily use of Healing Infusion. Requires INT 13. Unlike some entry feats for other Leader classes, this one is not redundant for you at all, and is actually really damn useful, essentially giving the party one extra healing surge in the pool per day. Curative Admixture is best for the Prescient, while Resistive Formula is just plain amazing for the Valorous. Only downside is the wasted redundancy of Arcana training, but that's a small price to pay.
Repulsion Strike (EPG): Better for Valorous Bards than anything they get on their own at this level. Can be done melee or ranged and inflicts a huge attack bonus debuff to the enemy (CON-mod).
Lv. 6 Utility
Regeneration Infusion (EPG): CON-mod worth of regeneration for the encounter. Fantastic for the Valorous.
Lv. 9 Daily
Radiant Sigil (EPG): Another Radiant keyword weapon buff. This one heals the wielder their CON mod in hit points every time the buffed weapon hits. Good for Valorous Bards, especially if someone can create radiant vulnerability in the party.
Lv. 10 Utility
Slick Concoction (EPG): Per-encounter battlefield rearrangement as a minor action. Slides your allies, which means it's Agile Opportunist-friendly, too. Lovely.
Lv. 16 Utility
Iron-Hide Infusion (EPG): +4 untyped bonus to AC for a round every encounter is great.
Lv. 22 Utility
Bag of the Four Winds (EPG): Like Slick Concoction before it, a per-encounter, minor-action battlefield rearrangement that also happens to be Agile Opportunist-friendly since it slides the party. This one affects you, too. Very nice for Prescients.
Lv. 23 Encounter, Weapon
Prismatic Strike (EPG): Three weapon attacks, melee or ranged, one against each NAD. That's great. The possibility to knock prone, push, keep them from standing and inflict nasty defuffs to attack rolls. That's incredible. Both Valorous and Prescient Bards have a lot to love from borrowing this one.
Reinforcing Healing (EPG): Note that the +2 untyped bonus to defenses applies to all healing powers. Not just Artificer powers.
Avenger
The recent adjustment to a certain entry feat has made Avenger multiclassing not nearly as attractive. The class itself doesn't have much to look at powers- or feats-wise.
Disciple of Divine Wrath (PHB2): Trains Religion only, but in combat this is actually the better feat now since its Oath of Enmity lasts until the end of your next turn, which can cover multiple attacks in those two rounds. WIS 13 required.
Hero of Faith (DP): The mighty hath fallen. The Oath of Enmity from this feat only lasts until you hit the enemy once. Requires WIS 15, too. At least this feat allows you to train any Avenger class skill, rather than just Religion.
Barbarian
If you're about adding some extra Striker potential to your arsenal, this is a good place to look. Valorous Bards, especially, will see things they like here. Some Barbarian powers even use CHA for riders.
Berserker's Fury (PHB2): Training in any one of the Barbarian's class skills. Also gives you a daily free action damage buff that lasts a whole encounter. Requires STR 13 and CON 13, easily done.
Storm of Blades (PHB2): Surprising rating, I'm sure, but pay attention. This power ends on a miss, and usually it's you're job to set someone up for best use of this one, not the other way around. Moreover, this power has recently been capped at three attacks, maximum, giving you less incentive still to take it. On the other hand, if you're not the only Leader in the party, feel free to take it.
Lv. 27 Encounter
Hurricane of Blades (PHB2): Unlike its predecessor, this one requires no setup to guarantee all four of its attacks. So go for it. It's still the most damaging encounter power you'll see.
Hurl Weapon (PP): Opens up the possibility to use at least a shortsword with ranged weapon powers, an interesting option for Prescients or any Bard who wants to cherry-pick such powers. If you also pick up the Ranger entry feat Two-Blade Warrior, the longsword becomes a hurl option.
Cleric
Some solid utilities and attack powers for leaders here. Uses holy symbols for implement powers, and has some weapon powers as well.
Initiate of the Faith (PHB): WIS 13 needed. Training in Religion and a once-per-day use of Healing Word. Not too impressive, but unless you're a Prescient Bard you have no alternative.
Divine Healer (DP): This is the best option for Prescient Bards if they plan to swap for a Cleric healing spell, such as Bastion of Health or Word of Vigor. Worthless for the others though, since they won't be able to get a good Healer's Lore bonus. Trains Heal.
Bastion of Health (PHB): Minor-action, per-encounter healing surge trigger that adds your CHA modifier to the healing and has a good range. Excellent for taking advantage of your Healer's Lore if you entered this class via Divine Healer.
Lv. 10 Utility
Word of Vigor (DP): Like Bastion of Health, an efficient minor action per-encounter heal. This one gives up Bastion's range for a close burst 1 that can heal you and multiple allies in the burst. Difficult to say which may be better, but it's definitely another great spell for taking advantage of Divine Healer.
Lv. 25 Daily
Seal of Binding (PHB): With enough damage resistance or regeneration, this becomes an "I win" button against a solo. Widely considered broken.
Divine Oracle (PHB): Foresight's roll twice for initiative and prevention of surprise are both awesome, even making up for not having Perception or Insight trained. Prophecy of Doom can lead to an auto-crit once per encounter. A great one for Prescient Bards, who stand a chance to hit with the daily power.
Druid
Considering the Bard has its roots in close association with the Druid (both in 1e AD&D and in real-life history), you wonder how well you can accomplish multiclassing here. Well, if you're going just for utilities, you'll definitely see something you like (especially if you're Valorous), and the ability to Wild Shape is still pretty fun even if you won't spend the time or effort in it that a real Druid would.
If you're going for attack powers, well, it's workable. Druids use staffs as implements, which has crossover with other Arcane classes and can be used as weapons as well, so take Arcane Implement Proficiency in staffs to save yourself the MID when going this route. Half-Elves are easily the most effective at going this route, especially if they plan on being in beast form more than normal; good Dilletante powers to choose for this would be Grasping Claws or Savage Rend, which can both be used as melee basic attacks in beast form. If you're not in beast form, Fire Hawk is an awesome Dilletante. Not too many encounter or daily powers are really worth swapping for here, though.
Initiate of the Old Faith (PHB2): WIS 13 to qualify, and you get training in Nature, Druid implement use and Wild Shape. You can use this Wild Shape power itself just like a real Druid would. But you only get a per-encounter use of a beast form at-will with this.
Barkskin (PHB2): Awesome for Valorous Bards to nab, granting CON-mod power bonus to AC either for you or an ally within 5 squares.
Lv. 16 Utility
Wall of Stone (PHB2): An incredible control spell, creating a long, tall wall. If you're in a place with different elevations or have access to flight, you can use this to trap enemies then attack from above. Even if you're grounded in flat terrain, you can use this to limit their avenues of escape, except for one opening that your party can guard.
Fighter
Good to pick up for off-defender powers and certain powers with Striker-esque applications. The Daring Blade paragon path works very well with this, and in addition, this class has some very damaging stance powers that work even without Combat Virtuoso or Daring Blade.
Battle Awareness (MP): Training in any Fighter skill, and a per-encounter immediate interrupt basic attack against an adjacent foe for shifting or not including you in an attack. Interestingly enough, doesn't even require that the enemy be marked. Easily the better of the two entry feats. Requires STR 13 and WIS 13.
Student of the Sword (PHB): Battle Awareness is awesome and this one sucks. But this one has less stringent entry requirements (STR 13). At least you get some free skill training.
Pass Forward (MP): Perfect at-will utility for getting where you need to go, as long as you're next to the enemy. Especially good for repositioning against Large or larger enemies.
Lv. 3 Encounter
Parry and Riposte (MP): Immediate reaction if an enemy misses you or an ally in melee. Good off-defender power.
Lv. 15 Daily
Quicksilver Stance (MP): It no longer grants you a move-action attack, but it does grant you some long-distance shifting with a standard action, during which you make a melee basic attack. So the once-revolting damage potential has been replaced by excellent mobility. A solid pick, still.
Unyielding Avalanche (PHB): Incredible battlefield control stance with CON-mod regeneration; perfect for the Valorous. Does not need Combat Virtuoso.
Fey Charge (MP): The very basis for Eladrin Feycharger builds.
Invoker
You might want to look at some utilities here. If you're going to use attack powers, however, you'll have to AIP staffs like you did for Druid multiclassing. Some of those are pretty good, though.
Acolyte of Divine Secrets (PHB2): WIS 13 required, and it's the more relevant entry feat for you. As for the per-encounter Invoker at-will, you've got several good choices, including Mantle of the Infidel, Visions of Blood, and Grasping Shards. Trains Religion.
Divine Secretkeeper (DP): You can already cast rituals. Duh.
Demand Justice (PHB2): Force an enemy to reroll a save and possibly make him fail. Perfect.
Lv. 29 Daily
Word of the Gods (PHB2): Sure, you have your own domination spell, but does your domination spell affect everyone in a close 5 blast? Didn't think so.
Paladin
Access to holy symbols and some really good utilities and attack powers. Some of those powers are just as suitable for your natural Leader and Controller roles as the Paladin's natural Defender role. A lot of the Paladin's powers are Charisma-based; the ones that are Strength-based can still be taken care of with Combat Virtuoso. Just remember that some of the powers use WIS to determine the rider, so unless you're the rare Prescient who mixes it up in melee, be wary. Also, note that Paladins get access to certain heavy blades that can be used as divine implements, making AIP work wonders for reducing MID even further.
Soldier of the Faith (PHB): The more appropriate entry feat for you, as well as the easier to obtain. Just make sure you have STR 13. You get a per-encounter use of Divine Challenge, which you can maintain just as the Paladin does by attacking the foe or staying adjacent every round. You can train any of the Paladin's class skills, too.
Soldier of Virtue (DP): WIS 15 required, and just not as good as Soldier of the Faith.
Bless Weapon (DP): If you're traveling with a character who can force radiant vulnerability, this daily is perfect with its 18-20 crits.
Virtue (DP): A per-encounter utility that is pre-emptive healing at its finest for yourself, granting you your healing surge's worth of temp HPs for the upcoming encounter. Scales beautifully for a utility had this early. Lets you last longer and makes you more likely to use your Majestic Words on other party members.
Lv. 16 Utility
Divine Aegis (DP): A daily stance that results in +2 untyped bonuses to all defenses for you and nearby allies. Which stacks with all the power bonuses you like to dish out.
Lv. 23 Encounter, Implement
Demand Respect (DP): Immediate interrupt that blinds and knocks down the enemy for attacking your ally if it hits. Perfect off-defender power.
Lv. 25 Daily, Weapon
Discipline the Unruly (DP): Another excellent off-defender power that punishes enemies within 5 squares with a lot of radiant damage and blinding. You can sustain your walking blinding battery mode with minor actions.
Lv. 27 Encounter, Weapon
Stunning Smite (PHB): It's a STR-based power, but that's what you have Combat Virtuoso for. You can potentially stun everybody next to you, all you need to do is land that first hit. This attacks Will, too, so it will hit often. Be a Life Singer for certain mayhem.
Paladin's Truth (DP): Ignore resistances and immunities on targets you mark, which goes well with the Soldier of the Faith DC. That Fear or Charm power you like a lot? Works every time now. Fire resistance? No problem. Resist all? Resist this. As it pertains to you, it's still great for a solo.
Ranger
Another good choice for those looking for extra Striker potential. Some very damaging powers here. In addition, Prescients will be able to take advantage of the many ranged powers and utilities with WIS-based riders. Ranger multiclassing is also the easiest way to train Stealth.
Two-Blade Warrior (MP): If you dual-wield, you might want this one for an off-hand heavy blade. Requires STR 13 and DEX 13. Also trains a Ranger skill. Also note that this has synergy with the Barbarian feat Hurl Weapon to allow you to use ranged weapon powers with a heavy blade. Just a thought.
Warrior of the Wild (PHB): Training in a Ranger skill, and a Hunter's Quarry that can last two rounds. Go with this one if you don't dual-wield. Requires only either one of STR 13 or DEX 13.
Disruptive Strike (PHB): Immediate interrupt if the enemy attacks either you or an ally, and it also inflicts 3 + WIS mod debuff on the attack. Awesome even with a low WIS modifier for a melee Bard, but ranged Prescients will really have fun with it.
Lv. 3 Encounter, Dual-Wield
Ruffling Sting (MP): Minor-action off-hand attack. Great for the extra damage in a round.
Lv. 23 Encounter, Dual-Wield
Nonchalant Collapse (MP): The capstone of minor-action off-hand attacks. This one attacks Fortitude and knocks prone.
Rogue
Some good attack powers for you, some of which have Charisma for riders. But remember that if you're using a heavy blade you'll have to take Versatile Duelist to use the powers. By default they work with light blades and crossbows.
Ruthless Efficiency (MP): Completely obsoleted now. And it wasn't good to begin with.
Sneak of Shadows (PHB): If you need to train Thievery, this is your best bet. DEX 13 needed, and also gives you a per-encounter Sneak Attack.
Sly Dodge (MP): Solid. Requires DEX 13 and CHA 13, trains you in Bluff or Intimidate, and once per encounter you essentially get to move wherever you want in little fear of OAs.
Twilight Adept (MP2): Hands down THE Rogue entry feat to take if you want to train Stealth. And you get to experience the benefits of the nice Rogue feature Cunning Sneak for a round every encounter as an added bonus. Requires either DEX 13 or INT 13, making it a perfect fit for Gnome Cunning Bards.
Knockout (PHB): Nothing sets things up better than knocking someone unconscious. Let a real Striker or someone with a high-damage daily follow up for a coup de grace.
Lv. 23 Encounter, Ranged
Steel Entrapment (PHB): Close blast 5 immobilization. Nothing quite like stopping a small army in its tracks.
Versatile Duelist (D 381): Something to consider if you really like a Rogue attack power and want to stick with your heavy blade.
Shaman
Attack powers aren't really a viable option, since this class only uses totems, and there is no way to reduce the resulting MID. Fortunately, this class does have some good utility powers, so it's worth a look.
Spirit Talker (PHB2): Trains Nature, grants a standard-action Call Spirit Companion (note that this is NOT the same thing as granting the Companion Spirit feature), and limited uses of an at-will and Speak With Spirits. WIS 13 required. The Spirit Companion is there for certain utility powers you may want to cast, but it's generally not something you can rely on the way a real Shaman would.
Protective Roots (PP): Does require your Spirit Companion, but CON-mod damage resistance to everything for potentially the whole party for a whole encounter is too good to ignore for the Valorous.
Sorcerer
Some utilities and class feats you may want here, as well as CHA-based attack powers if you're looking to take on more of a Striker role. Attack power implements are daggers (which are light blades) and staffs, and you can easily AIP either one.
Arcane Prodigy (PHB2): The less stat-intensive of the two (you qualify for it automatically, for all intents and purposes), but the benefits are meager: Wasted Arcana training and a paltry per-encounter damage boost.
Soul of Sorcery (AP): Permanent resist 5 to a damage type of your choice. Easily the better of the two qualifying feats if you can afford the STR 13 and CHA 13 required.
Avatars of Chaos (AP): This daily is a whole lot of fun. It gives you (well, your essence) a lot of freedom to be where you need to be on the battlefield, and potential +1 untyped bonus to attack rolls. In addition, it doubles as a "live longer" utility since you can't take damage yourself until all 4 images are gone. Great stuff.
Draconic Majesty (PHB2): Become a walking zone of difficult terrain and attack debuff for a round every encounter. Awesome, just as long as you have any sort of positive STR modifier.
Sorcerous Vision (AP): Cunning Bards will want to snatch this one right up to make Perception and Insight checks with their Arcana. They can even go ahead and retrain Perception and Insight for other skills now.
Swordmage
Some good attack powers and utilities here for all Bards to consider. Since you're likely to AIP heavy or light blades anyway, implement use is not an issue with attack powers here.
Channeling Shield (AP): Almost like stealing a per-encounter instance of the Aegis of Shielding benefit. No, even better, because it works for attacks against yourself as well as allies, and doesn't require you to mark anybody. Perfecto.
Lv. 16 Utility
Bolstering Warding (FRPG): A stance that lets you automatically remove a save-ends condition every round. Yeah, that's pretty sexy.
Lv. 25 Daily
Quicksilver Blade (FRPG): A stance that lets you make a minor-action attack every round. Good if your build has a Striker-ish inclination.
Waves of Languor (AP): The Swordmage's Sleep spell. Actually better than the Wizard's Sleep, which it'd better be, considering it's Lv. 25 vs. Lv. 1. A close burst 2 that targets enemies only, and for good measure, has the Psychic keyword. Your class has access to save-debuff spells, too, which you just may want to use for follow-up (say, with an action point).
Eladrin Swordmage Advance (AP): One of the key feats in Eladrin Feycharger builds. Even if not going for that, a free melee basic attack with Fey Step is really good.
Pact Initiate (PHB): Still the general entry feat of choice. Training in any Warlock skill, and you choose a pact and get a per-encounter use of a pact-related at-will. Pick Fey if you want Eyebite.
Student of Malediction (AP): Only take this in addition to, never in lieu of, Pact Initiate. The Curse can last all the way until the enemy is dead if you choose never to apply the damage.
Entrancing Mystic (AP): The Life Singer has some competition for Charmers. The 11th level feature Mystic Rapture is the main sell, slapping down an automatic -5 debuff to saves against Charm spells (and still a -2 against everything else) just for being within 3 squares of you. That's deadly. At 16th level you also get a +1 to attack with Charm spells. Decent powers, too.
Warlord
A very good fit, considering a lot of the powers here accomplish similar objectives to yours. If you just need that extra beatdown power, or that extra mass-movement power, or what have you in your arsenal, this is a great place to look. A lot of the powers here work well even without any Presence benefit. All Bards will make great use of the Charisma-rider powers, and melee-inclined Cunning Bards will make good use of the Intelligence-rider powers as well.
Bravura Leader(MP2): Take Resourceful Leader, instead. The damage bonus from that one is almost as good as this, and your ally doesn't have to give up combat advantage.
Insightful Leader (MP2): Requires STR 13 or WIS 13, gives training in a Warlord skill and a +1 to all defenses for an ally who uses an action point, any time that happens. Just not as good a fit for you as Resourceful Leader, and the qualification stats aren't worth the trouble.
Inspiring Leader (MP): Obsolete now. The temp HPs that result are more than those an ally can get from Resourceful Leader, but they only happen to one ally per encounter, and Resourceful Leader is just much better offensively. We've moved on to multiple times-per-encounter benefits with our Warlord MC feats. Get with the times, people.
Resourceful Leader (MP2): The Warlord multiclass feat to rule them all, and a CHA 13 qualifies for it, so you have no excuse to take anything else but this one. Skill training from the Warlord list, plus an ally that spends an action point either gets a nice damage bonus if he hits with his attack, or a solid amount of temp HPs if he misses. Like the other Warlord MC feats from Martial Power 2, these benefits aren't limited to once per encounter. Simply impressive.
Skirmishing Leader (MP2): Warlord skill training plus give an ally a free 1-square shift when they use an action point. The least impressive of the new Warlord MC feats, which isn't a surprise when it's derived from the least impressive of the new Warlord Presences.
Student of Battle (PHB): The original Warlord multiclass feat has been completely left in the dust.
Tactical Leader (MP): Obsolete. Per encounter ain't good enough anymore. Especially when it's a mere +1 to only one attack.
Lamb to the Slaughter (D 381): A beatdown power at Lv. 1. Awesome if your party is melee-heavy and the best choice for non-Cunning Bards.
Lead the Attack (PHB): Perfect Solo-assault power for the Cunning, who can grant huge attack bonuses to the whole party with this.
Lv. 3 Encounter
Devastating Offensive (D 381): The Warlord's new favorite power at this level is also better than any melee weapon power you have at this level. Even without the Presence benefit, the slide of an enemy and an ally, followed by a free action attack, is marvelous. In Paragon Tier, if the ally you slide is an Agile Opportunist, he gets two attacks. Very nice.
Lv. 6 Utility
Reorient the Axis (MP2): Per-encounter mass-shifting based on your Intelligence. Cunning Bards will want this map-rearrangement power, at least for a few levels.
Lv. 10 Utility
Instant Planning (MP): Likely, you'll want to use this when your allies are in position to tee off on one enemy. All Bards can still grant that lovely CHA-mod power bonus to the whole party's attack rolls to set up certain mayhem that round.
Lv. 13 Encounter
Invitational Assault (D 381): Devastating Offensive, Mark II. Same potential for a triple flurry if your ally is an Agile Opportunist. This'll tide you over until Lv. 17.
Pincer Maneuver (MP): Send a couple melee allies to flank a foe and beat him up. Good even without Prescence. Note that the standard action is not an attack roll. That's important if you have something like, oh, Time Stop. Just something to consider there.
Lv. 15 Daily
War Master's Assault (MP): If you're loading up on beatdown powers, you definitely want this one. CHA-mod to all attack rolls from this, too. Like Pincer Maneuver, this one is Time Stop-friendly (you can attack as this power prescribes since you're using a free action to make the attack).
Lv. 16 Utility
Help or Hinder (MP2): A Controller-aid that just made you jealous. Both Cunning and Prescient Bards will look at this per-encounter utility to prolong an enemy's misery from a save-ends condition for free. Oh, yeah, it can also boost an ally's save, instead, if that ever matters to you.
Lv. 17 Encounter
Hail of Steel (PHB): The resident multiclass-friendly beatdown power at this level.
Lv. 25 Daily
Relentless Assault (PHB): Warlords love it, and you will, too. The important part of this happens hit or miss; a full-party beatdown once per any given round if anyone scores a crit. True story: Before errata the beatdown happened on every single crit.
Lv. 27 Encounter
Insightful Assault (MP2): Awesome. Enact a four-man beatdown of an enemy with either melee or ranged basic attacks for free. You don't even have to hit the enemy to trigger it. Sort of an encounter version of War Master's Assault. Great even without the Presence benefit, and it's also Time Stop friendly since you're not using the standard action to make an attack.
Warlord's Indignation (MP): Essentially Hail of Steel out of turn, triggered when someone hits you in melee. Amazing when it happens, and just having it can make an enemy afraid to attack you.
Warmaster (MP): An awesome Leader destiny that grants extra party actions with your action points, and the capstone lets you spend as many as you want. Spring the Trap is the ultimate beatdown utility.
Wizard
Sometimes the best way to lead is to control. You know that as well as anyone, and Wizard multiclassing helps here a ton, both with powers and with class feats. Dual-stat CHA/INT Cunning Bards can even take Resourceful Magician and have their pick of higher-level Wizard dailies.
Arcane Initiate (PHB): The Arcana training is redundant, but at least it's just a skill that's redundant, as opposed to a class feature. You also get a per-encounter use of a Wizard at-will. Chilling Cloud, Thunderwave, Storm Pillar and Winged Horde are all good choices here.
Learned Spellcaster (AP): Nothing to learn from this one.
Sleep (PHB): Awesome, of course, but just be careful you don't catch allies in it.
Lv. 6 Utility
Emerald Eye (AP): This per-encounter utility is useful for anyone with an abundance of anti-Will attacks. That would be you.
Lv. 15 Daily
Prismatic Beams (PHB): Close burst 5, party-friendly, and can inflict a nasty cocktail of dazing and ongoing damage. Great stuff.
Lv. 16 Utility
Fly (PHB): Lets you do what its name says. Which is very helpful.
Lv. 22 Utility
Mass Fly (PHB): Let's the whole party take to the air, which is extremely helpful, even necessary at times.
Time Stop (PHB): Yeah, yeah, you can't use the two extra standard actions to attack. But there's nothing stopping you from enabling your allies to attack if you have a power that can trigger the mayhem without you rolling an attack for the standard action. (Hello, Increasing the Tempo. Nice to meet you, War Master's Assault.)
Lv. 25 Daily
Prismatic Spray (PHB): Say hello to Prismatic Beams' big brother. A party-friendly close burst just like its predecessor, except does more damage and can stun.
Lv. 27 Encounter
Charm of the Puppet Strings (D 381): The best yet in a long line of domination powers at this level.
Steal Time (AP): Stun the target and gain a standard action. You'll love using this to set up a nova round practically for free.
Lv. 29 Daily
Legion's Hold (PHB): Save-ends stunning a whole army within 20 squares of you is all the setup you need.
Visions of Wrath (AP): If you can catch enemies within reach of each other in a melee cluster with this, you'll have a lot of fun making them stand there and beat each other to death. They even auto-fail the save if they miss an attack. Follow this up with one of your save-debuffing powers for even more laughs. If you've got a lone survivor still dominated, send him past your melee allies for a lovely OA gauntlet. This one isn't for Solos, though.
Enlarge Spell (AP): Note that this one affects ALL arcane AoE spells, not just the Wizard's. And sure enough, this feat alone practically makes Wizard multiclassing worth it if you're loading up on AoEs. Just make sure you have a WIS 13.
Epic Tier
Arcane Mastery (PHB): Do you really love that daily attack or utility spell you nabbed from the Wizard's arsenal? Good, because you get to use it again. Have fun.
Focused Wizardry(AP): This one affects all arcane spells. The +2 to attack for targeting a lone enemy with an AoE is worth a look, particularly against Solos.
Spell Accuracy (PHB): Resourceful Magicians are more likely to pick this one up, which lets you exclude allies from your party-unfriendly Wizard spells. If you have a significant WIS modifier, go for it.
Archmage (PHB): Basically just allows you to use a whole lot of daily arcane powers. The capstone even turns one of them into an encounter power. Great stuff.
Dazing Rebuke Syndrome: When an immediate reaction power has a status effect that lasts until the end of your next turn. This makes the power useless -- or at best extremely situational -- because the end of your next turn will come up before the enemy starts his next turn, fully functional. Name derived from the Lv. 7 Swordmage encounter power, which remains the most immediately recognizable example of this ailment. Other powers that suffer from this ailment include Eye for an Eye (Paladin 13), Collapsing Riposte (Rogue 23) and Resourceful Triumph (Warlord 27). Treatment involves changing the effects to last until the end of the enemy's next turn. Current application of treatment inactive.
Glib Limerick(PHB2): The effect ends when you roll initiative, so apparently this is supposed to be used in the middle of a skill challenge, and not before? That makes its usefulness rather dubious. At least it requires no skill check.
Traveler's Chant (PHB2): Get where you need to go faster. Good one. Needs no skill check.
Lv. 3
Lullaby (PHB2): This one is useful in all sorts of situations, many of which will end in your party getting the hell out of there ... or getting ready to ambush your audience. Uses an Arcana check.
Lv. 4
Call of Friendship (AP): Win a new friend for a while. Uses a Diplomacy check.
Lv. 6
Fool's Speech (PHB2): Used mainly for keeping secrets and confusing people. No skill check. Can be fun and handy at times.
Lv. 8
Anthem of Unity (AP): A logical progression from Call of Friendship, working on a whole bunch of people this time. Except if your Diplomacy check for the ritual is high enough you can even get them to take mild risks.
Song of Sustenance (PHB2): Translation: You and your party don't have to eat. No skill check required, so no Bard has an excuse to be without this one.
Lv. 9
Tune of Merriment (PHB2): Roll twice on Diplomacy checks. Good stuff, indeed. No skill check for the ritual.
Lv. 10
Aria of Revelation (PHB2): Bonuses to allies' checks for trained knowledge skills, based on your Arcana check. Comes in handy.
Chorus of Truth (PHB2): Interrogation is a common skill challenge, and the subjects love to mislead you. So the Bluff penalty from this, based on your Arcana check, is often useful.
Song of Restfulness (PHB2): If you've still got your no-cost ritual casting for the day from Bardic Training, this check-free ritual to shorten your extended rest is an excellent one to use it for.
Screaming (AV): Comes in hide and scale, and gives a bonus to Intimidate as a property, along with a per-encounter attack debuff from range. Nice.
Veteran's (AV): Property gives you +1 to attack and all defenses on action point use. This one used to be a lot more powerful, but even now it's still pretty solid.
Lv. 3
Eladrin (PHB): Chain only. Increases yout teleport range (handy for some powers you can access) and has no speed or skill check penalties. Solid.
Nightmare Ward (AV2): Psychic resistance and bonus to saves against charm, fear and psychic effects. Nice. Comes in leather and hide.
Lv. 4
Armor of Durability (AV): Property grants bonus to personal healing surge use. Nice. Comes in hide and all heavy armors.
Darkleaf (PHB): +2 to AC against the first attack every encounter. Good one. Comes in all light armors.
Time Link (AV2): Item bonus to initiative equal to the enhancement bonus. Yeah, you might want this one. Makes wearing chain worth it, for sure.
Lv. 5
Agile (AV): A trap ... until you close in on Lv. 30, then it becomes awesome if you have any sort of DEX modifier. At that point there are no other masterwork armors a level or two above to grab your immediate attention.
Healer's (AV2): Extra enhancemont-bonus' worth of healing on all your healing powers. Solid. Comes in hide and chain.
Shared Suffering (AV): Encounter power makes an enemy pay for inflicting you with ongoing damage. Not bad.
Tactician's Armor (AV): Too bad this doesn't come in hide. A Cunning Bard would hold on to it forever, in that case. As is, it's still strongly worth considering.
Lv. 7
Marauder's (AV2): AC bonus when you charge. Worth a look.
Lv. 8
Elven Battle (PHB): +5 to saves against slow and immobilize, and a per-encounter boost to speed. Good.
Lv. 9
Inner Warmth (PHB2): Resistance to cold and necrotic, with a daily granting the same to adjacent allies for an encounter. Decent.
Lv. 10
Counterstrike (AV2): Free save-ends ongoing damage against the first enemy who hits you every fight? Sure. Comes in all light armors.
Lv. 12
Flickersight (AV): Basically allows you to ignore the concealment effect of dim light within 5 squares. Pretty good. Comes in all light armors.
Lv. 14
Armor of Dark Deeds (AV2): Concealment for hits out of combat advantage. Good.
Lv. 17
Wildleaf (AV): Ignore difficult terrain outdoors. Comes in all light armors. Nice.
Lv. 18
Stalker's (AV): Any conealment you have lasts another round. Good one.
Lv. 19
Great Cat (AV2): Extra square with every shift in this hide armor. Awesome.
Lv. 24
Soulwarding (AV): Resist two common enemy damage types (necrotic and psychic) and protection against attacks that make you lose healing surges. Nice. Comes in all heavy armors.
Bloodclaw (AV): Has finally been put in its place. It's actually pretty worthless, now, especially for your role. I'm just gloating, I guess.
Farbond Spellblade (AV2): A heavy blade (or light blade) that can be thrown and used for ranged weapon powers. Good stuff. AIP this thing and you'll have a triple-purpose weapon. Great for Prescients who still plan on spending time in melee, or any Bard who wants to pluck a couple of ranged weapon spells.
Harmonic Songblade (AV2): Your first Songblade. Nothing too special.
Lv. 3
Frost (PHB): This weapon really earns its stripes in Paragon Tier, when you can use Wintertouched and Lasting Frost together to set up combat advantage whenever you hit with it.
Harsh Songblade (PHB2): Decent crits (d8 per plus) with this Songblade, and an AoE dazing daily that works with Bard thunder powers (Arcane Admixture if necessary).
Inescapable (AV): Stacks bonuses to hit with every miss until you hit the enemy. Solid.
Reckless(AV): Like its old partner-in-crime Bloodclaw, this one is pretty worthless now, too, especially for your role. Cue more gloating.
Rhythm Blade (AV2): Extra AC and Reflex with this light blade if you dual-wield.
Lv. 4
Echoing Songblade(AV2): This Songblade's main selling point relies far too much on luck to be reliable.
Master's Blade (AV2): If you're picking up stance powers via power swapping, this one is definitely worth a look. Just not as much so as it is for the actual classes that have a ton of them.
Sunblade (AV): A heavy blade with an at-will Radiant keyword and damage option. It can also shed a lot of light to negate concealment in dark places. Your first lightsaber, and a solid option. A Divine character who sets up radiant vulnerability will encourage you to take this, for sure.
Lv. 5
Flaming (PHB): Fire is commonly resisted, and the one race that would care about it, Tieflings, would be better served just waiting another level for the next full enhancement bonus.
Lightning (PHB): A flavorful, and finally viable option, thanks to nice things like Oncoming Storm and (if you're in Eberron) Mark of Storm.
Lv. 8
Cunning (AV): With all the save-ends effects your daily powers inflict, this one can be quite valuable. Even after the errata that only makes it work on the first save, buying a greater chance of another round of misery is still great. AIP this to put down the penalty with your implement powers, too.
Lv. 9
Githyanki Silver (MOTP): Heavy blade only, and boy is this one nasty. Take the Psychic Lock feat and have fun.
Lv. 10
Blackshroud (AV): Concealment when you off an enemy. Comes in heavy blade. Not bad.
Weapon of Evil Undone (AV2): The first weapon here that really helps you if you take a Divine multiclass. It's a weapon/divine implement combo and comes in heavy blades, which means with Arcane Implement Proficiency you can have yourself a weapon that can be used as an implement for all arcane powers as well as all divine powers that can be cast with a holy symbol.
Lv. 12
Jagged (AV): Crit deals heavy save-ends ongoing damage instead of extra damage die, and it crits on 19-20. Comes in heavy blade. Nice.
Lv. 13
Bradaman's (AV2): Perfect if you take a Divine multiclass. Heavy blades are open to this one, making it another weapon/divine implement combo that you can set up for multi-purpose use with AIP. If you entered Paladin multiclassing via Soldier of the Faith, you get to take advantage of the ability to Divine Challenge two enemies.
Desiccating (AV): Cumulative weakening of Fortitude (save-ends) with every hit. Not bad against Brutes.
Piercing Songblade (PHB2): Good crits for this Songblade (d10 per plus) and the daily is a no-save encounter-long debuff to AC. Solid.
Withering (AV): Cumulative debuff of AC (save-ends) with every hit. This one is more all-purpose than Desiccating.
Lv. 15
Blade of the Eldritch Knight (AV2): Attack 5 squares away with melee attacks. Nice.
Radiant (AV): At-will Radiant keyword switch, just like the Sunblade. When the switch is on, it also deals an extra item bonus to damage, which by itself makes it superior to its far more flavorful counterpart. However, if you're wearing the Iron Armbands of Power, you can stick with the Sunblade, as item bonuses don't stack.
Lv. 19
Blade of Bahamut (AV): If you worship Bahamut and multiclass into a Divine class, this heavy blade is a weapon/implement combo and, along with AIP, helps reduce multiclassing MID. Solid crits, d10 per plus, along with a CHA-based blast 5 attack power that heals your allies a bit.
Lv. 20
Lilting Songblade (PHB2): One of the better Songblades. Good crit damage (d10 per plus) and a very nice encounter-long daily that escalates an already solid item bonus to damage for the whole party.
Lv. 25
Brilliant Energy (AV): Like the Sunblade, a far more interesting and flavorful lightsaber than the technically superior Radiant Weapon. If you're wearing Iron Armbands of Power then the disparity disappears, and you get solid crit damage of d10s per plus and a very nice encounter power that lets you attack Reflex with an attack that would normally target AC.
Holy Avenger (PHB): Another Paladin weapon/implement combo that comes in heavy blade for AIP, helping you reduce MID in a big way when multiclassing. The property makes you do extra damage with all Radiant powers, of which your class has a few.
Whistling Songbow (AV2): Your first Songbow. The daily is a party buff to attack rolls for a round. It's there if you need it.
Lv. 3
Songbow of Vanishment (AV2): Songbow with a daily Eyebite effect for a round.
Lv. 9
Songbow of Lullabies (AV2): If you can follow up with some save-debuffs (often true at higher levels), the daily sleep power on this Songbow can be quite nice.
Lv. 13
Shrieking Songbow (AV2): If you activate this Songbow's daily power when the enemy is surrounded by your melee allies, the enemy won't be able to avoid the opportunity attacks that result, so you essentially get another beatdown power. Nice.
Lv. 15
Songbow of Summoning (AV2): The daily on this Songbow is perfect for easily getting melee allies in position against the enemy.
Vistani Tambourine (D 380): This +1 implement has an encounter power, and a pretty good one, too. It helps you and an ally ignore difficult terrain for a round. Only reason it's not truly great is that, being the level it is, it won't cover for a lot of rituals as a focus.
Lv. 3
Fochlucan Bandore (PHB2): With your Song of Rest once per day, grant an ally a +2 power bonus to damage for the next encounter. Good one early on. Can be used as a +1 bard implement.
Lv. 5
Mac-Fuirmidh Cittern (PHB2): A +1 implement also, the daily Song of Rest benefit grants an extra 4 points to an ally or you when spending a healing surge for the next encounter. Get if you need a higher-value ritual focus, but if you don't, the Fochlucan Bandore is still the preferred instrument here.
Lv. 7
Doss Lute (PHB2): +2 implement, and the daily Song of Rest power grants an ally or you a +2 to saves. Pretty underwhelming, now.
Sitar of Restfulness (D 383): +2 implement, and with the Song of Rest you grant the whole party 9 temporary hit points' worth of cushion for the next battle. No more expensive than the Doss Lute, exact same enhancement bonus, and the benefit is much better for this stage of your career.
Lv. 12
Cli Lyre (PHB2): +3 implement, and the daily Song of Rest benefit is a good one to use before you anticipate a conversational skill challenge. Being a Lv. 12 focus means it also covers for all currently available Bard rituals.
Rhythmic War Drum (D 383): Like the Cli Lyre, a +3 implement that can also cover as a focus for all currently available Bard rituals. This one is a lot more suitable for combat, though, and is amazing for that. With Song of Rest, the whole party gets a +2 power bonus to speed and can also increase or decrease forced movement by a square for the next encounter. For Cunning Bards in particular, this even helps all the various methods with which you can slide your allies.
Lv. 17
Canaith Mandolin (PHB2): Since right now the highest Bard ritual is Lv. 10, by this point you may have moved on from using musical instruments as implements. That said, the daily Song of Rest benefit, an upgraded form of the Mac-Fuirmidh one, is worth a look. +4 implement.
Lv. 18
Fey Flute (D 383): Counts as a +4 implement. The daily grants bonuses to defenses and saves against Charm, Fear and Psychic attacks, which comes in handy against certain enemies. Still fairly situational, though, and the Canaith Mandolin is cheaper and more generally useful.
Lv. 23
Anstruth Harp (PHB2): The daily Song of Rest benefit is amazing: fully heal one ally and give him a healing surge back to boot. It's also a +5 implement, too, if that matters to you.
Lv. 29
Ollamh Harp (PHB2): The daily power grants 5 extra lightning damage for the entire party on every single hit in the next encounter. If you're still using musical instruments as your implement at this stage, this is a fine reward for doing so. It's a +6 implement.
Wand of Psychic Ravaging (AV): With all the Psychic powers your class has, including some very good at-wills, you'll be getting the damage bonus from this one a lot. You also get a per-encounter use of the Warlock's excellent Eyebite.
Lv. 4
Master's Wand of Misdirected Mark (AV2): It does improve Misdirected Mark, but not by enough to consider taking it when you otherwise wouldn't. Better to use a wand for powers you're more likely to pick in the first place, right?
Master's Wand of Vicious Mockery (AV2): Like this one. An update made this one less obscene than its original form, but make no mistake; it's still a winner. Debuffing a second enemy's attacks by -2 with your Vicious Mockery is quite good any way you slice it.
Wand of Allure (AV2): Extra range and ignore cover and concealment when using any arcane charm power. This means Vicious Mockery and a ton of encounter and daily powers in your arsenal. Nice.
Lv. 10
Wand of Aptitude (AV2): Buffs the Bard's already solid Inspire Competence utility. Very useful in skill challenges; may be even more valuable in a low-combat campaign.
Lv. 14
Cursing Wand (AV2): Unluck is a great power and all, but come on, this relies way too much on luck to be reliable. Trap.
Wand of Thunderous Anguish (AV2): Makes one of your allies inflict significant extra thunder damage on all his hits whenever you please. Works wonders with Staggering Note, especially. Arcane Admixture for the Thunder keyword on other at-wills works, too.
Staff of Ruin (AV): If you're looking for more damage on your powers, this is the way to go.
Staff of Sleep and Charm (AV2): Just what Gnomes need, yet more attack bonuses for their Charm spells. To compensate the other way, their small size means they can't use it as a weapon, at least.
Symbol of Daring (AV2): A solid passive property, extra damage when someone uses an action point.
Lv. 8
Star of Corellon (AV): Already discussed above. Certain multiclass builds revolve around its use.
Lv. 17
Symbol of Divine Light (AV2): Divine characters who create Radiant vulnerability (Morninglords, Sun Domain characters) will love you for packing this symbol. It's unclear whether multiple characters with this symbol stack the vulnerability increases, but even if that's not the case it's incredible. It's in the cheapest pricing bracket, too.
Bracers of Mighty Striking (PHB): Until you can comfortably afford Iron Armbands of Power, these will do nicely. Never hurts to have a stronger melee basic attack.
Lv. 6
Bracers of Tactical Blows (AV): You're looking at this over Iron Armbands of Power, because?
Iron Armbands of Power (AV): An all-purpose item bonus to melee damage rolls. Awesome if you don't use a shield.
Lv. 18
Mindiron Vambraces (AV): The Lv. 8 version of this daily-only item wasn't worth it at all. This version is, because it stuns. The Lv. 28 version is worth it even more, because domination is just that awesome.
Lv. 19
Trollhide Bracers (AV): Encounter-long regeneration for the win. Good one, even if it's a daily-only item.
Lv. 27
Trauma Bracers (AV): A weaker version was available at Lv. 7, but the version you get here is the one actually worth a look, with the prevention of enemy healing being an encounter power now.
Acrobat Boots (PHB): Minor action to stand up from being prone. Good one early.
Lv. 3
Catstep Boots (AV): Half-damage, land on your feet from a fall. Good for this tier.
Lv. 7
Boots of the Fencing Master (AV): +1 item bonus to AC and Reflex whenever you shift, and you get to shift 2 squares every encounter. Good one.
Lv. 8
Boots of Quickness (AV): Untyped bonus to your Reflex defense. There's a version of it at each tier. Awesome, especially to make Cunning Bards almost unhittable there.
Lv. 9
Boots of Eagerness (AV): Extra move action per encounter. Nice.
Lv. 12
Dragonborn Greaves (AV): Extra defense and speed when bloodied. Nice.
Lv. 13
Winged Boots (PHB): Your first item that prevents fall damage completely. Also comes with a daily flight power.
Lv. 14
Oceanstrider Boots (AV): +1 item bonus to speed and you can walk and stand on water and other non-hazardous liquid surfaces. Very nice.
Lv. 18
Dimensional Stride Boots (AV): +1 untyped bonus to Reflex, with a per-encounter teleportation power. Good.
Phantom Chaussures (AV): Concealment for moving 3 or more squares. Awesome.
Lv. 25
Airstriders (AV): You get to fly. Along with taking no damage from falls. Great.
Sandals of Avandra (AV): +2 item bonus to speed, and shift half your speed at-will. Awesome.
Lv. 28
Boots of Teleportation (AV): At-will teleportation. That should say it all.
Breaching Gauntlets (AV): Reduce some resistance against your attacks. Good for this point.
Lv. 9
Gloves of Storing (AV): Interesting, and handy at times.
Lv. 10
Strikebacks (AV): Per-encounter immediate reaction attack against an enemy who hit you. You'll want to keep this for quite a while if you're offensively minded.
Lv. 12
Gloves of the Healer (AV): And this is one for the more healing-oriented. A bonus on all your healing spells, including Majestic Word.
Phrenic Crown (AV): A penalty to enemies' first saves against your anti-Will attacks' effects. This one used to be a lot more powerful, but even now helping ensure at least one more round of misery is still very good.
Lv. 8
Circlet of Indomitability (AV): Untyped bonus to Will, and a version comes at each tier. Simple, and awesome.
Coif of Mindiron (AV): Per-encounter prevention of daze if Will is attacked. Gets even better in later tiers, when it also prevents stuns and eventually domination.
Lv. 9
Helm of Battle (PHB): Item bonus to initiative for you and nearby allies. Nice.
Lv. 10
Headband of Intellect (AV): +1 to attack rolls with Psychic powers. Perfect for your vocation.
Lv. 14
Goggles of Night (PHB): Darkvision is great if you don't have it already.
Lv. 21
Eye of Discernment (AV): Practical immunity to blinding is the main draw here, and that's pretty major.
Lv. 22
Helm of Ghostly Defense (PHB): Necrotic resistance and per-encounter insubstantial. Nice.
Ring of Aquatic Ability (AV): A ring slot is where you're most likely to put swim speed/underwater breathing properties.
Ring of the Dragonborn Emperor (AV): Item bonus to damage on all close attacks. Including close bursts and blasts with your weapon. Note this is not redundant with Iron Armbands of Power since that item applies only to powers designated "melee."
Lv. 21
Ring of Tenacious Will (AV): Uses Charisma to determine number of healing surges instead of Constitution. Non-Valorous Bards will want to look good and hard at this one.
Lv. 22
Luminary Ring (AV): Increase the range of powers that heal or give bonuses. Perfect for your role. Apparently this includes attack powers that do those things as well, not just utilities, which makes this even more amazing.
Lv. 24
Ring of Regeneration (PHB): Item bonus to healing surge value as a property, and the daily, after a milestone, gives you regeneration 10 and gives you back a healing surge. Good.
Lv. 25
Gargoyle Ring (AV): Save against petrification, even when you are petrified. Nice.
Lv. 27
Ring of the Phoenix (AV): Solid fire resistance property, and a very nice self-resurrection daily power.
Shadow Band (AV): Concealment all the time. Great fun.
Lv. 29
Ring of Free Time (AV2): Resist 5 all constantly is awesome enough. Then there's the one extra minor action per encounter from this ring ... which turns into an extra minor action every single round after the first milestone. Since Bards use a lot of minor actions, including several sustain powers, this is huge. Particularly for Bards with sustain-minor powers, this could even be essential.
Dazing Rebuke Syndrome: When an immediate reaction power has a status effect that lasts until the end of your next turn. This makes the power useless -- or at best extremely situational -- because the end of your next turn will come up before the enemy starts his next turn, fully functional. Name derived from the Lv. 7 Swordmage encounter power, which remains the most immediately recognizable example of this ailment. Other powers that suffer from this ailment include Eye for an Eye (Paladin 13), Collapsing Riposte (Rogue 23) and Resourceful Triumph (Warlord 27). Treatment involves changing the effects to last until the end of the enemy's next turn. Current application of treatment inactive.