This guide was created by VenricSauvari of the EQ2 Troubadour Forums. All credit for this guide goes to him. To see the original post click here.
Before picking a troubadour for your class realize that the development team will NEVER and we mean EVER put anything useful or original into the bard subclass dispute bard 'revamp' promises. If you do decide to become a troubadour be prepared to be stealth nerfed, bait and switch tactics and general neglected when it comes to original, useful class content as demonstrated in such great revamps as Live Update 13 and Live Update 32. Am I bitter yes. However below is an unbiased and friendly FAQ!
If you are fine with that..enjoy the following:
Troubadour FAQ v 1.2
(format used with permission from Whysprr, the best of the bestest best best Dirges ever! They say if you can say her name 3 times and add the proper vowels you will get a dev to fix the bard class...to this point no one has managed it!)
Introduction and disclaimer
For too long the Troubadour boards have lacked a FAQ that many of the other boards have. I decided to throw this together using the Dirge FAQ and some of the other info's that have been collecting on our own forums. The same questions over and over (who is better in pvp...who would we group with well ...you know the same questions in a hundred different variations)
As I am writing this i am a 80 troubadour in a raiding guild on the Crushbone server, i have never played on the PVP server as a troubadour so you will likely not find as much about PVP in here.
Suggestions are ALWAYS welcome if something needs adding to the FAQ or if something is incorrect. I know some of the EoF AA's will not be 100% accurate due to changes and the fact i snagged it from an older post for the format.
Q. Troubadour or Troubador..which is it?
A. The proper spelling is Troubadour however SoE has misspelled it. The more common typing of the troubadour class is simply just troub, bard or buffbot..take your pick.
Q. What’s being a troubadour all about?
A. Troubadours are a scout subclass, in addition to being a scout we are also one of the few hybrid classes which mix both melee (combat arts) and spell attacks.
We have the standard scout disarm, safe fall, sneak, evac and dual wield abilities. We also share a run speed buff called Selo's which helps us be group taxi's in the land of Norrath.
In combat, we have a ranged CA attack, 1 positional attack, 1 stealth attack, 2 standard melee attacks and 4 direct damage spells. In addition to our attacks we also have a mix of debuffs and crowd control abilities in the form of a mesmerize and charm.
Ideally we are used as a group buffing role. Buffing is our meat and potatos. We have a power group hate decreaser, incombat mana regeneration, group haste and a group STR/STA just to name a few.
If you are looking for the raw pure damage per second (DPS) of the other scout classes you will not likely find it within the troub class, with the exception of a few endgame raiders in very specific groups with very good gear you will not likely break 1k dps consistently. Thats not to say we do not do half decent in dps..we just don't do it very often.
Q: I’m trying to decide between a dirge and a troubadour. Which is best?
A. All depends what you are looking for. Troubadour's are designed to be the jack of all trades master of none class in Norrath.
-Troubadour's buff both melee and some caster while Dirges are oriented in buffing only melee and do it better then Troubadours.
-Troubadours have more crowd control, Dirges have fear + rez.
-Troubadours have an in-combat regeneration buff, Dirges have a short time direct heal at the expense of health.
Q. I want to play a troubadour, but I want to be a bad guy!
A. No worries! Troubadour's can be either from Qeynos, Freeport or from Kelethin.
Q. What’s the best race to be to play a Troubadour?
No seriously, there is no 'best' race when it comes to playing a troubadour. The only advantage when it comes to race is at the lower levels starting off with lower level gear or when it comes to racial abilities each race gets. An older list list of racial abilities can be found here.
Q. I want to run a Troubadour, and my
<husband / wife / significant other / father / mother / son / daughter / brother / sister / cousin / best friend / imaginary friend / live-in poodle / macro ‘bot running in my second computer>
wants to run a
<monk / bruiser / paladin / shadowknight / guardian / berserker / inquisitor / templar / fury / warden / defiler / mystic / coercer / illusionist / warlock / wizard / conjuror / necromancer / assassin / ranger / brigand / swashbuckler / troubadour / dirge>
Will this work?
A. We work well with everyone. We have mana regeneration, caster procs (which proc off taunts), stat boosters, group melee haste, group hate reduction..you name it we got it.
If you REALLY want to get into it I guess we work well with a Crusader as a tank (caster proc) and any scout or mage class.
Q. What instrument do I have to play to be a Troubadour?
A. Instruments are currently not in the game and are expected sometime around Live Update 86.
Q. What armor do Troubadour wear?
A. Like all scouts Troubadour's can wear up to chain-type armor.
However as a hybrid class we need strength, agility and intelligence in abundance. We also take advantage of melee and spell proc'ing gear.
This being said it will be up to you to tailor what type of armor you wear in combat. If you are primarily setup for casting you will salvage whatever gear with intelligence that you can. This probably will mean you will be wearing a lot of 'mage gear.' If you are primarily setup for melee chain or leather would be best for you.
A good reference on troubadour specific gear can be found at Relic Armor Stats, Nightchord Armor Stats . We also have a tier 7 legendary set and fabled set.
Q. What weapons do troubadour's use? Should I use a shield?
A. 90% of Troubadour's dual-wield. The STA AA line is quite good, though, and has lured some to sword-and-board, especially in PvP. The conventional wisdom is that the increased firepower from dual-wielding outweighs the defense from the shield. In raids depending on your raid buffs and which 1h weapon you are using you can out dps a dw troubador.
Ideal raid 1h: chel'drak shard(FD raid instance), shadow axe(halls of seeing), frostwrath(labs), qeynos cutlass (quest)
Ideal raid dw: adamantine dragonfang(labs), oblivion(labs), absolution(labs), grinning dirk of horror(Lyceum), dirk of negativity(3 princes), vampiric axe of balance(Inner Sanctum), rapier of darkness(uh...freethinkers or inner sanctum)
no by no means is this a complete list. however most troubs will agree grinning dirk of horror is a MUST.
Technical Discussion from Godstalk / Sorschae..again from the dirge FAQ:
Should I dual wield or go sword-and-board (use a shield)?
Shields provide a shield bonus to your avoidance. Unless the shield has special statistics related to physical resistances (or magical), it has no mitigation properties of any kind.
Dual wield weapons each do approximately 75% of the damage of an equivalent level and quality one-handed weapon, for a total of 150% target damage… or they did until Live update 16, which increased dual wield weapon output approximately 10% each, to address the fact that they had a larger propensity to lose versus two-handed weapons (which are targeted to be the same raw DPS level, though no scout can use one) since you cannot autoattack while using combat arts.
One handed weapons cannot be combined with dual wield weapons… you either use one or two dual wield weapons (never use one… but you CAN), or a one hander and a shield.
As for which way you wish to go, again, that depends. Some [troubadors] swear by them, most (in the author’s opinion) do not. In almost all scenarios, dual wield output more than compensates for the targeted 8% avoidance difference gained from a round shield (the largest shield a scout may employ). You may pick up a [troubador] usable fabled 1handed weapon of [troubador]-uberness… and fabled one handers easily compete with equal level handcrafted or treasured dual wield weapons for output. A [troubador]'s primary role is to fill that of the scout archetype, however, and output is a major factor of that. Alternate advancement abilities in the stamina line also compensate for lost DPS related to carrying a shield, making this a strong contender for solo play, pvp, or alternate-tanking.
Q. What stats are important for Troubadour's?
Agility consists of 75% of our power pool and avoidance (quoted by a GM), Strength improves autoattack and combat art damage, intelligence consists of 25% of our power pool and spell damage , stamina improves max health and wisdom improves resistances.
In choosing equipment, people have different approaches. Scout-oriented gear tends to be weighted toward agi, str, and sta, so it can be hard to get good int gear. It also depends on what you do; the best gear for solo isn’t necessarily the best gear for raids. Speaking of raid gear...well we will get into that later.
Q. Can Troubadour's solo?
A. Absolutely! With our mez and charm we are effective solo'ers....if you have a few hours. We have the ability to very very slowly take down almost anything that comes our way. This means you will be envious when compared to the brawlers and other scout archetypes. Bottom line if you can mez it you can kill it.
Q. What do Troubadour's bring to groups?
A. As stated before we are primarily group buffers, we will go into detail later on exactly what our buffs do.
Q. What do Troubadour's bring to raids?
A. As touched upon a little earlier, we bring group hate decreaser, a caster spell proc, a short term caster proc, some crowd control and jester's cap which lowers reuse timers on spells for 30 seconds.
Q - Can troubs use poisons?
No, however we do have an AA that will give us a very small damage poison proc off melee.
Q - Do troubs have combat stances like every other scout
No. Our self buff increases some aggresive skills (int+dmg shield, agi as a bonus) but it takes a conc slot and we dont have anything similar to a defensive stance. Our other 'offensive' stance can be considered Swan Song which increases our casting skills. This like our self buff uses a concentration point.
Since bards get faster HO usage you can also spam Heroic Opportunies until you get the +20 slash/piece/crush/ranged HO to make up for no offensive buff.
Q. What are the Troubadour's AA lines and which is best?
A. The KoS lines are:
Agility: this line focuses on abilities which improve attacks and firepower, as well as a group stealth
Strength: this line focuses on abilities which improve survivability, especially against AOEs.
Stamina: this line requires a shield, and focuses on both defensive and offensive abilities
Intelligence: this line has several group-friendly abilities
Wisdom: this line focuses on group talents; aggro control, runspeed, casting speed, and critical hits.
(credit for this niffty charge goes to Darammer and the dirge FAQ)
Bard's Luck - HO starting ability reuse sped up by 100%
|--Bladesinger's Strength - Increases STR by 4.0 per rank
| |--Turnstrike - DD & prevents AOE(except direct) if Sword equipped in primary
| |--Bladeturn - Group songs that increase avoidance improved by 2% per rank
| |--Bladesing - Group songs that increase attributes more effective by 5% per rank
| |--Bladedance - Prevents AOE to group; breaks on damage
|--Wayfarer's Agility - Increases AGI by 5.0 per rank
| |--Bump - DD & applies shroud if Dagger equipped in primary; must be flanking or behind
| |--Wayfarer's Watch - Increases Parry skill by 3.9 per rank
| |--Poison Concoction - Adds poison proc (DD + DoT) to attacks
| |--Vanishing Act - Group invis - 2 minute duration
|--Skald's Stamina - Increases STA by 6.0 per rank
| |--Round Bash - DD & applies knockdown (4 sec) if Shield equipped in secondary
| |--Skald's Defense - Increases chance to block by 1.0% per rank (requires shield)
| |--Fortissimo - Increases chance to double attack by 7.0% per rank (if shield in secondary)
| |--Shield Focus - Rooted and immune to knockdown; chance to break on damage; if shield in secondary
|--Harbinger's Wisdom - Increases WIS by 8.0 per rank
| |--Harmonizing Shot - DD & detaunt (Bow attack)
| |--Harbinger's Sonnet - Increases speed of group: in-combat 0.8%, out-of-combat 1.5% per rank
| |--Allegro - Reduces casting timers of group by 0.8% per rank
| |--Don't Kill the Messenger - Increases Heal/Ranged/Melee/Spell crit chance of group by 7.5%
|--Minstrel's Intelligence - Increases INT by 7.0 per rank
|--Rhythm Blade - DD & increases casting & melee skills of bard (if rapier in primary)
|--Minstrel's Aria - Increases effectiveness of combat skill buff by 7% per rank
|--Minstrel's Melody - DPS group songs more effective by 5% per rank
|--Coin Toss - Instantly
shift any HO, complete Scout symbol of HO, can be used while stunned/stifled
The EoF Lines (subject to change) are:
Enhance: NightBlade (Invis Strike)
Improves the intelligence reduction on the target
Increases the reduction by 6% at rank 1
Enhance: Sybil's Slowing Chant (Single Target mental Debuff and slow)
Increases the mental resistance reduction of Sybil's Slowing Chant and its higher level upgrades
Increases mental resist reduction by 5.0% on the first rank
Enhance: Brilliant Blade (Flank Attack)
Increases the spell resistance reduction
Increases reduction by 5% at rank 1
Enhance: Kian's Destructive Anthem (Group Wis Debuff and Dot)
Increases the wisdom reduction of Kian's Destructive Anthem and its higher level upgrades
Increases wisdom reduction by 7.0% on the first rank
Enhance: Zander's Choral Rebuff (Magic Resist Debuff)
Increases the spell resistance reduction of Zander's Choral Rebuff
Increases spell resist reduction by 5.0% on the first rank
Enhance: Demoralizing Processional (Ability Debuff)
Increases the skill reduction of Demoralizing Processional
Improves combat and spell skill reduction by 5.0%
Demoralization (debuff enhancement)
for each demorlizer ability active on an enemy, their chance to miss with combat arts is increased.
increases chance for combat arts to miss by 3% per debuff on a target.
Enhance: Shrill (Scream Ranged Attack)
Improves the damage and casting speed
Improves damage by 2% at rank 1
improves casting speed by by 0.1 on the first rank
Enhance: Alin's Keening Lamentation (Group Attack)
Improves the damage and casting speed
Improves damage by 2% at rank 1
improves casting speed by by 0.1 on the first rank
Enhance: Eli's Thunderous Hymn (Short Distance Scream Attack)
Improves the damage and casting speed
Improves damage by 2% at rank 1
improves casting speed by by 0.1 on the first rank rank
Enhance: Precision of the Maestro (short term offensive buff)
Improves the duration of the spell
improves duration by 2seconds per rank.
Sonics interferance (debuff)
reduces the durations of an enemys spells and combat arts.
increases duration by 25% of damage overtime abilities
reduces duration by 25%
Enhance: Cheap Shot (Stun)
Increases the duration of Cheap Shot
Increases the Duration by 0.2seconds on the first rank
Enhance: Guviena's Overpowering Ovation (ranged attack + stifle)
Increases the duration of the stifle
Increases duration by 0.5 seconds on rank 1
Enhance: Bria's Enrancing Sonnet (Charm)
Increases the duration of Bria's Entrancing Sonnet and its higher level upgrades.
Increases duration by 0.5 sec on the first rank and resistability by 3% at rank 1
Enhance: Lullaby (Mez)
Increases the duration of Lullaby and its higher level upgrades
Increases duration by 1.0 sec on the first rank
Enhance: Breathtaking Bellow (Group Knockdown and Interrupt)
Increases the trigger chances of Breathtaking Bellow and its higher level upgrades.
Adds additional 3.0% chance at knockdown on the first rank
Harmonization (passive spell proc)
increases the duration of group members spell that have duratiions that do not directly heal or cause damage.
Enhance: Bria's Stirring Ballad (Mana Regen)
Increases the power regeneration of Bria's Stirring Ballad and its higher level upgrades.
Increases power regeneration by 1.0 on the first rank
Enhance: Aria of Excitement (Proc Buff)
Increases the trigger percentage of Ariaof Excitement and its higher level upgrades
Increases trigger chance by 2.0% on the first rank
Enhance: Arcane Chorus (Arcane Resist Buff)
Adds an arcane ward component to Arcane Chorus and its higher level upgrades.
(wards about 260 dmg collectively 5pts lvl 70)
Addes a ward that will absorb magic, mental, and divine damage
Enhance: Quiron's Joyous Celebration (Heath Regen Buff)
Increases the health regeneration of Quiron's Joyous Celebration and its higher level upgrades
Increases health regeneration by 5% on the first rank
Enhance: Elemental Chorus (group resist buff)
Adds an elemental ward component to Elemental Chorus and its higher level upgrades.
Adds a ward that will absorb heat and cold damage on the first rank
(wards about 260 dmg collectively 5pts lvl 70)
Enhance: Jester's Cap (reuse timer buff)
Increases reuse speed and usage of the jesters cat buff
at rank 1 improves reuse speed by 1second and reuse bonus by 2%
increase the max range of group members spells
increases group max range by 5 meters
Q. Troubadour EPIC weapon Quest:
Special thanks to Najena.tila, butcherblock.Soundwave, Oasis.Pants, Oasis.Jaex, Befallen.Exocia, Befallen.Davic, Mistmoore.Honeyuso, Crushbone.Sidori and everyone in guk.troubador who have been actively trying to knock this quest out (yeah, even I snuck in a WW update or two)
-- Speak with Maestra Orlita at 53,0, 1390 in Thundering Steppes she will not have a Quest icon, but will respond when hailed.
-- Go to East Freeport, and head to old "black market fence" isle, speak with Lyricist Sha'son, complete all the dialog with the mob
-- Stay in East Freeport and speak with Lyricist Te'naj, at the Amphitheatre at the top of the hill. complete all the dialog with the mob
-- Go to Qeynos Harbor, and speak with Lyricist Keuhja on the 2nd floor balcony of the building left (north) of Fish's Alehouse. complete all the dialog with the mob
-- Stay in Qeynos Harbor and head north to 830, -25, -20, and speak with Lyricist Trucci. complete all the dialog with the mob
-- Go to South Qeynos Mage Tower, red portal 710, 42, 108, and click on a book named " A Chaotic History"
-- Accept the quest "An Ayonic Journey" from reading the book.
-- Go to Rivervale to The Laughing Trout, and click "the hagralaphone" at -444, -6, -155
-- Go to Enchanted Lands and speak with Camfred at 300, 0, 293
-- Go to Antonica to the Tower of Vhalen at -1302, 38, 48 and click the bell to summon and speak with the Vision of Vhalen
-- Go to Thundering Steppes to 359, 5, 1196 and speak with the Ghost of Vhalen
* Receive the North Wind of Karana
-- Go to Poet's Palace and speak to the Djinn Master then rub the lamp at -110, 295, -57
* You need Djinn language
* Receive the West Wind of Karana
-- Go to Palace of Awakening's top floor and speak to the Ghost of Vhalen at 59, 141, 24 near the bookcase.
* Receive the South Wind of Karana
-- Go to Mistmoore Castle stairway, to thaumaturge room, mid room in underwater passage off the Jailer spawn, -253, 6, -15 and click on the Ornate Case 89
* Receive a little block (piano key) update
-- Go back to CMM entrance and click on the missing piano key on the main room piano, to summon the Ghost of Vhalen.
* Receive the East Wind of Karana
-- Go to Rivervale to The Laughing Trout, and click "the hagralaphone" again at -444, -6, -155
* You need Death's Whisper language
-- Go to the Draftling Tower -495, 21, 41 and speak to the Hagralazoo, will agro...kill her (81+++)
* Quest update, an Icy Gem
-- Go to Kylong Plains to 1759, 461, -656 and insert the Icy Gem into the Frozen Totem
-- Speak with the newly animated Zyn'Phro 1757, 463, -647 nearby to update the quest. (if you say you aren't Hagralazoo, it will attack you and not progress the quest)
-- Stay in Kylong Plains and speak to Historian Holdak in Gwalnax Tower at 1496, 165, -2924
-- Go to Chardok to collect artifacts to progress quest
Flame of Shazzuk, 32, -23, -458 center of the wind chamber.
Statue of Thi'zok, -352, -18, -541 in 1st Bridgekeeper room
Eye of Gorowyn, -391, -103, -2 ion 2nd floor of isle near 2nd sokokar post.
Blood of the Betrayer, -933, -69, 298 in CoK, bowl near pit.
Box of Tortured Delights, in CoK, red cube inside cage.
Hand of the Metal God, -34, -54, 40 near Gorron ++.
Runes of Gor, 213, -74, 100 right beside the red door gatekeeper in the barracks
<< next steps are currently unknown >>
Q. What spells should I upgrade first?
A. Depends on what you do most, are you caster or melee based? Do you stats slant towards STR, AGI or Intelligence?
If you solo most, probably your mez and then your other attacks.
For a Troubadour who groups all the time, upgrade your group buffs and debuffs.
For a Troubadour who raids, upgrade Precision of the Maestro, Jester's cap, your debuffs and your buffs. After you have your buffs then work on your offensive abilities.
Q. What ‘special’ spells are there for Troubadour's?
A. At level 35 Zander’s Choral Rebuff is the magic-mitigation debuff song. Recent work by Salmastryon / Kurai indicates that after caster level 50 this is a modest buff for the foul beasts. If it's a raid your guild has done fifty times and it's getting a little tedious, use this, otherwise, best not once you 50. This is not fair relative to the other scout K'lorn spells, Don't hold your breath on a fix, it's been broken forever.
The Splitpaw Saga has a snare-magic debuff, but it's on the same timer as our main magic debuff, which is almost always more important for us.
At 52 we get Requiem of Reflection, its a combination of a spell stone skin and spell reflect. It has a 12% chance (at master 1 level) to set it off then once you are hit a second time it will absorb the damage done to you and then reflect 100% of the damage back to the target.
At 55 we get Demoralizing Processional, one of our main debuffs, at master 1 it will lower the mobs disruption, Crushing, Piercing, Ranged, Focus, Subjugation, Ordination and slashing of the target encounter by 23.
At 58 we get Precision of the Maestro, this is a short duration song that grants the group +73 intelligence and for 20 seconds every spell a group member casts will proc a mental based spell.
At 65 we get Jester's, one of the most powerful spells in the game. This is a single target 30 second spell which lowers the targets recast timers. This however will flag the target for 2 minute and you will be unable to cast it on that target until that flag is off.
Q. What are the Troubadour ‘fun’ spells like?
A. Waste of time, however we have level 20 spell that makes you light up like a walking fireworks factory, a level 40 spell that allows us to appear as a half elf and a level 50 spell which pretty much does the same as our level 20 spell.
Q. Do Jboots stack with my Selo’s/Horse/Carpet?
A. Technical discussion from Godstalk / Sorschae from the dirge faq
Your movement speed in EverQuest2 is your base speed plus the faster of one of two modifiers. Those two modifiers are runspeed and mountspeed.
Runspeed modifiers work in any zone type and stack in a manner that is very similar to haste stacking: That is, you can have one “spell” modifier, and one “item” modifier. This means you can stack jboots with Selo’s, or any one spirit of the wind item with Spirit of the Wolf. Bards with the top level runspeed ability can move at +34% of base runspeed. Bards with jboots can run at +44% of runspeed, not counting alternate ability enhancements.
Mountspeed modifiers only work in overland or outdoor zones, and have no ability to stack with anything. Top tier horses can move at +48% over base, but those cost upwards of 400,000 status and 17 platinum, and require you to be in a 40th level guild to complete it. The tier below that costs a smaller amount (still measured in platinum, and available at guild level 30) and allows you to move at +48% over base.
If you put on all three items (movement speed, item movement buff, and mount (carpet/horse), then you will move at the faster of those two speeds, run- or mount-.
Legend for buffs: S - useful for solo G - useful for Group R - useful for raids
Raxxyl's line: Increasing the strength and stamina of the group. (S/G/R)
Aria's Line: Grants the troubadour's group a chance to strike for additional mental damage on a successful SPELL. This has a chance 30% chance to proc off debuffs, taunts and spells. (S/G/R)
Alin's Line: Group deaggro spell. This song reduces the enemy hate towards any non-fighter in your group. (G/R)
Bria's line: group in-combat mana regeneration. (S/G/R)
Merciless Melody line: group haste buff (S/G/R)
Insatiable Ardor Line: group +defense buff, much like the spell name AVOID PUTTING THIS BUFF UP..it will not help the group much.
“Swan Song” line: group increase to Disruption, subjugation, ordination and ministration. Also increases the focus of the group.
Arcane Line: group magic/mental/divine mitigation buff. There is an AA line which adds a ward to this spell. (S/G/R)
Elemental Line: group heat/cold mitigation buff. There is an AA line which adds a ward to this spell. (S/G/R)
Quiron's Line: group in-combat health regen song. Basically the same thing if food was usable in combat. (S)
Performer's Talent Line: self AGI and INT buff with a damage shield (S/G/R)
Requiem of Reflection (level 58 only): a combination of a spell stone skin and spell reflect. It has a 12% chance (at master 1 level) to set it off then once you are hit a second time it will absorb the damage done to you and then reflect 100% of the damage back to the target.
Precision of the Maestro (level 55 only), this is a short duration song that grants the group +73 intelligence and for 20 seconds every spell a group member casts will proc a mental based spell. (S/G/R)
Jester Cap (level 65 only), one of the most powerful spells in the game. This is a single target 30 second spell which lowers the targets recast timers. This however will flag the target for 2 minute and you will be unable to cast it on that target until that flag is off. (S/G/R)
Deafening Line: mental damage + decreases power of target
Brilliant Blade Line: Our only positional attack, must be behind or flanking the target to use this. Also Inflicts melee damage and decreases mitigation of target verses magic.
Sparkling Blade Line: Two quick mental based attacks, if first misses both miss.
Night Blade Line: melee damage stealth attack, also debuffs intelligence
Deafening Missle Line: mental based ranged attack, also stifles non-epic mobs for a short duration.
Shrill Line: single target mental attack
Alin's Line(not to be confused with our group buff) : group encounter mental attack
Eli's line: single target mental attack, shorter range then Shrill.
Essence Line: mental damage attack with a mana drain.
Bellow Line: encounter knockdown attack.
Zander’s Choral Rebuff is the magic-mitigation debuff song. Recent work by Salmastryon / Kurai indicates that after caster level 50 this is a modest buff for the foul beasts. If it's a raid your guild has done fifty times and it's getting a little tedious, use this, otherwise, best not once you 50. This is not fair relative to the other scout K'lorn spells also don't hold your breath on a fix, it's been broken forever.
The Splitpaw Saga has a snare-magic called Hunter's Trick debuff, but it's on the same timer as our main magic debuff, which is almost always more important for us.
Chant Line: same timer as hunter's trick, decreases mental and slows the target by 45%
Lore's Line: decrease defense of target as well as it burns health and power everytime the target uses an ability.
Discante line: decrease encounters STR and AGI
Kian's Line: decrease wisdom of the target with a damage over time component.
Countersong(level 80 only) - lands a debuff on the mob, on first spell/ca it will lower the outgoing damage of the mobs ability by a % (based off spell quality)
Lullaby Line: single target mez
Bria's Sonnet Line: very SHORT term single target charm.
Cheap Short Line: yeah..like every scout we get a very low level stun that does not work on many mobs.
Shroud Line: self stealth, unlike rogues and preds we do not have anything special associated to this buff other then a straightforward stealth.