Patter Clamor: Aoe bind skill. Most people will not get it but since there is no pre-requisite skill to max to get this skill, I would suggest you to get it. Use it when you are running from a target or to stop a running target. Useful in group pvp.
The passives: Get them all. I hate to see Bard without max passives and their tambour / dance is down seconds after they got hit once. Max it to stop interrupting the party. And to have the extra range is good so you dont need to be so close and still keep tambour / dance up.
Cure Melody: It doesn't appear to be good at first. With relatively slow cooldown time and only on 1 target. I didn't include this skill for my farming calculation. But at lvl 90, this skill will get an upgrade called Cure Music and it will randomly cured one of bad status from weakening, limitation, curse line for all the party members.
EDIT : This skill is not needed for Cure Music skill. So, dont max it if you dont have enough SP. It is still usefull when you are out of pills in war.
Tuning Noise / Tuning Sound: This is a low absolute damage output skill. I didn't add this before but as time goes by I have learn that absolute damage is very important. I got it maxed now both Tuning Noise and Tuning Sound. The max damage from Tuning Sound is at 2661 and it will absorb 100% Mana depending on the damage. Since the damage is fixed, I will get 2661 Mana when I hit a target. But it is also depend on the target's HP. If the target have lower HP then the damage made, I will only get Mana at the same amount of the target's HP. Why absolute damage is important? When a target is fully buffed for instance with bless, screen, fence quota and so on, you will be making the exact damage of 2661 regardless the massive buffs that the target have. And Tuning Noise is a fast cast skill and the cooldown is only 3 seconds. I have seen wizards made less than 1k damage with Meteor on a fully buffed target, where absolute damage skill will hit as much as the description says.
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