Provocation

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Using the Provocation skill, a player has a chance to make two creatures fight each other. It is one of the most powerful skills in the game.

Beware that if you fail the monsters will look for a new target, you.

Provocation is difficulty-based skill. Some monsters are much more difficult to provoke than others, depending on their Barding Difficulty.

Once two creatures are fighting each other, they will continue to do so until either the provoking bard leaves their line of sight or one is killed.

Training

Good Bard Knowledge

Method 1

I have and always will use the boat method for training provoke.

Line up your boats so they are all next to each other lengthwise. So now you can open the plank for all 3 and walk across. Get on the middle boat and move it back about 3-4 tiles. Stand on the middle and put your targets on separate ships.

Use a Crystal Ball of Knowledge to test the difficulty of each creature. Switch between NPC-bought, Slayer and Exceptional items to get the instrument that yields "optimal" difficulty. After 90, you will hit the skill barrier that so many skills have today. A workaround for this is to use a slayer instrument that is not for the type of creature you are targeting. This will lower your displayed skill rating 20% on the successful use on a creature if it is not the type of your slayer. The Giant Beetles will take you to 110.0 using this method.

Method 2

My thoughts, provocation is one of the most powerful skills in the game. At 120 provo and gm music, you have 100% chance to provoke 2 dragons. At gm provo and music, you only have a 60% chance. Provocation in combination with peacemaking is amazingly powerful, as creatures simply sit there until you provoke them.

Method 3

All of these places have good gain potential, just remember that many of the weaker creatures you are now just too good for, and you need to set them against the bigger creatures for best gain potential. Also, the sweet spot for gains is beginning to inch up, so start working the easier creatures around 90, and leave it till 100 before you work the hardest ones. Of course if you just want to have a good time, go try them all out and decide for yourself.
Wind and Hythloth Level 2 Daemons are not too hard, Fire Temple will keep you busy, and Despise Level 4 should see you touring Ogre Lord Isle for good gains in relative safety - also stop by the Titans there for some variety.
From 100 to 120, you can enjoy the challenge and provoke harder creatures, but best gains will see you staying basically in one or 2 spots. This is because the sweet spot for gains goes from about 60% at 100-105, up to around 85-90% at 115 - 120. So if you like, you can stand in Destard Felucca all day and provoke those dragons one after the other all the way to legendary. At least until 110, this is really the best place to be with a GM instrument most of the time.
Go visit the Rotting Corpses and their undead mummy friends on Covetous Level 4 or in Ilshenar, Nox Tereg near the Humility shrine or in the Wisp Dungeon will take you all the way if you like. The Blood Dungeon will be heaven. Get those Daemons, Blood Els and Succubi into a big melee and you should have fun. Central Dungeon has all sorts of variety - I'm sure you can find some Blood Els or Lich Lords to keep you amused, or getting the Poison El and the Ki-Rin to play nicely could be good for you. Of course the Pass of Karnaugh will provide hours of endless entertainment, with just about every high level creature you can find. And finally, sorcerers dungeon has some interesting creatures for you to practice your skills on.

At this level, the world is your Oyster - go crack it open, see if you can find the pearl, or just get your fingers squashed. Good Hunting.

Method 4 "Great Provocator In The Boat"

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