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Thursday, June 14, 2007

guide for captains

**Please note this list will be periodically updated with new information from community questions/Information change from patches.

Also please keep in mind this is information gathered from my pre open beta level 50 captain, so some of it may be slightly inacurate.


*Index:
- Part I: Skills
-- Section A: Combat
-- Section B: Buffs
-- Section C: Heals
-- Section D: Pets
---Section D.1: Pets Skills
-- Section E: Reactive/Situational
-- Section F: Passive/Miscellanios
---Section F.1: Combat Characteristics
---Section F.2: Armour Proficiencies
----Section F.2.1: Starting Armour Proficiencies
---Section F.3: Weapon Proficiencies
----Section F.3.1: Starting Weapon Proficiencies
---Section F.4: Instrument Proficiencies
---Section F.5: Misc. Passive Skills
---Section F.6: Misc. Skills

-Part II: Traits
--Section A: Class
--Section B: Legendary
---Section B.1: Legendary Book Info
--Section C: Racial

-Part III: Builds
-- Section A: DPS
-- Section B: Tank
-- Section C: Healer
-- Section D: Hybrid (My Build)

-Part IV: Crafts
--Section A: Which vocation to choose?

-Part V: Gameplay
-- Section A: Soloing
---Section A.1: Soloing Enttenmoors
-- Section B: Fellowship
---Section B.1: Fellowing Enttenmoors
-- Section C: Raid
---Section C.1: Raiding Enttenmoors (Keeps)
---Section C.2: Raiding Enttenmoors (Creep battles)




-Part I: Skills

--Section A: Combat

---#1: Battle Shout: Your fearsome shout strikes terror into the hearts of your enemies and puts you into a battle-readied state.
Level Acquired = 1
Cost to train = Free
Skill stats = 120-133 Light damage
Cost = 55 power
Recovery time = 20 seconds. (15 seconds with class equiped trait "Renewed Voice")
20m Range
Resistance: Cry

---#2: Defensive Strike: You attack defensively. On a successful strike you cause light damage, but recover quickly to protect yourself from returned attacks.
Level Acquired = 1
Cost to train = Free
Skill stats = Main hand weapon + 31 Damage +135 Armour Value(Lasts for 10 seconds)
Cost = 89 power
Recovery time = 3 seconds
3m Range

---#3: Devastating Blow: You make a light attack with a chance of causing greater damage if you get a critical hit, devastating your enemy. You must be in a battle-readied state to use this skill.
Level Acquired = 2
Cost to train = 20 copper
Skill stats = Main hand weapon + 43 damage
Cost = 108 power
Recovery time = 4 seconds
3m Range
**Activate enemy defeat response uppon critical hit.

---#4: Cutting Attack: A light, bleeding attack, which causes your foe damage over time.
Level Acquired = 4
Cost to train = 1 silver 60 copper
Skill stats = Main hand weapon + 10 damage
Does 11 common damage initially, does 11 common damage every 2 seconds for 20 seconds.
Cost = 98 power
Recovery time = 20 seconds
3m Range

---#5: Pressing Attack: You swing twice at your enemy, inflicting medium damage. You must be in a battle-readied state to use this skill.
Level Acquired = 10
Cost to train = 10 silver
Skill stats = 2 attacks: 65% of main hand weapon + 22 damage, 65% of main hand weapon + 22 damage
Cost = 103 power
Recovery time = 4 seconds
3m Range

---#6: Threatening Shout: Your shout threatens your enemy, increasing the chance that it will attack you.
Level Acquired = 26
Cost to train = 67 silver 60 copper
Skill stats = Greater threat towards you.
Cost = 82 power
Recovery time = 20 seconds
40m Range
Resistance = Cry


--Section B: Buffs
---#1: Motivating Speech: You are able to raise the morale of your nearby companions with a motivating speech.
Level Acquired = 16
Cost to train = 25 silver 60 copper
Skill stats = Increases your maximum morale by 5.0% (Lasts for 15 minutes)
Cost = 124 power
Recovery time = 4 seconds
Radius = 15m

---#2: Muster Courage: You are able to renew the courage of your nearby companions, removing all existing fear effects from them.
Level Acquired = 16
Cost to train = 25 silver 60 copper
Skill stats = + 50.0% Fear resistance (lasts for 30 seconds)
Cost = 20 power
Recovery time = 30 seconds
Radius = 30m

---#3: Command: On Guard: You command one of your companions to be on their guard, increasing their chances of parrying attacks. A captain can only issue one command to a companion at any given time.
Level Acquired = 18
Cost to train = 32 silver 40 copper
Skill stats = Increases your chance to parry incoming attacks (+3.5%) (Lasts for 30 minutes)
Cost = 20 power
Recovery time = 4 seconds
40m Range

---#4: Command: Relentless Attack: You command one of your companions to attack relentlessly, allowing them to land critical hits with their attacks more often. A captain can only issue one command to a companion at any given time.
Level Acquired = 28
Cost to train = 78 silver 40 copper
Skill stats = Increases your chance to crit with your attacks (+2.0%) (Lasts for 30 Minutes)
Cost = 20 power
Recovery time = 4 seconds
40m Range

---#5: Command: Focus: You command one of your companions to focus, increasing their power regeneration in combat. A captain can only issue one command to a companion at any given time.
Level Acquired = 38
Cost to train = 144 silver 40 copper
Skill stats = Increases your power regeneration in combat (+???%) (Lasts for 30 minutes)
Cost = 20 power
Recovery time = 4 seconds
40m Range


--Section C: Heals
---#1: Rallying Cry: When an enemy is defeated, your cry rallies the morale of your nearby fellows.
Level Acquired = 1
Cost to train = Free
Skill stats = Heals 371 damage initially, heals 20 damage every 3 seconds for 15 seconds. (Restores 105 power initially, restores 20 power every 3 seconds for 15 seconds. (with equiped class trait "Now for wrath"))
Cost = 179 Power
Recovery time = 45 Seconds
Radius = 30m

---#2: Words of Courage: You are able to renew one of your companions' morale over time.
Level Acquired = 14
Cost to train = 19 silver 60 copper
Skill stats = Heals 278 damage intially, heals 51 damage every 3 seconds for 15 seconds. (Heals 325 damage initially, heals 61 damage every 3 seconds for 15 seconds. (with equiped class trait "Fear no Darkness"))
Cost = 124 power
25m range
Recovery time = 0 seconds
Induction time = 3 seconds


--Section D: Pets
---#1: Call to Arms: Herald of War: You enlist a herald to carry your banner of war into battle. This banner increases the might and agility of those around it.
Level Acquired = 10
Cost to train = 10 silver
Skill stats = +48 might +48 agility. (+58 might +58 agility. (with equiped class trait "Captain's Valour"))
Cost = 332 power
Recovery time = 0 seconds
Induction time = 10 seconds

---#2: Call to Arms: Herald of Hope: You enlist a herald to carry your banner of hope into battle. This banner increases the maximum morale and in-combat morale regeneration of those around it.
Level Acquired = 24
Cost to train = 57 silver 60 copper
Skill stats = +0.8 Morale regeneration in combat, +297.0 Morale. (+2.0 Morale regeneration in combat, +594.0 Morale, +1 Hope. (with equiped class trait "Captain's Hope"))
Cost = 332 power
Recovery time = 0 seconds
Induction time = 10 seconds

---#3: Call to Arms: Herald of Victory: You enlist a herald to carry your banner of victory into battle. This banner increases the maximum power and in-combat power regeneration of those around it.
Level Acquired = 34
Cost to train = 115 silver 60 copper
Skill stats = +4.0 Power regeneration in combat, +204.0 Power. (+5.8 Power regeneration in combat, +299.2 Power. (with equiped class trait "Captain's Victory"))
Cost = 332 power
Recovery time = 0 seconds
Induction time = 10 seconds


--Section D.1: Pets Skills
---#1: Coordinated Attack: Your herald has a chance to stun the target with a melee attack if it is under the affect of one of your marks. This skill has a 60 second cooldown.
Skill stats = 103-122 common damage
Cost = 171 power
3m Range

---#2: Infuriating Tactics: Your herald will taunt the target with a melee attack if it is under the affect of one of your marks. This skill has a 15 second cooldown.
Skll stats = 90-105 common damage
Cost = 107 power
3m Range

---#3: Lend Will: You herald encourages you in times of battle, raising your morale at the cost of his own. This skill has a 90 second cooldown.
Skill stats = +384.8 - 389.8 Morale
Cost = 540 Morale, 171 Power
20m Range


--Section E: Reactive/Situational
---#1: War Cry: When an enemy is defeated, you let out a cry which rallies your nearby fellows to attack with greater speed and determination.
Level Acquired = 4
Cost to train = 1 silver 60 copper
Skill stats = -10.0% attack duration. (-15.0% attack duration. (with equiped class trait "Captain of War")) (Lasts for 1 minute)
Cost = 62 power
Recovery time = 45 seconds
Radius = 30m

---#2: Telling Mark: You leave a mark on your enemy that increases the chance that your companions will land critical hits. Additionally, marked targets enable your herald to use special skills. You may only mark one target at a time.
Level Acquired = 6
Cost to train = 3 silver 60 copper
Skill stats = Increases your chance to crit the marked target (+???%) (Toggle skill)
Cost = 83 power
Recovery time = 10 seconds (8 seconds with and Improved banner trait equiped)
40m Range

---#3: Make Haste: You command your fellowship to make better speed, both in and out of battle.
Level Acquired = 8
Cost to train = 6 silver 40 copper
Skill stats = +25.0% Run speed (Lasts for 20 seconds)
Cost = 74 power
Recovery time = 5 minutes
Radius = 30m

---#4: Routing Cry: When an enemy is defeated, you let out a fearsome cry which slightly demoralizes all other foes nearby.
Level Acquired = 8
Cost to train = 6 silver 40 copper
Skill stats = 166 Light damage. (171 Light damage, stuns for 3s. (with equiped class trait "Turn of the Tide"))
Cost = 99 power
Recovery time = 45 seconds
Max targets = 4
Raidus = 7m
Resistance = Cry

---#5: Noble Mark: You leave a mark on your enemy, damaging your foe over time. Additionally, marked targets enable your herald to use special skills. You may only mark one target at a time.
Level Acquired = 12
Cost to train = 14 silver 40 copper
Skill stats = Does 9 to 14 light damage initially, does 9 to 14 light damage over 10 seconds. (Toggle skill)
Cost = 83 power
Recovery time = 10 seconds (8 seconds with and Improved banner trait equiped)
40m Range

---#6: Escape from Darkness: You are able to revive a fallen companion with half of their morale, and a quarter of their power.
Level Acquired = 20
Cost to train = 40 silver
Skill stats = Able to use in combat
Cost = 124 power
Recovery time = 30 minutes
25m Range

---#7: Last Stand: You are able to resist succumbing to defeat for a short time.
Level Acquired = 22
Cost to train = 48 silver 40 copper
Skill stats = Lasts for 15 seconds. Cannot be defeated. (Lasts for 25 seconds +420 Morale heal at end. (with equiped class trait "Defiance"))
Cost = 82 power
Recovery time = 15 minutes

---#8: Revealing Mark: You leave a mark on your enemy that will renew the morale of your companions' when they wound the target. Additionally, marked targets enable your herald to use special skills. You may only mark one target at a time.
Level Acquired = 30
Cost to train = 90 silver
Skill stats = Recovers 15% morale from attack damage dealt to marked enemy.
Cost = 83 power
Recovery time = 10 seconds (8 seconds with and Improved banner trait equiped)
40m Range

---#9: Cry of Vengeance: When one of your companions falls, your cry inspires your nearby fellows to greater feats of skill.
Level Acquired = 32
Cost to train = 102 silver 40 copper
Skill stats = +80 to all stats(Might, Agility, Vitality, Will, Fate) -25.0% attack duration, +750 Armour Value (Lasts for 20 seconds).
Cost = 62 power
Recovery time = 45 seconds
Radius = 30m

---#10: In Harms Way: You put yourself in harm's way to defend your nearby companions, taking all damage dealth to them upon yourself.
Level Acquired = 36
Cost to train = 129 silver 60 copper
Skill stats = All fellowship members in range (20m?) are protected.
Cost = 167 power
Recovery time = 5 minutes


--Section F: Passive/Miscellanios
---Section F.1: Combat Characteristics
----Critical: Rank 1 Level = 7 Cost = 4 silver 90 copper +1.0% crit hit chance
----Parry: Rank 1 Level = 9 Cost = 8 silver 10 copper +1.0% parry chance
----Accuracy: Rank 1 Level = 11 Cost = 12 silver 10 copper Reduces miss by a medium amount
----Evade: Rank 1 Level = 13 Cost = 16 silver 90 copper +1.0% evade chance
----Block: Rank 1 Level = 15 Cost = 22 silver 50 copper +2.0% block chance
----Critical: Rank 2 Level = 17 Cost = 28 silver 90 copper +1.0% crit hit chance
----Parry: Rank 2 Level = 19 Cost = 36 silver 10 copper +1.0% parry chance
----Evade: Rank 2 Level = 21 Cost = 44 silver 10 copper +1.0% Evade chance
----Block: Rank 2 Level = 23 Cost = 52 silver 90 copper +1.0% block chance
----Parry: Rank 3 Level = 25 Cost = 62 silver 50 copper +1.0% parry chance
----Accuracy: Rank 2 Level = 29 Cost = 84 silver 10 copper Reduces miss chance by a medium amount
----Block: Rank 3 Level = 33 Cost = 108 silver 90 copper +1.0% block chance
----Accuracy: Rank 3 Level = 35 Cost = 122 silver 50 copper Reduces miss chance by a medium amount
----Accuracy: Rank 4 Level = 39 Cost = 152 silver 10 copper Reduces miss chance by a medium amount
----Parry: Rank 4 Level = 41 Cost = 168 silver 10 copper +1.0% Parry chance

---Section F.2: Armour Proficiencies
----Shields Level = 15 Cost = 22 silver 50 copper Allows the use of small/medium shields
----Heavy Armour Level = 20 Cost = 40 silver Allows the use of heave armour

----Section F.2.1: Starting Armour Proficiencies
-----Light Armour Use
-----Medium Armour Use

---Section F.3: Weapon Proficiencies
----Spear Level = 10 Cost = 10 silver Allows the use of spears
----Halberd Level = 15 Cost = 22 silver 50 copper Allows the use of Halberds

----Section F.3.1: Starting Weapon Proficiencies
-----Daggers
-----One-handed axes
-----One-handed clubs
-----One-handed swords
-----One-handed hammers
-----One-handed maces
-----Spears
-----Two-handed axes
-----Two-handed clubs
-----Two-handed hammers
-----Two-handed swords

---Section F.4: Instrument Proficiencies
----Horn Use Level = 5 Cost = 2 silver 50 copper Allows the use of horns
----Lute Use Level = 5 Cost = 2 silver 50 copper Allows the use of lutes

---Section F.5: Misc. Passive Skills
----Armaments Level = 20 Cost = 40 silver Allows the wielding of armaments
----Summoning Horn Use Level = 45 Cost = 202 silver 50 copper Allows the use of summoning horns.

---Section F.6: Misc. Skills
----Command: Respect: Your leadership skills earn the respect of those around you.
Level acquired = 40
Cost to train = 160 silver
Skill stats = Those around you bow with respect.
Recovery time = 5 minutes
Raidus = 10m



-Part II: Traits

--Section A: Class (listed alphabetically)
---Blood of Númenor: Allies renewed by your escape from darkness skill will return with full morale and more power.
Line bonus = Power +30.0
---Captain of War: Your War-cry encourages your allies to attack with greater speed.
Line bonus = Mark skills reset timer is reduced -2.0 a second. (Main effect listed in skills list.)
---Captain's Hope: The morale-enhancing effects provided by your herald of hope are more effective. You must resummon your herald for captain's hope to take effect.
Line bonus = Mark skills reset timer is reduced -2.0 a second. (Main effect listed in skills list.)
---Captain's Valour: The might and agility increases provided by your herald of war are more effective. You must resummon your herald for captain's hope to take effect.
Line bonus = Mark skills reset timer is reduced -2.0 a second. (Main effect listed in skills list.)
---Captain's Victory: The power-enhancing effects provided by your herald of victory are more effective. You must resummon your herald for captain's hope to take effect.
Line bonus = Mark skills reset timer is reduced -2.0 a second. (Main effect listed in skills list.)
---Defiance: Your last stand lasts longer, and you are healed when it ends. +10.0 Duration modifier.
Line bonus = 2.0% Fear resistance
---Expert attacks: You have a greater chance of landing a critical hit with your devastating blow and pressing attack. +5.0% Critical chance
Line bonus = Might +10
---Fear no Darkness: Your words of courage greatly increases the morale of your allies.
Line bonus = Power +30.0 (Main effect listed in skills list.)
---Focused strikes: Your skill with arms reduces the chance that your attacks will miss.
Line bonus = +2.0% Fear resistance
---Intimidating shout: Your threatening shout more strongly directs the enemy's ire towards you. Threatening shout now generates more threat.
Line bonus = Might +10
---Loyalty: Your herald wears stronger armour. Your herald can take more punishment.
Line bonus = +2.0% Fear resistance
---Now for Wrath: Your rallying cry will also heal a small amount of power, in addition to its normal effects.
Line bonus = Power +30.0 (Main effect listed in skills list.)
---Renewed Voice: Your Battle-Shout recovers more quickly than before. Battle shout now recovers 5.0 seconds faster.
Line bonus = Might +10
---Strong Voice: The power costs of your cries and shouts are reduced. -8.0% power cost.
Line bonus = Power +30.0
---Subtle Command: Your cries and healing skills draw less attention from your enemies. This trait lowers your threat by a medium amoung.
Line bonus = +2.0% Fear resistance
---Turn of the Tide: Your routing cry inflicts greater damage, stunning your foes. +3.0% damage increase.
Line bonus = Might +10


--Section B: Legendary (listed Alphabetically)
---Escape from Corruption: You are able to revive a fallen companion.
*Acquired by obtaining and completing: "The Candles Flame" Legendary Book.
----Escape from Corruption (Skill): You are able to revive and protect a fallen companion with three quarters of their morale and half of their power.
+50 All stats (Might, Agility, Will, Fate, Vitality) (lasts for 10 minutes) (Requires escape from corruption trait to be slotted)
Cost = 124 power
Recovery time = 20 minutes
25m Range

---In Deffense of Middle Earth: Your very presence inspires those around you to perform better in combat.
*Acquired from Boromir after completing both level 45 Captain class quests.
----In Deffense of Middle Earth (Skill): Your very presence inspires those around you to perform better in combat.
+50 All stats (Might, Agility, Vitality, Will, Fate) (Lasts for 5 minutes)
(Requires In Deffence of Middle earth trait to be sloted)
Cost = 124 power
Recovery time = 1 minute
15m Range

---Oathbreaker's shame: You levy a curse upon your foe which increases the damage you can do to it.
*Acquired by obtaining and completing: "The Book of Oaths" Legendary Book.
----Oathbreaker's shame (Skill): You levy a curse upon your foe which increases the damage you can do to it.
Adds 35% to melee Vulnerability
Adds 35% to Ranged Vulnerability
Adds 35% to Magic Vulnerability
(Requires Oathbreaker's shame trait to be slotted)
Cost = 200 power
Recovery time = 14 minutes
40m Range

---Shield of the Dúnedain: You are able to protect a companion, but at the cost of half your power.
*Acquired by obtaining and completing: "The Treatise of Valour" Legendary Book.
----Shield of the Dúnedain (Skill): You are able to afford protection to one of your companions, but at the cost of half your power.
-75.0% Melee Vulnerability, -75.0% Ranged Vulnerability, -75.0% Magic Vulnerability (lasts for 15 seconds) (requires shield of the dúnedain trait to be slotted)
Cost = Half of your max power
Recovery time = 15 minutes
25m Range


---Section B.1: Legendary Book Info (Listed Alphabetically)

----The Book of Oaths:
"The Book of Oaths discusses the central role of Honour in true leadership and the sanctity of a King's Oath -- or a Captain's. Much of the power to guide men truly derives from the simple bond of Truth itself, and for those who lead, an Oath is a bond of commitment that cannot be broken without inviting a fate most dire. Indeed, a captain who would betray his own word risks more than his life, for it is well-known that an Oath fatefully taken binds far more than the flesh."

"This book is said to be the utmost authority in such matters, but the copy you have found seems badly damaged and many important passages are missing. Perhaps Boromir of Gondor, who currently rides here in the north, may know something about this book."

-----Pages required to acquire to complete are:
-The Book of Oaths, Page 6*
--The Book of Oaths, Page 8*
---The Book of Oaths, Page 9*
----The Book of Oaths, Page 14*
↑ Drop from Hillmen in and around Tór Gailvin, Angmar.
↓ Drop from Goblins around Caldwell Pool, Misty Mountains.
-The Book of Oaths, Page 17*
--The Book of Oaths, Page 19*
---The Book of Oaths, Page 23*
----The Book of Oaths, Page 28*

----The Candle's Flame:
"The Candle's Flame is a stirring piece written by one of the great Captains of Gondor during the War of the Last Alliance. It speaks of the very personal connection that a worthy captain forms with his followers, and the power that bond can have when a fallen warrior lies upon the threshold of Death's door. Few copies of this book exist today, most having been lost in the long years since or secreted away in the hidden libraries of the Lords of Gondor."

"This copy of The Candle's Flame is missing many important pages. Rumour tells that Boromir, a Captain of Gondor, has come North. Perhaps he can help you comprehend the broken knowledge of this book."

-----Pages required to acquire to complete are:
-The Cadle's Flame, Page 4
--The Cadle's Flame, Page 7
---The Cadle's Flame, Page 13
----The Cadle's Flame, Page 16
↑ Drop from Morroval in Duvairë part of the Ram Dúath region, Angmar.
↓ Drop information currently N/A
-The Cadle's Flame, Page 25
--The Cadle's Flame, Page 26
---The Cadle's Flame, Page 31
----The Cadle's Flame, Page 35

----The Treatise of Valour:
"The Treatise of Valour was written by a council of captains who once commanded the great fortresses of the ancient kingdon of Arnor during the height of its power. It was said to have been the foundation stone of the principles of leadership and warfare for the warriors of Arnor and offered knowledge and teaching that proved key to staving off the assaults of Angmar for so long as the North Kingdom stood. All the remaining copies of the Treatise were believed lost or burned in the sack of Fornost."

"Many pages of this book, The Treatise of Valour, have been torn or burned, rendering the volume nearly unreadable. Perhaps Boromir of Gondor, recently come north, will know something about it."

-----Pages required to acquire to complete are:
-Treatise of Valour, Page 2
--Treatise of Valour, Page 3
---Treatise of Valour, Page 5
----Treatise of Valour, Page 10
↑ Drop from Hillmen in and around Donnvail, Angmar.
↓ Drop from Blogmal Orcs near the dread staue line of Rammas Deluon, Angmar. Also from Ongbúrz orcs in the Ongbishúk camp of East Angmar.
-Treatise of Valour, Page 12
--Treatise of Valour, Page 15
---Treatise of Valour, Page 18
----Treatise of Valour, Page 22

*Denotes tradable page. (The Book of Oaths pages are all tradable)


--Section C: Racial (listed alphabetically)
---Balance of Man: The race of man grows eerily proficient at the art of war. Your will is improved.
+1.0% Evade, Parry, Block chance.

---Duty Bound: You provide a bonus to your fellowship's morale.
Adds a bonus to your fellowship's morale.
Cost = 333 power
Recovery time = 1 Hour

---Man of the Fourth Age: You are destined to greatness -- a man of the fourth age -- but for now you must secure the third. Your will is improved.
+20 Will

---Man-Sword Damage Bonus
+2.0% One handed sword damage, +2.0% two handed sword damage.

---Return to Bree: This enables you to quickly return to Bree.
Recovery time = 1 Hour

---Strength of Morale: In combat, the race of man is known for its unquenchable spirit.
+3,000.0 - +3,005.0 Morale
Cost = 333 power
Recovery time = 1 Hour

---Tactics and Might Bonus
+5.0% Conjuntion power healing multiplier from tactics, +5.0% Conjuntion damage from might.

---Upper-cut: You gain a short distance ranged attack.
34 common damage
Recovery time = 5 seconds
3m Range



-Part III: Builds

-- Section A: DPS
---This build is for dishing out maximum dps from your captain. Suggested class traits for this build are: Captains Valour, Defiance, Expert attacks, Renewed voice, Turn of the tide. Equip 2 handed sword. Have virtues centered on might, agility, and will. All other equipment should be centered on + crit % chance, +might/agility/will, in-combat power regen, max power bonus. Man-sword bonus, Man of the forth age, Tactics and might bonus, Uppercut, and strength of morale for race traits.

-- Section B: Tank
---This build is for trying to take as much damage possible and drawing the most amount of agro you can get. Suggested class traits for this build are: Captain's Hope, Focused strikes, Intimidating shout, Defiance, Turn of the tide. Equip a 1 handed sword, with a decent medium shield. Have virtues centered on agility, vitality, and might. All other equipment should be centered on +parry/evade/block, in-combat morale regen, max power/morale bonus. Man-sword bonus, Man of the forth age, Strength of morale, Duty bound, Balance of man.

-- Section C: Healer
---This build is for a captain centered on healing. Suggested class traits are the following: Captain's victory, Now for wrath, Subtle command, Fear no darkness, Blood of Númenor. Equip a 1 handed weapon, with a nice shield that gives a plus to will/evade/parry/block. Or equip a nice 2H weapon that gives an increase in healing modifier. All other equipment should be centered on will, vitality, fate. Have virtues concentrated on +will/in-combat power regen/+fate. Man of forth age, Strength of morale, Balance of man, Duty bound, Tactics and might bonus.

-- Section D: Hybrid (My prefered build)
---This is the build that I prefer to play, which is a combination of almost everything. These are the class traits I equip: Now for wrath, Defiance, Expert attacks, Renewed voice, Captain's Victory/Hope (depending on if there is another captain in the group). I equip a 2 handed weapon (preferably sword since I like swords, but halbers are also nice). I try to concentrate my gear on will, might, agility, and vitality stats, with crit chance, in-combat power regen, extra power/morale. My virtues are concentrated on vitality, might, and agility, with in-combat power/morale. My racial traits are: Strength of morale, Balance of man, Tactics and might bonus, Man of forth age, and Man-sword bonus.



-Part IV: Crafts

--Section A: Which vocation to choose?
---There is really no specific craft a captain should focus on, it all really depends on how much you group, if you want to make a lot of money, or if you want to help advance your character. I prefer to do Armsman since I like making my own weapons for myself and my kinsmen. Metalsmith is nice for heavy armor/crafting tools, Explorer is nice for making money by collecting resources to sell on the AH, Tinker is nice to make money and supply yourself/friends with jewellry. Historian/Yeoman are decent at making money, but dont really directly affect your class as much as the others. Woodsman is probably the worse choice since it really doesnt help your class directly.



-Part V: Gameplay

-- Section A: Soloing
---Captains are a decent solo class, they cant dish out more damage than hunters, and cant take more damage than guardians. They fall in the middle, and can effectively take on 2-3 mobs 2 levels above you. However this kind of fight will use all of your power, and you may need to use pots. You can safely take on 2 mobs a few levels above you, and these are the kind of fights you want to try to get while soloing. Use your herald to keep agro on one of the mobs while you beat on the other. Use your marks on mobs that need it, and make sure you dont agro more than you can handle. If you get in a situation that you cant handle use your last stand, and make haste to loose the agro, and if needed strength of morale. Basic principles is to just not bite off more than you can chew (which is valid for all classes).

---Section A.1: Soloing Enttenmoors
----First off make sure you have Turn of the Tide class trait slotted for any monster play activity (I find that the DPS/Hybrid build are the best for MP). If you find yourself in a rare situation where you are soloing in the enttenmoors take advantage of it, since you will most likely get the kill. Make sure you have your herald of victory out to help with power management. ALWAYS have a mark on the MP you are fighting (Revealing mark/Telling marks are the best). Send your herald in first to hopefully get a quick stun on the player. Come in charging hard with battle-shout/DB and hope you crit early giving you the ability to use routing cry and stunning them if they havent been stunned by your herald (if they have use war-cry to attack faster), learn the circling of your opponent while fighting since this will make you harder to hit. (Circling of opponent is when you strafe around him/her to always try to stay at their back, so they get the message "must face target" making them unable to hit you). This fight is a basic kill them as quick as possible, you can outlast almost all MP classes (save the war leader), you have last stand, you have strength of morale, and if things get dicey you can always make haste out of there and find a friendly place to regen. You should beable to take out any of the MP classes fairly easy 1v1 (aslong as you know what you are doing), if you are fighting an experienced creep player, you may be hard pressed to win the battle, but still should beable to win it. Remember to always be on the look out for reinforcements, and if you can help it never venture out alone in the enttenmoors.


-- Section B: Fellowship
---Captains excel in fellowship play at higher levels, and the role is simple. Keep everyone buffed and keep an eye on the minstrel, assisting him/her when necessary. You are mainly going to help with dps/heals when everything is going good. When things go bad, thats when you shine. A well placed in harms way along with a last stand can save a party from a near wipe. If after the in harms way runs out, and you still find that your fellowship is having a problem this is when you run, and hope you all make it out alive. Try to stay alive if this is the situation since it may help keep your party from fighting mobs over again, bringing your fellows to where you are at in the fight (summoning horn).


---Section B.1: Fellowing Enttenmoors
----Captains make great fellowship members for ambush parties. Our main role is finishing blows in melee/protection/transportation/bait for the group/support. If you have a full group with 3 hunters, a minstrel, and lore-master, and your self try these tactics out.

Melee finishing blows = If we crit on DB we can easily dish out 500+ damage with a 2H weapon. If that monster is that low he/she is gone.

Protection = I think is fairly self explanitory. Use of in harms way to save a minstrel from a warg spike attack, or any others being completely slaughtered.

Transportation = two words summoning horns.

Bait = This is slightly a better tactic for smaller groups (non raids). Have 3-4 hunters, yourself a minstrel, and a LRM in group for ambushes. All the Hunters use camouflage to be out of sight of monsters (laying traps before they stealth). Have minstrel & LRM behind traps. You run out to a group of MP's and "agro" them all; using make haste to make a quick get away. If needed use last stand, hope that the mp's follow you. Run them through the traps the hunters laid down. Main assist calls target hunters bombard that target, you get healed and rejoin the battle. DPS them to death, LRM roots/stuns run-aways. Bam you have an instant bait and ambush situation. I have personally done this a few times with some good friends, and it works very well, as long as the Mp's fall for the bait (most of them do, since they are very greedy for a kill).

Support = Simple, our buffs although they still need work, they arent completely useless. Protection also falls in with support.

-- Section C: Raid
---As with fellowships you are bassically there to keep everyone buffed, and making sure your group in the raid stays alive. You may be chosen as the raids Main assist, making you the person that must select which mob to attack next. Its a nice responsibility, and you should only accept it if you are experienced in being a main assist. Raids are going to last longer the longer you stay alive (with your herald being alive). If possible try and keep your herald on passive, and not in range of any AOE damage it make take. Keeping your herald alive could help keep a fight going, but isnt a necessary thing to have (always helps to have more in-combat morale/power regen).

---Section C.1: Raiding Enttenmoors (Keeps)
----Basically you are there to either keep the minstrels alive, protecting when needed, helping them heal, and killing any creeps that may come up from your rear flank. Or you are there to assist on fighting the AN in the keep, concentrating on the AN with marks, and as much DPS you can dish out. You are there to try and keep as many alive as possible for aslong as possible to have enough time to take the AN out and have the keep reset for your side.

---Section C.2: Raiding Enttenmoors (Creep battles)
----In straight out freep vs creep raids you are there as front line units, trying to draw the creeps agression towards you and hopefully baiting some away from the main group to be easy pickings. Keep the raid buffed up as much as possible, taking time to re-apply buffs when there are breaks in the battle. Try and stay alive, and possibly stay out of combat to help summon fallen raid members back to the fight faster with your summoning horns. Your main role in a MP raid is to help disrupt the enemies front lines, or act as main assist. Always stay close to your raid members, and watch out for a BA barrage.



I hope this helps answer some questions new/potential captains may have about this class. If there is anything else you would like to ask please place a question here to be answered by me, or any other knowledgeable captain player. Good luck and have fun defending Middle Earth.
post by Decat@http://forums.lotro.com

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