LotRO - Captain Class Guide PvMP
PvMP AS A CAPTAIN
Perhaps it's the Captain's healing and buffing abilities that makes them targets in the 'Moors... or maybe it's the superhero armor.
Of the three heavy-armour classes in the game, the Captain is the target most preferred by creeps. Not because the Captain is easiest of the three to kill, but because they present the most danger in a raid. This is a class that keeps his group healed and buffed, can soak up half of his group's damage and not die, and can revive fallen allies while in combat. For the creeps, it's a matter of necessity to take such an enemy down as quickly as possible.
Captains are quite impressive in the Ettenmoors. They can stand toe-to-to against most creep classes in a one-on-one sparring match (provided they don't mind burning a few of their long-cooldown skills), and they are much more durable raid healers than squishy Minstrels or Runekeepers. But raid-spec Captains will need to plan on taking some beatings for their effort - slotting the trait Defiance will extend Last Stand for a bit and provide a heal upon expiration so the fire-damage-over-time shots from the Black Arrows don't instantly kill when the buff ends.
Traiting for threat generation is pointless in PvMP since the creeps ignore threat and attack whoever they wish, but going with a tank-spec build is not a bad idea. Using a 1-hander and a shield will make attacks faster and add a bit to armour rating, which significantly improves defense versus using a halberd or other 2-hander.
Summoned pets in the Ettenmoors require a lot of micro-management to be effective. Untended heralds can run amok in enemy territory, or aggro pathing mobs that can jeopardize battles against creeps. Standards are preferred here, as they are static (no risk of unintentional aggro) and can be used in-combat.
he has Last Stand up!"
"Well, then, err... Take that one's wallet!"
Raid-spec Captains will spend much of their time supporting the group's healers, either protecting them from flankers or spamming heals alongside them, occasionally foraying into enemy territory with the front-liners. During these occasional pushes, the Captain will likely find himself being singled out and heavily targeted. When this happens, the Captain has a few options:
- pop Last Stand and retreat behind the tanks, hoping the creeps aren't reckless enough to give chase
- pop Last Stand and hold your ground, hoping your allies come to your aid before the buff wears off
- pop Last Stand and run away from the rest of the raid, hoping your attackers give chase, thus splitting up the creep raid and making them weaker. A lot of the time, the creeps will only see the very low morale and not realize that Last Stand has been used, and will give merry chase hoping to score an easy kill. The longer they chase you, the more time your allies have to recover and beat down the ones who don't fall for the ruse.