Updated Mon, Nov 08, 2010 by gunky
may not look like much, but the fat, bald bearded dude in the bathrobe
carries a standard like nobody's business.
Soloing for Captains can be a mixed bag: some players find it slow and grind-y and some players find it fast and easy. This will largely depend on traits and gear.
Captains are a hardy and capable solo class, with heavy armor and some nice self-heals and buffs and a hard-hitting 2-handed weapon at their disposal. Slotting multiple traits from the Lead the Charge line will increase DPS significantly and make the fights go a bit faster, but at the cost of some of the survivability granted by the Hands of Healing line.
Summoned heralds and archers are arguably more useful for soloing than for gro
ups. While summoned NPCs generally have smaller buffs than standards, they can move freely around and add to the Captain's DPS output by attacking foes. With the right combination of traits, summoned allies are as tough as signature mobs. They can be toughened even further by marking the pet as Shield-brother, which will make him the recipient of a number of buffs and heals.
One aspect to keep in mind for soloing a Captain: many of the Captain's healing abilities only work on other players or summoned pets, and cannot be used by the Captain to heal himself. Rallying Cry is the exception to this, but it requires a defeat event to use, so in a long fight against a single tough opponent it wil be unavailable until the end. Self-heals for such fights will be limited to the 15% return from Revealing Mark, the smallish heal from Valiant Strike, high in-combat morale regeneration from food and/or a Herald of Hope, and the heal from Muster Courage when traited with Strength from Within.