CAPTAIN LEGENDARY ITEMS
The owner of this item calls it his "buff stick."
Captain legendary items consist of an assortment of 1- and 2-handed weapons and Captain emblems for the class slot. Because of the flexibility of the class, Captains may want to carry multiple sets of legendary items for different applications, but there is no need to get carried away. Having a set consisting of a good 2-hander, a 1-hander to use with a shield and an all-purpose emblem is probably enough.
For weapons, really desirable legacies will depend on the player's style. It's entirely possible to have a DPS-spec, buff-spec or tanking-spec weapon depending on the combination of legacies. For a good general-purpose weapon, though, a legendary item that IDs with Kick Cooldown, Max Targets for Pressing Attack and Telling Mark Damage is pretty tough to beat. From Pool B legacies at reforges, look for an increase to one of the Tactics skills, particularly Relentless Attack.
For emblems, there's not really any point in using something without a lot of healing legacies. Rallying Cry Cooldown, Healing from Rallying Cry and Vocal Skills Healing are excellent Pool A legacies - when combined with specific trait setups and endgame armor sets, these legacies can reduce the cooldown on the Captain's most powerful group heal from 45 seconds to 6 seconds, make it usable even without a defeat event, and hit massive full-group heals that make a lot of high-level Minstrels look bad in comparison. For Pool B legacies, look for Escape from Darkness Cooldown and Muster Courage Cooldown - the rest are mediocre at best and some are downright pointless (IDOME Cooldown, for example; the buff lasts 5 minutes and the skill's cooldown is only 1 minute, making it already more or less perpetual).More information on LI legacies can be found on the Lorebook.
CAPTAIN TRAIT LINES
In other games, they call it "Laying On of Hands".
Captains can afford to be trait-line purists. The way Captain trait lines are set up, it pays to go all or nothing - either a pure line-based build or mixing and matching from all 3 lines according to the merits of the individual traits.
The Leader of Men line emphasizes tanking and buffing abilities. The individual traits are varied but boost skills that are generally beneficial for fellowships or tanking duties. The capstone legendary trait, Leader of Men, increases the threat generated by Noble Mark and adds lesser effects from the Shield-brother skills to the entire fellowship. For example, Inspire would heal everyone in the fellowship instead of just the designated Shield-brother, though to a lesser extent.
The Lead the Charge line is the DPS-spec line. The line bonuses increase melee skill crit multipliers, reduce the cost of melee skils and increase the chance to score a critical hit. Individual traits dramatically increase the power of the Captain's heralds and boost the strength of a number of attack skills. The capstone legendary skill, Master of War, gives Shadow's Lament some significant boosts and allows the use of Armaments of the Oathbound, which gives the Captain an Oathbreaker pet.
The Hands of Healing line is the unquestioned favorite among Captains. As the name would suggest, this line significantly increases the Captain's potential as a healer. The individual traits all improve healing skills in some way, and it may actually be difficult for some Captains to limit themselves to only 7 of these traits. The capstone legendary trait, Hands of Healing, increases healing from all healing skills by 10%, gives Valiant Strike a strong heal-over-time effect, and reduces the cooldown of Valiant Strike by 30 seconds.
For Captains who want to buck the trend of the heavily-armored healer, it might pay to mix and match traits and disregard the individual lines. For example, slotting Precise Ally, Loyalty, and Captain's Victory makes the Herald of Victory a beastly companion with a massive power-enhancing aura. For a really difficult boss fight, the Captain may wish to include Defiance (for the extended duration of Last Stand) and Blood of numenor (for the improvements to Escape from Darkness) from the Leader of Men line, and throw in a couple of Lead the Charge traits to hit harder in melee combat.
Captains will select a set of virtues by a different set of criteria than other classes. While a class like Hunter will want to boost his Agility and can largely ignore Will, or Minstrels will want to boost their Will and disregard Might and Agility, Captains must pay equal attention to all stats.
Each stat has an associated +30 virtue (at rank 10):
- Might - Discipline (+30 Might, +1014 Disease Resist, +400 Melee Defense)
- Agility - Determination (+30 Agility, +45 in-combat Morale Regen, +58 maximum Morale)
- Vitality - Loyalty (+30 Vitality, +62 Maximum Power, +150 Armour Value)
- Will - Wisdom (+30 Will, +303.8 non-combat Power Regen, +609 Wound Resist)
- Fate - Idealism (+30 Fate, +1014 Fear Resist Rating, +8 Will)
This is a good start for a well-balanced virtue set. If your play style is more combat-oriented, Valour or Justice make good alternates for Determination - of the five base stats, Agility plays a slightly smaller role than the rest. It should not be neglected entirely, but the extra morale from Valour or Justice will help make up the difference. Captains with a mind for tanking may want to sub in Innocence (+1000 Melee Defense, +1014 Poison Resist, +230 Shadow Defense), Compassion (+1000 Ranged Defense, +303.8 non-combat Power Regen, +400 Tactical Defence) or Tolerance (+1000 Tactical Defence, +15 Agility, +30 in-combat Morale Regen).