ITEMS | TRAITS
Buffs and Staying Alive
The Captain is a motivating foce in battle, inspiring his
allies to great deeds and bolstering their confidence with inspiring
speeches and heroic deeds of bravery and self-sacrifice.
is less impressed by the Mighty Hammer of Awesomeness than the Captain
- Tactic: On Guard - A
single-target buff that increases the recipient's parry rating. Best
used on tanks to help them avoid taking damage. Only one tactic can be
active on a character at a time.
- Tactic: Relentless Attack - A
single-target buff that increases melee, ranged and tactical critical
rating. The obvious use of this buff is on the group's DPSers, but it
is also good for healers, who can hit critical heals more often with an
increased tactical crit rating.
- Tactic: Focus -A single-target
buff that increases the recipient's in-combat power regeneration. This
one works on pretty much any class type for prolonged battles where
power may be an issue.
- Motivating Speech - A rousing
speech that increases the entire fellowship's maximum morale by 5%.
This skill also affects pets.
- Make Haste - Increase the
group's run speed by 25%.
- In Harm's Way - The courageous
Captain sacrifices his own body for the safety of his allies, taking
half the damage infilicted on them upon himself.
- Last Stand - The Captain
cannot be killed for a few seconds. The trait Defiance makes this skill
last 10 seconds longer and heals the Captain when it expires. When used
in conjunction with In Harm's Way, this skill duo can turn a failing
fight around and swing it back into the favor of the Captain's group.
- Muster Courage - Removes up to
3 fear debuffs on all allies within 30 meters and significantly
increases fear resist rating for 30 seconds. This skill is vastly
superior to potions and the Minstrel's Cure Fear skill, and can be
further improved by the trait Strength from Within, which causes it to
function as a self-heal in addition to the other effects. However,
equipping this trait bars the summoning of heralds or archers.
- Withdraw - This skill
instantly decreases the Captain's threat against all enemies within 10
meters, and causes the Captain to do 30% less damage for 30 seconds.
Upgraded at level 62 to Fighting Withdrawal, which removes teh damage
penalty and causes attacks to generate less threat for the duration of
- Time of Need - This skill
costs a bit of morale to use, and puts the Captain in a battle-ready
state and grants a defeat response. The trait Composure causes this
skill to reset the cooldowns on defeat-response "cry" skills and on
- Shield of the Dunedain - A
legendary skill attainable at level 39 by collecting book pages. A
selected companion shrugs off 75% of incoming melee, ranged and
tactical damage, but at a significant cost to power.
Defense of Middle-Earth - A legendary skill
attainable at level 45 by completing both class quests. This powerful
buff increases Might, Vitality, Agility, Will and Fate for all members
of the fellowship within 15 meters for 5 minutes, and has a 1-minute
cooldown, making it virtually perpetual.
- Command Respect - Perhaps one
of the most powerful Captain buffs; causes all nearby free people to
kneel in obeisance.
With a broad array of healing skills, even Captains not
traited specifically for the task can make excellent off-healers to
supplement a belabored Minstrel or Runekeeper. And unlike Minnies and
RK's, the Captain's heals do not have inductions. In addition to the
skills listed here, a number of skills detailed in the preceding lists
have healing components.
I was like BOOM! And he was all AAARRGH!"
- Words of Courage - A burst heal followed
by a heal-over-time. This skill cannot be used by a Captain on himself,
and costs a bit of morale in addition to power.
- Valiant Strike - The Captain whups on
his opponent in a manner that impresses, amuses or otherwise titilates
his allies, doing damage to the enemy while restoring his group's
morale. The Hands of Healing capstone legendary trait gives this skill
a strong heal-over-time and reduces the cooldown.
- Escape from Darkness - Revives a fallen
target, restoring them to 50% morale and 25% power. This skill can be
used in combat, but has a 4-second induction that can be interrupted.
The trait Blood of Numenor causes this skill to revive fallen allies
with full morale and power.
- Cry of Vengeance - Revives a nearby ally
with 20% morale and 15% power, and applies a massive buff to all allies
within 10 meters. The buff boosts Might, Vitality, Agility, Will and
Fate by a large amount, reduces atttack duration by 25% and increases
Captains don't get a lot of special tools, but the ones they
do get are pretty nifty
in vain to impress his standard
- Armaments - These items can be
purchased from the Captain class trainer, or better versions can be
crafted by tailors, and they go in the ranged slot on the equipment
panel. Armaments improve summoned heralds and archers,
increasing armor rating and changing the appearance of the summoned
ally. If a herald is already summoned when the armament is equipped,
the herald must be dismissed and re-summoned for the armament bonuses
to take effect. Crafted armaments are markedly better than the standard
armaments purchased from the class trainer. This tool cannot be used in
- Standards - Standards replace heralds
with a non-moving banner that the Captain plants in the ground. Basic
standards can be purchased from Captain class trainers, and much better
ones can be crafted by tailors. Unlike armaments, standards can be used
in battle. These also go in the ranged slot on the equipment panel, and
the Captain can use either a standard or an armament - not both. The
buffs from standards are more powerful than those from summoned
heralds, but they do not move or attack.
- Rallying Horn - This can be
purchased from the Captain's class trainer and functions identically to
the mustering horns stationed outside of instances throughout
Middle-Earth. The Captain uses the horn, selects the name of the
desired ally from the drop-down list and summons that ally to the
Captain's side. Summoning in this fashion requires the summonee to
consume 5 travelling rations.
ITEMS | TRAITS