LotRO - Captain Class Guide Skills Overview

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CAPTAIN SKILLS OVERVIEW

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Core Offense

These are the basic attack skills - the stuff the Captain does
after the buffing and between the other buffing.

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alt="A Captain attacking an orc"
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He
hit the plate squarely and rang the bell, but the carny was a shifty
fellow...

  • Sure Strike - A modest attack
    that has a lower chance of being blocked or parried.

  • Defensive Strike - A modest
    attack that applies an armor-increasing self-buff. This skill is
    upgraded at level 54 to Improved Defensive Strike, which adds a power
    return if the target is under the effects of Light of Elendil.

  • Cutting Attack - A modest
    attack
    that adds a damage-over-time bleed.

  • Kick - A swift boot to a
    sensitive area that interrupts inductions. This skill is improved with
    3 traits from the Leader of Men line slotted, giving it a 10% chance to
    trigger a fellowship manouevre.

  • Grave Wound - A modest attack
    that generates additional threat. If the target is affected by the
    bleed from Cutting Attack, even more threat is generated. Slotting the
    trait Intimidation will cause this skill to generate yet more threat.
    Slotting 4 Leader of Men traits makes this a forced-aggro attack.

  • Battle-Shout - A fearsome cry
    that does modest damage and puts the Captain into a battle-readied
    state, opening up gated skills. The trait Renewed Voice reduces the
    cooldown on this skill, and the power cost can be reduced by slotting
    the trait Strong Voice.

  • Devastating Blow - A strong
    attack that can only be used after Battle-Shout. Does additional damage
    on a critical hit and grants the use of defeat response skills. Using
    this skill puts the Captain into a battle-hardened state. The trait
    Expert Attacks increases the chance to critical with this skill, and
    the trait Battle Master causes this skill to do additional damage.

  • Pressing Attack - A modest
    area-effect double-sweep that can only be used after Battle-Shout and
    hits up to 2 targets. Landing a critical hit opens up the defeat
    response skills. Using this skill puts the Captain into a
    battle-hardened state. The trait Expert Attacks increases the chance to
    critical with this skill, and the trait Battle Master causes this skill
    to do additional damage.

  • Blade of Elendil - A strong
    attack that can only be used after either Devastating Blow or Pressing
    Attack. This skill applies a buff to allies that adds a small amount of
    light damage when allies score critical hits.
    Upgraded at level 52 to Improved Blade of Elendil, which removes 1
    corruption from the target in addition to the other effects. The trait
    Adherent of Elendil causes this skill to do 15% more damage.


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Debuffs and Defeat Response

Defeat response skills can only be used after an enemy is
killed by the Captain or the Captain's group. The debuffs make that
happen faster.

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Captains
love the disco-dancing, complete with the funky light show.

  • Routing Cry - Defeat response
    skill.
    This is a blood-chilling victory cry that damages nearby enemies. The
    trait Turn the Tide causes this skill to stun enemies and do more
    damage.

  • War-Cry
    - Defeat response skill. A rallying victory howl that reduces allies'
    attack duration by -10%.

  • Rallying Cry
    - Defeat response skill. An energizing call fo victory that restores
    the group's morale, with a heal-over-time effect. The trait Now for
    Wrath causes this skill to restore power in addition to morale, and the
    healing is improved by slotting multiple Hands of Healing traits.

  • Shadow's
    Lament
    - Defeat response skill. A strong attack that
    generates a lot of threat. This skill is significantly improved by the
    legendary trait Master of War; it does 50% more damage, no longer
    requires a defeat event to use (but has a longer cooldown), and puts
    the Captain in a battle-ready state on a critical.

  • Threatening
    Shout
    - A non-damaging skill that generates threat. The
    trait Intimidation causes this skill to generate more threat.

  • Noble Mark - Toggled skill.
    Applies a
    damage-over-time debuff to the target and generates threat over time on
    the Captain. Generates 50% additional threat with the Leader of Men
    legendary trait equipped.

  • Telling Mark
    - Toggled skill. Increases the amount of damage done
    to the marked target by 5%.

  • Revealing Mark - Toggled
    skill. Companions attacking the marked target receive 15% of their
    damage back as healing.

  • Oathbreaker's Shame -
    Legendary skill attainable at level 39 by collecting book pages. This
    powerful debuff summons a swarm of Oathbreakers to harrass the target,
    causing it to take 35% more melee, ranged and tactical damage for 10
    seconds.


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Pets and Allies

Captains can summon heralds, archers and other assorted
minions to assist them on the battlefield, and can expand their
entourage within the group by designating one ally as a Shield-Brother.

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A
Captain taking his pet dwarf for a walk

  • Call
    to Arms
    - Summons an ally to the
    Captain's side. Only one ally can be summoned at a time.


    • Herald of War
      - A bearded human chap who carries a banner proclaiming his
      Captain-liege's awesomeness to all and fights with a sword. This herald
      increases allies' Might and Agility.

    • Herald of Hope
      - This herald increases allies' maximum morale and in-combat morale
      regeneration.

    • Herald of Victory
      - This herald increases allies' maximum power and in-combat power
      regeneration.

    • Archer
      - This ally does not carry a banner but shoots enemies with a bow.



    Note that the Captain can summon stronger allies with the use of
    crafted banners. See Class Tools for more information.


  • Shield-Brother - Designates
    one member of the fellowship to be the recipient of a number of skills.
    This skill is upgraded at level 64 to Watchful Shield-Brother, which
    increases the Shield-Brother's in-combat morale and power regeneration
    in addition to the standard effects.


    • Inspire
      - A modest attack that inspires the Shield-Brother, raising his morale.

    • To Arms
      - Shield-Brother's attacks do +25% more damage

    • Strength of Will
      - Shield-Brother's incoming healing modifier is raised by 5%

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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.

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Agarochir
is less impressed by the Mighty Hammer of Awesomeness than the Captain
had hoped..

  • 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
    the buff.

  • 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
    Shadow's Lament.

  • 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.

  • In
    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.




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Healing Skills

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.

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alt="A Captain healing an ally"
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"...so
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
    armour value.




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Class Tools

Captains don't get a lot of special tools, but the ones they
do get are pretty nifty

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Trying
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
    combat.

  • 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.
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