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Captain and Loremaster proposed changes

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I would go the complete other way and say get rid of archers and heralds, never liked them. When I wanted to play with a pet I log my LM :)

IDOME giving +75 to all stats effectively means that when in a fellowship with a captain in RoI at level cap you will only need to have your stats at 750-75=675.

With most of the classes at stat cap right now this means our characters will only need a mere +25 stat rise when with a captain at level 75...

Am I missing something with my calculations? 'cause if not that's really something not to look forward to.

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A little update

Finished reading the thread, several good ideas here which I've implemented. But first I want to touch on the major concerns that have been brought up.

Traits:

There are a few trait changes that I meant to include in the blog, but looks like I missed 'em. So here they are:

Secret of Tar

Improvement: Further reduced induction of Sticky Tar from -0.5s to -1.0s

Addition: Reduces cooldown of Sticky Tar from 1m 30s to 1m.

Removal: Sticky Gourd reduced induction has been moved to MoNF

Tactically Adept

Addition: This is where I moved the Sticky Gourd reduced induction (-50%)

Moved: "-3% Tactical Skill Power Cost" to Knowledge of the Past

Improved Signs of Battle

Improvement: It's now +25% damage from Signs of Battle.

I plan on reading through your "Class Update - Trait Changes We Want" thread next and seeing what other traits can be tweaked.

What are the Aurochs new skills!?

This was something else I thought I had included but didn't. But looking back I'm not super pleased with the skills I made. I really liked the guaranteed flank suggestion, that sounds pretty bad-###. Also, there seems to be a bit of a split between people who like the idea of an Auroch and those who don't. So I might check with Sapience about setting up a poll and having you guys do an informal vote on which pet would be a popular choice.

Changes based on Forum Feedback:

Keep in mind, I still haven't read through the Trait thread yet, so that's bound to prompt some more changes.

Ancient Wisdom

You sold me. This is now a Passive Skill. I took the bonus from Power and Wisdom and incorporated it into the the Passive Skill, which means the Passive Skill will provide +1 Will / Level. This means you'll get +75 Will at cap (without the need for a trait).

Back from the Brink

Removed the material component requirement (sorry Farmers).

Removed the debuff.

Knowledge of Cures

There's now an additional 3-set bonus for the Keeper of Animals trait line which reduces the Cooldown of Knowledge of Cures by 5s.

That's it for now. Once beta opens up and you guys start playing around, let me know how things feel. I don't want to do too much theory-crafting until we've all had a good chance to play with the changes a bit.

http://forums.lotro.com/showthread.php?&postid=5498499#post5498499

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more info on the LM changes

Skill Changes:

Wisdom of the Council: Reduced cooldown from 10m to 5m.

Call to the Valar: Reduced cooldown from 10m to 5m. Increased Power cost.

Trait Changes:

Master of Nature's Fury:

Improved Storm-lore

Changed from "+25% Storm-lore Damage" to "+25% Lightning Damage".

The Ancient Master:

Combined the following two traits into one:

Fast Loader

Explosive Force

NEW Trait: The Study of Frost-lore

-5% Tactical Damage (going from -20% to -25%)

+50% Induction Time

The Keeper of Animals

Additional 4-set Bonus:

-60s Inner Flame Cooldown

Combined the following two traits into one:

Master of Beasts

The Wild and Ward

Additional Bonus:

+5% Damage on Sign of the Wild: Rage

-5% Incoming Damage on Sign of the Wild: Protection

Note: This replaces the Frost/Fire Mitigation.

Combined the following two traits into one:

Beast-lore

Hardy Companion

NEW Trait: Improved Inner Flame

Inner Flame now heals all nearby Fellows. No longer transfer threat.

NEW Trait: Improved Flanking

When responding to a "Flanked!" event with Sign of Battle: Wizard's Fire, the target of your "Air-lore" skill also receives the Flank-Heal.

As always, the above is subject to change as Beta begins and we start to get more in-depth, in-game feedback.

http://forums.lotro.com/showthread.php?&postid=5506330#post5506330

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Some new info on Captain changes

Thanks for all the feedback in the various threads, it heavily influenced the following changes.

IMPORTANT NOTE:

Everything listed here is subject to change based on continued testing, feedback, and balance concerns.

Answers to some of the common questions:

  • Only one Brother Toggle can be active at a time.
  • Improved Kick was moved from the 3-set bonus to the 2-set bonus in Leader of Men
  • -10s Mark Skills Cooldown still exists as part of the 2-set bonus in Leader of Men.

Skill Changes:

  • Noble Mark:

    • Removed: No longer has a Damage-over-Time component.

      • Note: It still immediately causes aggro (ie; can be used for pulling).

      [*]Addition: Added an additional effect to the target which causes any player (except the Captain) that attacks the mob to receive reduced perceived threat for a short time.

  • Brother Toggle Skills:

    • When the toggle is removed from your ally, any buffs applied to your ally from Inspire, Strength of Will, or To Arms are dispelled.

      • ie; You can't cycle any of the Brother Toggles between allies in order to buff multiple players at once.

  • Shield-brother:

    • Removed: in-Combat Power Regen
    • Addition: Critical Hit Avoidance

  • Blade-brother:

    • Removed: in-Combat Power Regen
    • Addition: Critical Hit

  • Song-brother:

    • Removed: in-Combat Morale Regen
    • Addition: Reduced Threat from Healing

  • Inspire (all versions):

    • Changed: Cooldown has been increased from 3s to 15s to match the duration of the Vital-over-time effects.

  • Inspire (Blade-brother):

    • Changed: Rather than a single Power-over-Time, it now provides a half-sized Heal-over-Time and a half-sized Power-over-Time.

  • Strength of Will (all versions):

    • Changed: Cooldown has been increased from 1m30s to 2m to match the duration of the buff it provides.

  • Strength of Will (Blade-brother):

    • Removed: -10% Threat generated from Damage
    • Addition: -5% Attack Duration

Trait Changes:

Leader of Men

  • Composure:

    • Removed: No longer reset the cooldown for Cry of Vengeance.
    • Addition: -50% Morale cost of Time of Need.

    [*]NEW TRAIT Improved Routing Cry:

    • Routing Cry now applies a Force Attack to affected targets.
    • Note: This trait takes the place where Blood of Numenor used to be.

    [*]Leader of Men:

    • Removed: Inspire, Strength of Will, and To Arms affects your fellowship at reduced effectiveness.
    • Addition: When using Shield-brother on an ally, the Captain also receives the full effects of the Shield-brother skills.
    • Addition: Routing Cry no longer requires a Defeat Event.
    • Addition: Captains are able to Block when wielding a Halberd.

  • IMPORTANT NOTE: This is not guaranteed, as the tech might not be possible. I encourage you to provide alternative ideas in case this can't be done.

Hands of Healing

  • Subtle Command:

    • Replaced: Is now Blood of Numenor.

  • Blood of Numenor:

    • Addition: +50% Revived Morale and Power for Cry of Vengeance
    • Addition: -2s Induction Time for Escape from Darkness
    • Addition: -10m Cooldown for Escape from Darkness

  • Strength from Within:

    • Removed: No longer prevents the summoning of Heralds or Archers.

  • Hands of Healing:

    • Addition: When using Song-brother on an ally, the Captain also receives the full effects of the Song-brother skills.

Lead the Charge

  • Master of War:

    • Removed: There is no longer a +15s Cooldown penalty on Shadow's Lament.
    • Changed: Shadow's Lament now provides Battle-readied on HIT (instead of on Crit).
    • Addition: When using Blade-brother on an ally, the Captain also receives the full effects of the Blade-brother skills.

Legendary Trait Changes:

  • In Defence of Middle-earth:

    • Changed: Is now a toggle Aura (without any upkeep cost).
    • Note: The Legacy "In Defence of Middle-earth Duration" has been changed, see below.

    [*]Defy Corruption:

    • Changed: Is now Fellowship-brother:

  • All versions of your Brother skills (Inspire, Strength of Will, To Arms) now affect your entire fellowship with lesser versions of those effects.

Legacy Changes:

  • In Defence of Middle-earth Duration:

    • Changed: Is now instead Words of Courage Pulses.

http://forums.lotro.com/showthread.php?&postid=5538441#post5538441

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I'm glad that Strength from Within won't deny heralds and archers. That never really made sense to me.

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That's a very nice update for all captains. Well thought out and well done.

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Nice changes indeed, glad I restarted my captain's journey.

IDoME aura though... it has a range? As in, previously everyone gathered close and captain buffed. Now if you move away from the captain, you lose IDoME? Still, better than reapplying it I suppose (if you remember). Strength from Within change sounds good. I also got a sense that captain's self-healing is improving, or am I wrong? Damage will have to wait I suppose... Not complaining (much) as these are very nice changes. :Y

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The aura is the same size as the auras that a minstrel has according to a post on the US forum and since IDoME is scaling to max level it might make position quite important for the captain in raids

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The aura is the same size as the auras that a minstrel has according to a post on the US forum and since IDoME is scaling to max level it might make position quite important for the captain in raids

Scaling has been long time coming, finally it's here. I'm a happy cappy. The range of the aura is not a big problem, but it does bring one more aspect to think about. Glad I've always been the master of positioning... stuck behind a chest in Rift for example.. }:|

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These are quite good for the Captain, I also like the removal of the non use of Heralds and archers for using Strength from Within, will help when soloing multiple mobs

WoC pulses also sounds good also and IDOME changes I love.

This could be a decent group of changes tbh, fingers crossed

ReD

KOFACME

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well for me there are some nice tweaks but one big silly issue: the yellow trait-line will loose its actual role as the buffing line:

the capstone with the fellowship-brother will be available for everyone, no matter which traitline he is skilling :(

a captain as an offtank? what a silly idea - p/e is too low to actually withstand the damage u would get when NOT kiting mobs (and kiting is a tanking method every class can do), that isnt actually a real tanking role - kiting is running away and dont get hit, its chicken tanking acutally...

problems for captain-offtanks: routing cry gonna be like challenge from the guardian (45sec CD, 3-8 targets with 10sec forced aggro), but the guardian can survive getting hit by 8 targets (higher incoming healing, much higher avoidance, higher damage mitigation...), all a captain can do is LAST STAND and hoping he get heals afterwards, but last stand or in harms way every 45sec? I thought the CDs are longer? ;)

Blocking with halberd? What a stupid suggestion, there is a simple alternative: Captains get +5% B, +5% P + 5% E, but blocking logically only if they take on a light shield, like it is for champs or guardians now (not the light shield purpose but the blocking ability). Why? +5% P/E will bring captains somewhere at 12-14% P/E (no captain will have more then 8-9% P/E actually), blocking would be lower with the light shield, maybe something around 10-12%. That DOESNT make them imbalance to the other tanking classes (guardians normally 20%B, 13%P, 8-9% E without buffs, Wardens even get all while in combat at 15% B/P/E with high partial rating, champs are unclear in the future but now with heavy shield they simply reach ~ 15%B, 13%P, 12%E. So Captains will have some avoidance in the same region as champs have now, but with lower mitigation and inc heal... would work better for me then: blocking with halberd...

Tanking with the captain IS kiting with heal spamming: we are the only healing class then can HEAL with every heal-skill while in motion: we are made for heal-kiting, so we will tank better with spamming words of courage and (strength from within) muster courage .. instead of using routing cry as a challenge lookalike -.-

So for me the changes show me one thing:

i will loose my buffing role as it is now (u have to choose your focus between: solo-dps vs. group buffing vs. healing) and i can see once again the same captain builds all over the class when in group: BLUE but now with the nice ability to skill BLUE WITH Group Buffing (4th legendary slot will be for all captains the fellowship-brother).

So what i get is a heal focused buffing role i didnt want and that EVERY other captain will trait in group/raids too: 5blue + 2 yellow (kick and mark CD as 2er boni is all u need from yellow line, because the capstone isnt anymore) + HoH, IDoME, Fellowship-Brother, Oathbreaker/Shield of the Dunedain

Perfect Turbine - u created 3 really good traitlines with F2P (red - solo/dps, yellow - group buffing, blue - healing) and now u throw everything away for the unwanted role of the offtank (other classes fit better and we already CAN offtank everything with our heal-kiting) : new traitlines with Isengard will be: red for solo or blue for healing, because group buffing is independent from your skilling except 1 legendary slot :(

An army of blue skilled captains will rise once again - the end of choice...

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@LohrandOrda

Actually kicking out buffing from the trait line was quite good idea supported by every captain on Turbine forums. It had quite simple reason too - as a buffing class You want Your buffs as good as they can be - which meant traiting yellow line for all group content. New solution will allow You pick role You'll most likely need or just simply enjoy(healing, tanking or dps) while still allow full capabilities of buffing. Win for group as they get buffs and win for captains as they can trait what they like.

Ah and one more thing yellow/red line healing was sitting at about 87% healing of blue line, so I guess balancing was needed badly.

Captain always had offtanking tools so I'm not amused about that, not my cup of tea though.

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@LohrandOrda

Actually kicking out buffing from the trait line was quite good idea supported by every captain on Turbine forums. It had quite simple reason too - as a buffing class You want Your buffs as good as they can be - which meant traiting yellow line for all group content. New solution will allow You pick role You'll most likely need or just simply enjoy(healing, tanking or dps) while still allow full capabilities of buffing. Win for group as they get buffs and win for captains as they can trait what they like.

Ah and one more thing yellow/red line healing was sitting at about 87% healing of blue line, so I guess balancing was needed badly.

Captain always had offtanking tools so I'm not amused about that, not my cup of tea though.

well no: actually every captain WANT fellowship-brother work in every trait setup - BUT not because, they dont have the choice now, but they wanna use the uber-healing line + all benefits of the buffing line without any negative effect:

situation now:

solo - red

group - blue OR yellow (blue when mainhealing smaller instances or pug-/unknown-raidcontent , yellow when in kin-raids or raid alliances that have cleared raidcontent and have it on farm, yellow/blue for 6man instances or special dps-races/different group setups in raids (i.e. 1 tankgroup - blue, 1 dps-group - yellow)

situation with RoI:

solo - red

group - blue

offtanking in yellow? none - offtanking with blue through heal spam and kiting? of course, like it works since launch!

buffing isnt capped today, the only thing that makes the difference is the yellow capstone - minor shieldbrother buffs for group (and captain himself). THAT DOESNT DECREASE THE 95% of the buffing role the captain has (herold,motivated speech, tactics, normal shieldbrother), it JUST ADDS 1 THING, that simply pushes the incombat buffs to a new level! which is neither necessary to clear any content nor is it forced by raid leaders to trait that way (well i know none that forces others traiting the way THEY want when have enough good arguments against it).

So what will happen with RoI?

The "easymode" blue captains gain access to the group brothers, the yellow captains HAVE to trait back to blue, because captains wont like to (off)tank anything when they can kite it easier or i just dont know enough american captains that stands in front of the mobs trying to get aggro from any mob or trying to tank them instead of guard/warden/champ? When that is the play style of american captains - then i can easy understand the devs ideas but will never support them.

yellow now is great: minor healing ability a tiny bit more buffing

blue today: more healing, normal buffing role

Let's conclude: MARK MY WORDS - Blue is the new/old ONE AND ONLY!

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well no: actually every captain WANT fellowship-brother work in every trait setup - BUT not because, they dont have the choice now, but they wanna use the uber-healing line + all benefits of the buffing line without any negative effect:

situation now:

solo - red

group - blue OR yellow (blue when mainhealing smaller instances or pug-/unknown-raidcontent , yellow when in kin-raids or raid alliances that have cleared raidcontent and have it on farm, yellow/blue for 6man instances or special dps-races/different group setups in raids (i.e. 1 tankgroup - blue, 1 dps-group - yellow)

situation with RoI:

solo - red

group - blue

offtanking in yellow? none - offtanking with blue through heal spam and kiting? of course, like it works since launch!

buffing isnt capped today, the only thing that makes the difference is the yellow capstone - minor shieldbrother buffs for group (and captain himself). THAT DOESNT DECREASE THE 95% of the buffing role the captain has (herold,motivated speech, tactics, normal shieldbrother), it JUST ADDS 1 THING, that simply pushes the incombat buffs to a new level! which is neither necessary to clear any content nor is it forced by raid leaders to trait that way (well i know none that forces others traiting the way THEY want when have enough good arguments against it).

Well problem is healing line isn't really uber. As I said yellow line + 2 blue traits is sitting at 88.8241% avg of 5 blue healing. Math don't lie. And as counterpart You have group wide dps, small HoT and incoming healing buff(which may bring healing even closer) which is imo substantial, espcially in raids. Except some rare occasions where captain pushes his healing capabilities, You can do it in yellow line with absolutely no problems. Even more, captain is not main healing class but a main buffing class. So having pick between better buffing and slightly better healing, the choice is obvious. That's the current problem. Deepening it by making main buffing line would end up badly.

I wouldn't dismiss tanking so soon. Block on halberd, more parry, AoE shout with threat, less perceived threat on target with noble mark on and new force taunt might bring captain to very viable 3/6 man content tank, similar to what update to healing did with Moria. Captain already can tank a single mob very well when in yellow line and with noble mark on and is getting tools for multiple mobs, so he won't rely only on healing aggro. Might not be Your cup of tea, but offtanking was always a captain job.

Also red line seems promising especially for random spots where more dps is nice. Healing line will no more gimp Your buffs and it'll be more clear pick. Your view on "easymode" blue captains is most likely result of HoH being only viable group line shortly after Moria launch. But this already isn't true and if update is done correctly won't be the issue and You actually should be enjoying it.

Reassuming. Surely we can't be sure if all lines will be good enough to be viable in majority of content. But the idea behind is clear, to make captain excel in one role - dps, healing or tanking without compromising his buffing abilities. And I like it.

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...

I wouldn't dismiss tanking so soon. Block on halberd, more parry, AoE shout with threat, less perceived threat on target with noble mark on and new force taunt might bring captain to very viable 3/6 man content tank, similar to what update to healing did with Moria. Captain already can tank a single mob very well when in yellow line and with noble mark on and is getting tools for multiple mobs, so he won't rely only on healing aggro. Might not be Your cup of tea, but offtanking was always a captain job.

...

first: offtanking as a captain is only our job if we have to get mobs from our main healer for anything else (special job for captains) the ultimate kite-tank-healer comes into play! and therefore it's not important if you are on yellow or blue. 88% blue = yellow without the buffs? well the buffs are 10% damage for max 30sec/min and 4% incoming healing (which can be ignored for being NOT important for the purpose of traiting yellow) ALL that counts on yellow is the +Damage not the +IncHeal or the group hot (which is nice but nothing more then the smallest of a rk)

so in conclusion u have +5% damage for 5 people (yourself included) + 90% healing vs. 0% damage for others + 100% healing - that is the main aspect of the two lines!

but what happens with isengard?! 100% heal + 5% damage for 5 people vs. ??? silly ideas of blocking with a twohanded weapon (i gave an alternative for that one), forced aoe aggro u wont survive without kiting or a continues loop when healer have to heal u even more the more aggro u try to get from him because of his more healing on u ...

thats just so stupid, really: offtanking works in blue exactly like on yellow with one exception: the forced taunt for 10sec via traitline. what they try with isengard is totally the wrong road taken: aoe offtanking with forced aggro and aggro collecting from others BUT the equipment is made to reflect our mutlitasking purpose: healing, buffing, some dps and survival (healing needs power AND morale! dont forget that) - but the survivability isnt comparable with champs/guards/wardens or even burgs! too low avoidance, too low mitigation, too low (critical) defense BECAUSE we cant just take the same equip as normal melees do cos we need a healing aspect there (WE NEED ANY STAT FOR ALL THE ROLES WE CAN HANDLE INFIGHT but we need them simultaneously or we need 3 bags for alternative equipment -.-).

So what are "normal" captains do: they concentrate on the most stats for all roles and a bit focussing on their favorite. if u get too specific u are not a captain anymore (good in a lot BUT nowhere really better/outstanding [buffing role is excluded cos we are the only buffing class], your just a wannabe-... with poor ability to fulfill that and real captains wont fulfill others roles, they wanna create and BE their own role - the role of a leader in battle - a generalist - A CAPTAIN!

A Captain can (off)tank, but he does it in a special way and in special situations. A Captain can (main)heal with his restricted and uncommon abilites and a captain can DPS on levels no other class can achieve (an indirect method by increasing damage of others and himself with buffs). That's a Captain, that's no wannabe-guardian, no wannabe-minstrel and no wannabe-hunter/champ. And this is,what captains can do NOW and where they can specialise a little bit through skilling. BUT with the upcoming isengard, the alternatives are lowered by 1. Yellow is the wannabe-guardian NO REAL CAPTAIN WANT TO BE!

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first: offtanking as a captain is only our job if we have to get mobs from our main healer for anything else (special job for captains) the ultimate kite-tank-healer comes into play! and therefore it's not important if you are on yellow or blue. 88% blue = yellow without the buffs? well the buffs are 10% damage for max 30sec/min and 4% incoming healing (which can be ignored for being NOT important for the purpose of traiting yellow) ALL that counts on yellow is the +Damage not the +IncHeal or the group hot (which is nice but nothing more then the smallest of a rk)

so in conclusion u have +5% damage for 5 people (yourself included) + 90% healing vs. 0% damage for others + 100% healing - that is the main aspect of the two lines!

Heh I can also say that 10% extra healing, especially during raids with good healers is also not important and can be ignored. 10% extra damage for 30s is sometimes crucial for dps races, like OD Trees in challenge mode where people save their cooldowns for the proper moments. It's like with Oathbreakers - overall damage boost is poor, but it's sometimes a crucial skill. Same with 4% incoming heal boost. When people constantly take AoE damage 4% extra healing from minstrels, RKs and captains will stack up versus captain own 10% extra.

But yea in general it's about extra damage in yellow line and very useful offtanking force taunt vs 10% extra captain healing. Both lines have it's uses, but I every instance I can heal in HoH I can heal in LoM as well. So from my perspective - LoM brings extra stuff and I don't need extra healing from HoH.

thats just so stupid, really: offtanking works in blue exactly like on yellow with one exception: the forced taunt for 10sec via traitline. what they try with isengard is totally the wrong road taken: aoe offtanking with forced aggro and aggro collecting from others BUT the equipment is made to reflect our mutlitasking purpose: healing, buffing, some dps and survival (healing needs power AND morale! dont forget that) - but the survivability isnt comparable with champs/guards/wardens or even burgs! too low avoidance, too low mitigation, too low (critical) defense BECAUSE we cant just take the same equip as normal melees do cos we need a healing aspect there (WE NEED ANY STAT FOR ALL THE ROLES WE CAN HANDLE INFIGHT but we need them simultaneously or we need 3 bags for alternative equipment -.-).

Have You tried using noble mark when fully traited in yellow? It's crucial for tanking main target and not loosing aggro. I only have trouble with real dps classes going all out. If You are losing aggro to healers on Your main target, You need just to learn how to tank on captain. That's biggest difference from HoH. With Isen You also get big boost to parry from trait, AoE Threatening Shout for keeping adds, AoE force taunt from Routing Cry and single target taunt. Add healing and it's more than enough to keep all mobs on You in every 3/6 man out there. It won't make captain a raid tank though but that's quite obvious.

Then look at new yellow capstone - +25% inc heal on You for 30s and permament -15% incoming damage + block on halberd. Also new +parry trait. That's huge survivability boost. Add heavy armor, still big morale pool and nice armor boost from legacied defensive strike and You are close to guardians and better than champs mitigation wise. If You are still comparing burglar with medium armor, no block and lesser parry with that, then I'm done with discussing as it's pointless.

Agree on equipment as captain will need special set for tanking, but that's consequence of being multi-role class. As for stats I guess when tanking Your healing abilities will suffer somewhat, but then You do have a healer out there healing You so it's not important. Same with dps. Besides imaging boosting all - tanking, self dps, healing with one main stat - captain would end up as grossly overpowered class.

So why would anyone pick captain instead better guardian/warden/champ? For the same reason they do pick healing captain instead Rk/Minstrel. Versatility - You'll still heal and still buff. Insengard LoM will become very same thing as Moria HoH - a traitline for captain that want to excel in tanking instead of healing. If You don't like it and don't believe in it - okay, You'll still have blue, red and hybrid traiting available.

A Captain can (off)tank, but he does it in a special way and in special situations. A Captain can (main)heal with his restricted and uncommon abilites and a captain can DPS on levels no other class can achieve (an indirect method by increasing damage of others and himself with buffs). That's a Captain, that's no wannabe-guardian, no wannabe-minstrel and no wannabe-hunter/champ. And this is,what captains can do NOW and where they can specialise a little bit through skilling. BUT with the upcoming isengard, the alternatives are lowered by 1. Yellow is the wannabe-guardian NO REAL CAPTAIN WANT TO BE!

Can You explain why other alternatives are lowered? Because all changes I can see are improvements to tanking, dps and healing depending on what You trait for, while leaving buffing intact. So You still have exactly same hybrid abilities as now when untraited(+ better buffing). Traited lines will be more meaningful which is a good thing as captain self dps was abysmal, his tanking was okay on one mob and poor on multiple, only healing was good(and You complained about this as only good line). So You are getting better alternatives, so why complaints? I'd love to be viable tank for 6-mans or dps for 3-mans, instead healing 90% of time(obviously not counting buffing here as I'll do it regardless of anything else). And RoI changes will deliver exactly that. It's not being champ/mini/guardian wannabe, it's having multiple roles within one class instead being buffbot with meaningless tanking,self dps and only okay healing.

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