Currently the game's only racially exclusive class, (at least until the beornings get here) playable only by men, the captain is a jack of all trades. Able to summon allies,
heralds and use banners to inspire themselves and their fellowship, they are
valiant in combat. Able to heal and resurrect allies in or out of combat makes
them valuable as healers. Captains can heal, fight, crowd control, buff and
tank, making them valuable in any situation.
They are one of the two current "pet" classes (class
that is able to summon a NPC pet or helper).
Captains are rated as "moderate" difficulty to play, but
are probably not too difficult for most beginners to enjoy.
Solo Play
Captains can summon heralds who fight next to you as well as
providing a buff to damage, morale and healing or power regeneration.
Alternately they can plant a banner to provide stronger buffs, but the banner
won't fight for you.
Captains can become "Battle
ready" a state that allows them access to certain skills; as well as
gaining defeat responses which allow them certain abilities when an enemy is
defeated. While they can heal others very well, their ability to heal
themselves is somewhat limited, but with heavy armour and a herald (with a
healing ability) captains are highly survivable if played well.
Group Play
No other class performs as well in a group as a captain.
Their buffs are always welcome, raising stats, damage, and more,
and with heralds or banners providing even more buffs. They are, hands down,
the best buffing class in game.
They can put out reasonable DPS but are also able to quickly
switch to a healing role in a pinch.
Against groups of mobs their enemy defeat skills will be a great
boon to a fellowship or raid, increasing the groups attack speed or stunning
multiple mobs or providing a small heal to the fellowship.
They are also able to use skills to draw the focus of mobs,
becoming decent off tanks, or even covering main tank if the main tank has been
killed.
With the variety of abilities at their command, captains should be
a welcome part of most groups.
Drawbacks
Since captains have such variety, this means that they don't do
most things as well as other classes. They can tank, but not as well as a
warden, guardian or (properly traited) champion. They can heal but not as well
as a minstrel or rune keeper. And they certainly don't DPS like a hunter, rune
keeper or champion
They also suffer from a shortage of ranged attacks. This is pretty
much limited to "battle shout".
Overall
The captain is a personal favourite class of mine, especially for
group play. The versatility provides both challenges and rewards that are truly
unique to the class. While soloing, the captain may be the best of the heavy
armour classes, since he has (typically) better defence and healing than a
champion and better DPS than a guardian.
If you want to excel at a single role, the captain is probably not
for you, but when you'r ready for something different, or if you want to lead
your herald (or fellowship) into the fray, the captain is the way to go.
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