Reason for topic: So that we have a topic to show to people in the future if they're considering playing this class.
What made you try out the Captain? What are some of the things you love about the Captain? Are there certain characteristics that stand out from other classes that you like?, etc.
Explain in detail as if you were trying to talk someone into playing this class. Looking forward to replies
Because I was asked via Private Messages why I hadn't posted one of these in each class forum. So as requested, I have posted them.
This is not meant to be spam (I don't even see how helpful topics that could potentially help someone decide whether or not they wish to play this class can even be considered spam). It's meant to serve as a helpful topic in the near future. Someone might find it via Google or forum search.
Now are you here to gloat, or would you like to be helpful and share why you like this class?
That aside... Let me share why I loved to play this class:
I love the Captain because of how versatile it truly is!
Healing - The Captain can backup heal in Raids/Fellowships and Main-Heal 3-man's (or even 6-mans, depending on instance, player skill and gear).
Tanking - The Captain can tank 3-man instances (can we main-tank 6 man instances? I'm sure we can main tank some--people love to seem to debate about this though...)
Buffing - I love being the one that makes everyone else better! I can give them more maximum morale, better crit rating, better parry, etc. I have banners (and heralds) that can improve the fellowship damage, in-coming healing, etc.
Pet - It's always a plus to have someone with you on your adventures. Archers help you by putting out way more damage than your heralds ever could... Heralds walk around with a banner which buffs you or your fellowship members within a certain range.
I didn't want to level classes that made me stuck with a single role in groups, so rather than level a tank and a healer (2 classes), I leveled a Captain And am very happy with it.
The Captain is sturdy. The Captain is just plain versatile! Reminds me of the Paladin.
NO MORE LEGENDARIES - This isn't a job, it's a game.
I play the Cappie because they are versatile, they can heal, tank, dps. They can do all of these things at an okay level, but the beauty is that it isn't that hard to switch between them in the middle of the fight. They also get pets which you can use to practice your healing on, and to be an off tank for you etc.
As a captain you and your pet can fill many roles which may be needed in your situtation this allows you to have your own playstyle which lets you have more fun with the class, ie. I am tank that heals my fellowship a little at the same time.
Reason for topic: So that we have a topic to show to people in the future if they're considering playing this class.
What made you try out the Captain? What are some of the things you love about the Captain? Are there certain characteristics that stand out from other classes that you like?, etc.
Explain in detail as if you were trying to talk someone into playing this class. Looking forward to replies
Your picture pretty much sums up why I chose to play Captain. After doing a little research, I decided it was the class that most resembled Aragorn - and I loved his character in the books.
Im not end game YET but I'm half way there but I figure it counts since new captains wont start at cap they still need to level.
I -LOVE- being that 'OH SHOOT" class. Tanks running low on health you've got it covered, You see a mob running at the mini pull them off, team not dealing enough damage crit buff and blade brother . Teams power running low pop a power heal (has to be traited). Fights going long use a damage mark, Teams taking lots of AOE's use a heal mark. Were not a static class locked into one or 2 roles. And most of the problems you can prevent before the battle even starts with picking the right pet/banner Putting your buffs on EVERYONE and then marking the mob. This is pretty much -the- class for people who want to be able to fix the groups problems.
And unlike lore masters we aren't LOCKED into having a pet in order to function. We can swap to a banner in group play when we can use our brother skills on fellows. (since pets can grate on some peoples nerves if they haven't mastered micro managing them)
I just love knowing while everyone's bragging about the big numbers they see, how well they tanked, and how no ones health really went into the danger zone I can stand back and know I did my job well.
Started a champ at launch and took him to 50. One night i climbed the hill to Garth Forthnir when I saw a heavy armoured fighter watching out over Nan Gurth with his banner sending a beam of light up the dark night sky, was hooked from that day...........
Got six characters at 75 now, no one compares to the captain.
Well, initially, my kin was in need of a Captain for raiding, and my champion was just extra baggage, so I rolled on so I could be included in raids
(I love always being guaranteed a spot :P)
But it turned out to be a lot of fun to play. I love how reactive the class is; I don't just mash buttons, and I have to be ready for everything. It's a lot more complicated for group play than most people seem to think (lols spam rallying cry).
Here's why I chose to roll a Captain, who turned out to be my favorite class
- Captain is looked for class by everybody. You can join quite any kind of already formed group.
- you can play various roles, especially in 3-man instances : main healer, main tank, assist-dps+healing
- you heal by killing mobs ! Not by singing ou reading stones. Plus you get power back ! It gives you a dynamic of killing small fry or adds quickly
- you wear heavy armor !
- you can spam nearly all your skills without induction time
- people love you : dps get more crits, healer can relax and add a bit of dps
Being a captain is not so good in solo, but great for grouping.
No really, haven't we all had that feeling where a small fellowship, buffed to the teeth runs into a mob at +25% speed, you place your (war) banner just inside of range after applying telling mark, pull 'To Arms' blade&fellowship brother, and use OathBreakers. I swear that mob couldn't fly out faster if you tied a rocket to it! Quoting: 'It doesn't get any better than this!'
I've grinded the Limlight dailies so often and every time I still feel like a bada$$ when doing it on captain!
In short: Captains do really well in groups. We extend our buffs to enlarge the output of the other fellowship members, our heals help keep the heavy armours up and our moderate threat level can be used to save the squishies from a certain death by stray mob.
When soloing, it tends to go a bit slower, but when you get to endgame, gear up a bit and trait DPS you'll be breezing through landscape mobs anyway!
why i rolled capn: a good real-life freind convinced me to try LOTRO and, knowing me so well, suggested i roll a capn and not even consider the other classes. he does knows me well and was right! now, youd also have to know me for this story to make sense... but one thing is universal: capns are not for everyone. They take a certain kind of personality to be played correctly and enjoyably.
why i continue to play a capn: i did not even try another class until i had played a capn for nearly two years. I made a concious desicion to only focus on one character and too see as much content as possible. what i soon learned was i could see all content from all perspectives, with just a single character!
I love helping people. whats more, i do not like beign in the spotlight. a capn isnt the glory class. you wont hear the "thank yous" other classes will. many wont even realize what you do.
making people better without them realizing it. *thats* a well designed class!
"I am always serious; I am never serious." -Me
"I make the most outrageous and exaggerated statements of any man to ever live, has ever lived, or that will ever live." -Me
I love being able to help so much in a group setting. Just so versatile, and Captains can easily be the difference between a group wiping and a group succeeding.
I love how much in a single fight our roles can change, from using revealing mark to help out with some heals, telling mark to increase DPS, throw some RC to help out the healers, buffs, shield brother, song brother, blade brother... I have done it all in a single fight if needed, which makes this class very fun.
I have lots of alts, and I like them as well for different reasons, but my Captain is the one I want to play most.
I started out playing an elf champion as my main. At level 15 we were doing some fellowship quests in Rath Teriag...back when it was a rough zone even for a fellowship. We weren't doing very well, and a level 18 captain player in our kinship joined us.
It was fabulous. Rally Cry healings going "woosh woosh"...getting rezzed (wow, you can do that?), watching him tank stuff and heal at the same time. I'll probably never forget Captain Longshanks. I thought "I want that."
It took me a while to get over the idea of having a "minion" follow me around. Animal pets were one thing, making a human traipse around behind me just seemed...silly. However, once I started playing the captain, she took over my game time and there was no turning back.
In real life, I'm the "support" person. Rarely in the spot light, always making sure things run smoothly and effortlessly. I excel at making others better at those activities in which they excel. Captain class fits me well.
In real life, I'm the "support" person. Rarely in the spot light, always making sure things run smoothly and effortlessly. I excel at making others better at those activities in which they excel. Captain class fits me well.
Never really looked at it this way but I'm very similar. I do have a champ I play when I want to do just massive amounts of damage and the group will notice it. Very seldom are captain's recognized for what they bring to the group. It's always the "main" (hate using that word) healers and DPS classes typically, and I kind of like that about the class.
What drew me to the class was the concept of a melee fighter that also healed (aka, the warrior priest), and one that was closer to a QFG Paladin, than a WoW Paladin (and kudos if anyone knows what QFG is).
What kept me is the flexibility I have in most situations to do what's necessary to keep the group going, and make most runs either extremely smooth, or pull victory out of thin air.
Each trait line , accompanied by proper gearing and experience can make you :
-a tank
-a dps
-a healer
However , none of these roles outplays the other 'specialised' classes in the game.
For example , a hunter/champ will always dps better than you ( i mean with almost equal gearing and level ).
Only exception is healing , but not in every fight. For example,a healing cappy can sometimes provide more to the group than a minstrel.
In the end , though , what makes captain special , is the almost absolute necessity to have 1 on each group , no matter where you go. He's the best supporter , buffer and propably the most rare/most wanted class in the game.
In most servers , globallff is in most times " Lfm @@@@ 5/6 need captain "
What drew me to the class was the concept of a melee fighter that also healed (aka, the warrior priest), and one that was closer to a QFG Paladin, than a WoW Paladin (and kudos if anyone knows what QFG is).
You're absolutely right! Back when I started playing a captain and checked out skills at higher level it struck me how this class kinda looked like the Palladin from Quest for Glory
Even though I have a LM main and a strong dislike for melee characters it was still a close call between LM or cappy. Support all the way!
sorry for the tangent... you cant mention my favorite games series without me going off. dont mention Monster Hunter or Ultima is you want to ever stay on topic
"I am always serious; I am never serious." -Me
"I make the most outrageous and exaggerated statements of any man to ever live, has ever lived, or that will ever live." -Me
I like to play a Support character.
And Captain lets me support heal, support tank, support dps and well main support.
I won't carry the party, but I'll lift part of the weight for everyone and let them do even better at their job.
It's a small pleasure to join a group and see everyone able to give 110%.
I'm coming back to LOTRO after a few months of vacation abroad, and my urge to continue playing as a Captain is still as strong as ever.
Initially, I was an altoholic, trying out different class and race combinations. Later on, I came to realize that I just won't have so much time on my hands, so I decided to settle on ONE character. I tend to prefer 'pet' classes in all the games I've played, to at least not feel lonesome as I walk accross all sorts of regions. I also prefer a defensive-minded class that enters each battle with an eye for tactical options; in other words taking on a 'smart' fight. Versatility is also a key aspect of the class, so I enjoy visiting the Bard to experiment with different builds to branch out into a healing or decent damage-dealing type. The Captain is basically the cure to my altoholic tendencies of the past.
The Captain, to me, is a selfless individual, looking out for others over oneself. Seeing as Boromir is also my all-time favorite LOTR character, it seems fitting that his redemption at end is a reflection of what a Captain should be. Last Stand for the win!
EDIT: I forgot to mention that when I group up with others, seeing the maxed MS morale bonus and maxed crit/parry/ICPR tactic on everyone is just so... juicy. Plus, since I usually group with the tank on casual skirm runs, IDOME and Watchful Shield-brother (+20% inc. healing, +300 crit defence, -15% inc damage half the time) on the guy at all times, with minor versions of them on the other fellowship members makes things go so much more smoothly. Feeling good about the positive effects I have on others, rather than feeling jealous of how much better they can get in their roles over me is probably the most important reason I enjoy playing as a Captain.
Last edited by Aztec_Soul; Jun 10 2012 at 06:54 PM.
I started my Captain when some friends and I first tried LOTRO. They all chose classes that were simpler and more specialised (Champ, Guardian, etc.) so I decided to try the Captain. It took a bit of getting used to, but eventually I got the hang of it - and I haven't looked back.
The reasons?
1. We are unrivalled for group play - even at low levels, a Captain can turn the fight around in the group's favour
2. We are the classic "Jack of All Trades" - We can do almost anything, from healing to tanking. Sure, we don't do each thing as well as the specialised classes can, but no other class has this kind of versatility
3. We don't seek the limelight - as stated before, the Captain does not get all the "Thank You's" a minstrel or guardian gets, BUT we can be just as instrumental in victory. We have arguably some of the most powerful moves, including a res spell that gives huge buffs as a side benefit
4. We are a, sort of, elite class - Not just anyone can play a Captain. Many of my friends have tried the class, but given up before 20 because they can't get the hang of it. A Captain needs to have the right strategies, and must think before starting a fight (What buffs/debuffs, etc.) Therefore, each Captain develops distinct strategies, different from other Captains
5. We can use heavy armour and double-handed weapons
To the readers of this post who are thinking of a Captain, give it a go. Although we are one of the most busy classes on the battlefield, we are a class that can literally shape a battle. Team up as often as possible, and always keep an eye on your fellowship's stats. One well-timed res, heal or buff can turn a battle around to your favour. And, if you struggle, try playing with a different strategy. Often, a small change in what moves you use can have a huge change on your damage and/or survivability.
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I have played one of every kind of char up to level 42, and like the Captain because you get to wear heavy armor, I like using a two-handed blade to kill fast! I like that I can face a mob without being one-shot (like an archer or loremaster does) and can face several baddies at once and come out on top. No other class has the banners and banner options, so that is a lot of fun deciding if you want a companion/pet, or plant a banner. I like 'shouting' instead of having to shoot an arrow, plus the shout does more damage than the arrow on my champion. I do wish my Captain had more 'attack' type commands, at level 29 I have 3 or 4 main attacks, but I keep my halberd swinging!
I have always loved the captain class over every other for one reason, im a support player, if im not thinking about the group and finding ways to help out more then im not at 100% not many other MMO's offer a support class thats fun to play.
I have always loved the captain class over every other for one reason, im a support player, if im not thinking about the group and finding ways to help out more then im not at 100% not many other MMO's offer a support class thats fun to play.
It is nice finding an MMO that actually does have a support class these days.
I'm so sick of being forced into the same old boring triad of either tank/heals/dps. Games should be branching out into even more roles, not whittling them down.
The role we play in game, inspiring others from despair and darkness, is pretty fantastic. No other game quite captures that feeling. I am fascinated with the concept.
What drew me to the class was the concept of a melee fighter that also healed (aka, the warrior priest), and one that was closer to a QFG Paladin, than a WoW Paladin (and kudos if anyone knows what QFG is).
What kept me is the flexibility I have in most situations to do what's necessary to keep the group going, and make most runs either extremely smooth, or pull victory out of thin air.
Originally Posted by Mystion_EU
You're absolutely right! Back when I started playing a captain and checked out skills at higher level it struck me how this class kinda looked like the Palladin from Quest for Glory
Even though I have a LM main and a strong dislike for melee characters it was still a close call between LM or cappy. Support all the way!
Originally Posted by SapienChavez
as a side: i have replayed the first 4 Quest for Glory games in the last two weeks.
that GOG.com release got me going! they got me to rebuy them all (for a third time) so i could finally play part 5.
i also hihgly recommend the FREE remake of part 2. one of the finest remakes ive ever played. hard to believe it is unofficial.
sorry for the tangent... you cant mention my favorite games series without me going off. dont mention Monster Hunter or Ultima is you want to ever stay on topic
I love you guys so much right now.
Quest for Glory is the same ol' story
Yet it never gets old, never gets boring
Let the story be told, the grand legend
Of a hero's journey from beginning to end
Beauty is not a feminine trait. Strength is not a masculine trait.
I strongly believe only those who play Captain know what exactly the class is bringing to the table. Others just got no clue.
DPSes think they do a great ammount of damage, healers are proud with everyone alive and healthy and tanks think they are the sturdiest piece of metal ever. But the truth is that between 10 and 20% of other classes job is done by The Captain. The Captain just makes everyone else better. The Captain is the difference between wipe and victory when the things go wrong.
Essentially it's like what everyone else has said. I love that we're a force multiplier for our group, plus I like being able to heal without having the pressures of being main heals like a Minstrel/RK.
On another note I like to think we're kind of the reverse counterpart of the Lore-Master. While we make everyone in the fellowship perform better, LMs make all your opponents perform worse.
Been playing the game almost since launch.
Never really knew what a captain did? I had a level 60 capped Hunter, Mini and Guard.
I think my hunter was in a GS run one day with a Cappy who was leading the group. He summoned up an Oathbreaker and then called out... "everyone on my target you get 15% of your damage back as morale".
I rained some pain down on the mobs and watched the green numbers float over my head.
He then rezzed someone later on in the instance.
I fell in love and the next day leveled a captain.
Now i have a second account which i play on so i can duo with my wife. I had a burg on it and played with her guard. We could duo some pretty cool stuff like Sword Halls on level. However there was always a lack of heals when mobs were on CJ cool down.
I made the call and leveled a second cappy to 75 on my second account. This cappy now has a full Draigh set and all Limlight jewelry and so has passed my original cappy as far as gear goes.
I love them both, love my burg in the moors but as for anything else (mostly duo three mans and six mans) i LOVE my Cappy's.
Duo with my wife's guard dps traited we have fun.
Duo with my mates champ we kick a lot of rear end :-)
Allyrua 85 Captain, Sneakels 85 Burg, Glimlioin 75 Hunter, Wardels 75 Warden, "Lovers of the Leaf"
I have a Captain just for skirmishes, and man is he great.
With the Herald of Hope, and an Archer soldier, I feel like a one man medieval army. He just tears through them, and I get to use every skill on the toolbar. Great fun.