Originally Posted by
ydoc
Firstly, the 20 second duration is better in almost every single situation and regard, there is only two that they've used as of yet(Raid is coming tomorrow so who knows) that would even question not using the +10s legacy. That would be fights with massive amounts of incoming healing reduction, like the 4th boss in Throne for example, and things that bypass DR(Can't think of any off the top of my head).
Think of this way, you're taking 62(3?)% reduced damage with capped mits and Bannerguard, more depending on group makeup, with an additional 75% damage reduction from SoD, you are taking so little damage from everything while its up. That 35% or whatever it is increase incoming healing is absolutely wasted. I've never been in a situation where my healer could not cap me or anyone else off within seconds with SoD up(Without the Inc Healing Legacy). So not only is entirely wasted, but its a wasted opportunity to use a much better legacy.
The main use of SoD its to anticipate and prevent damage, not fixing a mess up, but in the event of a mess up your healer(s) should EASILY be able to heal through any damage you're taking and still get you to Cap before even 10 seconds are up, then giving your healer time to heal someone else without worrying about the SoD'd target for atleast 10 seconds. In this same circumstance where you used it early and negated majority of damage, your healer(s) will be able to HoT you up and focus their attention on another tank or DPS standing in the fire and not have to worry about you nearly at all. This is useful in pretty much every fight, instance, or otherwise.
If you read over what I said, your dps does matter, but it is not your priority. If you place a bad banner, mistime a buff or an oathies, you are a net negative to the Fellow or raid. But that being said, also stop acting like Oathies is the only buff you have, don't forget about; Blade-Brother, To Arms, Call, Banner, Bannerguards, Marks, Crits, Relentless Attack/Focus, Master of War/Inspiriting Presence, Penetrating Cry, Rousing Cry, Muster Courage, also any and all healing you can do. Combining all of these buffs the additional damage everyone in your fellowship will do greatly outweighs anything you can do yourself and then some, making up for the utterly lackluster damage the Captain does even with the recent buffs, and his own buffs. Its the reason people take a Cappy instead of another dps.
Just for perspective, lets just add up a some of the buffs the Captain can keep up, and can apply to everyone in the fellow, some even apply to everyone in the Raid, or even just everyone in general.
+2% Inc from critting the target (10s duration, No CD)
+10% Inc from Telling (Infinite Duration, 3s CD)
+35% Inc Damage from Oathies (20s Duration, 3min CD)
(+12% Permanent Inc Damage, +47% every 3mins)
+2% Damage from Banner of War (Infinite Duration, 2(?)s CD)
+5% Damage from Rousing Cry (1min Duration, 15s CD)
+20%(12%~ if not Blade Brother) Damage from Call (20s Duration, 1min 30s CD)
+25%(17%~ If not Blade Brother) Damage from To Arms (25s Duration, 1min CD)
+30% Damage from Banner(30s Duration, 1min CD)
(+7% near Permanent Damage Buff, +82% Damage buff every 1min~)
+5% Crit Chance from Banner(5s Duration refresh upon attacking while in banner, 1min CD)
+15% Attack Speed Buff from Penetrating Cry (1min Duration, 15s CD)
Assuming a 12man raid, Fellow 1 is Tanks/Supports/Healer One and Fellow 2 is Four DPS, Red Cappy, and Healer 2
Each person gets the buffs listed above, and if each person is pulling 100-150k DPS without them, with them the Fellow's damage easily increases by atleast double that of another 100-150k DPS. And this is all excluding the 50-100k the Captain itself can contribute, these buffs are more important than doing damage as a Captain. Maintaining them and making sure you stay alive so that you can maintain them is more important than doing damage. Hence why the Battle-Hardened State Legacy buff is important. Captains for a while have started building Tank even in Redline after capping their crit to max buffs. Again, a dead Captain is useless, and is worse than losing a single Hunter, or a single RK in some cases two. If the Captain is dead everyone's damage gets lowered. Unless the Captain gets a serious overhaul it will always remain this way.
150k * 4 = 600k | 600k * 0.35 = 210k | 210k added damage per second | 210k over 20 seconds = 4,200,000 added damage | over cool down duration 4,200,000 / 180 seconds = 23,333.3... dps.
150k * 4 = 600k | 600k * 0.12 = 72k | 72k added damage per second permanently over the course of the fight.
Not sure what a LM or a Burg should be pulling, but I'd imagine it'd be about 50-100k like the Captain, so it should be roughly half of the number above (Factoring in three instead of two and the damage difference before buffs)
Correct me if I'm wrong, Total of 95k DPS given strickly by THREE of the Cappy's buffs for 4 of the 9 other people in the raid that do damage. Factor in all the Crit, Mastery, and straight Damage bonuses and I think you'll get more than 150k, without the damage of the Captain.
So back to one of the original questions.(TLDR)
The Captain is the Jack of All Trades, Master of None.
Yes, you should put all three Battle state buffs on your support weapon.
Your damage is useful but not your priority, your healing is useful and helps alleviate work from the Healers, but is not your priority.
Surviving saves your group a Rez, and your buffs stay active, which is your priority.
Ps. too lazy to do all the math for 4/5 DPS + Cappy + 2 Tanks + 2/3 Supports damage total for all those buffs