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Thread: Captain PvMP

  1. #1
    Join Date
    Jul 2007
    Posts
    10

    Captain PvMP

    This is not a claim to perfection or complete understanding of captain, I am just posting my thoughts and what I have garnered coming back to the game in order to get a conversation going. This is mostly focused on Red captain as it requires the most optimizing in relation to skill priority. Yellow and blue are both much more support focused and as such have other play patterns than just putting your skills on cd in the most optimal way.

    In red line you are trying to cast your abilities in a way that stacks the most damage and crit damage modifiers on top of a payoff skill. The most burst possible is from having all of your cds up and landing an inspire crit into shadows lament crit into dev blow crit. The idea is to put yourself into this position as much as possible and survive in the interim. I separate captain skills into 5 types:Builders, payoffs, filler, utility, and non combat. Builders are the skills you want to stack up before using a payoff. Payoffs are your highest damage skills that benefit the most from stacking modifiers. Filler are damage abilities that do not directly contribute to increasing your payoffs damage. Utility are non damage abilities that you will need to cast mid rotation. Non combat abilities are the abilities you need to have up before fights begin, however they may be cast during a fight in order to re-up buffs.

    Builders
    Cutting Attack
    30% crit dmg, bleed, slow. In group fights the slow can be very high impact so be wary of using cutting attack as simply a crit magnitude buff/dot. You should most often keep it off cd for group fights to guarantee a melee range slow for a kill target.
    Inspire
    Master of war proc, power/morale hot. Not bad damage and if it crits you open up your best burst potential. The power hot is quite helpful against spiders/defilers and can keep you pumping in the face of power drain.
    Battle Shout
    5% dmg, battle readied when time of need is on cd, low damage, long range so can start your buff rotation early.
    Blade of Elendil
    20% shadows lament dmg, light damage proc on hit, low damage, clears all states. Only use when high impact skills are on cd and you have shadows lament ready to go. Always cut with kick into inspire to fish for master of war for guaranteed shadows lament master of war proc.
    Devastating Blow
    30 crit dmg, your main payoff but you want to be in battle hardened state when casting payoffs so you need to cast a weak one at least once.
    Banner
    25% dmg, stacking crit rating, ranged dmg. Good players are going to kite you out of your banner, this means you usually have to choose between casting your banner before builders to stack crit chance or right before payoffs to maximize damage. This is mostly situational but most often the dmg buff on your payoffs is higher impact.
    Routing Cry
    15% haste, high dmg, stun. Does high damage when used with a defeat response. This buff is extremely important to have 100% uptime on, the rallying cry damage buff and hot are also great but if you have to have one you want this first. Although sometimes latency dependent, you can cast routing cry into rallying cry and get both buffs. I have found routing into rallying to be more consistent across different size fights and lag. Also if you already have the routing cry attack speed buff up double casting is much more consistent through lag.

    Payoffs
    Devastating Blow
    highest damage, most crit chance modifiers, short cd. You are doing everything in your power to crit dev blow as much and as large as you can. This is the gambling part of captain and you need to accept that rng.
    Shadows Lament
    second highest damage, skill specific dmg modifiers make it higher than dev blow, master of war proc chance. The blade of elendil damage buff is big but you do not want to prioritize it over battle hardended crit dmg. Because elendil a fortune has no timer on it you want to cast blade of elendil in your first buffing rotation to bank the proc for your burst.

    Filler
    Sure Strike
    need to have relentless attack up 100%. Sure strike fills in after battle shout or time of need. Has a low cd and avoids parry/evade. Not huge damage though.
    Cleanse Corruption
    high dmg skill but no utility in pvmp so only fits in when you aren’t building a dev blow or shadows lament and grave wound, cutting, inspire, and utility skill are on cd.
    Grave Wound
    High dmg skill, high dmg dot, and high impact inc heal modifier. You want this to be cast during build windows so you get the benefit of damage modifiers but you don’t want to spend master of war procs on it. In group fights this skill is much more important for its debuff and this means you should keep it off cd and save for burst windows.

    Utility
    Muster Courage
    Cures one bad, short cd. Long animation worth cutting. If traited blue self heal is very potent.
    Rallying Cry
    Damage buff and hot. If traited blue 1 point makes it into a full power bar for whole fellowship, can be valuable for group fights if power is an issue.
    Time of Need
    Huge damage buff, use when casting builders into payoff unless you need to get Rallying and Piercing Cry up. If you are using Time of need for your buff rotation you are missing out on 20% damage but guaranteeing your cries.
    Pet Heal
    Somewhat short cd, try and use early in order to have it back up asap.
    Pet Stun
    Quick stun, hard to use as an interrupt as pet can be slow to cast.
    Telling Mark
    More impactful mark if you have group, 100% uptime on kill target
    Noble Mark
    Solo play mark, 100% uptime for 1v1s
    Revealing Mark
    If you are not healing you are probably better off buffing damage. Only useful if grouped with another captain.
    Withdrawal
    Short cd brand except doesn’t hit fears or roots.
    Blade Brothers call
    Compounding damage buffs from hits. Cast before payoffs and make sure your herald or blade brother is attacking something to buff you.
    To Arms
    Pure damage modifier for you and fellowship. Use during burst.
    Oathbreaker’s Shame
    Most op cd captain has. Make sure all of your payoffs are going off while this is up and you are not casting any utility skills while it is up. Every global should do damage. Make sure target is slowed. In group play make sure damage is going to go out and ground is ready/aware you are casting oathies.
    In harms way

    Non-Combat
    Motivate
    Have 100% uptime, can cast on mount, SSG please change from 5min duration.
    Blade Brother
    Cast on your herald when solo, unlocks integral skills in rotation must always be on.
    Herald Summon
    Always have your herald out and blade brothered if solo. If herald dies it is worth to recast and re-blade brother mid fight.

    It is pointless to create hard fast rotations for captain, you have a ton of skills that you may need cast mid "rotation" and your skill priorities should change depending on what is going on in the fight. The idea behind classifying skills as such is to create a sort of priority list before you cast Devastating Blow or Shadow's Lament.
    Pretty much this looks like this.
    Devastating Blow
    all utility and non combat damage modifiers active>relentless/piercing/rallying active>both states active>cutting attack>inspire>shadow's lament>devastating blow
    Shadow's Lament
    all utility and non combat damage modifiers active>relentless/piercing/rallying active>elendil's boon active>both states active>cutting attack>inspire>shadow's lament
    Clearly these both contradict each other if you tried to incorporate them into a clear rotation and thus you just need to stack as many damage modifiers on top of the skills that are going to take advantage of it.
    Boody Call of Silverlode

    Bad Red Captain, Good Resto Shaman, Best RPPvMPer

  2. #2
    Join Date
    Mar 2019
    Posts
    664
    well done on describing it, but rotation is never fixed, even if you focus full dps. It changes depending on your MoW procs (which is now bugged thanks to SSG)

    But apart from that, there's a bit of a different playstyle towards red yellow vs red blue. Red blue requires constant upkeep of your heals, as to where red yellow is a brawler mode where stretch your pool as much as you can and dps as much as you can within the given effective morale pool

    red yellow I tend to view as a classic heavy brawler role, where you most of the time dps race the other.

    red blue has the ability to stretch its effective HP much higher, but you're more vulnerable to burst damage and cc, as your gear & legacies are build to it.
    WhiteGoliath

 

 

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