Captain
Overview
Captains play the support role and are the jack-of-all-trades: good at many things, but not great at any one thing. They support minstrels with heal over times and can combat rez twice every 30 minutes. They also have herald NPCs and placeable banners to give strong buffs to grouped freeps. Captains and their groups are very hard to kill with skills like In Harms Way and Last Stand to absorb all damage being done to the group without dying for 15 seconds (25 if traited)
Tactics
- With no way to slow down opponants and only one stun which is triggered on defeat of an enemy or on a crit from Devastating Blow or Pressing Attack, Captains can be successfully kited around. To reduce the chance of Captains using DB or PA, trait cry resistance to prevent a successful Battle Shout.
- Traited Last Stand lasts 25 seconds and then healed about 700 health. When a Captain fires last stand, slow it, keep it slowed, and kill some other target. 25 seconds later the Captain will be a juicy target. Last Stand recharges in 15 minutes.
- Captains cannot do significant ranged damage so expect a melee charge.
- Noble Mark is a very low damage over time debuff which will keep the target in combat. To get rid of Noble Mark, run at least 40 meters away from the Captain.
- Captain rezzes if untraited leave their targets at very low health and power, be ready to strike at anything valuable just rezzed
- Captains have an in and out of combat run buff called Make Haste which increases their group's speed by 25%