3 Major Improvements PvMP and 3 Major Improvements PVE
Good Morning, Thank you for taking the time to create a thread and ask improvement ideas from the community. There are many passionate captain's who are loyal to the class, but the morale is fading due to the lack of attention to the captain. There are great responses from others above and I would like to point a few of them out. I have only played hte captain from SoA and have seen the class progress. I believe that the newer classes have been given great attention leaving many to place their captains on the shelf to collect dust. Ok, I would like to begin with PvMP:
1.) Given the audacity system and the amount of Buffs and Debuffs the creeps have it is very difficult to get any kills as a captain, given our DPS is already on the bottom, you pair that up with lack of CC, and audacity, most will just ignore the captain kill everything else then finish the captain off. Given the new out of combat rezzing, captains sit in the back and rez their healers and dps classes to continuously roll creeps. (different issue, but one that should be addressed...how many creep classes can rez? Then think about how many freep classes can rez...slight disparity) Captains need more for their dps line, reduce the number of Herald traits by combining them. The spider class does this with their brood traits. Also, the captain's herald should be the same level as the captain, and be more battle effective.
2.) Designed to be a group class is great when PVE, but in PvMP there is not always a group around, so we lose the benefit of brother skill unless rolling a herald, but the current state of the herald leaves the captain with a serious gap in combat effectiveness by not using a banner. There should be a trade off with using a herald and a banner, but right now the gap is too great. A herald archer hits a full aud creep for about 100....The captain needs some more CC, or enhanced CC. a 3 second stun when used on a creep with full audacity is pathetic reducing the stun to only 1.5 seconds...roughly enough to get 1 maybe 2 attacks in. Captains could also use another ranged attack, yell, or something. No captain as of now who knows what they are doing rolls a herald for any practical purpose in the moors against creeps.
3.) Enhance the captain's banner and/or offer a different herald designed for PvMP Rank 8 requirement. The herald has to be on par with the benefits of a banner, this will allow the captain to be flexible to use a banner if in fellow, or if solo a herald that will not suck at everything. Warleaders get a banner that reduce the enemies capabilities, Banner of terror I beleive it is, the reduction in stats from that banner is exponentially more damaging than all 4 captain banners together not to mention they can have multiple banners deployed at once. Give the captain's some debuff skills. ***Roll a non-ranked captain in the moors and see just what I am talking about. One of the major setbacks is our attack speed and some of our animations are way too long, get fleas and spider attack duration increase and we hit like 4 times a minute....
Ok, time for PVE:
1.) Legendary Traits- IDOME is a staple in a captain's toolbox. Fellowship brother, Capstones, and IDOME should be Legendary traits. SotD and Oathbreakers should not. Captain's are designed mainly for support, so having to trait a legendary for a single target on a 5 min cooldown is silly, I would be ok with SotD non traited being able to use as is on a single target same cooldown, and traited should be enhanced SotD effect on whole fellow for 10 seconds instead of 15 as this can be a serious game changer in the moors, on that note give warleaders a group wide bubble. Similar concept with oathbreakers, non traited could be increased damage output on self + 1500 crit rating & increased attack speed ~5%, traited can be as is. This will encourage the solo players to not feel so weak without overwhelming group dynamics.
2.) Stances- I like most of what stances have to offer. I would keep in mind the amount of armor swapping and buff sticks required to have a great captain.. We as captain's would like to get out of the business of having to have 2-3 bags dedicated to various armor, weapons, and jewelry for the diverse roles that we play in. Stances are a great way to enhance skills we already have for a certain purpose while reducing the effectiveness of others. Its important to remember that captains are good to ok at everything, but not necessarily great at any one thing. Perhaps take some of the buffs other classes have and remove them. The minstrel is not a buffing class, so why do they have great buffs for fellows???? Some captains do all three, tank, damage, and heal...others stick to 1 setup. Healing stance, improve heals, decrease damage; DPS stance, increase damage by crit rating, decreased attack duration add finesse, and % boost to dps, and sacrifice healing, healing output modifier decrease. Tanking stance, increased aoe yells, increased parry evade and block rating, self bubble, increase threat with every hit. change buffs and defeat responses to correspond with particular stance, LIs could also correspond to specific stances although this would encourage more legendary swaps, so I would create an LI that has verbiage and effect for all three variations of stances.
3.) Swapping/Quick Slots- I dont use macros and probably never will, many do however so this may not be a huge problem for them...but for the rest of us its a killer. In order to swap gear efficiently, it needs to be set on the quickslots, unfortunately we have too many things that need to be on quick slots and cannot put all the 18 plus armor pieces on their 6 legendary items/weapons, and multiple sets of jewelry, pots, shields, and cloaks. Stances mixed with well thought out and planned set bonuses on armor can reduce the amount of swapping captain's currently suffer with. What about an armor set that is generic but changes stats with stance? Impossible, impractical, I dont know...but would relate to major stats. At the very least we could keep with the different armor sets for the different traitlines, and allow stances to supplement, i.e. if I was traited for dps (high might) but on the fly had to tank something, I could go into yellow stance which the might would still be effective for block rating, wouldnt necessarily have the vitality, but would still be effective at tanking without having to put on a full set of tanking gear. This is preferred by me because of this reason. I can trait and build to my preference whether that be heals, damage, or tanking, BUT I can still perform my hybrid roles effectively (Not as well though if not traited for that specific role; preventing the Over Power effect) Then when I need to revert from tanking one mob to going back to DPS that I am traited and geared for I can just switch my stance back. Obviously there would have to be a CD 5-10s between stance. I can guarantee you that almost every captain would rather swap stances (1 button) as opposed to swapping gear and jewelry to perform a task (Potentially 15 or so swaps).