As suggested in the Lead the Charge thread, a seperate one for Leader of Men. Since I am full of "good" ideas, I have a few to get the ball rolling.
First, the major problem with this trait line is that it lacks a purpose. It's a mishmash of traits that were pretty much what was leftover from the other trait lines when they got consolidated. Even the Trait Line bonuses are all over the place.
So the first step here seems to be to figure out what the traits in this line do, and whether any of them need to get tossed, wholesale.
A little bit of nosing around gives us the following breakdown of traits:
Captain of War
Who the heck knows/Panic buttons:
Blood of Numenor
The first two categories synergize fairly well in theory, since a captain + a pet is kinda like a group. This breaks down a bit in that most captains don't actually USE their pets in groups. The third category, meanwhile, doesn't really seem to fit well at all. Defiance is a nice trait, but not particularly group oriented, Blood of Numenor is obviously group oriented but is a rez trait, so ends up doing nothing a lot of the time. Composure, IMHO, is just a weak trait, and is used essentially only for being able to reset Cry of Vengeance.
It seems like the theoretical goal of this trait set must have been in line with the name - a captain who wants not to Lead the Charge Personally, or spend all his time healing, but instead to direct his allies to great deeds. The problem is that a lot of he traits don't really synergize well with that at all. This leaves us two tasks that we really need to accomplish - bringing together the "pet" side of things with the "group" side of things, and just generally improving the benefits of this line to make it worth traiting over the others - ideally, this is what a captain in a fellowship that doesn't need him to be healing too much SHOULD be traiting. (As opposed to small fellowship or solo captains, who in theory should be running Lead the Charge)
First, lets go over individual Traits. We'll start with the ones that play to what this trait line is supposed to do.
Captain of War: This one is on the right track. It's a bonus that is kinda okay with a couple of people, but scales up pretty nicely to a full fellowship. The bonus could probably stand to be bumped from 15% to 20% though.
Captain's Victory: This one isn't a perfect fit, but it's not bad. It's kinda the "Well, War goes with Lead the Charge and Hope goes with Healing, so I guess Leader of Men gets the Other Improved Banner." It's a decent trait, but victory isn't really a 'useful all the time' kind of banner. This should be improved to add +Tactical damage and possibly +healing, which is an area where Captains are weak in terms of group support. That would make Improved Standard of Victory a powerful offering in most situations.
Tactical Prowess: I'm personally not a huge fan of this one, but some people seem to like it. It's not a 'group' benefit, but it does require a Shield Brother, which means it fits in here. Perhaps just bumping it up to +10s would be good.
Now that's the 'core' functionality of the line. Now we have the pet stuff:
Loyalty and Precise Ally are both pretty decent traits for what they do. The problem here is that A) A lot of captains perceive our pets as being too weak or too much work (Partly because pets scale poorly) and B) Captains often don't use pets in groups. Neither of these traits needs tuning, but our pets overall need some sort of adjustment if these traits are to fit in with a 'grouping' trait line - a pet related set bonus at 3 or 4 might work, as would improving the capstone trait significantly. Simply increasing the baseline DPS of our herald would be a big step in the right direction and start making the "Herald vs Banner" debate more of a debate.
That leaves us with the "other" traits.
Defiance is a very solid trait. It modifies a very good skill that gets used in all kinds of circumstances. I would modify the Heal-on-expiry to scale better though. At level 65 getting back 400 morale when Last Stand ends isn't really worth mentioning. Maybe 20morale/level as the heal would be good there.
Blood of Numenor is nice, but too specific in utilization. It really improves one skill, but that one skill is a revive, which is rather selective in use. As a result, I think this trait needs some additional bonus to make it worth having the -rest- of the time. (i.e. during all those times when you DON'T need to rez someone). Since this already has powerful (but specialized) group utility, maybe something simple like +2 ICPR/Level would help? ICPR also seems more in line with the Trait name than the current function.
Composure: Okay. Frankly, I think this one is a mess. In no small part because the underlying skill that it modifies is so shoddy (I'll be honest. The only time I use Time of Need is BEFORE a fight. I can hit it, use war cry, regen my morale out of combat relatively fast, and go in with the attack speed bonus). If we want to keep it as some sort of Time of Need modifying trait, it needs to be pretty strong, and give powerful group utility. I have lots of ideas for this, but none of them -really- have the effect I'd like. Some possibilities include:
Changes Time of Need to In the Final Hour: Removes the morale Cost from Time of Need, but it can only be used when below 50% Morale. In the Final Hour will also reset cooldowns on cries etc.
Add a "song of aid" sort of effect, so that a Composure'd Time of Need also unlocks gated skills for the fellowship for a few seconds.
So that's traits. Now we need to look at set bonuses:
2 Traits: Reduced Mark Cooldown. This one is JUST FINE. In fact, right now it's one of the best things this line has going for it. Good group utility, even handy while solo. Thumbs up.
3 Traits: -15% Shield brother skill power cost. I've gone on the record before as saying I think this bonus -sucks-. It doesn't even fit in very well with this trait line, since two of the three Shield Brother skills are HEALING skills. Scrap this wholesale. This would be a good place to put in some pet boosting, or, alternatively some sort of group/shield brother boosting capabilities - maybe in keeping with our new level 64 skill, this could add some damage bonuses to our Shield Brother.
4 Traits: 10% Chance for kick to start a fellowship maneuver? What kind of garbage is this? I realize they're trying to go for some way of giving us fellowship maneuvers (group synergy again) without stepping on Burglars' toes too badly. Fine. Time of Need now initiates a Fellowship Maneuver on your target. Presto. Time of Need sucks less, Composure gets better by association, and even the legacies for Time of Need become more valuable.
Alternatively, my other idea for the 4 trait set bonus was to give a 10% chance for Shield Brother skills to affect the whole fellowship. So every once in a while you'd heal the group with inspire, or To arms the whole group, or Strength of Will the whole group. Seems sexy to me.
Capstone: Master of Oaths. This one is sadly the greatest joke in the whole line. The Oathbreaker Armaments do functionally nothing, and the actual bonus for the trait appears to be tiny. The first step in fixing this trait is to make it DO what it says on the label and give our heralds and archers "greatly increased offensive and defensive abilities.". We're talking like 50% more damage here, and a big ol' chunk of morale even if we're unwilling to improve their mitigation any further. But that's just step 1. For this to be a Legendary trait, it needs to be better than just a big pet boost. Here's a good chance to apply some extra loving. Any sorts of good group bonuses would be nice here. Sky's the limit. 5% run speed for the group? Sure. +1% BPE for the group? Okay. +5% more attack speed on War Cry? That's fine. Just pick a couple of good, meaningful, group affecting bonuses and add them on here.
That's my first draft. Pick it apart, folks.