Cry of Vengeance: This rez is often a cause of frustration for our allies because they have so little morale and power when they come back up that they often get killed again within a couple of seconds.
Suggestion: Cry of Vengeance bring allies back up with a little more morale and power.
Noble mark:The threat over time aspect of this skill is of use, though it could stand to be a little stronger.
The DPS aspect is usually of little use since we already have a mark (Telling Mark) which performs that function far better. "Noble's Mark does ~149 damage over the course of two minutes. It is 1.25 DPS added to our autoattack damage... For comparison's sake, the weapons you receive in the newbie instance are over 3 dps. " (Eofred)
Suggestion: Leave the threat over time component. Change the DoT out for a Power return perhaps? Or for something like dread which we apply to a mob. A Light that effects mobs/creeps the way Dread affects us.
Shadows Lament:It's an on defeat skill, but usually hits for so little. It could stand to do a little more damage.
Morale teeter-totter: Our fellowship constantly moves in and out of range of our Banners and Heralds. This makes their morale keep dropping off as if blasted every few seconds by a massive AOE. At level 65 this is ~1000 morale to every member of the fellowship, for no reason other than "technical difficulties".
Suggestion: Make it so that after moving out of range of the Banner or Herald, the morale buff is not lost for 10 seconds.
Banner Expiration: They expire but don't have a countdown timer. Please add a timer so we can see when they will need to be replaced.
Better yet - they shouldn't expire. What - are they made of snow and melt on us? Kidding : )
Suggestion: Make the banner disappear when we move 50m away, or when placing a different banner. Otherwise they should not expire.
Banner of War level 60 critted version: Needs to be fixed to provide an improvement over the lower level banner, which it is presently identical to.
Also, as kevinbal pointed out, the buff to might/agility becomes ineffective as people reach the cap on those stats.
Suggestion: Perhaps the Banner of War instead could add a small +chance to hit, or +%damage dealt, or -%attack duration.
Herald/Banner +1 hope: Please make these stackable with hope tokens, but not with other captains or minstrels. So we can add +1 per fellowship on top of any hope from a token, rather than our contribution being rendered null when a token is used.
Normal Herald Speed: Is there a reason why our heralds can't move as quickly as we do, and must fall behind us? It would be very nice if they kept pace with us.
Archer: These don't provide buffs for the group like our heralds do. We already have a Herald of War for increased DPS which provides increases to everyone in the fellowship, as well as a chance to stun, and a heal.
Suggestion: When the Archer skill is gained perhaps our Heralds of Hope, Victory, and War could at that point be able to swap to ranged stance when out of combat.
The amount of DPS these Heralds would do ranged could remain identical to what it was melee, or perhaps be slightly more (because of the higher level)
They could provide the same buffs to Captain and fellows as the present Heralds do.
Ranged stance would only be different in that the skills Coordinated Attack and Infuriating Tactics would be swapped out for Sure Aim and Barbed Arrows.
Evasion is minimally useful and could be removed. Lend Will could be retained in it's place.
Separate Suggestion: Since the Archer doesn't move while shooting we lose them when we're on the move. It would be nice if they were able to shoot while moving.
Time of need: The costs and cooldown of this skill are out of balance compared to the benefit derived.
Maybe morale cost could be changed from the percent of max morale to a fixed morale cost in the range of 500 - 600.
Blood of Numenor: "...should change the use Escape from Darkness 100 times trait requirement as it's an in combat rez skill on a 30 minute timer ... Currently it takes at least 3000 minutes to get this trait, and that is IF someone could use their in combat rez every half hour without waiting. And typically that isn't the case." (Elsydeon)
"Wow, I was just posting the same sort of thing on another thread. Great minds mate. It needs to come down to 50 imho. What do you think?" (Lord Flashard)
We also take longer to reach that many rezes because we are keeping people from dying quite often with our buffs, healing, last stand+in harms way, and shield brother.
In Defence of Middle Earth: We get this at level 45 and it scales until level 50... but after that it doesn't scale at all. So it's no better at level 65 than it was at 50.
Also, the need to re-apply every 5 min is an annoyance. Doing that via Legacy seems like a waste of a Legacy slot, and leaves the nuissance in place for everyone else.
Suggestion: Please extend the duration of this buff or maybe make it an aura since we keep this up at all times anyhow.
Grave wound: This is one way we are supposed to be able to generate some aggro, but it only works when "dealt to a foe bleeding from your Cutting Attack". Cutting Attack has a 20sec cooldown. Grave Wound's cooldown is 30sec.
Suggestion: Make the timer match that of Cutting Attack.
Originally Posted by Scarecrow
When untraited this skill removes your Cutting Attack bleed effect and has low damage output. When traited it does generate aggro for a temporary time but generates little to no threat in doing so.
Suggestion: When grave wound is applied to a bleeding mob it either
1. Stacks an additional DoT to the mob, or
2. Adds a debuff to the mob which increases bleed damage taken by a small +% for 30 seconds.
In Harms Way: At the current 50% we have to sadly watch people die even when we jump in front of the bullet for them.
Suggestion: Increase to ~65% or make it a single target full absorb.
Power: Captains continue to see imbalanced, excessively high rate of power consumption, though for some it seems to be a bit better. Captains do still seem to be one of the first to run out of power, as our Loremasters can attest to.
Suggestion: A small reduction in the base power cost of some/any of these skills would help: Devastating Blow, Pressing Attack, Blade of Elendil, Cutting Attack, Grave Wound, Words of Courage, Inspire, To Arms, Strength of Will, and the cost of placing a Banner (which we do a lot). A little more Will on future Captain gear.
Tactic: Focus: Even maxed out this only gives +142.8 power per minute. That's 50 less than the cost of placing a banner just once. Perhaps this could be increased a little.
Improved Defensive Strike: "When attacking an opponent under the effect of the Light of Elendil you have a 25% chance of restoring some of your Power." Does this still work?
We only ever got power back 25% of the time on a Defensive Strike after the Blade of Elendil DoT was applied, which itself only occured 10% or so of the time. That means we got a tiny bit of power back 2.5% of the time, on a skill combo that at level 60 itself costs 66 + 109 power = 175 power.
Suggestion: Increase the amount of power returned by this combo, or the chance of success.
Alternate Sugestion: Improved Defensive Strike could share our defensive buff with our shield brother. (Originally suggested by Scarecrow)
Oathbreaker Herald: These aren't nearly good enough to deserve using a legendary slot. Maybe these could be made a class trait.
Captain as buffer: More buffs that we just cast and then wait 5 min, and have to re-cast repetitively could be boring. However...
Suggestion: Melee skills and/or Shouts that give short duration buffs to our fellow's: dps, heals given, heals recieved, b/p/e, morale, hope, power; or resistances would be really nice.
Heralds with damage types: The Dwarven herald would do the same dps as presently, but instead of common damage it could be Ancient-Dwarf damage. The Man heralds could do Westernesse damage. A Elven herald could do Beleriand damage.