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  1. #1
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    A choice of arms: shield or big-hitter?

    Hi all,

    I've recently got my Captain up to 85 and I've decided to move into the HoH line to be a bit of a supportive healer. I am however, in doubt wether I should stick with 2-handed weapons or go in the 1-handed weapons + shield. I've seen some shields around and the stats look very nice and beneficial to a Captain whose main role is not to go on a DPS streak. However, I fear I may be gimping myself completely by picking up a 1-hander, making the Captain even more fragile to handle. I generally play in groups or duo, but I'd like to be able to do something myself when the time is there. I also noticed that in 3-man instances, DPS is sometimes hard to come by and some support-DPS from a Cappy can be very welcome.

    Does anyone have experience on the subject and can advice me what weapon to choose, and why?

    Greets,
    Geosphaera

  2. #2
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    With as much might as a captain has, by slotting a shield, you will easily be sitting at 20% block, with close to a 40% total BPE score, so survivability will increase dramatically - at least, that's the numbers I see when I slot my shield + healing 1H sword.

    As far as stats go, the shield will give you far better stats (and more controlled stats), and you will (most likely) see a percent or two increase on outgoing healing by going sword and board.

    However, you will sacrifice DPS (not that ours is anything to write home about anyhow).

    At the end of the day though, it comes down to how you want to play the captain, and I do not fault anyone for choosing a shield to heal or tank with.
    Maley Oakensage, Captain of Elendilmir

    Alas Elendilmir, may you *jingle jangle* forever in the Forgotten West

  3. #3
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    Personally I go with a shield. I like the mastery boost (especially once I got the gold shield, but I was S&B before that too). My logic with it is that like Almagnus said, our DPS is nothing to write home about anyway. I'd rather improve my support role by dropping a bit of DPS that doesn't really matter much in the long run anyway.

    I do have a 2H for DPS purposes though, and I have been using it a lot lately even in raids, since a lot of the new stuff is pretty easy.

  4. #4
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    I go with a shield most of the time now only because I macro stuff and need the lower attack duration to fit things like SS into my rotation (while red traited).

    Your dps is not insignificant in 3mans, nor in 6mans for single-target--it's just not the majority. Big difference. If you contribute 15% of the single-target damage in a fellowship, that ain't insignficant, and buffing your own DPS by 10% or more with a 2H vs 1H isn't insignificant either. But then I was brought into raiding with Orthanc so my perception may be skewed to squeezing out more DPS in all situations unless punished for it by fight mechanics.
    Last edited by Omen_Kaizer; Mar 11 2013 at 05:07 AM.

  5. #5
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    Thumbs up

    Those were some great insightful comments. I figured since I'm playing with my girlfriend (AoE Champion) 90% of the times, my DPS will not the main factor I should look after. The other 10% will likely be easy. It's not like 1 handers do no damage at all. Due to that, I'll start hunting for some nice shields and a 2A one-hander someday. I'll keep a 3A two-handed weapon handy just in case, sounds like a good advice. Now just to get those. ^^

    I noticed I get aggro frequently at beginning of fights due to the HoT's still in effect and the tank unable to build sufficient group aggro to keep it maintained. I survive 9/10 times, but some extra defensive capacity and the ability for more stats (crit rating etc.) on a shield convinced me enough. I tend to run 3 mans with DPS heavy groups, so I think my lack of DPS will not be horrible. If it is, I can always swap on the fly.

    Thanks guys, for the advice!
    Last edited by Geosphaera; Mar 11 2013 at 05:53 AM.

  6. #6
    Me uses in 3-man typical on the way to the bosses my 1st Age 2-handed Sword (75*)
    At the Bosses i change to 2nd Age 1-handed Sword (75*) and my Board, the Shield of Endless Heroics, from Trouble in Tuckborough.

    In this Way me tank & heal for my friends.
    "Revealing Mark" is my friend, i nearly never use "Noble Mark". My Friends give me the Minute for start tanking.

    I am a Crithealer an do this in 5red+cap; 2blue, IDOM, Fellowship Bro.
    With U10 me uses 2 Pers from the Etten, 2 Dagor from Orthanc and 2 Hybold Healer Setparts.
    Our Dmg ist not so bad as the most people think. 1,4k is quite well i think. Of course the real DD will do twice at much and more, but what we do also, there is a lot of moral and a lot of power that we share to our mates.

    If you have the luck to play with a Champion take Pressing Attacks max on your Sword. So both of you will enjoy the time that Enemy do the fault to surround you both. Put Revealing Mark on the biggest Foe and start AOEing. There will be enough crits and fallen Enemys for you the heal against the dmg easily. Your Dmg will also heal both of you. I am a bit jealous :-)


    * I use allready my lvl 75 Weapons, because the little benefit of the dmg is for me too less. On my 2-handed Sword i will lose a lot of skillpoints. And for tanking is on my sight the Dmg boost not necessary. I will upgrade my Weapons if i get enough Seals to get 1st Ages.

  7. #7
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    Quote Originally Posted by Geosphaera View Post
    Hi all,

    I've recently got my Captain up to 85 and I've decided to move into the HoH line to be a bit of a supportive healer. I am however, in doubt wether I should stick with 2-handed weapons or go in the 1-handed weapons + shield. I've seen some shields around and the stats look very nice and beneficial to a Captain whose main role is not to go on a DPS streak. However, I fear I may be gimping myself completely by picking up a 1-hander, making the Captain even more fragile to handle. I generally play in groups or duo, but I'd like to be able to do something myself when the time is there. I also noticed that in 3-man instances, DPS is sometimes hard to come by and some support-DPS from a Cappy can be very welcome.

    Does anyone have experience on the subject and can advice me what weapon to choose, and why?

    Greets,
    Geosphaera
    Other people in this forum are making a lot of excellent points. Using a shield does put your block stat to some use. It's always bothered me how when using a 2-hander that aspect of might basically goes to waste. I also agree with them that it helps you fire off skills faster, and this can be beneficial. They also have added some very nice Captain gold shields into the mix to make using a shield even more tempting.

    But IN MY OPINION it's still not worth it. You just lose too much offense when going over to a 1-hander, especially since Captains are so critical-oriented. Even when soloing, I find the amount of offense you lose to completely over-shadow the added block in terms of survivability.

    So I remain of the opinion 2-handers are the way to go on Captain. 1-handers just don't compete with 2-handers for overall effectiveness in my mind. I should point out though these comments are directed at PvE content only.
    Last edited by Jeremi; Mar 13 2013 at 12:13 PM.

  8. #8
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    It hasn't been mentioned yet, but definitely take a good look at traits and legacies, and don't rush blindly into HoH traits. Depending on your playstyle, you may do less healing with more HoH traits, and in the process neglect some utility.

    As for shields, I have never bothered. You can eke out a couple percentage points of outgoing healing, but I find that less important for the majority of my play (I enter the fray usually, and only step back and focus on Words of Courage if the stuff hits the fan and the battlefield needs surveyed). As main healer in a difficult 3-man, I may change my tune, but even our low DPS can come in handy. Blocking is nice, but I don't frequently find myself being swung at unless I want to be. Well, except when I play around with 0-second Rallying Cry in Bells of Dale.

    Play for a while and see if what you do would benefit from more healing or more DPS. I've never heard a group leader ask for one or the other, except maybe to ask for as much DPS as possible if the fight mechanics require it.
    [color=red]Work like no one is watching, dance like you don't need the money...[/color]

  9. #9
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    Quote Originally Posted by Jeremi View Post
    But IN MY OPINION it's still not worth it. You just lose too much offense when going over to a 1-hander, especially since Captains are so critical-oriented. Even when soloing, I find the amount of offense you lose to completely over-shadow the added block in terms of survivability.
    You still need to learn the combat system.... **SIGH**

    Crit rating is unaffected by the LI weapon you use, provided you have the same relics in both.

    And as far as DPS goes, ours is so bad (when compared to other classes) that it's not going to matter a whole lot, especially if you're deep HoH.

    Quote Originally Posted by Frisco View Post
    As for shields, I have never bothered. You can eke out a couple percentage points of outgoing healing, but I find that less important for the majority of my play (I enter the fray usually, and only step back and focus on Words of Courage if the stuff hits the fan and the battlefield needs surveyed).
    Something semi-related to the quote: if you are just spamming WoC, you aren't healing - half our heals require us to be in melee range of something. However, if you're going with a skill rotation like WoC => <skill> => <skill>, that helps eke out the most healing potential for the captain.
    Last edited by Almagnus1; Mar 13 2013 at 04:54 PM.
    Maley Oakensage, Captain of Elendilmir

    Alas Elendilmir, may you *jingle jangle* forever in the Forgotten West

  10. #10
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    Quote Originally Posted by Almagnus1 View Post
    You still need to learn the combat system.... **SIGH**

    Crit rating is unaffected by the LI weapon you use, provided you have the same relics in both.

    And as far as DPS goes, ours is so bad (when compared to other classes) that it's not going to matter a whole lot, especially if you're deep HoH.

    I think you misunderstood what I was saying... **SIGH** But that's ok

    What I was trying to say is basically 2-handers hit harder, and since Captain is typically built to become a critical rating heavy class, it's nice to be able to take advantage of the extra damage. It had nothing to do with learning the combat system or rather or not a 1-handed or 2-handed weapon has more critical rating on them. Just the simple realization that 2 handers do nice damage, especially when you have high critical rating to go along with it.

    Far as your opinion damage doesn't matter a whole lot for HoH Captains, we'll just have to politely agree to disagree about that. My damage is important to me, even as a HoH Captain. But anyways, I wasn't trying to trash Captains who use shields. If it works for you great. I was just answering the OP and letting him know some HoH Captains still prefer using 2-handers and I attempted to explain why. It can sometimes help to hear from a variety of perspectives when trying to decide something.
    Last edited by Jeremi; Mar 13 2013 at 10:35 PM.

  11. #11
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    Quote Originally Posted by Jeremi View Post
    I think you misunderstood what I was saying... **SIGH** But that's ok

    What I was trying to say is basically 2-handers hit harder, and since Captain is typically built to become a critical rating heavy class, it's nice to be able to take advantage of the extra damage. It had nothing to do with learning the combat system or rather or not a 1-handed or 2-handed weapon has more critical rating on them. Just the simple realization that 2 handers do nice damage, especially when you have high critical rating to go along with it.

    Far as your opinion damage doesn't matter a whole lot for HoH Captains, we'll just have to politely agree to disagree about that. My damage is important to me, even as a HoH Captain. But anyways, I wasn't trying to trash Captains who use shields. If it works for you great. I was just answering the OP and letting him know some HoH Captains still prefer using 2-handers and I attempted to explain why. It can sometimes help to hear from a variety of perspectives when trying to decide something.
    At best, captains can do around 1.5k DPS, maybe higher.... but the DPSers can easily break 2k, and are floating closer to the 3k DPS point (going off of parses and data I have seen). Either way the phrase "nice damage" doesn't apply to captain DPS - because it's all bad when it's compared against the DPSers - and thanks to the lack of the DPS traits, HoH's is even worse than that upper limit (I would be surprised if a HoH captain could push anywhere near 1k DPS).

    The truth of the weapon choice comes down to what you run most often, and how you like playing the captain. If you do a lot of healing, I would urge you to consider going S&B, since most decent healing shields will give you at least 1k Tactical mastery. This style also comes in handy in the second half of BoE T1 PUGs where you need to carry a good chunk of the healing load because the healers can't output what they need to and/or the other captain (if there is one) is too focused on DPSing rather than healing.

    However, if the captain is an alt, or you want a good, all around weapon LI - a 2H works very well for that roll. It really comes down to playstyle.
    Last edited by Almagnus1; Mar 13 2013 at 11:13 PM.
    Maley Oakensage, Captain of Elendilmir

    Alas Elendilmir, may you *jingle jangle* forever in the Forgotten West

  12. #12
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    Quote Originally Posted by Almagnus1 View Post
    The truth of the weapon choice comes down to what you run most often, and how you like playing the captain. If you do a lot of healing, I would urge you to consider going S&B, since most decent healing shields will give you at least 1k Tactical mastery. This style also comes in handy in the second half of BoE T1 PUGs where you need to carry a good chunk of the healing load because the healers can't output what they need to and/or the other captain (if there is one) is too focused on DPSing rather than healing.

    However, if the captain is an alt, or you want a good, all around weapon LI - a 2H works very well for that roll. It really comes down to playstyle.
    Plan C is to make no choice. Build a 1-H and a 2-H. Which is my current plan. I have a very nice fully tricked out 2-H 2nd age. When I get a first age, I intend to make a 1-H sword, but will keep the 2-H. I'll use the 2-H for trash, for 3 mans, for easier situations. I'll use the 1-H for healing bigger groups and more difficult situations (or if I somehow get aggro, or for moors survivability).

  13. #13
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    Quote Originally Posted by Almagnus1 View Post
    At best, captains can do around 1.5k DPS, maybe higher.... but the DPSers can easily break 2k, and are floating closer to the 3k DPS point (going off of parses and data I have seen). Either way the phrase "nice damage" doesn't apply to captain DPS - because it's all bad when it's compared against the DPSers - and thanks to the lack of the DPS traits, HoH's is even worse than that upper limit (I would be surprised if a HoH captain could push anywhere near 1k DPS).

    The truth of the weapon choice comes down to what you run most often, and how you like playing the captain. If you do a lot of healing, I would urge you to consider going S&B, since most decent healing shields will give you at least 1k Tactical mastery. This style also comes in handy in the second half of BoE T1 PUGs where you need to carry a good chunk of the healing load because the healers can't output what they need to and/or the other captain (if there is one) is too focused on DPSing rather than healing.

    However, if the captain is an alt, or you want a good, all around weapon LI - a 2H works very well for that roll. It really comes down to playstyle.

    Well I'm with Frisco, and much rather have the extra offense and I play Hands of Healing exclusively on my Captain and pug all the time, BoE and many other instances. To me it just makes a more significant difference than the extra benefits wearing a shield gives me. I've tried sword and shield out - and I personally didn't like it. The loss in damage I took made a big difference in my Captain's overall effectiveness - and in my opinion trumped completely the unimpressive increases it gave to my heals. But I'm starting to repeat myself here, so probably best just to agree to disagree at this point. In the end it does come down to how each individual captain likes to play. On that we can agree.

    As far as your comments about Captain damage - I'll say generally that I've never been on the Captain DPS sucks band wagon. And I'm definitely not on it now. With the recent changes to Valiant strike, the amount of healing Hands of Healing Captains can dish out while doing melee is pretty amazing. So I think our damage is quite good considering, providing they are using a 2 handed weapon that is.

  14. #14
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    i'm trying to think of any instance or raid where HoH is warranted in the current end game and i honestly can't think of any other than perhaps the Ettenmoors in a RvR situation.

    in my experience a MoW build outheals an HoH build, while still providing a healthy amount of dps (~2k or so typically). that's why i wouldn't even bother with a 1 hander.

  15. #15
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    Quote Originally Posted by Souku View Post
    i'm trying to think of any instance or raid where HoH is warranted in the current end game and i honestly can't think of any other than perhaps the Ettenmoors in a RvR situation.

    in my experience a MoW build outheals an HoH build, while still providing a healthy amount of dps (~2k or so typically). that's why i wouldn't even bother with a 1 hander.
    You should come over to my server and take a look at the GLFF. People are specifically asking for HoH Captains for the new raids all the time - so there is obviously demand for them.

    I have a real hard time imagining another build of Captain being a more effective healer than the Hands of Healing Captain right now due to the changes in Valiant Strike. That skill is very impressive right now. But I do agree with you that generally a healthy combination of heals and dps is more valuable to a Captain than heals and added block, though there are situations I could see a shield being of a lot of use - especially if the tank you are running with struggles at controlling large numbers of adds - or simply lacks the class mechanics to be able to do so.
    Last edited by Jeremi; Mar 24 2013 at 07:00 PM.

  16. #16
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    Quote Originally Posted by Jeremi View Post
    You should come over to my server and take a look at the GLFF. People are specifically asking for HoH Captains for the new raids all the time - so there is obviously demand for them.
    yeah i see it on my server as well but i don't understand it.

  17. #17
    Quote Originally Posted by Souku View Post
    yeah i see it on my server as well but i don't understand it.
    If you take a hoh captain instead of a mini you have a fully healed 6man with 4 dps instead of 3 and half. It's just faster to take a captain instead of a mini.

    HoH is a lot better. I'm usually at 2.5k hps...if I'm slacking. 3k+ is normal and 5k if there are pets.
    Last edited by Armitas; Mar 24 2013 at 08:17 PM.

  18. #18
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    Quote Originally Posted by Armitas View Post
    If you take a hoh captain instead of a mini you have a fully healed 6man with 4 dps instead of 3 and half. It's just faster to take a captain instead of a mini.

    HoH is a lot better. I'm usually at 2.5k hps...if I'm slacking. 3k+ is normal and 5k if there are pets.
    That's why I run around with 2 Perserverance + 4 Hytbold Healer permanently slotted.
    Maley Oakensage, Captain of Elendilmir

    Alas Elendilmir, may you *jingle jangle* forever in the Forgotten West

  19. #19
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    Quote Originally Posted by Armitas View Post
    If you take a hoh captain instead of a mini you have a fully healed 6man with 4 dps instead of 3 and half. It's just faster to take a captain instead of a mini.

    HoH is a lot better. I'm usually at 2.5k hps...if I'm slacking. 3k+ is normal and 5k if there are pets.
    how much of that healing is actually effective though? my guess is that a majority of that is overhealing that does nothing other than pad the CA numbers. a good minstrel is going to significantly increase the dps of every member of the group with anthems (granted a lot of minstrels still haven't managed to grasp how important these are for some reason). i mean i see that argument for fitting in an extra dps but personally i would rather do it by dropping the tank (sadly). 4 champs + MoW capt + mins is probably the best group for almost all of the six mans.

  20. #20
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    Quote Originally Posted by Souku View Post
    yeah i see it on my server as well but i don't understand it.
    It's because of the new Valiant Strike changes. Hands of Healing Captains are miles ahead of where they used to be in healing output and are actually effective AoE healers now. That can be of a huge benefit to the group during times of heavy group-wide damage.

  21. #21
    Hey Jeremi, I'm not picking and appreciate the time you took to copy down all those numbers.

    I think the issue arises in that there's no timestamp to tell how much damage you did per second. Most of our skills hit decently hard but since other classes can do two hits in the time it takes us to do one, or a cappy 1 hander can swing 1.2 times (made up number) in the time a 2h can swing it's difficult to evaluate raw numbers.

    Just to establish a point: If a fight lasts 30 seconds and a champ does 3k dps while a cappy does 700dps the champ did 90,000 damage while the cappy did 21,000. Not that that's inconsequential but that dps class just quadrupled our numbers in that fight.

    During my parses with a third hander we can see that my max output was around 380 dps. With my 2nd age with nice relics it went up about 100 dps if I recall.

    Lets say my max HoH output is around 500 dps (I know other cappies can probably do better but I suck at dps). If that were to drop to 375 I'd lose 3,750 during that 30 second fight. It would take a Hunter or champ just over a second to make that up. I think that's where people are saying that 1h vs 2h dps doesn't matter.

    That said there's only really two cappy shields right now. One from a skirmish that people on my server barely run since the instance cl and another one that takes a small miracle to drop. If you're lucky enough to have the gold one then good on you and put it to use but if you don't have a decent shield (as I don't) it makes it difficult to even contemplate s&b.

    Side note: 100% agreed on the VS changes Jeremi - That skill went from meh to a cappy powerhouse (can't believe the range only used to be a few meters). MoW has/had it's place in healing but imo has pretty much fallen behind as a way to heal.
    Last edited by Emachine; Mar 24 2013 at 07:28 PM.

  22. #22
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    Quote Originally Posted by Emachine View Post
    Hey Jeremi, I'm not picking and appreciate the time you took to copy down all those numbers.

    I think the issue arises in that there's no timestamp to tell how much damage you did per second. Most of our skills hit decently hard but since other classes can do two hits in the time it takes us to do one, or a cappy 1 hander can swing 1.2 times (made up number) in the time a 2h can swing it's difficult to evaluate raw numbers.

    Just to establish a point: If a fight lasts 30 seconds and a champ does 3k dps while a cappy does 700dps the champ did 90,000 damage while the cappy did 21,000. Not that that's inconsequential but that dps class just quadrupled our numbers in that fight.

    During my parses with a third hander we can see that my max output was around 380 dps. With my 2nd age with nice relics it went up about 100 dps if I recall.

    Lets say my max HoH output is around 500 dps (I know other cappies can probably do better but I suck at dps). If that were to drop to 375 I'd lose 3,750 during that 30 second fight. It would take a Hunter or champ just over a second to make that up. I think that's where people are saying that 1h vs 2h dps doesn't matter.

    That said there's only really two cappy shields right now. One from a skirmish that people on my server barely run since the instance cl and another one that takes a small miracle to drop. If you're lucky enough to have the gold one then good on you and put it to use but if you don't have a decent shield (as I don't) it makes it difficult to even contemplate s&b.

    Side note: 100% agreed on the VS changes Jeremi - That skill went from meh to a cappy powerhouse (can't believe the range only used to be a few meters). MoW has/had it's place in healing but imo has pretty much fallen behind as a way to heal.
    Well I appreciate your tone Emachine. Thank you for that.

    And I understand it won't be an exact comparison. I was actually giving serious thought to using a one-handed sword and shield a few weeks back, crafted me a sword and everything and went about some solo work with it to see how I liked it. The results were not what I hoped. My damage seemed to take a big hit, and I couldn't even clear out regular trash pulls in Warg Pens without dying. Pulls I usually breezed through with my Great Sword. That convinced me that the damage difference between them was too big for me to live with.

    But after reading some of these posts stating the contrary, I've decided to take another stab at it and renew my interest and test it once again. I just figured I'd share my results, and show how the damage numbers on my attacks change from one to the other as a way to contrast. It may interest some, others may find it faulty and a waste of time to view. I'm content with either reaction, especially if it's done with the dignity you have shown. Those responses of a more aggressive and negative nature I will attempt to take in stride

  23. #23
    Quote Originally Posted by Jeremi View Post
    went about some solo work with it to see how I liked it. The results were not what I hoped. My damage seemed to take a big hit, and I couldn't even clear out regular trash pulls in Warg Pens without dying. Pulls I usually breezed through with my Great Sword. That convinced me that the damage difference between them was too big for me
    Yeah, the test I did showed a twenty some percent difference. In group play where your job isn't to worry about dps I'd say 1h or 2h is up for debate but solo ~25% is way too big of difference. Your first impression was spot on, 2 hander all the way.

  24. #24
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    Quote Originally Posted by Jeremi View Post
    You should come over to my server and take a look at the GLFF. People are specifically asking for HoH Captains for the new raids all the time - so there is obviously demand for them.
    I would add the point that sometimes 3man and 6man T1 farms ask for a captain to heal and tank. School, Library, Thardur and Sambrog are a few instances where i had to fill both roles. Not having a shield really made my work difficult and i can hardly argue that using a 2-h would increase my contribution to group DPS in teams full of hunters and glass cannon champions. trust me : when you farm Sambrog with 4 hunters and a dps champ things go much smoother with a shield, even a sub-par one.

    Most of the time i am running HoH anyway. If i had a S&B option, i would also be able to better tank when required. Captanking makes farm runs goes faster because 6-man T1 are run with 5 DPS instead of 4 or 3 and a half.

    Suggested build for captaking in HoH:
    5b removing FnD and using SfW, improved routing cry for forced attacks, Turn of the tide for stuns.
    Armour 2:2:2 for 0s Rallying Crys, tank cloak and jewellery.

    The ability to fully use our might for blocking without giving up the 1m VS of HoH can make the Captain the most desired member of a group in T1 farms.
    Last edited by Nascephor; Mar 25 2013 at 03:35 PM.

  25. #25
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    Quote Originally Posted by Nascephor View Post
    I would add the point that sometimes 3man and 6man T1 farms ask for a captain to heal and tank. School, Library, Thardur and Sambrog are a few instances where i had to fill both roles. Not having a shield really made my work difficult and i can hardly argue that using a 2-h would increase my contribution to group DPS in teams full of hunters and glass cannon champions. trust me : when you farm Sambrog with 4 hunters and a dps champ things go much smoother with a shield, even a sub-par one.

    Most of the time i am running HoH anyway. If i had a S&B option, i would also be able to better tank when required. Captanking makes farm runs goes faster because 6-man T1 are run with 5 DPS instead of 4 or 3 and a half.

    Suggested build for captaking in HoH:
    5b removing FnD and using SfW, improved routing cry for forced attacks, Turn of the tide for stuns.
    Armour 2:2:2 for 0s Rallying Crys, tank cloak and jewellery.

    The ability to fully use our might for blocking without giving up the 1m VS of HoH can make the Captain the most desired member of a group in T1 farms.
    I can understand your point here. I have ended up tanking and healing on a few pugs I've been in by accident, so I can see how a Captain wanting to purposely both heal and tank would find wearing a shield ideal. But I think that's more of a fluke due to the general ease of a lot of the newer scaled content (such as the Great Barrows as you mentioned). I would be skeptical of it's success in the more difficult tier2 variety 6 mans. But if you're running a lot of library/School/Thardur/Sambrog as you mentioned, your point is well taken.
    Last edited by Jeremi; Apr 05 2013 at 02:38 AM.

 

 

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