Monday, August 31, 2020

Learning LOTRO: Lesson Twenty-Eight - Captain Class


In this series, I talk about various aspects of The Lord of the Rings Online. This series is meant for newcomers, but may also help veteran players find more to love about the game.



It's time for the seventh class-focused entry in the series! Today we get to talk about the Captain class! For several years, the only race that was able to play this class was Man -- until the Mordor expansion in 2017. With that expansion, we were gifted with a new playable race: the High Elf. The High Elf has the capacity to be a Captain also, and a graceful one at that. So today we will also get our first look in the series at the High Elf race (which must be purchased either as part of the Mordor expansion or from the LOTRO store for 1000 Points).

This is only my third Captain, but I still feel confident in my ability to discuss it. It is a pet class like the Lore-master, but instead of creatures a Captain can summon heralds. (We'll talk about those later on in the entry, so be sure to read to the end!)

Per the established method, the theme this time was "red" and "sky," so I used Welsh to come up with Tanllyd, or literally "fiery." Being a High Elf from the Second Age, she is familiar with war and was one of those who brought it directly to Sauron's doorstep!

The following is a basic summary of the creation process and some of the things you'll encounter when you start out in LOTRO with a Captain and/or High Elf.





Character Creation

High Elf



The special thing about High Elves versus their regular woodland kin is that they have seen the splendor that is Valinor (the Undying Lands). There aren't many left in Middle-earth at the present time within the game, but those that remain want to make sure it is safe before relinquishing it to Men. Because they are older and have seen things and been to places that no longer exist, High Elves have the capacity for great power and grace. Because of that, watch your character's animations: they have unique animations for a number of things! The one I enjoy best is when landing from a jump -- they do a very graceful roll right back up to their feet. They also hold themselves in a noble way when riding a mount, so you can spot them from a distance!





Like the regular Elf race, the origin you choose determines your options for hair and eye color. I chose Gondolin for Tanllyd so she could have auburn-ginger hair to match her fiery nature, and grey eyes like smoke or ash. If you don't know the places offered as origins for High Elves, I suggest delving into The Silmarillion. There are some fantastic stories in there!

Captain Class

The LOTRO wiki says it best when it describes the Captain class as a jack of all trades, because it's true. They function in a broad spectrum of roles, never being highly efficient in any one particular area. They are great to add to any group, but they're just as capable of doing things on their own because of their choice of heralds to summon. They heal a group well in a pinch, they deal hefty damage, and they're great at keeping their friends safely defended. They can also resurrect a fallen ally in the middle of a fight!






The Second Age



The Intro for the High Elf race is very different from the other races' starting points in that you begin a VERY long time ago, during the Second Age when an army of Elves and Men have brought the fight to the Black Gate of Mordor. Yes, this is THAT fight -- but well before Isildur makes a bad choice. You are part of that magnificent army, and you are called upon by Gil-galad himself after a "meeting" with the Nine Riders.




Like usual, I'm not going to detail any spoilers here. There's some great storytelling in this Intro if you pay attention to the text and the NPCs around you. I highly encourage it! One itty bitty spoiler that I have to include is that you are wounded in the course of the events... by a Morgul blade! If you only ever watched the movies, you probably know where you're going at that point!










Class Skills

You begin with just four skills, but those are easily enough to get you through your trials on the field of battle. You won't advance very far, so these are all you'll get for now.






Rallying Cry: Basically, shout some health to your buddies. 
Battle-Shout: Shout at your enemy, giving yourself a buff to do more damage. 
Sure Strike: A basic melee attack, but it can't be blocked or parried. You're gonna use this a lot. 
Devastating Blow: Use this after your Battle-Shout to double down on the benefits -- heal more, and take less damage from your enemies!





Trait Trees

Skipping ahead, you won't see this choice pop just yet, but I figured I should cover it right after the class skills. The trait trees offer the usual variety of roles: Blue if you want to heal your allies while also doing melee damage; Red if you want pure damage; Yellow if you want to defend your allies and use 2-handed weapons. I am a strange rebel here: I go with a halberd (2-handed) and Red line. It probably isn't optimal, but I enjoy it. (Note: Halberd use isn't available until level 15, so I tend to use a 2-handed sword until then.)




You can read up on the Trait Lines here: 





The Third Age

Rivendell


You awake at last! You get yourself up and wander through the indoor field of plants to find Elrond nearby, who is happy to see you're awake and will talk at you for a long while. Eventually, he'll tell you to collect a few things and send you with an escort (his sons) to Celondim so you can depart for the Undying Lands. Yay?




On the bright side, Elrond is certainly happy to give you a LOT of stuff in addition to your old belongings. The only decision you're left to make is which weapon you prefer (I went for the 2-handed sword, but you can take the 1-handed if you want to... you're likely to out-level it fairly quickly anyway!). The list is so long that I couldn't fit all of it on my screen!




Celondim

Elrond wastes no time in sending you on your way once you're awake, but don't worry -- you're not quite done yet! You'll get to talk to your fellow elf who's getting ready to depart for the Undying Lands, and reflect upon why many other elves have stayed or given their lives.

Ultimately, and as no surprise to you, you're going to decide to stay in Middle-earth. It would be awfully disappointing to stop playing at level 6, wouldn't it?

Taerthon seems to understand, and tells you that Elrond's sons have actually come to speak to you (how convenient). You should do that, and then get yourself ready to dive into the Elf starter area. It's pretty seamless even though you may feel shortchanged after the start in Mordor.






Beyond the Intro

Additional Skills

You probably noticed once you arrived in Celondim that you were given some more skills! You have one more attack skill, Cutting Attack. Basically, you slice hard and make your enemy bleed for a while. It lasts for 20 seconds, and conveniently that's also the skill's cooldown, so you can use it again as soon as it wears off and keep a perpetual bleed on your enemy if you need to.

The other three skills are for your Herald, and I cover that below!

Also, since it isn't offered in any quests covered here, Captains are proficient in all armour types, so go ahead and get that Heavy armour every time it's offered. You'll want it.


Class Trainer

In addition to the Trainer offering Captain class items like standards and a rally horn (level 40, allows the Captain to summon members of their fellowship every 10 seconds), there are also crafting recipes for Scholars, Tailors, and Woodworkers, the results of which are meant for Captains: battle tonics, herald armaments (change herald appearance), and crests (adds stats to a herald). Most of these items aren't usable until level 20 or 25.

There is also the option to purchase a Receipt of Armament Exchange for in-game currency (68 silver, 76 copper). You can then use this item to barter with the Trainer for specific herald armaments. Some of them require specific reputation standing with various factions in order to use them. In this way, you can highly customize the appearance of your herald much like Lore-masters can customize their creature companions. Appearances range from the Lossoth of Forochel to elves to Oathbound (spirits). There are four pages of options you can barter for, so go nuts! You can see some (but not all) of the options on the LOTRO wiki: Captain Items Index, Armaments


Heralds

Speaking of Heralds, it's kind of strange that Captains don't get to use them in the Intro if they happen to play a High Elf, but that's what happens. Once you make it to Celondim, you'll get those extra skills which include 3 of the 4 herald types (you'll get the 4th one, the archer, at level 26). Once summoned, you'll have a pet bar available that is similar to the Lore-master companions. You can coordinate an attack with them, or you can swipe some Morale from them if you get desperate!




Each of the herald types provides a different kind of buff, so you'll want to summon the one that best suits your play style or grouping situation. Tip: You can designate your herald as your Blade-brother when you get the skill at level 10! Use it if you play solo a lot!





Craft Vocation Choices

As mentioned above under the Trainer info, you can make your own Captain goods if you decide to go with Scholar, Tailor, or Woodworker. Alternatively, you can go with Weaponsmith or Metalsmith to make your own weapons or armour. Since the class is so multi-faceted, it's not always easy to choose a craft vocation to go with it!



I leave you with some pictures of my Captains! Show me yours on Twitter with the hashtag #GamerReverieBlog!



Oh, and before I forget, there's an Extra Life charity event on Landroval later this week! Play some PvMP and/or donate to help sick kids, and earn the Tundra Cub cosmetic pet and/or 100 LOTRO Points! 

For details, click the cub picture!




Was this entry helpful? Let me know! The series continues next Monday!

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