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"For the past month, almost, I have been tweaking and perfecting my captain's healer build. I though that I'd make a guide to it to share it with the rest of the world."~Teowulf
Contents |
I) Purposes and uses
- The purpose of this build is NOT for primary healing. It can be used for primary healing, but only under certain circumstances. Do not, I repeat, do not, use it for primary healing unless you are absolutely sure that you'll be able to.
- For example, if you're in a group grinding trolls for a deed and have a tank, chances are that you can be the primary healer, by focusing on the tank.
- The reason that this build is not quite as good for primary healing is because it is a HoT build (Heal over time). The captain's heal has a decent burst heal component to it, but nearly half of its healing comes from the attached HoT. If you use it for burst healing, you'll be overriding the HoT part of it, and effectively wasting a good portion of power and morale.
- This build is fantastic for off-healing. I use it every time I run the rift, and have used it in Helegrod, and have found it to work well. Multiple people sent tells to me during the Helegrod raid telling me how much they liked my build. Throughout the year I've also received tells and praise from people in Brandywine's captain chat channel. Many people have taken the build and slightly altered it to suit their own needs.
- I was able to keep our tank alive single-handedly while he tanked some of the bosses and such (while the group was killing another mob or boss) in Helegrod. During the Rift I do different things for different bosses, and usually end up healing the champions while they tank adds, allowing the minstrels to focus mainly on the guardian.
- This build revolves completely around tactical crits.
II) Traits and virtues
Virtues
Key Virtues
The key virtues for this build are as follows:
- Idealism
- Empathy
Recommended Additional Virtues
I personally recommend for the remaining slots to use any combination of the following:
- Loyalty
- Valour
- Justice
- Wisdom
- Honesty
Traits
Key Traits
The key traits to have are:
- Fear No Darkness
- Subtle Command
- Now For Wrath
- Defiance
Recommended Additional Traits
And then one more slot for either:
- Captain's Hope
- Captain's Victory
Depending on which you and your group/raid prefers.
Legendaries
For legendaries, use:
- In Defense of Middle Earth
- Defy Corruption
If you're the primary healer for a small group with a tank taking all of the damage, you could also use
- Shield of the Dunedain
III) Gear
Stats Needed
When choosing your gear, you need these stats, in this order of importance:
- Tactical Crit Chance
- Tactical Crit Damage
- Fate
- In-Combat Power Regen
- Vitality
- Will
Also, now with the Book 14 update, you can get the light Angmar set (or at least 3 pieces of it) for some fantastic stats.
Recommendations
Here is what I recommend:
Weapon
The 2 main weapons you'll be using are +tactical crit chance ones:
- Beast-Eater (Rank 3 Halberd with +10% tactical crit chance)
- The Captain's Arm (Gives 10% tactical crit chance, is obtained in BG)
You can alsogo for this if you want a more hybridish build:
- The Warrior's Pride (obtained from the quest for Storvagun [the giant in Helegrod], sword that gives +2% tactical crit chance)
When you start running low on power (say, 1/3 of the way) you should switch to an ICPR weapon. There are numerous ones of these available, some I can think of off the top of my head are
- The Hill-Defender
- The Sword of Keriä obtained from Book 13
Chest
By now there are numerous chests out there that fit the needs of this build. Go for one with +3% tactical crit damage, and preferably fate- although it's not necessary if you don't want to sacrifice the armor for the fate.
Some I can think of off the top of my head:
- Nightingale Shirt (+3% tactical crit damage, 15 fate, BoE light armor)
- Amartham (3% tact crit damage, 30 will, BoA medium armor from 11.7, An Unsavoury Air )
- Thalionham (a +3% tact crit damage light armor shirt, which I personally don't like much, although it gives a decent supply of power).
- The Ajokoira Armour gives the 3% damage as well, so feel free to go for it.
- The Hoary Aurochs Robe from Forochel is absolutely perfect if you're willing to get kindred.
Gloves
There are only a few of these out there that are suitable. Look for +tactical crit damage ones, which can reach up to 6%.
- Stable Hands (Medium Armor, BoE, gives +6% tactical crit damage)
- War-Captain's Gloves (+3% tactical crit modifier).
- The Ajokoira Gloves are great as well, with 6% tact crit damage, 15 agi, and the disperse frost usage.
- The Limdúr Gloves are amazing, especially if you go for the entire set, or 3 pieces of it (which gives an additional 3% damage).
Feet
There are lots of feet out there now. I'd recommend going with a +15 fate pair, but it's your choice- if you don't want to sacrifice the armor a standard pair should work fine. Some good ones I can think of off the top of my head:
- Fine Protector's Shoes. You can also use the rift boots if you're willing to sacrifice the 7 fate .
- The Ajokoira Bootsfrom the Forochel set as well are good, with 15 fate, 15 will, 30 vit, and a sprint usage ability.
- Limdúr Boots from the Angmar set are the best out there in my opinion.
Shoulders
There are many, many shoulders out there with +30 fate. Take your pick. I personally would recommend:
- Mirrored Ancient Shoulders
or
- The Book 14 shoulders
Cloak
Prior to book 12, I would have said Fine Radiant Cloak, which is a fantastic cloak. Now though, I would recommend
- Elrond's Radiant Cloak,from 12.10.
Almost any cloak will do though so long as it has 15 fate.
Earrings
- Earring of Command
- Any +29-30 fate earring
I personally like Earring of Command because it's easy to obtain, and has some great bonuses.
Neck
- Forochel's Glory is great and easy to get from a quest in Forochel
- The Rank 4 Necklace from the Moors with the 1% crit chance is good too.
Rings
There are LOTS of 3% tact crit damage rings out there, take your pick. Some I can think of off the top of my head are:
- Coblaith's Folly(+3% tact crit modifier, from 10.14)
- Sage's Ring (+3% tact crit mod, and part of the Sage's set)
- Ancient Wedding Ring(BoA Rift drop with the 3% mod)
- Solid Gold Ring (same as wedding ring)
- Glorfindel's Band
- Phial of Swirling Waters(for the +30 fate) or the
- Rangers' rift reward pocket
- The Mark of the Fellowship from the book 14 prologue thingy
Bracelet
There are lots of great bracelets out there with fate... some I can think of off the top of my head are:
- Sparkling White Gold Bracelet (+25 fate),
- The Rangers' rift reward bracelet
- Etched Adamant Bracelet (+14 fate and +1.4 in-combat power regen)
- The 2 bracelets you get from book 14
Getting all of this down should get you in the region of 450-470 fate with IDOME up. That's good. I have 472 fate right now. If you have enough fate, you can choose when to drop, and what to drop, for other stats while raiding. For instance, when I raid, I have Tale of Heroism on me. That would put me at 530 fate, which is useless. I switch my hat and my chest to give more armor, will, and vitality, and end up having 498 fate. If you have the rift boots and legs, it might be worth sacrificing the fate for those pieces.
IV) Strategies
- When raiding, your job is to stay relatively far back and heal. If things look safe, it is also useful to run forward and hit the mob a few times, getting blade of elendil up on your fellow, and giving your shield-bro inspire.
- Try to rotate your heals. As stated earlier, it's a waste of power if you heal over your own HoT. Try to throw your heals around to those who are taking damage or will be taking damage. You can heal ALOT of points of morale this way, presumably getting around 400 overall per tick if you have it on the max number of people.
- Use rallying cry towards the middle of the battle if you have a chance. Watch your fellow's health and power, rallying cry with NFW heals a small chunk of power, but enough to make a significant difference. This skill is also good for getting the fellow out of a bind, as it heals for about 400-500 on the initial hit.
- Keep your eye on the minstrels. They have trouble healing with people on them, and will have to heal themselves if they're getting attacked, which leads to other people not being healed. Try to throw them heals if they have a mob on them, and try to get the mob off if you can or alert someone else.
- If you start running low on power, cut down on your heals, and switch to power regen gear. This is why hill-defender was on my weapon list, I would recommend carrying it or another hefty ICPR weapon with you. I'd also recommend having Polished Beryl Bracelets on you for that ICPR. by switching 3 or so pieces of gear, you could easily add 6 to your ICPR.
Also, some of your skills that might not be on your action bars are useful for this build.
- Strength of Will
- This skill gives +5% healing to your shield-bro, which will make your crits significantly larger, and make minstrel's healing on your target more efficient. I would recommend always having this up on the group or raid's tank.
- Withdraw
- This skill will allow you to drop aggro with ease. Even though you can heal while on the run, our heal costs morale, and therefore you need to save it for healing. Being attacked can quickly lead to your death.
- In Time of Need
- If your group is suddenly dropping on health, pop this +rallying cry. Rallying cry will give 350-500 morale upfront depending on whether crits hit. This can make a substantial difference, and can save your group from death, if only to keep them alive long enough for the minstel to get a heal off.
That's all I have for now. I'll probably come back later and update it
Constructive criticism would be appreciated.
EDITS AND UPDATES::
- 2/6: Added shoulders. Had forgotten them originally.
- 2/7: Changed above update date from 2/4 to 2/6. I was tired, lol.
- 2/26: Updated the cloaks for Book 12.
- 4/28: Updated with Forochel items
- 8/14: Updated the entire guide, added Book 14 items






