Ok I will start the discussion with a small introduction.
Mick Thistlefield, a captain of Bree-land, an armourer extraordinaire, at your service.
I reached level 50 some time ago and since concentrated my efforts to crafting, books, traits and captains quests. Haven't seriously tried the monster play yet, as I thought that I should hone the character first and see what there is in PvE for high level char. Of course with the book 10 update there is alot more to try out, mainly the reputation system with the new instances.
Here are some of my thoughts bout the captain char:
Attributes. Trying to optimize the char I have concentrated on might and fate, but with a fairly balanced outcome. I know some capts go for agility rather than might, but I thought that it's better to aspire for constant big damage than the occasional crit. The newest patch hit hard especially on the power consumption, which I thought was bad as it was. The devs thought otherwise. You can't really overlook any attribute as a captain even in PvE, with the new morale costs in our healing and all.
Gear. No big issues here, as an armourer I can craft pretty good gear for myself, and lots of great quest rewards. The new bracelets and earrings that jewellers can craft are really nice, check those out. I have in-combat power regeneration on both bracelets to ensure fair functionality even in longer fights.
Weapon. It's not hard to figure out to go with a 2-hander as a captain. The only situation I would even consider going with a shield is when I'm trying to be the main healer. And I stress the word
try, as captain can be MH only with pretty poor results. At least that's the case for everything but the easiest quests. Right now i carry 7 (seven) weapons with me, as I'm trying to test the different damage types against different mobs. Lots of choises here, but if you can get power reg (Steadfast, Great Axe of the Mark, Flametongue) on the weapon, great. Eventually one might aspire for the Mirrored Ancient Steel weapons, all the 2-handers look pretty interesting. Shame that all of them lack the power reg.
Virtues. The most difficult to choose. I have Idealism, Valour, Justice, Determination and Discipline. These are really a matter of taste.
Race traits. Won't say anything, nothing to discuss really.
Class traits. Have equipped Defiance, Captain's Victory, Renewed Voice, Turn of the Tide and Expert Attacks. Captain's Victory is the only -must have- trait here, cause if a fellowship runs low on power, there's not much anyone can do. Defiance is also nice for the In Harms Way - Last Stand - Strenght of Morale -combo, which can really save a fellowship from a wipe-out.
Legendary traits. Out of the 3 acquired with books and pages, the only really useful in PvE is the Defy Corruption. Oathbreaker's Shame and Shield of the Dunedain have their own uses (in raids especially, I can imagine), but I really await the awesome In Defense of Middle-Earth, that you get completing the level 45 captain quests. Only 1 item to go for me, the Putrid Slime of Helchgam.
Tactics. The herald is a tactical weapon that too few capts out there really use. With the new shield-brother skill and insta-cast WoC he (or she) can tank pretty well for you. This is hugely beneficial against multiple mobs. Send the herald to take the heat from 2 mobs while you take the third out, healing the herald at the same time. Routing Cry, take the second out.. Rallying Cry and take the third mob out. Voila. I usually use the herald (or the standard) of War when soloing.
The new standards come in handy when the herald goes down in a fight. And also when you go solo against one elite (typically a turtle for me). Critted standard of War (+20% melee damage, +10% morale) is in order in that case.
In a fellowship captain is the middle-man, the Jack of all trades. That means you do kinda everything.. mark mobs, add some DPS, support-heal and buff. You can even off-tank since you're not that squishy, but captain has very poor means of aggro management. You might wanna watch the minstrel closely, healing and taking aggro off him if needed. The only sensible choise of herald here is the herald of victury, for the long fights. If the fight is short, it's usually easy and it doesn't matter what herald you use.
Don't know what else to say here. Please post your views and questions. Ask, challenge and provoke.
I look forward to a lively dialog about captains, leaders of men.
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Playing Lotro is like making love to a beautiful woman; you enter with the state of mind that patience and determination are the virtues here, but after some ferocious efforts you realize that the time spent has been in vain.