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Heralds
Captains don’t really have pets. And I’m sure that the person who is so loyal to them, and is willing to follow them anywhere and fight overwhelming odds would be offended to be classed as a pet. But the herald does bear mentioning since they act like a pet class.
In other words, like a pet, you have to tell them what to do and you have basic commands for them. They will fight autonomously to you and will do as you say. You also have to keep them on a tight leash and make sure they don’t die or get you into trouble.
Heralds give AoE buffs to might/agility, HP max & in-combat HP regen, or MP max & in-combat MP regen.
Here are the three basic heralds:
Herald of War (Level 10)
- Description: This herald increases the Might and Agility of those around it.
- Effect: +48 might +48 agility. (+58 might +58 agility with “Captain's Valour” trait equipped)
Herald of Hope (Level 24)
- Description: This herald increases the maximum morale and in-combat morale regeneration of those around it.
- Effect: +0.8 In-combat Morale regeneration, +297 Morale. (+2.0 In-combat Morale regeneration, +594 Morale, +1 Hope with “Captain's Hope” trait equipped)
Herald of Victory (Level 34)
- Description: This herald increases the maximum power and in-combat power regeneration of those around it.
- Effect: +4.0 In-combat Power regeneration, +204 Power.
(+5.8 In-combat Power regeneration, +299.2 Power. (with “Captain's Victory” trait equipped)
| Heralds' Skills |
 Coordinated Attack |
- Type: Melee + Stun
- Description: Your herald has a chance to stun the target with a melee attack. This skill has a 30 second cooldown.
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| Tip: This skill is useful mostly in soloing, or perhaps in a small, two-man group; your herald has a chance to do more damage if he attacks from behind. |
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 Infuriating Tactics |
- Type: Melee + Taunt
- Description: Your herald will taunt the target with a melee attack. This skill has a 15 second cooldown.
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| Tip: Use when you are soloing, and you need your herald to take one or two of the mobs, while you take the other. |
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 Lend Will |
- Type: Heal
- Description: Your herald encourages you in times of battle, raising your Morale at the cost of his own. This skill has a 90 second cooldown.
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| Tip: A small, but useful heal when you are soloing at lower levels, or even at higher levels against elites and tougher enemies when you need a quick boost to your morale. It can tip the balance of the battle in your favor. |
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Archer
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Mines of Moria introduced a new combat companion for captains, the Archer. The Archer becomes available to the captain at level 56, and has unique skills that are unlike a Herald's. Moreover, the Archer can provide the captain with the ability to generate high DPS and a useful, ranged attack.
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| Archer's Skills |
Sure Aim |
- Type: Ranged/Damage
- Description: Your herald will take a few extra seconds to aim for an enemy's vulnerable spot.
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| Tip: You'll want to use your Archer's high-damage ranged attacks, like this one, whenever they are up.
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Barbed Arrows |
- Type: Ranged/Snare
- Description: Your Archer's Barbed Arrows will slow an enemy's movement by 10%.
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| Tip: You'll want to use your Archer's high-damage ranged attacks whenever they are up. Though this attack does less damage than "Sure Aim," the added snare is especially useful.
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Evasion |
- Type: Melee/Buff
- Description: Your Archer can increase his evasion, Armor, and Shadow defense for a short time. This skill has a 60-second cool down.
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| Tip: Resort to this attack of you herald gets in trouble; otherwise focus on his other skills to do a lot of damage in a short time. |
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Herald Armaments
Your herald can also wield armaments. Most are cosmetic, and change the way your herald looks (see below). But if you buy a really good set of armaments, or have a tailor craft a set for you, it will raise their armor significantly and make them even better at tanking. This will make a big difference in the early days of a captain’s career, and/or if you’re soloing.
Your herald armaments can also look unique cosmetically, for a role-playing flavor, though some of the reputation armaments will grant your herald additional stats as well. These are some of the various types of armaments:
- Male Armaments
- Commoner
- Squire
- Swordsman
- Man-At-Arms
- Pilgrim
- Female Armaments
- Shield-maiden
- Swordswoman
- Maid-at-arms
- Dwarf Armaments (Kindred standing with Thorin's Hall)
- Lossoth Armaments (Kindred standing with the Lossoth)
- Moria Armaments (Kindred standing with the Iron Garrison Guards)
General Tips for Heralds
- You can set your herald to automatically deploy his (or her) skills when they ready, by simply right-clicking each herald skill before any encounter. The skills will convert to "ready" mode, so that when you enter a battle, simply click your herald's attack button, and he will proceed to use his skills and auto attacks as needed, without your having to continually monitor him.
- For the most part you should keep your pet on passive mode in dangerous areas. Then call it to attack the target you want, when you’re fighting.
- Mount your horse when jumping down steep ledges into mob occupied areas. It will keep you from losing your herald by temporarily un-summoning him, and then re-summoning him next to you when you dismount. This way you will have it ready to fight as soon as you go into combat. Plus if you don’t mount your horse to jump, your herald will take the long way around most of the time if you go over anything too steep. It will pull all agro it finds and bring it back to you like a faithful dog. Sometimes you may not appreciate this.
- In solo instances when you’re doing well, the herald is an incredibly useful ally, no different to the lore masters pets. If you fight mobs that are your level or higher, and you want to take on multiple foes, it is invaluable to have the herald to tank as many as possible while you finish off the ones you want, then come help him.
- Remember that captains cannot summon heralds if they are in combat. Keep your herald out if you are moving through a dangerous area. (This is not an issue with standards, as they can be summoned during combat.)
- The more you play with your herald, the more you will get used to the most affective strategic uses for them. So begin using them early on. When you’re grouped, it is up to you and the group to decide whether to use a standard or herald (though you will probably find at higher levels people prefer standards). You want to quickly know how best to use them, so when you eventually join higher-end groups and are asked to use one, you will know exactly what to do.
Standards
Standards are an alternative to heralds; they provide similar benefits to the group (for those in range).
Standards can be purchased from the captain trainer.
- Simple Standard (level 20)
- Expert Standard (level 35)
- Master Standard (level 45)
Or they can be crafted for better stats by tailors.
- Finely Woven Expert Standard (level 35)
- Finely Woven Master Standard (level 45)
- Finely Woven Grandmaster Standard (level 50)
Tailors can also produce crit versions of these standards, with even better stats.
- Intricately Woven Expert Standard (level 35)
- Intricately Woven Master Standard (level 45)
- Intricately Woven Grandmaster Standard (level 50)
Examples of Standards:
- Simple Standard of War
+10% Damage Dealt
+10% Maximum Morale
Minimum Level 20
- Finely Woven Expert Standard of Victory (crafted)
+10% Damage Dealt
+10% Maximum Morale
+5% Maximum Power
Minimum Level 35
- Intricately Woven Grand Master Standard of Hope (crafted, crit success)
+10% Damage Dealt
+20% Maximum Morale
Minimum Level 50
Heralds vs. Standards
Many captains will tell you heralds are better to use at lower levels, and for soloing, while the greater stat bonuses of Standards at higher levels makes them preferable from about 35 on. Others will claim that heralds remain useful throughout a captain’s career. There are many things to consider in choosing one or the other, and a simple level division is not the only way to view it. Here are some general guidelines for when you might want to use a herald over a standard, or vice versa.
- Heralds over Standards
- Use a herald during your lower levels, when standard bonuses aren’t really in effect, and when your limited skills and armor might require an off-tank if you are soloing, or the use of your herald’s extra abilities, like stun or taunt.
- Use a herald when you are soloing, even at higher levels. Set your herald on one or more mobs while you take the other. If you make your herald your shield-brother, he will survive better with this tactic. Your herald’s abilities, such as his extra heal, should also be helpful when you are soloing high level mobs such as elites.
- Use a herald when you are grinding mobs for deeds, as you can take on more mobs, and defeat them faster with your herald’s help.
- Use a herald when you need to keep a buff on a fast-moving group, as the constant planting of standards can be draining on a captain’s power.
- Standards over Heralds
- Use a standard in almost all cases when fighting in a group at higher levels. The extra bonuses the captain gets to his morale, melee, and power by simply equipping a standard usually make it the better choice. So unless the group is moving very fast, or requests a herald for some specific reason, the standard is usually the way to go in most situations.
- A nice thing to remember about standards is unlike heralds, they can be placed in-combat, and they can’t die, so you will seldom be left bannerless when you choose to go with a standard.
- Remember also that captains cannot have both a standard and a herald out or equipped, so you must decide ahead of time which you will use.
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