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Last Stand - Captain
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==Accessories== *'''Rite of Fortitude''' - ''Level 1'' ** +75 Health ***There's not much to explain here; +75 health is a noticeable survivability buff to the Captain. A bit situational, as sometimes its twin the Parable of the Stalwart Brother's health regeneration is more useful, but it's hard to go wrong with it, either. *'''Rift of Swift Victory''' - ''Level 1'' **Ability: Victory Charge (10 Energy, charges in a direction, knocking enemies in the way down as the Captain moves) ***The Rite of Swift Victory grants some extra manuverability to a Captain, though it tends to be overshadowed by the Jump Pack once that becomes available, especially as sometimes the Rite of Swift Victory glitches. It does use less energy, though, and it can clear a path for teammates, so it doesn't completely lose its usefulness. *'''Oath of Merciless Rage''' - ''Level 2'' **Ability: Merciless Strike (15 Energy, strikes out in a certain direction with an explosive melee attack.) ***Do not underestimate this wargear, even though it tends to be more useful to lower-level players. It can miss, tends to be a little wonky due to targetting the ground (it does NOT target enemies; it targets where they were at time of clicking), and is susceptible to lag. On the other hand, it gives zero fucks about whether you're using a melee weapon or a ranged one, so have fun [[Fist of the North Star|causing explosions with naught but your power armored fists]]. This adds a nice chunk of (literal) melee punch for a ranged build, and is still useful for some melee setups; it becomes quite formidable with the Plasma Pistol. It's quite handy for the Power Axe and Thunder Hammer to add crowd-killing power and adds some much-needed raw offense to the "I'm only here for the healing" Chainsword; the Lightning Claw obliterates blobs all by itself and thus has little use for it. *'''Parable of the Stalwart Brother''' - ''Level 4'' ** +1.5 Health Regeneration ***The twin to the Rite of Fortitude, the Parable of the Stalwart Brother is a useful accessory that's hard to argue with. Sometimes the health regeneration is better, sometimes the extra health is better, sometimes both are best. It all depends on the rest of the config. *'''Litanies of Hate''' - ''Level 6'' **Ability: Taunt Target (3 Energy, force a targeted enemy to stop their actions and engage the Captain.) ***The Litanies of Hate are a powerful tool; its cheap energy cost and quick cooldown allows the Captain to draw the attention of many targets quickly, keeping fire off of his teammates and giving a lot of needed crowd control, presuming the Captain can either shrug off the attack or run away from his chasers, of course. Also, he was one of the first heroes and lacks voice clips, so make sure that hearing "Carry the Emperor's will as your torch!" roughly ''one billion times'' every match won't drive you insane. *'''Jump Pack''' - ''Level 8'' **Ability: Assault Jump (15 Energy, soar through the skies and crash down upon a location, knocking back any nearby foes.) ***One of the most useful accessories to the Captain by far, the Jump Pack's increased manuverability completely changes the capabilties of the Captain, giving him the much needed ability to run away when things get too hot. Its energy cost is a bit steep, especially compared to the Tau Commander, but hardly unreasonable. *'''Rite of the Tireless Crusader''' - ''Level 10'' **Ability: Revive (30 Energy, revive a fallen comrade with temporary invulnerability and full health.) ***An extremely powerful ability, but a dangerous one on the Bloodied Colosseum. The ability to instantly revive a teammate from a distance, with invulnerability for a short time, explains itself; but the Doppleganger has this too, and has lead many defeats due to such. If this ability is brought to the Colosseum, the Captain Dopple must be brought down first, and is literally guaranteed to be an asshole on wave 20 when he decides to randomly revive the Lictor Alpha, Warboss, or Terminator. *'''Terror of Xenos''' - ''Level 12'' **Ability: Fearsome Shout (35 Energy, causes all nearby enemies to retreat to their spawning points.) ***Though its energy cost is quite steep, the Fearsome Shout is a powerful crowd-management ability, granting the team reprieve as its wide radius will cause quite a few foes to stop what they're doing and run away. It can single-handedly turn an assured defeat into a fair chance again. *'''Litanies of Zeal''' - ''Level 14'' **Traits: Zealous Leadership (Melee attacks will heal the Captain and nearby allies for 5 health.) ***The Litanies of Zeal can be a useful buff. It scales well with the Master-Crafted Chainsword, as 15 health back per swipe is nothing to laugh at, and the constant swings can cause some health-deprived allies some aid. That said, the Rites of Fortitude or Parable of the Stalwart Brother tend to be better options in the long run. *'''Frag Grenades''' - ''Level 18'' **Ability: Frag Grenade (15 Energy, Area-of-attack with damage that is higher the closer a target is to the center, knocking down any survivors.) ***Frag Grenades pack a hell of a punch, when timed right. Though the Plasma Gun's hellfire grenades are generally better for blobs, Frag Grenades can wreck some too, as well as do more damage to tougher targets. They can also grant some much needed damage to support Captains wielding weapons like the Bolter. *'''Purity Seals''' - ''Level 19'' **Ability: Feel No Pain (20 Energy, Restores health to a nearby ally.) ***In theory, the Purity Seals accessory should be incredibly useful, and, to its credit, it does give a large health buff. In practice, though, there are better options; the Feel No Pain's range is painfully short, forcing you to almost run up to the teammate to heal them; Revive becomes more practical at that point, and the Litanies of Zeal allow you to heal your allies just by fighting. It can be worked in, and it can be effective, but it is very situational.
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