Sorry it toke awhile to respond. I wanted to wait until I had a day off to read and respond.
Ok lets get into it.
(p.s. Part 1 of the post. Could make it one post. Too big I guess)
TE | NoSkill wrote:Nono, even if you switch to IME, you only get 30 energy in 20 seconds. You only have max 1,5 e/s.
So you would have to wait 40 seconds till you get to 60 for heal or jump. So not that abusable, I´d say. And then there would be the 55 power cost.
Ok so I looked in the actual modding files. IME increases energy regen by 1.5 despite the tooltip. So its either wrong the tool tip or the wargear is giving too much energy regen. per second. I then looked at the energy regen of heroes. Each Hero regens one energy per second. So Base Apo gains 60 energy per minute. IME, at this moment, increases that by 90 energy per minute for a grand total of 150 energy per minute. And even if it does get lowered to 1 energy per second the energy regen at level 1 is still 120 per minute. That is ALOT! Making it spam able completely. because in 40 seconds you gain 80 energy at 2 energy per second. Since atm it is 2.5 with IME at level one you get 100 energy in 40 seconds. Making switching between IME and Jump spammable because you will have a jump and a heal as well as another jump every single engagement if the player stays on top of it.
I focus on each part separately now.
TE | NoSkill wrote:I think, an jumppack works, because it allows an Apothecary with melee weapons to strike the enemy where his arms come best to bear (Set-ups, weak melee squads or HI)
Ok So you said you get this wargear in t2. In t2 one of the first few purchases will always be a t2 melee squad. So there are no weak melee squads in t2. Onnly if they are back capping units and if you APO is always attacking them you are losing the game but anyways! If they have them or a squad leader that dramatically increases their survivability and damage (shee's exarch, slugga nob, Chaos nearly anything) you don't want you APO in melee. He will not stand up to any of it. Even if ASM follow him. Why? Because even ASM get smashed by t2 melee. You will not want the Jump Pack at all. You will want to keep the ASM alive and Rites does that better than a jump pack. They are better at hitting a set up team and getting out in t2 with APO with Rites. If you jump in with ASM and then APO, You will lose that fight 100% of the time. Because you are either wasting heal on APO and then retreating him, on using it on ASM while the APO is in your enemies backline unsupported. As a support healing commander that is the last place you want him period. He is designed to sit back and make sure bleed is kept to a minimum while trying to maximize damage output of his army. IF he does the damage or not you shouldn't care if you win the engagement.
Long story short Jumping APO on set up is going to be almost always a death sentence. The only way ASM jumping followed by APO works if with Angles activated. And you cannot justify a wargear on one global. (Do not mention phase shift, the wargear was meant to nullify a person's army so you have less army to deal with/stop caps, not only to set up attacks on a blobed enemy unit). APA always has worked well on HI, but as a counter initiation tool. Again APO does not want to be focused down by range OR by melee squads. A Jump Pack with melee aggressiveness does just that. You mentioned he get in Melee without getting shot at. But that does not stop him from getting focused by both ranged AND melee after he lands. Please don't say he wont be initiating because it still wont matter.
TE | NoSkill wrote: effectively diminishing the need for other units to carry the apo and allowing the apo to make better use of his support, because units get not damaged/pressured as much in the first place and he could theoretically regain energy fastest in melee with the axe.
The Apo cannot make better use of his support capabilities because there is no army around him to support!!! If I am wrong tell me how so? Do not mention ASM though because that is a given.
He does not have a lot of HP and he is commander armor, he takes more damage from piercing damage than units with Heavy Infantry Armor. So yes his army will not get damaged as much because they will be killing the APO. Once he goes down you wont be supporting your army at all.
Your statement about energy regen being best with APA is wrong though. Why? APA is unreliable energy regen. because it only kicks in if he is hitting something. If you get only 6 hits with the AXE you regen. 60 energy. yes that is a lot. But you have to keep in mind that you still have to use energy to jump and to heal if you can. If you are not hitting anything or if he is too weak to do so that you are not getting any regen. hence unreliable since you have to fulfill an action to tigger the effect. In simple terms, if it doesn't happen all the time and constantly (I mean every second) it is not reliable. IME is reliable energy regen. because no matter what you do, if you are fighting, not fighting, retreating or whatever, with the exception of being downed, you are gaining that energy regen. There is no requirement. That is reliable.
Lets say the APO gets 6 hits before having to retreat. and takes 60 seconds to get back on the field. At level one the energy he gained in the 60 seconds is 120. However he used his heal once and jumped spending 80 energy. SO he has a surplus of 40 energy from that 60 seconds.
But with IME he didn't have to hit anything at all to gain his energy regen. is the higher at 150 (if its bugged) the same at 120. Plus since IME is a accessory he didn't have to risk him self in melee or get focused so he was able to stay in the fight for longer. Meaning more heals with his passive aura and if it was a long fight, get another heal off. 2 heals is 120 energy. He has 30 more energy from IME and has helped the engagement (imo) more because he actually supported his army without risking himself being taken down.
The other option is to forgo the Pack and get both IME and the APA. With the armor (I forgot the name) that lowers the CD of heals could be devastating because he will ALWAYS have a heal, just use the APA APO as a counter initiation tool with the shotgun scout if you have them.
TE | NoSkill wrote:
Right now, I always use SC-stims-rites when playing an offensive apo; rites I only use, because it is the best allrounder of the bunch, with vials doing not enough dmg against low model units and IME simply offers too much energy.
SC, because Apo needs the survivability.
Pack I would choose, because I could deliver apo into melee nearly unharmed or get him outfast while making use of his axe, beeing able to support ASM with abilities or by shutting down ranged.
Ok so Vials are not meant to be against low model HP squads. Rites is the other option. In fact I am positive I mentioned that in my last post. IME giving too much energy?? That's the first time an APO complained about that to me tbh. Never heard that before. Usually "I don't have enough."
Ok so SC is to make him more tankish in t1. The weapon changes drastically in t2 since its not a good damage type and the APO shouldn't be in melee in t2 unless he HAS to be. He can still be used as counter initiation and then a harasser if the SM wins the beginning of the engagement.
Stims are best used on TACs since its almost like a pocket TSNKF with APO had rites and used on ASM. On Sternguard vets it is down right dirty I'm sure. too since their DoT form Hellfire rounds gets increased too. Similar to how Sacred Standerd FC with Battle Cry makes them insane!
Ok I kinda about had enough of ASM talk here. Don't only justify a wargear implementation with ASM combo. Because its not good enough if it can only work effectively with ASM. I said this. Apo will get smashed in t2 if he goes into melee EVEN if he goes in unharmed. There are melee squads. Heavy hitting range units, melee walkers etc. He will not live. He will die or retreat almost every time without supporting his army. He can shot down some ranged. He can target Heroes. He can only target those units so long as there is no support around them. Because again even if ASM follow him, if there is support. They will lose vs t2 melee and the dakaa from other places and a can assure you as a player I will be focusing the APO the MOMENT he goes in after the ASM.
TE | NoSkill wrote:
MU: Chaos vs SM
Build: Tac-ASM-2x scouts/shotguns/seargent into razorback and whirlwind/pod/sterns ; Apo with pack/stims/APA
I wanted all your builds to be without the ASM but fine ill indulge this.
imo if you are not getting shotguns before ASM you risk a power bash. Big time. You need to understand that APO will lose first engagement without shotguns. SC is an option though, APO with it is actually a nightmare since Chaos has no ways to really focus him down fast in t1 with range when the APO is played right. Throw rites on the that you nearly negate EVERYTHING chaos can do t1. Raptors are no help due to Rites. CSM have a hard time damaging the APO while being shot at. If APO get into melee you lost the fight is you hero or Heretics are forced off. Since there is no support for your army or no control or harass on the APO's army. Things change in t2 though so you HAVE to get your damage done and do ALOT of it.
Razorback is an alright choice. Can be good. Just be careful vs sorc though. One get Warp/sigil and BAM you lost the razorback. CL worship PMs will kill it. Good choice vs plague champ.
Whirlwind? Same issue as razorback.
Vanguard?? Ok I guess, but only if they have 2 set ups and not a lot of counter initiation.
TE | NoSkill wrote:
Use;
Apo as anti-hero with axe or attack on HI, if bogged down or things need tie-up, he can jump. Stims on himself, if needed, increasing dmg to nearly 140 ( 182 vs HI) and dmg resistance aswell as suppression break from potential doomblast or havoc.
Ok, no Apo will not be ANti-hero in t2 vs any of the Chaos Hero. I BEG YOU to remember the abilities of other heroes and do not count on the incompetence of your enemy. Sorc can Chain of Torment, PC want you to fight him, the Chaos Lord and Many different ways to hurt the APO and delete him. Keep in mind the damage resistance is only 15%. That's is nearly nothing. Its so low you hardly tell the difference.
TE | NoSkill wrote:
Shot guns would need to do the heavy lifting in T1 in dealing dmg, while ASM draw fire and initiate. Apo´s role in T1 is to hang back a bit and maximise his heals and tie up ranged squads. Tacs serve as multitool, can be set on ranged tics or hold in melee long enough for support to arrive.
In T2 he would then get his kit; capable of hunting MoT CSM/Set-ups/heretics/draining energy from demons and putting stims on whichever unit needs it.
In T3 then support the termies and Vanguard/Sternguard with stims or get them free with disruption from jump.
Shotguns do heavy lifting in almost every match up. Except IG of course. ASM will always be the focus in t1. But you have to have Rites to maximize the potential of ASM. You can stop the damage output of counter initiation AC heretic and more. You want Tacs to Focus the Teretics or the Heroes. The CSM will have to wait but you can quickly change targets to the CSM since one squad of heretics will melt fast after the damage they take from a Rites heal. You do not want Tac being in melee but if you are starting the fight they shouldn't be in melee anyway. If they have Raptors then imo you are winning.
He can hit daemons without a Pack and its better too since most of the time daemons that APO can hit safely right now are not being supported by worship. He can still chase MoT without the Pack unless they focus him and if they dot that's actually a plus since your plasma Tacs is doing damage is doing to work with Stims on them which is a better outcome.
TE | NoSkill wrote:That would work best against an melee heavy CL or PC. A bit problematic with noise marines+ cacophony or PC with double CSM and ranged tics + noise marines.
Scouts would KB any melee unit and burst it down. ASM initiate or wait to disrupt units to make them free. Apo ties up PC, set-ups. Tacs support Apo or scouts in focusing things down. Bsaically Apo and Asm are used as shields for scouts and SM to strike.
T2 then Razorback to improved field support with smokes against MoT marines, Plague marines, doombolts etc. Apo with pack and APA could go hunting, if CL doesn t have Mantle of hate (annoying thing), or drain energy of sourcerer and demons. Also emergency tie-up´s. Putting stims on sterns or himself will help against dmg of MoT CSM or launcher tics aswell as annoying suppression of melee tics.
Whirlwind will bring the chaos troops into disarray to be focused down or cover retreat. Apo could also drain energy on Dreads upgraded.
Dreadnaughts would be dealt with by tacs launcher and Plaguemarines put down by the piercing dps of scouts/tacs +disruption.
Demons would suffer the same fate, while possibly beeing drained by Apo.
T3 against tanks, Termies can get launcher +sternguards/ASM bombs; Chaos termies would be shot down or taken on by vanguards. Vanguards with stims and Angels of death would deal enough dmg to termies to force them off.
If phobos, then Predator annihilator or Termies with launcher + stims; same with GUO.
Depending on the situation and ressources, liberal usage of Angels of Death, preferebly when advancing.
CL will ALWAYS get armor of Hate (or should) vs APO. Locks him down if he tries to get close and keeps him from using heal making ASM die from an overzealous jump. PC melee can Stun you bro. Plus he will kill you. He can 1v1 an FC with power fist dude, especially with his immune to KB armor. ASM are meant to soak up damage t1. That's is why heal works well on them.
APO with pack and APA should not go hunting. If a fight start and he is not there you are most likely going to lose that fight with all the resources you put in the APO.
Stims are best used on Sterns. Good for putting that in. Turns Kraken Rounds from doing 16 dps to nearly 19 on HI. And on 4 models that's pretty insane with MoT do ~22dps to HI. Plus if they target the Steurn the damage resistance nearly negates the increased damage they will take from inferno damage.
Already mentioned my thought on whirlwind. Helps vs Shrine play but probably not a great pick 1v1.
If you get to t3 as APO you should be ina good spot imo. Because you have levels on APO (hopefully) and levels on your units. You should be winning. Terminators are good but imo not great vs chaos unless you have Armor of the Apothocarion. The Launcher could be nice but I think staying t2 is you best bet. An if you have the Armor of A then you want a stormbolter and IME. Not an Axe and Pack.
If there is a phobos then yea terminators with launcher but you will need more to deal with that.