Proposing: Apothecary Power Axe Upgrade moved to T1
Posted: Wed 23 Dec, 2015 8:44 am
Hey everyone, long time no see. I've found myself with some extra free time on my hands do to the break and decided to play a few games. Playing more 1v1s than I have done so since retail, I've really come to have a fond and quite deeply intricate connection with the Apothecary.
Playing a number of games, I just can't possibly conceive of, in anyway shape or form, any realistic normal circumstantial settings that I would come to pick up the Apothecary's power axe in T2, and the reasons why post-cede here...
1.) Apothecary conception of play
-moderate-low armored/health/Field Presence> staying power
2.)Other Apothecary, Unit Purchases, & Conflicting wargear choice upgrade alternatives
3.) Time, Space, & Projection regarding Apothecary role, Impact felt, & Faction force presentation
The Apothecary is your relatively...
-Quite supportive infantry versatile equipped
- Well-rounded (Self- Capable)
-Reasonably Mobile, *while capable of becoming quite agile with upgrades*
-Moderately armored/ decent sized health-pool/relatively reasonable safe and suggestively stable conditional situational commander in regards to proximity to foes-damage, *often the* (Master-Crafted Bolter)
-And has reasonably supportive- moderate health shaving- consistent damage, as well as force multiplier *soft stat* affects/effects which is most often felt given his contribution to Supportive Burst healing, A.o.E. healing, and active "Ability" usage to infantry skirmishes.
Conception
-Now given his conception (Or at least my conception of how he plays)...he is very well- versed to play in a manner which is in all regards supportive to his units within a relatively reasonable proximity radius of distance to him; (He doesn't often want to go off on his own) employing more so than many other commanders, personal self- cognizance towards utilizing situational clarity of perspective, understanding of maneuverability regarding game mechanics, critical positions & location: as well as instance of priority judgement calling as means to dictate the course of one's direction and play going forwards.Tactical Marines are relatively speaking, "quote on quote", "The Foundational Unit" for S.M. in T1; their usually favored moderate ranged proximity style of engagement, protective precaution of unit model stability regarding conscious action, & moderate-low pierce, burst D.o.T. health peeling applications often sees the Apothecary attached to this unit given his mannerism of play, conception, and mannerism of damage affiliation, though there are those few instances where one pairs with scouts, and most notably A.S.M.
Overlying Naturalistic Problem Arc
-The greatest problem with the Apothecary in T1 and I'd say throughout the rest of the game in itself, is usually his means to be able to maintain his health over the course of the engagements given his (1) Priority (2) Moderate Standing health pool, and (3) lack of damage delivery mechanics/sustainability, given one wants to save the heals for allied units, stay out "Priority Ranged Distance", and still be of effective use to his team let alone healing & aura/Support Buffs, & C.C's. (To which is why the (Master Crafted Bolter), or as means of retaining his health (Sanguinary Chainsword) are so favored whether it is T1 or T2.
(A) The Apothecary Conception Problem
-Given this to be the case, the greatest problem with ever buying the Apothecary Power Axe in T2, is the fragile nature of the Apothecary even when supported by other units nearby...Often in many cases he is already "the Priority of force off Or Assassination" given his healing capabilities...and throwing the Apothecary into the fray in T2 against relatively now well-versed, established, & more so capable units given upgrades and greater field established unit composition...well it's like... sending over a wrapped and gifted Christmas present to your foe given that the Apothecary's full scale felt Skirmish impact comes over the course of the engagement in a *soft stat* force modifier like means of application rather than directly noticed Impactual damage standpoint of perspective given his inability to fight for prolonged periods "Within the Fray". You're not usually wanting to be trying to pull aggro against the entire force composition of the other player, he just doesn't have the ability to stand up against that type of damage, and a Power Axe as a counter-initiation role is just a truly very sad Apothecary. In addition, going on later into T2- T3, often signals shift for your Apothecary to stay away from such "Heavy Concentrated" engagements where utilizing focus fire through units, H.o.T, and Kiting mechanic conceptions are of much better prospect play given the conscious means to be able to play & fiddle with number peeling advantages, armored poking and feel outs, as well as prospect compositional assemblage and placement for the ensuing skirmish. Engaging with the Apothecary against such well-standing units in such a heads on manner is just truly unrealistic and quite unreasonable in most cases. In addition, while the Apothecary is decent in melee, in large scale engagements, I wouldn't count on him to turn the tide of an engagement, he's just not a Force Commander.
(B)Choices
-When one reaches T2, the very last upgrade I'm considering to buy is a Power Axe. I have to upgrade my A.S.M. if I chose to buy them, my tactical marine unit, my scouts if I haven't (Which is rather inconceivable to not have done so already) , you need to bring out other units, buy their upgrades as well, and then you still have to take into consideration if you have a stable field presence, the compositional assortment of the other player's force, as well as the means to actually even be able to reasonably gather an assessment of whether not utilizing a melee Apothecary is even worthy of one's time going further given the inevitable conclusion of vehicles and the Apothecaries out right inability to deal with them and what that means for your force going further if you try and transition your force in some mannerism, shape, &/ or form to compliment such a direction...
(C)Time, Space, & Projection (The moment)
-Every Starting Unit, Purchased unit, & ensued wargear &/or upgrade purchase choice has it's moment of dawning where said element is most impactually felt. A scout squad's presence is most known & felt in T1 where it can accumulate the experience to level and gain health and energy regen, as well as unit model health sustainability, and minor though rather non-existent ranged damage needed to be of somewhat viable threat later on in the game by nitpicking relatively low-established T1 units if not the whole squad given, very much at the time possible, nade spikes (Even nade spikes lose effectiveness over time given health). A Razorback purchase is at its best in the beginning of T2 where it can solely force off the entirety of another player's force given the naturalistic standing situational inability to counter. A flamer is usually most impactually felt in T1 when burning generator farms, dealing with garrisons, and mowing down low health established infantry squads is very much a viable choice option, though not so much in T2 and hardly at all in T3. The Power Axe, is just never really felt in T2 whether it be near the beginning or towards the end, unless the levels are there, and making the choice application to go melee as a Apothecary early in T2 is a very hap-hazardous choice arc given the time standing of the game where saturation by ranged fire capabilities> unit choice options become available by most if not all factions. Unless the other player has gone for a moderately heavy melee build themselves and somehow they don't know how to support it with some mannerism of ranged fire, it's really just an almost non-conceivable upgrade choice at times given situational presentation. I'm not sending My Apo to fight off genestealers w "Adrenaline Hopscotch Warriors". I'm not sending my Apothecary to go in and fight a Chaos Lord with Khorne Bezerker Support. I'm not sending my Apothecary to fight off an Ogryn Squad with ranged support (Unless I have the levels) due to having to factor in the attrocious and rather infamous "Bullgryn Rush". Obviously my Apothecary will have support by what is usually an A.S.M. squad but I mean...it really does just come down to levels, situation, and rationality. Even in the situations where I could conceive a Power Axe as a viable upgrade (Gibbing guardsman and infantry ranged units is a nice conception also) it's rather unreasonable given How most of the units you would come up against would special/C.C./ranged drain the life right out of him.
At the end of the day I'm not expecting the Power Axe to become some "very commonly used wargear choice" but certainly an "actual wargear choice".
Closing Reasons to move it to T1 & What I would tinker with...
-Commanders
-Impact Felt on Marine and melee counterpart Equivalent regarding a "damage standpoint"
-Momentum w Other T1 upgrades
Sometimes all an upgrade needs is the atmosphere to shine and be felt. It's why you buy the sanguinary chaninsword against chaos despite knowing you probably want to go ahead and buy the Master-crafted bolter later on given you just don't want to go into melee later on. However, as it stands now, having that sanguinary chainsword out early in T1 will really be of great impact.
One of the most difficult task for the Apothecary to deal with in a reasonable fashion comes in relations to fending off Tanky Commanders as well as melee units. His default chainsword is laughable at best, though it's quite admirable and duly noted Sir Apothecary, at least you're trying. The Power Axe in T1 would really just add new dimensia to this commander in T1. Having a truly decked out "Melee Apothecary" rather than a "Sustained Melee Commander" going up against for-say the Chaos lord, or the Hive Tyrant, possibly even the warlock, a few of the Ork heroes (Maybe even the Bro-Cap)...will truly change his dynamic of play for what I believe to be the better. He will be able to gain the levels needed, deal out respectable damage, and gain the health and energy regen required to actually make usage out of the Power Axe with the other upgrades. It will have effectiveness during a time where energy shields are prevalent and draining the energy from units will be of great impact. He will have gathered some Momentum...Momentum being some mannerism of influence over the course of the game, given the Apothecaries *direct contribution* towards the engagements as opposed to what is his normalistic *soft stat* unit force multiplier/modifier influence, given his Kill aspect ratio melee capabilities in T1. Armor of Purity looks a lot more *Eye- Appealing* as an upgrade choice given how its also, somewhat often at times seems to be neglected as a wargear choice. Finally, given the Apothecary has absolutely no A.V. counters, and really has no means to stand up against Tanky Commanders at all as it stands other than to try and shoot them, at least giving him some mannerism of truly felt "situational standing versatility" regarding infantry damage dealing capabilities alongside being a force modifier and force multiplier will enable him to be a further so self-capable commander in relations to his counter-parts especially in the Lower Tiers where he can gather the most experience off low- equipped infantry before the vehicles start to come out.
*If "tweeks" were felt/needed to the wargear, I would procede by changing..."
Power Axe
100/20/20
100 Damage per hit
50 Damage per second
20 Second Upgrade
v
100/20/20
90 Damage Per hit
45 Damage per second
20 Second Upgrade
I think that would bring the upgrade into lines of reasonableness for its tier and then with the damage output, experience and level gains, as well as health and regeneration enable the upgrade to become more so what it should be as a foundational/transitional element that can be switched back to later on if needed/the situation presents itself much like if you were to buy the Sanguinary Chainsword in T1 and then buy the Master-Crafted Bolter later on in T2.
So what do you all think?
Playing a number of games, I just can't possibly conceive of, in anyway shape or form, any realistic normal circumstantial settings that I would come to pick up the Apothecary's power axe in T2, and the reasons why post-cede here...
1.) Apothecary conception of play
-moderate-low armored/health/Field Presence> staying power
2.)Other Apothecary, Unit Purchases, & Conflicting wargear choice upgrade alternatives
3.) Time, Space, & Projection regarding Apothecary role, Impact felt, & Faction force presentation
The Apothecary is your relatively...
-Quite supportive infantry versatile equipped
- Well-rounded (Self- Capable)
-Reasonably Mobile, *while capable of becoming quite agile with upgrades*
-Moderately armored/ decent sized health-pool/relatively reasonable safe and suggestively stable conditional situational commander in regards to proximity to foes-damage, *often the* (Master-Crafted Bolter)
-And has reasonably supportive- moderate health shaving- consistent damage, as well as force multiplier *soft stat* affects/effects which is most often felt given his contribution to Supportive Burst healing, A.o.E. healing, and active "Ability" usage to infantry skirmishes.
Conception
-Now given his conception (Or at least my conception of how he plays)...he is very well- versed to play in a manner which is in all regards supportive to his units within a relatively reasonable proximity radius of distance to him; (He doesn't often want to go off on his own) employing more so than many other commanders, personal self- cognizance towards utilizing situational clarity of perspective, understanding of maneuverability regarding game mechanics, critical positions & location: as well as instance of priority judgement calling as means to dictate the course of one's direction and play going forwards.Tactical Marines are relatively speaking, "quote on quote", "The Foundational Unit" for S.M. in T1; their usually favored moderate ranged proximity style of engagement, protective precaution of unit model stability regarding conscious action, & moderate-low pierce, burst D.o.T. health peeling applications often sees the Apothecary attached to this unit given his mannerism of play, conception, and mannerism of damage affiliation, though there are those few instances where one pairs with scouts, and most notably A.S.M.
Overlying Naturalistic Problem Arc
-The greatest problem with the Apothecary in T1 and I'd say throughout the rest of the game in itself, is usually his means to be able to maintain his health over the course of the engagements given his (1) Priority (2) Moderate Standing health pool, and (3) lack of damage delivery mechanics/sustainability, given one wants to save the heals for allied units, stay out "Priority Ranged Distance", and still be of effective use to his team let alone healing & aura/Support Buffs, & C.C's. (To which is why the (Master Crafted Bolter), or as means of retaining his health (Sanguinary Chainsword) are so favored whether it is T1 or T2.
(A) The Apothecary Conception Problem
-Given this to be the case, the greatest problem with ever buying the Apothecary Power Axe in T2, is the fragile nature of the Apothecary even when supported by other units nearby...Often in many cases he is already "the Priority of force off Or Assassination" given his healing capabilities...and throwing the Apothecary into the fray in T2 against relatively now well-versed, established, & more so capable units given upgrades and greater field established unit composition...well it's like... sending over a wrapped and gifted Christmas present to your foe given that the Apothecary's full scale felt Skirmish impact comes over the course of the engagement in a *soft stat* force modifier like means of application rather than directly noticed Impactual damage standpoint of perspective given his inability to fight for prolonged periods "Within the Fray". You're not usually wanting to be trying to pull aggro against the entire force composition of the other player, he just doesn't have the ability to stand up against that type of damage, and a Power Axe as a counter-initiation role is just a truly very sad Apothecary. In addition, going on later into T2- T3, often signals shift for your Apothecary to stay away from such "Heavy Concentrated" engagements where utilizing focus fire through units, H.o.T, and Kiting mechanic conceptions are of much better prospect play given the conscious means to be able to play & fiddle with number peeling advantages, armored poking and feel outs, as well as prospect compositional assemblage and placement for the ensuing skirmish. Engaging with the Apothecary against such well-standing units in such a heads on manner is just truly unrealistic and quite unreasonable in most cases. In addition, while the Apothecary is decent in melee, in large scale engagements, I wouldn't count on him to turn the tide of an engagement, he's just not a Force Commander.
(B)Choices
-When one reaches T2, the very last upgrade I'm considering to buy is a Power Axe. I have to upgrade my A.S.M. if I chose to buy them, my tactical marine unit, my scouts if I haven't (Which is rather inconceivable to not have done so already) , you need to bring out other units, buy their upgrades as well, and then you still have to take into consideration if you have a stable field presence, the compositional assortment of the other player's force, as well as the means to actually even be able to reasonably gather an assessment of whether not utilizing a melee Apothecary is even worthy of one's time going further given the inevitable conclusion of vehicles and the Apothecaries out right inability to deal with them and what that means for your force going further if you try and transition your force in some mannerism, shape, &/ or form to compliment such a direction...
(C)Time, Space, & Projection (The moment)
-Every Starting Unit, Purchased unit, & ensued wargear &/or upgrade purchase choice has it's moment of dawning where said element is most impactually felt. A scout squad's presence is most known & felt in T1 where it can accumulate the experience to level and gain health and energy regen, as well as unit model health sustainability, and minor though rather non-existent ranged damage needed to be of somewhat viable threat later on in the game by nitpicking relatively low-established T1 units if not the whole squad given, very much at the time possible, nade spikes (Even nade spikes lose effectiveness over time given health). A Razorback purchase is at its best in the beginning of T2 where it can solely force off the entirety of another player's force given the naturalistic standing situational inability to counter. A flamer is usually most impactually felt in T1 when burning generator farms, dealing with garrisons, and mowing down low health established infantry squads is very much a viable choice option, though not so much in T2 and hardly at all in T3. The Power Axe, is just never really felt in T2 whether it be near the beginning or towards the end, unless the levels are there, and making the choice application to go melee as a Apothecary early in T2 is a very hap-hazardous choice arc given the time standing of the game where saturation by ranged fire capabilities> unit choice options become available by most if not all factions. Unless the other player has gone for a moderately heavy melee build themselves and somehow they don't know how to support it with some mannerism of ranged fire, it's really just an almost non-conceivable upgrade choice at times given situational presentation. I'm not sending My Apo to fight off genestealers w "Adrenaline Hopscotch Warriors". I'm not sending my Apothecary to go in and fight a Chaos Lord with Khorne Bezerker Support. I'm not sending my Apothecary to fight off an Ogryn Squad with ranged support (Unless I have the levels) due to having to factor in the attrocious and rather infamous "Bullgryn Rush". Obviously my Apothecary will have support by what is usually an A.S.M. squad but I mean...it really does just come down to levels, situation, and rationality. Even in the situations where I could conceive a Power Axe as a viable upgrade (Gibbing guardsman and infantry ranged units is a nice conception also) it's rather unreasonable given How most of the units you would come up against would special/C.C./ranged drain the life right out of him.
At the end of the day I'm not expecting the Power Axe to become some "very commonly used wargear choice" but certainly an "actual wargear choice".
Closing Reasons to move it to T1 & What I would tinker with...
-Commanders
-Impact Felt on Marine and melee counterpart Equivalent regarding a "damage standpoint"
-Momentum w Other T1 upgrades
Sometimes all an upgrade needs is the atmosphere to shine and be felt. It's why you buy the sanguinary chaninsword against chaos despite knowing you probably want to go ahead and buy the Master-crafted bolter later on given you just don't want to go into melee later on. However, as it stands now, having that sanguinary chainsword out early in T1 will really be of great impact.
One of the most difficult task for the Apothecary to deal with in a reasonable fashion comes in relations to fending off Tanky Commanders as well as melee units. His default chainsword is laughable at best, though it's quite admirable and duly noted Sir Apothecary, at least you're trying. The Power Axe in T1 would really just add new dimensia to this commander in T1. Having a truly decked out "Melee Apothecary" rather than a "Sustained Melee Commander" going up against for-say the Chaos lord, or the Hive Tyrant, possibly even the warlock, a few of the Ork heroes (Maybe even the Bro-Cap)...will truly change his dynamic of play for what I believe to be the better. He will be able to gain the levels needed, deal out respectable damage, and gain the health and energy regen required to actually make usage out of the Power Axe with the other upgrades. It will have effectiveness during a time where energy shields are prevalent and draining the energy from units will be of great impact. He will have gathered some Momentum...Momentum being some mannerism of influence over the course of the game, given the Apothecaries *direct contribution* towards the engagements as opposed to what is his normalistic *soft stat* unit force multiplier/modifier influence, given his Kill aspect ratio melee capabilities in T1. Armor of Purity looks a lot more *Eye- Appealing* as an upgrade choice given how its also, somewhat often at times seems to be neglected as a wargear choice. Finally, given the Apothecary has absolutely no A.V. counters, and really has no means to stand up against Tanky Commanders at all as it stands other than to try and shoot them, at least giving him some mannerism of truly felt "situational standing versatility" regarding infantry damage dealing capabilities alongside being a force modifier and force multiplier will enable him to be a further so self-capable commander in relations to his counter-parts especially in the Lower Tiers where he can gather the most experience off low- equipped infantry before the vehicles start to come out.
*If "tweeks" were felt/needed to the wargear, I would procede by changing..."
Power Axe
100/20/20
100 Damage per hit
50 Damage per second
20 Second Upgrade
v
100/20/20
90 Damage Per hit
45 Damage per second
20 Second Upgrade
I think that would bring the upgrade into lines of reasonableness for its tier and then with the damage output, experience and level gains, as well as health and regeneration enable the upgrade to become more so what it should be as a foundational/transitional element that can be switched back to later on if needed/the situation presents itself much like if you were to buy the Sanguinary Chainsword in T1 and then buy the Master-Crafted Bolter later on in T2.
So what do you all think?