Apothecary Starting Role
Posted: Sat 22 Jul, 2017 7:37 pm
Hey everyone Element here, and for those who dont know me I have veen playing the Apothecary quite a lot as of late, and Ive noticed how the buffa to ither factions have been mitigating the Apothecart's early game role as a means of productively timing up units in melee.
The Apothecary starts at 600 h.p. Now this here is a great problem. Yes he has a 150 hp heal in the beginning but you should be using this upon other squads not helping the apo reach beyond the small health cap he has which is sometimes not even truly effective given he can be run down so easily. There are glass cannons and then there is just glass. This character is glass. Unless you give him some type of armor to enhance his health in early engagements (Which is questionable of a choice given his combat prowess the need for other upgrades, other commanders and his role type as often being played just behind the front lines supporting the other infantry units) his health just evaporates. And at 600 anything less than 400 is danger territory. If he is special ed 1x you may just lose him. He does have a heal but what people don't seem to always realize is that specials> heals given you can't heal when you've been knockbacked.
Another grave problem is his mobikity (without upgrades). He's not like a lord Commissar who is rather fast on his feet especially when he used his power sword abikity. In addition at least the Commissar lord comes with a shield though not one of the best shield like the Techmarine but still it keeps him around. The Apothecary is not a Mekboy with a teleport either who can jump his way out of problematic situations(the Apothecary is quite often run down) and I would say begins his role with a ranged weapon, continues his role (more effective means of timing up units with insta teleport) and can even finish his role better than the Apothecary can given the Mekboy can heal and even has A.V. that the apo has none of.
Now I agree the Apo's heals can turn the tide of an engagement but he shouldn't be in melee without some type of upgrade and this in itself makes him rather quite ineffective to place it nicely in the beginning of matches in melee as he often is being placed out of position than what he is looking for. His master crafted bolter also seems to be doing noticeably non effective damage at 32 dps. where many of the default weaponry of most other ranged commanders without an upgrade due more.
Basically he is a danger in early tiers to being lost and quite in effective at dealing out any meaningful damage in higher tiers unless extensively outfitted yet even when he is, he is still no where close to a match for those who are whom are dedicated which one would say should be the case but not to where it would have been better to just not upgrade him at all given he needs investment to be played properly. Healing is great until you realize you need to turn your health advantage into a strength, but when you don't have the Abilties to create such an opening problems ensue. I think the greatest problem is that there are some units notably the Farseer and the Mekboy who can do the role of the Apothecary via an upgrade and outperform him in just about everything else.
I would say a health buff would somewhat help, but I really do think a default bolter with him just tieing up units in melee would at least solidify him towards being effectivIn some kind of damage dealing role in the beginning. as right now his pistol does 16 dps is not bad but not going to help win an engagement either and his melee is negligible when it comes to having to face dedicated seasoned commander and even melee units with much larger health pools, greater chances to special, and the wargear to make them as proficient as they need to be at dealing with what needs to be done, not some pseudo sorta-kind of capability at being able to do so like the Apothecary. I just don't believe in placing in harms way without some actual real benefit to have him in melee in the beginning. He has a greater chance of being wiped than anything. His master crafted bolter also needs to do more damage because right now it's pretty weak.
Thoughts?
The Apothecary starts at 600 h.p. Now this here is a great problem. Yes he has a 150 hp heal in the beginning but you should be using this upon other squads not helping the apo reach beyond the small health cap he has which is sometimes not even truly effective given he can be run down so easily. There are glass cannons and then there is just glass. This character is glass. Unless you give him some type of armor to enhance his health in early engagements (Which is questionable of a choice given his combat prowess the need for other upgrades, other commanders and his role type as often being played just behind the front lines supporting the other infantry units) his health just evaporates. And at 600 anything less than 400 is danger territory. If he is special ed 1x you may just lose him. He does have a heal but what people don't seem to always realize is that specials> heals given you can't heal when you've been knockbacked.
Another grave problem is his mobikity (without upgrades). He's not like a lord Commissar who is rather fast on his feet especially when he used his power sword abikity. In addition at least the Commissar lord comes with a shield though not one of the best shield like the Techmarine but still it keeps him around. The Apothecary is not a Mekboy with a teleport either who can jump his way out of problematic situations(the Apothecary is quite often run down) and I would say begins his role with a ranged weapon, continues his role (more effective means of timing up units with insta teleport) and can even finish his role better than the Apothecary can given the Mekboy can heal and even has A.V. that the apo has none of.
Now I agree the Apo's heals can turn the tide of an engagement but he shouldn't be in melee without some type of upgrade and this in itself makes him rather quite ineffective to place it nicely in the beginning of matches in melee as he often is being placed out of position than what he is looking for. His master crafted bolter also seems to be doing noticeably non effective damage at 32 dps. where many of the default weaponry of most other ranged commanders without an upgrade due more.
Basically he is a danger in early tiers to being lost and quite in effective at dealing out any meaningful damage in higher tiers unless extensively outfitted yet even when he is, he is still no where close to a match for those who are whom are dedicated which one would say should be the case but not to where it would have been better to just not upgrade him at all given he needs investment to be played properly. Healing is great until you realize you need to turn your health advantage into a strength, but when you don't have the Abilties to create such an opening problems ensue. I think the greatest problem is that there are some units notably the Farseer and the Mekboy who can do the role of the Apothecary via an upgrade and outperform him in just about everything else.
I would say a health buff would somewhat help, but I really do think a default bolter with him just tieing up units in melee would at least solidify him towards being effectivIn some kind of damage dealing role in the beginning. as right now his pistol does 16 dps is not bad but not going to help win an engagement either and his melee is negligible when it comes to having to face dedicated seasoned commander and even melee units with much larger health pools, greater chances to special, and the wargear to make them as proficient as they need to be at dealing with what needs to be done, not some pseudo sorta-kind of capability at being able to do so like the Apothecary. I just don't believe in placing in harms way without some actual real benefit to have him in melee in the beginning. He has a greater chance of being wiped than anything. His master crafted bolter also needs to do more damage because right now it's pretty weak.
Thoughts?