Elite Apo vs Retail
Posted: Sun 24 Nov, 2013 9:29 pm
Sources:
http://dow.wikia.com/wiki/Retribution/Apothecary
http://dawnofwar.info/index.php?page=el ... gelog_full
viewtopic.php?f=6&t=166
Retail
HP 550
Heal (Ability): Heals the targeted allied infantry unit for 110 health per model. For every 2 levels the Apothecary gains, the heal amount is increased by 20 health, and units with commander armor are healed for an additional 50 health. 25 second cooldown.
Healing Aura: Allied infantry units within a radius of 25 regenerate health 200% faster (triple rate).
Unique Globals
Larraman's Blessing: Immediately revive all allied heroes who are currently unconscious on the battlefield with 60% of their maximum health. Cooldown 50 seconds. Red cost 125
Angels of Death: Render all your infantry units invulnerable for 8 seconds. Does not affect allied units. Cooldown 180 seconds. Red cost 250
Elite
HP 600 (still the lowest healpool out of all heroes, unless you don't count the shield of the lord commissar, in that case they have the same hp)
Heal: Heals the targeted allied infantry unit for 110 health per model. For every 2 levels the Apothecary gains, the heal amount is increased by 30* health, and units with commander armor are healed for an additional 50 health. 30 second cooldown.
*Apothecary "Heal" scaling increased from 110/130/150/170/190 to 110/140/170/200/230 hp (at levels 1-2/3-4/5-6/7-8/9-10)
Healing Aura: Allied infantry units within a radius of 20 regenerate health 200% faster (triple rate)(changed maybe? I can't find anything about the actually hp regen).
Unique Globals
Larraman's Blessing: Immediately revive all allied heroes who are currently unconscious on their own base with 60% of their maximum health. Cooldown 50 seconds. Red cost 150
Angels of Death: Reduces damage taken by yours infatry units by 50% and grants them knockback resistance duration 15 seconds.Does not affect allied units. Cooldown 180 seconds. Red cost 200
Underlined parts are the major differences.
General Buffs:
“Purification Vials” throw can now be canceled
“Purification Vials” cooldown decreased from 40 to 30 seconds
“Purification Vials” energy cost decreased from 45 to 25
“Purification Vials” range increased from 20 to 24
“Purification Vials” duration increased from 10 to 15 seconds
“Purification Vials” cost decreased from 100/30 to 100/25
“Improved Medical Equipment” energy regeneration bonus increased from 0.1 to 0.15; also fixed a bug (equipping wargear granted 0.1 but unequipping removed 0.15, leaving a permanent energy regeneration penalty)
“Armor of Purity” now increases health regeneration by 0.1
“Combat Stimulant Equipment” health bonus increased from 100 to 125
“Combat Stimulants” damage bonus increased from 25% to 30%
“Armor of the Apothecarion” now grants +1 speed while not in combat
“Sanguine Chainsword” on-hit heal effect increased from 20 to 25
“Sanguine Chainsword” now equips a bolt pistol that heals for 10 health on hit
“Sanguine Chainsword” now increases melee charge range from 12 to 23
Nerfs:
“Heal” cooldown increased from 25 to 30 seconds
“Sanguine Chainsword” passive health regeneration removed
"Sanguine Chainsword" cost increased from 100/20 to 100/25
“Armor of the Apothecarion” 50% spontaneous revival chance removed
“Purification Rites” cost increased from 100/20 to 120/25
“Full Auto” tweaked to not chain-knockback as rapidly anymore
Full auto range was also lowered by 10, but I can't find that anywhere
Now that you have all the data necessary to form an opinion listen to mine:
The healt was originally buffed up to 625 (or 650 I don't remember exactly) and then brought down to 600 again, which as a HP for his 'new' supposed role isn't enough at all, he's not able to stand up in melee against anything past T1 and not even that outside of the sanguine chainsword.
What was buffed were his 'side' wargears, which, beside some needed fixes rather then buffs (like this “Purification Vials” throw can now be canceled) had already a place before that was quite marginal, and they keep retaining that place, I guess they just do the job better now, meanwhile, his main strenghts, and actually his main job of beign a support unit was nerfed quite hard, not only by the recent reduction of range of the aura but mainly by the CD increase, which lowers the overall effectivness of the apo as a combat/support unit aswell as it affects by alot the total healing done, not only, but thanks to that increase in the cooldown the Armor of purity is now a mandatory wargear, literally taking out of the game the stimpacks/armor of the apothecarion.
About the stims, a mere 5% damage buff from the original 25%(so it's now a total of 30%) and such small hp increase is never worth the so much needed cd reduction on heal, especially because when talking about army fights they DO NOT make a difference, sure in a 1v1 fight where you account stims the ASM will, let's say win a fight vs shees, but when both are supported, shees will come out ontop, but anyway, this was just a general example to show how little influence they have, meanwhile with the CD reduction, you might be able to even use it twice in an engagment, definitely changing the dinamics of the engagement aswell as your bleed.
The Armor of the Apothecarion at the moment doesn't make any sense, before it had a spot, synergizing very well with the improved medical equipment and the bolter, it's counter was focusing down the apo, which was simulationously countered by the fact that the apo had a chance of coming back to life, but now? now it has a +speed buff which doesn't synergize niether with the blobbing nature of this wargear nor with helping the apo when getting focused down, and in both cases it was too expensive, although before it was justified just because you had a quite high change of not having to spend 250 req or more to get your apo up.
About the globals there isn't much to discuss, they were straight nerfs, which could maybe be justified, especially in the case of angels of death, but there has not been any compesentation,especially for Larraman's blessing.
Conclusion
His main streghts were straight nerfed without anything in return, like I said before his side wargears were buffed, but aside a few deserved changes they weren't in need of anything else really, they were able to do their job before, they still do the same limited job and are not able to translate in the general purpose of the apo in the army, what does this mean? Well the apo can't really fight at the moment, and he can't heal as well as he did in retail, so what is he there for? He was already the worst hero in retail, but I currently belive that he was able to support the army way better before than he can do in elite, while still beign a pretty bad fighter, and there I don't have anything else to add.
http://dow.wikia.com/wiki/Retribution/Apothecary
http://dawnofwar.info/index.php?page=el ... gelog_full
viewtopic.php?f=6&t=166
Retail
HP 550
Heal (Ability): Heals the targeted allied infantry unit for 110 health per model. For every 2 levels the Apothecary gains, the heal amount is increased by 20 health, and units with commander armor are healed for an additional 50 health. 25 second cooldown.
Healing Aura: Allied infantry units within a radius of 25 regenerate health 200% faster (triple rate).
Unique Globals
Larraman's Blessing: Immediately revive all allied heroes who are currently unconscious on the battlefield with 60% of their maximum health. Cooldown 50 seconds. Red cost 125
Angels of Death: Render all your infantry units invulnerable for 8 seconds. Does not affect allied units. Cooldown 180 seconds. Red cost 250
Elite
HP 600 (still the lowest healpool out of all heroes, unless you don't count the shield of the lord commissar, in that case they have the same hp)
Heal: Heals the targeted allied infantry unit for 110 health per model. For every 2 levels the Apothecary gains, the heal amount is increased by 30* health, and units with commander armor are healed for an additional 50 health. 30 second cooldown.
*Apothecary "Heal" scaling increased from 110/130/150/170/190 to 110/140/170/200/230 hp (at levels 1-2/3-4/5-6/7-8/9-10)
Healing Aura: Allied infantry units within a radius of 20 regenerate health 200% faster (triple rate)(changed maybe? I can't find anything about the actually hp regen).
Unique Globals
Larraman's Blessing: Immediately revive all allied heroes who are currently unconscious on their own base with 60% of their maximum health. Cooldown 50 seconds. Red cost 150
Angels of Death: Reduces damage taken by yours infatry units by 50% and grants them knockback resistance duration 15 seconds.Does not affect allied units. Cooldown 180 seconds. Red cost 200
Underlined parts are the major differences.
General Buffs:
“Purification Vials” throw can now be canceled
“Purification Vials” cooldown decreased from 40 to 30 seconds
“Purification Vials” energy cost decreased from 45 to 25
“Purification Vials” range increased from 20 to 24
“Purification Vials” duration increased from 10 to 15 seconds
“Purification Vials” cost decreased from 100/30 to 100/25
“Improved Medical Equipment” energy regeneration bonus increased from 0.1 to 0.15; also fixed a bug (equipping wargear granted 0.1 but unequipping removed 0.15, leaving a permanent energy regeneration penalty)
“Armor of Purity” now increases health regeneration by 0.1
“Combat Stimulant Equipment” health bonus increased from 100 to 125
“Combat Stimulants” damage bonus increased from 25% to 30%
“Armor of the Apothecarion” now grants +1 speed while not in combat
“Sanguine Chainsword” on-hit heal effect increased from 20 to 25
“Sanguine Chainsword” now equips a bolt pistol that heals for 10 health on hit
“Sanguine Chainsword” now increases melee charge range from 12 to 23
Nerfs:
“Heal” cooldown increased from 25 to 30 seconds
“Sanguine Chainsword” passive health regeneration removed
"Sanguine Chainsword" cost increased from 100/20 to 100/25
“Armor of the Apothecarion” 50% spontaneous revival chance removed
“Purification Rites” cost increased from 100/20 to 120/25
“Full Auto” tweaked to not chain-knockback as rapidly anymore
Full auto range was also lowered by 10, but I can't find that anywhere
Now that you have all the data necessary to form an opinion listen to mine:
The healt was originally buffed up to 625 (or 650 I don't remember exactly) and then brought down to 600 again, which as a HP for his 'new' supposed role isn't enough at all, he's not able to stand up in melee against anything past T1 and not even that outside of the sanguine chainsword.
What was buffed were his 'side' wargears, which, beside some needed fixes rather then buffs (like this “Purification Vials” throw can now be canceled) had already a place before that was quite marginal, and they keep retaining that place, I guess they just do the job better now, meanwhile, his main strenghts, and actually his main job of beign a support unit was nerfed quite hard, not only by the recent reduction of range of the aura but mainly by the CD increase, which lowers the overall effectivness of the apo as a combat/support unit aswell as it affects by alot the total healing done, not only, but thanks to that increase in the cooldown the Armor of purity is now a mandatory wargear, literally taking out of the game the stimpacks/armor of the apothecarion.
About the stims, a mere 5% damage buff from the original 25%(so it's now a total of 30%) and such small hp increase is never worth the so much needed cd reduction on heal, especially because when talking about army fights they DO NOT make a difference, sure in a 1v1 fight where you account stims the ASM will, let's say win a fight vs shees, but when both are supported, shees will come out ontop, but anyway, this was just a general example to show how little influence they have, meanwhile with the CD reduction, you might be able to even use it twice in an engagment, definitely changing the dinamics of the engagement aswell as your bleed.
The Armor of the Apothecarion at the moment doesn't make any sense, before it had a spot, synergizing very well with the improved medical equipment and the bolter, it's counter was focusing down the apo, which was simulationously countered by the fact that the apo had a chance of coming back to life, but now? now it has a +speed buff which doesn't synergize niether with the blobbing nature of this wargear nor with helping the apo when getting focused down, and in both cases it was too expensive, although before it was justified just because you had a quite high change of not having to spend 250 req or more to get your apo up.
About the globals there isn't much to discuss, they were straight nerfs, which could maybe be justified, especially in the case of angels of death, but there has not been any compesentation,especially for Larraman's blessing.
Conclusion
His main streghts were straight nerfed without anything in return, like I said before his side wargears were buffed, but aside a few deserved changes they weren't in need of anything else really, they were able to do their job before, they still do the same limited job and are not able to translate in the general purpose of the apo in the army, what does this mean? Well the apo can't really fight at the moment, and he can't heal as well as he did in retail, so what is he there for? He was already the worst hero in retail, but I currently belive that he was able to support the army way better before than he can do in elite, while still beign a pretty bad fighter, and there I don't have anything else to add.