When I set to create this, I looked over the existing perks as to minimize potential dev time. After all, I assume Saber uses Scrum, Kanban or some other Agile process. When I couldn't find an existing mechanic that could be repurposed. I looked into the capabilities of the Swarm Game Engine. After this, I also looked over the existing classes to avoid overlap. Fundamentally, I decided that any "Class Fantasy" of the Apothecary would have to avoid overlap with the Bulwark's armor return, health return, and revival abilities, the Vanguard's extremis based healing ability, and the Tactical's Contested Health Regeneration Boost.
So what did this leave me? It left me with a design theory for this Apothecary is based around the Contested Health mechanic, the goal developed into a Buff, Boost, Debuff class that both was and wasn’t a healer as not to step on the healing/regen abilities of the other classes.
Thus, my take on the Apothecary applies contested health, rather than regenerating it, in most cases. This applied Contested Health is the core of most of the abilities and how this class “heals.” It enables other classes to heal themselves. Combat Wise, the Apothecary is a Mid-to-Close range fighter. Many of the abilities have 10-meter ranges, this means it’s best between the ranged and the melee. Many of its abilities are also depending on repeating the same action or getting into melee and performing chains. This supports the choice of ranged weapons, Carbines. Given that the class interacts so much with Contested health, high RoF, low damage weapons were an easy choice. The same can be said for the side arm choices, high impact, slow RoF.
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Primary Weapon: Bolt Carbine, Oculus Bolt Carbine, or Instigator Bolt Carbine
Secondary Weapon: Plasma Pistol, Heavy Bolt Pistol, Reductor Pistol
Melee Weapon: Narthecium
Starting Perk: Advanced Medicae Systems: The Apothecary does not loose Contested Health over time, only on incoming damage. Class Ability: Not Even In Death Does Duty End: The Apothecary begins to emit an aura that restores 15% Contested health to all Battle Brothers within 15 meters every 2 seconds, during this time the Apothecary cannot run or dash.
Perk Tree:
Core Perks: Core perks are easily organized into Buff, Boost, and Debuff. Buff Perks other than first are mostly passive. They require you to be in proximity to someone. Boost and Debuff perks rely on the Narthacium and the melee attack.
Chapter’s Due(Buff)Lvl.2: When reviving an Incapacitated Ally, you and the Ally gain 20% contested health. In addition, you regain an additional 15% Contested Health from your sidearm.
Field Triage(Boost)Lvl.3: Using your Narthecium on an ally applies 5% contested health and reduces incoming ranged damage by 3% up to a maximum of 30% for 10 seconds. Allies at full health immediately loose the benefits of this effect.
Vengeance for the Fallen(Debuff)Lvl.4: Striking up to 3 enemy targets within 5 meters of a fallen ally with your side arm applies a debuff to increasing damage done to said targets by 10% for 5 seconds. Cooldown is 15 seconds.
Genetic Purity(Buff)Lvl.10: When standing within 10 meters of an ally they benefit from the Apothecaries Advanced Medicae Systems. In addition, The Apothecaries Gun Strikes apply 3% Melee Damage Reduction, up to a maximum of 30% for 10 seconds to allies that remain within 10 meters as well as themselves.
Relentless Pursuit(Boost)Lvl.11: When using a dash attack from your Narthacium on an ally, the ally gains a 5 second speed boost of 20% and you and the targeted ally is immune to knock back from heavy attacks for the duration. This effect has a 90 second cooldown.
Caduceus Rex(Debuff)Lvl.12: When using a charge attack with your Narthacium on an enemy, you perform a second conical AoE attack that deals minimal damage, targets affected by this attack (excluding Terminus) are stunned for 8 seconds and you regain 10% Contested health for each Majoris or Extremis target effected. Cooldown is 60 seconds.
Emperor’s Mercy(Buff)Lvl.18: When standing within 10 meters of an ally with a mortal wound, you and the ally both deal an additional 10% ranged damage and suffer 10% less ranged damage. In addition, both you and the ally regain 10% extra contested health from your side arms.
Unyielding Flesh(Boost)Lvl.19: When using a charge attack with your Narthacium on an ally, you apply a buff that reduces all inbound damage by 5% to a maximum of 25%, this buff lasts 3 seconds unless reapplied. Once lost an ally cannot benefit from the buff again for 120 Seconds. In addition, you reduce all incoming damage to your contested health by 15%
Team Perks: Team perks of the Apothecary had to avoid two things. Direct Healing (Vanguard, Bulwark) and boosting Contested Health Regen (Tactical). Instead, the three team perks of the Apothecary play off Contested Health or Health Value for various effects.
Monitored Bio-signs(Buff)Lvl.5: When a Battle Brother falls in battle, the Apothecary can remotely manage their bio-signs via their Armor. The time until they expire is doubled. In addition, when a Battle Brother possesses Contested Health, they fight harder and with greater vigor. Increasing their damage output by 10%.
Regenerative Rage(Boost)Lvl.13: When a Battle Brother regains more than 20% of their hit points in a single attack, they gain an additional 20% damage to all attacks and are immune to knockback from all sources for the next 8 seconds. This effect can not occur more than once every 60 seconds.
Last Stand(Boost/Buff)Lvl.21: When a Battle Brother would fall before gaining their first Mortal Wound, they instead choose to fight on for an additional 4 seconds with increased vigor becoming immune to all damage and knock back while increasing their damage by 15%. This effect only applies to Battle Brothers who do not currently possess a Mortal Wound.
Gear Perks: Gear perks are divided into Chems, Narthacium, and Weapons. These don’t exactly follow the same Buff, Boost, Debuff structure. Rather it would more accurate to say they follow an Offensive, Buff, Utility Structure.
Intelligent Dissection(Offensive)Lvl.6: You deal 5% more damage to Majoris or Extremis enemies of the same type that you have executed in the last 10 seconds. This stacks up to 5 times and lasts 10 seconds. Once the buff has expired, you may not benefit from it again for 90 seconds.
Xenotoxins(Offensive)Lvl.7: You deal 100% more equipment damage to Minioris enemies and take 15% less contested health damage from Minoris enemies. In addition, Killing 10 enemies of any type in rapid succession will restore one equipment charge.
Enhanced Carnifex(Offensive)Lvl.8: When you perform a Perfect Parry, you immediately send the target into execute range, gain 50% contested health, and perform an execute. (Majoris or Extremis only.) This effect cannot occur more than once every 180 seconds.
Fortification(Buff)Lvl.14: When applying Contested Health to an ally, you also apply one unit of Armor if they have none. You continue to apply one unit of armor if they continue to have no armor, you may not apply more than one armor. In addition, when you regain armor by any means, you also gain 15% contested health per armor unit.
Combat Chiurgion(Buff)Lvl.15: Whenever you perform an execute, all allies within 10 meters gain 10% of your current Contested health, minimum 10% Contested health. In addition, Medicae Stims used by yourself and allies within 10m are always used at full effectiveness.
Helix Adept(Buff)Lvl.16: You and all allies within 10 meters generate an additional 20% contested health, in addition, you reduce the amount of damage you suffer to your contested health by 15%. If you have no contested health, you regain an equipment charge. This effect cannot occur more than once every 180 seconds.
Transhuman Supremacy(Utility)Lvl.22: Your Narthacium parry window and your dodge window increases by 30%, gun strikes made after performing a perfect parry or perfect dodge immediately apply 20% Contested health to yourself and all allies within 10 meters. This effect has a cooldown of 90 seconds.
Engage Magnificat Gland(Utility)Lvl.23: When below 20% health, you reduce all incoming damage by 20% for 10 Seconds and generate 15% Contested health every 2 seconds. During this time your Perfect Dodge and Perfect Parry windows are increased 100% and any negative status effects are removed. This effect cannot occur more than once every 180 seconds.
Apothecary Primus(Utility)Lvl.24: Your primary weapons now return as much contested health as your side arms, in addition, gun strikes with your side arm restores one clip of ammunition for your primary weapon provided you have contested health and head shots with your primary weapon restore one clip of ammunition to your side arm provided you have contested health, this effect cannot occur more than once every 180 seconds.
Signature Perks: The Apothecary Signature Abilities were a bit of a challenge. Once again, because I had avoid overlap, I choose to follow the three tap method I had in the start. We have a Buff, a Boost, and a Debuff.
Collect Combat Samples(Buff)Lvl.9: You generate 10% Contested health with each execution of a Majoris and 20% contested health with the execution of a Extremis or Terminus enemy. Minoris enemies cannot reduce your contested health below 10%
Recover Gene-Seed(Boost)Lvl.18: Provided your class ability is fully charged, you may revive a fallen ally without a Mortal Wound, but at only 5% health, but 95% Contested Health. This consumes the entire charge of your class ability. Allies may only benefit from Recover Geneseed twice per Operation.
Rebuke the Alien, Heretic, Mutant(Debuff)Lvl.25: While using the Class Ability, The Apothecary reduces the Damage output of all Majoris and Extremis enemies in the effected area by 20% and Minioris are instantly slain.
Weapon Logic: The Apothecary would have access to two unique weapons that would supplement the Buff/Boost/Debuff playstyle. The Narthecium and the Reductor pistol. I came up with this concept as a long time player of the Tabletop going way back, remembering when Apothecaries had access to a large range of wargear. That and given that this design works a great deal with contested health, high RoF weapons like the carbines are excellent options. As for implementation, bot the unique weapons for the Apothecary can be derivative (children) of existing weapons. This will cut down on development time.
The Narthecium(Inherits from Power Fist), its perk Tree would have two primary paths. A Path to boost the application of Buffs and Debuffs as well as a path to boost the application of Contested Health and Damage. Use wise, the Narthceium would be a faster, weaker version of the Power Fist. It however would be faster and lack the AoE abilities, but given the existence of the “Carnifex” (Not the Tyranid), I imagine it would have some build in penetration.
The Reductor Pistol(inherits from Heavy Bolt Pistol), Its perk tree would be built around applying debuffs at range or alternately, gun strike effects to take advantage of the class in melee. Use wise, the Reductor Pistol would be both a step up and step down from the Heavy Bolt Pistol, I imagine a significantly smaller magazine, between 2 to 4 bullets, shorter range, lower RoF, but significantly higher stopping power.
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