@NoahWard Is there any chance this specialist halo could receive a cost reduction? The reason I ask is because the cost is so high it cannot be taken along with relic armor and basic gear. If you look at the other veterans of the space marine faction each has a specialist halo that gives them 70 armor and one more boost to another stat. On each of these they almost always restrict the character to taking basic weapons with maybe one or two mods or a piece of wargear, sacrificing flexibility for sheer survivability. The veteran apothecary is the only one who is immediately locked out of this method. With an apothecary bearing all the weapon masteries his basic cost is 400 LP. After adding on the relic armour and the halo of the saviour that cost reaches 1,530. This prohibits a pure survivability build unlike his counterparts. Now there is a clear case to be made that the apothecary is a support and should not be a frontlines unit, however I believe that the fact veteran lives are limited to one and that such a veteran apothecary would be limited to absolute basic equipment without even so much as a healing grenade outweighs that point. If I could be so bold as to suggest a value, could the halo of the saviour be reduced in cost to about 600LP? Or even 580LP? That would be enough for a trinket or two or even a cheap weapon mod to keep it in line for rigid survivability at the cost of flexibility like the other survival-built veterans. Thank you for your time.
The apothecary can self-heal, so presumably they can take the Halo plus the Artificer Armour and still have 20 LP spare for a weapon mod or trinket?
That is correct. It is the top that this veteran can build for survivability at the expense of flexibility, but one thing to keep in mind is that the apothecary can only heal his health whereas a survivability build generally focuses on armour plus its secondary stat. The halo of the saviour does increas his health by forty points but he is still limited to healing only his health and cannot do so under assault, meaning he must remove himself from the fight temporarily to heal. Longer if he wishes to come back with armor.
But that's the same for any other Veteran, except they're unable to heal any lost health and can only utilise armour regen delay wargear to get themselves back in the fight faster.
Actually, all of the veterans have a way to refill their health except for the ground assault. With only their specialist halos and relic armor the tactical, jump assault, and devastator can all carry a med kit as their one wargear. Not to mention their specialist halos bonuses. The ground assault is the only one who forgoes that ability and in return has 400 armor, 130 toughness, and 230 health. The apothecary while able to heal repeatedly maxes out at 275 armor, 130 toughness, and 240 health. The apothecary can heal repeatedly, yes. And he can get to 240 health, the highest any veteran can reach. However health does not benefit from mitigation, and his armor maxes out at the same number (275) as the jump assault without the added benefit of having a jump pack with three fuel (which also factors in to maximum survivability mind you). In theory a veteran apothecary could heal themselves 25 times without a resupply, but ask any apothecary player how often they use more than ten vials before restocking. The same mentality can be attributed to the other veterans since the boxes heal. Healing in the middle of combat isn't an option and the apothecary already has the least survivability options due to the low armor and limited movement of a ground based class. I see your points Brujah, but I also find that the price is too high for the apothecary's battlefield impact with nothing but a boltgun/chainsword, bolt pistol, and a narthecium alone.
I do agree on that. @Jaywalker posted a thread about this where he suggested we make the base equipment of all classes free, then adjust costs of non-standard Wargear (or maximum LP, whichever) to account for that. Right now some classes get their class abilities for free (Scorpion stealth, Jump Packs/Wings) whereas others have to pay for everything (Heavies). If the base equipment on each class was free, balancing the costs of all the other Wargear would be easier.
That's another can of worms I'd rather not open up in here. Suffice it to say that when I look at the scope of things the cost of things looks right. Tacts get a crappy melee weapon for self defense and a capture key, jump packs get stamina on steroids with longer recharge, devastators ability IS their gun, and ground assaults ability IS their melee. The only thing I could see free for the apothecary is a vial that only heals with no added bonus and that comes in 1-2 cooldown form. It resricts you from healing multiple people but it is in line with the usability of other free abilities.