As I see the situation right now (roughly): Warlock = Buff - Healing - Light Melee - Low Survivability Sorcerer = Healing - "Disruption"/"Debuff" (Lash, "SoC", Warp Instability, Hysterical Frenzy) - Light Melee - Low Survivability Pain Boy = Healing - "Disruption" (Sicky Bomb) - Light Melee (slightly better than the Force Weapons imo) - Decent Survivability (compared to other Supports) Apothecary = Healing - Strong Ranged / Light Melee - Good Survivability (Survival Vial, Zombie Grenades) Wolf Priest = Healing - Good Melee (admittedly Power Maces have been better than they are now, but with the Adrenalin or Survival Vial they do fine) - Good Survivability (Survival Vial, Zombie Grenades) I know the Warlock can "Debuff" too, but their abilities in this is a bit worse than the Sorcerer and they should (imo) focus on Buffing instead of Debuffing (as it is better for the Team in most cases). SoC forces most enemies to go into cover by instinct, so it can be used to break "formations" to some degree though skilled players usually just ignore it and kills you ^^ The Ranged Ability of the Wolf Priest is roughly tied with the Warlock and Pain Lad now, as the Plasma Pistol is still rather powerful, but again, this is probably a matter of opinions and the Wolf Priest can rarely afford it. The Warlock got nothing with a range exceeding 25 m, so I wouldn't include them in "ranged combat" ^^
No, it wasn't. I'm rollin' the dok pretty often... getting good results with said pistole... every melee who doesn't use both of their weapons in cqc is an idiot tbh. 1-2 melee hits an some pistole shots... or the other way around. works fine excapt for the WP because of the slow main weapon.
This thread is a joke? Survival vial + zombie beacon create THE most durable support in game. Couple that with factions utility NOT being all packed into a single faction and you have the best support in game overall. And I didn't even got to the bolter.
just as a noob are the grenades good or is the beacon good for the apothecary some say zombie becaon some zombie grenades I am confused
Depends on how to plan to use. Becon for stationary heal/ rev spot and nade for longer lasting heal buff/ less noticed heal spot/rev spot. One requires you to be in it to get healed and revived but the other lets you run trot it and have the buff slowly heal you back (you still have to stand in it to be revived) I use it to shoot and forget aka if it's getting too hot to stay and fight or finish the job the. I just pump em full of Sicky sluga and retreat 50/50 of times either I get a kill or enemy is too wounded to chase after me or is too afraid to be posigned if he dose and runs back to get heal. However with the daka I find that they just chase me even when injured as they aren't afraid.
There is little to no difference in the DPS of the Dakka Slugga compared to the Sicky Slugga, even when considering the entirety of the poison-duration. The only difference is that the Sicky Slugga needs far longer to actually kill a non-retarded target, while the same amount of succesful shots of the Dakka Slugga will kill it immediately.
Exactly this. I play a LSM and I simply cannot believe that the debuffing comes from tactical marines. Meanwhile Apothecary gets huge ranged killing potential compared to all other supports whilst the Wolf Priest can one shot most classes with a charged attack to the rear with the right loadout. On top of this they get the zombie grenades which combined with the right healing item creates incredibly tough targets to bring down. Meanwhile Eldar Ork & CSM are stuck with short ranged low kill potential supports who must sacrifice healing to bring damage or debuffs and lets not talk about how squishy they are. LSM supports are living the high life and thats coming from an LSM support. Wolf Priest, Unique Primary, Mercury pattern Bolt Pistol, Red Armor, Melee vial & beacon. hell with this loadout I have 1 shot Eldar Elite units with a charged melee from full HP.