“Well… I uh… heal… I suppose.”
Class- Medic
HP- 90
SP (Sprint Speed)- 440
Appearance- Can’t come up with one. What would a completely incompetent doctor look like?
Profile- Apothecary was just your run of the mill burglar, trying to pay off some debts. But when he broke into Pirin Medical to find some juicy corporate secrets to sell to the highest bidder, he wasn’t expecting to find a fully functioning prototype heal gun. After somehow making his way out of the facility, he got a fake passport made his way to London, pretending to be a British doctor and make money off of the HEALR’s amazing capabilities. There’s one problem though- he has no idea what the thing does.
Primary Ability- Heal Gun
CD- 18 sec (overheated), 5 seconds (per slug)
Duration- 5 sec (Heal Beam), 3 sec (Heal Slug)
Apothecary pulls out his HEALR prototype healing gun and readies it for use on his allies. As it is obvious from its name, the HEALR does not revive like the REVIVR, but instead heals your allies and deals some damage to enemies. It has two healing modes that can be switched at will with the secondary ability, both of which are:
Heal Beam- Shoots a constant stream of healing nanites that slowly heals teammates by 30 HP/sec, but it can buff their health by up to 25% of their maximum health in a manner similar to TF2’s overheal mechanic. The “beam” of nanites covers a 35 degree radius in front of Apothecary and will lock onto up to three teammates at a time, but each consectutive teammate healed after the first will reduce the healing rate by 5 HP/second each. Similarly to the minigun, the HEALR will reduce its CD on its own, but only when the ‘reload’ key is tapped. Each second of healing produces a three second CD period for the manual cooldown, but if all 5 seconds are used, the HEALR overheats and is forced on a 15 second CD. The Heal Beam has a very short range though, smaller than Phoenix’s Healing Pulse max radius.
Heal Slug- Shoots a slug filled with nanites wherever Apothecary is aiming. Each slug heals a total of 50 HP over three seconds. There is a 5 second “priming” period between each slug. Computer assisted aiming protocols allow for near perfect accuracy and more or less unlimited range. If an enemy is hit with a Heal Slug, then they will take 50 damage over 10 seconds and suffer a speed penalty of 20 and have their vision be somewhat blurred. The severity of these effects will decrease over the 10 second duration. Getting healed or dying will negate these effects.
Secondary Ability- Fire Type Change
CD- N/A
Duration- N/A
Apothecary flicks a switch on the side of the HEALR if it is being used, and the gun changes between its healing modes.
Weapons- Blishlok, Hochfir, SMG-9
Quotes-
“Healing… I think. Well, at least it looks cool.”- Utilizing Heal Beam
“What did this do again?”- switching heal modes
“I killed three of you… too bad I can’t scratch tally marks into the side of this thing.”- Triple Kill
Notes-
Apothecary- the exact opposite of Sparks. He can heal multiple allies very quickly and provide a health buff, but he has no reviving capabilities. His two healing modes provide both close quarters and ranged healing, but he can really only heal one ally at a time efficiently, lest he incur the wrath of a lengthy CD. But I don’t know if the overheal is a good idea, and the entire HEALR concept can probably become very unbalanced. Feedback is appreciated!
As always, thanks for reading! 