[Merc] Apothecary


(Mr-Penguin) #1

Apothecary
Class- Medic
HP- 100
Speed- 430
Profile-
Pirin Medical’s latest innovation in combat medic technology- the HEALR rifle. Would be a darn shame if it were stolen by someone completely unqualified to use it- wait, it just was. Crap. Where else could the thief go but London and MercServ?

Apothecary is a lightweight, ranged medic who uses his Heal Gun to deliver lifesaving medical attention to allies beyond the range of the other medics. Rather than use Defibrillators, he instead uses the HEALR’s revive functionality to fire and forget at downed allies, who are automatically revived a few seconds after being shot.

Heal Gun (Primary Fire Mode/LMB)
Cooldown- 15 sec/shot, 2 charges
Duration- 3 sec HoT
Apothecary uses his HEALR rifle to fire a healing slug that explodes on impact, instantly healing all allies within a small radius for 30 HP and healing them for an additional 20 HP/s for 3 seconds (90 HP total). These slugs deal no damage to enemies and travel in a slight arc at high velocity, though low enough to necessitate leading a target at range.

Should Apothecary shoot at his feet to heal himself, he will only receive the 30 HP instant heal.

Heal Gun (Alt Fire Mode/RMB)
Cooldown- 4 sec
Duration- N/A
Apothecary shoots a charged revive slug at a downed ally that revives them with 75% HP after 3 seconds. During that three seconds, the downed ally can still be finished off by enemies. Helping up an ally that has been shot by a revive slug revives them with 100% HP.

Revive slugs disable enemy ability use and deployables in a small radius for 3 seconds on hit.

Weapons-
Primary- KEK-10, Blishlok, Crotzini
Secondary- S&W, Deagle, M9
Melee- Beckhill, Combat Axe, Cricket Bat

New Augment-
Coagulant Gel: Allies being revived gain 50% more downed HP (harder to finish off).

Notes
A rework of a previous merc concept with the same name. Apothecary is intended to be an easy to play ranged medic, what with his straightforward healing and ‘fire and forget’ style delayed revives. He has little self-sustain, making him less suited on the offensive than Phoenix.

Made with @Mr-Penguin 's Mercenary Suggestion Form


(Dysfnal) #2

I like the thought, but a little too much overlap with Sparks, I recommend standard defibs


(Navypanda) #3

I think he should ignore the initial instant heal and receive the heal overtime instead as 30 health for 15 second cooldown seems hardly reasonable as a sustain. I like the delayed revive, but it probably should have some particle effects on the effected player to balance out.

It wouldn’t be a bad idea to allow the Healr to deal damage like spark does even if it’s minimal. Or maybe even stops enemy from healing.


(Your worst knifemare.) #4

I like the idea of a grenade launcher type healing weapon especially the fact that it takes time to heal the team. Its 15 second cooldown makes it harder to spam on Rhino nests which is good.

@Dys[fn]al said:
I like the thought, but a little too much overlap with Sparks, I recommend standard defibs

Imo Sparps should be the only merc that allows ranged revives. If the revive part of the launcher is removed, it would need a small buff to its healing, mabye 10-20 extra health given.

! The backstory makes the Healr have a similar backstory to the Revivr.


(Mr-Penguin) #5

@Navypanda said:
I think he should ignore the initial instant heal and receive the heal overtime instead as 30 health for 15 second cooldown seems hardly reasonable as a sustain. I like the delayed revive, but it probably should have some particle effects on the effected player to balance out.

It wouldn’t be a bad idea to allow the Healr to deal damage like spark does even if it’s minimal. Or maybe even stops enemy from healing.

Well, Apothecary’s major balancing factor is his horrid self-sustain. Aura can camp on her station, Pheonix heals himself the same as his allies, Sparks can hoard her packs for herself and Saw can patch himself up between fights. This guy, however, can heal his team from safety but can’t deal with taking heat himself.

I don’t think damage would suit him. I didn’t want to make a “jack of all trades” merc that can do everything well (cough cough Javelin). He already has pretty good healing (at range, nonetheless) and rez capability. Giving him damage on the Heal Gun makes him a bit too good at everything.

@Lord_Coctus said:
I like the idea of a grenade launcher type healing weapon especially the fact that it takes time to heal the team. Its 15 second cooldown makes it harder to spam on Rhino nests which is good.

@Dys[fn]al said:
I like the thought, but a little too much overlap with Sparks, I recommend standard defibs

Imo Sparps should be the only merc that allows ranged revives. If the revive part of the launcher is removed, it would need a small buff to its healing, mabye 10-20 extra health given.

! The backstory makes the Healr have a similar backstory to the Revivr.

Perhaps the revive part could be shorter ranged. Longer ranged than other medics, sure, but shorter than Sparks. The rez slugs also travel with the same arcs as the heal slugs, so Apothecary players would need far more finesse to revive targets as extreme ranges when compared to Sparks.

And yes, the HEALR is the healing counterpart to the REVIVR. Why would a presumably military medical company only focus on one end of the spectrum?