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Apothecary Ability: Purification Vials

  1. #1

    Apothecary Ability: Purification Vials

    I've been favoring tyranids (with ravener alpha), and I usually play team games with my two friends (usually another 'nid and a space marine). So far we've done very well in 3v3s, and very rarely lose a game without something like one of us crashing/dropping.

    I was doing some 1v1s last night, and was winning all of them until I got into a game with an apothecary. He used the purification vials ability on his hero, and from then on I couldn't even bother to attack him or any unit near him with melee.

    This ability is a bit too strong in my opinion, because it can completely kill a full gaunt squad the instant it is used. Now consider he can use it at the same rate that he uses his heal (the ability is tied to heal)--which is on a fairly short cooldown, and can be made shorter.

    At least with a grenade-type ability (that'd cost some zeal or power separate from the apothecary's relatively cheap heal) I'd have time to run. Instead I see his heal flash, and I end up with (at best) 1-2 hormagaunts/rippers left in a squad, his units have just been healed, and there's a lingering AoE that'll finish me off if I send more units in or don't retreat. Warriors usually lose a unit or two and have 1/4 total life left at best. The only alternative is to completely change my strat to using ranged units, or completely avoid his apothecary (something that may work in a 3v3, but not in a 1v1 as this grants him too much easy map control, especially considering that the apothecary is not a slow-moving champion unit).

    It seems a bit too strong--just getting one fairly cheap upgrade for a hero forces me to completely change my whole strategy (to a less effective one) and completely trumps tier 1--the place where a tyranid player absolutely needs to take an early advantage (we don't have a walker at tier 2, instead we rely on keeping our tier 1 force alive and preventing the enemy from getting too much power too quickly). There is nothing I have come up against like this.

    I haven't seen how effective the ability is against ork melee. If it's anything like it is against 'nid I'm sure ork players would know what I mean (although orks arguably have some better range than 'nid, and are less tied to going either melee or ranged since their units do some degree of each and don't rely on synapse).

    Anyone disagree/know of a simple way to counter this that doesn't involved completely giving up on melee (in my opinion the lifeblood of tyranids)?

    If I knew ahead of time who I would play in a 1v1 and what hero they'd use, it'd be a simple choice to switch to a lictor or (yuck) hive tyrant--but since I never know who I'm going to fight, I can't adapt to them with commander choice, so please don't simply suggest that I should choose a different hero.


    "The best defense is a good offense." -Jack Dempsey

  2. #2
    Member troglodytejb's Avatar
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    Purification vials is the one that turns his heal into an AoE damage ability (for someone who plays as incessently as I do, I have a horrible memory for wargear names, just the functions)?

    Yeah, that's pretty brutal. For full effect, the hp-leech chainsword and the armor that reduces heal cooldown make the Apoth even better. He's solidly the best melee hero with that build, but it is being toned down. For now, focus on ranged-- termagants under synapse will show him the business with their knockback.

    Good luck!
    'Twas brillig and the slithy toves...

    Gamertag: TroglodyteJB (I know, shocking!)
    Proud random player in DoW2, proud Ork player in TT.

  3. #3
    Banned ViS's Avatar
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    Unlike all the other forumites, I will actually tell you that I'm from the UK.
    Purification Vials are the grenades the Apoth can buy. Purifications RITES is the one you're on about.

  4. #4
    The vials do kill lowish hp stuff very quickly but relic seems to like grenades and grenade like effects being OP :/...

  5. #5
    I can avoid grenades because I see them being thrown and they have a timer. I have no problem with the grenades (any of them). This ability is instant and has an even more devastating AoE from what I can tell. You should make a separate post if you have a problem with grenades.

  6. #6
    Very Disappointed Dux's Avatar
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    Aug 2006
    Grenades in DoW II are avoidable. Hence, the added punch isn't OP.
    In-Game: Dux
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  7. #7
    Maybe a ranged nid army is better against the apoth in a 1 on 1. try different tactics.

    you cant expect the same strategy to work against everything.

  8. #8
    Melee is just the bread and butter for tyranids, and if those guys go assault marines (which most apoth players seem to), my ranged guys are screwed.

  9. #9
    know when to use what. suppress his assaults, and move your units away from the melee.

    there are many ways to play each race.

    If you know that he is gonna be hitting your troops hard with nades, if you go heavy ranged you can focus fire him down.

  10. #10
    Not talking about nades here. I think you ought to re-read the first post.

  11. #11
    People get confused because your topic title refers to the grenade.
    Lurking on this forum for 2 years and counting...

  12. #12
    Sorry, I guess these are grenades, I just meant not the regular unit grenades.

    After a bit more playing it looks like this item just seems unbalanced when used vs. tyranids, it's just a bit too good. The other teams squads can survive one long enough to retreat.

  13. #13
    ExpertNewbie
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    The problem with grenades is that they have a 3-second timer (I think). When it hits the ground, it takes about 1 second for human reaction and lag for you to see it. Then you right click your units to tell them to move away from it, and it takes them about a second to start moving. That leaves about one second or less for your units to get out of the way. When used on Tyranid units, it's grossly effective because 1. tyranids have to remain close-ish to each other for synapse, and 2. the gaunts have low enough HP to have one grenade wipe out two squads easily if they get in a good grenade throw.

  14. #14
    Banned ViS's Avatar
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    Unlike all the other forumites, I will actually tell you that I'm from the UK.
    Can we get back on topic? He's talking about the Apoth's ability to do AOE damage every time he uses his heal ability, not grenades.

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