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Viable Heal/DPS PVP/PVE Spec.. Thoughts?


JeriKu

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http://www.ign.com/builds/star-wars-the-old-republic?class=commando&d=00021003012112212023000000010202103110223

 

I know a lot of people hate IGN's skill builders.. but please let me know what you think.

 

I opted for a solid mix of both Combat Medic as well as Gunnery.

 

I would mostly be doing Gravity Shot with HIB for DPS..

 

Also having viable tools for Healing.

 

I would mostly pick up Alacrity items as it'll help with my casting as well as Grav Round(s).

 

Thoughts?

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I guess my only grievance is that Grav Round and your big heals all require you stand in place.

 

Why not use assault specialist and have your attacks primarily be instants? (HiB, Icendiary Rounds, Dots from Burning via Hammer Shot.)

 

http://www.ign.com/builds/star-wars-the-old-republic?class=commando&d=00021003012112212023000000000000000010023000000001010022123

 

 

I haven't tried a build like this myself, but I think it would give you better flexibility and mobility.

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Well, I'm pretty much going to be stationary anyway.

 

May as well take full use of it.

 

The only thing I may change is the knockback points from 2/2 to 0/2 and add those 2 points into the 10% reduced damage from Grav Rounds.

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Well, I'm pretty much going to be stationary anyway.

 

May as well take full use of it.

 

The only thing I may change is the knockback points from 2/2 to 0/2 and add those 2 points into the 10% reduced damage from Grav Rounds.

 

I wouldn't. Knock back is very useful (and fun!) in Warzones.

 

Keeping people away from Doors/Consoles in VoidStar, and Capture Points in Alderaan.

 

Knocking People off of bridges.

 

Interceptions in Hutt Ball.

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Well, like I said before.. I'm pretty much a stationary player who pumps out heals and damage.

 

I won't be moving around much. It is nice to get them off of my back when punting but is 4m really worth the 2 skill points? The knockback on the punch skill is just lame. I would only be getting it for CCharge and it's increased KB.

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I won't be moving around much. It is nice to get them off of my back when punting but is 4m really worth the 2 skill points? The knockback on the punch skill is just lame. I would only be getting it for CCharge and it's increased KB.

 

But here's the problem with that: standing there as a healbot/turret only goes so far.

 

If you and I are guarding a point or a door in a Battle Ground, and three Sith arrive...

 

...they are going to out DPS and Out Heal us. (It's simple numbers, 3 vs 2.) We'll both die, and they'll achieve the objective.

 

However, if you knock all 3 of them away from the door you will:

 

1. Do damage to them, interrupting their interactions with the door/node.

 

2. Require them to run closer again which takes more time and allows for our reinforcements.

 

3. Still be able to DPS/Heal as needed because that knock back was an instant ability.

 

Don't underestimate/ignore the usefulness of some of our tools.

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But here's the problem with that: standing there as a healbot/turret only goes so far.

 

If you and I are guarding a point or a door in a Battle Ground, and three Sith arrive...

 

...they are going to out DPS and Out Heal us. (It's simple numbers, 3 vs 2.) We'll both die, and they'll achieve the objective.

 

However, if you knock all 3 of them away from the door you will:

 

1. Do damage to them, interrupting their interactions with the door/node.

 

2. Require them to run closer again which takes more time and allows for our reinforcements.

 

3. Still be able to DPS/Heal as needed because that knock back was an instant ability.

 

Don't underestimate/ignore the usefulness of some of our tools.

 

Makes sense.

 

So I'll leave the 2pts in the KB..

 

I feel pretty strongly about the rest of the build. Seems like it could still be viable. :)

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I am only lvl 45 at the moment, but I feel a hybrid build with gunnery sucks badly, especially for pvp.

 

The reason is that you need the higher talents in gunnery to make grav shot truly effective. You need the dual debuff stack so you can grav -- grav -- high impact bolt and chain effectively.

 

Grav alone without the talents that chain with it isn't any better than charged shot.

 

The ammo stance also limits effectiveness. If you want to heal you need combat support since overcharge is the best healing skill we have. But using this this hurts damage output significantly.

 

Ammo itself is also limited. Spamming grav shots will chew through ammo very fast leaving nothing for healing. You don't have the ammo to effectively DPS and heal at the same time. Also if you are healing you don't have time to dps much anyways due to cast times.

 

In the lower levels a hybrid build is fine since you don't have access to the higher skills anyways. Lategame however requires you to make a decision on whether you want to DPS or heal because a hybrid build will gimp you in both areas.

 

A a healer stacking crit can dps just fine when healing isn't needed with sticky bomb, hammer shot, full auto and charged bolts.

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Really?

 

Is it that bad? Seems like in this build you are taking advantage of strong heals (only missing the instant heal) and taking advantage of grav shots's crit ammo return and other solid dps abilities.

 

If you go full combat medic.. What exactly is your dps rotation in pvp?

 

Posted from iPhone

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Really?

 

Is it that bad? Seems like in this build you are taking advantage of strong heals (only missing the instant heal) and taking advantage of grav shots's crit ammo return and other solid dps abilities.

 

If you go full combat medic.. What exactly is your dps rotation in pvp?

 

Posted from iPhone

Your DPS rotation for pvp as a combat medic is either Hammershot x100 with sticky and plasma nades if you're lazy and don't want to change your hotkeys around (like I am) or you pop supercharged cells and throw a kolto bomb down for the 10% damage shield and then throw out charged bolts and full auto.

 

You don't really have a damage rotation because your damage is secondary to your healing. You need to keep your ammo high just incase you need to begin spamming heals. I mainly spam hammershot because it hits for roughly 500-800 depending how armoured people are.

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I'm going to try CM AS hybrid...taking medic high enough in the tree to get the hot added to advanced probe and ionic accelerator on assault...it takes 8 more skill points in medic to get the "big" heal but it's got a pretty long cool down and the grenade in AS replaces sticky.. ugh... I figure it will be a pretty fun build to play with some versatility...sustained damage and pretty good spike healing.

 

I'll try and use one of the calcs when I get home to my comp and show it.

Edited by Zekeiele
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I highly recommend this thread from the commando mirror Mercenary forum. This guy has been very successful playing a hybrid healer/damage spec. It's such a popular thread, it is actually stickied in that forum.

 

http://www.swtor.com/community/showthread.php?t=5847

 

His build is linked in the first post. It's probably worth skimming his posts throughout the entire thread too if you have the time :).

Edited by Talixo
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I highly recommend this thread from the commando mirror Mercenary forum. This guy has been very successful playing a hybrid healer/damage spec. It's such a popular thread, it is actually stickied in that forum.

 

http://www.swtor.com/community/showthread.php?t=5847

 

His build is linked in the first post. It's probably worth skimming his posts throughout the entire thread too if you have the time :).

Wow thats like a mirror of the one I just posted..great :rolleyes:. Edited by Zekeiele
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