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The Operative (Medic) build


Vozj

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Hey folks,

 

I am at level 30, and starting to re-think my approach to the Operative (Medic) build. Initially I had several abilities from outside the medical tree, to help me through PvE and the like. However, this has produced a lack of specialization that is increasingly apparent at higher and higher levels.

 

So, I was tinkering over on TORHEAD, and came up with a 31/3/7 build that seems to make some sense. I would welcome the views of other medics out there:

 

http://www.torhead.com/skill-calc#401MfcbdGoRdsZ0cZh.1

 

Basically, I took only skills that were going to help me as a healer. That resulted in me taking most of the Medicine tree (I skipped Surgical Steadiness, Chem Inlays,and Evasive Imperative). I also took Survival Training (increased healing) from the Concealment tree. And I finished it up with Lethality from the Lethality tree. This leaves me with four points left, and no good options (in my view) on where to put them.

 

Suggestions?

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My Medic is going to do the same build, with two points in Imperial Brew (since I like to put Corrosive Dart on the current target and use it all the time when soloing) and then two more in Infiltrator for movement speed and effective stealth levels. It will result in ugly looking talent build with two incomplete skills, but for my playstyle while leveling and early on at level cap I can't see better use for those points. Alacrity is really not very useful for us, so meh.

 

Movement speed value cannot be underestimated when it comes to soloing group missions. The effective stealth level increase is nice too.

Edited by marshalleck
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I think surgical steadiness is a must for a healing there would be a case when lots of mobs show up and you will take a hit or 2. Push back on casting would really hurt you when you need it the most.

 

edit 2 times, i really need to not stay up till 3am playing lol

Edited by xjuanm
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http://www.torhead.com/skill-calc#401MffrzGoRdsZ0cZG.1 Personally this is my ideal talent build. It has lower push back and better serviceability because as healers while keeping others alive is important we must also keep ourselves alive. The boost to our own damage reduction is a boon. With how the talent tree's are built I honestly believe this is probably about as good as it will get with the current tree construction. Patch's will tell.
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hear my question. I see that every one is putting 3 points in imperial education, does cunning help healing at all? if so plz let me know im rong. but personaly i like the two points in percision instruments. because if i do pull an add i can use a 6 sec cc or just kite them around. but does cunning help with healing?
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I dont know with which tanks and dps you play and you do dungeons, but i have learned that surgical steadiness have saved me the life too many times in any boss that summons adds and lets the dps take the aggro of those adds easily from me when they come.

 

And to the poster who asked, yes cunning makes us heal for more.

Edited by GengisKahn
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hear my question. I see that every one is putting 3 points in imperial education, does cunning help healing at all? if so plz let me know im rong. but personaly i like the two points in percision instruments. because if i do pull an add i can use a 6 sec cc or just kite them around. but does cunning help with healing?

 

Cunning gives crit and tech power. It's very good.

 

 

I see a lot of you guys put points in med shield which increases healing recieved by 15% when using Shield Probe. Shield probe is on a 45 sec cooldown and is self-only, Chem-resistant inlays is probably better because it works all the time, and you rarely need an 15% increase in healing recieved as a healer.

 

Alacrity reduces activation speed, very good for kolto injection.

 

 

 

I'll be running with this base-build. Probably putting the 2 extra points in chem-resistant inlays to reduce damage taken.

 

http://www.torhead.com/skill-calc#401MffbdGoRzsZ0cZG.1

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  • 1 month later...

Would this spec be a viable option?

 

http://www.torhead.com/skill-calc#401bfcbdhZZhrbkrMhd.1

 

I'm trying to veer away from our concealment dependency and thought this MIGHT work.

 

With the amount of time TA becomes active with this, Cull should be able to be used quite often? I'm level 49 and have 38% tech crit rating already so crits are quite easy to come by.

 

What do you guys think?

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Would this spec be a viable option?

 

http://www.torhead.com/skill-calc#401bfcbdhZZhrbkrMhd.1

 

I'm trying to veer away from our concealment dependency and thought this MIGHT work.

 

With the amount of time TA becomes active with this, Cull should be able to be used quite often? I'm level 49 and have 38% tech crit rating already so crits are quite easy to come by.

 

What do you guys think?

 

This is a standard build that can be quite effective. It's been around since beta.

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