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Combat Medic Discussion - Skills, Rotation, and Role.


necis_

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i am not level 50 yet but this is my desired healing spec i believe it will be best in most senarios

i don't use feild aid that much it maybe a future problem but as of right now everyone has a break stun ability

i use the AMP MP MP AMP roatation

i don't find hammer shot as useful unless out of ammo

 

http://www.torhead.com/skill-calc#800bfRMRdcdzqZrcoZb.1

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If you're pve healing MP@1.5s Alacricity >> power > crit > surge > Alacricity

Gonna have to disagree with this. If you're going to go 5/5 Potent Medicine (Increases Critical Bonus of all heals by 15%) why would you not prioritize crit/surge. Going for Alacricity and Power seems like a giant waste of 5 talent points.

 

I agree in other MMOs crit is not that great of a healing stat, but that is because in most MMOs the crit multiplyer is a fixed value. In TOR we have surge we makes crit a viable option.

 

Already the most efficient single target healers in the game, its even more so with stacked crit/surge.

 

Crit>Surge>Power>Alacricity

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Gonna have to disagree with this. If you're going to go 5/5 Potent Medicine (Increases Critical Bonus of all heals by 15%) why would you not prioritize crit/surge. Going for Alacricity and Power seems like a giant waste of 5 talent points.

 

I agree in other MMOs crit is not that great of a healing stat, but that is because in most MMOs the crit multiplyer is a fixed value. In TOR we have surge we makes crit a viable option.

 

Already the most efficient single target healers in the game, its even more so with stacked crit/surge.

 

Crit>Surge>Power>Alacricity

 

Glad to see I'm not all alone here =)

 

As I said earlier, take note that the same amount of rating gives you different % bonus.

 

meaning if you put 100 Crit Rating and 100 Surge Rating you will get something like

(made up numbers, but hope you get the point)

1% bonus Crit and 3% bonus Surge

 

Surge is looking better and better, specially with Potent Medicine

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Crit becomes bad because of overheals and reliability. In an environment where you want to keep the tank topped off because they can take hits that nearly kill them, crit is unreliable for when you need it and useless for topping off the little hits. In an environment where the tank is constantly at mid health; not in danger of dying, but in constant need of heals to keep from falling into a danger zone, crit is solid because it improves throughput.

 

So far, I think SWTOR healing falls into the former bucket, based on running some hard mode flashpoints with an ~18k health tank and a competent healer.

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Crit becomes bad because of overheals and reliability. In an environment where you want to keep the tank topped off because they can take hits that nearly kill them, crit is unreliable for when you need it and useless for topping off the little hits. In an environment where the tank is constantly at mid health; not in danger of dying, but in constant need of heals to keep from falling into a danger zone, crit is solid because it improves throughput.

 

So far, I think SWTOR healing falls into the former bucket, based on running some hard mode flashpoints with an ~18k health tank and a competent healer.

 

Based on my experience I would have to disagree.

 

My crit is around 26%, but should be getting closer to 30% when I get to lvl 33 and can get some more +crit mods.

 

What I usually do is, while focusing on heals, just spam hammer shot on the tank and only use MP or AMP when they take a spike. This will usually keep them at 90% health. Part of this is I get a lot of benefit from crit on HS, because HS is a series of 4 little heals, not one big heal. Thus I usually get one or two crit ticks, increasing the overall heal of HS.

 

My biggest problem is multi-target healing. I can keep one person up through just about anything, but once a squishy gets adds, it starts to come apart. If I pull an add too, it starts to come apart.

 

Anyone have suggestions for multi-target healing?

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Crit becomes bad because of overheals and reliability. In an environment where you want to keep the tank topped off because they can take hits that nearly kill them, crit is unreliable for when you need it and useless for topping off the little hits. In an environment where the tank is constantly at mid health; not in danger of dying, but in constant need of heals to keep from falling into a danger zone, crit is solid because it improves throughput.

 

So far, I think SWTOR healing falls into the former bucket, based on running some hard mode flashpoints with an ~18k health tank and a competent healer.

 

I can't really comment a whole lot on end game stuff but my experience so far has seemed more the second situation.

 

I'm level 50 and I'm lucky if a crit is hitting for 4k. So if your 18k tank drops down quickly it is still going to take 4-5 casts to get him back towards full even if he isn't taking much other damage.

 

If heals were hitting for 50% of a tanks HP...I would agree that crit isn't worth it but in this game I would think you have to hit the tank with enough casts that crit can be worth it.

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I keep the Kolto bomb soley because it works great with supercharge cells. Having that shield and residue has saved me a few times. Plus the kolto residue for increased healing makes me happy, I just hit 25 hand picked up the shield buff. I use hammer shot to keep my charges up and use supercharge when its available.
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What I usually do is pop supercharged cells, hit kolto bomb, drop an AMP and trauma probe on the tank, then pop another AMP and medical probe on the dps and cryo/enhanced stock strike whatever is chewing on the dps before going back to the tank. It takes everything you've got but you can last through it. My usual philosophy is that the DPS pulled them because he knew he could manage them without the team having to change focus.

 

If the dps persists in careless agro, I let them go and focus on keeping the rest of the team alive. It goes slower but again, I can usually manage it. When in doubt, tell your dps up front that if they pull it, they're expected to kill it. And make sure they know how Concussive Round works. It can take the adds right out of the fight but only if they know ahead of time that you can use it so they don't switch targets and waste the cooldown.

 

More than anything, a good combat medic is a team leader. Let a good tank set up the tactics for a fight but in the case of a tank with poor communication or lack of experience, it falls to you to make sure everyone is on the same page. You're the one keeping an eye on the big picture so that the other team members can focus on doing their jobs to the best of their ability.

Edited by DaveYanakov
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i have a question. Ive seen a few of you mention that youre dropping TP mid rotation. Is there a reason for this?

 

The reason i ask (and maybe im just assuming youre not doing this) is that i pop it on my tank before he pulls and dont really consider it a part of my rotation as its refreshed based (for me) on priority or need (IE the tank has 1 tick left).

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i have a question. Ive seen a few of you mention that youre dropping TP mid rotation. Is there a reason for this?

 

Having the tank run in with Trauma Probe up will generate healing threat as soon as the tank takes any damage. This can be a quick way to get yourself killed on some of the more difficult trash pulls (or at least find yourself under heavy fire).

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Budding Combat Medic here, happy to have found this thread!

 

I've been looking over some of the builds and I have a few questions about talents and their worth:

 

For reference, I've been looking at:

 

Butche's Build from First Page

Sylanaris's Build from the 2nd page

Arbegla's Build from the 2nd Page

 

 

all three taken from this thread.

 

 

In the Combat Medic Tree:

 

Cell Capacitor - seems like a point hole, meaning a waste of time. I assume that no one is really relying on Recharge Cells to get them through a fight, it's more of an "Innervate" of sorts (or for non WoW vets) a button you press when things haven't gone the way they were supposed to and so even though you planned the best you could, you now need to last a bit longer etc :) Verdict = Don't take it (I assume)

 

First Responder - There seems to be a debate as to whether Crit>Alacrity or visa versa, bigger heals vs. more heals the age old question... I assume that if I decide to go the Crit route, I should skip this talent, and definitely take it if I go the Alacrity path. Verdict = Depends

 

Kolto Residue - I can't think of a reason to skip this talent, but it seems some people are. Any reasoning behind it?

 

Efficient Conversions - I can't think of a reason Not to skip this talent, but it seems some people aren't. Any reasoning behind it?

 

Med Zone - Having played a Tank for a very long time, I dont see why this would be necessary, if the tank is doing their job (which we will assume they are) then this is pretty much an Oh ***** Talent... That doesn't seem very reasonable to me. We should not be in a situation where we would need so much self healing in the first place. Smells like a PvP talent to me... ?

 

Treated Wounds Dressing - Similar in nature to Med Zone (ish) in that it's a built in Oh ***** talent, but this one seems more reasonable. If I take less dmg, I'll need to heal myself less which means I can focus on others. Of the two, I'd say a global dmg reduction is better than a global healing intake increase. And this baby doesn't need a skill to be active in order to benefit from it.

 

In the Gunnery Tree:

 

Advanced Tech, Havoc Rounds and Iron Sights all seem pretty no brainer to me as they either directly increase healing done, or the strength of each heal via Aim...

In the Assault Specialist:

 

I'd say, Weapon Calibrations is natural if you prioritize Alacrity > Crit but if you're a Crit Head, then I would say either still take it, or take Heavy Trooper... or Even Med Zone

 

That's my take on those skills, I do Not claim to know anything about them or the game mechanics beyond what all MMOs share...

 

I'm really looking for your opinions on this assessment :)

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Crit becomes bad because of overheals and reliability. In an environment where you want to keep the tank topped off because they can take hits that nearly kill them, crit is unreliable for when you need it and useless for topping off the little hits. In an environment where the tank is constantly at mid health; not in danger of dying, but in constant need of heals to keep from falling into a danger zone, crit is solid because it improves throughput.

 

So far, I think SWTOR healing falls into the former bucket, based on running some hard mode flashpoints with an ~18k health tank and a competent healer.

I can't really comment a whole lot on end game stuff but my experience so far has seemed more the second situation.

 

I'm level 50 and I'm lucky if a crit is hitting for 4k. So if your 18k tank drops down quickly it is still going to take 4-5 casts to get him back towards full even if he isn't taking much other damage.

 

If heals were hitting for 50% of a tanks HP...I would agree that crit isn't worth it but in this game I would think you have to hit the tank with enough casts that crit can be worth it.

 

After attempting my first hard mode last night...I have to agree with Direwolf's assessment.

 

Still have to do the math to really figure out the better of crit or power...but in hard modes most of the boss fights are really crazy compared to the normal versions.

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In the Combat Medic Tree:

 

Cell Capacitor - seems like a point hole, meaning a waste of time. I assume that no one is really relying on Recharge Cells to get them through a fight, it's more of an "Innervate" of sorts (or for non WoW vets) a button you press when things haven't gone the way they were supposed to and so even though you planned the best you could, you now need to last a bit longer etc :) Verdict = Don't take it (I assume)

 

First Responder - There seems to be a debate as to whether Crit>Alacrity or visa versa, bigger heals vs. more heals the age old question... I assume that if I decide to go the Crit route, I should skip this talent, and definitely take it if I go the Alacrity path. Verdict = Depends

 

Kolto Residue - I can't think of a reason to skip this talent, but it seems some people are. Any reasoning behind it?

 

Efficient Conversions - I can't think of a reason Not to skip this talent, but it seems some people aren't. Any reasoning behind it?

 

Med Zone - Having played a Tank for a very long time, I dont see why this would be necessary, if the tank is doing their job (which we will assume they are) then this is pretty much an Oh ***** Talent... That doesn't seem very reasonable to me. We should not be in a situation where we would need so much self healing in the first place. Smells like a PvP talent to me... ?

 

Treated Wounds Dressing - Similar in nature to Med Zone (ish) in that it's a built in Oh ***** talent, but this one seems more reasonable. If I take less dmg, I'll need to heal myself less which means I can focus on others. Of the two, I'd say a global dmg reduction is better than a global healing intake increase. And this baby doesn't need a skill to be active in order to benefit from it.

 

 

Cell Capacitor - Sure, if everything goes perfectly or you are way over geared for something you probably won't need it but if you need to do some massive burst healing for any reason you'll probably need this. When it comes down to it, there really isn't any other better skills to use IMO.

 

First Responder - First point to make is that you will be able to easily get high enough crit chance that this will basically be a permanent buff. I don't think it is game changing but it is enough to put 2 points into.

 

Kolto Residue - I personally have 2 points in it right now but may take them out if I respec. 5% on a skill that I hardly use probably just isn't worth it. Kolto bomb isn't that big of a heal and more often than not I just use it to top off the non-tanks when they have a little bit of damage.

 

Efficient Conversions - For PVE it just isn't worth it. All those skills are situational and have such a long cool down that saving a 1 ammo doesn't do anything IMO.

 

Med Zone - For PVE I agree this one is pretty useless. The problem I see is that if you really need the extra healing you have to activate reactive shield and wait for the GCD to get the healing boost.

 

TWD - If I take points out of Residue it would go here. The question is really are 2 points worth 4% damage reduction?

 

 

My opinions of course.

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After attempting my first hard mode last night...I have to agree with Direwolf's assessment.

 

Still have to do the math to really figure out the better of crit or power...but in hard modes most of the boss fights are really crazy compared to the normal versions.

 

Why I feel Power and Alacrity is more important followed by Crit or Surge. To me able to heal at X amount all the time vs's lets hope I crit a lot doesn't seem very valuable. Though till I hit 50 and truly get to try out stats myself I wont know.

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