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[Guide] Mercenary / Commando Healing


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[aname=Bodyguard]

Mercenary – Bodyguard

[/aname]

 

Table of Contents

 

 

  1. [jumpto=Bodyguard - Ratings]Ratings[/jumpto]
     
     
  2. [jumpto=Bodyguard - Utilities]Utilities[/jumpto]
     
     
  3. [jumpto=Bodyguard - Gear]Gear[/jumpto]
     
     
  4. [jumpto=Bodyguard - Rotation Guidelines]Rotation Guidelines[/jumpto]
     
     
  5. [jumpto=Bodyguard - Cylinder and Supercharge]Cylinder and Supercharge[/jumpto]
     
     
  6. Abilities

    1. [jumpto=Bodyguard - Heals for a Single Ally]Heals for a Single Ally[/jumpto]
    2. [jumpto=Bodyguard - Heals for Multiple Allies]Heals for Multiple Allies[/jumpto]
    3. [jumpto=Bodyguard - Dealing Damage]Dealing Damage[/jumpto]
    4. [jumpto=Bodyguard - Cooldowns]Cooldowns[/jumpto]

 

 

[*]Maximizing Your Performance

  1. [jumpto=Bodyguard - User Interface]User Interface[/jumpto]
  2. [jumpto=Bodyguard - Datacrons]Datacrons[/jumpto]
  3. [jumpto=Bodyguard - Legacy]Legacy[/jumpto]
  4. [jumpto=Bodyguard - Consumables]Consumables[/jumpto]

 

 

[aname=Bodyguard - Ratings]

Ratings

[/aname]

For Ravagers or Temple of Sacrifice on Hard Mode, Mercenary is the most desirable healing class. It has no meaningful weakness.

 

 

  1. Handling high damage to a single ally: Strongest. Sorcerer is close behind. Operative is behind.
     
     
  2. Handling high damage to multiple allies: Strong. Operative is close. Sorcerer is behind.
     
     
  3. Resource management: Fine. Both Mercenary and Operative must manage resources, and resources limit their healing. A Sorcerer’s resource management is trivial and doesn’t limit healing.
     
     
  4. Synergy with co-healer’s class: Strongest. The most desirable pairings are, in no particular order, Mercenary-Sorcerer, Mercenary-Operative, and Mercenary-Mercenary.
     
     
  5. Mobility: Fine. Operative is close. A Sorcerer’s mobility is incredible.
     
     
  6. Handling mechanics: Strongest. Hydraulic Overrides outshines every personal utility available to Sorcerer or Operative.
     
     
  7. Passive damage reduction: Strong. Operative is close. Sorcerer is behind, having the lowest Armor and lacking a Utility that increases damage reduction for all area effects by 30%.
     
     
  8. Dealing damage in the healing Discipline: Fine. Sorcerer is ahead. Operative is behind.

 

 

 

[aname=Bodyguard - Utilities]

Utilities

[/aname]

Skillful

 

 

  • Improved Vents: Vent Heat now immediately vents an additional 15 Heat and grants 10% alacrity for 6 seconds.
  • Power Barrier: Power Shot or Rapid Scan grants 1 charge of Power Barrier. Each charge increases damage reduction by 1%. You may have up to 5 charges. Charges lasts 15 seconds, and gaining a charge refreshes this duration.
  • Custom Enviro Suit: Increases your Endurance and healing received by 3%.
  • Boresights: Increases the damage dealt by Sweeping Blasters by 25%.

 

In general, Improved Vents > Custom Enviro Suit > Power Barrier.

 

Power Barrier isn’t valuable enough to influence when, or how often, you Rapid Scan. It usually expires during Supercharged Gas. But some damage reduction some of the time is preferable to the alternatives.

 

Too few effects trigger Gyroscopic Alignment Jets, which vents 10 Heat when you’re stunned, immobilized, knocked down, or otherwise incapacitated. Furthermore, a healer should avoid about half of these few effects with Hydraulic Overrides or Cure.

 

If you must deal substantial damage to multiple stacked enemies, Boresights helps.

 

 

Masterful

 

 

  • Torque Boosters: Increases the duration of Hydraulic Overrides by 4 seconds.
  • Protective Field: Increases your healing received by 20% while Energy Shield is active.
  • Heat Damping: Eliminates the Heat cost of Jet Boost, Cure, Electro Dart, and Concussion Missile.

 

Select Torque Boosters, which is valuable for most bosses in the new Operations.

 

Heat Damping is valuable if you’ll use Cure (e.g., Revan, Torque, or Coratanni). Otherwise, among the lackluster options for your final point to unlock the Heroic tier, Protective Field is a sound choice.

 

 

Heroic

 

 

  • Thrill of the Hunt: Progressive Scan and Unload may be activated or channeled while moving.
  • Stabilized Armor: Reduces damage taken from area effects by 30%. In addition, reduces damage taken by 30% while stunned.
  • Power Overrides: Reduces the cooldown of Power Surge by 15 seconds. In addition, Power Surge grants a second charge.

 

In general, Thrill of the Hunt > Power Overrides > Stabilized Armor. Thrill of the Hunt is a dramatic boost to your mobility. Power Overrides improves your ability to respond to emergencies and mobility. Select Stabilized Armor if (a) your damage taken from AOE effects is higher than most non-tanks in your group, or (b) a high-damage AOE effect targets a single group member from time to time, such as Barrel Throw (Bulo) or Mouse Droids (Coratanni).

 

Supercharged Reserves, which reduces the cooldown of Cure by 3 seconds, is less valuable than an alternative, including for Revan.

 

 

The omission of every Utility to improve Jet Boost is intentional. As discussed in [jumpto=Bodyguard - Heals for Multiple Allies]Heals for Multiple Allies[/jumpto], Jet Boost’s heal is almost worthless. Neither Jet Escape nor Afterburners is more valuable than an alternative when a group is ready to kill Revan.

 

 

 

[aname=Bodyguard - Gear]

Gear

[/aname]

Optimal gear for a typical Mercenary healer follows. For further discussion, or if you wish to optimize gear for your healing, see my Model.

 

Set Bonus

SOR 6-Piece Combat Medic’s.

 

Augments

Aim or Power. There’s no meaningful difference.

 

Power versus Critical

  • With 14 Aim Augments, the amount of Critical that maximizes expected healing is about 655 in Resurrected gear or 715 in Revanite gear.
  • With 14 Power Augments, the amount of Critical that maximizes expected healing is about 675 in Resurrected gear or 735 in Revanite gear.

 

Alacrity versus Surge

Among your Ear, Implants, and Enhancements, 3 have Surge and 7 have Alacrity.

 

Relics

Among relics of the same tier, Serendipitous Assault = Focused Retribution > any other.

 

Accuracy

None. Accuracy has no effect on healing an ally.

 

 

 

[aname=Bodyguard - Rotation Guidelines]

Rotation Guidelines

[/aname]

In combat, no rotation is ideal for long. A healer’s job is triage. Decide who most needs your next heal by anticipating damage and cooperating with your co-healer. Guidelines for choosing your next ability follow.

 

 

  1. While Supercharged Gas isn’t active, build Supercharge as quickly as triage and Heat allow. Rapid Scan builds Supercharge fastest, but costs a high amount of Heat. A best practice for building Supercharge is using Kolto Shot after Rapid Scan.
     
     
  2. Use Supercharged Gas for Heat management and boosting your healing.
     
     

  3. Don’t squander the first moments of Supercharged Gas.

     

     

    [*]While healing is challenging, use Supercharged Gas promptly. In general, delay it only as noted below.

    1. If your Heat is low (less than about 20), and Healing Scan is available and will be your next ability, use Healing Scan before Supercharged Gas.
    2. If your Heat is very low (less than 10), and your next ability will be Rapid Scan or Progressive Scan, use it before Supercharged Gas.

     

     

    [*]While healing is manageable, you may delay it

    1. for any reason above, or
    2. if healing may become challenging soon. Without Supercharged Gas, healing of a single ally is quickly limited by Heat. Being frugal with Supercharged Gas can burden your co-healer or cause healing that should be manageable to become challenging.

     

     

    [*]While healing is relaxed, use Supercharged Gas to vent Heat from high-DPS abilities.

     

     

    [*]Though Supercharged Gas increases all of your healing done by 5%, this increase alone doesn’t influence the choice of your next ability.

     

     

    [*]Healing a single ally

     

     

    1. In general, the priority is: Healing Scan > Rapid Scan > Kolto Shot. This means using Healing Scan almost on cooldown, and, while Supercharged Gas is active, not using Rapid Scan.
       
       
    2. Emergency Scan is for burst healing a single ally or, while healing is challenging, Heat management.

     

     

    [*]Progressive Scan and Kolto Missile

     

     

    1. Overview

       

       

      [*]Minimum number of allies to heal

      1. Kolto Missile is a terrible use of time and Heat unless it heals at least two allies.
      2. In a pinch, Progressive Scan is a very strong heal for even just one ally, whom you should target upon activating it. Its priority is below that of Emergency Scan, Power Surge + Healing Scan, and Power Surge + Rapid Scan, however, because of its high Heat cost and cooldown.

       

       

      [*]Your co-healer’s class can influence which you use first or more often.

      1. An Operative has an ability analogous to Kolto Missile (Kolto Waves) but not Progressive Scan (Recuperative Nanotech heals far slower). Therefore, Progressive Scan > Kolto Missile more often if your co-healer is an Operative.
      2. A Sorcerer has an ability analogous to Progressive Scan (Roaming Mend) but not Kolto Missile (Revivification heals far slower). Therefore, Kolto Missile > Progressive Scan more often if your co-healer is a Sorcerer.

       

       

      [*]Roles unique to Progressive Scan.

      1. If you can anticipate moments of high damage to multiple allies, be proactive with Progressive Scan. In general, timing Progressive Scan so that its third tick occurs immediately after this damage, and following it with Kolto Missile, is burst AOE healing that no other healing class can match.
      2. Each tick of Progressive Scan after the first can heal an ally who’s up to 50 meters from you. This can, for example, save the life of a tank who’s knocked out of your range.

       

       

      [*]On rare occasions, the following figures may be the dominant factor in choosing your next ability. These assume that all healing is effective.

      1. For expected healing per second, Kolto Missile matches Progressive Scan only if at least 6 allies receive its immediate heal or at least 4 allies receive its immediate heal and all 3 ticks of its HOT.
      2. For expected healing per Heat, the figures are identical.

       

       

      [*]Without being preoccupied by it, in general, maintain Kolto Shell on all allies.

       

       

      1. Unless healing is relaxed for the moment or an ally will soon be out of your range, prefer to refresh Kolto Shell after all of its charges have been consumed.
         
         
      2. Circumstances in which it’s prudent to delay Kolto Shell include the following.

         

         

        [*]While healing is challenging, the priority for Kolto Shell is as follows.

        1. Tanks
        2. Any non-tank whom you expect to
          • take damage more times than other non-tanks (e.g., the DPS kiting Raptus during Dread Council),
          • take more damage than other non-tanks (e.g., a Sorcerer, who has Light Armor and no Utility to reduce all AOE damage by 30%), or
          • be out of your range more often than other non-tanks.

        [*]Any remaining allies

         

         

        [*]While damage is very frequent and very light, Kolto Shell might waste time and Heat, particularly if non-tanks stack for Kolto Missile. For example, during the final phase of Revan, you can forego Kolto Shells in favor of Kolto Missile for a while, dealing damage to the Machine Core with the time and Heat saved.

         

         

        [*]Heat management

         

         

        1. Each second, you dissipate Heat: 5 if your Heat is 0-40; 3 if 41-80; or 2 if 81-100.
           
           
        2. Having 40 or fewer Heat almost all of the time is crucial.

           

           

          [*]If you can’t spare a GCD for Kolto Shot, because an ally is in peril or healing is challenging, your options to drop Heat include the following.

          1. If the present emergency should be brief, and if healing afterward should be manageable for your co-healer alone, exceeding 40 Heat is okay. You’ll pay for being overheated with consecutive Kolto Shots. While Heat is 41-80, you drop about 6 Heat with each Kolto Shot.
          2. If you can’t be overheated, use one Heat-management cooldown.
            • Prefer Thermal Sensor Override if your Heat would peak at about 55 without a cooldown. Activate it if your Heat now exceeds 20 and your next activation will be Progressive Scan or, if that’s unavailable, Rapid Scan.
            • Prefer Vent Heat if your Heat would peak at 65 or higher without a cooldown. Activate Vent Heat after your Heat reaches at least 65.
            • It isn’t necessary for one of these cooldowns to be available at all times. Using both close together is extraordinary, however, and risks being unable to handle subsequent emergencies.

           

           

           

          [aname=Bodyguard – Cylinder and Supercharge]

          Cylinder and Supercharge

          [/aname]

           

          Combat Support Cylinder

        • Combat Support Cylinder is instant and persists through death and logout.
        • It increases all of your healing done by 3%.
        • Apart from the one unusual exception discussed in [jumpto=Bodyguard - Dealing Damage]Dealing Damage[/jumpto], it’s the Cylinder for a Mercenary healer.

         

        Supercharge

        • Supercharge is a buff. You may have up to 10 Supercharge.
          • Healing with Rapid Scan grants 2 stacks.
          • Healing with Kolto Shot grants 1 stack.
          • Attacking with Rapid Shots or Power Shot grants 1 stack.

          [*]Supercharge lasts 1 minute (Alacrity doesn’t reduce this). Gaining a stack refreshes its duration.

          [*]Each stack increases all of your healing done or damage dealt by 0.1%.

          [*]Activating Supercharged Gas or Supercharged Celerity requires and consumes 10 Supercharge.

         

        Supercharged Gas

        • Supercharged Gas is a buff. Activating it requires and consumed 10 Supercharge.
        • It lasts for 15 seconds (Alacrity doesn’t reduce this).
        • Its activation vents 10 Heat.
        • It increases all of your healing done by 5%, eliminates Healing Scan’s cooldown, and reduces the cost of each Healing Scan that’s completed while it’s active by 5 Heat.

         

         

         

        Abilities

        The Sections below described and offer advice about each ability. Unless noted, Alacrity reduces every figure related to time.

         

         

        [aname=Bodyguard - Heals for a Single Ally]Heals for a Single Ally[/aname]

         

        See my Model for activation times or healing amounts with gear that you select.

         

         

        Emergency Scan

         

        Description

        • Emergency Scan is instant, has a 21-second cooldown, and costs no Heat.
        • It provides a large immediate heal and a small HOT that heals 3 times, once every third second for 9 seconds.
           
           
        • It grants you Emergency Response.
          • This buff, which lasts for 15 seconds (Alacrity doesn’t reduce this), is consumed by your next Healing Scan and makes it instant.
          • If Emergency Response and Power Surge overlap, a Healing Scan consumes both. Don’t use Power Surge if Healing Scan is available and you have Emergency Response.

         

        Use

        • Emergency Scan is for burst healing a single ally or, while healing is challenging, Heat management.

         

         

        Rapid Scan

         

        Description

        • Rapid Scan is a 1.5-second cast, has no cooldown, and costs 20 Heat.
        • Its healing amount is good relative to its cast time, but weak relative to its Heat cost.
        • Each completed cast grants 2 Supercharge.
           
           
        • Each completed cast grants 1 charge of Critical Efficiency.
          • This buff lasts up to 15 seconds (Alacrity doesn’t reduce this), and gaining a charge refreshes its duration.
          • You can have at most 3 charges of Critical Efficiency.
          • Your next completed Healing Scan consumes all charges, each of which reduces the Heat cost of this Healing Scan by 5.

           

           

          [*]Combat Medic’s Critical Bonus, a buff from the SOR 2-Piece Combat Medic’s Set, causes your next Rapid Scan to crit.

         

        Use

        • Rapid Scan is filler for when Healing Scan is unavailable.
          • Don’t delay Healing Scan solely to gain a charge of Critical Efficiency.
          • While Supercharged Gas is active, don’t use Rapid Scan unless
            1. an ally is likely to die before a cast of Healing Scan would finish, and
            2. Emergency Scan and Power Surge are unavailable.

          [*]You don’t need to use Combat Medic’s Critical Bonus promptly, because its duration and cooldown are 30 seconds (Alacrity doesn’t reduce the duration).

         

         

        Healing Scan

         

        Description

        • Healing Scan is a 2-second cast. Its cooldown is 10.5 second, which the pre-SOR 4-Piece, or SOR 6-Piece, Combat Medic’s Set reduces to 9 seconds.
        • It’s a very large heal.
        • Its base cost is 20 Heat. Its final cost is
          • 5 Heat fewer if it’s completed while Supercharged Gas is active, and
          • 5 Heat fewer per charge of Critical Efficiency.

           

           

          [*]Healing Scan grants its recipient Invigorated, which increases his healing received by 3% for 45 seconds (Alacrity doesn’t reduce this). Invigorated doesn’t stack, regardless of the number of healers giving this buff.

         

        Use

        • Use Healing Scan almost on cooldown.
        • In general, you may disregard Invigorated. Spreading or refreshing it doesn’t influence whom you heal with Healing Scan, because its long duration means that an ally has it if he should.

         

         

        Kolto Shell

         

        Description

        • Kolto Shell is instant, has no cooldown, and costs 10 Heat.
        • Using Kolto Shell on an ally sets his number of charges to 7. Charges last for up to 3 minutes (Alacrity doesn’t reduce this).
        • Each time an ally’s Kolto Shell is triggered, one charge is consumed and heals him for a small amount.
        • An ally’s Kolto Shell triggers if, and only if, both of the below conditions are met.
          1. He is “damaged” by an attack.

             

            Use

          • See [jumpto=Bodyguard - Rotation Guidelines]Rotation Guidelines[/jumpto] > #6.

           

           

          Kolto Shot

           

          Description

          • Kolto Shot is instant and has no cooldown.
          • It costs no Heat. A non-crit vents 1 Heat; a crit vents 2 Heat.
          • It heals for a small amount, and grants 1 Supercharge.

           

          Use

          • Heat management and building Supercharge.

           

           

          Cure

           

          Description

          • Cure is instant and has a 12-second cooldown.
          • Cure costs 10 Heat, or no Heat with Utility: Heat Damping.
          • It cleanses up to two physical, mental, or tech effects and provides a small heal.

           

          Use

          • For PVE, if Cure can cleanse an effect, it’s almost always better to cleanse it than heal through it.
          • For PVP, Cure cleanses certain CCs.

           

           

          [aname=Bodyguard - Heals for Multiple Allies]Heals for Multiple Allies[/aname]

           

          See my Model for activation times or healing amounts with gear that you select.

           

          In SOR, every ability that may heal multiple allies in one activation is “smart”. If more allies are within range than the ability can heal, the ability selects those allies whose percentage of maximum health is lowest.

           

           

          Kolto Missile

           

          Description

          • Kolto Missile is instant, has a 6-second cooldown, and costs 15 Heat.
          • Its radius is 8 meters.
          • For up to 8 allies, Kolto Missile provides a moderate immediate heal and a HOT that heals 3 times, once every second for 3 seconds.

           

          Use

          • See [jumpto=Bodyguard - Rotation Guidelines]Rotation Guidelines[/jumpto] > #5.

           

           

          Progressive Scan

           

          Description

          • Progressive Scan is 2.4-second channel and has a 15-second cooldown.
          • As a channel, it’s immune to pushback.
          • Its target is the ally whom you’re targeting upon its activation or, otherwise, you.
          • It heals in 4 waves. Each wave costs 7 Heat.
            • The first wave is immediate and heals the target.
            • The second wave heals the target and up to 1 other ally who is in line-of-sight and 20 meters of the target.
            • The third wave heals the target and up to 2 other allies, each of whom is in line-of-sight and 20 meters of the target.
            • The fourth wave heals the target and up to 3 other allies, each of whom is in line-of-sight and 20 meters of the target.

             

             

            [*]Upon being healed by Progressive Scan, an ally receives Protected, which increases his Armor Rating from gear alone by 10% for 45 seconds (Alacrity doesn’t reduce this).

            • Though not substantial, any increase in mitigation helps, especially a tank.
            • Protected doesn’t stack, regardless of the number of healers giving this buff.

           

          Use

          • See [jumpto=Bodyguard - Rotation Guidelines]Rotation Guidelines[/jumpto] > #5.
          • Since each wave’s Heat cost is equal, Progressive Scan’s healing per Heat plummets if you can’t finish its channel.

           

           

          Jet Boost

           

          Description

          • Jet Boost is instant and has a 30-second cooldown.
          • It costs 5 Heat, or no Heat with Utility: Heat Damping.
          • Utility: Kolto Jets grants it a very small heal for you and up to 7 allies within 8 meters of you.

           

          Use

          • Jet Boost’s heal is almost worthless.
          • Jet Boost must heal at least 2, 5, or 8 to provide greater expected healing than Kolto Shot, Rapid Scan (without Combat Medic’s Critical Bonus), or Kolto Shell, respectively.
          • A healer’s job is triage, which is not, in general, maximizing HPS or topping up allies. Before using Jet Boost, be certain that healing the ally with least health or building Supercharge isn’t wiser.
          • Even when using Jet Boost is appropriate, such as for Malaphar, healing allies for less than 3% of their maximum health is unlikely to alter a fight’s tempo or outcome. Consider Utility: Power Overrides or Stabilized Armor instead.

           

           

          [aname=Bodyguard - Dealing Damage]Dealing Damage[/aname]

           

          Capitalize on every opportunity to deal damage.

           

          In general, the priority for dealing damage is as follows.

          • Except as noted below, for a single target: Electro Net > Unload > Rail Shot > Death from Above > Power Shot > Rapid Shots
            • The priority of Power Shot or Rapid Shots is higher if you don’t have 10 Supercharge.
            • In general, Rapid Shots has the highest priority if your Heat would exceed 40 otherwise.

            [*]For multiple targets: Death from Above > Sweeping Blasters with Utility: Boresights > Flame Thrower > Sweeping Blasters without Utility: Boresights

           

          Except as noted below, remain in Combat Support Cylinder.

          • If each condition below is met, using High Velocity Gas Cylinder should increase your DPS.
            1. Maximizing your groups’ DPS is crucial.
            2. Your co-healer isn’t a Sorcerer. In general, a Sorcerer can deal at least as much damage as you with less hassle.
            3. There’s a period of at least 20 seconds at the start of combat or 30 seconds in the middle of combat for which your co-healer can, and agrees to, handle all healing.

            [*]If you switch to High Velocity Gas Cylinder, note that

            • High Velocity Gas Cylinder reduces Rail Shot’s Heat cost by 10, and
            • switching back to Combat Support Cylinder to resume healing uses a GCD.

           

           

          Electro Net

          • Electro Net is instant, has a 90-second cooldown, and costs 10 Heat.
          • It’s a DOT that ticks 10 times, immediately and once every second for 9 seconds.
          • For PVP, it reduces the movement speed of the affected enemy by 50% and hinders him. In addition, its damage increases based on how much the affected enemy has moved with it.

           

          Unload

          • Unload is a 3-second channel and has a 15-second cooldown.
          • It attacks 4 times, including immediately. Each attack costs 6 Heat.
          • As a channel, it’s immune to pushback.
          • With Utility: Thrill of the Hunt, it may be activated or channeled while moving.

           

          Rail Shot

          • Rail Shot is instant, has a 15-second cooldown, and costs 15 Heat (or 5 Heat with High Velocity Gas Cylinder).

           

          Power Shot

          • Power Shot is a 1.5-second cast, has no cooldown, and costs 15 Heat.
          • Attacking with it grants you 1 Supercharge even if your target dodges it.

           

          Rapid Shots

          • Rapid Shots is instant, has no cooldown, and costs no Heat.
          • Attacking with it grants you 1 Supercharge even if your target dodges it.
          • You may substitute it for Kolto Shot if your Heat is low and healing is relaxed.

           

          Death from Above

          • Death from Above is a 3-second channel and has a 45-second cooldown.
          • Its radius is 4 meters.
          • It attacks up to 8 enemies up to 6 times. Each attack wave costs 5 Heat.
          • As a channel, it’s immune to pushback.

           

          Sweeping Blaster

          • Sweeping Blasters is a 3-second channel and has no cooldown.
          • Its radius is 5 meters.
          • It attacks up to 8 enemies up to 4 times. Each attack wave costs 8 Heat.
          • As a channel, it’s immune to pushback.

           

          Flame Thrower

          • Flame Thrower is a 3-second channel and has an 18-second cooldown.
          • It affects a “cone” in front of you that has a radius of 10 meters and a central angle of 45 degrees.
          • It attacks up to 8 enemies up to 4 times. Each attack wave costs 7 Heat.
          • As a channel, it’s immune to pushback.

           

           

          [aname=Bodyguard - Cooldowns]Cooldowns[/aname]

           

          Power Surge

           

          Description

          • Power Surge is off the GCD. Its cooldown is 60 seconds, or 45 seconds with Utility: Power Overrides.
          • It grants you a buff that makes your next cast instant. With Utility: Power Overrides, this buff has two charges.
            • This buff lasts up to 15 seconds (Alacrity doesn’t reduce this).
            • Though Onboard AED is a cast, it isn’t instant with Power Surge and doesn’t consume it.

            [*]After this buff expires or all of its charges have been consumed, you receive Unshakeable, which makes you immune to interrupts and pushback, for 6 seconds (Alacrity doesn’t reduce this).

           

          Use

          • Power Surge helps you respond to an emergency, especially while moving, if Emergency Scan is unavailable.
          • Use Power Surge for Healing Scan if it’s available or, otherwise, for Rapid Scan.
            • If Emergency Response and Power Surge overlap, a Healing Scan consumes both. Don’t use Power Surge if Healing Scan is available and you have Emergency Response.

            [*]For PVP, Power Surge is also for interrupt immunity. An ideal time for it is immediately after gaining full resolve.

           

           

          Thermal Sensor Override

           

          Description

          • Thermal Sensor Override is off the GCD and has a 2-minute cooldown.
          • It grants you a buff that lasts up to 15 seconds (Alacrity doesn’t reduce this). Your next ability that would otherwise cost Heat instead consumes this buff and costs no Heat.

           

          Use

          • See [jumpto=Bodyguard - Rotation Guidelines]Rotation Guidelines[/jumpto] > #7.

           

           

          Vent Heat

           

          Description

          • Vent Heat is off the GCD and has a 2-minute cooldown.
          • It vents up to 50 Heat over 3 seconds.
          • Utility: Improved Vents causes it to vent an additional 15 Heat immediately and to increase your Alacrity by 10% for 6 seconds (Alacrity doesn’t reduce this).

           

          Use

          • See [jumpto=Bodyguard - Rotation Guidelines]Rotation Guidelines[/jumpto] > #7.

           

           

          [aname=Bodyguard - Other]Other[/aname]

           

          Hydraulic Overrides

          • Hydraulic Overrides is off the GCD and has a 30-second cooldown (Alacrity doesn’t reduce this).
          • It lasts for 6 seconds, or 10 seconds with Utility: Torque Boosters (Alacrity doesn’t reduce this).
          • It increases your movement speed by 30% and grants you immunity to movement-impairing, knockdown, or physics effects.
          • For PVE, Hydraulic Overrides is very valuable for the new Operations. Most boss effects respect it.

           

          Chaff Flare

          • Chaff Flare is off the GCD and has a 45-second cooldown (Alacrity doesn’t reduce this).
          • For PVE, it lowers your threat with each enemy by 25%. Use it proactively, especially after adds spawn.

           

          Supercharged Celerity

          • Supercharged Celerity is off the GCD, has a 5-minute cooldown (Alacrity doesn’t reduce this), and costs 10 Supercharge.
          • It buffs every Operation group member within 40 meters. This buff increases Alacrity by 10% for 10 seconds (Alacrity doesn’t reduce this).
          • Since this buff is almost always used to increase your group’s DPS, it’s preferable for you, rather than a Mercenary DPS, to pay for this buff.

           

           

           

          Maximizing Your Performance

          [aname=Bodyguard - User Interface]User Interface[/aname]

           

          Tailor your UI for healing. These choices are personal, but consider the recommendations below.

           

           

          1. All crucial, time-sensitive information should be visible simultaneously. Therefore, Operation Frames, Action Bars, and Player Castbar should be adjacent and just below your character’s feet. Configure these using the Interface Editor.
             
             
          2. Under Preferences > User Interface, enable “Show Cooldown Text”.
             
             
          3. Use the Interface Editor to configure your Operation Frames.

             

             

            [*]Using the Interface Editor, enable Focus Target and Focus Target Castbar. Certain bosses have casts or channels that deal substantial damage to allies.

             

             

            [*]Using the Interface Editor, for the Player Buff Tray, enable Highlight Options > “Highlight Effects” and Sort Options > “Personal Effects”. This makes it easy to see your procs.

             

             

            [*]Using the Interface Editor, for the Target Frame and Focus Target, enable Highlight Options > “Highlight Buffs” and “Highlight Debuffs” and Sort Options > “Personal Buffs” and “Personal Debuffs”. This makes it easy to see your effects, such as a HOT on an ally or a DOT on an enemy.

             

             

            [aname=Bodyguard - Datacrons]Datacrons[/aname]

             

            Gain up to 50 points of these stats through Datacrons.

          • Aim
          • Cunning
          • Endurance

           

           

          [aname=Bodyguard - Legacy]Legacy[/aname]

           

          To increase each stat below by 1% for every character in your Legacy and Faction, complete all of the quests that one of the listed companions can offer.

          • Accuracy – Skadge, Scorpio, Khem Val, or Broonmark
          • Critical – Gault, Ensign Temple, Andronikos, or Vette
          • Healing received – Mako, Doctor Lokin, Talos Drellik, or Malavai Quinn
          • Maximum health – Blizz, Kaliyo, Xalek, or Lt. Pierce
          • Surge – Torian, Vector, Ashara, or Jaesa

           

          Though optimal gear for healing has no Accuracy, increasing Accuracy through this Legacy perk helps you interrupt, crowd control, or deal damage.

           

           

          [aname=Bodyguard - Consumables]Consumables[/aname]

           

          Unless noted, Alacrity reduces every figure related to time.

           

          Stim

          • An Advanced Anodyne Reflex Stim (purple quality) provides 198 Aim and 81 Power for 8 hours (Alacrity doesn’t reduce this).

           

          Adrenal

          • An Adrenal increases a stat for 15 seconds (Alacrity doesn’t reduce this) and is off the GCD. The cooldown shared across all Adrenals is 3 minutes.
          • For PVE, an Advanced Anodyne Triage Adrenal (purple quality) increases Tech Power by 750.
          • For PVP, a Warzone Adrenal increases Damage Reduction by 15%.

           

          Medpac

          • A Medpac heals you and is off the GCD. A Medpac can’t crit.
          • PVE
            • The cooldown shared across all Medpacs usable outside of a Warzone or Arena is (a) the remainder of your present combat or (b) 90 seconds, whichever is longer.
            • An Advanced Anodyne Medpac restores 7535 to 7892 health immediately and an additional 2875 health over 15 seconds.

            [*]PVP – A Warzone Medpac restores 35% of your maximum health and has a 90-second cooldown.

           

          Grenades

          • A Grenade is an instant ability. The cooldown shared across all Grenades is 3 minutes.
          • PVE – Grenades that stun or root can be useful for certain adds, such as during Styrak on Nightmare Mode, Grob’Thok with Nightmare Power, or Revanite Commanders.
          • PVP – Grenades are very useful.
            • A player affected by one or more of a Grenade’s effects receives Bastioned, a buff that grants immunity to all effects of further Grenades for 3 minutes (Alacrity doesn’t reduce this). Bastioned doesn’t persist through death.
            • If a Grenade has a stun or unconscious effect, this effect respects resolve.


    2. Set “Buff Scale” as low as possible. Increase “Debuff Scale” until debuffs are prominent.
    3. For your usual Operation group, disable “Show Health Text”. This is clutter rather than useful information.
    4. Disable “Show Only Removable Debuffs”. Debuffs that may deal substantial damage to allies often aren’t removable.

“Damaged” means that he neither defended the attack nor was channeling Force Barrier as it dealt damage.
Per the above definition, he is “damaged” by an attack that hits but whose damage is resisted with Shroud, reflected, or absorbed.

[*]His present Kolto Shell buff hasn’t triggered in the past 2.5 seconds (Alacrity doesn’t reduce this).

  1. This 2.5-second rate limit doesn’t carry over from a previous Kolto Shell buff.
  2. For example, suppose that an ally has no Kolto Shell buff, because its final charge just triggered, and that you immediately give him a new Kolto Shell buff. This new buff may trigger instantly, allowing Kolto Shell to heal him twice in less than 2.5 seconds.


Unless healing is challenging, in general, use Kolto Shot before an activation that otherwise would push your Heat over 40 or after an activation that costs a high amount of Heat, such as Rapid Scan or Progressive Scan.
As discussed above, use Supercharged Gas for Heat management.

While an ally’s life is in peril, refreshing Kolto Shell isn’t a priority. This ally’s expected healing from 1 Rapid Scan, for example, is greater than from 3 charges of Kolto Shell.
If you must maximize your effective healing per Heat, Kolto Missile, Progressive Scan, or Jet Boost can provide more than Kolto Shell.

Kolto Missile heals many allies, each for a moderate amount.
Progressive Scan heals a few allies, two for a large amount (and three for more than Kolto Missile).

If the ability preceding Supercharged Gas is instant, use Supercharged Gas as this ability’s GCD finishes rather than as it triggers.
If you’ll be incapacitated or too far from allies who need healing, delay Supercharged Gas until you can resume healing.
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[aname=Combat Medic]

Commando – Combat Medic

[/aname]

 

Table of Contents

 

 

  1. [jumpto=Combat Medic - Ratings]Ratings[/jumpto]
     
     
  2. [jumpto=Combat Medic - Utilities]Utilities[/jumpto]
     
     
  3. [jumpto=Combat Medic - Gear]Gear[/jumpto]
     
     
  4. [jumpto=Combat Medic - Rotation Guidelines]Rotation Guidelines[/jumpto]
     
     
  5. [jumpto=Combat Medic - Cell and Supercharge]Cell and Supercharge[/jumpto]
     
     
  6. Abilities

    1. [jumpto=Combat Medic - Heals for a Single Ally]Heals for a Single Ally[/jumpto]
    2. [jumpto=Combat Medic - Heals for Multiple Allies]Heals for Multiple Allies[/jumpto]
    3. [jumpto=Combat Medic - Dealing Damage]Dealing Damage[/jumpto]
    4. [jumpto=Combat Medic - Cooldowns]Cooldowns[/jumpto]

 

 

[*]Maximizing Your Performance

  1. [jumpto=Combat Medic - User Interface]User Interface[/jumpto]
  2. [jumpto=Combat Medic - Datacrons]Datacrons[/jumpto]
  3. [jumpto=Combat Medic - Legacy]Legacy[/jumpto]
  4. [jumpto=Combat Medic - Consumables]Consumables[/jumpto]

 

 

[aname=Combat Medic - Ratings]

Ratings

[/aname]

For Ravagers or Temple of Sacrifice on Hard Mode, Commando is the most desirable healing class. It has no meaningful weakness.

 

 

  1. Handling high damage to a single ally: Strongest. Sage is close behind. Scoundrel is behind.
     
     
  2. Handling high damage to multiple allies: Strong. Scoundrel is close. Sage is behind.
     
     
  3. Resource management: Fine. Both Commando and Scoundrel must manage resources, and resources limit their healing. A Sage’s resource management is trivial and doesn’t limit healing.
     
     
  4. Synergy with co-healer’s class: Strongest. The most desirable pairings are, in no particular order, Commando-Sage, Commando-Scoundrel, and Commando-Commando.
     
     
  5. Mobility: Fine. Scoundrel is close. A Sage’s mobility is incredible.
     
     
  6. Handling mechanics: Strongest. Hold the Line outshines every personal utility available to Sage or Scoundrel.
     
     
  7. Passive damage reduction: Strong. Scoundrel is close. Sage is behind, having the lowest Armor and lacking a Utility that increases damage reduction for all area effects by 30%.
     
     
  8. Dealing damage in the healing Discipline: Fine. Sage is ahead. Scoundrel is behind.

 

 

 

[aname=Combat Medic - Utilities]

Utilities

[/aname]

Skillful

 

 

  • Cell Capacitor: Recharge Cells now immediately recharges an additional 15 Energy and grants 10% alacrity for 6 seconds.
  • Charged Barrier: Charged Bolts or Medical Probe grants 1 charge of Charged Barrier. Each charge increases damage reduction by 1%. You may have up to 5 charges. Charges lasts 15 seconds, and gaining a charge refreshes this duration.
  • Heavy Trooper: Increases your Endurance and healing received by 3%.
  • Chain Gunnery: Increases the damage dealt by Hail of Bolts by 25%.

 

In general, Cell Capacitor > Heavy Trooper > Charged Barrier.

 

Charged Barrier isn’t valuable enough to influence when, or how often, you Medical Probe. It usually expires during Supercharged Cell. But some damage reduction some of the time is preferable to the alternatives.

 

Too few effects trigger Parallactic Combat Stim, which recharges 10 Energy when you’re stunned, immobilized, knocked down, or otherwise incapacitated. Furthermore, a healer should avoid about half of these few effects with Hold the Line or Field Aid.

 

If you must deal substantial damage to multiple stacked enemies, Chain Gunnery helps.

 

 

Masterful

 

 

  • Advance the Line: Increases the duration of Hold the Line by 4 seconds.
  • Med Zone: Increases your healing received by 20% while Reactive Shield is active.
  • Efficient Conversions: Eliminates the Energy cost of Concussion Charge, Field Aid, Electro Dart, and Concussive Round.

 

Select Advance the Line, which is valuable for most bosses in the new Operations.

 

Efficient Conversions is valuable if you’ll use Field Aid (e.g., Revan, Torque, or Coratanni). Otherwise, among the lackluster options for your final point to unlock the Heroic tier, Med Zone is a sound choice.

 

 

Heroic

 

 

  • Forced March: Successive Treatment and Full Auto may be activated or channeled while moving.
  • Shock Absorbers: Reduces damage taken from area effects by 30%. In addition, reduces damage taken by 30% while stunned.
  • Overclock: Reduces the cooldown of Tech Override by 15 seconds. In addition, Tech Override grants a second charge.

 

In general, Forced March > Overclock > Shock Absorbers. Forced March is a dramatic boost to your mobility. Overclock improves your ability to respond to emergencies and mobility. Select Shock Absorbers if (a) your damage taken from AOE effects is higher than most non-tanks in your group, or (b) a high-damage AOE effect targets a single group member from time to time, such as Barrel Throw (Bulo) or Mouse Droids (Coratanni).

 

Supercharged Reserves, which reduces the cooldown of Field Aid by 3 seconds, is less valuable than an alternative, including for Revan.

 

 

The omission of every Utility to improve Concussion Charge is intentional. As discussed in [jumpto=Combat Medic - Heals for Multiple Allies]Heals for Multiple Allies[/jumpto], Concussion Charge’s heal is almost worthless. Neither Tenacious Defense nor Concussive Force is more valuable than an alternative when a group is ready to kill Revan.

 

 

 

[aname=Combat Medic - Gear]

Gear

[/aname]

Optimal gear for a typical Commando healer follows. For further discussion, or if you wish to optimize gear for your healing, see my Model.

 

Set Bonus

SOR 6-Piece Combat Medic’s.

 

Augments

Aim or Power. There’s no meaningful difference.

 

Power versus Critical

  • With 14 Aim Augments, the amount of Critical that maximizes expected healing is about 655 in Resurrected gear or 715 in Revanite gear.
  • With 14 Power Augments, the amount of Critical that maximizes expected healing is about 675 in Resurrected gear or 735 in Revanite gear.

 

Alacrity versus Surge

Among your Ear, Implants, and Enhancements, 3 have Surge and 7 have Alacrity.

 

Relics

Among relics of the same tier, Serendipitous Assault = Focused Retribution > any other.

 

Accuracy

None. Accuracy has no effect on healing an ally.

 

 

 

[aname=Combat Medic - Rotation Guidelines]

Rotation Guidelines

[/aname]

In combat, no rotation is ideal for long. A healer’s job is triage. Decide who most needs your next heal by anticipating damage and cooperating with your co-healer. Guidelines for choosing your next ability follow.

 

 

  1. While Supercharged Cell isn’t active, build Supercharge as quickly as triage and Energy allow. Medical Probe builds Supercharge fastest, but costs a high amount of Energy. A best practice for building Supercharge is using Med Shot after Medical Probe.
     
     
  2. Use Supercharged Cell for Energy management and boosting your healing.
     
     

  3. Don’t squander the first moments of Supercharged Cell.

     

     

    [*]While healing is challenging, use Supercharged Cell promptly. In general, delay it only as noted below.

    1. If your Energy is high (greater than about 80), and Advanced Medical Probe is available and will be your next ability, use Advanced Medical Probe before Supercharged Cell.
    2. If your Energy is very high (greater than 90), and your next ability will be Medical Probe or Successive Treatment, use it before Supercharged Cell.

     

     

    [*]While healing is manageable, you may delay it

    1. for any reason above, or
    2. if healing may become challenging soon. Without Supercharged Cell, healing of a single ally is quickly limited by Energy. Being frugal with Supercharged Cell can burden your co-healer or cause healing that should be manageable to become challenging.

     

     

    [*]While healing is relaxed, use Supercharged Cell to Recharge Cells from high-DPS abilities.

     

     

    [*]Though Supercharged Cell increases all of your healing done by 5%, this increase alone doesn’t influence the choice of your next ability.

     

     

    [*]Healing a single ally

     

     

    1. In general, the priority is: Advanced Medical Probe > Medical Probe > Med Shot. This means using Advanced Medical Probe almost on cooldown, and, while Supercharged Cell is active, not using Medical Probe.
       
       
    2. Bacta Infusion is for burst healing a single ally or, while healing is challenging, Energy management.

     

     

    [*]Successive Treatment and Kolto Bomb

     

     

    1. Overview

       

       

      [*]Minimum number of allies to heal

      1. Kolto Bomb is a terrible use of time and Energy unless it heals at least two allies.
      2. In a pinch, Successive Treatment is a very strong heal for even just one ally, whom you should target upon activating it. Its priority is below that of Bacta Infusion, Tech Override + Advanced Medical Probe, and Tech Override + Medical Probe, however, because of its high Energy cost and cooldown.

       

       

      [*]Your co-healer’s class can influence which you use first or more often.

      1. A Scoundrel has an ability analogous to Kolto Bomb (Kolto Waves) but not Successive Treatment (Kolto Cloud heals far slower). Therefore, Successive Treatment > Kolto Bomb more often if your co-healer is a Scoundrel.
      2. A Sage has an ability analogous to Successive Treatment (Wandering Mend) but not Kolto Bomb (Salvation heals far slower). Therefore, Kolto Bomb > Successive Treatment more often if your co-healer is a Sage.

       

       

      [*]Roles unique to Successive Treatment.

      1. If you can anticipate moments of high damage to multiple allies, be proactive with Successive Treatment. In general, timing Successive Treatment so that its third tick occurs immediately after this damage, and following it with Kolto Bomb, is burst AOE healing that no other healing class can match.
      2. Each tick of Successive Treatment after the first can heal an ally who’s up to 50 meters from you. This can, for example, save the life of a tank who’s knocked out of your range.

       

       

      [*]On rare occasions, the following figures may be the dominant factor in choosing your next ability. These assume that all healing is effective.

      1. For expected healing per second, Kolto Bomb matches Successive Treatment only if at least 6 allies receive its immediate heal or at least 4 allies receive its immediate heal and all 3 ticks of its HOT.
      2. For expected healing per Energy, the figures are identical.

       

       

      [*]Without being preoccupied by it, in general, maintain Trauma Probe on all allies.

       

       

      1. Unless healing is relaxed for the moment or an ally will soon be out of your range, prefer to refresh Trauma Probe after all of its charges have been consumed.
         
         
      2. Circumstances in which it’s prudent to delay Trauma Probe include the following.

         

         

        [*]While healing is challenging, the priority for Trauma Probe is as follows.

        1. Tanks
        2. Any non-tank whom you expect to
          • take damage more times than other non-tanks (e.g., the DPS kiting Raptus during Dread Council),
          • take more damage than other non-tanks (e.g., a Sage, who has Light Armor and no Utility to reduce all AOE damage by 30%), or
          • be out of your range more often than other non-tanks.

        [*]Any remaining allies

         

         

        [*]While damage is very frequent and very light, Trauma Probe might waste time and Energy, particularly if non-tanks stack for Kolto Bomb. For example, during the final phase of Revan, you can forego Trauma Probes in favor of Kolto Bomb for a while, dealing damage to the Machine Core with the time and Energy saved.

         

         

        [*]Energy management

         

         

        1. Each second, you regenerate Energy: 5 if your Energy is 60-100; 3 if 20-59; or 2 if 0-19.
           
           
        2. Having at least 60 Energy almost all of the time is crucial.

           

           

          [*]If you can’t spare a GCD for Med Shot, because an ally is in peril or healing is challenging, your options to gain Energy include the following.

          1. If the present emergency should be brief, and if healing afterward should be manageable for your co-healer alone, dropping below 60 Energy is okay. You’ll pay for being Energy-starved with consecutive Med Shots. While Energy is 20-59, you gain about 6 Energy with each Med Shot.
          2. If you can’t be Energy-starved, use one Energy-management cooldown.
            • Prefer Reserve Powercell if your Energy would bottom out at about 45 without a cooldown. Activate it if your Energy now is below 80 and your next activation will be Successive Treatment or, if that’s unavailable, Medical Probe.
            • Prefer Recharge Cells if your Energy would bottom out at 35 or less without a cooldown. Activate Recharge Cells after your Energy falls to or below 35.
            • It isn’t necessary for one of these cooldowns to be available at all times. Using both close together is extraordinary, however, and risks being unable to handle subsequent emergencies.

           

           

           

          [aname=Combat Medic – Cell and Supercharge]

          Cell and Supercharge

          [/aname]

           

          Combat Support Cell

        • Combat Support Cell is instant and persists through death and logout.
        • It increases all of your healing done by 3%.
        • Apart from the one unusual exception discussed in [jumpto=Combat Medic - Dealing Damage]Dealing Damage[/jumpto], it’s the Cell for a Commando healer.

         

        Supercharge

        • Supercharge is a buff. You may have up to 10 Supercharge.
          • Healing with Medical Probe grants 2 stacks.
          • Healing with Med Shot grants 1 stack.
          • Attacking with Hammer Shot or Charged Bolts grants 1 stack.

          [*]Supercharge lasts 1 minute (Alacrity doesn’t reduce this). Gaining a stack refreshes its duration.

          [*]Each stack increases all of your healing done or damage dealt by 0.1%.

          [*]Activating Supercharged Cell or Supercharged Celerity requires and consumes 10 Supercharge.

         

        Supercharged Cell

        • Supercharged Cell is a buff. Activating it requires and consumed 10 Supercharge.
        • It lasts for 15 seconds (Alacrity doesn’t reduce this).
        • Its activation recharges 10 Energy.
        • It increases all of your healing done by 5%, eliminates Advanced Medical Probe’s cooldown, and reduces the cost of each Advanced Medical Probe that’s completed while it’s active by 5 Energy.

         

         

         

        Abilities

        The Sections below described and offer advice about each ability. Unless noted, Alacrity reduces every figure related to time.

         

         

        [aname=Combat Medic - Heals for a Single Ally]Heals for a Single Ally[/aname]

         

        See my Model for activation times or healing amounts with gear that you select.

         

         

        Bacta Infusion

         

        Description

        • Bacta Infusion is instant, has a 21-second cooldown, and costs no Energy.
        • It provides a large immediate heal and a small HOT that heals 3 times, once every third second for 9 seconds.
           
           
        • It grants you Emergency Response.
          • This buff, which lasts for 15 seconds (Alacrity doesn’t reduce this), is consumed by your next Advanced Medical Probe and makes it instant.
          • If Emergency Response and Tech Override overlap, a Advanced Medical Probe consumes both. Don’t use Tech Override if Advanced Medical Probe is available and you have Emergency Response.

         

        Use

        • Bacta Infusion is for burst healing a single ally or, while healing is challenging, Energy management.

         

         

        Medical Probe

         

        Description

        • Medical Probe is a 1.5-second cast, has no cooldown, and costs 20 Energy.
        • Its healing amount is good relative to its cast time, but weak relative to its Energy cost.
        • Each completed cast grants 2 Supercharge.
           
           
        • Each completed cast grants 1 charge of Field Triage.
          • This buff lasts up to 15 seconds (Alacrity doesn’t reduce this), and gaining a charge refreshes its duration.
          • You can have at most 3 charges of Field Triage.
          • Your next completed Advanced Medical Probe consumes all charges, each of which reduces the Energy cost of this Advanced Medical Probe by 5.

           

           

          [*]Combat Medic’s Critical Bonus, a buff from the SOR 2-Piece Combat Medic’s Set, causes your next Medical Probe to crit.

         

        Use

        • Medical Probe is filler for when Advanced Medical Probe is unavailable.
          • Don’t delay Advanced Medical Probe solely to gain a charge of Field Triage.
          • While Supercharged Cell is active, don’t use Medical Probe unless
            1. an ally is likely to die before a cast of Advanced Medical Probe would finish, and
            2. Bacta Infusion and Tech Override are unavailable.

          [*]You don’t need to use Combat Medic’s Critical Bonus promptly, because its duration and cooldown are 30 seconds (Alacrity doesn’t reduce the duration).

         

         

        Advanced Medical Probe

         

        Description

        • Advanced Medical Probe is a 2-second cast. Its cooldown is 10.5 second, which the pre-SOR 4-Piece, or SOR 6-Piece, Combat Medic’s Set reduces to 9 seconds.
        • It’s a very large heal.
        • Its base cost is 20 Energy. Its final cost is
          • 5 Energy fewer if it’s completed while Supercharged Cell is active, and
          • 5 Energy fewer per charge of Field Triage.

           

           

          [*]Advanced Medical Probe grants its recipient Invigorated, which increases his healing received by 3% for 45 seconds (Alacrity doesn’t reduce this). Invigorated doesn’t stack, regardless of the number of healers giving this buff.

         

        Use

        • Use Advanced Medical Probe almost on cooldown.
        • In general, you may disregard Invigorated. Spreading or refreshing it doesn’t influence whom you heal with Advanced Medical Probe, because its long duration means that an ally has it if he should.

         

         

        Trauma Probe

         

        Description

        • Trauma Probe is instant, has no cooldown, and costs 10 Energy.
        • Using Trauma Probe on an ally sets his number of charges to 7. Charges last for up to 3 minutes (Alacrity doesn’t reduce this).
        • Each time an ally’s Trauma Probe is triggered, one charge is consumed and heals him for a small amount.
        • An ally’s Trauma Probe triggers if, and only if, both of the below conditions are met.
          1. He is “damaged” by an attack.

             

            Use

          • See [jumpto=Combat Medic - Rotation Guidelines]Rotation Guidelines[/jumpto] > #6.

           

           

          Med Shot

           

          Description

          • Med Shot is instant and has no cooldown.
          • It costs no Energy. A non-crit recharges 1 Energy; a crit recharges 2 Energy.
          • It heals for a small amount, and grants 1 Supercharge.

           

          Use

          • Energy management and building Supercharge.

           

           

          Field Aid

           

          Description

          • Field Aid is instant and has a 12-second cooldown.
          • Field Aid costs 10 Energy, or no Energy with Utility: Efficient Conversions.
          • It cleanses up to two physical, mental, or tech effects and provides a small heal.

           

          Use

          • For PVE, if Field Aid can cleanse an effect, it’s almost always better to cleanse it than heal through it.
          • For PVP, Field Aid cleanses certain CCs.

           

           

          [aname=Combat Medic - Heals for Multiple Allies]Heals for Multiple Allies[/aname]

           

          See my Model for activation times or healing amounts with gear that you select.

           

          In SOR, every ability that may heal multiple allies in one activation is “smart”. If more allies are within range than the ability can heal, the ability selects those allies whose percentage of maximum health is lowest.

           

           

          Kolto Bomb

           

          Description

          • Kolto Bomb is instant, has a 6-second cooldown, and costs 15 Energy.
          • Its radius is 8 meters.
          • For up to 8 allies, Kolto Bomb provides a moderate immediate heal and a HOT that heals 3 times, once every second for 3 seconds.

           

          Use

          • See [jumpto=Combat Medic - Rotation Guidelines]Rotation Guidelines[/jumpto] > #5.

           

           

          Successive Treatment

           

          Description

          • Successive Treatment is 2.4-second channel and has a 15-second cooldown.
          • As a channel, it’s immune to pushback.
          • Its target is the ally whom you’re targeting upon its activation or, otherwise, you.
          • It heals in 4 waves. Each wave costs 7 Energy.
            • The first wave is immediate and heals the target.
            • The second wave heals the target and up to 1 other ally who is in line-of-sight and 20 meters of the target.
            • The third wave heals the target and up to 2 other allies, each of whom is in line-of-sight and 20 meters of the target.
            • The fourth wave heals the target and up to 3 other allies, each of whom is in line-of-sight and 20 meters of the target.

             

             

            [*]Upon being healed by Successive Treatment, an ally receives Protected, which increases his Armor Rating from gear alone by 10% for 45 seconds (Alacrity doesn’t reduce this).

            • Though not substantial, any increase in mitigation helps, especially a tank.
            • Protected doesn’t stack, regardless of the number of healers giving this buff.

           

          Use

          • See [jumpto=Combat Medic - Rotation Guidelines]Rotation Guidelines[/jumpto] > #5.
          • Since each wave’s Energy cost is equal, Successive Treatment’s healing per Energy plummets if you can’t finish its channel.

           

           

          Concussion Charge

           

          Description

          • Concussion Charge is instant and has a 30-second cooldown.
          • It costs 5 Energy, or no Energy with Utility: Efficient Conversions.
          • Utility: Kolto Waves grants it a very small heal for you and up to 7 allies within 8 meters of you.

           

          Use

          • Concussion Charge’s heal is almost worthless.
          • Concussion Charge must heal at least 2, 5, or 8 to provide greater expected healing than Med Shot, Medical Probe (without Combat Medic’s Critical Bonus), or Trauma Probe, respectively.
          • A healer’s job is triage, which is not, in general, maximizing HPS or topping up allies. Before using Concussion Charge, be certain that healing the ally with least health or building Supercharge isn’t wiser.
          • Even when using Concussion Charge is appropriate, such as for Malaphar, healing allies for less than 3% of their maximum health is unlikely to alter a fight’s tempo or outcome. Consider Utility: Overclock or Shock Absorbers instead.

           

           

          [aname=Combat Medic - Dealing Damage]Dealing Damage[/aname]

           

          Capitalize on every opportunity to deal damage.

           

          In general, the priority for dealing damage is as follows.

          • Except as noted below, for a single target: Electro Net > Full Auto > High Impact Bolt > Mortar Volley > Charged Bolts > Hammer Shot
            • The priority of Charged Bolts or Hammer Shot is higher if you don’t have 10 Supercharge.
            • In general, Hammer Shot has the highest priority if your Energy would fall below 60 otherwise.

            [*]For multiple targets: Mortar Volley > Hail of Bolts with Utility: Chain Gunnery > Pulse Cannon > Hail of Bolts without Utility: Chain Gunnery

           

          Except as noted below, remain in Combat Support Cell.

          • If each condition below is met, using Armor-Piercing Cell should increase your DPS.
            1. Maximizing your groups’ DPS is crucial.
            2. Your co-healer isn’t a Sage. In general, a Sage can deal at least as much damage as you with less hassle.
            3. There’s a period of at least 20 seconds at the start of combat or 30 seconds in the middle of combat for which your co-healer can, and agrees to, handle all healing.

            [*]If you switch to Armor-Piercing Cell, note that

            • Armor-Piercing Cell reduces High Impact Bolt’s Energy cost by 10, and
            • switching back to Combat Support Cell to resume healing uses a GCD.

           

           

          Electro Net

          • Electro Net is instant, has a 90-second cooldown, and costs 10 Energy.
          • It’s a DOT that ticks 10 times, immediately and once every second for 9 seconds.
          • For PVP, it reduces the movement speed of the affected enemy by 50% and hinders him. In addition, its damage increases based on how much the affected enemy has moved with it.

           

          Full Auto

          • Full Auto is a 3-second channel and has a 15-second cooldown.
          • It attacks 4 times, including immediately. Each attack costs 6 Energy.
          • As a channel, it’s immune to pushback.
          • With Utility: Forced March, it may be activated or channeled while moving.

           

          High Impact Bolt

          • High Impact Bolt is instant, has a 15-second cooldown, and costs 15 Energy (or 5 Energy with Armor-Piercing Cell).

           

          Charged Bolts

          • Charged Bolts is a 1.5-second cast, has no cooldown, and costs 15 Energy.
          • Attacking with it grants you 1 Supercharge even if your target dodges it.

           

          Hammer Shot

          • Hammer Shot is instant, has no cooldown, and costs no Energy.
          • Attacking with it grants you 1 Supercharge even if your target dodges it.
          • You may substitute it for Med Shot if your Energy is high and healing is relaxed.

           

          Mortar Volley

          • Mortar Volley is a 3-second channel and has a 45-second cooldown.
          • Its radius is 4 meters.
          • It attacks up to 8 enemies up to 6 times. Each attack wave costs 5 Energy.
          • As a channel, it’s immune to pushback.

           

          Sweeping Blaster

          • Hail of Bolts is a 3-second channel and has no cooldown.
          • Its radius is 5 meters.
          • It attacks up to 8 enemies up to 4 times. Each attack wave costs 8 Energy.
          • As a channel, it’s immune to pushback.

           

          Pulse Cannon

          • Pulse Cannon is a 3-second channel and has an 18-second cooldown.
          • It affects a “cone” in front of you that has a radius of 10 meters and a central angle of 45 degrees.
          • It attacks up to 8 enemies up to 4 times. Each attack wave costs 7 Energy.
          • As a channel, it’s immune to pushback.

           

           

          [aname=Combat Medic - Cooldowns]Cooldowns[/aname]

           

          Tech Override

           

          Description

          • Tech Override is off the GCD. Its cooldown is 60 seconds, or 45 seconds with Utility: Overclock.
          • It grants you a buff that makes your next cast instant. With Utility: Overclock, this buff has two charges.
            • This buff lasts up to 15 seconds (Alacrity doesn’t reduce this).
            • Though Emergency Medical Probe is a cast, it isn’t instant with Tech Override and doesn’t consume it.

            [*]After this buff expires or all of its charges have been consumed, you receive Unshakeable, which makes you immune to interrupts and pushback, for 6 seconds (Alacrity doesn’t reduce this).

           

          Use

          • Tech Override helps you respond to an emergency, especially while moving, if Bacta Infusion is unavailable.
          • Use Tech Override for Advanced Medical Probe if it’s available or, otherwise, for Medical Probe.
            • If Emergency Response and Tech Override overlap, a Advanced Medical Probe consumes both. Don’t use Tech Override if Advanced Medical Probe is available and you have Emergency Response.

            [*]For PVP, Tech Override is also for interrupt immunity. An ideal time for it is immediately after gaining full resolve.

           

           

          Reserve Powercell

           

          Description

          • Reserve Powercell is off the GCD and has a 2-minute cooldown.
          • It grants you a buff that lasts up to 15 seconds (Alacrity doesn’t reduce this). Your next ability that would otherwise cost Energy instead consumes this buff and costs no Energy.

           

          Use

          • See [jumpto=Combat Medic - Rotation Guidelines]Rotation Guidelines[/jumpto] > #7.

           

           

          Recharge Cells

           

          Description

          • Recharge Cells is off the GCD and has a 2-minute cooldown.
          • It recharges up to 50 Energy over 3 seconds.
          • Utility: Cell Capacitor causes it to recharge an additional 15 Energy immediately and to increase your Alacrity by 10% for 6 seconds (Alacrity doesn’t reduce this).

           

          Use

          • See [jumpto=Combat Medic - Rotation Guidelines]Rotation Guidelines[/jumpto] > #7.

           

           

          [aname=Combat Medic - Other]Other[/aname]

           

          Hold the Line

          • Hold the Line is off the GCD and has a 30-second cooldown (Alacrity doesn’t reduce this).
          • It lasts for 6 seconds, or 10 seconds with Utility: Advance the Line (Alacrity doesn’t reduce this).
          • It increases your movement speed by 30% and grants you immunity to movement-impairing, knockdown, or physics effects.
          • For PVE, Hold the Line is very valuable for the new Operations. Most boss effects respect it.

           

          Diversion

          • Diversion is off the GCD and has a 45-second cooldown (Alacrity doesn’t reduce this).
          • For PVE, it lowers your threat with each enemy by 25%. Use it proactively, especially after adds spawn.

           

          Supercharged Celerity

          • Supercharged Celerity is off the GCD, has a 5-minute cooldown (Alacrity doesn’t reduce this), and costs 10 Supercharge.
          • It buffs every Operation group member within 40 meters. This buff increases Alacrity by 10% for 10 seconds (Alacrity doesn’t reduce this).
          • Since this buff is almost always used to increase your group’s DPS, it’s preferable for you, rather than a Commando DPS, to pay for this buff.

           

           

           

          Maximizing Your Performance

          [aname=Combat Medic - User Interface]User Interface[/aname]

           

          Tailor your UI for healing. These choices are personal, but consider the recommendations below.

           

           

          1. All crucial, time-sensitive information should be visible simultaneously. Therefore, Operation Frames, Action Bars, and Player Castbar should be adjacent and just below your character’s feet. Configure these using the Interface Editor.
             
             
          2. Under Preferences > User Interface, enable “Show Cooldown Text”.
             
             
          3. Use the Interface Editor to configure your Operation Frames.

             

             

            [*]Using the Interface Editor, enable Focus Target and Focus Target Castbar. Certain bosses have casts or channels that deal substantial damage to allies.

             

             

            [*]Using the Interface Editor, for the Player Buff Tray, enable Highlight Options > “Highlight Effects” and Sort Options > “Personal Effects”. This makes it easy to see your procs.

             

             

            [*]Using the Interface Editor, for the Target Frame and Focus Target, enable Highlight Options > “Highlight Buffs” and “Highlight Debuffs” and Sort Options > “Personal Buffs” and “Personal Debuffs”. This makes it easy to see your effects, such as a HOT on an ally or a DOT on an enemy.

             

             

            [aname=Combat Medic - Datacrons]Datacrons[/aname]

             

            Gain up to 50 points of these stats through Datacrons.

          • Aim
          • Cunning
          • Endurance

           

           

          [aname=Combat Medic - Legacy]Legacy[/aname]

           

          To increase each stat below by 1% for every character in your Legacy and Faction, complete all of the quests that one of the listed companions can offer.

          • Accuracy – Tanno Vik, Bowdaar, Qyzen Fess, or Lord Scourge
          • Critical – Aric Jorgan, Risha, Zenith, or Sergeant Rusk
          • Healing received – Elara Dorne, Guss Tuno, Tharan Cedrax, or Doc
          • Maximum health – M1-4X, Corso Riggs, Felix Iresso, or T7-01
          • Surge – Yuun, Akaavi Spar, Nadia Grell, or Kira Carsen

           

          Though optimal gear for healing has no Accuracy, increasing Accuracy through this Legacy perk helps you interrupt, crowd control, or deal damage.

           

           

          [aname=Combat Medic - Consumables]Consumables[/aname]

           

          Unless noted, Alacrity reduces every figure related to time.

           

          Stim

          • An Advanced Anodyne Reflex Stim (purple quality) provides 198 Aim and 81 Power for 8 hours (Alacrity doesn’t reduce this).

           

          Adrenal

          • An Adrenal increases a stat for 15 seconds (Alacrity doesn’t reduce this) and is off the GCD. The cooldown shared across all Adrenals is 3 minutes.
          • For PVE, an Advanced Anodyne Triage Adrenal (purple quality) increases Tech Power by 750.
          • For PVP, a Warzone Adrenal increases Damage Reduction by 15%.

           

          Medpac

          • A Medpac heals you and is off the GCD. A Medpac can’t crit.
          • PVE
            • The cooldown shared across all Medpacs usable outside of a Warzone or Arena is (a) the remainder of your present combat or (b) 90 seconds, whichever is longer.
            • An Advanced Anodyne Medpac restores 7535 to 7892 health immediately and an additional 2875 health over 15 seconds.

            [*]PVP – A Warzone Medpac restores 35% of your maximum health and has a 90-second cooldown.

           

          Grenades

          • A Grenade is an instant ability. The cooldown shared across all Grenades is 3 minutes.
          • PVE – Grenades that stun or root can be useful for certain adds, such as during Styrak on Nightmare Mode, Grob’Thok with Nightmare Power, or Revanite Commanders.
          • PVP – Grenades are very useful.
            • A player affected by one or more of a Grenade’s effects receives Bastioned, a buff that grants immunity to all effects of further Grenades for 3 minutes (Alacrity doesn’t reduce this). Bastioned doesn’t persist through death.
            • If a Grenade has a stun or unconscious effect, this effect respects resolve.


    2. Set “Buff Scale” as low as possible. Increase “Debuff Scale” until debuffs are prominent.
    3. For your usual Operation group, disable “Show Health Text”. This is clutter rather than useful information.
    4. Disable “Show Only Removable Debuffs”. Debuffs that may deal substantial damage to allies often aren’t removable.

“Damaged” means that he neither defended the attack nor was channeling Force Barrier as it dealt damage.
Per the above definition, he is “damaged” by an attack that hits but whose damage is resisted with Shroud, reflected, or absorbed.

[*]His present Trauma Probe buff hasn’t triggered in the past 2.5 seconds (Alacrity doesn’t reduce this).

  1. This 2.5-second rate limit doesn’t carry over from a previous Trauma Probe buff.
  2. For example, suppose that an ally has no Trauma Probe buff, because its final charge just triggered, and that you immediately give him a new Trauma Probe buff. This new buff may trigger instantly, allowing Trauma Probe to heal him twice in less than 2.5 seconds.


Unless healing is challenging, in general, use Med Shot before an activation that otherwise would drop your Energy below 60 or after an activation that costs a high amount of Energy, such as Medical Probe or Successive Treatment.
As discussed above, use Supercharged Cell for Energy management.

While an ally’s life is in peril, refreshing Trauma Probe isn’t a priority. This ally’s expected healing from 1 Medical Probe, for example, is greater than from 3 charges of Trauma Probe.
If you must maximize your effective healing per Energy, Kolto Bomb, Successive Treatment, or Concussion Charge can provide more than Trauma Probe.

Kolto Bomb heals many allies, each for a moderate amount.
Successive Treatment heals a few allies, two for a large amount (and three for more than Kolto Bomb).

If the ability preceding Supercharged Cell is instant, use Supercharged Cell as this ability’s GCD finishes rather than as it triggers.
If you’ll be incapacitated or too far from allies who need healing, delay Supercharged Cell until you can resume healing.
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  • 2 weeks later...

Hi there, thank you very much for your Merc and Op guides - I've read them both and roll both classes for heals.

 

My question is - why is there such a recommended crit disparity between Op and Merc (~350 to ~650) in your guides? Just curious - does the Merc have some sort of latent passive ability which greatly increases surge, so therefore more crit is needed to take advantage of it?

 

Thanks in advance!

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why is there such a recommended crit disparity between Op and Merc (~350 to ~650) in your guides?

 

A Mercenary has +15% Surge from Warden (in Bodyguard's Discipline Path) and, almost all of the time, +10% Surge from Advanced Targeting (a passive for every Mercenary). Both apply to all healing.

 

An Operative has +20% Surge from Accomplished Doctor (in Medicine's Discipline Path). This applies to only Kolto Infusion, Kolto Injection, and Surgical Probe; i.e., ~40% or less of your effective healing.

Edited by Orderken
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  • 3 weeks later...
  • 3 weeks later...

I've been reading all over other threads that Merc is not recommended for PvP because he will be focused, won't live more than 15 seconds, that he's only good for PvE... I'd like to know to what extent that's true and, concerning soloing, what would be better, Sorc or Merc, which one has the most balanced Healing/Survivability ratio.

Thank you.

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I'll address non-Ranked PVP only, since you should learn to walk before you try to run.

 

For reasons including the below, in general, it's easier to learn to heal, and to heal under pressure, as a Sorcerer or Operative than as a Mercenary.

  1. Effective healing from instant abilities is greater for a Sorcerer or Operative than for a Mercenary.
  2. An Operative has a stronger suite of defensive abilities than a Mercenary. A Sorcerer's Force Barrier is stronger than any Mercenary defensive ability.
  3. Resource management is easier for a Sorcerer or Operative than for a Mercenary.

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