SWTOR 3.0 Commando Combat Medic healing class guide written by Orderken of POT5.
Contents
- 1 Intro to 3.0 Commando Combat Medic
- 2 Rotation Guidelines
- 3 Cylinder and Supercharge
- 4 Heals for a Single Ally
- 5 Heals for Multiple Allies
- 6 Dealing Damage
- 7 Cooldowns
- 8 Other Abilities
- 9 Maximizing Your Performance
- 10 Theory and Interactive Model
- 11 About the Author
Intro to 3.0 Commando Combat Medic
For Ravagers or Temple of Sacrifice on Hard Mode, Commando is the most desirable healing class. It has no meaningful weakness.
- Handling high damage to a single ally: Strongest. Sage is close behind. Scoundrel is behind.
- Handling high damage to multiple allies: Strong. Scoundrel is close.Sage is behind.
- 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.
- Synergy with co-healer’s class: Strongest. The most desirable pairings are, in no particular order,Commando-Sage, Commando-Scoundrel, and Commando-Commando.
- Mobility: Fine. Scoundrel is close. A Sage’s mobility is incredible.
- Handling mechanics: Strongest. Hold the Line outshines every personal utility available to Sage or Scoundrel.
- 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%.
- Dealing damage in the healing Discipline: Fine. Sage is ahead. Scoundrel is behind.
Utilities
Select 8.
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 Concussion 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 Section “Heals for Multiple Allies”, 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.
Gear
Optimal gear for a typical Commando healer follows. For further discussion, or if you wish to optimize gear for your healing, see Section “Theory and Interactive Model”.
- Set Bonus
- SOR 6-Piece Combat Medic’s
- Augments
- 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.
Rotation Guidelines
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.
- 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.
- Use Supercharged Cell for Energy management and boosting your healing.
- Don’t squander the first moments of Supercharged Cell.
- 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.
- While healing is challenging, use Supercharged Cell promptly. In general, delay it only as noted below.
- 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.
- 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
- for any reason above, or
- 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 Energy 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
- 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.
- Bacta Infusion is for burst healing a single ally or, while healing is challenging,Energy management.
- Successive Treatment and Kolto Bomb
- Overview
-
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).
- Minimum number of allies to heal
- Kolto Bombis a terrible use of time and Energy unless it heals at least two allies.
- 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.
- 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.
- 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.
- 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.
- 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.
- i. 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.
- ii. For expected healing per Energy, the figures are identical.
- Without being preoccupied by it, in general, maintain Trauma Probe on all allies
- 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.
- Circumstances in which it’s prudent to delay Trauma Probe include the following.
- 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.
- While healing is challenging, the priority for Trauma Probe is as follows.
- Tanks
- 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.
7. Energy management
- Each second, you regenerate Energy: 5 if your Energy is 60-100; 3 if 20-59; or 2 if 0-19.
- Having at least 60 Energy almost all of the time is crucial.
- Unless healing is challenging, in general, use Med Shot before an activation that otherwise would drop your Energy below60 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.
- 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.
- If the present emergency should be brief, and if healing afterward should be manageable for your co-healer alone, dropping below 60Energy 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.
- 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 below35.
- 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.
The Sections below describe and offer advice about each ability. Unless noted, Alacrity reduces every figure related to time.
Cylinder and Supercharge
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 Section “Dealing Damage”, 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 10 seconds, or 15 seconds with the SOR 4-Piece Combat Medic’s Set. Alacrity doesn’t reduce its duration
- 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.
Heals for a Single Ally
See Section “Theory and Interactive 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, an 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
- An ally is likely to die before Advanced Medical Probe would finish and
- 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 10.5second, 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 it recipient Invigorated, which increases his healing received by 3% for 45 seconds. 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.
- He is “damaged” by an attack.
- “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 Resilience, reflected, or absorbed.
- His present Trauma Probe buff hasn’t triggered in the past 2.5 seconds (Alacrity doesn’t reduce this).
- This 2.5-second rate limit doesn’t carry over from a previous Trauma Probe buff.
- 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.
Use
- See the sixth topic of Section “Rotation Guidelines”.
Med Shot
Description
- Med Shot is instant and has no cooldown.
- It costs no Energy. A non-crit recharges 1 Energy; a crit recharges 2Energy.
- 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 10Energy, 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 than heal through it. For PVP, Field Aid cleanses certain CCs.
Heals for Multiple Allies
See Section “Theory and Interactive 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 the fifth topic of Section “Rotation Guidelines”.
Successive Treatment
Description
- Successive Treatment is 2.4-second channel and has a 15-second cooldown.
- As a channel, it’s immune to pushback.
- With Utility: Forced March, it may be activated or channeled while moving.
- 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 1other 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.
- 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 the fifth topic of Section “Rotation Guidelines”.
- 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 Wave 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.
Dealing Damage
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 Shothas the highest priority if your Energy would fall below60 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.
- Maximizing your groups’ DPS is crucial.
- Your co-healer isn’t a Sage. In general, a Sage can deal at least as much damage as you with less hassle.
- 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 muchthe 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 Energywith 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 is4 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.
Hail of Bolts
- 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.
Cooldowns
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, an 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 the seventh topic of Section “Rotation Guidelines”.
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 the seventh topic of Section “Rotation Guidelines”.
Other Abilities
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
- Increases Alacrity by 10% for Operation group members within 40 meters.
- This buff lasts for 10 seconds, and its cooldown is 5 minutes (Alacrity doesn’t reduce these).
- It costs 10 Supercharge. 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
User Interface
Tailor your UI for healing. These choices are personal, but consider the recommendations below.
- 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.
- Under Preferences > User Interface, enable “Show Cooldown Text”.
- Use the Interface Editor to configure your Operation Frames.
- Set “Buff Scale” as low as possible. Increase “Debuff Scale” until debuffs are prominent.
- For your usual Operation group, disable “Show Health Text”. This is clutter rather than useful information.
- Disable “Show Only Removable Debuffs”. Debuffs that may deal substantial damage to allies often aren’t removable.
- 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.
Datacrons
Gain up to 50 points of these stats through Datacrons.
Legacy
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.
Consumables
Unless noted, Alacrity reduces every figure related to time.
Stim
- An Advanced Anodyne (purple quality) Stim provides 198 of your Primary stat 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 (purple quality) Triage Adrenal increases Force or 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.
Theory and Interactive Model
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About the Author
Orderken is a healer for <Hates You> on Prophecy of the Five.