Game Update 7.0,  Star Wars The Old Republic,  SWTOR Class Guides

7.0 Commando Combat Medic Combat Style (Class) Guide

Combat Styles is the new reworked class system introduced to Star Wars The Old Republic in Game Update 7.0. I’ve finally put together an in-depth overview and guide of one of my favourite Combat Style (Class), Commando Combat Medic. Here is my 7.0 Commando Combat Medic Combat Style Guide.

My Mercenary Healing (Bodyguard) Combat Styles (Class) Guide can be found here.

– Expect updates to the Gearing and Build sections when Bolster in PvP is fixed.
– Hyperlink tooltips do not work (when you hover over an ability link, the tooltip does not show up) and the descriptions are not all updated for 7.0 anyway. I kept them in any way for the ability icons.
– I’ll gradually add more PvE relevant info as I get the chance to do PvE content.


How does one sum up the new Commando Combat Medic Combat Style? Meh. On the one hand, it could have been far worse. On the other hand, there are some bizarre and incredibly frustrating decisions we have to make in our new ability tree (especially PvPers).

In this guide, I discuss the differences between 6.0 vs. 7.0, do a deep dive on the new Ability Tree, talk about the new Legendary Implants (Set Bonus) options as well as Tacticals, cover Gearing and go over the Rotations and Priorities. I’ve also included a Build section that covers the different builds I use for those not interested in the nitty-gritty details. The guide concludes with a PvP Tips and Tricks section.

My goal with this guide is to give a foundational overview of the class and showcase the ins and out’s that will be of benefit to beginners and more experienced players alike.

I’ve definitely written this guide with more of a PvP slant (like my previous Mercenary/Commando Healer Guides). But for the first time, I’ve decided to include some PvE elements too. It’s definitely not my area of expertise though so take it with a grain of salt. I welcome any feedback from more experienced PvE healers!

Commando Combat Medic Changes (6.0 vs. 7.0)

A number of underlying changes have been made to Combat Medic Commando. As you will see below with the new ability tree, the level we are granted certain passives has changed and some passives have been removed completely. We are also losing some abilities or they are becoming optional in the ability tree. Here are some tables that show most of the changes.

Alternatively, you can view the tables for yourself using this link and going to the 'Changes' tab - Link

Commando Combat Medic Combat Style Overview


Weapon - Assault Cannon

Resource - Energy Cells

Basic Healing Description- Excellent burst capability with decent AOE healing and excellent DoT mitigation.

Base Heal - Med Shot

Here is what the new 7.0 Commando Combat Medic Combat Style UI looks like. You can see the ability tree on the right side of the UI.

SWTOR 7.0 Commando Combat Medic Combat Style

Here is a detailed overview of the Commando Combat Medic Ability Tree (right-click and open a new tab to see it better).

Alternatively, here's a link to view the Ability Tree Table for yourself - Link

SWTOR 7.0 Commando Combat Medic Detailed Ability Tree Table

Ability Tree Breakdown

Here is an in-depth breakdown of the Ability Tree with some comparisons to 6.0 and some comments. Click on a Level to see the info! (In some instances uses Mercenary names instead).

Key Abilities

Here are lists of all the key abilities you will use and should have on your Hotbar. Also includes some optional abilities.

Legendary Implants (Set Bonuses)

Set Bonuses have been moved to Implants in 7.0 and are now called Legendary implants. You can read more about how to obtain the new Legendary Implants in my Legendary Implants Guide.

Here is a list of all the relevant Combat Medic Legendary Implants. You will be able to have two different set bonuses equipped at a time. You can not stack two identical Legendary Implants.

Name Tertiary Stat Description
Advanced Scanning Alacrity Reduces the cooldown of Advanced Medical Probe by 1.5 seconds and the cooldown of Bacta Infusion by 3 seconds.
Concentrated Fire Critical Activating Supercharged Cell makes your next High Impact Bolt, Mag Bolt, or Bacta Infusion critically hit or heal.
Random Charge Alacrity Damaging an enemy or healing an ally has a 10% chance to generate a stack of Supercharged. Cannot occur more than once every 5 seconds.

Advanced Scanning Package - in my opinion, is the best of the three Set Bonus options we have. Reducing the cooldown of Bacta Infusion is a no-brainer as far as I'm concerned especially with the limited mobility we have now. The Bacta Infusion -> Advanced Medical Probe combo every ~15-16 seconds (depending on alacrity) is one of the few opportunities we now have to do significant healing on the move.

Concentrated Fire - is also a good option. Supercharge guaranteeing a crit on Bacta Infusion especially paired with Advanced Scanning makes it a decent choice. How it works is that as soon as you activate Supercharged Cell, you get a Concentrated Fire buff that lasts for 20 seconds. This means you have 20 seconds to use Bacta Infusion to get it to crit, which is plenty of time. You are better off using it while Supercharge is active though to take advantage of the 5% heal increase from Supercharge.

SWTOR Concentrated Fire Tactical Buff
Concentrated Fire

Random Charge Package - A 10% chance to build a stack of Supercharge every heal or damage ability, with a 5-second cooldown, is kinda meh. Consider how many times you could potentially build a stack in a 15-second window? Is it really worth it when you could instead reduce the cooldown of Bacta Infusion ~15 seconds? Building supercharge is pretty easy as is.

Regardless of whether you PvP or PvE, you're going to want to use Concentrated Fire. As for picking your second Legendary, I think it comes down to personal preference.

Upgrading your Implants

You can upgrade one Legendary Implant to 330 and the other to 328 and still have an overall Item Rating of 326 (assuming all your other pieces are 326). If you have both Implants at 330, the bolster/level sync will reduce your stats slightly.


Tacticals have not changed from 6.0. However, some were removed from the game when 7.0 launched including Rocket Fuel Vapours.

Here is a list of all the relevant Tacticals for Commando Combat Medic in 7.0. All Tacticals can be purchased from Sabacc Sav on the Supplies section of Republic Fleet for 3,000 Tech Fragments.

Name Description
SC-4 Treatment Scanner Successive Treatment heals for an additional 5% and generates Supercharge tacks while channelled, up to 4 stacks for a completed channel.
Running Rapid Restoration Advanced Medical Probe can be cast while moving and heals for an additional 15%.
SWTOR SC-4 Treatment Scanner Tactical

SC-4 Treatment Scanner is the obvious choice here.

Running Rapid Restoration is completely useless as the only time you should be using Advanced Medical Probe is when it's proc'ed to instant cast by Bacta Infusion.

Gearing and Stats

In this section of the guide, I go over bolster, gear and stats. if you are unfamiliar with how gearing works, I would encourage you to check out my Game Update 7.0 Gearing Guide!


At the moment, Bolster in PvP is broken and has been acknowledged by Bioware. Augments and Colour Crystal Stats are not being applied in PvP.

Until Bolster is fixed, it won't be possible to reach your full stat potential as a healer. But you can reach the minimum alacrity threshold while still putting a decent amount of your stat budget into Critical Rating.

PvP Gear

Now you have a couple of options here. You can just use the Med Tech's gear and be done with it until Augment Bolster is fixed. However, depending on the Legendary Implants you use, you may want to mix and match different gear sets.

I personally have a mix of Med-Tech (Mercenary/Commando Healer) and Mender's (Operative/Scoundrel Healer) Gear (specifically, armour pieces) to get the stats I want. Yes, that means playing Operative/Scoundrel at Level 80.

Here is the stat distribution for Med-Tech and Mender's Gear to help you. I'd recommend getting all the armour pieces of both of these sets.

Med-Tech Mender's
Head Alacrity Crit
Chest Alacrity Crit
Gloves Crit Alacrity
Legs Crit Alacrity
Boots Crit Alacrity

My personal recommendation would be to wear just Med-Tech pieces (two pieces of Alacrity armour and three pieces of Critical armour). This works if you use one Critical and one Alacrity Implant as I do. If you are using two Alacrity Legendary Implants, however, you will have to swap out one Critical armour piece for an Alacrity armour piece.

For non-armour pieces, you want to wear the following:

  • Thyrsian Adept Earpiece
  • Thyrsian Med-Tech's Blaster Pistol
  • Thyrsian Med-Tech's Offhand Blaster
  • Thyrsian Relic of Focused Retribution
  • Thyrsian Relic of Devastating Vengenace OR Serendipitous Assault

If you happen to end up with any Rakata pieces, using them at 326 is perfectly fine as stats are identical to Thyrsian!


Mathematically speaking, it has been reported that there is not much difference between Devastating Vengenace and Serendipitous Assault. So whichever relic you happen to get first is perfectly fine. My personal preference, however, is Devastating Vengeance.

Item Rating

Now that the level sync/bolter is mostly fixed (except augments and colour crystals still don't work) all of your pieces should be Item Rating 326 except for your Legendary Implants. You ideally want to upgrade one to 328 Item Rating and the other one to 330 Item Rating. This way, you get the best stat boost while staying at an overall Item Rating of 326. Level Sync/Bolster will only start affecting your stats if you go above an overall rating of 326. Wearing two 330 Legendary Implants sadly reduces your stats slightly under level sync/bolster as it puts your overall Item Rating at 327.

PvE Gear

This excellent spreadsheet by Sevhran shows you the various ways you can get BiS for PvE using 330 Rakata Gear and Gold Augments - Link

You can still follow the spreadsheet even if you're using 326 gear and lower-tier augments. Just follow the recommended gear blueprint for the Alacrity Number you choose. Then as needed, swap the Augments around to fit the Alacrity.

Remember if you're in a Guild that is going to maintain the Alacrity Buff, use the 'Guild Buff' Tab.


There are three tiers of augments you can utilise (once Bolster is fixed) depending on your budget. If you can, at least get the Purple Level 75 Augments (that extra Power is too good to pass up). Gold Augments are extremely expensive and are not worth the effort unless you have billions of credits lying around.

Stat Thresholds

As per usual healers should aim to get their Alacrity sorted out first then chuck the rest of their stat budget into Critical Rating. Keep in mind that Guild Perk Alacrity does not apply in instanced PvP. Here are the 7.0 Alacrity thresholds thanks to Nyyah in the Theorycrafters Discord.

7.0 Alacrity Thresholds

- 1.4 GCD = 2054 (7.14%)

- 1.3 GCD = 5431 (15.38%)

Alacrity Thresholds with Guild Perk (PvE only)

- 1.4 GCD = 560

- 1.3 GCD = 3209

PvP Stats

Rishi SH wearing one Alacrity 328 Implant and one Critical 330 Implant with Versatile Stim.

For PvPers, it won't be possible to get to a 1.3 GCD (5431) with current gear levels. You need to get to 1.4 (2054) then from there, you can increase your Alacrity until you feel comfortable. For PvP, I would recommend sticking with the 1.4 GCD (4 326 pieces = ~2139*) and then having everything else Critical Rating. At least until augments are fixed.

As for Critical Rating, you can go up to ~4000 before diminishing returns set in and it becomes better to switch to Mastery (Augments). At the moment, PvPers don't have to worry about getting that high though. This is just something to keep in mind for the future.

If you want to see what your stats are going to be like in PvP without queuing into a match, go to your (or another player's) Rishi Stronghold. Bolster applies in there the same way it does in instanced PvP.

*This number will vary slightly depending on if one of your legendary implants has Alacrity and whether it is 328 or 330 Item Rating.

Stims, Medpacs and Adrenals


In PvP, you want to be using the Versatile Stim if you are using a high Crit build.

SWTOR Versatile Stim

As for Medpacs and Adrenals, you definitely want to be using the PvP ones. You get these as a drop from your match completion crates. The Medpac does not restore a fixed amount of health. Instead, it restores 35% of your maximum health. The adrenal increases your Damage Reduction by 15% for 15 seconds.

SWTOR Warzone Medpac
SWTOR Warzone Adrenal

Rotations, Priorities and Buffs

Here are all the various rotations and priorities and important buffs. But first let's discuss our resource, Heat.

Energy Cells

Commando Healers have Energy Cells as their resource. Using an ability costs Energy Cells. The more abilities you use that cost Energy Cells, the lower your Energy Cells get. Some abilities cost more Energy Cells than others. Med Shot is our base Heal does not cost any Energy Cells and should be weaved in (used) regularly between your other Abilities that cost Energy Cells.

SWTOR Commando Energy Cells Resource

Rotations and Priorities

Commando Healers have a loose rotation centred around the Bacta Infusion -> Advanced Medical Probe combo, using Successive Treatment off cooldown and the efficient use of Supercharge.

Encounter and Match Prep

Before any match or boss encounter begins you should do the following:

  1. Build 10 Stacks of Supercharge (use Med Shot on yourself or a friendly player).
  2. Put Trauma Probe on everyone.


When a match or encounter starts, just use your fillers and/or do some DPS.

Minimal Damage: Med Shot -> Kolto Bomb

As soon as you and your teammates start taking chunks of damage, pop Supercharge then use Bacta Infusion -> Advanced Medical Probe -> Successive Treament (ideally on yourself).

Burst: Supercharge -> Bacta Infusion -> Advanced Medical Probe - > Succesive Treatment

You can also throw in a Kolto Bomb during Supercharge if your teammates are stacked up and all taking damage. While waiting for Bacta Infusion -> Advanced Medical Probe to come off cooldown, use your fillers: Med Shot and Medical Probe and/or drop a Kolto Bomb (if your teammates are decently grouped up). Then refresh Trauma Probes on yourself, priority teammates and clumped up teammates as needed.

Fillers: Med Shot -> Medical Probe - > Kolto Bomb

If there is only a steady amount of damage going out on multiple players use Kolto Bomb, refresh Trauma Probe then top up with Medical Probe as needed while weaving in Med Shot.

PvP Downtime

When minimal damage is going out, refresh Trauma Probe and help your teammates finish off low health targets. Top up everyone's health.

PvE Downtime

When minimal damage is going out, refresh trauma Probe on the Tanks, your co-healer and yourself then the DPS. Keep everyone topped up with Med Shot and Kolto Bomb.

Off-DPS Priorities: Hammer Shot -> Electro Net -> High Impact Bolt -> Full Auto -> Charged Bolts (builds 1 stack of Supercharge) Plasma Grenade (high Energy Cells only).

Key things to consider:

  • Try to use Bacta Infusion -> Advanced Medical Probe off cooldown. You want to do this for a couple of reasons. To take advantage of Advanced Scanning (Legendary implant) cooldown reduction of Bacta Infusion (if you're using it) and to keep Integrated Probes up (Ability Tree Passive). Integrated Scanning lasts for 15 seconds.
  • Activating Supercharge Cell makes your Bacta Infusion critically heal (if you're using Concentrated Fire Legendary implant). So you should try to use Bacta Infusion AFTER activating Supercharge. The buff that this Legendary applies when you use Supercharge Cell is available to you for 20 seconds. While it is better to use Bacta Infusion -> Advanced Medical Probe with Supercharge active to take advantage of the 5% healing increase, the Concentrated Fire buff lasts beyond that 6-second duration of Supercharge. In the event you muck up your rotation, you will still be able to utilise the buff just not as effectively since you are missing out on the 5% healing increase from Supercharge.
  • Watch who you target with Successive Treatment. The additional ticks of healing spread out to allies around the initial target of the heal. To use it efficiently, place it on an ally with friendlies close to them or yourself if you're next to your teammates. Alternatively, it works well as a burst heal for yourself or a tank if required. Use it off cooldown ideally towards the end of Supercharge.
  • Use Med Shot (1 charge) and Medical Probe (2 charges) to build up 10 charges of Supercharge Cell then activate it. Try to use it off cooldown. You should build up 10 stacks fairly quickly and regularly by using Med Shot frequently as a filler. If you're using the SC-4 Treatment Scanner Tactical this will make Successive Treatment build up to 4 stacks of supercharge.
  • Medical Probe builds up stacks of Critical Efficiency which reduces the cost of your next Advanced Medical Probe per stack (stacks up to 3 times). Having 3 stacks of Critical Efficiency will make your next Advanced Medical Probe free. Medical Probe if you're specced into Charged Barrier (Ability Tree Passive) also gives you 2% Damage Reduction per charge. You can have up to three charges (6% DR).
  • Trauma Probe can be refreshed on priority targets or stacked players as your energy cell management allows. Always refresh Probes on everyone during downtimes including when there aren't many enemies around or not much damage is going out.
  • Kolto Bomb is not only an AoE heal but also acts as an AoE Slow reducing the movement speed of up to 8 enemies hit by 50% for 3 seconds. This is particularly useful in Huttball.
  • Weave in Med Shot to build up your supercharge and to help manage your heat! It is your base heal and does not cost any Heat.

The key to healing well is to be able to quickly switch targets and be able to predict who is going to take the most damage. Use your filler abilities when there isn’t much damage going out.

How to use your Defensives and Utilities

In this section, I'm going to talk about how and when you utilise each of your abilities including positioning.

  • Echoing Deterrence - use when taking a lot of incoming damage especially burst damage from multiple sources. Keep in mind that you can use it while stunned.
  • Reactive Shield - use when taking a steady amount of damage. If you are specced into Trauma Stabilisers (Ability Tree Passive) use it when you are getting hit by a few enemies so you can build your 10 stacks up quickly. You can click off the stacks (you can see them on your buff bar) to apply the heal immediately if you're low on health.
  • Adrenaline Rush - use when taking a decent amount of damage. You can precast it before going into fights and it will trigger automatically once you go below 35% (or 60% if you take the Kolto Surge passive).
  • Diversion - use when getting hit by a couple of enemies to absorb some damage and in more heated fights to give yourself 6 seconds of interrupt immunity. Keep in mind that players can still stun you.
  • Electro Net - ideally used on enemy team healers, enemy ball carriers in Huttball or on pesky melee DPS who won't leave you alone.
  • Concussion Charge - use to give yourself or a (ranged) teammate some breathing room. If knocking melee with leaps away use your knockback near a LoS (line of sight) point so they can't leap back to you straight away to get them off your tail for a few extra seconds. For example, if you're near a pillar use the knockback while standing near the corner of it, then go around the corner to prevent melee from leaping to you.
  • Tech Override - Use to give yourself an instant cast (no channel) on Medical Probe. Also, gives you 6 seconds of interrupt immunity. Again, players can still stun you. Note it does not work with channelled abilities (damage/heal ticks multiple times throughout cast) eg. Successive Treatment, Full Auto.
  • Recharge Cells - use to increase your Energy Cells in the event you get low on Energy Cells and really need to be able to keep healing. Also makes the next ability you use cost no Energy Cells.


In this section, I wanted to overview some of the key buffs that you can apply to yourself and other players as this will help inform you how and when to use your healing abilities and who to use them on.

Buffs you can apply to yourself and other players

  • Successive Treatment
    • Preventative Medicine (Passive) - heals the primary target of Succesive Treatment for an additional x over 9 seconds.
    • Protected - increases armour of all targets hit by Successive Treatment by 10% for 45 seconds (Preventative Medicine Passive).
  • Advanced Medical Probe
    • Invigorated - increases healing received by 3% for 45 seconds (Kolto Residue Passive).
  • Bacta Infusion
    • Emergency Response - makes the next Advanced Medical Probe activate instantly.

Buffs you can apply to yourself

  • Med Shot
    • Regenerates 1 Energy Cell when it normally heals and 2 Energy Cells when it critically heals (Med Boosters Passive).


In this section, I cover a couple of different builds I'm currently running.

PvP Build 1

This is my current PvP build. This build is defensive heavy with some interrupt immunity and has little mobility.

SWTOR 7.0 Commando Combat Medic Tree

Crit pieces - Mainhand, Earpiece, Boots, Gloves, Legs, Implant

Alacrity pieces - Offhand, Head, Chest, Implant

Relics - Focused Retribution and Devastating Vengeance

Earpiece - Thyrsian Adept Earpiece

Legendary Implants - Advanced Scanning, Concentrated Fire

Augments - None

Colour Crystals - Eviscerating (Crit)

Stim - Advanced Kyrprax Versatile Stim

Flex Spots

Level 39 - This is definitely one of those rows that comes down to personal preference. There isn't a wrong choice here. Personally, I like Neighbourly Probes as most of the time my teammates are bunched up within 5 meters of each other anyway in unranked. So the cross healing from Neighbourly Probes can add up quite a bit!

Level 73 - If you want that extra oomph in defensive capability, then you can absolutely take Trauma Stabilisers instead of Paralletic Combat Stims. However, I personally find that given how prevalent immobilising and incapacitating effects are at the moment, it certainly doesn't hurt to give yourself that extra help when it comes to heat management. Note, there is no cooldown on it.


The Integrated Probes (23) passive pairs well with the Advanced Scanning Legendary Implant effectively enabling you to almost always have a 3% buff to all the healing you do. If you then add in the Concentrated Fire Legendary Implant, you get yourself a potent burst heal combo if you use Bacta Infusion after activating Supercharge.

Each cast of Medical Probe builds a stack of Charged Barrier (27) which increases your damage reduction by 2% per stack and lasts for 15 seconds. So taking Charged Barrier effectively can give you constant Damage Reduction. It stacks up to 3 times so if you have 3 stacks of Power Barrier, you have 3% DR.

PvE Build 1

You can definitely build to be more mobile for PvE. For most encounters, the base defensives (without ability tree buffs) will suffice. Basically, I threw this build together for the rare occasions where I actually get to fill in as healer for my Guild.

7.0 Commando Combat Medic PvE Tree

Depending on the encounter there are a couple of rows you will want to change.

Level 39 - If you don't want to fuss around with your ability tree, then Efficient Probes is a good option to take. Depending on the encounter though, you can tailor which passive you take. For encounters where your group is going to be spread out, you can use Trauma Shield and for encounters where your group is going to be mostly stacked, you can use Neighbourly Probes.

Level 43 - you may want to take the raid buff instead. But that will depend on your group.

Level 68 - you can swap out Echoing Deterrence for Hold the Line as needed.

Gear - I have not done any gearing for PvE so refer to the Theorycrafters Discord as mentioned above.

UI Setup

This is how I currently have my UI setup for PvP. I use a Logitech G600 Mouse so having the bars set up vertically, three across, matches perfectly with the side buttons of the G600.

SWTOR 7.0 Commando Combat Medic UI
7.0 PvP UI.

Here is a link to my UI if you wish to download it for yourself (via Dropbox) - Xam Xam 01

Essential PvP Tips and Tricks

In this section of the guide, I go over some essential PvP tips and tricks. They will help you better understand how to heal in PvP and how to be a better PvPer.

Practice! Practice! Practice!

The most important tip of all! When you’re healing, being able to predict who is going to take damage, how much damage and judging the rate someone is taking damage so you know which heals to use on them and who gets healing priority takes time and practice.

PvP a lot. Don’t get discouraged by yourself or anyone else. Have patience with yourself. Keep at it and you will get better!

My PVP Experience and Special Thanks

Special Thanks

Just want to say thank you to my Patreons, Twitch Subscribers and other supporters who help cover the costs of running this silly little website. Thank you to Andynul for teaching me the HTML coding used in this guide. And finally, thank you to the folks in the Theorycrafters Discord who do all the math and testing to figure out all the things. And thank you to Cease for your insights on gearing and stats for PvP.

My PvP Experience

I have a Warlord Commando (98) and an Elite Warlord Mercenary (100). I’ve been playing Mercenary/Commando heals at max level since 1.x days. I have experience PvPing on almost every Combat Style/Class and Discipline. Some more than others. I’ve levelled most of my alts through PvP (or predominantly PVP). Other classes, I have experience with include Carnage Marauder, Sage/Sorc DPS & Heals, Scoundrel/Operative Heals and Pyrotech Powertech. I do not claim to be the best PvPer, PvP is a game mode I really enjoy and I’m always looking to improve and be a better PvPer.

Owner of MMO Bits, and formerly the owner of Xam Xam Says, Xam Xam is an Aussie who has been playing MMO's for nearly 10 years and can't get enough of them. She mainly plays Healing Classes but will also DPS and reluctantly Tank (if she has one). She prefers to PvP but doesn't mind doing all the other 'MMO bits' as well.

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