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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.

Happy to receive feedback on this guide, especially improvements or corrections. Quality feedback will be compensated!


GUIDE UPDATES

17th July 2022

  • Expanded the PvE Gear Section to clarify what stat thresholds you should aim for.

26th July 2022

  • Hyperlink Tooltips now work! Hover over any ability hyperlink with an icon next to it to see the ability’s description.

NOTES
– Expect updates to the Gearing and Build sections when Bolster in PvP is fixed.
– I’ll gradually add more PvE relevant info as I get the chance to do PvE content.


Introduction

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.


Passive Description 7.0 Level 6.0 Level
Treated Wound Dressings Increases damage reduction by 5% and tech critical chance by 3%. 15 24
Steady Hands Reduces the pushback suffered while activating healing abilities by 70% and reduces the threat generated by healing abilities by 10%. 23 16
Quick Thinking Increases the critical chance of Medical Probe by 5%. 35 20
Potent Medicine Increases the critical healing bonus of all heals by 5% and causes Medical Probe to generate an extra stack of Supercharge when activated. 43 36
Field Triage Activating Medical Probe grants a charge of Critical Efficiency, which reduces the heat generated by your next Advanced Medical Probe by 5 energy cells. This effect can stack up to 3 charges. 51 44
Emergency Response Eliminates the heat generated by Bacta Infusion. In addition, activating Bacta Infusion grants Emergency Response, which makes your next Advanced Medical Probe activate instantly. Lasts 15 seconds. 60 28
Kolto Residue Kolto Bomb leaves a residue on up to 8 enemies in its area of impact, reducing movement speed by 50% for 3 seconds. In addition, Advanced Medical Probe grants Invigorated to its target, increasing healing received by 3% for 45 seconds. 68 32
Med Boosters Reduces the heat generated by Kolto Bomb by 5, and increases the critical heal chance of Trauma Probe by 5%. Additionally, Med Shot vents 1 heat when it normally heals and 2 heat when it critically heals. 73 52
Preventative Medicine Bacta Infusion applies Preventative Medicine to the target, healing for an additional x over 9 seconds. Additionally, Successive Treatment grants the Protected effect to targets it heals, increasing their armor by 10% for 45 seconds. 78 64


6.0 Disiciple Passive Description 6.0 Level
Combat Support Cylinder Loads your blaster with a combat support cylinder. While active, all healing and damage done is increased by 3%. 12
Kolto Pods(?) Kolto Missile leaves a pool of kolto that heals allies for x over 3 seconds. (Integrated into Kolto Bomb Ability) 40
Bodyguard(?) Increases the max number of Trauma Probe Charges by 1, increases the healing each charge does by 3% and reduces Trauma Probe’s rate limit by 0.5 seconds. (Integrated into Trauma Probe Ability) 56
Empowered Scans(?) Increases the healing done by Bacta Infusion and Medical Probe by 3%. In addition, Successive Treatment can channel 20% faster. 60
Peacekeeper(?) Increases the healing done by Kolto Bomb, Kolto Pods, and Successive Treatment by 3%. 68


Ability 6.0 Description 7.0 Description 7.0 Status
Stealth Scan Fires off probes that scan the area for stealthed opponents. Probes last for 10 seconds. Fires off probes that scan the area for stealth opponents for 15 seconds and grants a charge of Battlefield Protocols, increasing the damage or healing dealt by your next non channelled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges. Optional ability in Combat Styles Ability Tree (Level 27).
Thermal Sensor Override(?) Your next ability generates no heat. Effect lasts 15 seconds. Same, but effect duration is 45 seconds. Integrated into Vent Heat Ability (Level 4).
Sticky Grenade Throws a Sticky Grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals x – x kinetic damage to up to 8 nearby enemies when it detonates and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked back from the blast. Same Optional ability in Combat Styles Ability Tree (Level 27).
Supercharged Celerity Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Same Optional ability in Combat Styles ability Tree (Level 47).
Hold the Line Grants 6 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%. Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%. Optional ability in Combat Styles Ability Tree (Level 68).
Echoing Deterrence Activates an advanced response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned. Same Optional ability in Combat Styles Ability Tree (Level 68).
Cryo Grenade Hurls a cryo grenade that frezes the target, dealing x – x energy damage and stunning the target for 4 seconds. Same Optional ability in Combat Styles Ability Tree (Level 68).

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


Commando Combat Medic Combat Style Overview


Basics

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.

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


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).


    All abilities and the passive at this level are automatically granted.

    [Ability] Supercharged Cell - Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase healing done by 5% for 8 seconds. While active, Advanced Medical Probe has no cooldown and generates 5 less energy cells.

    In 6.0, this ability was granted at Level 28.

    [Ability] Advanced Medical Probe - Heals a friendly target for x - x.

    In 6.0, this ability was granted at Level 10.

    [Passive] Treated Wound Dressings - Increases damage reduction by 5% and tech critical chance by 3%.

    This passive was granted at level 24 in 6.0.

    Contains one passive that is automatically granted and you also choose one of three buffs to Healing Scan.

    Pick one of the following passives to buff Advanced Medical Probe. All of these passives are new to the game.

    [Passive] Residual Globules - Healing a friendly target with Advanced Medical Probe leaves behind a Residual Globule for 10 seconds. A different friendly target can move into the Residual Globule and be healed for x health.

    Residual Globules isn't worth it in its current state. What's the point of having something that does an AoE on the ground that only one person can benefit from? The heal isn't that much either based on the testing I did maybe 10-15k at most.

    [Passive] Integrated Probes - Activating Advanced Medical Probe grants Integrated Scanning for the next 15 seconds, increasing all healing you do by 3%.

    Given the cooldown of Bacta Infusion is ~16 seconds and assuming you only use Advanced Medical Probe when it's procced from Bacta Infusion, this effectively means you can keep this passive up almost constantly. This definitely makes it a worthwhile choice.

    [Passive] Critical Probes - Increases the critical chance of Adanced Medical Probe by 5%.

    This isn't a bad option to take. But, I would say it's better to increase your overall healing by 3% than to increase the critical chance of one heal by 5%.

    [Passive] Steady Hands - Reduces the pushback suffered while activating healing abilities by 70% and reduces the threat generated by healing abilities by 10%.

    This passive is automatically granted. In in 6.0, was granted at level 16.



    Pick one of the following abilities or passive.

    [Ability] Sticky Grenade - Throws a Sticky Grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic while the grenade is active. The explosion deals x - x kinetic damage to up to 8 nearby enemies when it detonates and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked back from the blast.

    Honestly, this is one of the most bizarre things on the ability tree and not very useful healers at all in PvP. There are better options to choose from.

    [Passive] Charged Barrier - Charged Bolts and Medical Probe generate a Charged Barrier, which increases damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times.

    This is the best option on this row to take. You can effectively keep up some amount of DR constantly as a healer given how frequently we use Rapid Scan as a filler.

    [Ability] Stealth Scan - Fires off probes that scan the area for stealth opponents for 15 seconds and grants a charge of Battlefield Protocols, increasing the damage or healing dealt by your next non channelled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges.

    The description for this ability has changed significantly from live servers with the addition of the buffs to healing and DPS output per charge.

    The likelihood of hitting more than one target with a stealth scan, however, is pretty low. Even if you do find a stealther, it's not really worth taking just for one charge. How often do you get the opportunity to use this ability in your typical unranked match? How often do you actually find someone with a Stealth Scan? As a healer, you're generally in the thick of battle and are rarely trying to find stealthers.

    You are far better off giving yourself almost constant DR with Power Barrier.



    Gain one core healing ability and one passive.

    [Ability] Trauma Probe - Deploys a Trauma Probe with 7 charges and lasts up to 3 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for x. This effect cannot occur more than once every 2.5 seconds. A target may not have more than one Trauma Probe active.

    The base Trauma Probe ability remains unchanged from 6.0. The Bodyguard (Mercenary name) passive (granted in 6.0 at Level 56) has been integrated into the ability. This passive is what gives us an extra charge and increased each charge's healing by 3% and reduced the rate limit to 0.5 seconds.

    Trauma Probe was granted at level 42 in 6.0.

    [Passive] Quick Thinking - Increases the critical chance of Medical Probe by 5%.

    This passive is automatically granted. In 6.0 the passive was granted at level 20.



    Pick one of the following passives to buff Trauma Probe. All of these passives are new to the game.

    [Passive] Efficient Probes - When Trauma Probe heals its target, there is a 25% chance it does not lose a charge.

    This isn't a bad option and it might save you some heat (although you are beholden to RNG). You are probably better off using Neighbourly Probes if energy management is not often an issue for you.

    [Passive] Neighbourly Probes - When Trauma Probe heals its target, it also heals up to two additional friendly targets within 5 meters for x.

    This is certainly a good option. It will generate a fair amount of cross healing in close quarters combat with a lot of AOE damage going out; if you're reapplying Trauma Probes on multiple players. Note there is no cooldown on this passive. You're only beholden to the native Trauma Probe cooldown. Keep in mind the 5-meter limit though.

    [Passive] Trauma Shield - When Trauma Probe heals its target, the target will gain a Trauma Shield, which lasts up to 4 seconds and absorbs up to x damage. This effect cannot occur more than once every 4.5 seconds.

    This passive basically gives us our own version of Sorc Bubble. It's certainly a solid option to take. But given the cooldown, you may be better off with Neighbourly Probes.

    Before you choose between Neighbourly Probes and Trauma Shield, consider the positioning of your teammates in a typical match. How often are you healing teammates clumped together? Or are they usually more spread out? These questions should inform your decision.



    Pick one of the following abilities. This is a fairly tough choice from a PvP perspective. You are also automatically granted a Passive.

    [Ability] Diversion - Reduces threat towards all current enemies and for 6 seconds after use, it increases melee and ranged defence chance by 35%, provides interrupt immunity and grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs incoming Force or Tech attack. Each time you absorb a Force or Tech attack in this manner, Decoy loses 1 charge.

    Diversion has had a significant upgrade from 6.0. It is now a lot more than just a threat drop. This is definitely a solid defensive option for us. However, it's going to be a tough choice between this and maintaining some occasional mobility with Tech Override.

    [Ability] Supercharged Celerity - Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds.

    For PvP, you are better off with Power Overrides or Chaff Flare. Group buffs aren't really utilised in Unranked PvP. You're better off prioritising buffing your own healing output or defensive capability.

    [Passive] Overclock - Reduces the cooldown of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Overrride grants a second charge, making your next two abilities with an activation time activate instantly.

    If you're like me and like the mobility that the Tech Override ability gives us as healers, then you'll probably want to go with this option. That second charge is really useful! However, having an additional defensive with a relatively short cooldown might outride having some mobility.

    [Passive] Potent Medicine - Increases the critical healing bonus of all heals by 5% and causes Medical Probe to generate an extra stack of Supercharge when activated.

    This passive is automatically granted. In 6.0, the passive was granted at level 36.



    Gain one core healing ability.

    [Ability] Kolto Bomb - Heals up to 8 allies within 8 meters of the targeted area for x - x and leaves a pool of Kolto Pods on the ground, healing allies within for x over 3 seconds.

    Instead of getting this ability at level 26 as we did in 6.0, we now get it at level 51. The Kolto Pods passive has been integrated into this ability. This passive left the pool of kolto on the ground that allies could walk into and get healed by if they missed the initial hit. The Peacekeeper Passive (Mercenary Name), however, has been removed. It increased the healing done by 3%. This nerfs the healing done by Kolto Bomb.



    Pick from one of the following passives. In choosing which passive to take, carefully consider your playstyle, how well you manage heat and the type of PvP content you mainly play. There is also one passive that is automatically granted.

    [Passive] Cell Capacitor - Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds.

    This is nice to have but something you can also live without if you have no cell management issues. If you do have cell management issues once 7.0 launches, you may want to consider taking this passive at least initially. The other passives are however more valuable.

    [Passive] Reflexive Shield - When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which lasts up to 6 seconds and absorbs x damage. This effect cannot occur more than once every 10 seconds.

    This is a very solid choice to take for increasing defensive capability. But reducing the cooldown of your CC breaker could be more valuable (depending on how frequently you use it during a typical warzone).

    [Passive] Tenacious Defence - Reduces the cooldown of Concussion Charge by 5 seconds, Propulsion Round by 3 seconds and Tenacity by 30 seconds.

    This passive is a very solid choice. Reducing the cooldown of your CC breaker is very valuable and the reduced cooldown on a couple of our utility abilities is the icing on the cake.

    However, you really need to ask yourself how often you use your CC breaker in a typical warzone or ranked arena? Do you only save it for emergencies to prevent the loss of an objective? Or do you use it to save yourself from dire situations where you know that your survival is critical to your team's success or survival? In my opinion, this passive would be far more valuable in ranked than unranked.

    [Passive] Field Triage - Activating Medical Probe grants a charge of Field Triage, which reduces the cost of your next Advanced Medical Probe by 5 energy cells. This effect can stack up to 3 charges.



    Gain one core healing ability and one passive.

    [Ability] Successive Treatment - Heals a friendly target for x over the duration, and heals one new friendly target within 20 meters for x with each tick, healing up to four total targets with the final tick. 28 energy cells is generated over the channel duration.

    This ability was granted in 6.0 at level 58. We have also lost the Empowered Scan (Mercenary Name) passive which increased the channel speed of Successive Treatment by 20%.

    [Passive] Emergency Response - Eliminates the energy cell use by Bacta Infusion. In addition, activating Bacta Infusion grants Emergency Response, which makes your next Advanced Medical Probe activate instantly. Lasts 15 seconds.

    This passive is automatically granted. In 6.0, we got it at level 28.



    Pick from one of the following passives. These are all decent choices whether you want to go for a more defensive route or be able to heal on the move. You can tailor this row to your playstyle at least.

    [Passive] Adrenal Surge - Adrenaline Rush triggers at, and can heal you up to, 60% of your maximum health. Additionally, Adrenaline Rush lasts 2 seconds longer and heals for twice as much each time it restores health..

    This defensive is practically essential for Mercs. I'd recommend sacrificing mobility to take this passive!

    [Passive] Combat Shield - Reactive Shield now further decreases ability activation pushback by 30%, increases healing received by 20% and makes you immune to interrupts.

    This is one of the main defensive utilities I used in 6.0. Having the interrupt immunity is amazing. However, Adrenaline Rush is the better choice for buffing defensives.

    [Passive] Forced March - Allows Full Auto, Boltstorm and Successive Treatment to be activated while moving.

    This is a good choice if you're like me and like being able to heal on the move. On the other hand, Kolto Surge is a brilliant buff to Adrenaline Rush. So you have to decide if you want an amazing defensive or if you want a little extra mobility.

    In my experience with 7.0 so far, having a solid defensive is more important than having mobility in PvP. It does take some getting used to not being able to cast Successive Treatment while moving though. In PvE, for the most part, you are better off with Forced March. Generally speaking being able to heal while moving is more beneficial then buffing a defensive. Base defensives should be fine for most encounters.



    Pick one of the following abilities. There is also one Passive that is automatically granted. This is a really tough row. It's really frustrating that our stun is now an optional choice in the tree along with an excellent defensive and a mobility ability.

    [Ability] Hold the Line - Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.

    As much as I would love nothing more than to have the mobility from this ability, Responsive Safeguards is an essential defensive in PvP.

    [Ability] Echoing Deterrence - Engages a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.

    This is an essential ability to take.

    [Ability] Cyro Grenade - Fires an cryo grenade, dealing x - x energy damage and stunning the target for 4 seconds.

    It is unfortunate that this is even a choice in the first place. It's even more unfortunate that this is not the most important ability to take at this level.

    [Passive] Kolto Residue - Kolto Bomb leaves a residue on up to 8 enemies in its area of impact, reducing movement speed by 50% for 3 seconds. In addition, Advanced Medical Probe grants Invigorated to its target, increasing healing received by 3% for 45 seconds.

    This passive is automatically granted. It was granted in 6.0 at Level 32.



    This row contains one completely useless passive and two really good passives. Choosing between these two won't be easy. There is also one automatically granted passive.

    [Passive] Concussive Force - Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.

    This isn't useful for healers at all.

    [Passive] Parallactic Combat Stims - You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

    This is a very useful Passive for Healers. We are constantly getting stunned so turning that into some energy cell regen isn't a bad idea at all!

    [Passive] Trauma Stabilisers - While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 10 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 4% of your maximum health.

    A very useful buff to Reactive Shield and a utility I've used over the years. Now it's a tough choice between this and Parallactic Combat Stims.

    [Passive] Med Boosters - Reduces the energy cells depleted by Kolto Bomb by 5, and increases the critical heal chance of Trauma Probe by 5%. Additionally, Med Shot regenerates 1 energy cell when it normally heals and 2 energy cells when it critically heals.

    This passive is automatically granted. In 6.0 we got it at level 52.



    Gain one passive at this level. This passive was granted at level 64 in 6.0.

    [Passive ] Preventative Medicine - Bacta Infusion applies Preventative Medicine to the target, healing for an additional x over 9 seconds. Additionally, Successive Treatment grants the Protected effect to targets it heals, increasing their armor by 10% for 45 seconds.



Key Abilities

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


Icon Name Description Heat
Supercharged Cell Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and increase healing done by 5% for 8 seconds. While active, Advanced Medical Probe has no cooldown and generates 5 less heat. 0
Med Shot Heals a friendly target for x - x. 0
Kolto Bomb Lobs a Kolto Bomb at the target area, exploding on impact. Heals up to 8 allies within 8 meters of the targeted area for x - x and leaves a pool of Kolto Pods on the ground, healing allies within it for x over 3 seconds. 15
Successive Treatment Heals a friendly target for x over the duration, and heals one new friendly target within 20 meters for x with each tick, healing up to four total targets with the final tick. 28 energy cells are used over the channel duration. 0
Trauma Probe Deploys a Trauma Probe with 7 charges that lasts up to 3 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for x. This effect cannot occur more than once every 2.5 seconds. A target may not have more than one Trauma Probe active. 10
Bacta Infusion Intantly heals a friendly target for x - x. 0
Advanced Medical Probe Heals a friendly target for x - x. 20
Medical probe Heals a friendly target for x - x. 18
Field Aid Cleanses a friendly target of up to 2 negative tech, mental or physical effects and heals them for x - x. 10


Icon Name Description
Adrenaline Rush Activating this ability makes you Fired Up for up to 60 seconds, which triggers an Adrenaline Rush when your health is reduced to 35% or less. If your health is already 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 10 seconds but will not exceed 35% of your max health.
Reactive Shield Increases damage reduction by 25% for 12 seconds.
Echoing Deterrence Engages a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.
Diversion Reduces threat towards all current enemies, and for 6 seconds after use it increases melee and ranged defense chance by 35%, provides interrupt immunity, and grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs 1 incoming Force or Tech attack.


Icon Name Description
Propulsion Round Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. Cannot be used while immobilized or hindered. Requires Assault Cannon.
Tech Override Your next ability used within 15 seconds with an activation time will activate intantly and then grant immunity to pushback and interrupts for 6 seconds.
Recharge Cells Your next ability depletes no energy cells, and you recharge 50 energy cells over 3 after using it.
Electro Net Fires an electro net that ensnares the target, reducing it smovement speed by 50% and dealing x energy damage over 9 seconds. While affected, a target that moves 20% more damage from electro net, and this effect can stack up to 10 times on enemy players or 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 seconds.
Concussive Charge Deals x elemental damage and pushes up to 8 nearby enemies back away from the Trooper. Targets have their movement speed reduced by 50% for 4 seconds after being knocked back.
Hail of Bolts Launches waves of blaster fire at up to 8 targets within 5 meters of the target area, dealing x weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon. Spends 32 energy cells over the duration.
Disabling Shot Interrupts the target's current action and prevents that ability from being used for 4 seconds.
Tenacity Purges all incapacitating and movement-impairing efects.
Hold the Line Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%.


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.

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

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%.

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!

Bolster

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!

Relics

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 in the spreadsheet.

I would recommend going for a 1.3 GCD if your guild is running the perk. Then put the rest into Critical Rating.

  • Guild Perk 1.3 GCD - 3209
  • No Guild Perk 1.3 GCD - 5431

Getting to a 1.3 GCD without the Guild perk is going to sacrifice too much Critical Rating. Therefore I would go a bit above the 1.4 GCD (2054) probably somewhere around 3000-4000 Alacrity. Then put the rest into Critical Rating.

Augments

You can utilise three tiers of augments (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.


    Augment 45 - Level 68 [Purple]

    • Advanced Critical Augment 45: +96 Critical Rating, +65 Endurance
    • Advanced Alacrity Augment 45: +96 Alacrity Rating, +65 Endurance



    Augment 74 - Level 75 [Purple]

    • Advanced Critical Augment 74: +108 Critical Rating, +144 Power & Endurance
    • Advanced Alacrity Augment 74: +108 Alacrity, +144 Power & Endurance



    Augment 77 - Level 75 [Gold]

    • Superior Critical Augment 77: +130 Critical Rating, +171 Power, +171 Endurance
    • Superior Alacrity Augment 77: +130 Alacrity, +171 Power, +171 Endurance


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

PvP

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

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.


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.

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.

Priorities/Rotation

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.

Buffs

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).

Builds

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.

Gear

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.

Notes

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.

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.

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.


    This is an absolutely critical skill that you should work on if you truly want to master PvP.

    What is Situational Awareness? Basically, it is the ability to be aware of your surroundings (what is happening around you) while simultaneously being able to perform your designated role within the ruleset of whatever environment you’re in.

    In PvP in SWTOR, this means simultaneously:

    • Being aware of the current circumstance of the Warzone. Is your team winning or losing? How many points does your team have?
    • Constantly being aware of where your teammates are and where the enemy team is. Essentially, you should be asking yourself: Do I need to be here? Should I be elsewhere? Where is my team? How are they doing? AKA the numbers game.
    • Being aware of your own situation. If you’re taking a lot of damage, pop a defensive cooldown or LOS the damage. Melee DPS in particular need to be mindful of if they’ve strayed too far from their team. A good melee DPS will go back to their teammates for healing when their health starts to drop real low. Healers generally will not chase after melee DPS who stray too far away and don’t have the smarts to come back into range of healing.

    To further expand on the second point, here are a few strategies you can use to help you be more situationally aware.

    • If you are not defending, at the very least, note who is. That way, if you see their health drop, you know they’re under attack! Yes, the person defending should call out but most of the time this does not happen or they call too slow or too late. Being aware of who is defending and being able to get to them to help them quickly could mean the difference between winning and losing a match. One way to help you keep a better eye on who is defending the node is to have them on ‘Focus Target’. That way, you can see if they’re get sapped as well as more easily monitor their health.
    • You should be vaguely aware of how many teammates are with you and how many enemies there are. For example, if you’re in a Civil War or Yavin Ruins and there are 6 of you verses 4 of the enemy team at a control point, then you should be asking yourself, where is the rest of the enemy team? Am I needed elsewhere?  Depending on the enemy teams composition, you're almost certainly needed elsewhere.

    If you can master situational awareness then you will excel at PvP. It does take time to master as it does take time to learn all about the various things you need to be aware of simultaneously.



    • Positioning – Make sure you position yourself towards the back of the pack. Stand near something like a pillar that you can use to ‘line of sight’ incoming damage. Use the environment to your advantage.
    • Kite – Learn to move around while healing (yes you can do that) regularly even if it is not necessary so that when you do have to run away or run around pillars (eg. Civil War Mid & Voidstar) you can keep healing.
    • Find a Pocket Tank – If you can find one (good luck finding one who knows what they’re doing) you won’t know yourself! Trust me, it makes a difference to your survivability having a tank around to taunt incoming damage, peel, stun and annoy anyone trying to kill you.
    • Learn to not use your CC Breaker – you’ll find yourself white barred and stun locked pretty frequently. So save your CC breaker for only dire circumstances and only use it when you’re white barred except in exceptional circumstances.
    • Smart Healing – Accept that you’re not going to be able to keep everyone alive. This is the reality of healing. Don’t waste your time chasing after someone who is LOSing you or chasing a melee that is too far away from the node. Know your limitations. If someone is close to death don’t waste your resources trying to get them back up unless you know you can do it without compromising you Heat or if it’s crucial for keeping the objective. This is where playing other classes comes in handy as it helps you learnwhat other classes are capable of in terms of damage output which will inturn help you learn what you can heal through.
    • Node Guarding – Yes, this will likely happen on the odd occasion (but really, you shouldn’t be guarding unless there are 2-3+ other healers on your team). All you need to do is stand around 30 meters away from the objective and out of sight if possible. That way, it makes it harder for stealther’s to sap cap you. Remember to call out as soon as you see someone coming. While you wait for reinforcements run around, LOS and stay alive for as long as possible while you wait for reinforcements.


    Cleansing is an important part of being a competent PvP healer. However, in instanced PvP environments only effects that impede or hinder players (such as CC's, Slows, Snares etc.) can be cleansed. Dots that do damage can not be cleansed.

    Mercenary Healers can cleanse Tech, Physical and Mental Effects.

    Here are some examples of some of the effects we can cleanse.

    CC's

    Class CC's Icon
    Imperial Agent / Smuggler Flashbang / Flash Grenade
    Operative / Scoundrel Sleep Dart / Tranquilizer
    Juggernaut / Guardian Intimidating Roar / Awe
    Mercenary / Commando Concussion Missile / Charge

    Abilities

    Class Ability Type Icon
    Juggernaut / Guardian Chilling Scream / Freezing Force Mental
    Operative / Scoundrel Sever Tendon / Tendon Blast Tech
    Sniper / Gunslinger Leg Shot Tech
    Interrogation Probe/ Explosive Charge Tech

    Check out my PvP Healers Guide to Cleansing for more detailed information on how to cleanse in PvP.



    Resolve is a system that mitigates the effect of impairing/crowd control abilities on a player. Even as a healer you need to understand how resolve works, how it will affect you and how your stun, CC (crowd control/mezz) and knockback (all CC effects) will affect resolve. When you stun, CC or use a knockback your opponent will fill up their white bar incrementally. Once their bar is full they are immune to stuns, CC’s and knockbacks for a short duration until their white bar gets reset to zero. The resolve bar appears under the character name.

    Partially filled resolve bar (can still be affected by CC).

    Full resolve bar (immune to CC effects).

    Resolve bar resetting (still immune to CC effects).

    If you have a full resolve bar most of the time, this generally gives you an advantage. However good players can use the resolve system against you. If they know how much resolve an ability builds, they can time their abilities out to prevent you from getting white-barred. Or they can deliberately white-bar you (when they know you’ve used your CC breaker already) and potentially cap an objective.

    The Resolve Bar is divided into 4 sections which each have 4 parts totalling 16 parts.

    Here is a table that shows how much Resolve Stuns, CC’s and knockback builds.

    Ability Type Resolve Bar Resolve
    Crowd Control 13/16
    AoE Crowd Control 10/16
    Stun 13/16
    Knockback 3/16

    The rate at which resolve diminishes is 1/16 per 2 seconds.



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 (99) 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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