Class guides Healer SWTOR

SWTOR Sawbones Scoundrel Healer Class Guide

A guide to SWTOR Sawbones Scoundrel Healing for PvE. Written and edited by Invinc and Vindrik of Harbinger. Updated for patch 2.7


The Scoundrel healing class is the most versatile in the game, as it has both heavy and quick heals, as well as instant hots and emergency abilities, as well as great dps support. An Scoundrel healer relies on 3 important things: efficient use of hots, fast heals, and Upper Hand to buff your overall healing capabilities. The Scoundrel is the only healer class capable of battle rezzing as well as being able to stealth rez (Disappearing Act + Revive), and is by far the most mobile class thanks to its variety of hots, instant casts and simple resource management. Scoundrels have a reliable AoE heal, which while not as good as a Sage’s Salvation, as it only heals up to 4 people and is cast on a target instead of on terrain, is still an effective method of group healing.

Offensive Cooldowns:

  1. Pugnacity: Grants 1 Upper Hand and an Alacrity boost for a short while.

Defensive Cooldowns:

  1. Defense Screen: Short CD that absorbs a moderate amount of incoming damage
  2. Dodge: 100% melee and ranged Defense for a few seconds, also purges all removable negative effects

Tricks of the Trade:

  1. Kolto Pack and Underworld Medicine: Single target heals, Kolto Pack is faster, heals for less up front with a ticking hot component and consumes a Upper Hand, while Underworld Medicine is slower and heals for more up front.
  2. Stealth: You become difficult to detect and gain access to some stealth-only abilities
  3. Disappearing Act: Removes you from combat and places you into stealth
  4. Heartrigger Patch: Battle rez
  5. Stealth Rez: Disappearing Act and a manual rez while out of combat
  6. Scamper: Roll forward a short distance. While rolling, your chance to avoid melee and ranged attacks is increased by 30%. Upon use, grants a charge that allows a second Scamper to be used. If this charge is consumed, Scamper is put on a 10 second CD


Sawbones (38/3/5):


1.1 Rates (1-10):

  • Single Target Healing: 9
  • AoE Healing: 7
  • Group Utility: 7
  • Rotation Difficulty: 7
  • RNG Dependant: No
  • Burst Heals: 8
  • Dps Capability: 10
  • Signature Ability: Slow-release Medpac

1.2 Gearing & Stats Priority:

  • **Must Have** Accuracy: 101% Force – 91% melee (1% from companion + 0% from talent = 0% from Gear)
  • **Must Have** Above 5% Alacrity.
  • 68-74% Surge
  • 100-250 Critical Rating
  • All other secondary stats in Power
  • **Must Have** Augments: Cunning (Skill)
  • Relics: Serendipitous Assault & Focused Retribution
  • Alternate Relic: Boundless Ages
  • Set Bonus: 4 piece Field Medic PvE
  • Alternate Set Bonus: 2 piece Field Medic’s PvE & 2 piece Field Tech’s PvP

1.3 Gearing Overview:

  • Accuracy as a healer is a wasted stat, as your heals themselves will never miss. As such, you should always be taking other stats instead, with no exceptions
  • Alacrity gives the greatest benefit to the healer role, and is generally taken once you reach the soft cap for Surge, once the benefit per point becomes less incentive for Surge and more appealing for Alacrity. This generally occurs around 73%, but doing some quick personal number crunching based on your play style should give you a better understanding
  • Taking a small amount of Critical rating as a healer is a good idea, as the benefit of Critical rating is decent for the first few hundred points of rating. However, stacking it is generally a bad idea, as the high diminishing returns leave Critical rating granting a smaller benefit than Power
  • Choice of relics should be made on a fight-to-fight basis as well as personal play style. Serendipitous Assault and Focused Retribution will give you a greater overall healing increase, while Boundless Ages will allow you to focus your burst into a short window for fights with short phases of large incoming damage, or when you are required to participate in dps for tight burn phases
  • Getting your set bonus as quickly as possible is highly recommended. It will increase your healing efficiency substantially enough that having lower item level armorings with the set bonus is still a better option than higher item level armorings without it.

1.4 Ability Priority:

  1. Slow-release Medpac
  2. Kolto Pack
  3. Emergency Medpac
  4. Underworld Medicine
  5. Kolto Cloud
  6. Diagnostic Scan
  7. XS Freighter Flyby
  8. Vital Shot
  9. Blaster Whip
  10. Back Blast
  11. Sabotage Charge
  12. Thermal Grenade
  13. Charged Burst
  14. Flurry of Bolts

1.5 Healing Strategy:

A Sawbones Scoundrel’s main focus is efficient use of Slow-release Medpacs and Emergency Medpacs, as these are the most effective abilities you have at your disposal. Slow-release Medpac is an excellent ability, with a very low cost, instant cast and decent heal over time, especially in high movement fights, liberal use of this ability will significantly benefit your healing capability. However, due to the several hot components to many of the Scoundrel’s abilities, they are also prone to a great deal of overhealing. As such, you should make sure that you’re always picking the best ability for the situation to capitalise on your Energy efficiency and not wasting GCDs on excess healing. As with the other healers, an Scoundrel cannot be measured properly through parsing due to the natural overhealing present with the hot mechanics, as well as ensuring that they are dropping their much larger heals on the right targets at the right time. Upper Hand is your special resource as an Scoundrel healer, and you generate charges of it through your hot abilities with an internal cooldown, as well as on every use of, Shoot First, Blaster Whip, Underworld Medicine and Pugnacity, up to a maximum of 3 stacks. The Healing Hand talent increases your healing done by 6% as long as you have a stack of Upper Hand, so you should always be trying to keep a stack up at all times, as well as for the benefit it gives you should you need to drop a quick, instant heal on someone.

  • Slow-release Medpac is not only your pre-cast heal before starting a fight, but also builds Upper Hand and is your most reliable baseline heal. It lasts 18 seconds, so casting 4 (2 stacks on either tank) would take 6 seconds. This means you have a lot of time to spend before having to refresh the timers, since if you use a Slow-release Medpac while there is at least one active probe on the target, it will refresh its full 2 stack timer. Because of this, you should always start a fight with 2 stacks on either tank (assuming they are both taking damage), as well as anyone you know will take damage early in the fight, then try to keep them maintained in the following order of importance:
    1. Tanks
    2. Other group members taking significant mechanic damage
    3. Sage healing partner (provides a great help for their Noble Sacrifice)
    4. Topping off someone who is not in imminent danger
  • For some fights, such as the final burn phase of DP’s Dread Council, it may be worth pre-empting significant incoming group damage and trying to maintain 2 stacks of Slow-release Medpacs up on every member of the raid. This method will allow you to refresh each Slow-release Medpac for 8 members, followed up a Kolto Cloud and either a Kolto Pack or Emergency Medpac based on your Energy state. While this method is the best way an Scoundrel healer can provide full group healing, and will by far give you the highest possible healing output, it does mean that you have little opportunity to provide targeted healing outside of your single Kolto Pack. As such, this should be reserved for times when the entire group will be taking equal damage for an extended period of time.
  • Emergency Medpac is an instant, free, reliable heal that consumes a charge of Upper Hand. The Emergent Emergencies talent causes your Emergency Medpacs to refund the Upper Hand consumed once every 10 seconds.It also synergises excellently with Underworld Medicine, as you can provide a large heal, immediately followed by a smaller one, giving your Energy some time to regenerate. Doing so can either provide an enormous heal to one target in dire straights, or can be used to heal a low health target while stabilising another who is at a higher level of HP.
  • Underworld Medicine is your biggest single-target heal. It is relatively quick to cast, not hugely expensive, and generates a stack of Upper Hand. Underworld Medicine is the core of your rotation which everything else will essentially revolve around. You can either follow it up directly with a Slow-release Medpac to refresh the timer, a Emergency Medpac for a free heal, a Kolto Pack when healing is more stressful, or a Diagnostic Scan to regenerate some Energy. These are all viable options that won’t leave you Energy starved, and capitalise on its large healing capability.
  • Kolto Cloud is your only true AoE heal, but also has some great utility involved. It is a targeted ability that will heal up to 4 characters in a 10 meter radius from your target over 9 seconds. It is helpful to use in almost any situation, you just have to make sure that whoever you are casting it on is in range of at least 3 other people to maximise its benefit. The best use, however, is by casting it on yourself, since you can position yourself in such a way that it multiple targets who will benefit most from its effect.
  • Kolto Pack is a combination of a decent immediate heal with a strong follow-up hot. It has the same Energy cost as Underworld Medicine, but casts slightly faster and additionally consumes a charge of Upper Hand. As such, you should generally use Kolto Pack while at high Energy and ideally with 3 stacks of Upper Hand. It is best to use on tanks to keep them up with a decent heal and hot at any point, as the initial heal won’t be wasted, and the hot component will help to maintain their HP while they are continuously taking damage. It is also viable to use on another ops member that is sitting around 75% HP who is not in imminent danger of taking more damage, as it will be enough to top them off while you continue to focus on more pressing issues.
  • Diagnostic Scan is your Energy regeneration ability, which provides very little healing but will provide a boost to your standard regeneration rate. The Patient Studies talent causes it to channel faster and regenerate Energy on critical hits, but due to its very low healing value should only ever be used as a regeneration tool. Ideally, you will only ever have to use a single Diagnostic Scan occasionally after a Underworld Medicine to recover some additional Energy instead of using a Emergency Medpac.

1.6 DPS Strategy:

Dpsing as an Scoundrel healer is a pretty simple and easy job, as you have the best dps capability of all the healers for both single-target and AoE dps. With XS Freighter Flyby, Blaster Volley and Thermal Grenade as your AoE abilities and Vital Shot, Sabotage Charge, Blaster Whip, Back Blast, Quick Shot and Charged Burst for single targets, there is always something you can be doing to help out regardless of where you are in a fight. In a worst case scenario where you may not have enough Energy, you can either use Diagnostic Scan for some faster regeneration, or Flurry of Bolts to continue dpsing, which gives you some steady and free ranged damage, which is always a better alternative to standing there doing nothing at all.

  • XS Freighter Flyby is, in general, your best damaging ability, as although it has a long cast time, it deals a great deal of damage and is ideal for pulls, transitions, or burst phases, where those 3 seconds may not be able to be used on anything else. It has a relatively high cost, but its long cast helps you recover Energy prior to its cost. You should be pre-casting it on almost every boss fight to try and help out with the initial burst of damage, as well as using it on any tight burn phases or as often as possible if Enrage timers are a problem. Because it’s such a powerful ability and is used so often, this is why it’s suggested as a possible set bonus, since it will help improve your group’s overall dps. That being said, if your group is not lacking damage then sticking with the regular set bonus is perfectly fine, as it will give you better stat distribution, even if the set bonus itself is rather lackluster.
  • Vital Shot is an excellent dot, as it isn’t too expensive, lasts a decent amount of time, does a lot of damage for its cost, and can be buffed by your talents should you need to. It’s a great dot to keep up on as many targets as feasible in a boss fight, just like Weaken Mind for a Sage healer, as you can simply tab target, quickly apply the dot and return to healing. Using it on multiple targets at once may take a few GCDs and a fair chunk of Energy, however, so make sure that you can spare the time from healing.
  • Blaster Whip is the most important ability for a dps Scoundrel, and as a healer it’s still a core part of your dps rotation. It’s very useful for an Scoundrel healer stacked near an enemy, as you will always be in range, it does a lot of damage, has a low cost, and generates a Upper Hand as well. This means that not only does it help out the dps, but it’s even benefitting your heals at the same time.
  • Back Blast could be considered an improved Blaster Whip, with a slight twist. It deals more damage and costs less Energy, however it won’t grant you any Upper Hand. Even so, you should be using it often, in conjunction with Blaster Whip, whenever you’re behind a target.
  • Sabotage Charge does the highest damage of all your abilities besides XS Freighter Flyby, however because of this it is also the most expensive. If you have the Energy to spare in your rotation, this is an excellent addition for any burn phase dps rotation, or in particularly light healing sections of a fight.
  • Thermal Grenade is a very middle-of-the-road ability. It’s not hugely expensive and deals very mediocre damage, but it affects multiple targets and can be used at range. This means that if there are multiple targets it’s a better option than most abilities, and if you’re at range it’s good to work into your regular Charged Burst + Flurry of Bolts rotation to increase your damage output.
  • Quick Shot is a general filler when you’re at close range and all your other damaging abilities are on cooldown. It’s not a huge damage dealer, but it’s better than standing there not contributing at all.
  • Charged Burst basically fills the same role as Quick Shot, but while you’re at range instead of being close to the target.
  • Blaster Volley is something that you won’t use particularly often, but it’s good to know how and when to use it. In fights with multiple adds that need to be burned down quickly, Blaster Volley’s frontal AoE is an excellent addition to your burst dps. In conjunction with XS Freighter Flyby and Thermal Grenade, you may chew through your Energy and Upper Hand but you’ll be contributing a very significant amount of damage for the group.
  • Flurry of Bolts doesn’t require much of an explanation. It’s free, it deals mediocre damage and it’s able to be used at range. It’s a good filler if you’re running low on Energy and nobody needs any heals.

1.7 Tips and Tricks:

  • Cool Head, just like other rapid resource gain abilities like Recharge Cells, can be a little confusing as to how it functions due to the ability text. A 50 Energy gain plus a GCD’s worth of recovery means you are essentially gaining 55 – 60 Energy, however as a healer your Cool Head will also immediately grant you an additional 16 Energy, making it a total of roughly 70-75 Energy. Considering the fact that anywhere between 65 – 85 is the ‘comfort’ zone for Healing, this means Cool Head can be used at as little as 10 Energy to exploit its full potential without sacrificing much capability.
  • Upper Hand grants you a 2% damage bonus to all abilities, and a 6% healing bonus to all abilities, and as such one stack should be maintained as often as possible, in addition to the increased versatility and extra options that having a Upper Hand available grants.
  • Unlike dps rotations, Cool Head shouldn’t be used as often as possible. It isn’t smart to burn through your resources to use Cool Head more often, as you’ll need it to be available if something happens that requires a substantial amount of healing in a short period of time. It’s a good idea to have it available as often as possible, and only using it at a few planned points in specific fights that require you to be either dealing significant amounts of damage, or dishing out a lot of heals.
  • Disappearing Act + Revive is one of the most important aspects of an Scoundrel healer, and as such it’s something that all Scoundrels should do their best to master. Having the Revive ability on your action bars and / or keybound is a must, and will often be the difference between a successful or a failed stealth rez. Trying to use Disappearing Act and then click on a corpse to rez is a terrible mistake, as there is often a lot of clutter in the way, whether it’s your group mates or enemies running around that can easily make it very difficult to click on the corpse. When stealth rezzing, you should make sure that you have no dots up on any targets, and if possible no hots either, as these ticking can pull you back into combat and cause the rez to fail. Additionally, you should be aware of exactly what mechanics are happening so that you can time your rez accordingly. Using Disappearing Act and starting a rez only to be hit by a timed AoE 2 seconds later is a complete waste that can be avoided. Similarly, your rez target should be aware of the same mechanics, and you should make sure that they know whether to accept the rez immediately or wait until it’s safe.

1.8 UI Setup:

The default UI setup is fairly horrible so I always make sure to adjust the following to suit my playstyle. Use ESC to open your options menu and go through the Preferences and Interface Editor.


  • Under Controls, make sure Enable Focus Target is checked. This allow you to use alt + f to keep a boss on a focus target so you can see its health and abilities that are casted out. Also make sure Camera Max Distance is turned up to 100% as this allow you to zoom out much further.
  • Under User Interface, pick Use Operations Frame as Group Frames. This will help you out in flashpoints as the default 4 player group interface is not very healer friendly.


Interface Editor

  • Selecting the Operation Frame will allow you to adjust the width, height of the red bars and also display health information. You can also adjust the size of the buffs/debuffs icons to suit your needs.


  • Click on Focus target, make sure Show Information is checked as this will display boss health % and other info. Also make sure Focus Target Castbar is enabled as this will allow you to see the boss abilities.


1.9 Healing Parses

Healing as a role is not very well represented numerically, as it has nothing to do with how much overall healing you’re doing, but moreso that you’re healing the right people at the right time. As such, both hps and dps numbers for healers aren’t necessarily representative, as the two healers may have a system whereby one heals as much as possible, topping up everyone as the fight continues, while the other deals as much damage as possible, stopping to heal when people are taking large amounts of damage that the first healer can’t heal alone. Being at the top of the healing parses is actually something that can only be done by gaming the system, and having these enormous numbers actually means that you’re not being efficient, and were not benefiting the group to the best of your ability. Having high hps in a parse may mean:

  • Your healing partner is either a poor healer or is allowing you to heal while dpsing themselves.
  • The group is taking significantly more dmg than it should, so there is more health being lost that you can heal.
  • You are gaming the system, being less effective but parsing higher numbers (e.g. Sorcerer | Sage not shielding but AoE healing at every opportunity despite the fight not requiring it, Operative | Scoundrel rolling hots when completely unnecessary).
  • The group is collaborating with you to get higher numbers (e.g. Fight requires the group to be spread out, but instead stacks together to take significantly increased damage that is then AoE healed over time).

While dps can be judged at least partially based on their number parsing, as healers there is no numerical representation that properly demonstrates how effective you are being. As long as the group is surviving and you kill the boss, you have done your job, and the overall hps for the fight means absolutely nothing. The only real way to judge a healer’s efficiency and ability is through feeling, which sounds out of place, but if they aren’t healing when they’re needed to, or they’re healing the wrong people at the wrong time, you’ll be able to feel the difference when compared with someone who is on the ball and always doing exactly what is required.

About the Authors

Invinc and Vindrik are both members of <Hatred> on Harbinger, an endgame progression guild with world 3rd clear of Nightmare S&V, World 2nd clear of Nightmare TFB, world 1st speed clear (under 2 hrs) of Nightmare S&V, and numerous server firsts at the 8m level.

Invinc is the guild leader of <Hatred> and mains an operative DPS but plays pretty much every and all classes for operations. He currently leads the parses on operative lethality DPS on multiple boss fights and dummy parses. Also known as Carlenux, Carlenix (sniper), Carlenx (Sorcerer), Pyrotec (Powertech)

Vindrik mains an operative healer and is the raid leader for group B in <Hatred> (World 5th speed clear of Nightmare S&V). He is the former raid leader of <Notorious Synergy> on Dalborra, one of the world top guilds pre-2.0 (World 4th).

While the information here are mostly written by these two players, numerous other Hatred raid members and guides were consulted. Questions, comments, concerns will be answered by Invinc, who goes by the name of Carlos Eduardo Mata in the comments section below. 

By Dulfy

MMO guide writer and blogger. Currently playing and covering SWTOR, GW2, and TSW.

43 replies on “SWTOR Sawbones Scoundrel Healer Class Guide”

A couple problems with this guide: First off, change AoE healing to a 10 and single target healing to an 8 imo. Hotting up the entire raid is a ridiculous amount of healing. Scoundrels/Ops are currently the best group healers in the game.

To go along with that, Kolto Cloud needs to be moved up the priority list. KC should be used on cooldown, as even as a single target heal, it is very powerful.

Underworld Medicine should be used very rarely, pretty much only if someone is taking huge spike damage and about to die. Otherwise you are better off refreshing your HoTs or throwing some DPS.

Kolto Pack is a decent heal, but it’s high energy cost and the fact that it uses a charge of Upper Hand means it is rarely worth casting. You can use it on tanks when they are taking some burst damage, but other than that you are better off saving your UH for EmMP.

Ability priority should actually be: 1. KC, 2. SRMP, 3. EmMP, 4. Flyby, 5. Diagnostic Scan, 6. KP or UWM if someone is taking heavy damage, 7. DPS abilities of your choice.

The four piece set bonus for healer Scoundrels/Ops is worthless, the two piece is very good, but the four is worthless. It is better to go for Gunslinger two piece PvP (increased flyby) than the four piece.

I think its awesome that you are doing class guides, Dulfy. And you’ve been doing a great job with them! Just trying to help out with this one since I know a lot about this class and perform it at a very high level!

The problem I see with your strategy is that you are doing a ton of unncessary overhealing in the form of various HoTs but very little critical single target healing that might be needed for heavy burst damage. This will of course increase your heal parse due to all the overhealing but heal parses are never relevant for healers.

Anyways, since I didn’t write this guide, I will let those who did respond to you. They will have a better idea of what they are trying to express.

You are right, there will be more overhealing my way. But my way also has far better Energy management, so the overheal doesn’t hurt you at all.

And you can still use UWM+KP if you need to burst heal, but imo my way ensures you will need to burst heal less often, because you will have a ton of heals constantly rolling and canceling out most of the damage taken.

I think this mainly depends on the boss fight and who you are healing with. Scoundrels can be good group healers, where they’ll mostly use SRMPs and KC, but they can also be good single target healers with UWMs and EM/KP.

In my opinion, it is better to divide up the heals, with one healer always topping off the tanks while the other healer keeps the group up. That way, you make sure that the tank does not die if he constantly takes 20k hits, and there is not too much overhealing as there is with cross healing.
Other times, the boss requires you to split up the group, with each healer taking care of a tank and two DPS. Therefore, sometimes it is better to use SRMPs and KC, while in other cases it is better to spam UWMs and EM/KP, depending on what your group needs.

In any case, a good healer will be able to adapt to any situation, either using single target heals or AoE heals, or frequently switching between both strategies.

Even if you do decide to split the raid members upon healers, it should only be a general rule. That is because each healing class has specific advantages that need to be utilized across all raid members.

For example, Scoundrels are ideal for keeping alive people in near-death situations (with the use of EM) and for topping people up when they need very little healing (with the use of Diagnostic Scan which not only heals for free but it also refunds energy). Sages are not particularly good at either: they have no instant non-HoT heal (OK, maybe except Force Wave 😛 ) and all their small heals cost energy (so they don’t worth it being used to top people up).

Also an important matter is cross-healer healing. Scoundrels should always keep HoTs on Sages to help them recover from Noble Sacrifice and Sages should help Scoundrels when they take damage because they do not have self heals.

But I do agree that healer co-ordination is a must just not by splitting the healing targets but by knowing who and when should each healer focus on. The most annoying thing is for me to start casting UM only to see my target being almost topped off just when the channeling is about to finish!!

I agree on what you say, actually unfortunately Kolto Probe is not considered an AoE heal, this is why: AoE heal is an ability that with 1 GCD heals multiple Targets, in order for you to heal (4 targets) with Kolto Probe you need 4×2= 8 GCD * 1.5 = 12 Seconds Vs Revivification 1.5 Second 8 Person Heal, thats why, you cant consider a single heal (even if its a HoT) as an aoe, because you cant use it, right away when whole group takes 50% dmg, to heal everyone right away, thats the idea we have of AoE healing, the Kolto probe is added in the utility section.

as far as Kolto Cloud, you are right, it should be used on CD as much as possible, not exactly on single target, the best way to do use it is trying to take as many targets as possible (using on Off tank+ melee or Ranged) Using for example on a main tank without hitting any other target,, even if it would help, its reducing its utility, and this is why. 1 instant Kolto Cloud GCD = X Healing done (lets say idk, 6K), used on person = 6K… used on multiple targets = 18-24K Healing done… Now using Kolto Injection (operative mirror) = 4-9k Depending on crit + 1 TA = 1 free surgical Probe = 3 – 6K Heal in two GCD (3 Seconds). So if you put it up in the priority list first, what does that say to a new operative healer? the first thing i should do is Using Kolto Cloud regardless of when and where, lets just hot the tank with that all the time instead of Kolto Probe / Injection, on a tank you would rather have a 10K Heal in 3 Seconds from Injection + Surgical than 6k Over 6 Second from Kolto CLoud UNLESS the cloud actually hits multiple Targets which is why its not on top of priority, because its mostly situation., thats why, using on CD doesnt mean it has to be your priority ability, because, it is not your first choice of healing most of the time :).

I disagree with the suggested use of UM.

First off, since it takes some time to cast it and the healing is applied at the end of the cast it is inappropriate for near-death situations. In such cases you are better off with multiple EMs until the target is >30% and *then* UM/KP to get him so high that you can stop focusing on him.

Secondly, there are situations when you want to top off people (esp. the tanks) as fast as possible (e.g. Dread Guards HM/NiM before and after the Lightning Field). You cannot do that with your HoTs, your only choices are UM and KP. And, if you have Cool Head off CD, what better burst healing can you find than Adrenal + Relic + Spam UM.

Lastly, IMO, the strongest healing combination of a Scoundrel healer is on targets with >30% HP to cast EM and immediately UM. The Upper Hand consumed during the 1st GCD is refunded during the 2nd and part of the energy spent during the 2nd GCD has already been gained during the 1st (because EM is free and you inherently regain energy every GCD). So you end up handing out a considerable amount of healing while losing only a little energy.

The combination of Emergency Medpack and Underworld Medicine is a “killer” (actually “healer” 😛 ) but I think it should be cast the other way around, that is, first Emergency Medpack and *then* Underworld Medicine.

This has two benefits (always assuming the target is at >30% health):
– if you are already at 3 Upper Hands and you cast UM first then you will actually lose one stack of Upper Hand once you cast EM
– if the target is below 50%, casting EM first instantly gives you a comfort zone and the time to cast UM without fearing your target will drop low while it channels

So should i very rarely be using Underworld Med, even in high damage situations after using cloud/slow releases etc? Cause normally when i heal i use UM very frequently and normally only maintain medpacs on the tanks ( i can have trouble noticing the buffs sometimes so it’s hard for me to refresh on multiple people)

Well … no, you should not use UM rarely. Or any other healing ability. It all depends on the situation:
– what is your energy level
– how many Upper Hands you have
– whether you have to be on the move or not
– how many targets require healing
– how much healing do they require
– is anyone in the near-death zone
– what does each healing ability have to offer and in which timeframe

That’s triage.

As regards UM, I would use it during a medium severity situation either to one-cast top somebody up or to spam large heals (e.g. after considerable raid-wide damage).

Kust one question why is the Dps Capability rated with 10 ? So according to that he is a better dps then Singletaget healer O.o which I totally disagree with. Hope this is a typo-

DPS capacity is compared with other healers (sorcs/mercs and their republic equivalent). In this case the scoundrel/operative would come out as a 10 when compared to the other 2 types of healers.

The ability priority is way off. Kolto cloud should be at the top of the priority. Then kolto pack, then emp, then srmp. Of course you need to know how to manage the energy between those. UWM has basically turned into deliverance, if the healer actually knows what they are doing, then they dont need to use it. As far as rating, sure they have the best aoe dps, but I can outdps a scoundrel healer with a sage healer on single targets. So lets make that AOE dps = 10, single target DPS = 7. Single target heals, lets make that a 9, but change AOE heals to a 9 in 8m, and a 7 in 16m. Scoundrel is the best healer in groups up to 8m. In 16m groups, the sage is better. But a sage cannot realistically keep a group up as well as a scoundrel because the sage AOE is location based while you can roll SRMP on a group covering a much larger area.

Most importantly though: stat ratings. Only someone who didnt know what they were doing would say something like 68-74% surge. Always aim for a stat rating number since the diminishing returns are based upon the stat, not the percent. If you are in 78s. Get 470 alacrity and 470 surge. You will be happy with that. Crit rating 100-250??? That’s ridiculously low for a scoundrel healer in 78s And the range is WAY too big. You should have over 400in 78s. Even in 72 you wanted about 360 crit. Going with just enhancements (since HM drops so much gear with 78s with crit/surge and cirt/alacrity enhancements that no one uses) you 7 enhancements would give you 434 crit which is about perfect. Put power on the things that you can easily find power on like mods, ears, and implants. If you are going to use a power enhancement on your scoundrel (you should consider moving it to an alt) then adjust with a crit mod or ear. Just try to get as close to 440 crit as possible while erring on the low side of 440 crit.

Why is UWM so much under-rated? Is there a more guaranteed way of generating Upper Hands?

You have 4 ways of generating Upper Hand:
– exiting stealth: that is only relevant at the start of the fight
– Blaster Whip: that is rarely relevant because you have to be in melee range
– from all your HoTs: that *is* a good way but each tick has only 30% chance to generate UH
– UWM: 100% guaranteed Upper Hand

So UWM is your one and only absolutely reliable way of generating Upper Hands. It *should* be part of your “rotation”. How can you “not need to use” UWM?

Do you find yourself running out of upper hand when you do not need to use UWM ? I sure do not. Also each tick has a 30% chance. Kolto Cloud hits 4 people, which means each tick has a 75.99% chance of proccing upper hand. If you have SRMP on 4 people that would be the same. Keeping SRMP on 8 people would get you to 94.24% per round of ticks.

i agree about a crit rating of 100-250 being rediculously low. in 78s everything from 370-450 works fine imho.
about alacrity, for 8man-content 5 enhancements is minimum as shown in ino’s spreadsheet. 6 enhancements work fine depending on play style.
concerning kolto-cloud, maybe priority is the wrong term. the art is to use kolto-cloud and kolto-pack exactly on cd while keeping srmp’s rolling and maintaining energy- and upper-hand-levels.

I get this response a lot. I will do a run down of abilities and stats and post the results for 180 and 186 gear so that people know what is actually optimal to be using. The guide clearly has no mathematical support, so I will provide it for everyone’s benefit. Expect something tonight or tomorrow as I am about to go take the 21 month old to see my nephew play baseball.

why have 5% alacrity? that’s a lot of alacrity for a scoundrel, scoundrels don’t even need alacrity tho :/

Alacrity is very useful for a scoundrel, it not only reduces cast times but also the global cd and your energy regen rate quite significantly. The cast times make you an even better burst healer, the global cd reduction makes SRM even more spamabble and the faster regen rate means you dont have to use diagnostic scan as much. So overall its great.

I agree with Sylinfriel. Often I come out of stealth to put Kolto on tank then hit em with slow release.

Im unsure where to rate alacrity past the point of 1.8s UW Medicine. Currently Im hitting it with 1.9 to get all my power/cunning/surge up there. Ill adjust back later if i think its short.

Also last 6 months Ive been a REAL fan of using diagnostic scan. We can blow thru energy fast… but if you work Diagnostic into your mix of skills, you are like constant with heals/energy.

I do love Dulfy build so far. Ill change things around if i need. But its looking solid so far:)

I think crit rating between 100 to 250 points is the best Area for the scoundrel…
At least, it depends on the style you play your heal…
If you prefer the “hotter-style” you should always choose AP and alacrity before Crit…
Btw If you are a biochem, alacrity is a really positive side-effect 😉

“Accuracy: 101% Force – 91% melee (1% from companion + 0% from talent = 0% from Gear”
no foce and no melee sections on scoundrel character dialog

Is there any way at all to see more than 4 buffs on a raid frame? I am losing almost all interest to heal on my Scoundrel at all due to the inability to see the duration on my active hots on the group. Apparently its more important for me to see that everyone has all their class buffs over hots and defensive cd’s

I usually start applying HoTs with myself. This way I can see the duration on my buff bar, and when it’s about to expire, I start the refresh cycle from myself and use the same order as last time.
Although I agree with you here – it would be fantastic to see it in the ops frame.

With the new updates to Parsec, parsing heals is much more accurate now, as it breaks down absorbed damage from sorc/sage shields and also the effective healing. Also I feel that overhealing on a sorc/sage actually helps more than it hurts, because you continue to build stacks for either consuming or instant circles. So low effective heal % isn’t bad, as long as your ehps and shielding is up there.

In ‘must have’ section of Scoundrel Healer ”
**Must Have** Accuracy: 101% Force – 91% melee (1% from companion + 0% from talent = 0% from Gear)
Makes no sense

If I am understanding the text of the article, it simply means, don’t put accuracy into any of your gear. If you have accuracy above these numbers, you’re doing it wrong (for endgame).

Why take Smuggled Med Delivery over say Scramble. Smuggled Med Delivery will give you 2, maybe 4 upper hand throughout the whole fight? And in the beginning of the fight you don’t really need it.

I am also thinking maybe Flash Powder over Scrambe?

What exactly is so worth it about the 4p bonus that its worth having lower armorings? Its 5 max energy…if you are running out of energy you are playing wrong.

You regenerate Energy faster the higher your Energy actually is.
An example: You cast a heal. Your Energy drops from 100 to 75. Your regeneration will be slower and it takes you around 2 seconds to regenerate back to 100.
If you have 105 Energy and you do the same Thing, you drop to 80 Energy and therefore regenerate the missing Energy in around 1.5 sec. So you can heal much more in the same time without getting lower Energy.
Those 5 Energy are making a BIG Difference in the Energy regeneration. By staying above 80 total Energy.
If you drop below 80 Energy they are useless. Because you regenerate as fast as any other. But as long as you (as you should) stay near to “full Energy” the 5 more Energy are “overpowered”.

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