SWTOR 3.0 Mercenary Bodyguard healing class guide written by Orderken of POT5.
Intro to 3.0 Mercenary Bodyguard
For Ravagers or Temple of Sacrifice on Hard Mode, Mercenary is the most desirable healing class. It has no meaningful weakness.
- Handling high damage to a single ally: Strongest. Sorcerer is close behind. Operative is behind.
- Handling high damage to multiple allies: Strong. Operative is close. Sorcerer is behind.
- Resource management: Fine. Both Mercenary and Operative must manage resources, and resources limit their healing. A Sorcerer’s resource management is trivial and doesn’t limit healing.
- Synergy with co-healer’s class: Strongest. The most desirable pairings are, in no particular order, Mercenary-Sorcerer, Mercenary-Operative, and Mercenary-Mercenary.
- Mobility: Fine. Operative is close. A Sorcerer’s mobility is incredible.
- Handling mechanics: Strongest. Hydraulic Overrides outshines every personal utility available to Sorcerer or Operative.
- Passive damage reduction: Strong. Operative is close. Sorcerer is behind, having the lowest Armor and lacking a Utility that increases damage reduction for all area effects by 30%.
- Dealing damage in the healing Discipline: Fine. Sorcerer is ahead. Operative is behind.
- Improved Vents: Vent Heat now immediately vents an additional 15 heat and grants 10% alacrity for 6 seconds.
- Power Barrier: Power Shot or Rapid Scan grants 1 charge of Power Barrier. Each charge increases damage reduction by 1%. You may have up to 5 charges. Charges lasts 15 seconds, and gaining a charge refreshes this duration.
- Custom Enviro Suit: Increases your Endurance and healing received by 3%.
- Boresights: Increases the damage dealt by Sweeping Blasters by 25%.
In general,Improved Vents>Custom Enviro Suit>Power Barrier.
Power Barrier isn’t valuable enough to influence when, or how often, you Rapid Scan. It usually expires during Supercharged Gas. But some damage reduction some of the time is preferable to the alternatives.
Too few effects trigger Gyroscopic Alignment Jets, which vents 10 Heat when you’re stunned, immobilized, knocked down, or otherwise incapacitated. Furthermore, a healer should avoid about half of these few effects with Hydraulic Overrides or Cure.
If you must deal substantial damage to multiple stacked enemies, Boresights helps.
- Torque Boosters: Increases the duration of Hydraulic Overrides by 4 seconds.
- Protective Field: Increases your healing received by 20% while Energy Shield is active.
- Heat Damping: Eliminates the Heat cost of Jet Boost, Cure, Electro Dart, and Concussion Missile.
Select Torque Boosters, which is valuable for most bosses in the new Operations.
Heat Damping is valuable if you’ll use Cure (e.g., Revan, Torque, or Coratanni). Otherwise, among the lackluster options for your final point to unlock the Heroic tier, Protective Field is a sound choice.
- Thrill of the Hunt: Progressive Scan and Unload may be activated or channeled while moving.
- Stabilized Armor: Reduces damage taken from area effects by 30%. In addition, reduces damage taken by 30% while stunned.
- Power Overrides: Reduces the cooldown of Power Surge by 15 seconds. In addition, Power Surge grants a second charge.
In general, Thrill of the Hunt>Power Overrides>Stabilized Armor. Thrill of the Hunt is a dramatic boost to your mobility. Power Overrides improves your ability to respond to emergencies and mobility. Select Stabilized Armor if (a) your damage taken from AOE effects is higher than most non-tanks in your group, or (b) a high-damage AOE effect targets a single group member from time to time, such as Barrel Throw (Bulo) or Mouse Droids (Coratanni).
Supercharged Reserves, which reduces the cooldown of Cure by 3 seconds, is less valuable than an alternative, including for Revan.
The omission of every Utility to improve Jet Boost is intentional.As discussed in Section “Heals for Multiple Allies”, Jet Boost’s heal is almost worthless. Neither Jet Escape nor Afterburners is more valuable than an alternative when a group is ready to kill Revan.
Optimal gear for a typical Mercenary healer follows. For further discussion, or if you wish to optimize gear for your healing, see Section “Theory and Interactive Model”.
- Set Bonus
- SOR 6-Piece Combat Medic’s.
- Aim = Power
- Power versus Critical
- With 14 Aim Augments, the amount of Critical that maximizes expected healing is about 655 in Resurrected gear or 715 in Revanite gear.
- With 14 Power Augments, the amount of Critical that maximizes expected healing is about 675 in Resurrected gear or 735 in Revanite gear.
- Alacrity versus Surge
- Among your Ear, Implants, and Enhancements, 3 have Surge and 7 have Alacrity.
- Among relics of the same tier, Serendipitous Assault = Focused Retribution > any other.
- None. Accuracy has no effect on healing an ally.
In combat, no rotation is ideal for long. A healer’sj ob is triage. Decide who most needs your next heal by anticipating damage and cooperating with your co-healer.Guidelines for choosing your next ability follow.
- While Supercharged Gas isn’t active, build Supercharge as quickly as triage and Heat allow. Rapid Scan builds Supercharge fastest, but costs a high amount of Heat. A best practice for building Supercharge is using Kolto Shot after Rapid Scan.
- Use Supercharged Gas for Heat management and boosting your healing.
- Don’t squander the first moments of Supercharged Gas.
- If the ability preceding Supercharged Gas is instant, use Supercharged Gas as this ability’s GCD finishes rather than as it triggers.
- If you’ll be incapacitated or too far from allies who need healing, delay Supercharged Gas until you can resume healing.
- While healing is challenging, use Supercharged Gas promptly. In general, delay it only as noted below.
- If your Heat is low (less than about 20), and Healing Scan is available and will be your next ability, use Healing Scan before Supercharged Gas.
- If your Heat is very low (less than 10), and your next ability will be Rapid Scan or Progressive Scan, use it before Supercharged Gas.
- While healing is manageable, you may delay it
- for any reason above, or
- if healing may become challenging soon. Without Supercharged Gas, healingof a single ally is quickly limited by Heat. Being frugal with Supercharged Gascan burden your co-healer or cause healing that should be manageable to become challenging.
- While healing is relaxed, use Supercharged Gas to vent Heat from high-DPS abilities.
- Don’t squander the first moments of Supercharged Gas.
- Though Supercharged Gas increases all of your healing done by 5%, this increase alone doesn’t influence the choice of your next ability.
- Healing a single ally
- In general, the priority is: Healing Scan > Rapid Scan > Kolto Shot. This means using Healing Scan almost on cooldown, and, while Supercharged Gas is active, not using Rapid Scan.
- Emergency Scan is for burst healing a single ally or, while healing is challenging,Heat management.
- Progressive Scan and Kolto Missile
- Kolto Missile heals many allies, each for a moderate amount.
- Progressive Scan heals a few allies,two for a large amount (and three for more than Kolto Missile).
- Minimum number of allies to heal
- Kolto Missile is a terrible use of time and Heat unless it heals at least two allies.
- In a pinch, Progressive Scan is a very strong heal for even just one ally, whom you should target upon activating it. Its priority is below that of Emergency Scan, Power Surge + Healing Scan, and Power Surge + Rapid Scan, however, because of its high Heat cost and cooldown.
- Your co-healer’s class can influence which you use first or more often.
- An Operative has an ability analogous to Kolto Missile (Kolto Waves) but not Progressive Scan (Recuperative Nanotech heals far slower). Therefore, Progressive Scan > Kolto Missile more often if your co-healer is an Operative.
- A Sorcerer has an ability analogous to Progressive Scan (Roaming Mend) but not Kolto Missile (Revivification heals far slower). Therefore, Kolto Missile > Progressive Scan more often if your co-healer is a Sorcerer.
- Roles unique to Progressive Scan.
- If you can anticipate moments of high damage to multiple allies, be proactive with Progressive Scan. In general, timing Progressive Scan so that its third tick occurs immediately after this damage, and following it with Kolto Missile, is burst AOE healing that no other healing class can match.
- Each tick of Progressive Scan after the first can heal an ally who’s up to 50 meters from you.This can, for example, save the life of a tank who’s knocked out of your range.
- On rare occasions, the following figures may be the dominant factor in choosing your next ability. These assume that all healing is effective.
- For expected healing per second, Kolto Missile matches Progressive Scan only if at least 6 allies receive its immediate heal or at least 4 allies receive its immediate heal and all 3 ticks of its HOT.
- For expected healing per Heat, the figures are identical.
- Without being preoccupied by it, in general, maintain Kolto Shell on all allies.
- Unless healing is relaxed for the moment or an ally will soon be out of your range, prefer to refresh Kolto Shell after all of its charges have been consumed.
- Circumstances in which it’s prudent to delay Kolto Shell include the following.
- While an ally’s life is in peril, refreshing Kolto Shell isn’t a priority. This ally’s expected healing from 1 Rapid Scan, for example, is greater than from 3 charges of Kolto Shell.
- If you must maximize your effective healing per Heat,Kolto Missile, Progressive Scan, or Jet Boost can provide more than Kolto Shell.
- While healing is challenging, the priority for Kolto Shell is as follows.
- Any non-tank whom you expect to
- take damage more times than other non-tanks (e.g., the DPS kiting Raptus during Dread Council),
- take more damage than other non-tanks (e.g., a Sorcerer, who has Light Armor and no Utility to reduce all AOE damage by 30%), or
- be out of your range more often than other non-tanks.
- Any remaining allies
- While damage is very frequent and very light, Kolto Shell might waste time and Heat, particularly if non-tanks stack for Kolto Missile. For example, during the final phase of Revan, you can forego Kolto Shells in favor of Kolto Missile for a while, dealing damage to the Machine Core with the time and Heat saved.
- Heat management
- Each second, you dissipate Heat: 5 if your Heat is 0-40; 3 if 41-80; or 2 if 81-100.
- Having 40 or fewer Heat almost all of the time is crucial.
- Unless healing is challenging, in general, use Kolto Shotbefore an activation that otherwise would push your Heat over 40 orafter an activation that costs a high amount of Heat, such as Rapid Scan or Progressive Scan.
- As discussed above, use Supercharged Gas for Heat management.
- If you can’t spare a GCD for Kolto Shot, becausean ally is in peril or healing is challenging, your options to drop Heat include the following.
- If the present emergency should be brief, and if healing afterward should be manageable for your co-healer alone, exceeding 40 Heat is okay. You’ll pay for being overheated with consecutive Kolto Shots. While Heat is 41-80, you drop about 6 Heat with each Kolto Shot.
- If you can’t be overheated use one Heat-management cooldown.
- Prefer Thermal Sensor Override if your Heat would peak at about 55 without a cooldown.Activate it if your Heat now exceeds 20 and your next activation will beProgressive Scan or, if that’s unavailable, Rapid Scan.
- Prefer Vent Heat if your Heat would peak at 65 or higher without a cooldown. Activate Vent Heatafter your Heat reaches at least 65.
- It isn’t necessary for one of these cooldowns to be available at all times. Using both close together is extraordinary, however, and risks being unable to handlesubsequent emergencies.
The Sections below describe and offer advice about each ability. Unless noted, Alacrity reduces every figure related to time.
Cylinder and Supercharge
Heals for a Single Ally
See Section “Theory and Interactive Model” for activation times or healing amounts with gear that you select.
Heals for Multiple Allies
See Section “Theory and Interactive Model” for activation times or healing amounts with gear that you select.
In SOR, every ability that may heal multiple allies in one activation is “smart”. If more allies are within range than the ability can heal, the ability selects those allies whose percentage of maximum health is lowest.
Capitalize on every opportunity to deal damage.
In general, the priority for dealing damage is as follows.
- Except as noted below, for a single target: Electro Net > Unload > Rail Shot > Death from Above > Power Shot> Rapid Shots
- The priority of Power Shot or Rapid Shots is higher if you don’t have 10 Supercharge.
- In general, Rapid Shots has the highest priority if your Heat would exceed 40 otherwise.
- For multiple targets: Death from Above >Sweeping Blasters with Utility: Boresights >Flame Thrower > Sweeping Blasters without Utility: Boresights
Except as noted below, remain in Combat Support Cylinder.
- If each condition below is met, using High Velocity Gas Cylinder should increase your DPS.
- Maximizing your groups’ DPS is crucial.
- Your co-healer isn’t a Sorcerer. In general, a Sorcerer can deal at least as much damage as you with less hassle.
- There’s a period of at least 20 seconds at the start of combat or 30 seconds in the middle of combat for which your co-healer can, and agrees to, handle all healing.
- If you switch to High Velocity Gas Cylinder, note that
- High Velocity Gas Cylinder reduces Rail Shot’s Heat cost by 10, and
- switching back to Combat Support Cylinder to resume healing uses a GCD.
Maximizing Your Performance
Tailor your UI for healing. These choices are personal, but consider the recommendations below.
- All crucial, time-sensitive information should be visible simultaneously. Therefore, Operation Frames, Action Bars, and Player Castbar should be adjacent and just below your character’s feet. Configure these using the Interface Editor.
- Under Preferences > User Interface, enable “Show Cooldown Text”.
- Use the Interface Editor to configure your Operation Frames.
- Set “Buff Scale” as low as possible. Increase “Debuff Scale” until debuffs are prominent.
- For your usual Operation group, disable “Show Health Text”. This is clutter rather than useful information.
- Disable “Show Only Removable Debuffs”. Debuffs that may deal substantial damage to allies often aren’t removable.
- Using the Interface Editor, enable Focus Target and Focus Target Castbar. Certain bosses have casts or channels that deal substantial damage to allies.
- Using the Interface Editor, for the Player Buff Tray, enable Highlight Options > “Highlight Effects” and Sort Options > “Personal Effects”. This makes it easy to see your procs.
- Using the Interface Editor, for the Target Frame and Focus Target, enable Highlight Options > “Highlight Buffs” and “Highlight Debuffs” and Sort Options > “Personal Buffs” and “Personal Debuffs”. This makes it easy to see your effects, such as a HOT on an ally or a DOT on an enemy.
Gain up to 50 points of these stats through Datacrons.
To increase each stat below by 1% for every character in your Legacy and Faction, complete all of the quests that one of the listed companions can offer.
- Accuracy – Skadge, Scorpio, Khem Val, or Broonmark
- Critical – Gault, Ensign Temple, Andronikos, or Vette
- Healing received – Mako, Doctor Lokin, Talos Drellik, or Malavai Quinn
- Maximum health – Blizz, Kaliyo, Xalek, or Lt. Pierce
- Surge – Torian, Vector, Ashara, or Jaesa
Though optimal gear for healing has no Accuracy, increasing Accuracy through this Legacy perk helps you interrupt, crowd control, or deal damage.
Unless noted, Alacrity reduces every figure related to time.
- An Advanced Anodyne (purple quality) Stim provides 198 of your Primary stat and 81 Power for 8 hours (Alacrity doesn’t reduce this).
- An Adrenal increases a stat for 15 seconds (Alacrity doesn’t reduce this) and is off the GCD. The cooldown shared across all Adrenals is 3 minutes.
- For PVE, an Advanced Anodyne (purple quality) Triage Adrenal increases Force or Tech Power by 750.
- For PVP, a Warzone Adrenal increases Damage Reduction by 15%.
- A Medpac heals you and is off the GCD. A Medpac can’t crit.
- The cooldown shared across all Medpacs usable outside of a Warzone or Arena is (a) the remainder of your present combat or (b) 90 seconds, whichever is longer.
- An Advanced Anodyne Medpac restores 7535 to 7892 health immediately and an additional 2875 health over 15 seconds.
- PVP – A Warzone Medpac restores 35% of your maximum health and has a 90-second cooldown.
- A Grenade is an instant ability. The cooldown shared across all Grenades is 3 minutes.
- PVE – Grenades that stun or root can be useful for certain adds, such as during Styrak on Nightmare Mode, Grob’Thok with Nightmare Power, or Revanite Commanders.
- PVP – Grenades are very useful.
- A player affected by one or more of a Grenade’s effects receives Bastioned, a buff that grants immunity to all effects of further Grenades for 3 minutes (Alacrity doesn’t reduce this). Bastioned doesn’t persist through death.
- If a Grenade has a stun or unconscious effect, this effect respects resolve.
Theory and Interactive Model
There are multiple tabs to this spreadsheet. There is also an option to view this spreadsheet in full screen mode by clicking the button at the bottom right corner.
Download link (save to your computer to edit):https://onedrive.live.com/redir?resid=531C2CE33B536A51!157&authkey=!AH6Y02KGyIo6I0w&ithint=file%2cxlsx
About the Author
Orderken is a healer for <Hates You> on Prophecy of the Five.