SWTOR 3.0 Scoundrel Sawbones Healing Guide by Orderken

SWTOR 3.0 Scoundrel Sawbones Healing Guide written by Orderken of Pot5.

Intro to 3.0 Scoundrel Sawbones

For Ravagers or Temple of Sacrifice on Hard Mode, Scoundrel is a suitable healing class. Its healing output is the highest, but it has major weaknesses.

  1. Handling high damage to a single ally: Fine if this ally has 2 stacks of your Slow-release Medpac. Weak if this ally doesn’t. In either case, Commando and Sage are ahead.
  2. Handling high damage to multiple allies: Strong. Commando is close. Sage is behind.
  3. Resource management: Fine. Like a Scoundrel, aCommando must manage resources, and resources limit healing. A Sage’s resource management is trivial and doesn’t limit healing.
  4. Synergy with co-healer’s class: Fine. Pairs well with Commando or Sage, but Scoundrel-Scoundrel is the weakest pairing.
  5. Mobility: Fine. Commando is close. A Sage’s mobility is incredible.
  6. Handling mechanics: Fine. Sage is close. Commando is far ahead, because Hydraulic Overrides outshines every personal utility available to Sage or Scoundrel.
  7. Passive damage reduction: Strong. Commando is close. Sage is behind, having the lowest Armor and lacking a Utility that increases damage reduction for all area effects by 30%.
  8. Dealing damage in the healing Discipline: Weak. Sage and Commando are far ahead.

Utilities

Skillful

  • Smuggled Get-up: Reduces damage taken from area effects by 30%.
  • Scar Tissue: Increases damage reduction by 5%.
  • Sneaky: Increases movement speed by 15% and effective stealth level by 3.

Masterful

  • Med Screen: Defense Screen heals you for 5% of your maximum health when it ends.
  • Keep Cool: Cool Headrecharges an additional 15 Energy immediately.

Heroic

  • Scramble: At most once every 1.5 seconds, being attacked reduces any remaining cooldown of Dodge by 3 seconds.
  • Surprise Comeback: Pugnacity grants Surprise Comeback for 15 seconds. Surprise Comeback heals you for 5% of your maximum health every third second and increases damage reduction by 20%.
  • Hotwired Defenses: Increases the amount of damage that Defense Screen can absorb by 30%.
  • Smuggled Defenses: Reduces the cooldown of Defense Screen by 5 seconds, Escape by 30 seconds, and Infiltrate by 60 seconds.

In general, Hotwired Defenses>Smuggled Defenses>Surprise Comeback. If a fight, such as Bulo, has adds with Ranged or Melee attacks (i.e., white damage), consider Scramble.

Gear

Optimal gear for a typical Scoundrel healer follows. For further discussion, or if you wish to optimize gear for your healing, see Section “Theory and Interactive Model”.

  • Set Bonus: SOR 4-Piece Field Medic’s and Dread Master 2-Piece Field Medic’s.
    • The SOR 6-Piece reduces the cooldown of Kolto Waves from 10 seconds to 9 seconds. This Set Bonus is almost always worthless, because it’s unlikely to increase the number of times that you activate Kolto Waves.
    • The Dread Master 2-Piece increases the healing done by Kolto Cloud by 15%. This Set Bonus is more valuable than any other available to a Scoundrel healer.
    • Having two pre-SOR Armorings sacrifices Cunning, Endurance, and Armor, but is well worth it.
      • Having two Dread Master rather than Revanite Armorings increases your expected total healing about 3.3%. Even having two Arkanian rather than Revanite Armorings increases your expected total healing about 2.8%.
      • To minimize Armor lost, prefer Hands and Feet for the pre-SOR 2-Piece.
  • Augments: Power > Cunning, but the difference is small (0.125% for all 14).
  • Power versus Critical
    • With 14 Power Augments, the amount of Critical that maximizes expected healing is about 371 in Resurrected gear or 435 in Revanite gear.
    • With 14Cunning Augments, the amount of Critical that maximizes expected healing is about 353in Resurrected gear or 417in Revanite gear.
  • Alacrity versus Surge: Among your Ear, Implants, and Enhancements, 3 have Surge and 7 have Alacrity.
  • Relics: Among relics of the same tier, Serendipitous Assault >= Focused Retribution > any other.
  • Accuracy: None. Accuracy has no effect on healing an ally.

Rotation Guidelines

In combat, no rotation is ideal for long. A healer’s job is triage. Decide who most needs your next heal by anticipating damage and cooperating with your co-healer.Guidelines for choosing your next ability follow.

  1. Maintain 2 stacks of your Slow-release Medpac on each tank at all times.
    • In general, refresh each tank’s Slow-release Medpac with Emergency Medpac.
      • Emergency Medpac costs half as much Energy as Slow-release Medpac.
      • Emergency Medpac provides additional healing.
      • Spending an Upper Hand on Emergency Medpac helps you maintain Bedside Manner, which buffs your healing done by 3% for 6 seconds.
    • Until you can rely on your sense of Slow-release Medpac’s duration, you may wish to set a tank as your Focus Target.
  2. Use Kolto Pack almost on cooldown and almost always on a tank.
    • Including its HOT, it heals for about the same amount as an Underworld Medicine that crits.
    • Its HOT is unlikely to overheal an ally taking frequent damage.
    • Spending an Upper Hand on Kolto Pack helps you maintain Bedside Manner.
  3. Use Kolto Cloud almost on cooldown.
    • Prefer to have at least one tank within range of each Kolto Cloud.
      • A HOT is unlikely to overheal an ally taking frequent damage.
      • Kolto Cloud grants Invigorated, which increases healing received by 3%. This buff is more valuable for tanks than non-tanks.
      • Unless your entire group stacks, which is uncommon, reaching a tank sacrifices less of Kolto Cloud’s potential healing than Kolto Waves’.
    • Plan ahead to reach close to 4 allies with Kolto Cloud. Most often, this means targeting
      • a melee DPS or
      • yourself, after positioning yourself to be its hub.
  4. Burst healing a single ally
    • An ally with 2 stacks of your Slow-release Medpac
      • In general, Underworld Medicine + Emergency Medpac. Repeat if necessary.
      • If he might die before Underworld Medicine finishes, Emergency Medpac until this isn’t the case.
      • If he’s a tank, substitute Kolto Pack for Underworld Medicine unless you have Field Medic’s Critical Bonus.
    • An ally with exactly 1 stack of your Slow-release Medpac.
      • If you have Field Medic’s Critical Bonus, Underworld Medicine.
      • Otherwise, Slow-release Medpac + steps for an ally with 2 stacks of your Slow-release Medpac.
    • An ally without your Slow-release Medpac.
      • In general, Underworld Medicine.
      • If he might die before Underworld Medicine finishes, Emergency Medpac. You’re ill-equipped to assist this ally. Your co-healer must assist immediately.
    • Reserve Pugnacity for burst healing a single ally, especially one without 2 stacks of your Slow-release Medpac.
  5. In general, use Emergency Medpac immediately after Underworld Medicine.
    • This is sensible resource management.
      • Underworld Medicine grants 1 charge of Upper Hand.
      • Using Emergency Medpac with 65 or higher Energy allows you to regain up to half of the net Energy cost of Underworld Medicine.
    • If the ally whom you healed with Underworld Medicine has 2 stacks of your Slow-release Medpac, Underworld Medicine + Emergency Medpac is good burst.
    • If the ally whom you healed with Underworld Medicine doesn’t have 2 stacks of your Slow-release Medpac, Emergency Medpac a tank who’s not at full health and has 2 stacks of your Slow-release Medpac.
  6. Kolto Waves is situational.
    • Kolto Waves is a terrible use of time and Energy unless it heals at least two allies. Furthermore, unless it heals at least three, prefer to spread, stack, or refresh Slow-release Medpac instead.
    • Kolto Waves versus Kolto Cloud
      • You can use both, rather than just one. For example, if melee (including tanks) have Kolto Cloud, look for an opportunity to Kolto Waves ranged (including healers).
      • Prefer Kolto Waves if your group is stacked or burst matters. For example, Kolto Waves >Kolto Cloud for topping up allies before the end of Underlurker’s Cross.
      • Though Kolto Cloud heals much slower than Kolto Waves, it often provides greater total healing.
        • If Kolto Cloud heals 4, Kolto Waves must heal 6 with every wave to match its total healing.
        • If Kolto Cloud heals 3 or 4, Kolto Waves can’t match its total healing relative to activation time (HPCT).
  7. With your ample remaining time, spread, stack, or refresh Slow-release Medpac among non-tanks.
    • Slow-release Medpac is ideal for topping up non-tanks.
    • Slow-release Medpac prepares non-tanks for imminent AOE damage.
    • Slow-release Medpac allows you to invest “excess”Energy (i.e., passive regeneration that would be lost, because you can’t exceed 100 Energy).
    • Among non-tanks, prioritize those whom you expect to
      • take damage more times than other non-tanks (e.g., the DPS kiting Raptus during Dread Council),
      • take more damage than other non-tanks (e.g., a Sage, who has Light Armor and no Utility to reduce all AOE damage by 30%), or
      • be out of your range more often than other non-tanks.

The Story-Mode Hero

This approach’s one and only goal is maximizing HPS. In Revanite gear, it can sustain up to 13k HPS without cooldowns.It’s appropriate from time to time, such as for the final phase of Titan 6 or Dread Council.

In general, however, it’s a tremendous disservice to yourself, your co-healer, and your Operation group, because it replaces the keen triage, burst EHPS, and teamwork with one’s co-healer that are the hallmarks of progression healing with mindless HPS farming.

  1. Maintain 2 stacks of your Slow-release Medpac on 8 allies at all times. For each “round”, refresh as many as possible with Emergency Medpac, which is about 3 or 4 out of the 8, and refresh the remainder with Slow-release Medpac.
  2. Sprinkle two or three abilities unrelated to refreshing your Slow-release Medpacs into each round.
    • Below are a few of many examples.
      • For an Energy-negative round, Kolto Waves and Kolto Cloud.
      • For an Energy-positive round, Kolto Waves and Diagnostic Scan.
      • For an Energy-neutral round, Kolto Waves canceled as the GCD finishes, Kolto Cloud, and Diagnostic Scan canceled as the GCD finishes.
    • In each round, the abilities unrelated to refreshing your Slow-release Medpacs must have activation times(before Alacrity) that
      • total at least 3 second,ensuring that you don’t clip the penultimate tick of your Slow-release Medpacs, and
      • total not more than about 5.1 second, ensuring that none of your Slow-release Medpacs expire.
  3. If circumstances cause the next ally in your refresh order to lose your Slow-release Medpac, move on.
    • Having 7 allies with 2 stacks of your Slow-release Medpac is preferable to having 8 allies with only 1 stack.
    • For this ally whom you’ve passed over, in general, restack your Slow-release Medpac once each round on schedule.

Energy & Upper Hand

Energy Management

Each second, you regenerate Energy: 6 if your Energy is 60-100; 3.6 if 20-59; or 2.4 if 0-19.

  1. Having 60 or higher Energy almost all of the time is crucial.
  2. If your Energy is high, Emergency Medpac helps you avoid or defer Diagnostic Scan.
    • If your Energy is 65 or higher, you gain about 4 Energy with each Emergency Medpac.
    • Unfortunately, if your Energy is 25-64, Emergency Medpac is Energy-neutral.
  3. If healing isn’t challenging, use Diagnostic Scan before an activation that otherwise would drop your Energy below 60.
    • The GCD that Diagnostic Scan triggers will finish just before its second tick. If you must cancel it to activate another ability, in general, allow its second tick to occur.
    • If your Energy is 60 or higher, you gain about
      • 16 Energy with a full channel or
      • 11 Energy with a channel canceled upon its second tick.
  4. If your Energy will fall below 60, because an ally is in peril or healing is challenging, you have two options.
    • If the present emergency should be brief, and if healing afterward should be manageable for your co-healer, you can recharge with consecutive Diagnostic Scans. While Energy is 20-59, you gain about 11 Energy with a full channel.
    • Otherwise, activate Cool Head after your Energy falls to or below 35.

Upper Hand

  1. You gain Upper Hand as follows.
    • Healing with Underworld Medicine grants 1 charge.
    • Each heal from your HOTs (Slow-release Medpac, Kolto Pack, or Kolto Cloud) or from Kolto Waves has a 30% chance to proc 1 charge. This proc can occur at most once every 6 seconds (Alacrity reduces this).
    • Activating Pugnacity grants 1 charge
    • Exiting stealth grants 2 charges.
    • Attacking with Back Blast from stealth or with Blaster Whip grants 1 charge.
  2. You may have up to 3 charges of Upper Hand. Charges last 24 seconds (Alacrity doesn’t reduce this), and gaining a charge refreshes this duration.
  3. These abilities cost 1 Upper Hand.
    • Emergency Medpac. But it immediately refunds the Upper Hand that it costs, unless this refund has occurred in the past 10 seconds (Alacrity reduces this)
    • Kolto Pack
    • Blaster Volley
    • Stack the Deck
  4. Have at least 1 Upper Hand at all times, in case you need it for Emergency Medpac.
  5. Spending anUpper Hand on a heal(i.e., on Kolto Pack or Emergency Medpac) grants you Bedside Manner.
    • This buff increases your healing done by 3%.
    • It lasts 6 seconds (Alacrity doesn’t reduce this).
    • You’ll have this buff almost all of the time if you use Kolto Packand Emergency Medpacas discussed in Section “Rotation Guidelines”.

The Sections below describe and offer advice about each ability. Unless noted, Alacrity reduces every figure related to time.

Heals for a Single Ally

See Section “Theory and Interactive Model” for activation times or healing amounts with gear that you select.

slowrelease Slow-release Medpac

Description

  • Slow-release Medpacis instant, has no cooldown, and costs 10 Energy.
  • An ally may have up to 2 stacks of your Slow-release Medpac.
    • Using Slow-release Medpac on an ally without your Slow-release Medpac grants him 1 stack. This HOT heals him 6 times, once every third second for 18 seconds.
    • Using Slow-release Medpac on an ally with 1 stack of your Slow-release Medpac grants him a second stack and refreshes your Slow-release Medpac’s duration. This HOT heals him 7 times, immediately and once every third second for 18 seconds. The amount of each heal is double what it’d be from 1 stack.

Use

  • The ability that you use more times than any other.
  • For further discussion, see Section “Rotation Guidelines”.
underworldmedicine Underworld Medicine

Description

  • Underworld Medicine is a 2-second cast, has no cooldown, and costs 20 Energy.
  • It heals a large amount.
  • Each completed cast grants 1 Upper Hand.
  • Field Medic’s Critical Bonus, a buff from the SOR 2-Piece Field Medic’s Set, causes your next Underworld Medicine to crit.

Use

  • Healing a single ally whose health is low.
  • For further discussion, see Section “Rotation Guidelines” >#4.
koltopack Kolto Pack

Description

  • Kolto Pack is a 1.5-second cast and has a 9-second cooldown.
  • It costs 20 Energy, or 18 Energy with the SOR 4-Piece Field Medic’s Set, and 1 Upper Hand.
  • It heals a moderate amount immediately and grants a HOT that heals 9 times, once every second for 9 seconds. In total, it heals for a very large amount.
  • Spending an Upper Hand on it grants you Bedside Manner, which increases your healing done by 3% for 6 seconds (Alacrity doesn’t reduce this).
  • Upon being healed by Kolto Pack, an ally receives Resistant, which increases internal and elemental damage reduction by 3% for 45 seconds (Alacrity doesn’t reduce this).
    • Resistant doesn’t stack, regardless of the number of healers giving this buff.

Use

  • Ideal for healing tanks.
  • For further discussion, see Section “Rotation Guidelines” > #2.
emergencymedpac Emergency Medpac

Description

  • Emergency Medpac is instant and has no cooldown.
  • It costs 5 Energy and 1 Upper Hand. But it immediately refunds the Upper Hand that it costs, unless this refund has occurred in the past 10 seconds.
  • If an ally has 2 stacks of Slow-release Medpac, healing him with Emergency Medpac immediately refreshes Slow-release Medpac at no additional cost.
  • On its own, Emergency Medpac heals a moderate amount. With the immediate heal from refreshing 2 stacks of your Slow-release Medpac, it heals a good amount for an instant ability.
  • Spending an Upper Hand on it grants you Bedside Manner, which increases your healing done by 3% for 6 seconds (Alacrity doesn’t reduce this).

Use

  • Refreshing 2 stacks of your Slow-release Medpac.
  • Burst healing a single ally.
  • Energy management.
  • For further discussion of a use above, see Section “Rotation Guidelines” or “Energy &Upper Hand”.
diagnostiscan Diagnostic Scan

Description

  • Diagnostic Scan is a 2.1-second channel and has no cooldown.
  • It has no cost. Each time it crits, it recharges 2 Energy.
  • As a channel, it’s immune to pushback.
  • It heals 3 times, but not immediately. A full channelheals a moderate amount.

Use

  • Energy management.
  • For further discussion, see Section “Energy &Upper Hand”.
defensescreen Defense Screen

Description

  • Defense Screen is off the GCD and has no cost.
  • Its cooldown is 30 seconds, or 25 seconds with Utility: Smuggled Defenses (Alacrity doesn’t reduce this).
  • It can absorb a large amount of damage for you, and only you, for up to 10 seconds (Alacrity doesn’t reduce this).
  • With Utility: Med Screen, Defense Screen heals you for 5% of your maximum health when it ends.

Use

  • Learn to love Defense Screen. It’s off the GCD, has no cost, absorbs more than a Sage’s Force Armor with Utility: Hotwired Defenses, and heals you with Utility: Med Screen.
triage Triage

Description

  • Triage is instant, has a 12-second cooldown, and costs 10 Energy.
  • It cleanses up to two physical, mental, or tech effects and provides a small heal.

Use

  • For PVE, when Triage can cleanse an effect, it’s almost always better to cleanse it than heal through it.
  • For PVP, Triage cleanses certain CCs.

Heals for Multiple Allies

See Section “Theory and Interactive Model” for activation times or healing amounts with gear that you select.

In SOR, every ability that may heal multiple allies in one activation is “smart”. If more allies are within range than the ability can heal, the ability selects those allies whose percentage of maximum health is lowest.

koltowave2 Kolto Waves

Description

  • Kolto Waves is a 3-second channel. Its cooldown is 10 seconds, or 9 seconds with the SOR 6-Piece Field Medic’s Set.
  • It heals up to 8 allies up to 4 times, including immediately. Each wave costs 7 Energy.
  • Its radius is 8 meters.
  • As a channel, it’s immune to pushback.
  • A full channel heals a large amount.

Use

  • The GCD that Kolto Waves triggers finishes halfway between its second and third ticks. If you must cancel it to activate another ability, always allow its second tick, and consider allowing its third tick, to occur.
  • For further discussion, see Section “Rotation Guidelines”.
koltocloud Kolto Cloud

Description

  • Kolto Cloud is instant, has a 15-second cooldown, and costs 20 Energy.
  • Its target is the ally whom you’re targeting or, otherwise, you.
  • It grants a HOT that heals 10 times, immediately and once every second for 9 seconds, to the target and up to 3 other allies, each of whom is in line-of-sight and 10 meters of the target.
  • In total, it heals a very large amount.
  • Upon being healed by Kolto Cloud, an ally receives Invigorated, which increases his healing received by 3% for 45 seconds (Alacrity doesn’t reduce this).
    • Invigorated doesn’t stack, regardless of the number of healers giving this buff.

Use

  • For an AOE heal, it’s very good for tanks.
  • For further discussion, see Section “Rotation Guidelines”.

The “Stealth Rez”

Exiting combat with Disappearing Act gives you the opportunity to resurrect a fallen ally with Revive, salvaging a boss kill or a speed run.

Resurrecting an ally with Heartrigger Patch, Emergency Medical Probe (Commando), or Revival (Sage) debuffs every group member. This debuff prevents further use of these abilities for 5 minutes, but doesn’t prevent a stealth rez. In addition, a stealth rez doesn’t apply this debuff to any group member. Therefore, a stealth rez is limited by only your ability to finish Revive, a 6-second cast, before reentering combat and Disappearing Act.

The following can cause you to reenter combat.

  • When you use Disappearing Act, an ally in combat has a HOT from you, including if he has full health or hasn’t yet been healed by this HOT.
  • When you use Disappearing Act, an enemy has a DOT from you, including if this DOT hasn’t yet attacked it.
  • After using Disappearing Act, you affect an ally in combat or attack an enemy. Examples follow.
    • You give an ally in combat who has full health 1 stack of Slow-release Medpac, which won’t heal him 3 seconds.
    • You heal an ally in combat with Kolto Cloud or Kolto Waves though you weren’t target him.
    • You grant Stack the Deck to an ally in combat.
  • An attack hits you.
  • An enemy reenters combat or a new enemy enter combat (e.g., adds spawn).

The following won’t cause you to reenter combat.

  • Healing yourself or an ally who’s not in combat.
  • Gaining an Upper Hand.
  • Receiving an effect from an ally in combat, including a buff (e.g., Inspiration or Scrambling Field) or a heal (including from a Watchman Sentinel in your Party).
  • An ally having a buff from you, such as Invigorated or Resistant, that he had before you used Disappearing Act.
  • Dodging an attack, including with Dodge.
  • Canceling a cast that had an ally in combat or an enemy as its target.

Executing a Stealth Rez – Best Practices

  1. Inform your group.
  2. Use Slow-release Medpac on yourself. This fresh Slow-release Medpac serves as a timer for when you may use Disappearing Act.
  3. Continue to heal allies, but use only Underworld Medicine, Kolto Waves, or Diagnostic Scan. You may cleanse with Triage, as well.
  4. Before the Slow-release Medpac on yourself expires, locate the body of a fallen ally. You must be nearby, because Revive’s range is 10 meters.
  5. Immediately after the Slow-release Medpac on yourself expires
    • remove any DOTs from yourself with Triage or, if necessary, Dodge,
    • target a fallen ally, and
    • Disappearing Act> if available, Dodge> Revive.
  6. If AOE damage is about to occur, instruct the ally whom you’ll Revive not to accept until you’ve given permission.
  7. If, after completing Revive’s cast, there’s another fallen ally, immediately cast Revive on him. If he’s more than 10 meters from you, use Scamper to close this gap. You may Revive an unlimited number of fallen allies until you’ve reentered combat.

Executing a Stealth Rez – Advanced Tactics

  1. As noted below, you may attempt a stealth rez sooner than described in Best Practices #2.
    • If you know which ally has the HOT from you with the longest time remaining, you may use him as your timer, rather than a fresh Slow-release Medpac on yourself.
    • Alternatively, instruct your group members to click off all HOTs from you. (You don’t need to click off HOTs on yourself.)
  2. As noted below, you may use abilities other than those listed in Best Practices #3.
    • The duration of Kolto Pack or Kolto Cloud is half the duration of Slow-release Medpac. Therefore, you may use either while the Slow-release Medpac that’s your timer has more than half of its duration (i.e., 4+ ticks) remaining.
    • You may use Emergency Medpac on an ally who doesn’t have 2 stacks of your Slow-release Medpac.
  3. If you know that there won’t be AOE damage that might hit you, there’s no need to use Dodge after Disappearing Act.
  4. If more than one ally has died, but damage will prevent you from using Revive for all of them, spearhead a “chain rez”.
    • Instruct an ally whom you’ll Revive not to accept until after this damage has occurred.
    • Further instruct him to use his Revive on another fallen ally before he reenters combat.

Additional Advice

  1. If Heartrigger Patch is available, in general, don’t attempt a stealth rez in the following circumstances.
    • The fallen ally is your only co-healer.
    • The fallen ally is a tank, and
      • both tanks are required, or
      • a tank swap is approaching.
    • The fallen ally is a DPS, and the present phase, or fight as a whole, requires the fallen ally’s DPS.
    • Your co-healer is unlikely to keep everyone alive while your HOTs fall off or you’re casting Revive.
  2. When in doubt, try it. If it fails, use Heartrigger Patch. Later, determine why this attempt failed, so that your next attempt during combat with this boss is more likely to succeed.
  3. Know when and where AOE damage will occur.
    • Even if Dodge is available, it lasts for 3 seconds, only about half of the time that Revive requires.
    • Dodge applies to only Ranged or Melee attacks (i.e., white damage), and offers no defense against Force or Tech attacks (i.e., yellow damage).
  4. Know when adds spawn.
  5. In many fights, you may need to wait until a specific time or phase for a successful stealth rez.

Dealing Damage

Capitalize on every opportunity to deal damage.

In general, the priority for dealing damage is as follows.

  • For a single target:Vital Shot>Back Blast>Blaster Whip>Charged Burst>Flurry of Bolts. In general, Flurry of Bolts has the highest priority if your Energy would fall below 60 otherwise.
  • For multiple targets:Thermal Grenade>Blaster Volley
vitalshot Vital Shot

  • Vital Shot is instant, has no cooldown, and costs 15 Energy.
  • It’s a DOT that ticks 7 times, immediately and once every third second for 18 seconds.
  • For PVE, maintaining this DOT is straightforward if you set the boss as your Focus Target and adjust your User Interface as described in Section “Maximizing Your Performance”.
blasterwhip Blaster Whip

  • Blaster Whip is instant, has a 6-second cooldown, and costs 15 Energy.
  • Its range is 4 meters.
  • Attacking with it grants you 1 Upper Hand even if your target resists it.
backblast  Back Blast

  • Back Blast is instant, has a 12-second cooldown, and costs 15 Energy.
  • Its range is 4 meters. You can’t attack a target with it if this target is facing you (a 90 degree angle).
  • If you attack with it from stealth, it grants you 1 Upper Hand even if your target resists it and can deals more damage.
  • This is an excellent opener when your group enters combat. It allows you to begin a fight with a high-DPS attack and 3 Upper Hand (2 from exiting stealth)
chargedburst Charged Burst

  • Charged Burst is a 1.5-second cast, has no cooldown, and costs 20 Energy.
flurryofbolts Flurry of Bolts

  • Flurry of Bolts is instant, has no cooldown, and has no cost.
thermalgrenade Thermal Grenade

  • Thermal Grenade is instant, has a 6-second cooldown, and costs 20 Energy.
  • It attacks your target and up to 7 other enemies within 5 meters of your target.
blastervolley Blaster Volley

  • Blaster Volley is instant, has no cooldown, and costs 15 Energy and 1 Upper Hand.
  • It attacks up to 8 enemies within a “cone” in front of you. This cone has a radius of 10 meters and a central angle of 45 degrees.

Cooldowns

pugnacity Pugnacity

Description

  • Pugnacity is off the GCD and has a 2-minute cooldown.
  • Activating it grants 1 Upper Hand and increases Alacrity by 10% for 15 seconds (Alacrity doesn’t reduce this).

Use

  • Reserve Pugnacity for burst healing a single ally, especially one without 2 stacks of your Slow-release Medpac.
coolhead Cool Head

Description

  • Cool Head is off the GCD and has a 2-minute cooldown.
  • It recharges up to 50 Energy over 3 seconds.
  • With Utility: Keep Cool, it recharges an additional 15 Energy immediately.

Use

  • Energy management.
  • For further discussion, see Section “Energy &Upper Hand”.
disappearingact Disappearing Act

Description

  • Disappearing Act is off the GCD.Its cooldown is 2 minutes, or 90 seconds with Utility: Advanced Cloaking.

Use

  • For a stealth rez, as discussed in Section “The ‘Stealth Rez’”.
  • To lower your threat to zero with each enemy. Prefer Surrender, so that Disappearing Actremains available for a stealth rez.
  • For PVE, it’s very rare to be Upper Hand-starved while healing. If you have exactly 1 charge, however, and you’re certain that you can save an ally only by two consecutive Emergency Medpacs, hit Disappearing Act immediately before the Emergency Medpac that otherwise would spend your final Upper Hand. This is a desperate move. You should be confident that you can’t proc another Upper Hand in time from HOTs, that your next Emergency Medpac can’t refund an Upper Hand, and that this use of Disappearing Act is preferable to letting this ally die and using Disappearing Act for his stealth rez.

 

Other Abilities

scamper Scamper

  • Scamper is instant. It has a 10-second cooldown if, and only if, you reactivate it in less than 10seconds (Alacrity doesn’t reduce these).
  • It rolls you up to 12 meters in your camera’s direction.
  • While rolling, your chance to dodge Ranged or Melee attacks(i.e., white damage) increases by 30%.
evasion Dodge

  • Dodge is off the GCD and has a 1-minute cooldown (Alacrity doesn’t reduce this).
  • It increases your chance to dodge Ranged or Melee attacks(i.e., white damage) by 200% for 3 seconds (Alacrity doesn’t reduce this).
  • Activating it purges all removable enemy effects.
crouch_thumb1takecover_thumb1 Crouch, Take Cover

  • Each is off the GCD and has its own 1-second cooldown.
  • For Hateful Entity, the secret boss in Operation: Scum and Villainy, each grants you immunity to this boss’s area pull and area knockback effects, though not to the single-target knockback effect of Dread Touch.
surrender Surrender

  • Surrender is off the GCD and has a 45-second cooldown (Alacrity doesn’t reduce this).
  • For PVE, it lowers your threat with each enemy by 25%. Use it proactively, especially after adds spawn.
flashgrenade Flash Grenade

  • Flash Grenade is instant and has a 1-minute cooldown. It has a range of 10 meters.
  • Using this on an enemy blinds it, and up to 7 other enemies within 5 meters of it, for 8 seconds. Damage breaks this blind.
  • For PVE, including Grob’Thok or Revanite Commanders, an AOE CC can be useful for adds.
stackthedeck Stack the Deck

  • Stack the Deck increases Critical Chance by 10% for Operation group members within 40 meters.
  • It costs 1 Upper Hand.
  • This buff lasts for 10 seconds, and its cooldown is 5 minutes (Alacrity doesn’t reduce these).

Maximizing Your Healing Performance

User Interface

Tailor your UI for healing.

  • 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”.
  • Operation Frames
    • Set “Buff Scale” as low as possible. Increase “Debuff Scale” until debuffs are prominent.
    • For your usual Operation group, disable “Show Health Text”. This is clutter rather than useful information.
    • Disable “Show Only Removable Debuffs”. Debuffs that may deal substantial damage to allies often aren’t removable.
  • Using the Interface Editor, enable Focus Target and Focus Target Castbar. Certain bosses have casts or channels that deal substantial damage to allies.
  • Using the Interface Editor, for the Player Buff Tray, enable Highlight Options > “Highlight Effects” and Sort Options > “Personal Effects”. This makes it easy to see your procs.
  • Using the Interface Editor, for the Target Frame and Focus Target, enable Highlight Options > “Highlight Buffs” and “Highlight Debuffs” and Sort Options > “Personal Buffs” and “Personal Debuffs”. This makes it easy to see your effects, such as a HOT on an ally or a DOT on an enemy.

Datacrons

Gain up to 50 points of these stats through Datacrons.

  • Cunning
  • Endurance

Legacy

To increase each stat below by 1% for every character in your Legacy and Faction, complete all of the quests that one of the listed companions can offer.

  • Accuracy – Tanno Vik, Bowdaar, Qyzen Fess, or Lord Scourge
  • Critical – Aric Jorgan, Risha, Zenith, or Sergeant Rusk
  • Healing received – ElaraDorne, GussTuno, TharanCedrax, or Doc
  • Maximum health – M1-4X, Corso Riggs, Felix Iresso, or T7-01
  • Surge – Yuun, Akaavi Spar, Nadia Grell, or Kira Carsen

Though optimal gear for healing has no Accuracy, increasing Accuracy through this Legacy perk helps you interrupt, crowd control, ordeal damage.

Consumables

Unless noted, Alacrity reduces every figure related to time.

Stim

  • An Advanced Anodyne (purple quality) Stim provides 198 of your Primary stat and 81 Power for 8 hours (Alacrity doesn’t reduce this).

Adrenal

  • An Adrenal increases a stat for 15 seconds (Alacrity doesn’t reduce this) and is off the GCD.The cooldown shared across all Adrenals is 3 minutes.
  • For PVE, an Advanced Anodyne (purple quality) Triage Adrenal provides 750 Force or Tech Power.
  • For PVP, a Warzone Adrenal increases Damage Reduction by 15%.

Medpac

  • A Medpac heals you and is off the GCD. A Medpac can’t crit.
  • PVE
    • The cooldown shared across all Medpacs usable outside of a Warzone or Arena is (a) the remainder of your present combat or (b) 90 seconds, whichever is longer.
    • An Advanced Anodyne Medpac restores 7535 to 7892 health immediately and an additional2875 health over 15 seconds.
  • PVP – A Warzone Medpac restores 35% of your maximum health and has a 90-second cooldown.

Grenades

  • A Grenade is an instant ability. The cooldown shared across all Grenades is 3 minutes.
  • PVE – Grenades that stun or root can be useful for certain adds, such as during Styrak on Nightmare Mode, Grob’Thok with Nightmare Power, or Revanite Commanders.
  • PVP –Grenades are very useful.
    • A player affected by one or more of a Grenade’s effects receives Bastioned, a buff that grants immunity to all effects of further Grenades for 3 minutes (Alacrity doesn’t reduce this). Bastioned doesn’t persists through death.
    • If a Grenade has a stun or unconscious effect, this effect respects resolve.

Healing Model Spreadsheet

Note that 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.

  • Robikus

    great guide! but I think under Stack the Deck, “Tactical Advantage” should be “Upper Hand”.

    • Orderken

      Yes, thank you for noting this. I’ll correct this in the next update.

  • Anon

    In the Gearing section, regarding Alacrity vs Surge, can you provide the actual rating numbers?

    • Orderken

      3 items with Surge is 333 points in 192 gear (including Resurrected) or 360 points in 198 gear (including Revanite).

  • Surfer

    The Crit recommendations are significantly higher here than in 2.x. Is it easy to explain the reasoning behind this new larger crit rating?

    • iceberg265

      How so? He is not recommending any crit at all, which is what I do as well. Your crit should come from your Cunning.

      • Surfer

        Am I reading this wrong?: Dulfy’s old 2.7 guide (http://dulfy.net/2014/01/04/swtor-sawbones-scoundrel-healer-class-guide/) recommended a crit rating of 100-250. Here the recommendation is 353-435.

        • Zigorathus

          New expansion means higher levels of each Stat. The 100-250 did then what 353-435 do now.

          • Surfer

            I think Iceberg265 is saying that this guide is recommending a 0 Crit rating from gear, which I don’t think it is. What’s even more confusing to me, is that it seems to me that the spreadsheet has a 0 Crit rating from gear for ALL characters (see e.g. the Character Sheet tab). Some clarification would be greatly appreciated

            • Orderken

              Thank you for asking, Surfer.

              The default values on Worksheet “Gear” have zero Critical. This isn’t optimal for any class. The Model is one Excel file for all 3 healing classes, and each class has its own optimal Critical. I choose zero as a class-neutral placeholder to encourage users to experiment with higher amounts for each class.

              • Surfer

                Thanks for this clear reply. Excellent work here on this guide. I’ve been waiting for a while for such a great analysis. ty

      • Orderken

        No, I recommend an amount of Critical from gear that’s in the ballpark of the figures reported in Section “Gear” > bullet “Power versus Critical”. You should have Critical from gear (not merely from Cunning).

    • Orderken

      First, optimal Critical from gear during RotHC was higher than the amount recommended by that guide.

      Second, our stat “pool” is higher now than during RotHC. This rising tide has lifted all boats.

  • iceberg265

    Mostly agree with you, however I think you overvalue UWM. I very rarely need to use it healing HM ToS/Rav. This overvaluing of UWM also throws off your ratings, Scoundrel resource management is amazing, the only time I run out of energy is if I am DPSIng, and mobility is a solid 10/10.

    • Orderken

      Energy management is trivial, and mobility is excellent, if you rely on “The Story-Mode Hero” approach. Otherwise, they’re not. The ratings are for those circumstances that require a more sophisticated approach to healing than a Slow-release Medpac macro.

      Underworld Medicine is valuable if (1) an ally needs burst healing or (2) has much lower health than others. It isn’t costly if you can and do use the Upper Hand that it grants on Emergency Medpac. While your Energy remains 60 or higher, the net cost of Underworld Medicine + Emergency Medpac is merely 4 Energy.

      • iceberg265

        Insult me all you want, I rarely use UWM and I am successfully healing HMs while having both a higher HPS and eHPS than my Commando healer buddy, while still having time to help out with DPS.

        • Orderken

          I don’t believe that I’ve overvalued Underworld Medicine, and you’ve provided no argument or evidence to support that claim. What percentage of your total effective healing does Underworld Medicine account for on a fight that’s challenging to heal? If you believe this percentage is lower than most, what ability makes up this difference for you (e.g., Emergency Medpac)?

          • iceberg265

            I haven’t really seen you provide evidence to support your use of UWM either. Yes, EMP is probably what makes up the difference. And it really depends on the situation, if your hots and instants are keeping everyone topped off, that UWM crit is just going to be overhealing and wasted energy anyways. If the tank is below 60% and you don’t need to move, sure go ahead and use UWM, otherwise I don’t bother.

            • Orderken

              Please read articles before commenting on their content. Section “Rotation Guidelines” describes a few circumstances in which Underworld Medicine is suitable, and for which you haven’t yet proposed an alternative approach.

              • iceberg265

                My alternative approach is that EMP alone has proven to almost always be sufficient with hots ticking. That is still not evidence though. You keep lamenting me for a lack of evidence while not providing any yourself. You simply give your opinion, and I am simply giving mine.

              • Orderken

                No.

              • iceberg265

                Yes.

              • Guest444

                Read his whole article. I bet he has more spreadsheets available that aren’t linked here. Read more of his stuff on the SWTOR forums.
                He’s a healing/math/efficiency guru.

                There’s your evidence

  • Dec

    Yep, just as I thought. Part of the SRMP crowd. What a waste of GCD. By doing this method, you tax your other healer massively for 18 GCDs. Enjoy your life as a permanent offhealer.

    • Guest444

      You don’t use Slow Release at all???
      I mean, i don’t use it as much as I should (I can always improve my Scoundrel by using more Slow Releases at better times) but I still use it because it’s a good heal.

      What’s your reasoning on no Slow release?

  • Volt

    Hey, Orderken.

    I would like to question you regarding the surge/alacrity choice. Forgive me if I am blind, but I didn’t really find the explanation of such a huge amount of alacrity. I personally found 7 pieces of alacrity to be too much and I had some energy management problems with the same “healing style” I used to, however with 4/6 everything was ok. I know my explanation “I just felt that healing was much better and more comfortable with 4/6 rather than 3/7” is extremely incompetent for the progression raiding healer, so that’s why could be so kind, please, and explain me or point out in your guide, why did you choose 3/7 surge/alacrity?

    P.S.: I used to run with 5/5 in pre SOR, so as my co-healer who was playing his scoundrel (rerolled to sage due to the weakest scoundrel/scoundrel combo for raiding)

    Cheers,
    Vollt from The Red Eclipse

    • Orderken

      I didn’t elaborate on this topic in the Guide. I will in a future article about theorycrafting for the healing Disciplines.

      4 Surge : 6 Alacrity is fine for an Operative. It decreases your expected healing by a negligible amount, about 0.2%. Note that if you were to have 4 items with Surge, the figures for Critical reported in Section “Gear” would increase, too, by about 45.

      As an aside, Alacrity has no net effect on resource management for any healing Discipline. There must be another explanation for this aspect of your experience. What that might be, I can’t say. Since you’re you’re comfortable with 4 : 6, we don’t need to explore this further unless you’re interested..

  • SupRun

    I’m getting in the final stages of getting my scoundrel ready for ops. I just had a question about the set bonus. I’ve currently got a 192 bracer set and a DM gloves. Even at 60, mechanics are still killing us in NiM Palace. Fortress isn’t bad though. Would getting a 180 legs/boots or a 186 head be a better bet?

    • Orderken

      Yes.

      • SupRun

        I guess my question was kind of vague. Would I be better with a 186 headpiece or 180 boots/legs?

        • Orderken

          186 Head is best.

          • SupRun

            Ok ty 🙂

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  • Warlord Greebo

    Kinda take exception to the whole… scoundrel/operative has lowest dps in heals spec compared to the others… as none of the parses you amateurs use are doing so using snipe/shots from cover, with dots plus we can use ENERGY free rifle shots.

    Another exception I take is that fools dont seem to fit diagnostic scan into their heals routine as regularly as they should. You got NO COMPLAINTS for energy if you work the diagnostics in.

    Using slow release, Kolto with scamper(instant), and diagnostics, with ruffian/lethality spec, I can keep a tank up… when all other healers are dead, WHILE laying out my dots to keep that flow going.

    Versatility, knowing how to use all your skills; not for gimp numbers but for being able to deal with crap situations when they happen. THAT is a sign of mastery of The Grobble.

    All else, is finite gains which dont mean jack sht in the long run.

    Good Greeblings,

    Warlord Greebo

    • Orderken

      This Guide isn’t about Operative DPS Disciplines.

  • Guest

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  • whynoQUICKshot

    Why did you leave out Quick Shot? To maximize damage potential when you can capitalize on situations to deal damage, you can put out a little “quick burst” of damage by casting Charged Burst then immediately casting Quick Shot right after. The Blaster’s Blazing passive gives Quick Shot a 15% damage bonus so I feel like it would be better in high mobility situations when you cant use Charged Burst. And its more energy efficient since it is an instant which only costs 15, compared to Charged Burst having a 1.5s channel and costing 20. Just my 2 cents.

    • Orderken

      There’s nothing wrong with using Quick Shot. This Guide is very long as it is, and DPS isn’t its focus. Quick Shot’s range is 10m, so using it is situational, at best. In general, if I can use it, I usually move one step closer for 4m, higher damage abilities instead.

  • Guest

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  • Guest444

    AOE healing is amazing on Scoundrels… interesting because in 1.0 it was the Sages that were the best AOE healers and in 2.0 it was the Commandos… XD The best AOE healer changes every expansion

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  • Adel

    So all I’m looking for now is exactlly how much I need of each stat as I can’t understand the way it is put up with how much of each modification I need… Don’t think I’ll be so lucky to find these specifics so could anyone tell me how much I need as in 25% crit 70% surge and so on? Easier to understand for me that way thanks!

  • Guest

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  • Fsbravo

    Hey! Since 3.3 and the new healers change, mostly bout the new 6th set bonus piece of scoundrei, do u still reccommend to have 2 dread master bonus? Or is better now the 6th set bonus pieces from SOR in terms of expected total healing?
    Thx

    • Orderken

      Post-3.3, choose the SOR 6-Piece Field Medic’s.

  • Will this be updated for the new 4.0a? i read all your posts for my chars they are always incredibly useful 😀

  • chumm

    I know this is old, but wow what a great guide! Seriously this is so well-written and all the little tips around the typical build info are SO helpful and thoughtful, I really appreciate your work.

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