SWTOR 5.0 Scoundrel Sawbones PvP Guide written by Hottie and Doc.
Intro to Scoundrel Sawbones
- LoS – Line of Sight
- AoE – Area of Effect
- HoT – Healing over Time ability
- DoT – Damage over Time ability
- HPS – Healing Per Second
- DPS – Damage Per Second
- CC – Crowd Control (Stun)
- Hardstun – CC that doesn’t break on damage taken (Dirty Kick)
- Mez – CC that breaks on damage taken (Flash Grenade)
- CD – Cooldown
- DCD – Defensive Cooldown
- GCD – Global Cooldown (1.5 seconds)
- DR – Diminishing Returns; how quickly the amount of value you get out of a stat drops
- Proc – When conditions are met for a passive ability to activate on your buff bar (Upper Hand)
- Fairly mobile
- Sustained healing over time
- Can self-cleanse DoTs/Roots/Slows
- Best AoE healing in the game
- HPS is strongly affected by how you manage HoTs
- Weak single target burst healing
- Only healing class without damage reduction while stunned
- Only healing class without Interrupt immunity
5.0 PvP Patch Highlights
- Expertise stat removed from gear and rolled into Warzone Buff.
- Warhero crystals for weapons stat have been converted from Expertise to Mastery Stat.
- All PvP vendor gear on fleet is now removed; you can no longer buy your PvP gear.
- After reaching lv70 and are subscribed to the game, you are able to gain “Command Levels” (lv300 cap).
- 4.0 PvP warzone currency now converted into credits; conversion cap was 2 million credits (40K WZ comms) per character.
- Everytime you earn a command level you receive a command crate which has random item rewards (gear, cosmetic items, pets, crafting materials etc). Gear in crates is tailored to the spec (Sawbones, Ruffian, etc.) you are in when you open them.
- Command crates gear tiers scale with command levels; t1 = level 1-89, t2 = level 90-179, t2 level 180-300
Note: If you like to spend some time in a DPS spec any crates you are granted can just be opened later after you have changed your spec back to Sawbones and you will get healing gear out of the crate.
Gearing in 5.0
The main thing you need to take from 5.0 is that you now have to level up to get gear. You no longer will be able to buy your PvP gear from a vendor. Gear is now only gained every time you open a command crate (rewarded when you level up). These crates have random items in them. If you do not like the items or they are not useful to you, you can disintegrate them into command experience to help get to the next level and next crate faster. Gearing is highly RNG but in a warzone bolster will help scale your gear so the main difficulty is managing the ratio of Crit and Alacrity.
When gearing keep in mind that because set bonuses are tied to armorings, there is more to what the best armoring in a slot is than just the rating of the armoring. Set bonus should always take priority over item rating. This means that if you have an old set bonus armoring, keep it until you get a better rated armoring THAT ALSO HAS THE SET BONUS. If you do not have an old set bonus, you can just worry about the item rating until you start pulling set bonus gear out of crates. When opening command crates you will receive gear pieces that will be greens, blues, or purples. For those who have modded gear, if any gear you receive does not have the ability to rip out the mods/enhancements, deintegrate it. The purple gear will contain your gear set bonus, this is important. THIS NEW SET BONUS STACKS WITH YOUR OLD PVP GEAR SET (208s); THEY ARE THE SAME. That means if you get lv70 purple gear in your command crate the set bonus will stack with your old one. This is not the case for green/blue armorings. DO NOT REPLACE YOUR OLD SET BONUS ARMORINGS BECAUSE YOU WILL LOSE YOUR SET BONUS. Just replace your mods and enhancements in your gear until you get the purple set bonus gear from your command crates. Remember that means if you get 3 glove blues in a row, don’t be afraid to claim them just to rip out the mods/enhancements to put them into your chest and legs.
When you first start replacing all your old gear don’t be worry so much about stats and min/maxing until you have at least you get all the new mods/enhancements in your gear of your current level tier. Bolster will help even things out for the most part. Once you feel comfortable that you have obtained enough of the gear for your command tier you can start min/maxing the mods/armorings. Remember once you hit lv90 then 180 you will begin to do the same thing for the next tier of gear.
AT THIS TIME WE DO NOT KNOW IF OR WHEN BOLSTER STARTS TO DOWNSCALE YOUR GEAR TIER IN PVP WARZONES. ADDITIONALLY, IT MAY BE SOME TIME BEFORE THE EXACT DETAILS OF BOLSTER ARE WELL UNDERSTOOD.
- Note: Green mods/enhancement and gear bolster lower in warzones than purple 208 pvp gear. Trash your greens and wait for blue/purple mods/enhancements and gear.
- Note: Because Expertise is removed from PvP gear as a stat it makes PvP gear and PvE gear the same. This means there nothing wrong with buying enhancements/mods/gear from players or crafting your own. Again just be aware of the stat priority and armoring gear set bonuses.
- Note: T1 bolster testing I have done: http://www.swtor.com/community/showthread.php?t=903890
Stats Priority in 5.0
Stat priority goes as followed: Crit > Alacrity over Mastery and Power
I highly recommend a split Crit/Alacrity build because it will give you the best HPS output potential.
According to Bant’s calculations, Critical Rating and Alacrity Rating benefit you more in regards to HPS for Operative/Scoundrels than Mastery or Power. Crit and Alacrity continue to be better than Mastery and Power well beyond the stat caps of current gear. Essentially, it is impossible to actually have too much of them — it’s just a matter of maintaining a reasonable ratio between the two, which is discussed below (slightly more Crit than Alacrity).
Ideal Armor Stats:
- Critical Rating: ~45% (~1900 rating)
- Alacrity: ~15% (~1800 rating)
With bolster you will find there is a lot of wiggle room when it comes to stacking your two (2) priority stats (Crit/Alacrity). After you reach this ideal stat cap continue to keep stacking into Crit/Alacrity (with a greater leaning on Crit).
Here’s how you hit these numbers:
- Mainhand/Offhand color crystals: +41 CRIT
- Augments: Advanced Alacrity Augment 45: 65+ Endurance 96+ Alacrity ; Advanced Critical Augments 45: 65+ Endurance 96+ Critical
- Enhancements/Mods: Alacrity or Critical Rating, depending on what you get from crates and what you need to hit ideal stats.
Picking optimal relics for healers for PvP is an easy choice. The two you should always pick from are the one which gives you a Mastery bonus and a Power bonus proc because these are the relics that will boost your HPS the most in combat. NEVER buy the Crit or healing relics, they are decidedly less valuable. Mastery and Power relics will work in warzones, other relics if you read their description, will not work in PvP. BiS are the Focused Retribution and Serendipitous Assault purple relics that you get in your current level tier. You will replace them once you get a better one (1-89, 90-189, 190-300).
Relic of Focused Retribution – Healing an ally or performing a damaging attack on an enemy both have a 30% chance of grant X of your Mastery Stat for 6 seconds. This effect can only occur once every 20 seconds.
Relic of Serendipitous Assault – Healing an ally or performing a damaging attack on an enemy both have a 30% chance of grant X Power for 6 seconds. This effect can only occur once every 20 seconds.
Note: If you get two of the same relic name, their procs will not stack in combat.
Critical Rating: Since the changes in 4.0, Crit has become one of the most important stats for DPS and healers because Critical Chance and Critical Multiplier are rolled both into the Critical Rating stat. That means stacking Crit not only increases how often you land critical hits but also increases the healing/damage bonus you receive when you land a Crit. Any stat which lets you double dip is extremely beneficial when gearing.
There is literally no debate regarding the value of stacking Critical Rating in your build. If you choose to not run a high Crit build it is a guaranteed HPS loss.
Alacrity: Alacrity gives you a reduction in your GCD (your GCD is 1.5 seconds with 0 Alacrity Rating), reduction in activation time, and a reduction in channeling speed. In order to understand how gear to properly, it’s important to understand what exactly Alacrity does, since it has several effects. A high-level way to describe the impact of Alacrity would be that it increases how quickly and how often you can use your abilities based on your Alacrity percentage.
Let’s use 10% Alacrity as an example. This will reduce the length of your GCD by 10% and increase your energy regeneration by 10% to account for the fact that you will be spending energy 10% faster. Your casts and channels will also go 10% faster to keep them in line with the 10% shorter GCD on your instant abilities. And finally, your healing abilities have their cooldowns reduced by 10%. When utilized correctly, Alacrity significantly increases your HPS, much more so than Power or Mastery. In ideal circumstances, you can think of 1% Alacrity Rating translating into roughly 1% HPS gain when gearing.
So how do you utilize your Alacrity effectively? You need to avoid gaps in between abilities to leverage the shorter GCD and you need to avoid letting your important heals sit off cooldown in order to take advantage of the shorter CD Alacrity provides. I’ll refer to doing these 2 things as maintaining “uptime.” Being stunned often and the dynamic nature of PVP will prevent you from having perfect uptime but as a healer you should be able to maintain fairly good uptime (it is much harder to maintain good uptime as a melee DPS, for example). As such, I strongly recommend the split of Crit and Alacrity build described at the start of the gearing section. If you are considering dropping some exchange it for Critical Rating because Master or Power will give you less of an HPS increase.
Be aware that while Alacrity does have some diminishing returns, they are fairly slight. Alacrity continues to provide reasonable benefit even at very high values.
Mastery: This is your main class stat. Mastery provides a static increase to your bonus healing and a small increase to your Critical Chance (but not your Critical Rating). Crit will always output more healing than Mastery and Alacrity typically will as well. I strongly advise running no Mastery augments. The increase to bonus healing is not subject to diminishing returns but the increase to your critical chance from Mastery does have some diminishing returns.
Power: Power provides a static increase to your bonus healing but Crit will always output more healing and Alacrity typically will as well. I strongly advise running no Power augments. Power is not subject to diminishing returns.
Note: You will notice that the more you are CC/Mezed the more stacking Crit starts to creep up in effectiveness relative to Alacrity because of severe loss of uptime. That is why some healers choose to run lower Alacrity in team ranked because they expect to have poor uptime verse certain teams.
Datacrons are objects that can be found and collected around the many worlds of SWTOR. When collected you will gain a small stat increase (Mastery or END). In 4.0 there was a major change where the developers converted all the class specific stats into one called Mastery. This means that if you haven’t collected all the Datacons that used to be another worthless stats pre. 4.0 you are missing out on a significant free stat increase. The good news is datacons are now legacy bound. If you collect some on one toon all toons on your account will have max bonus to Mastery or END. If you want to min/max I really highly recommend you go out and search for them, there are many guides with instructions out there which makes it simple. If you choose to not get any datacons you are missing out on a 150+ stat bonus.
Companion Affection Bonuses:
You will notice that when you max out a companion’s affection you will gain a small buff to your character. This is also legacy bound meaning you only have to max out one group of companions to gain all the small bonuses.
- Corso Riggs: 1% Max HP
- Akaavi Spar: 1% Critical Damage*
- Guss Tuno: 2% Healing Received
- Risha: 1% Critical Hit Chance*
- Bowdaar: 1% Accuracy
The only companions you really have to worry about maxing their affection is Corso, Akaavi Spar, Guss Tuno, and Risha. If you are min/maxing I would recommend it.
Note/fun-fact: All datacons, companion bonuses and class buffs transfer across region (NA/EU). You now don’t have to be afraid of transferring a toon from NA to EU or vias versa and not having your bonuses you worked so hard to get.
PvP Healing Utilities
Hotwired Defenses vs. Surprise Comeback – If you want to run a legendary utility that is not either of these two I’d like to explain why I highly recommend dropping Defense Screen that absorbs slightly more damage (it comes out to about 4% of your total health) or a Defense Screen that absorbs slightly less damage AND an entirely new, powerful defensive cooldown? The PVP environment is very dynamic and situations where an improved Defense Screen is not enough to save you, while Surprise Comeback would save you, are very common. Does a 30% increase in Defense Screen outweigh 20% damage mitigation and 25% of your health back in clutch moments? No. It’s just not good enough to replace a powerful defensive cooldown utility like Surprise Comeback.
Scoundrel healing revolves around instant heals, HoTs, and superior AoE heals to keep target(s) alive. The majority of your healing rotation will include: Slow-release Medpac, Emergency Medpac, and Kolto Cloud. These are all instant cast and instant heals. Your healing is also built around generating and spending procs that stack three (3) times called Upper Hand. With these procs, which are gained by casting most of your heals successfully, you can cast other abilities such as Emergency Medpac, which is another instant heal, and Kolto Pack, which is your small cast heal.
In my personal opinion, Scoundrel heals do not focus on rotations in PvP but have a healing priority. Interrupts and CC can have significant impacts on how you heal in current fights. PvP battles are constantly changing and you as a healer have to be fluid in your healing because you rarely will get opportunities to stand still and cast a full rotation. That’s why you should value having a priority focused versus a rotation focused mind set in PvP.
Your healing priority should be:
Two (2) stacks of Slow-release Medpac on four (4) targets -> Kolto Cloud -> Kolto Pack* -> Underworld Medicine or Kolto Wave
Note: Remember with the addition of the new passive Bootlegged Remedy in 5.0 you will have an auto-crit boosted Emergency Medpac after casting Kolto Pack. Just keep that in the back of your head when you need a quick burst heal on a target who is dropping fast.
Note: Remember that Pugnacity gives us a free Underworld Medicine or Kolto Pack for a burst heal as needed.
Note: In most battles your overall healing distribution will be roughly: 40% Slow-release Medpac, 30% Kolto Cloud, and then your “fillers” which account for roughly 15% which includes Kolto Pack, Kolto Wave, and Underworld Medicine. Remember also that you are using Emergency Medpac to refresh your HoTs and it will account for around 10% healing as well.
In a strictly AoE fight the healing distribution is shifted slightly: 35% Slow-release Medpac, 25% Kolto Cloud, 20% Kolto Wave, 15% Emergency Medpac then your other fillers, <10% Kolto Pack, Underworld Medicine. You can see that still the bulk of your healing doesn’t change: your single target HoTs and AoE HoT still account for a large portion of your overall HPS. That’s why having good HoT uptime is so imperative when attempting to reach your highest HPS potential.
Important Abilities and Passives
|Slow-release Medpac – Heals for X amount over 21* seconds.
This ability is the foundation of your healing. Maintaining two (2) stacks of HoTs on four (4) targets is your goal. I would not recommend trying to keep HoTs on your entire 8 man in warzones because it’s virtually impossible. It would leave you no room for any other healing ability throughout the game. Rotating HoTs on four (4) targets who are taking damage or burst helps you stabilize your group healing and also allows you to cast/channel heal in between HoT refreshes. The success and skill of a Scoundrel lies in how well they maintain their HoT uptime even while kiting, being CCed, and cast healing. Remember that HoTs are your number one priority in your healing because they mitigate sustained DPS over time which is the strength of this healing class.
I can’t stress enough how important it is to not let your HoTs drop. Re-stacking HoTs takes time and numerous of GCDs (8 GCDs to be exact) where you are better off cast healing or doing other things. It will also be a heavy HPS loss since almost half your healing in a warzone comes from your HoTs. The better you become at remembering to refresh your HoTs, the higher your HPS potential will become and consequently your ability to save players.
Slow-release Medpac accounts for roughly 40%+ of your overall within a warzone. Just think about what that means: that is almost half of all the healing you will do in a warzone. Not only will their healing stabilize the players who are being damaged allowing you to cast heal but serve other benefits as well.
Slow-release Medpac help you generate Upper Hands and help reduce the amount of energy you expel during fights. If you are consistent in maintaining good uptime with your HoTs, each heal tick on a player has a chance of gaining an Upper Hand. Upper Hand not only gives you the opportunity to cast Kolto Pack which can be a life saving heal but also allows you to cast Emergency Medpac which also refreshes your HoTs.
Since 4.0 with the addition of Emergency Medpac being able to refresh your HoTs it slightly changed the Scoundrel play style allowing them to control their energy output. Let’s explore why that is: There are only two ways you can refresh your double HoT stack which is using Slow-release Medpac or using one of your Upper Hand stacks to cast a Emergency Medpac. There are very specific differences between these two methods. Slow-release Medpac costs more energy to use (10 energy) while Emergency Medpac costs a UH + 5 energy and heals for a small amount in addition to the refresh. It’s more energy efficient to cast Emergency Medpac when refreshing especially when your target is low HP. There is more bang for your buck. Just be aware that you shouldn’t refresh strictly with only Emergency Medpac because you will run out of UP stacks and which you also need to spend casting Kolto Pack which is part of your healing priority rotation. So the main thing to take away from this is the better your HoT management, the better the UP gain, the better your HPS potential (because this would allow you to heal and refresh with Emergency) and the less stress you put on your energy output.
Tip: Your HoTs can be refreshed (if stacked twice on a target) by Emergency Medpac. A good refreshing rotation is two (2) refreshed by pressing Slow-release Medpac, while the other two (2) refreshed by Emergency Medpac. This will save some of your Upper Hand procs for emergencies as well as give those players who are refreshed by your instant a 5-10k heal as well as restacking their HoT. If I’m in a group taking heavy damage I refresh with Slow-release Medpac once and three (3) times with Emergency Medpac, focusing my three instant heals on the players taking the most damage.
Tip: If you can, try to refresh your HoTs at the last moment before they fall off because you won’t be clipping their healing. You should try to effectively use all the time in between refreshes for cast healing/channeling and popping instants. This doesn’t mean however it’s wrong to refresh HoTs early. There are times when I know I am going to go through a double hardstun or double Mez rotation so I make sure I prioritize refreshing my HoTs early so they will be healing while I am sitting in CC. Always make sure you have your HoTs healing if you are being CC chained because it is one of the strengths of Scoundrels to be able to keep heals up while stunned. This all comes with experience, awareness, and practice.
Tip: Who should you prioritize your HoTs on? For starters, yourself because you will most likely get heavy focus fire, possibly a tank, and two (2) other players taking damage. If you specced into Supplement Medpac which gives you damage reduction while self HoTed, you should prioritize HoTs yourself at all times.
Tip: StarParse has a function that lets you do a Ops Frame overlay to help track Slow-release Medpac. I tested this myself and it works great! I really suggest all Operative Healers to use this in PvP. It will let you know how many HoTs are stacked on each target in your frame as well as a timer indicating when they are about to drop.
StarParse Website: http://ixparse.com/
How to step up Starparse to display raid HoTs:
Step 1: Open the program.
Step 2: Click “PARSE” on the top right. It show green when you click it.
Step 3: Click “INTERFACE” then “SETTINGS” and set a hotkey for “lock hotkey”. This will let you lock or unlock the Raid HoT overlay on your ops frame. The default is Ctrl + Shift + Z.
Step 4: Click “INTERFACE” make sure “Raid Hots” and “Lock Overlay” are checked.
Step 5: Go into your game and use the hotkey you just set to show your overlay (should appear somewhere to the left side of your screen. Drag the overlay and resize it to fit your ops frame.
YOU ARE SET TO GO!
My Ops Frame when overlayed:
IMPORTANT: To input the names correctly in order on the overlay you need to make sure that first the overlay has no names input into it. Unlock your overlay and clear the names out by clicking the white “x” button on the right side of the frame when hovering over the frame. Second, HoT everyone once in spawn before the match starts (healing a target will put them in your overlay), going from top left -> down the left side then top right and down the right side.You can unlock your overlay at any time to make sure the names line up with the names in your ops frame. If they don’t, don’t panic! Just drag, drop, or delete to fix the overlay errors.
Tip: Correcting overlay mistakes does take some time to make sure everything is perfect. Make sure you give yourself some time before every match to reset everything. Trust me, it’s worth it!
Note: If someone leaves your group after you’ve already set everyone in their proper place in the overlay, this will mess up your overlay. It’s a pain. Normally I just ignore it and if I have time I try to move the person and add the next one by healing and moving their name to the proper location.
Note: There are also times where the overlay is buggy and no matter what you do you cannot have get the players name to show up. This happens and you just have to deal with it because remember, this wasn’t designed for PvP where players are constantly leaving and joining your ops group.
|Emergency Medpac – Instant heal for X amount, requires and spends an Upper Hand proc.
This is your emergency heal as well as a way of refreshing your Slow-release Medpac. It heals for around 5k-10. It’s a good spamming ability if someone is at 20% and you don’t feel confident that you can have enough time to get a cast heal off to save them. But you will mostly be using this ability as a HoTs refresher. This ability accounts for roughly 10% of your overall healing within a PvP match. Most of the time it will be your third highest heal, unless you are in AoE cleave spamming Kolto Wave.
Note: In 5.0 there is a new passive,Bootlegged Remedy, which grants you an auto Crit Emergency Medpac for the passive proc duration. This gives you an instant slight burst heal every other Kolto Pack (based on the passives internal cooldown of 18 seconds).
|Kolto Cloud – Heals up to 4 allies within 10 meters for X over 9 seconds.
This an instant AoE heal. This should be always used on CD and is the second best way to generate Upper Hand procs. Should be placed on a target close to three (3) other players to get the best HPS benefit. This ability, used on CD, will account for roughly 20-30% of your overall healing within a PvP match.
Tip: Before entering combat with your group activating Kolto Cloud helps stack your procs as well as helps you heal the beginning burst of combat.
Tip: Even in 1v1 duels you should be using this ability on CD to maintain Upper Hand.
Note: In your skill tree you will notice Kolto Cloud gives a 3% healing increase to all sources for 45 seconds. Keep this in mind when you are casting this ability to get the best spread as possible in your groups because all those people it touches will get a 3% increase in healing.
Note/fun-fact: This ability is a “smart heal” which means it prioritizes players who are low HP over ones with more HP.
|Kolto Wave – Heals up to 8 allies that remain within 8 meters of the targeted area for X health over the channel duration.
This is your channeled AoE healing ability. It cannot be used while moving so be aware of your positioning when using it. It is an amazing ability and Crits often (sometimes up to 60% on my healing parses). Never underestimate the strength of the AoE healing. That all being said the only disadvantage to this ability is that like I said before, you have to stand still and cast it in a desired location. In PvP it is sometimes hard to get proper placement positioning with your Kolto Wave because it is extremely easy for players to just walk out of it or for you to be pushed back, interrupted, or stunned during its channel. Even though Kolto Waves HPS potential is high using it effectively in PvP is an annoying struggle that we just have to deal with. This ability can account for >10%-20% of your overall healing in a warzone. This healing percentage highly depends on whether or not you are in large AoE fights or using it for a filler in between cast healing.
Tip: It’s worthwhile to be using this ability when you have 3+ players in the wave healing range. This might be hard because it requires you to place it somewhere and players to not walk out of it. Just do the best you can with the placement.
Tip: You can either place it manually (drag and drop) or double click the ability while targeting a player. Be careful of how you place this ability as it’s not always wise to double click because you could get more players if you drag and place it manually in some cases. Optimizing the placement will take practice.
Note: Since Kolto Wave is a placed AoE ability it is very easy to have players run out of it or be pushed out of your heal radius. If player(s) leave your AoE radius, cancel the channel (you can do this by just moving). Don’t continue to heal no one hoping the players are going to come back.
Note: Don’t forget about Stack the Deck, which increases your group’s Crit chance by 10% for 10 seconds. If there is intense AoE battle I time it with my Kolto Cloud, Kolto Waves, and even my Pugnacity for high HPS.
|Kolto Pack – Uses an Upper Hand to heal a target for X and X over 9 seconds.
This is a low cast time single target heal which also places a HoT on your target. It costs an Upper Hand proc and also has a base cooldown of 9 seconds. You should be using this ability on CD because it has overall better single target HPS than Underworld Medicine, triggers the healing buff you get by spending an UH, and the HoT on the end can generate new UHs. It also gives the player Healing Hand (since 3.0) which gives a 45 second resistance to 3% elemental and internal damage (effective when fighting against Assassins/Shadow, Powertechs/Vanguard, Pyro Mercenaries/Commando, and Scoundrel DPS).
Tip: It is smart to use this ability like a “buff”. Buff yourself and your tank or other players before combat. 3% might not seem as much but over time it is worth it.
Tip: This is a good ability to bait interrupts with if you really need to get out a Underworld Medicine or a Kolto Wave. This means casting the ability for the sole reason of trying to get the enemy to waste their interrupt so you can cast something else freely right after.
Note: In 5.0 there is a new passive,Bootlegged Remedy, which grants you an auto Crit Emergency Medpac for the passive proc duration. This gives you an instant slight burst heal every other Kolto Pack (based on the passives internal cooldown of 18 seconds).
Note: Adding the initial heal and the HoT healing of this ability, the overall healing is greater than Underworld Medicine. It is also more reliable healing than your other big cast heal because it has more crit opportunities (because part of the healing is split into a HoT). So it not only heals for more on average, it is less reliant on a single lucky crit to be effective. The HPS and healing per energy of non-critical Underworld Medicines is very poor. Unless you are concerned about your target dying very soon, Kolto Pack is a better heal.
|Underworld Medicine – Heals a friendly target for X amount.
This is your big cast heal which heals for around 8-25k~ with a 1.8 second cast time. Unlike Kolto Pack, Underworld Medicine does not have a cooldown and is spammable in single target burst healing situations.
Tip: The long cast time of this ability (about 1.8 seconds with a standard Alacrity value) makes combining it with the 10% Alacrity buff on Pugnacity an effective way to get the ability out much faster.
Tip: When healing single target burst with Underworld Medicine, it is best to try predict burst before it happens. I know this is hard and takes some getting used to but it really helps you save players. Start casting your single target burst rotation at 80% of the players health if you hear someone is about to, for example, get Commando bursted or a Carnage Marauder is setting up a burst combo. The more awareness you have in situations like this the better of a healer you will be because in the current state of the game if you start healing exactly when the burst is going or slightly after, there is no way a Scoundrel to out heal it.
Tip: Burst healing for a Scoundrel isn’t our strong point. To help with that it is really imperative that you have HoTs rolling a target before cast healing. It helps make up for the long cast time since it will be ticking while you are casting. By stacking your instants on a target this will help you put the most HPS on a target who is getting bursted.
Tip: Try to use a Emergency Medpac right after Underworld Medicine because if it Crits with HoTs it all adds up for a great burst heal. If it all crits that’s 20k (cast heal) +10k (instant heal) +5k (HoT heal)= 35k+ heal. Not only is it a good burst heal but it’s also a way of reducing the energy loss from spamming Underworld. By sneaking in a Emergency Medpac you can refresh your HoTs on a target, has a nice burst heal potential while also managing your energy output.
Note: When you get your Eternal Commander purple gear you will have a set bonus that gives you a proc (Field Medic’s Critical Bonus) making your next Underworld Medicine an automatic critical hit. This proc looks like a purple icon on your buffs bar. Be aware of this buff so you can save a Crit heal for a player who really needs it. Used in combination with the new Pugnacity passive it will make your next Underworld Medicine an instant Crit heal.
Burst Single Target Healing:
First I want to say that, again, I do not like giving a set rotation for PvP because situations change so much that you can’t rely on one rotation all the time. With that being said, I do like to put information on abilities and factors that you should be thinking about when you attempt the challenging task of single target burst healing a player.
Before engaging to burst heal, consider these factors first:
What class does the player play? (Squishy like Sorc or meaty like a Jug?) If you ask yourself this question you can roughly get an idea how the player will approach being tunneled and how large of a healing window you have before you will be overwhelmed.
Has the player used their DCDs? Which ones are left? Know how many DCDs they have and what they used or using. This takes awareness, class understanding (not only your own),and practice.
How fast are they being bursted? This will tell you if you have GCDs you can spend on filler abilities.
Are you being attacked? If you are being attacked or CCed this plays a large part into how you handle a burst healing situation.
What is your positioning? Make sure you aren’t out in the open when burst healing a target. With how weak the healing is in Scoundrel any interrupts can severely impact your ability to save a target.
KEEP ALL THIS IN MIND.
HoTs and Burst healing:
When you are attempting to single target burst heal HoTs are very important. Keep in mind how long our single target cast heals are. HoTs play a big part in easing the pain and maintaining HPS while cast healing. Start off with two (2) Slow-release Medpacs/Slow-release Medpacs on a target before they are being bursted in the most ideal situation. This is because you can start cast healing and sneak in Emergency Medpacs to maintain a high single target HPS without needing to find windows where you can waste a GCD or to reapply your HoTs.
What about Kolto Cloud? It would be ideal to already have this on the target before you start your burst rotation because it gives you a 3% healing buff as well as a small heal. If it isn’t on the target, you can try to sneak it in when you feel you can spend a GCD without the target getting melted. Sometimes you just can’t afford it; you will have to judge the situation as it happens.
The strength of having your HoTs up when you’re burst healing is that you will be gaining HPS over time but the benefit isn’t felt right away. That’s why, depending on how badly a player is being nuked, you might not be able to afford the GCDs to HoT the player because they may not be alive long enough to actually feel the impact of your HoTs. In this scenario, stabilize them first and then get your HoTs up for long term HPS output.
Remember when I told you to keep up two (2) HoTs on four (4) targets at all times? Well, in single target burst healing situations, if you really need to save a target, you might have to let your HoTs drop on everyone but the target you are healing. This is because you will probably not be able to waste GCDs on re-HoTing other targets. You need to spend the time cast healing, which sucks. Your HPS overall will suffer if you are forced to heal single target the whole game. Our class just isn’t designed to work like this but you will get into these situations regardless so learn to react accordingly.
What if I’m under pressure? If you are under pressure especially without a guard, it is extremely hard to burst heal your focus target properly. This is because you need to maintain HoTs on yourself, your target, and cast heal yourself and your target all while being potentially interrupted and CCed. If you’re under pressure you need to do all of the following: LoS any ranged damage you can, keep using Emergency Medpac on yourself and your target to refresh your HoTs, stun and/or Trick Move away from melee to get cast heals off, and rotate your DCDs to minimize the amount of time you need to spending healing yourself, allowing you to focus your attention on your teammate being bursted. With enough pressure and no guard in your warzone you won’t be able to successfully burst heal yourself and a target for a long time. Just do the best you can.
Things to utilize when burst healing one target:
- Pugnacity: This is a 2 minute CD which lasts 15 seconds that increases your Alacrity by 10% and when activated grants you have an instant Underworld Medicine or Kolto Pack.
- Field Medic’s Critical Bonus (gear set bonus buff): When proced, makes your next Underworld Medicine an automatic critical heal. Knowing that your next Underworld Medicine is a potential crit lets you plan ahead.
- Bootlegged Remedy (Passive): This new passive grants you an autocrit Emergency Medpac after you cast Kolto Pack. This can occur every 18 seconds; after every two (2) Kolto Packs. Start practicing this combo.
- Surrender (Utility)*: If you are speced into this utility within the Legendary tree your threat drop becomes a healing cooldown. When activated your next Slow-release Medpac grants two stacks with only one use and Kolto Pack loses the HoT portion of the heal in exchange for giving it a better frontal heal (think of it as a shorter CD Underworld Medicine). This could be a clutch heal in chaotic moments.
*Need to be speced into the utility Sly Surrender to make it function as a healing ability.
Being a Scoundrel healer is about being a mobile healer. You aren’t supposed to be standing in the same place the majority of the fight. Your healing style should be mobile and flexible and you should always be adjusting positioning depending on how the fight is turning out. As a Scoundrel healer you should never be in the middle of cleave damage or AoE damage (unless you have a tank). Always try to be healing a safe distance away from the fights. It’s extremely important for you to always be in a position that you can LoS by a pillar, building, or tree. This will ensure you will always be able to LoS any range damage at all times. Work on your positioning, being mobile, rotating through your defensives correctly, healing under pressure and you will be a successful Scoundrel healer.
Scoundrel Defensive Abilities
Let’s talk about some of the ways you can react if you are taking damage or being pressured.
Try not to use all your defensives at once. You need to spread them out in combat and use them wisely. If you have a good rotation you will always have something back up when you need it. Always be thinking of ways to use your defensives to maximize the largest amount of damage reduction. With practice you will be able to use all your cooldowns effectively even under heavy pressure.
Tip: If you put a utility point into Masterful: Supplemented Medpac you should have two (2) HoTs rolling on yourself at all times. This utility gives you 3% damage reduction per HoT on yourself. Damage reduction is 6% if double stacked so TAKE ADVANTAGE OF IT.
My CD rotation priority goes:
Defense Screen-> Dodge -> Pugnacity DCD* -> Adrenal -> Medpack -> [Anything else that is back up] -> Disappearing Act -> Repeat.
Don’t forget to also be using Trick Move and Scamper to kite melee and LoS ranged damage.
Remember that this rotation is generic and you may need to adjust it based on what kind of damage you are taking. For example, if you are taking Sorcerer DoT damage you would use Dodge before Defensive Screen because there is no need for you to absorb DoT damage when you can just cleanse it with Dodge.
Tip: If you know you are about to get attacked and take large amounts of damage, maybe you see 3 players about to jump you without having a guard for example, and you can’t Flash them, use your Pugnacity DCD + Adrenal. That will be a 35% damage decrease and you will most likely survive. It’s really smart to use these abilities prematurely in case you get stun-locked and aren’t able to break.
Be aware that your main priority in PvP as a PvP healer is to heal. It is not energy or HPS efficient to DPS and heal. If you are DPSing it will decrease your HPS output greatly because DPS abilities have heavy energy cost as well as have a GCD cost. That being said for experienced Scoundrel healers, it’s alright to DPS if you find windows where you can afford to do it, if for example, everyone is already healed up or the other enemy players are about to die.
My personal DPS rotation:
Blaster Whip > Back Blast > Quick Shot [x3*]
I use Blaster Whip when I am swinging around to target their back. Then Back Blast when I am at their back or in a position to use it behind them. After that spam Quick Shot however many times I need to. I try not to go above three (3) unless I really am sure I am going to kill the player because it is a serious energy investment at that point. I also tend to throw a grenade if the player decides to run if needed.
By using Triage you can cleanse all tech/physical/mental hardstuns, mezes, slows, and roots. Unfortunately the game doesn’t prioritize hardstuns/mezes over slows and roots. This means if you try to cleanse a Flash Grenade on a player, it might cleanse a root or a slow instead. Be aware of this, it happens and it sucks.
Most of the abilities you can cleanse come from Operatives/Scoundrels, Mercenaries/Commandos, Powertechs/Vanguards, and Snipers/Slingers. You can also cleanse Warrior AoE mezes.
Using your Stunbreak
Knowing when to break a stun is something that is incredibly important when playing a healing class. Something that might be a force of habit is to break the first time you are stunned but you have to try to never break your first stun. The only time you should break your first stun is if you are 100% certain you are about to die or when you want to save a friend.
Why shouldn’t you break your first stun? Simple: good players will remember you don’t have your breaker and then stun-lock and kill you. I would say 70% of the time I die is when I am being stunned and my breaker isn’t up. Stuns are what can kill healers, so be careful when you use your break. It will increase your survivability if you are patient with it. Awareness is also very important with stun breaking. Knowing who is attacking you and if you can survive the damage without stun breaking takes practice.
Normally a good healer will use break when they are completely white-barred. Meaning, they are immune to stuns for a short time and cannot be stun-locked. There is no point to break a stun unless, I will repeat, you are 100% about to die or to save someone who will die if you don’t heal them.
Tip: Please don’t break first stun over one DPS. For example, if a shadow popped out of stealth, stunned you and started a burst rotation, don’t freak out and break that stun. Let him burst you then break the second stun and stun him, heal up and roll away. If, for example, two shadows open on you, they could and will probably kill you before your stun breaks so, quickly break and stealth out, then use Dodge so you don’t break stealth. Even while stealthed DoTs can break your stealth and force you back into combat. By using Dodge it will cleanse any dots as well as help you get away without putting you back into combat.
Tip: Let’s talk about Mercenary/Commando’s Electro Nets. Once this ability is casted on you by an enemy player it will slow you and if you move you will take heavy stacking DoT damage. Every time you move you will gain more stacks of DoT damage. It also prevents you from using Scamper and Disappearing Act. Don’t panic, by stun breaking the Electro Net you will be able to use Scamper and Disappearing Act but remember that the stacking uncleansable DoT damage will still be ticking if you move. Sometimes it’s best to save your stunbreaks for Nets if you know you will be a target. Remember also that there is another option which is to not even break. If you feel safe you can just stand still so the DoTs don’t stack and wait out the net.
When I see Scoundrels in warzones and want to quickly get a good idea of their skill level, I look at two things: HoT management and positioning.
Positioning is extremely important, but is overlooked by a lot of Scoundrel healers. Good positioning can be life or death as a healer and has to be in the back of your mind whenever you enter a warzone. This really is one of the characteristics that separates good and great healers and you won’t know that until you take it seriously. Position is also super important to specifically Scoundrels because one of our class biggest weaknesses is we have little to protect ourselves when we get hardstunned (other than to use our breaker). Unlike the other two healing classes we do not have stun damage reduction which makes us super weak when we are caught with our pants down because where we can’t mitigate the damage being laid into us by abilities such as Med Shield or Dodge. That means if you aren’t paying attention and end up being swallowed by their whole enemy team, you will surely die. These situations could be completely avoided by having positioning constantly on your mind.
The good healers have awareness as well as use their environment to their advantage. You should always be near something to line of sight (LoS) ranged (could be a box/object/tree/wall/pillar) and far enough back where you aren’t in the mess of enemies. This will also help with not being in range of their entire team for them to constantly range CC, push you, or interrupt you. This also keeps you away from the main damage of the enemy team which puts less stress on you so you can purely focus on healing your team. If you are in the middle of a field healing someone, you are out of position. Always be around a structure you can dance around and make a DPS’ life a living hell. Try to keep as far back from the action as you can while still in range of healing your targets. Anyone who over-extends to kill you is a target for your team to pick off easily in your back-line. If someone doesn’t peel for you, kite back and stun the DPS, then double roll back to heal.
In PvP I am constantly behind or around objects where I can quickly strafe to evade incoming burst. I am also constantly adjusting my positioning depending on the enemies positioning and movement; we can do this easily in Scoundrel because our healing is HoT/instant based. When you see the battle getting hairy there is no harm in tactical retreats; instead of dying as they all converge to your backline, just back up and reposition to continue healing.
Positioning slightly changes if you have a tank or are playing in a premade but regardless is still important in all the situations you will get yourself in, in PvP.
What is Guard? Guard is an ability all SWTOR tanks have, so that translates to Juggernauts/Guardians, Powertechs/Vanguards, and Assassins/Shadows. In 5.0 these classes can now use guard regardless of their stance when they previously needed to be in the tank stance or form. When an ally uses this ability on your character the animation looks like a blue bubble. When you take damage you will see a stream of energy tethering you to your tank which exchanges damage.
What does Guard do?
Guard: While active, the guarded player takes 50% less damage and generates 25% less threat. In addition, so long as [your tank] remains within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to [your tank].
Playing with a tank versus playing solo is something that a healer needs to know how to adjust to. While guarded and in range, you will receive 50% less damage taken. In PvP that is huge.
Orange Icon: You are being guarded by a player.
Note: Even if the tank is all the way across the map you will still see the guard animation on yourself as well as the icon. This does not mean that if you get attacked the damage reduction is working (this is because your tank is out of range). So keep that in mind.
Blue Icon: You have guard but it’s out of range of your tank, and you will not get the 50% damage reduction. When you see this icon quickly notice where your tank is and make your way back into guard range.
Tanks are there to soften burst damage on specific targets with guard and the healers are there to heal off that damage.
The better the tank is in your group, the better your HPS potential. The tank can keep the damage in your group spread evenly with his guard protection which enables you, as the healer, to heal everyone up in a more efficient manner.
Tip: Make sure to stay in guard range which is 15 meters. Try to make it a habit if you are being guarded to look where your tank is and your icons. Remember, just because you see a pretty blue bubble around your character does not always mean you are getting any damage reduction.
Tip: If there are multiple tanks in your group keep track of who has Guard on you. If Tank A decides to run off to the other side of the map and still has their Guard on you, click it off your buff bar. Why? So Tank B can rotate their Guard on you. If you have a Guard on, regardless of where the tank is, another tank cannot put their Guard on you.
Tip: MAKE SURE YOU HEAL YOUR TANK. I can’t stress this enough. Don’t forget that 50% of the damage you are taking is being transferred to your tank via the Guard mechanic. He/she is taking your damage to help you survive. Please prioritize keeping HoTs and single target healing on them.
Tip: Just because you have a tank does not mean you are invincible. If you or your tank are being tunneled you should still be mindful of positioning. Don’t stand out of the open and expect to heal through all the damage. If you and/or your tank are running out of CDs go to a pillar to LoS ranged damage or start to kite slightly (be mindful of guard range). When I notice my tank is under heavy fire I make sure I use DCDs even though I might not be that low just to mitigate my damage being transferred to him as I heal him back up.
Tip: Start to understand and know your tanks defensive cooldowns as well as abilities. I make it a habit to tell my tanks to communicate if they are running out of defensives so I can rotate my healing more effectively. If you do not have the luxury of being in the voice chat with your tank you really need to learn to pay attention to their abilities that benefit you as well. For example, Riot Gas/Oil Slick decreases Accuracy of enemies within the AoE by 15% and movement speed by 70%. If you are getting attacked and your tank throws that on top of you.. don’t run out it. lol
Keybinding and Settings
I know this is a very controversial topic in MMOs/PvP but I wouldn’t bring it up if I didn’t personally benefit from switching from clicking to keybinding. In my personal opinion and from my own experience, I would suggest that all Scoundrels healers keybind; at least keybind all your healing and DCD abilities. What sets Scoundrel healers in PvP apart from one another is your reflexes, reaction time, and HoT managment. Keybinding is extremely helpful in ALL these departments because it increases your overall awareness and allows you to get those clutch HoT refreshes with 1 second left. I am a prime example of how keybinding improved awareness and had a serious positive impact on my overall HPS.
Another argument for keybinding is that it benefits healers the most because of “uptime”. I talked a lot about uptime in regards to Alacrity (in the stat analysis section under gearing) which goes hand-in-hand. Alacrity is one of the best stats for healers because it decreases your GCD and the times between your abilities. This means when trying to squeeze all the benefits out of Alacrity you need to use your abilities on CD and consistently string your GCDs together with no gaps between them. Keybinding helps you in this regard because you are able to be kiting and looking at your Ops frame while spamming your healing keybinds in a timely matter. It helps you to use your abilities on cooldown and maximize the uptime of your heals, making the most of your Alacrity.
All that being said I am not trying to say you can’t play this healing class without keybinding. But I am saying that this is one of the classes that benefits the most from keybinding. With my statements about the importance of uptime and the benefits of Alacrity, keybinding will leave you with less room for error in your rotations and is an easy way to get the highest potential HPS gain from Alacrity.
Tip: If you plan to keybind you don’t need to start from scratch. Talk to your friends who keybind or ask other Scoundrel how they keybind. Ask them to send you a screenshot to see how they layout their abilities and what keys they use. When I started keybinding I asked one of the best Scoundrel healers I could find at the ti me to see his keybindings. After I looked at them I setup binds that were a combination of what he used and other ones which made more sense to me. I suggest seeing what other layers use and revising those binds to fit your playstyle.
Tip: Don’t forget about Q, E, R, and T as keybind options. These are some of the most accessible ones because they are close to WASD (default for moving ingame). Q, E, R, and T are all easy to use while kiting and I personally set them as my spammable healing abilities and my two spammable defensive cooldowns.
Tip: If you seriously consider and commit to keybinding I would recommend getting a Naga/mouse that has keybindable keys on its side (where your thumb rests). It’s hard to keybind everything strictly to your keyboard and that’s where a good gaming mouse comes in. It will let you spread your binds from your keyboard to your mouse. There is a slight adjustment period when learning to use binds on a Naga but in the end it is well worth the effort.
Note: There is going to be a small adjustment period when switching from clicking to keybinding. This period ranges from person to person but is roughly about a day to a week (depends greatly on how often/much you play). It personally took me 2-3 days to get to the peak of my old healing ability and to start to mentally register what keys did what. The more you practice the faster the new binds the faster they will become second nature. Today I pop my DCDs and heals without even thinking about it; I don’t know how I lived without keybinding.
UI and Misc Settings
Having a good UI is really important no matter what class you play or even what game you play. I advise you to always look for ways to update and make your UI better. Here are my personal suggestions. There are also other player suggestions here : http://www.swtorui.com/addons.php
1) Camera Max Distance
Preferences -> Controls -> Scroll down to “Camera” -> Set to 100% -> Apply -> OK
This is pretty self-explanatory. This setting lets you zoom out all the way for a better view of the terrain. A good healer is one who can read the whole battle. You will not be able to do this unless you are able to zoom way out.
Tip: If you still aren’t comfortable with the camera distance even at 100% you can increase it by going into your UI file. Steps on how to do this: http://www.swtor.com/community/showthread.php?t=205633
2) Show Cool down Text
Preferences -> User Interface -> Scroll down to “Cool down Settings” and click “Show Cooldown Text” -> Apply -> OK.
This will make it so every time you cast an ability, if it has a cooldown it will give you a countdown on his cooldown icon on your bar instead of just a blue animation. I have no idea why this isn’t default setting in the first place. Every healer should have this enabled. It will make timing cooldowns and healing abilities much easier.
3) Ability Action Queue Window
Preferences -> Controls -> Scroll down to “Combat”. You will see a droll box with options.
I believe default of this is .5. This means that 0.5 seconds before the next GCD is available you can queue up the ability you want to use for that GCD. I personally switched this to 0.0 because of my reaction time. This means there is no ability queue time and I manually have to use abilities whenever my GCD is up again. The advantage to running no queue time is that I am never locked into using an ability that I’ve changed my mind about using because I already queued it up for the next GCD and I have good enough reaction time to avoid gaps between my GCDs as a result of not having a queue time.
The only issue with no queue time is if there is server lag you might miss clicking your GCDs on time. Just be aware of this. Overall, this is a personal choice but I would recommend the lower the better in this setting.
4)Showing HP/Energy values on your Player/Target Frame
Interface Editor -> Click on your Player or Target Frame -> Scroll and check “Show Informational Text” -> Save
Another settings that I wish was default. This lets you see the exact percentage of your HP/Energy.
5) Highlighting Buffs/Duration/Effect Sort Type
Interface Editor -> Click your Player Buff Tray -> A/B/C/D -> Save
A) Scroll down check “Highlight Effects”
B) Under “Effect Highlight Max Duration” put 1 minute and below
C) Check “Personal Effects”
D) Under “Effect Sort Type” choice “Apply time”.
This makes it so your buffs are highlighted on your toon’s buff bar. If there is another Operative healer in your group, you can set your HoTs apart from another players HoTs because yours would have a golden highlight around the buff. All the other settings will help you reduce clutter and make your buffs easier to see.
6) Highlighting Buffs/Duration/Effect Sort Type for your Target frame
Interface Editor -> Click your Target Frame ->
A) Increase the buff size
B) Click “Show Informational Text”
C) Click Highlight Buffs
D) Under “Effect Highlight Max Duration” put 1 minute and below
E) Under “Sort Options” check “Personal Buffs”
F) “Buff Sort Type” click “By Time Remaining”
G) Uncheck Personal Debuffs
7) Ops frames settings
Interface Editor -> Click your Ops frame -> A/B/C/D/E/F
A) Decrease the size of debuffs (.5)
B) Increase buff size (.6)
C) Increase Health size (144)
D) Increase Health height (32)
E) Click “show Health Text”
F) Click “show Only Removable debuffs”
These sizes are just personal suggestions, take them as you will. This will make your Ops frame buffs and health easier to see.
8) Ops Frame/Buffs/Action Bar
Setting up a good UI for healing is tough. This is something you will really have to play around until you find a UI that fits all your needs. My advice is try to put the Ops Frame as close to your target’s frame as possible. This will make it easier for you to see their buffs (HoTs) so it will be easier to refresh. I also try to put the Ops Frame/Buffs of your Target and Action Bar close to together so in one view you can see your cooldowns, players taking damage, and if HoTs need to be refreshed on the target.
My current UI set up as an example:
I went through many UI changes until I settled with this one. This UI is extremely beneficial for healers because it does one thing extremely successfully, it reduces the amount of eye movement you need to do when healing. If you have to look at four (4) different locations on your screen to see your DCDs, Healing abilities, Ops Frame and other important abilities, I would implore you to explore other healthier UI options. Trust me when I say this, this UI greatly increase my reaction time in using my heals on CD.
You will notice my Ops frame (what you will be staring at majority of the game) is very close to my bars which hold my most important healing ability CDs and DCDs. This is important to know what’s up to effectively use all your healings on CD and know what DCDs are up so you can rotate them under pressure. I also ended up flipping my character portrait to be closer to my CD bars and Ops frame. Everything is located in the same area which reduces the amount that I can make mistakes since the timers are close together.
Note: You will notice that I have smaller bars to the bottom right. Those are my hot keys to my healing abilities and DCDs. I ended up putting the abilities again on another bar (which is closer to my ops frame) as a personal preference and also to help me with distractions. I have a bar with other abilities which are less important located to the bottom of my ops frame. EVERYTHING IS HOTKEYED.
First and foremost I like to thank Doc for spending the countless hours spell checking, theorycrafting, testing, and revising every part of this guide. Thank you so much for the hard work you put into my guide, I couldn’t have gotten this far without your wonderful support.
I want to thank my guild STI (Sick Twisted Individuals) for your theorycrafting, testing, and bountiful support. I am blessed to have such good friends.
Last but not least, I want to thank Dulfy for giving me the opportunity to host my guide to get more viewership so it can help as many players as possible. Thank you!
About the Author
Many people know me as “Hottie” on Harbinger. I have written three guides (including this one) on Operative PvP healing. I am extremely passionate about gaming, PvP, and Operative healing. I have thousands of reg matches under my belt and hundreds of hours in group ranked and solo ranked. I love to stream on twitch my strictly Operative healing gameplay and give tips to Operatives who want to increase their HPS in warzones. I also am passionate about giving back to the community and running my own SWTOR charity events. With the help of my guildies, friends, and the SWTOR community, we have managed to raise over two thousand dollars for several charities such as American Cancer Society and AFSP (American Foundation for Suicide Prevention).
If you are interested in supporting me and learning to become a better healer, check me out at:
Most people call me Doc after my operative’s old character name. I’m pretty good at words and maths. I play every class on Harbinger – if you know any of my toons it would probably be my Assassin and Shadow, which are called Tanktunnelme. Being in a guild with Hottie doesn’t leave a whole lot of room for Operative healing but I make a point of keeping comfortable with the spec and it will always have a special place for me as the first spec I was really good at in PVP. I stream occasionally at twitch.tv/dr_dirtybird