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		<title><![CDATA[SWTOR Mechanics Forums - All Forums]]></title>
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		<pubDate>Thu, 20 Jun 2013 11:31:04 +0000</pubDate>
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			<title><![CDATA[Scoundrel/Operative Healing Compendium]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1201.html</link>
			<pubDate>Sun, 16 Jun 2013 16:58:16 +0000</pubDate>
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			<description><![CDATA[Updated to Version 2.0<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Introduction</span></span><br />
<br />
First things first...since I'm too lazy to type out an entire 6 page guide for Scoundrel/Operative healing, I will be using the assistance of Bayani and his well written guide which can be found <a href="http://www.swtor.com/community/showthread.php?t=507204" target="_blank">here</a>. For those who don't know him, Bayani is THE best PvE Scoundrel healer I have ever had to opportunity of healing with on the Jedi Covenant server. That is saying quite a bit since I have guild hopped a lot and run many many operations with various pug groups. Hands down, he knows his stuff so you can trust his guide. I will also have commentary for any parts of his guide that I have a different opinion about.<br />
<br />
For those who don't know me, I play a Scoundrel healer on the Jedi Covenant server named Inovisible. I also do quite a bit of theory crafting and most of all my tactics come from my spreadsheets (signature block). If you would like to view them, simply request access (through google documents) and I'll add you. The reason I make people request access is so everyone has the ability to leave comments for feedback so I can get back to them. Also, I apologize ahead of time if I use Scoundrel terms somewhere in this guide and forget to add the Operative <a href="http://mmo-mechanics.com/swtor/forums/thread-427.html" target="_blank">mirror terms</a>.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Attributes</span></span><br />
<br />
<span style="font-weight: bold;">Cunning v. Endurance</span> – Choose Cunning. Cunning will always benefit you more as a healer than Endurance. In operations, your tank should be taking the bulk of damage and there should be no reason for you to focus on survivability. Your healing and your tank’s ability should cover this.<br />
<br />
<span style="font-weight: bold;">Power v. Critical Rating</span> – Critical rating after 2.0 adds much less to your critical chance, but you will still see some benefit from critical healing for the earlier hundreds of critical chance. If you do prefer, you can stack some Critical Rating, but it hits diminishing returns somewhere between 300 and 350. You need some amount of critical rating to be effective. Having no critical rating and all power will definitely be an issue for diagnostic scan criticals among other things.<br />
<br />
<span style="font-weight: bold;">Alacrity v. Surge</span> – Alacrity is much more important so your focus should be to get Alacrity to where it needs to be before touching Surge. Alacrity is a great stat to have now that it also reduces the global cooldown and speeds up energy regeneration. You'll need <span style="text-decoration: underline;">at least 450 Alacrity</span> to be effective between refreshing slow release medpac and for burst healing when several targets are under 30%.<br />
<br />
<span style="font-weight: bold;">Cunning</span><br />
<br />
You gain a healing bonus of 14% of your cunning. This part of cunning has no diminishing returns. You also gain critical chance with cunning. Your healing is affected by tech critical chance, so this does not include the bonus from aim. The formula for critical rating is a bit more complicated, but post 2.0, the amount of critical chance gained through critical rating has dramatically decreased. This part of cunning does have diminishing returns, but unlike critical rating, this is hardly noticeable. <br />
<br />
Verdict: Stack as much cunning as you want but choose the Mods that have the higher Power/Crit Rating.<br />
<br />
<span style="font-weight: bold;">Critical Rating</span><br />
<br />
Trying to get your critical chance up to a certain 30% as an ideal is an idea perpetuated by misinformed people, e.g. Noxxic. Your %-age Critical chance is boosted by several different stats so you want to look at the underlying stats and NOT at the %-age. Each individual stat has its own, different, graph of diminishing returns. If you are at your goal critical chance % (whatever % it may be) but you're not receiving diminishing returns from critical rating yet, it's still beneficial to get more critical rating. Just a thought.<br />
<br />
Looking at the current diminishing returns curve, you start getting less of a benefit from critical rating towards your critical chance above 350. Models out in the Sawbones community are pinpointing a lower critical chance for optimizing stats: My spreadsheet puts the 2.0 optimal at 285 critical rating. It's also important to note you get the added benefit of getting energy back with critical hits on diagnostic scan, a point ignored in most models currently. I tend to not look at the "what if you energy gets low and you have to spam diagnostic scan to get it back up?" argument because if that has happened, you have already failed. Good healers rarely ever let that situation occur.<br />
<br />
Verdict: Have around 285-315. Don't exceed 350 critical rating.<br />
<br />
<span style="font-weight: bold;">Power</span><br />
<br />
You gain a healing bonus of 17% of your power. This stat has no diminishing returns, but unlike cunning, it's hard to stack thousands of it. The difference between 700 power and 400 power is a 51 bonus to your healing.<br />
<br />
Verdict: Stack as much power as you want once you have a good amount of critical chance.<br />
<br />
<span style="font-weight: bold;">Surge</span><br />
<br />
Surge is a great attribute as it increases the amount of your critical heals, however, too much of this is a <span style="text-decoration: underline;"><span style="font-style: italic;">very </span></span>bad thing. You start receiving diminishing returns from Surge significantly in the 200 to 300 range.<br />
<br />
Verdict: Don't exceed 300 surge. (though with higher tiers of gear, 2.0 BiS surge rating is 316)<br />
<br />
<span style="font-weight: bold;">Alacrity</span><br />
<br />
Alacrity will reduce the activation time of your abilities along with the channeling time of channeled abilities. This also slightly reduces the global cooldown and slightly increases energy regeneration. Alacrity is therefore no longer bad for digestion. Opinions vary heavily on this attribute, and <span style="font-style: italic;">people say </span>it will change on your healing style. If your healing style involves keeping Slow-Release Medpac up on several targets, you'll want alacrity anyway as it allows you to pull off more heals in between having to refresh the first one again.<br />
<br />
Verdict: Have a minimum of 450.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Top-End Gear / Best in Slot (BiS)</span></span><br />
<br />
Use this section to plan your gear.<br />
<br />
<br />
<span style="font-weight: bold;">Ear</span><br />
<br />
<span style="color: #9400D3;">Underworld Enforcer’s Device</span> - Critical and surge.<br />
<span style="color: #9400D3;">Underworld Field Medic's Device</span> - Critical and alacrity.<br />
<span style="color: #9400D3;">Underworld Field Tech’s Device</span> - Power and surge.<br />
<br />
<br />
<span style="font-weight: bold;">Implants</span><br />
<br />
<span style="color: #9400D3;">Underworld Enforcer's MK-X Package</span> - Critical and surge.<br />
<span style="color: #9400D3;">Underworld Field Medic's MK-V Package</span> - Critical and surge.<br />
<span style="color: #9400D3;">Underworld Field Medic's MK-X Package</span> - Power and surge.<br />
<span style="color: #9400D3;">Underworld Field Tech's MK-X Package</span> - Critical and alacrity.<br />
<span style="color: #9400D3;">Underworld Professional's MK-X Package</span> - Power and alacrity.<br />
<br />
<br />
<span style="font-weight: bold;">Relics</span><br />
<br />
<span style="color: #9400D3;">Underworld Relic of Serendipitous Assault</span> – 30% chance to gain a 6 second 550 power boost with a 20 second cooldown. (BIS)<br />
<span style="color: #9400D3;">Underworld Relic of Boundless Ages</span> – 30 second burst of 425 power on a 2 minute cooldown.<br />
<span style="color: #9400D3;">Underworld Relic of Ephemeral Mending</span> – 50% chance to heal a little extra with a 20 second cooldown. <br />
<br />
As of Patch 2.1.1, stacking 2 Serendipitous Assault relics no longer gives you the proc twice. Instead of using 2, we now only use 1 Serendipitous Assault relic and choose a different relic for the second one.<br />
<br />
Even if you are horrible at watching cooldowns and don't use your Boundless Ages every time it is available or even if you just save the Boundless Ages to use during "tough" healing times in the fight, the Boundless Ages relic is still better to use than your matrix cube. As for looking at the old Elite War Hero power relic, the Dread Guard Boundless Ages remains better as long as you use it at least once every 143s..even though the cooldown is 90s.<br />
<br />
The Ephemeral Mending relic is just plain bad..DON'T use it. First off, mathematically speaking, it is much worse than a power relic. The only time you should ever consider using it is if you never have any HoTs rolling on multiple targets and you are single healing the tank and ONLY the tank for an entire fight. We'll get to the details of your rotation later but as a Scoundrel/Operative healer, who has 3 different HoTs on targets simultaneously, it is a bad idea. It is also a bad idea because you don't know when the extra heal will proc and who you will be targeting, potentially resulting in lost effective healing.<br />
<br />
<span style="font-weight: bold;">Color crystals</span><br />
<br />
<span style="color: #9400D3;">Advanced ??? Hawkeye Crystal </span>- Power.<br />
<span style="color: #9400D3;">Advanced ??? Eviscerating Crystal</span> - Critical.<br />
<br />
<br />
<span style="font-weight: bold;">Barrel</span><br />
<br />
<span style="color: #9400D3;">Advanced Skill Barrel 31</span>. Found in all Underworld weapons.<br />
<br />
<br />
<span style="font-weight: bold;">Armoring </span><br />
<br />
The best armorings you can find are <span style="color: #9400D3;">Advanced Skill Armoring 31</span> from Underworld Gear for the PVE 2-piece <span style="font-style: italic;">Field Medic</span> set bonus.<br />
<br />
IF you were lucky or cunning enough to save your old pre-2.0 pieces, it is optimal to use 2 of the old armorings that reduce the cost of your AOE heal by 4 energy, regardless of the minimal loss that your will have in to your Cunning points. You AOE will be cast on cooldown and is the #1 healing per energy ability that you have. Even if it only hits 1 target, it is still only second in healing per energy to your Slow-Release Medpac / Kolto Probe. The point is that the -4 energy set bonus is much better than a one time extra 5 energy or the few points of Cunning you will lose for using old armorings.<br />
<br />
<span style="font-weight: bold;">Mods</span><br />
<br />
All Underworld mods are bought using token drops from 55 Hard Mode operations.<br />
All Verpine MK-1 mods are bought using Ultimate commendations.<br />
All Verpine MK-2 mods are dropped.<br />
<br />
<span style="color: #9400D3;">Advanced Artful Mod 31</span> - Power.<br />
<br />
Found in the following Underworld pieces:<br />
<br />
Underworld Field Tech's Boots<br />
Underworld Field Tech's Gloves<br />
Underworld Field Tech's Headgear<br />
<br />
Underworld Enforcer's Armguards<br />
Underworld Enforcer's Belt<br />
Underworld Enforcer's Leggings<br />
Underworld Enforcer's Blaster Pistol<br />
Underworld Enforcer's Jacket<br />
<br />
Underworld Field Medic's Bracers<br />
Underworld Field Medic's Belt<br />
Underworld Field Medic's Leggings<br />
Underworld Field Medic's Shotgun<br />
Underworld Field Medic's Blaster Pistol<br />
Underworld Field Medic's Suit<br />
<br />
Underworld Professional's Armguards<br />
Underworld Professional's Belt<br />
Underworld Professional's Leggings<br />
Underworld Professional's Blaster Pistol<br />
Underworld Professional's Jacket<br />
<br />
Found in the following Verpine pieces:<br />
<br />
Verpine Targeter's MK-1 Bracers<br />
Verpine Targeter's MK-1 Belt<br />
Verpine Targeter's MK-1 Gloves<br />
Verpine Targeter's MK-1 Headgear<br />
Verpine Targeter's MK-1 Suit<br />
<br />
Verpine Mender's MK-1 Boots<br />
<br />
Note: Black Market and Arkanian pieces follow the same pattern with Advanced Artful Mod 30.<br />
<br />
<span style="color: #9400D3;">Advanced Keen Mod 31 </span>- Critical.<br />
<br />
Found in the following Underworld pieces:<br />
Underworld Enforcer's Headgear<br />
Underworld Field Medic's Headgear<br />
Underworld Professional's Headgear<br />
Underworld Field Tech's Suit<br />
Underworld Enforcer's Gloves<br />
Underworld Field Medic's Gloves<br />
Underworld Professional's Gloves<br />
Underworld Field Tech's Bracers<br />
Underworld Field Tech's Belt<br />
Underworld Field Tech's Leggings<br />
Underworld Enforcer's Boots<br />
Underworld Field Medic's Boots<br />
Underworld Professional's Boots<br />
Underworld Field Tech's Blaster Pistol<br />
Underworld Enforcer's Shotgun<br />
<br />
Found in the following Verpine pieces:<br />
Verpine Mender's MK-1 Suit<br />
Verpine Mender's MK-1 Headgear<br />
Verpine Targeter's MK-1 Boots<br />
Verpine Mender's MK-1 Gloves<br />
Verpine Mender's MK-1 Bracers<br />
Verpine Mender's MK-1 Belt<br />
<br />
Note: Black Market pieces follow the same pattern with Advanced Keen Mod 30.<br />
<br />
<span style="font-weight: bold;">Enhancements</span><br />
<br />
<span style="color: #9400D3;">Advanced Quick Savant Enhancement 31 </span>- Power, alacrity.<br />
<br />
Found in the following Underworld Pieces:<br />
Underworld Field Tech's Headgear<br />
Underworld Field Tech's Gloves<br />
Underworld Enforcer's Leggings<br />
<br />
Found in the following Verpine pieces:<br />
Verpine Pummeler's MK-1 Greaves<br />
<br />
<span style="color: #9400D3;">Advanced Adept Enhancement 31</span> - Power, surge.<br />
<br />
Found in the following Underworld Pieces:<br />
Underworld Enforcer's Jacket<br />
Underworld Field Medic's Suit<br />
Underworld Professional's Jacket<br />
Underworld Field Medic's Leggings<br />
Underworld Professional's Leggings<br />
Underworld Enforcer's Blaster Pistol<br />
Underworld Field Medic's Blaster Pistol<br />
Underworld Professional's Blaster Pistol<br />
Underworld Field Medic's Shotgun<br />
<br />
Found in the following Verpine pieces:<br />
Haven't found it yet.<br />
<br />
<span style="color: #9400D3;">Advanced Insight Enhancement 31</span> - Critical, alacrity.<br />
<br />
Found in the following Underworld Pieces:<br />
Underworld Enforcer's Headgear<br />
Underworld Field Medic'a Headgear<br />
Underworld Professional's Headgear<br />
Underworld Enforcer's Glvoes<br />
Underworld Field Medic's Gloves<br />
Underworld Professional's Gloves<br />
Underworld Field Medic's Boots<br />
<br />
Found in the following Verpine pieces:<br />
Verpine Mender's MK-2 Headgear<br />
Verpine Mender's MK-2 Suit<br />
Verpine Targeter's MK-2 Gloves<br />
Verpine Mender's MK-2 Leggings<br />
Verpine Targeter's MK-2 Boots<br />
<br />
<span style="color: #9400D3;">Advanced Battle Enhancement 31 </span>- Critical, surge.<br />
<br />
Found in the following Underworld Pieces:<br />
Underworld Field Tech's Jacket<br />
Underworld Filed Tech's Leggings<br />
Underworld Field Tech's Blaster Pistol<br />
<br />
Found in the following Verpine pieces:<br />
Verpine Targeter's MK-2 Headgear<br />
Verpine Targeter's MK-2 Jacket<br />
Verpine Mender's MK-2 Gloves<br />
Verpine Targeter's MK-2 Leggings<br />
Verpine Mender's MK-2 Boots<br />
Verpine Mender's Shotgun<br />
<br />
<span style="font-weight: bold;">Augments</span><br />
<br />
<span style="color: #9400D3;">Advanced Overkill Augment 28</span> - Power. Stacking these will net you 2.6 more units of bonus healing but no boost to tech critical chance.<br />
<br />
<span style="color: #9400D3;">Advanced Skill Augment 28</span> - Cunning. Stacking these will net you less bonus healing but a 1.25% boost to tech critical chance, among other benefits from cunning.<br />
<br />
Verdict: The Skill Augments will give you the most HPS.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Skill tree</span></span><br />
<br />
This is the skill tree that I personally use.<br />
<a href="http://www.torhead.com/skill-calc#701MffbzGoRdfsZ0cZG0oz.3" target="_blank">Scoundrel</a> / <a href="http://www.torhead.com/skill-calc#401MffbzGoRdfsZ0cZG0oz.3" target="_blank">Operative</a><br />
<br />
Using that skill tree as the best for PvE, the are only a few possibilities that you can change before you lose effective healing. Below are a few "optional" abilities that you can choose. <br />
Med Screen / Med Shield<br />
Scar Tissue / Chem-resistant Inlays<br />
Scramble / Evasive Imperative<br />
<br />
Holdout Defense / Hit and Run<br />
Mortal Wound / Corrosive Microbes<br />
Open Wound / Lethal Injectors<br />
<br />
Of the above "optional" abilities, you will have to put  at least 2 points into top 3 skills in order to make 36 points in the Sawbones / Medicine tree for your AOE heal. Of the bottom 3 skills, if you are going to spec into the Vital Shot / Corrosive Dart at all, just keep in mind the following...<br />
Open Wound / Lethal Injectors    >   Mortal Wound / Corrosive Microbes<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Energy and Upper Hand / Tactical Advantage</span></span><br />
<br />
It's important to note that you have two resource mechanics rolling for you. The first is energy. You have a fixed amount of energy that regenerates at a different rate depending on how much you have. The more energy you have, the more you regenerate. Keeping your energy above 60 is very important.<br />
<br />
Upper hand is generated by certain abilities and will give you a bonus in healing (and damage) as well as give you access to abilities that consume upper hand. Always have at least 1 stack of upper hand active.<br />
<br />
Use Cool Head / Adrenaline Probe when your energy drops to critical levels. More advanced players can use it as part of their rotation to maximize hps. If energy drops below 50, just burn through abilities and then pop Cool Head / Adrenaline Probe.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Healing abilities and when to use them</span></span><br />
<br />
Slow-release Medpac / Kolto Probe - SRM/KP usually nets the highest amount of healing for scoundrel / operative healers and is our bread and butter healing ability. It's a very slow heal over time ability that can be stacked up to two times per person. SRM ticks 6 times, 3 seconds apart, and each tick has a 30% chance to grant upper hand. This can only occur once every 9 seconds. You should maintain SRM on multiple targets to maintain upper hand, as many targets as you can, making sure tanks and possibly melee dps have two stacks on them. If you can refresh SRM before it gets the final tick, you can maintain the 2 stacks for a MUCH higher net gain because you are only casting 1 SRM each time but getting 2 stacks worth of heals.<br />
<br />
Kolto Cloud / Recuperative Nanotech - KC/RN is my favorite ability. KC is NOT an area-of-effect ability. It's a quick cast rapid heal over time that hits 4 targets, the one you use it on and 3 within 10 meters of that person. KC, when used properly, nets the second highest amount of healing for scoundrel healers. With talents, crits, and the PVE set bonus, this becomes the most powerful ability in your arsenal. This should always be used on cooldown and you should try to hit 3 or more targets.<br />
<br />
Emergency Medpac / Surgical Probe - EM/SP is an instant cast ability that consumes Upper Hand / Tactical Advantage. When a target is below 30% health, you automatically regain a stack of upper hand. Always use when someone dips below 30% as it becomes an absolutely free heal, even if you only have a single stack of upper hand! Otherwise, use when you have 2 or more stacks of upper hand and less than 90% energy.<br />
<br />
Underworld Medicine / Kolto Injection - UM/KInj is your biggest heal and also is one of two heals that require a casting time. The casting time is long and easily interrupted. UM grants a stack of Upper Hand / Tactical Advantage. I rarely ever use this ability as part of my rotation because it's too expensive and is the worst healing per energy ability in your arsenal.<br />
<br />
Kolto Pack / Kolto Infusion - KP/KInf is a heavily underrated ability that grants a moderate heal and a small heal over time afterwards. Although it is a resource hog, it provides more healing than EM/SP and has a lower cast time than UM/KInj. If you have 2 or more stacks of upper hand and over 80 energy, Kolto Pack is a MUST-use.<br />
<br />
Diagnostic Scan - DS is your only channeled heal, and is a very short, 2-second channel. With all the talents, lots of crit, and a bit of surge, DS becomes an extremely nice, quick, and free 1k+ heal that gives energy back. Use as soon as you dip below 60 energy.<br />
<br />
Triage / Toxin Scan- Triage/TS is your cleanse. This is very important in certain fights. Please know when you need to use this. Some people ask their tanks and dps to call out for cleanses. I think every healer should be able to catch that thing on their own because tanks and dps have other things to worry about during fights. You should setup your user interface so that the Ops frame is large enough for you to easily see everyone's health bars, along with the debuffs on all targets.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">How to Heal</span></span><br />
<br />
Most people like to heal with a certain priority in mind so it should look something like this.<br />
<br />
1. Keep Slow-release Medpac / Kolto Probe refreshed on several targets. You should be able to do this on all 8 members in a raid, for most fights.<br />
2. Use Emergency Medpac / Surgical Probe when someone is below 30% health.<br />
3. Use Kolto Cloud / Recuperative Nanotech on cooldown at a higher priority than Kolto Pack / Kolto Infusion.<br />
4. When at 2 or 3 Upper Hand / Tactical Advantage and above 80 energy, use Kolto Pack / Kolto Infusion if it isn't on cooldown.<br />
5. When at 2 or 3 Upper Hand / Tactical Advantage and less than 80 energy, use Emergency Medpac / Surgical Probe.<br />
6. When at 1 Upper Hand / Tactical Advantage, use Diagnostic Scan or Underworld Medicine / Kolto Injection depending on your energy.<br />
7. If the target suddenly starts dropping health, use the largest possible heal with with respect to the amount of time you can estimate their health will drop and try to keep them above 30%. As soon as they drop below 30%, spam Emergency Medpac / Surgical Probe until they are stable.<br />
<br />
While I do follow most of those rules, I tend to stick to a fixed rotation for the most part. As long as the fight is going smooth, I stick with the same rotation. However, some situations will always require you to improvise mid-fight so I will change my rotation following some of the rules above when needed.<br />
<br />
While some people tend to think that over-healing is somehow bad or doesn't reflect your true healing power, I find it better to have HoTs on everyone because it works as preventative damage so that as soon as someone takes damage, they are immediately healed, similar to the Sage/Sorcerer's bubbles. <br />
If you can help it, try to stick to the following rotation as best as possible because it will net you the highest amount of hps possible.<br />
<br />
Alacrity < 450<br />
1. Slow-release Medpac / Kolto Probe on first 4 targets<br />
2. Kolto Pack/Kolto Infusion<br />
3. Slow-release Medpac / Kolto Probe on 4 other targets<br />
4. Kolto Cloud/Recuperative Nanotech<br />
5. Emergency Medpac/Surgical Probe, Diagnostic Scan, or Kolto Pack/Kolto Infusion depending on energy and Upper Hand/Tactical Advantage<br />
6. Repeat<br />
<br />
Alacrity > 450<br />
1. Slow-release Medpac / Kolto Probe on first 4 targets<br />
2. Kolto Pack/Kolto Infusion - Replace with Diagnostic Scan every 3rd rotation cycle (clip channel short at 2 ticks / GCD)<br />
3. Slow-release Medpac / Kolto Probe on 4 other targets<br />
5. Emergency Medpac/Surgical Probe<br />
6. Kolto Cloud/Recuperative Nanotech<br />
7. Emergency Medpac/Surgical Probe - Replace with Diagnostic Scan every 3rd rotation cycle (clip channel short at 2 ticks / GCD)<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Combat abilities and when to use them</span></span><br />
<br />
<span style="color: #FFA500;">Dirty Kick/Debilitate</span> - Use to stun single targets or to interrupt.<br />
<br />
<span style="color: #FFA500;">Distraction </span>- Use to interrupt those abilities that need to be interrupted.<br />
<br />
<span style="color: #FFA500;">Flash Grenade/Flash Bang</span> - A great crowd control ability that will stun multiple targets for 8 seconds or until they are attacked.<br />
<br />
<span style="color: #FFA500;">Blaster Whip/Shiv</span> - A combat ability that generates upper hand from melee range. If you're healing in melee range, this is a great way to generate upper hand when you have no stacks.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Burst cooldowns</span></span><br />
<br />
<span style="color: #FFA500;">Pugnacity/Stim Boost</span> is an ability that increases your alacrity and grants a stack of Upper Hand/Tactical Advantage. Use if you have 0 stacks of Upper Hand/Tactical Advantage or during a burst phase to allow more uses of Kolto Pack/Kolto Infusion.<br />
<br />
If you aren't a biochemist, I suggest you use a Relic of Boundless Ages for a burst cooldown that provides you with a significant power boost that will net a lot of healing if combined with Kolto Cloud/Recuperative Nanotech and Slow-release Medpac/Kolto Probe. You should also keep some Triage Adrenals on you.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Defensive cooldowns</span></span><br />
<br />
<span style="color: #FFA500;">Surrender/Countermeasures</span> - Instantly lowers your threat by a moderate amount. This isn't really necessary if you have good tanks and damage dealers in your group. Use if you pick up aggro from the tanks.<br />
<br />
<span style="color: #FFA500;">Defense Screen/Shield Probe</span> - Your main defensive cooldown. It absorbs a moderate amount of damage for 15 seconds. With Med Screen/Med Shield, it will also increase healing received. It should be used when you're expecting a spike in damage for a short amount of time. It has a 45s cooldown (great for the lightning phase during the Dread Guard fight)<br />
<br />
<span style="color: #FFA500;">Dodge/Evasion </span>- A defensive cooldown that increases your chance to dodge melee and ranged attacks for 3 seconds. This can be used in stealth. I usually almost always use this exclusively in a combo of Triage/Toxin Scan, Disappearing Act/Cloaking Screen, then Dodge/Evasion.<br />
<br />
<span style="color: #FFA500;">Disappearing Act/Cloaking Screen</span> - This will drop all your threat and put you in stealth unless you have any abilities ticking on you. If you don't have any DoTs ticking on you, use this to drop back into stealth. Due to Smuggled Med Delivery/Surprise Surgery from your skill tree, you will also gain 2 stacks of Upper Hand/Tactical Advantage after you exit stealth from this ability.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Healing tips</span></span><br />
<br />
<span style="font-weight: bold;">Start in stealth</span><br />
<br />
Starting in stealth will grants you 2 upper hand immediately after you break out of it thanks to a talent in the skill tree. It’s no longer necessary to build up Upper Hand/Tactical Advantage before battle.<br />
<br />
<span style="font-weight: bold;">Healing from melee range</span><br />
<br />
Healing from melee range isn't always a bad idea. In fact, being in melee range gives you another way to generate Upper Hand/Tactical Advantage using Blaster Whip/Shiv. If you don't have to stand in range to avoid damage, or if you have a strong sage healer in the party to throw salvation on the melee group, healing in melee range is possible and probably a good idea. Being able to get a quick stack of Upper Hand/Tactical Advantage for an Emergency Medpac/Surgical Probe while you have no upper hand and when someone drops below 20% can prevent many wipes.<br />
<br />
Another good reason to stand in melee range is to have better usage of your Kolto Cloud/Recuperative Nanotech. Since it is cast on 1 player and then also gets put on 3 other players with 10m of the initial player, sometimes people are not exactly 10m from each other so a trick you can do is to position yourself in between 3 people and cast it on yourself to maximize your healing and hit 4 people every time.<br />
<br />
<span style="font-weight: bold;">Reviving in combat</span><br />
<br />
Besides your combat revive, you can also revive allies if you don't have a DoT/HoT ability ticking on you or one of your HoTs ticking on allies, you can drop all threat, and if you can avoid taking damage. A great combo is to triage, disappearing act, and dodge. This will put you out of combat and will allow you to revive an ally without wasting your combat revive. One of the main problems with Scoundrel/Operative healers using a stealth revive is that you MUST wait until all of the HoTs you have applied to allies have worn off before stealthing out or it will put you back into combat. The easy way that I do this is to cast Slow-Release Medpac/Kolto Probe on myself, continue healing without using any more HoTs, and stealth out once I have noticed that the SRM/KP has worn off of myself.<br />
<br />
<span style="font-weight: bold;">Using cover</span><br />
<br />
If you are healing from range and there is a place for physical cover, use it. Healing from cover can save damage and will have to prompt any melee adds to have to run all the way to you to hurt you.<br />
<br />
<span style="font-weight: bold;">Underworld Medicine/Kolto Infusion and Emergency Medpac/Surgical Probe combo</span><br />
<br />
The biggest heal you can dish out is a combination of underworld medicine and emergency medpac. Underworld Medicine/Kolto Infusion will immediately grant you an Upper Hand/Tactical Advantage that you instantaneously consume with emergency medpac.<br />
<br />
<span style="font-weight: bold;">Approaching a tough pull</span><br />
<br />
When in fights that involve pauses or breaks from combat and/or switching enemies, you can build Upper Hand/Tactical Advantage before a big fight by casting Slow-Release Medpac/Kolto Probe on multiple targets. It’s also a good idea to get 2 stacks of it on the whole group when approaching tough pulls or for the initial phase of a boss fight. I almost exclusively keep 2 stacks of SRM/KP on 8 people during an entire raid unless something goes wrong or I am needed for a burst phase.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Conclusion</span></span><br />
<br />
I hope you learned something from this guide. If you like the guide, please leave some feedback for Bayani <a href="http://www.swtor.com/community/showthread.php?t=507204" target="_blank">here </a>as well since 95% of this guide was written by him. Also take a look at my spreadsheet, found in my signature block. All of the Scoundrel/Operative healing information will be found in the "Sawbones" tab of my spreadsheet. You can download a copy of the spreadsheet to input your stats or even play with the rotation a bit if you are excel savvy to see approximately how your hps numbers should be looking. Please post any and all feedback and criticism and I will receive it all as constructive <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></description>
			<content:encoded><![CDATA[Updated to Version 2.0<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Introduction</span></span><br />
<br />
First things first...since I'm too lazy to type out an entire 6 page guide for Scoundrel/Operative healing, I will be using the assistance of Bayani and his well written guide which can be found <a href="http://www.swtor.com/community/showthread.php?t=507204" target="_blank">here</a>. For those who don't know him, Bayani is THE best PvE Scoundrel healer I have ever had to opportunity of healing with on the Jedi Covenant server. That is saying quite a bit since I have guild hopped a lot and run many many operations with various pug groups. Hands down, he knows his stuff so you can trust his guide. I will also have commentary for any parts of his guide that I have a different opinion about.<br />
<br />
For those who don't know me, I play a Scoundrel healer on the Jedi Covenant server named Inovisible. I also do quite a bit of theory crafting and most of all my tactics come from my spreadsheets (signature block). If you would like to view them, simply request access (through google documents) and I'll add you. The reason I make people request access is so everyone has the ability to leave comments for feedback so I can get back to them. Also, I apologize ahead of time if I use Scoundrel terms somewhere in this guide and forget to add the Operative <a href="http://mmo-mechanics.com/swtor/forums/thread-427.html" target="_blank">mirror terms</a>.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Attributes</span></span><br />
<br />
<span style="font-weight: bold;">Cunning v. Endurance</span> – Choose Cunning. Cunning will always benefit you more as a healer than Endurance. In operations, your tank should be taking the bulk of damage and there should be no reason for you to focus on survivability. Your healing and your tank’s ability should cover this.<br />
<br />
<span style="font-weight: bold;">Power v. Critical Rating</span> – Critical rating after 2.0 adds much less to your critical chance, but you will still see some benefit from critical healing for the earlier hundreds of critical chance. If you do prefer, you can stack some Critical Rating, but it hits diminishing returns somewhere between 300 and 350. You need some amount of critical rating to be effective. Having no critical rating and all power will definitely be an issue for diagnostic scan criticals among other things.<br />
<br />
<span style="font-weight: bold;">Alacrity v. Surge</span> – Alacrity is much more important so your focus should be to get Alacrity to where it needs to be before touching Surge. Alacrity is a great stat to have now that it also reduces the global cooldown and speeds up energy regeneration. You'll need <span style="text-decoration: underline;">at least 450 Alacrity</span> to be effective between refreshing slow release medpac and for burst healing when several targets are under 30%.<br />
<br />
<span style="font-weight: bold;">Cunning</span><br />
<br />
You gain a healing bonus of 14% of your cunning. This part of cunning has no diminishing returns. You also gain critical chance with cunning. Your healing is affected by tech critical chance, so this does not include the bonus from aim. The formula for critical rating is a bit more complicated, but post 2.0, the amount of critical chance gained through critical rating has dramatically decreased. This part of cunning does have diminishing returns, but unlike critical rating, this is hardly noticeable. <br />
<br />
Verdict: Stack as much cunning as you want but choose the Mods that have the higher Power/Crit Rating.<br />
<br />
<span style="font-weight: bold;">Critical Rating</span><br />
<br />
Trying to get your critical chance up to a certain 30% as an ideal is an idea perpetuated by misinformed people, e.g. Noxxic. Your %-age Critical chance is boosted by several different stats so you want to look at the underlying stats and NOT at the %-age. Each individual stat has its own, different, graph of diminishing returns. If you are at your goal critical chance % (whatever % it may be) but you're not receiving diminishing returns from critical rating yet, it's still beneficial to get more critical rating. Just a thought.<br />
<br />
Looking at the current diminishing returns curve, you start getting less of a benefit from critical rating towards your critical chance above 350. Models out in the Sawbones community are pinpointing a lower critical chance for optimizing stats: My spreadsheet puts the 2.0 optimal at 285 critical rating. It's also important to note you get the added benefit of getting energy back with critical hits on diagnostic scan, a point ignored in most models currently. I tend to not look at the "what if you energy gets low and you have to spam diagnostic scan to get it back up?" argument because if that has happened, you have already failed. Good healers rarely ever let that situation occur.<br />
<br />
Verdict: Have around 285-315. Don't exceed 350 critical rating.<br />
<br />
<span style="font-weight: bold;">Power</span><br />
<br />
You gain a healing bonus of 17% of your power. This stat has no diminishing returns, but unlike cunning, it's hard to stack thousands of it. The difference between 700 power and 400 power is a 51 bonus to your healing.<br />
<br />
Verdict: Stack as much power as you want once you have a good amount of critical chance.<br />
<br />
<span style="font-weight: bold;">Surge</span><br />
<br />
Surge is a great attribute as it increases the amount of your critical heals, however, too much of this is a <span style="text-decoration: underline;"><span style="font-style: italic;">very </span></span>bad thing. You start receiving diminishing returns from Surge significantly in the 200 to 300 range.<br />
<br />
Verdict: Don't exceed 300 surge. (though with higher tiers of gear, 2.0 BiS surge rating is 316)<br />
<br />
<span style="font-weight: bold;">Alacrity</span><br />
<br />
Alacrity will reduce the activation time of your abilities along with the channeling time of channeled abilities. This also slightly reduces the global cooldown and slightly increases energy regeneration. Alacrity is therefore no longer bad for digestion. Opinions vary heavily on this attribute, and <span style="font-style: italic;">people say </span>it will change on your healing style. If your healing style involves keeping Slow-Release Medpac up on several targets, you'll want alacrity anyway as it allows you to pull off more heals in between having to refresh the first one again.<br />
<br />
Verdict: Have a minimum of 450.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Top-End Gear / Best in Slot (BiS)</span></span><br />
<br />
Use this section to plan your gear.<br />
<br />
<br />
<span style="font-weight: bold;">Ear</span><br />
<br />
<span style="color: #9400D3;">Underworld Enforcer’s Device</span> - Critical and surge.<br />
<span style="color: #9400D3;">Underworld Field Medic's Device</span> - Critical and alacrity.<br />
<span style="color: #9400D3;">Underworld Field Tech’s Device</span> - Power and surge.<br />
<br />
<br />
<span style="font-weight: bold;">Implants</span><br />
<br />
<span style="color: #9400D3;">Underworld Enforcer's MK-X Package</span> - Critical and surge.<br />
<span style="color: #9400D3;">Underworld Field Medic's MK-V Package</span> - Critical and surge.<br />
<span style="color: #9400D3;">Underworld Field Medic's MK-X Package</span> - Power and surge.<br />
<span style="color: #9400D3;">Underworld Field Tech's MK-X Package</span> - Critical and alacrity.<br />
<span style="color: #9400D3;">Underworld Professional's MK-X Package</span> - Power and alacrity.<br />
<br />
<br />
<span style="font-weight: bold;">Relics</span><br />
<br />
<span style="color: #9400D3;">Underworld Relic of Serendipitous Assault</span> – 30% chance to gain a 6 second 550 power boost with a 20 second cooldown. (BIS)<br />
<span style="color: #9400D3;">Underworld Relic of Boundless Ages</span> – 30 second burst of 425 power on a 2 minute cooldown.<br />
<span style="color: #9400D3;">Underworld Relic of Ephemeral Mending</span> – 50% chance to heal a little extra with a 20 second cooldown. <br />
<br />
As of Patch 2.1.1, stacking 2 Serendipitous Assault relics no longer gives you the proc twice. Instead of using 2, we now only use 1 Serendipitous Assault relic and choose a different relic for the second one.<br />
<br />
Even if you are horrible at watching cooldowns and don't use your Boundless Ages every time it is available or even if you just save the Boundless Ages to use during "tough" healing times in the fight, the Boundless Ages relic is still better to use than your matrix cube. As for looking at the old Elite War Hero power relic, the Dread Guard Boundless Ages remains better as long as you use it at least once every 143s..even though the cooldown is 90s.<br />
<br />
The Ephemeral Mending relic is just plain bad..DON'T use it. First off, mathematically speaking, it is much worse than a power relic. The only time you should ever consider using it is if you never have any HoTs rolling on multiple targets and you are single healing the tank and ONLY the tank for an entire fight. We'll get to the details of your rotation later but as a Scoundrel/Operative healer, who has 3 different HoTs on targets simultaneously, it is a bad idea. It is also a bad idea because you don't know when the extra heal will proc and who you will be targeting, potentially resulting in lost effective healing.<br />
<br />
<span style="font-weight: bold;">Color crystals</span><br />
<br />
<span style="color: #9400D3;">Advanced ??? Hawkeye Crystal </span>- Power.<br />
<span style="color: #9400D3;">Advanced ??? Eviscerating Crystal</span> - Critical.<br />
<br />
<br />
<span style="font-weight: bold;">Barrel</span><br />
<br />
<span style="color: #9400D3;">Advanced Skill Barrel 31</span>. Found in all Underworld weapons.<br />
<br />
<br />
<span style="font-weight: bold;">Armoring </span><br />
<br />
The best armorings you can find are <span style="color: #9400D3;">Advanced Skill Armoring 31</span> from Underworld Gear for the PVE 2-piece <span style="font-style: italic;">Field Medic</span> set bonus.<br />
<br />
IF you were lucky or cunning enough to save your old pre-2.0 pieces, it is optimal to use 2 of the old armorings that reduce the cost of your AOE heal by 4 energy, regardless of the minimal loss that your will have in to your Cunning points. You AOE will be cast on cooldown and is the #1 healing per energy ability that you have. Even if it only hits 1 target, it is still only second in healing per energy to your Slow-Release Medpac / Kolto Probe. The point is that the -4 energy set bonus is much better than a one time extra 5 energy or the few points of Cunning you will lose for using old armorings.<br />
<br />
<span style="font-weight: bold;">Mods</span><br />
<br />
All Underworld mods are bought using token drops from 55 Hard Mode operations.<br />
All Verpine MK-1 mods are bought using Ultimate commendations.<br />
All Verpine MK-2 mods are dropped.<br />
<br />
<span style="color: #9400D3;">Advanced Artful Mod 31</span> - Power.<br />
<br />
Found in the following Underworld pieces:<br />
<br />
Underworld Field Tech's Boots<br />
Underworld Field Tech's Gloves<br />
Underworld Field Tech's Headgear<br />
<br />
Underworld Enforcer's Armguards<br />
Underworld Enforcer's Belt<br />
Underworld Enforcer's Leggings<br />
Underworld Enforcer's Blaster Pistol<br />
Underworld Enforcer's Jacket<br />
<br />
Underworld Field Medic's Bracers<br />
Underworld Field Medic's Belt<br />
Underworld Field Medic's Leggings<br />
Underworld Field Medic's Shotgun<br />
Underworld Field Medic's Blaster Pistol<br />
Underworld Field Medic's Suit<br />
<br />
Underworld Professional's Armguards<br />
Underworld Professional's Belt<br />
Underworld Professional's Leggings<br />
Underworld Professional's Blaster Pistol<br />
Underworld Professional's Jacket<br />
<br />
Found in the following Verpine pieces:<br />
<br />
Verpine Targeter's MK-1 Bracers<br />
Verpine Targeter's MK-1 Belt<br />
Verpine Targeter's MK-1 Gloves<br />
Verpine Targeter's MK-1 Headgear<br />
Verpine Targeter's MK-1 Suit<br />
<br />
Verpine Mender's MK-1 Boots<br />
<br />
Note: Black Market and Arkanian pieces follow the same pattern with Advanced Artful Mod 30.<br />
<br />
<span style="color: #9400D3;">Advanced Keen Mod 31 </span>- Critical.<br />
<br />
Found in the following Underworld pieces:<br />
Underworld Enforcer's Headgear<br />
Underworld Field Medic's Headgear<br />
Underworld Professional's Headgear<br />
Underworld Field Tech's Suit<br />
Underworld Enforcer's Gloves<br />
Underworld Field Medic's Gloves<br />
Underworld Professional's Gloves<br />
Underworld Field Tech's Bracers<br />
Underworld Field Tech's Belt<br />
Underworld Field Tech's Leggings<br />
Underworld Enforcer's Boots<br />
Underworld Field Medic's Boots<br />
Underworld Professional's Boots<br />
Underworld Field Tech's Blaster Pistol<br />
Underworld Enforcer's Shotgun<br />
<br />
Found in the following Verpine pieces:<br />
Verpine Mender's MK-1 Suit<br />
Verpine Mender's MK-1 Headgear<br />
Verpine Targeter's MK-1 Boots<br />
Verpine Mender's MK-1 Gloves<br />
Verpine Mender's MK-1 Bracers<br />
Verpine Mender's MK-1 Belt<br />
<br />
Note: Black Market pieces follow the same pattern with Advanced Keen Mod 30.<br />
<br />
<span style="font-weight: bold;">Enhancements</span><br />
<br />
<span style="color: #9400D3;">Advanced Quick Savant Enhancement 31 </span>- Power, alacrity.<br />
<br />
Found in the following Underworld Pieces:<br />
Underworld Field Tech's Headgear<br />
Underworld Field Tech's Gloves<br />
Underworld Enforcer's Leggings<br />
<br />
Found in the following Verpine pieces:<br />
Verpine Pummeler's MK-1 Greaves<br />
<br />
<span style="color: #9400D3;">Advanced Adept Enhancement 31</span> - Power, surge.<br />
<br />
Found in the following Underworld Pieces:<br />
Underworld Enforcer's Jacket<br />
Underworld Field Medic's Suit<br />
Underworld Professional's Jacket<br />
Underworld Field Medic's Leggings<br />
Underworld Professional's Leggings<br />
Underworld Enforcer's Blaster Pistol<br />
Underworld Field Medic's Blaster Pistol<br />
Underworld Professional's Blaster Pistol<br />
Underworld Field Medic's Shotgun<br />
<br />
Found in the following Verpine pieces:<br />
Haven't found it yet.<br />
<br />
<span style="color: #9400D3;">Advanced Insight Enhancement 31</span> - Critical, alacrity.<br />
<br />
Found in the following Underworld Pieces:<br />
Underworld Enforcer's Headgear<br />
Underworld Field Medic'a Headgear<br />
Underworld Professional's Headgear<br />
Underworld Enforcer's Glvoes<br />
Underworld Field Medic's Gloves<br />
Underworld Professional's Gloves<br />
Underworld Field Medic's Boots<br />
<br />
Found in the following Verpine pieces:<br />
Verpine Mender's MK-2 Headgear<br />
Verpine Mender's MK-2 Suit<br />
Verpine Targeter's MK-2 Gloves<br />
Verpine Mender's MK-2 Leggings<br />
Verpine Targeter's MK-2 Boots<br />
<br />
<span style="color: #9400D3;">Advanced Battle Enhancement 31 </span>- Critical, surge.<br />
<br />
Found in the following Underworld Pieces:<br />
Underworld Field Tech's Jacket<br />
Underworld Filed Tech's Leggings<br />
Underworld Field Tech's Blaster Pistol<br />
<br />
Found in the following Verpine pieces:<br />
Verpine Targeter's MK-2 Headgear<br />
Verpine Targeter's MK-2 Jacket<br />
Verpine Mender's MK-2 Gloves<br />
Verpine Targeter's MK-2 Leggings<br />
Verpine Mender's MK-2 Boots<br />
Verpine Mender's Shotgun<br />
<br />
<span style="font-weight: bold;">Augments</span><br />
<br />
<span style="color: #9400D3;">Advanced Overkill Augment 28</span> - Power. Stacking these will net you 2.6 more units of bonus healing but no boost to tech critical chance.<br />
<br />
<span style="color: #9400D3;">Advanced Skill Augment 28</span> - Cunning. Stacking these will net you less bonus healing but a 1.25% boost to tech critical chance, among other benefits from cunning.<br />
<br />
Verdict: The Skill Augments will give you the most HPS.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Skill tree</span></span><br />
<br />
This is the skill tree that I personally use.<br />
<a href="http://www.torhead.com/skill-calc#701MffbzGoRdfsZ0cZG0oz.3" target="_blank">Scoundrel</a> / <a href="http://www.torhead.com/skill-calc#401MffbzGoRdfsZ0cZG0oz.3" target="_blank">Operative</a><br />
<br />
Using that skill tree as the best for PvE, the are only a few possibilities that you can change before you lose effective healing. Below are a few "optional" abilities that you can choose. <br />
Med Screen / Med Shield<br />
Scar Tissue / Chem-resistant Inlays<br />
Scramble / Evasive Imperative<br />
<br />
Holdout Defense / Hit and Run<br />
Mortal Wound / Corrosive Microbes<br />
Open Wound / Lethal Injectors<br />
<br />
Of the above "optional" abilities, you will have to put  at least 2 points into top 3 skills in order to make 36 points in the Sawbones / Medicine tree for your AOE heal. Of the bottom 3 skills, if you are going to spec into the Vital Shot / Corrosive Dart at all, just keep in mind the following...<br />
Open Wound / Lethal Injectors    >   Mortal Wound / Corrosive Microbes<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Energy and Upper Hand / Tactical Advantage</span></span><br />
<br />
It's important to note that you have two resource mechanics rolling for you. The first is energy. You have a fixed amount of energy that regenerates at a different rate depending on how much you have. The more energy you have, the more you regenerate. Keeping your energy above 60 is very important.<br />
<br />
Upper hand is generated by certain abilities and will give you a bonus in healing (and damage) as well as give you access to abilities that consume upper hand. Always have at least 1 stack of upper hand active.<br />
<br />
Use Cool Head / Adrenaline Probe when your energy drops to critical levels. More advanced players can use it as part of their rotation to maximize hps. If energy drops below 50, just burn through abilities and then pop Cool Head / Adrenaline Probe.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Healing abilities and when to use them</span></span><br />
<br />
Slow-release Medpac / Kolto Probe - SRM/KP usually nets the highest amount of healing for scoundrel / operative healers and is our bread and butter healing ability. It's a very slow heal over time ability that can be stacked up to two times per person. SRM ticks 6 times, 3 seconds apart, and each tick has a 30% chance to grant upper hand. This can only occur once every 9 seconds. You should maintain SRM on multiple targets to maintain upper hand, as many targets as you can, making sure tanks and possibly melee dps have two stacks on them. If you can refresh SRM before it gets the final tick, you can maintain the 2 stacks for a MUCH higher net gain because you are only casting 1 SRM each time but getting 2 stacks worth of heals.<br />
<br />
Kolto Cloud / Recuperative Nanotech - KC/RN is my favorite ability. KC is NOT an area-of-effect ability. It's a quick cast rapid heal over time that hits 4 targets, the one you use it on and 3 within 10 meters of that person. KC, when used properly, nets the second highest amount of healing for scoundrel healers. With talents, crits, and the PVE set bonus, this becomes the most powerful ability in your arsenal. This should always be used on cooldown and you should try to hit 3 or more targets.<br />
<br />
Emergency Medpac / Surgical Probe - EM/SP is an instant cast ability that consumes Upper Hand / Tactical Advantage. When a target is below 30% health, you automatically regain a stack of upper hand. Always use when someone dips below 30% as it becomes an absolutely free heal, even if you only have a single stack of upper hand! Otherwise, use when you have 2 or more stacks of upper hand and less than 90% energy.<br />
<br />
Underworld Medicine / Kolto Injection - UM/KInj is your biggest heal and also is one of two heals that require a casting time. The casting time is long and easily interrupted. UM grants a stack of Upper Hand / Tactical Advantage. I rarely ever use this ability as part of my rotation because it's too expensive and is the worst healing per energy ability in your arsenal.<br />
<br />
Kolto Pack / Kolto Infusion - KP/KInf is a heavily underrated ability that grants a moderate heal and a small heal over time afterwards. Although it is a resource hog, it provides more healing than EM/SP and has a lower cast time than UM/KInj. If you have 2 or more stacks of upper hand and over 80 energy, Kolto Pack is a MUST-use.<br />
<br />
Diagnostic Scan - DS is your only channeled heal, and is a very short, 2-second channel. With all the talents, lots of crit, and a bit of surge, DS becomes an extremely nice, quick, and free 1k+ heal that gives energy back. Use as soon as you dip below 60 energy.<br />
<br />
Triage / Toxin Scan- Triage/TS is your cleanse. This is very important in certain fights. Please know when you need to use this. Some people ask their tanks and dps to call out for cleanses. I think every healer should be able to catch that thing on their own because tanks and dps have other things to worry about during fights. You should setup your user interface so that the Ops frame is large enough for you to easily see everyone's health bars, along with the debuffs on all targets.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">How to Heal</span></span><br />
<br />
Most people like to heal with a certain priority in mind so it should look something like this.<br />
<br />
1. Keep Slow-release Medpac / Kolto Probe refreshed on several targets. You should be able to do this on all 8 members in a raid, for most fights.<br />
2. Use Emergency Medpac / Surgical Probe when someone is below 30% health.<br />
3. Use Kolto Cloud / Recuperative Nanotech on cooldown at a higher priority than Kolto Pack / Kolto Infusion.<br />
4. When at 2 or 3 Upper Hand / Tactical Advantage and above 80 energy, use Kolto Pack / Kolto Infusion if it isn't on cooldown.<br />
5. When at 2 or 3 Upper Hand / Tactical Advantage and less than 80 energy, use Emergency Medpac / Surgical Probe.<br />
6. When at 1 Upper Hand / Tactical Advantage, use Diagnostic Scan or Underworld Medicine / Kolto Injection depending on your energy.<br />
7. If the target suddenly starts dropping health, use the largest possible heal with with respect to the amount of time you can estimate their health will drop and try to keep them above 30%. As soon as they drop below 30%, spam Emergency Medpac / Surgical Probe until they are stable.<br />
<br />
While I do follow most of those rules, I tend to stick to a fixed rotation for the most part. As long as the fight is going smooth, I stick with the same rotation. However, some situations will always require you to improvise mid-fight so I will change my rotation following some of the rules above when needed.<br />
<br />
While some people tend to think that over-healing is somehow bad or doesn't reflect your true healing power, I find it better to have HoTs on everyone because it works as preventative damage so that as soon as someone takes damage, they are immediately healed, similar to the Sage/Sorcerer's bubbles. <br />
If you can help it, try to stick to the following rotation as best as possible because it will net you the highest amount of hps possible.<br />
<br />
Alacrity < 450<br />
1. Slow-release Medpac / Kolto Probe on first 4 targets<br />
2. Kolto Pack/Kolto Infusion<br />
3. Slow-release Medpac / Kolto Probe on 4 other targets<br />
4. Kolto Cloud/Recuperative Nanotech<br />
5. Emergency Medpac/Surgical Probe, Diagnostic Scan, or Kolto Pack/Kolto Infusion depending on energy and Upper Hand/Tactical Advantage<br />
6. Repeat<br />
<br />
Alacrity > 450<br />
1. Slow-release Medpac / Kolto Probe on first 4 targets<br />
2. Kolto Pack/Kolto Infusion - Replace with Diagnostic Scan every 3rd rotation cycle (clip channel short at 2 ticks / GCD)<br />
3. Slow-release Medpac / Kolto Probe on 4 other targets<br />
5. Emergency Medpac/Surgical Probe<br />
6. Kolto Cloud/Recuperative Nanotech<br />
7. Emergency Medpac/Surgical Probe - Replace with Diagnostic Scan every 3rd rotation cycle (clip channel short at 2 ticks / GCD)<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Combat abilities and when to use them</span></span><br />
<br />
<span style="color: #FFA500;">Dirty Kick/Debilitate</span> - Use to stun single targets or to interrupt.<br />
<br />
<span style="color: #FFA500;">Distraction </span>- Use to interrupt those abilities that need to be interrupted.<br />
<br />
<span style="color: #FFA500;">Flash Grenade/Flash Bang</span> - A great crowd control ability that will stun multiple targets for 8 seconds or until they are attacked.<br />
<br />
<span style="color: #FFA500;">Blaster Whip/Shiv</span> - A combat ability that generates upper hand from melee range. If you're healing in melee range, this is a great way to generate upper hand when you have no stacks.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Burst cooldowns</span></span><br />
<br />
<span style="color: #FFA500;">Pugnacity/Stim Boost</span> is an ability that increases your alacrity and grants a stack of Upper Hand/Tactical Advantage. Use if you have 0 stacks of Upper Hand/Tactical Advantage or during a burst phase to allow more uses of Kolto Pack/Kolto Infusion.<br />
<br />
If you aren't a biochemist, I suggest you use a Relic of Boundless Ages for a burst cooldown that provides you with a significant power boost that will net a lot of healing if combined with Kolto Cloud/Recuperative Nanotech and Slow-release Medpac/Kolto Probe. You should also keep some Triage Adrenals on you.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Defensive cooldowns</span></span><br />
<br />
<span style="color: #FFA500;">Surrender/Countermeasures</span> - Instantly lowers your threat by a moderate amount. This isn't really necessary if you have good tanks and damage dealers in your group. Use if you pick up aggro from the tanks.<br />
<br />
<span style="color: #FFA500;">Defense Screen/Shield Probe</span> - Your main defensive cooldown. It absorbs a moderate amount of damage for 15 seconds. With Med Screen/Med Shield, it will also increase healing received. It should be used when you're expecting a spike in damage for a short amount of time. It has a 45s cooldown (great for the lightning phase during the Dread Guard fight)<br />
<br />
<span style="color: #FFA500;">Dodge/Evasion </span>- A defensive cooldown that increases your chance to dodge melee and ranged attacks for 3 seconds. This can be used in stealth. I usually almost always use this exclusively in a combo of Triage/Toxin Scan, Disappearing Act/Cloaking Screen, then Dodge/Evasion.<br />
<br />
<span style="color: #FFA500;">Disappearing Act/Cloaking Screen</span> - This will drop all your threat and put you in stealth unless you have any abilities ticking on you. If you don't have any DoTs ticking on you, use this to drop back into stealth. Due to Smuggled Med Delivery/Surprise Surgery from your skill tree, you will also gain 2 stacks of Upper Hand/Tactical Advantage after you exit stealth from this ability.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Healing tips</span></span><br />
<br />
<span style="font-weight: bold;">Start in stealth</span><br />
<br />
Starting in stealth will grants you 2 upper hand immediately after you break out of it thanks to a talent in the skill tree. It’s no longer necessary to build up Upper Hand/Tactical Advantage before battle.<br />
<br />
<span style="font-weight: bold;">Healing from melee range</span><br />
<br />
Healing from melee range isn't always a bad idea. In fact, being in melee range gives you another way to generate Upper Hand/Tactical Advantage using Blaster Whip/Shiv. If you don't have to stand in range to avoid damage, or if you have a strong sage healer in the party to throw salvation on the melee group, healing in melee range is possible and probably a good idea. Being able to get a quick stack of Upper Hand/Tactical Advantage for an Emergency Medpac/Surgical Probe while you have no upper hand and when someone drops below 20% can prevent many wipes.<br />
<br />
Another good reason to stand in melee range is to have better usage of your Kolto Cloud/Recuperative Nanotech. Since it is cast on 1 player and then also gets put on 3 other players with 10m of the initial player, sometimes people are not exactly 10m from each other so a trick you can do is to position yourself in between 3 people and cast it on yourself to maximize your healing and hit 4 people every time.<br />
<br />
<span style="font-weight: bold;">Reviving in combat</span><br />
<br />
Besides your combat revive, you can also revive allies if you don't have a DoT/HoT ability ticking on you or one of your HoTs ticking on allies, you can drop all threat, and if you can avoid taking damage. A great combo is to triage, disappearing act, and dodge. This will put you out of combat and will allow you to revive an ally without wasting your combat revive. One of the main problems with Scoundrel/Operative healers using a stealth revive is that you MUST wait until all of the HoTs you have applied to allies have worn off before stealthing out or it will put you back into combat. The easy way that I do this is to cast Slow-Release Medpac/Kolto Probe on myself, continue healing without using any more HoTs, and stealth out once I have noticed that the SRM/KP has worn off of myself.<br />
<br />
<span style="font-weight: bold;">Using cover</span><br />
<br />
If you are healing from range and there is a place for physical cover, use it. Healing from cover can save damage and will have to prompt any melee adds to have to run all the way to you to hurt you.<br />
<br />
<span style="font-weight: bold;">Underworld Medicine/Kolto Infusion and Emergency Medpac/Surgical Probe combo</span><br />
<br />
The biggest heal you can dish out is a combination of underworld medicine and emergency medpac. Underworld Medicine/Kolto Infusion will immediately grant you an Upper Hand/Tactical Advantage that you instantaneously consume with emergency medpac.<br />
<br />
<span style="font-weight: bold;">Approaching a tough pull</span><br />
<br />
When in fights that involve pauses or breaks from combat and/or switching enemies, you can build Upper Hand/Tactical Advantage before a big fight by casting Slow-Release Medpac/Kolto Probe on multiple targets. It’s also a good idea to get 2 stacks of it on the whole group when approaching tough pulls or for the initial phase of a boss fight. I almost exclusively keep 2 stacks of SRM/KP on 8 people during an entire raid unless something goes wrong or I am needed for a burst phase.<br />
<br />
<span style="font-size: large;"><span style="color: #1E90FF;">Conclusion</span></span><br />
<br />
I hope you learned something from this guide. If you like the guide, please leave some feedback for Bayani <a href="http://www.swtor.com/community/showthread.php?t=507204" target="_blank">here </a>as well since 95% of this guide was written by him. Also take a look at my spreadsheet, found in my signature block. All of the Scoundrel/Operative healing information will be found in the "Sawbones" tab of my spreadsheet. You can download a copy of the spreadsheet to input your stats or even play with the rotation a bit if you are excel savvy to see approximately how your hps numbers should be looking. Please post any and all feedback and criticism and I will receive it all as constructive <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></content:encoded>
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			<title><![CDATA[The Purpose of the SWTOR Forums @ MMO Mechanics]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1200.html</link>
			<pubDate>Tue, 11 Jun 2013 14:11:22 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1200.html</guid>
			<description><![CDATA[I have always viewed the Class Discussion forums as the primary purpose of these forums. That said, there needs to be a mutually understand baseline of knowledge in order to have accurate discussions for each class - hence the General Discussion forums, which includes Game Mechanics.<br />
<br />
I aspire to offer the best, most up-to-date and most comprehensive information on game and class mechanics for SWTOR. I also hope it is easy for players to understand and apply to their individual play.<br />
<br />
To this end, over the next few weeks I am going to try to clean a number of forums and threads. As always, I welcome any volunteers to help this community realize these goals.<br />
<br />
Thanks,<br />
<br />
Oofalong]]></description>
			<content:encoded><![CDATA[I have always viewed the Class Discussion forums as the primary purpose of these forums. That said, there needs to be a mutually understand baseline of knowledge in order to have accurate discussions for each class - hence the General Discussion forums, which includes Game Mechanics.<br />
<br />
I aspire to offer the best, most up-to-date and most comprehensive information on game and class mechanics for SWTOR. I also hope it is easy for players to understand and apply to their individual play.<br />
<br />
To this end, over the next few weeks I am going to try to clean a number of forums and threads. As always, I welcome any volunteers to help this community realize these goals.<br />
<br />
Thanks,<br />
<br />
Oofalong]]></content:encoded>
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		<item>
			<title><![CDATA[Dread Master Styrak hm video]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1198.html</link>
			<pubDate>Sun, 19 May 2013 17:11:35 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1198.html</guid>
			<description><![CDATA[our very chaotic 1st kill<br />
bad gameplay by my side, UL and HS during spine phase ... DONT! <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<!-- start: video_youtube_embed --><br />
<object type="application/x-shockwave-flash" class="video_embed" style="width: 450px; height: 366px;" data="http://www.youtube.com/v/muS1DzsiM-M"><param name="movie" value="http://www.youtube.com/v/muS1DzsiM-M" /></object><br />
<!-- end: video_youtube_embed -->]]></description>
			<content:encoded><![CDATA[our very chaotic 1st kill<br />
bad gameplay by my side, UL and HS during spine phase ... DONT! <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<!-- start: video_youtube_embed --><br />
<object type="application/x-shockwave-flash" class="video_embed" style="width: 450px; height: 366px;" data="http://www.youtube.com/v/muS1DzsiM-M"><param name="movie" value="http://www.youtube.com/v/muS1DzsiM-M" /></object><br />
<!-- end: video_youtube_embed -->]]></content:encoded>
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			<title><![CDATA[Sorcerer / Sage Healing Compendium Updated for 2.0]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1199.html</link>
			<pubDate>Sat, 18 May 2013 23:24:59 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1199.html</guid>
			<description><![CDATA[<span style="font-weight: bold;"><span style="font-size: LARGE;">Introduction</span></span><br />
<br />
This is a guide for healing flashpoints and operations (PVE) and warzones (PVP) as a <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> at level 55.  It’s current as of SWTOR version 2.2, and was last updated on June 12.  This guide is also available as a Word document, which is attached to this post.<br />
<br />
This guide is organized as follows.<br />
<ol type="1">
<li>PVE Skill Points</li>
<li>PVP Skill Points</li>
<li>Abilities</li>
<li>BIS Gear</li>
<li>Bonuses from Datacrons or Companions</li>
<li>Consumables</li>
<li>PVE Advice</li>
<li>PVP Advice</li>
<li>Useful Links<br />
</li></ol>
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">PVE Skill Points</span></span><br />
<br />
For PVE, I recommend the following allocation of skill points: <a href="http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=2320122021221200012202301300010000230002000000000000000000000000000200000&#8203;00000000000000000000000&ver=20" target="_blank">37/7/2</a> for <span style="color: #FF0000;">Sorcerers</span>, and <a href="http://www.swtor-spy.com/skill-tree-calculator/jedi-sage/19/?build=2320122021221200012202301300010000230002000000000000000000000000000200000&#8203;00000000000000000000000&ver=20" target="_blank">37/7/2</a> for <span style="color: #0000FF;">Sages</span>.<br />
<br />
The allocation of one skill point is a matter of personal preference.<br />
<br />
In the links above, I’ve allocated it to <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span>.  I find <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span> useful for the following boss fights:<ul>
<li>S&V – Titan 6: Having an additional 0.5 seconds of Force Speed helps you to LOS Launch behind a distant rock, ensuring that your allies can easily find a rock that isn’t over-crowded.</li>
<li>S&V – Thrasher: If you’re targeted by a Firebug, you should distance yourself from the raid.  In addition, you’ll need to escape the fire AOE that’ll be planted at your feet.  It’s preferable to separate yourself from the raid without Force Speed, so that Force Speed won’t be on cooldown when you must escape the fire AOE centered at your feet.  If, however, you don’t notice that you’ve been targeted by a Firebug, or that healing circumstances are so challenging that you choose not to distance yourself with much time to spare, you may Force Speed away from the raid, bring Force Speed off cooldown with Force Barrier, and Force Speed out of the fire AOE centered at your feet.</li>
<li>TFB – Kephess the Undying: Having an additional 0.5 seconds of Force Speed makes it easier to pursue the tank that is kiting Kephess.<br />
</li></ul>
The alternative to <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span> is <span style="color: #FF0000;">Reverse Corruptions</span>|<span style="color: #0000FF;">Amnesty</span> or <span style="color: #FF0000;">Sith Defiance</span>|<span style="color: #0000FF;">Jedi Resistance</span>.<ul>
<li><span style="color: #FF0000;">Reverse Corruptions</span>|<span style="color: #0000FF;">Amnesty</span>: This skill allows Force Barrier to remove any stacks of the force regeneration debuff caused by using <span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span> without <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>.  I recommend mastering force management without this crutch.  If you choose to rely on it, however, you’ll replenish the most force by (1) using <span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span> without <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span> for four or more consecutive GCDs, and (2) using Force Barrier on the next GCD to remove the four stacks of the force regeneration debuff.</li>
<li><span style="color: #FF0000;">Sith Defiance</span>|<span style="color: #0000FF;">Jedi Resistance</span>: One point will reduce damage taken by 1%, which is useful for bosses that have regular, substantial, unavoidable AOE damage, such as S&V – Thrasher, S&V – Dread Master Styrak, TFB – Operator IX, and TFB – TFB.<br />
</li></ul>
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">PVP Skill Points</span></span><br />
<br />
For PVP, I recommend the following allocation of skill points: <a href="http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=2300122121221202010202301300010000230002000000000000000000000000001200000&#8203;00000000000000000000000&ver=20" target="_blank">36/7/3</a> for Sorcerers, and <a href="http://www.swtor-spy.com/skill-tree-calculator/jedi-sage/19/?build=2300122121221202010202301300010000230002000000000000000000000000001200000&#8203;00000000000000000000000&ver=20" target="_blank">36/7/3</a> for Sages. <br />
<br />
Though <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span> is optional for PVE, it’s mandatory for PVP.<br />
<br />
I favor three skill points in <span style="color: #FF0000;">Penetrating Darkness</span>|<span style="color: #0000FF;">Clairvoyance</span> and none in <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span>.  In my testing to date, <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span> hasn’t saved or materially extended my life.  While I channel Force Barrier, my resolve wears off, leaving me vulnerable to being stunned the moment that I stop channeling.<br />
<br />
There are two factors that might change my mind about <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span>.<br />
<ol type="1">
<li>This HOT can proc the Conqueror or Partisan Relic of Serendipitous Assault.</li>
<li>In the brief moments when I’m not the target of the enemy team, and I’m confident that there isn’t a nearby enemy in stealth, I’ve used <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> on myself so that this HOT can top me up slowly while I heal allies who are being targeted.<br />
</li></ol>
<br />
If you choose <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span>, you can maximize its benefit by using <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> on yourself immediately before channeling Force Barrier.  For the 10-second duration of Force Barrier, you’ll receive a HOT from <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> and from Force Barrier.  This will restore 21.8% of your total health rather than 10.9%.<br />
<br />
Though <span style="color: #FF0000;">Force Suffusion</span>|<span style="color: #0000FF;">Psychic Suffusion</span> adds healing to <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span>, I can’t afford to use <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span> as a heal in PVP, because it’s too valuable for personal defense, protecting an ally who’s capping, or interrupting enemies who are capping.<br />
<br />
I haven’t allocated any points to <span style="color: #FF0000;">Conspiring Force</span>|<span style="color: #0000FF;">Confound</span>.<br />
<ol type="1">
<li>Force Slow is a more effective slow, and doesn’t leave a DOT that will prevent CC.</li>
<li>In challenging warzones, I rarely have time or force for <span style="color: #FF0000;">Afflicition</span>|<span style="color: #0000FF;">Weaken Mind</span>.</li>
<li>Each class has at least one ability to remove or ignore slows, reducing the benefit of this skill.<br />
</li></ol>
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">Abilities</span></span><br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Healing</span></span><br />
For detailed calculations of GCD, cast, or channel times, healing amounts, or HPS with all skills, buffs, bonuses from Datacrons or Companions, and gear, see worksheet “Abilities – Current Gear” in the Excel workbook attached to this post.<br />
<br />
<span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span><ul>
<li>This instant single-target ability is a large absorb rather than a heal.  It lasts up to 30 seconds.</li>
<li>This ability can’t crit, and therefore doesn’t benefit from Critical or Surge.</li>
<li>This ability debuffs the recipient with <span style="color: #FF0000;">Deionized</span>|<span style="color: #0000FF;">Force-imbalance</span>, which prevents you or any other <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> from using it again on him for 17 seconds (the two-piece PVP set bonus reduces the duration of <span style="color: #FF0000;">Deionized</span>|<span style="color: #0000FF;">Force-imbalance</span> to 15.5 seconds).</li>
<li>Using this ability on yourself when you have two points in talent <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span> will heal you for 1.09% of your total health every second while it lasts.  In PVE, I don’t recommend using <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> on another <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> healer, because he should have <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span>.</li>
<li>In PVE, use this ability on tanks.  Under heading “PVE Advice” below, see the fourth topic for a detailed discussion of using <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> optimally on tanks in certain circumstances.  It’s also ideal for absorbing imminent damage when an ally is targeted by an emoted ability, such as when a Firebug fixates on an ally during Thrasher or when Kephess the Undying will pounce on an ally.</li>
<li>In PVP, this ability is even more important than it is in PVE, because it can be used while moving.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span><ul>
<li>This instant single-target ability delivers a small immediate heal and leaves a HOT that ticks once every 3 seconds thereafter for 15 seconds.</li>
<li>This HOT provides a buff, <span style="color: #FF0000;">Reconstruct</span>|<span style="color: #0000FF;">Force Shelter</span>, which increases Armor Rating by 10%.  Though not substantial, any increase in defense is helpful.  Note that <span style="color: #FF0000;">Reconstruct</span>|<span style="color: #0000FF;">Force Shelter</span> doesn’t stack, and therefore there’s no further increase in Armor Rating from you or any other <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> applying <span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span> to an ally who already has it.</li>
<li>This ability has a 6-second cooldown.  Since the HOT and <span style="color: #FF0000;">Reconstruct</span>|<span style="color: #0000FF;">Force Shelter</span> last for 15 seconds, it’s optimal to rotate this ability between 2 or 3 targets.  The customary targets are the tanks and yourself.</li>
<li>You should use this ability on cooldown in PVE or PVP, because it buffs you with <span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span>.  You can have at most one charge of <span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span>, which lasts up to 10 seconds.  <span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> will be consumed by, and benefit, your next <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span>, <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>, <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span>, or <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span><ul>
<li>This channeled single-target heal is your signature ability, and should be used on cooldown.  It delivers an immediate heal and 3 channeled ticks.</li>
<li>It has a 9-second cooldown, which for PVE will be reduced to 7.5 seconds by obtaining a PVE two-piece set bonus.</li>
<li><span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> increases Critical chance 25% for this ability’s immediate heal and each of its 3 channeled ticks.</li>
<li>Each critical hit of this ability’s immediate heal or its 3 channeled ticks buffs you with a charge of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>, and refreshes the 25-second duration of this buff.  This buff stacks up to 3 times.  You’ll consume this buff with <span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span>, each use of which consumes 1 charge, or with <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>, which consumes all charges.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span><ul>
<li>This is your casted single-target heal, and it replenishes a respectable amount of health.  It’s your default ability for single-target healing when <span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span> and <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> are on cooldown.</li>
<li><span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> benefits this ability by reducing its force cost 30%.  It’s better, however, to consume <span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> with <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> or <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span><ul>
<li>This ability is the most powerful AOE heal in the game.  It delivers an immediate tick and 1 additional tick each second thereafter for 10 seconds.  Up to 8 allies can receive each tick.  To be eligible for a tick, an ally must be within the AOE, which has a radius of 8 meters (about twice the radius of the ground graphic), at the moment this tick occurs.  This ability has a 15-second cooldown.</li>
<li><span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> benefits this ability by reducing its force cost 30%.  This is significant, because <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> is our most costly heal.</li>
<li><span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span> benefits this ability by reducing its cast time.  One charge reduces its cast time by one-third; 2 charges reduce its cast time by two-thirds; and 3 charges make it instant.  Unless you must use this ability while moving, and therefore need it to be instant, I recommend casting it with only one or two charges of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>.  The base GCD for an instant ability is 1.5 seconds.  The base cast time for this ability, when reduced by either one-third or two-thirds, is less than 1.5 seconds.  Therefore, you can use your next ability sooner if <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> is a short cast than if it’s instant.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span><ul>
<li>This instant AOE heal replenishes a small amount of health to each ally in your frontal “cone”.  This “cone” has a 15-meter radius and spans about 150-160 degrees (about 10-15 narrower on your left and right than 180 degrees).  It has a 30-second cooldown.</li>
<li>You should position yourself so that as many allies as possible are within your “cone”.  <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span> still applies its knockback and damaging effects, so you must be aware of the direction that you’re facing before using this ability to ensure that you don’t knockback adds or break CC.  During boss fights, this usually means being at the rear of the ranged stack.  During trash pulls, this usually means being between the trash and the ranged stack, with your back to the trash.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Unnatural Preservation</span>|<span style="color: #0000FF;">Force Mend</span><ul>
<li>This is an instant, large self-heal with a 30-second cooldown.  Unlike your other healing abilities, it has no cost.</li>
<li>In PVE, this shouldn’t be regarded as merely a defensive cooldown.  First, on the rare occasion you need a defensive cooldown in PVE, you have Force Barrier.  Second, you can usually be patient while AOE healing, <span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span>, or <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> tops you up.  Therefore, to take advantage of this powerful heal in PVE, I recommend using it immediately after consuming two or three charges of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span> with <span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span>.</li>
<li>In PVP, this is an excellent defensive cooldown.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Purge</span>|<span style="color: #0000FF;">Restoration</span><ul>
<li>This instant single-target ability dispels up to two mental, physical, or force effects and provides a small heal.  It has a 4.5-second cooldown.</li>
<li>In PVE, when an effect is of a type that this ability can dispel, it’s almost always better to remove this effect than to heal through it.</li>
<li>In PVP, this is a crucial ability for preventing damage and removing certain slows, roots, and CCs.  The value of an instant ability, which can’t be interrupted and can be used while moving, is high in PVP.<br />
</li></ul>
 <br />
<span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span><ul>
<li>This ability is a small single-target heal with a cast time equal to the GCD.</li>
<li><span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> benefits this ability by increasing its Critical chance 60%.  It’s better, however, to consume <span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> with other abilities.</li>
<li>In PVE, it’s very rarely appropriate to use this ability.  Under heading “PVE Advice” below, see the fifth topic for a detailed discussion.</li>
<li>In PVP, it’s rarely appropriate to use this ability.  First, when an enemy with an interrupt on a short cooldown is glued to me, and it’s time for him to interrupt me, I’ll queue up this ability to let him waste his interrupt on it.  Second, in PVP you will have desperately low health from time to time.  If you can Force Speed away and LOS, and if <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> is on cooldown or lockout, and if you have DOTs on you that you can’t dispel and that will kill you before you can finish a <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span>, then cast <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> on yourself.  I don’t recommend casting <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> on someone else in PVP.  If this is your only available heal that might save an ally’s life, his life very rarely can be saved.  Allies die in PVP; consider healing someone in a better situation instead.<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Cooldowns for Healing</span></span><br />
<br />
<span style="color: #FF0000;">Polarity Shift</span>|<span style="color: #0000FF;">Mental Alacrity</span><ul>
<li>This instant ability adds 20% to your Alacrity, and makes you immunity to interrupts, for 10 seconds.  It has a 2-minute cooldown.</li>
<li>Though no amount of Alacrity on gear can provide 30% or more alacrity, this “cap” doesn’t diminish the benefit of any alacrity in excess of 30% that you might achieve with this ability.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Recklessness</span>|<span style="color: #0000FF;">Force Potency</span><ul>
<li>This instant ability buffs you with two charges of +60% Critical chance for certain heals (or certain direct force attacks).  This buff expires after 20 seconds.</li>
<li>One charge of this buff is consumed by each <span style="color: #FF0000;">Unnatural Preservation</span>|<span style="color: #0000FF;">Force Mend</span>, <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span>, <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>, or <span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span> (or certain direct force attacks) that crits.</li>
<li>In PVE, this ability is a cooldown for single-target healing.  It’s usually used in conjunction with <span style="color: #FF0000;">Polarity Shift</span>|<span style="color: #0000FF;">Mental Alacrity</span> to cast <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span> on a tank who is low.  Since the other two healing classes have better single-target healing abilities or cooldowns for such an emergency, it’s not unusual for this tank to be saved while you still have one charge of this buff.  But you shouldn’t hesitate to activate this ability because its second charge might not be necessary; better safe than sorry.</li>
<li>In PVP, it’s optimal to use this buff with a <span style="color: #FF0000;">Unnatural Preservation</span>|<span style="color: #0000FF;">Force Mend</span> and a <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span>.  I often use it with <span style="color: #FF0000;">Polarity Shift</span>|<span style="color: #0000FF;">Mental Alacrity</span>, but not habitually or as often as I do in PVE.<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Force Management</span></span><br />
<br />
<span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span><ul>
<li>This instant ability exchanges 11% of your total health for 8% of your total force.  You must have at least 11% of your total health to activate this ability.</li>
<li>Health exchanged for force using this ability isn’t considered damage.  <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span>, armor, damage reduction, or skills that reduce damage (<span style="color: #FF0000;">Life Surge</span>|<span style="color: #0000FF;">Serenity</span> and <span style="color: #FF0000;">Sith Defiance</span>|<span style="color: #0000FF;">Jedi Resistance</span>) won’t reduce the 11% of total health that you’ll lose each time that you activate this ability.</li>
<li>Activating this ability when <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span> isn’t available causes a 25% debuff to your rate of force regeneration for 10 seconds.  This debuff can stack up to four times, and adding a stack refreshes the 10-second duration of this debuff.  For example, if you have no charges of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>, then, after using this ability for four consecutive GCDs, your rate of force regeneration will be zero for the next 10 seconds.</li>
<li>With discipline and preparation, you should never have this debuff in PVE.  Under heading “PVE Advice” below, see the third topic for a detailed discussion.<br />
</li></ul>
<br />
A Well-Timed Death in PVP<ul>
<li>In PVP, dying restores you to full force.  If you or an ally can monitor the time remaining until a respawn, it can be strategic to die and respawn quickly with full force.  This takes some gumption, since you must die in time to respawn without catching a full door, but, as a healer, you’ll usually have multiple enemies who’ll be happy to dispatch you post haste should you present the opportunity.<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Threat Management</span></span><br />
<br />
Cloud Mind<ul>
<li>This instant ability lowers your threat by 25%.  It has a 45-second cooldown.</li>
<li>You should be in the habit of using this ability proactively to avoid pulling aggro.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Extrication</span>|<span style="color: #0000FF;">Rescue</span><ul>
<li>This instant ability lowers the target’s threat by 25%, and pulls him about one-third of a meter in front of you.  You can’t use this ability on yourself.  It has a 1-minute cooldown.</li>
<li>In PVE, this is handy to drop the threat of a DPS or other healer who continues to have aggro even after using his threat drop.  You can also pull someone out of harm’s way to your safe location.</li>
<li>In PVP, you should anticipate using this ability to advance an ally ball-carrier across fire pits in Huttball or to pull an ally into the central shelter in Hypergate as the pylons explode.  You may use this ability to pull an ally away from a group of enemies who are focused on him, but you might regret it.  More often than not, you’re bringing not only him to you, but also those enemies.<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Useful DPS Abilities</span></span><br />
<ul>
<li><span style="color: #FF0000;">Affliction</span>|<span style="color: #0000FF;">Weaken Mind</span>: This instant ability is an 18-second DOT.  If you must contribute DPS to beat a boss’s hard enrage, your best option is to keep this DOT on the boss throughout the fight.</li>
<li><span style="color: #FF0000;">Crushing Darkness</span>|<span style="color: #0000FF;">Mind Crush</span>: This cast deals immediate damage and leaves a 6-second DOT.  It has a 15-second cooldown, and is therefore limited to one target.</li>
<li><span style="color: #FF0000;">Shock</span>|<span style="color: #0000FF;">Project</span>: This instant ability deals respectable damage.  It has a 6-second cooldown.</li>
<li><span style="color: #FF0000;">Force Lightning</span>|<span style="color: #0000FF;">Telekinetic Throw</span>: This channels damage and, in PVP, slows the target by 50%.  It has a 6-second cooldown.</li>
<li><span style="color: #FF0000;">Force Storm</span>|<span style="color: #0000FF;">Forcequake</span>: This channeled AOE damages up to 5 enemies.  Despite its high force cost, it’s useful in PVP for interrupting multiple enemies who are capping simultaneously.  I’ve observed that it may not strike an enemy within its radius immediately, however, even when there are 5 or fewer enemies within its radius.  If an enemy is a second or less from capping, <span style="color: #FF0000;">Shock</span>|<span style="color: #0000FF;">Project</span> is a more reliable interrupt (and, unlike this channeled ability, can be used while moving).<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Stun and CC</span></span><br />
<br />
<span style="color: #FF0000;">Electrocute</span>|<span style="color: #0000FF;">Force Stun</span><ul>
<li>This instant ability deals immediate damage and stuns the target for 4 seconds.  It has a 1-minute cooldown.  Its range is 10 meters, not 30 meters like our other abilities’.</li>
<li>In PVE, if you’ll CC an enemy with <span style="color: #FF0000;">Whirlwind</span>|<span style="color: #0000FF;">Force Lift</span> and you’re already within 10 meters, it’s nice to stun the enemy with this ability to ensure that it can’t move or act while you’re casting <span style="color: #FF0000;">Whirlwind</span>|<span style="color: #0000FF;">Force Lift</span>.</li>
<li>In PVP, this is a defensive and offensive cooldown.  Defensively, this ability may allow you to escape from an enemy who is glued to you.  With <span style="color: #FF0000;">Sap Strength</span>|<span style="color: #0000FF;">Humility</span>, it reduces the enemy’s damage dealt by 25% for 10 seconds after its stun effect ends.  Offensively, if an enemy’s health is low enough so that he can be killed during the 4-second duration of this stun, stun him to ensure that he doesn’t escape.  This is particularly valuable when used against an enemy capable of stealth, especially an <span style="color: #FF0000;">Operative</span>|<span style="color: #0000FF;">Scoundrel</span> healer, who will be challenging to kill without a well-timed stun.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Whirlwind</span>|<span style="color: #0000FF;">Force Lift</span><ul>
<li>This cast CCs an enemy for 60 seconds in PVE or for 8 seconds in PVP.  It has a 1-minute cooldown.  This CC breaks if the enemy is hit by any damage-dealing ability, including a DOT applied before this CC.</li>
<li>In PVP, this is a defensive and offensive cooldown.  Defensively, you can try to CC an enemy who is glued to you.  Though you’re unlikely to complete this cast, the enemy has used his interrupt on this ability rather than one of your heals.  Offensively, if your enemies have two healers in a fight, it’s valuable to use this ability against the healer who your team isn’t focusing, especially if there isn’t a <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> to dispel it.<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Other</span></span><br />
<br />
Force Speed<ul>
<li>This instant ability increases your movement speed by 150% for 2 seconds or, with <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span>, 2.5 seconds.  It has a 20-second cooldown.</li>
<li>In PVP, you’ll have two skill points in <span style="color: #FF0000;">Fadeout</span>|<span style="color: #0000FF;">Egress</span>, so Force Speed will remove all movement-impairing effects and, for its duration, grant immunity to the application of movement-impairing effects.<br />
</li></ul>
<br />
Force Slow<ul>
<li>This instant ability deals a small amount of damage immediately and slows the enemy’s movement speed by 50% for 6 seconds.  It has a 12-second cooldown.</li>
<li>In PVP, this ability is useful for kiting an enemy who is glued to you, who needs to rotate, or who wants to get close enough to interrupt an ally of yours who is capping.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Jolt</span>|<span style="color: #0000FF;">Mind Snap</span><ul>
<li>This instant ability will interrupt the enemy’s current cast (provided that the enemy isn’t immune to interrupts).  It has a 12-second cooldown.</li>
<li>In PVP, this is a defensive ability when used against a DPS who is glued to you, and this is an offensive ability when used against a healer.  In either case, it’s optimal to interrupt the enemy as he’s finishing his cast to maximize the amount of time that he’s wasted.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Unbreakable Will</span>|<span style="color: #0000FF;">Force of Will</span><ul>
<li>This instant ability breaks you out of roots, stuns, and CCs.  It has a 2-minute cooldown.</li>
<li>In PVP, I don’t treat <span style="color: #FF0000;">Unbreakable Will</span>|<span style="color: #0000FF;">Force of Will</span> as a cooldown for personal survivability.  It’s better to save this 2-minute cooldown to prevent an enemy cap than to preventing your own or an ally’s death.  With proper positioning when defending a node, you’ll never need to break the first stun or CC to stop a lone enemy from capping.</li>
<li>In PVP, another rule-of-thumb is not to use this ability to break a root or, unless you already have full resolve, to break stuns or CCs.  To illustrate, suppose that you <span style="color: #FF0000;">Electrocute</span>|<span style="color: #0000FF;">Force Stun</span> an enemy.  If this enemy were to break your stun without having full resolve, he’d be vulnerable to spending a full 8 seconds in your <span style="color: #FF0000;">Whirlwind</span>|<span style="color: #0000FF;">Force Lift</span> (unless he has a second break).<br />
</li></ul>
<br />
Force Barrier<ul>
<li>This channel is off the global cooldown and grants you immunity to all negative enemy effects.  You can channel it for up to 10 seconds.</li>
<li>You can begin this channel while stunned or CCed, which makes it a second CC break.  Since it’s a channel, however, you can’t begin it while in motion, nor can you maintain it when an ally puts you in motion with <span style="color: #FF0000;">Extrication</span>|<span style="color: #0000FF;">Rescue</span>.</li>
<li>This ability prevents damage from enemies in both PVE and PVP.  In PVP it can be more than a cooldown for personal survivability when used to maintain your team’s defense of a node.  For example, if you’re the last player defending a node from multiple enemies, prevent their cap for as long as possible, then pop Force Barrier, and finally stop channeling Force Barrier to interrupt their cap as they’re finishing.  This buys your team an additional six to eight seconds to reinforce the node.  As another example, since you’ll have <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span> in PVP, if a node is suddenly undefended, you may be able to stop the enemy cap by using Force Speed, popping Force Barrier, and then immediately using Force Speed again.</li>
<li>In PVP, this channel doesn’t protect you from dying to the explosion of energy from pylons in Hypergate.  In addition, an ally guarding you continues to take damage through guard while Force Barrier is active, which I consider a bug.<br />
</li></ul>
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">BIS Gear</span></span><br />
<br />
A rule-of-thumb for choosing gear is to prioritize stats as follows: Willpower > Power > Alacrity > Surge > Critical.  You don’t need Accuracy, because abilities used on allies can’t miss.<br />
<br />
For PVE, <a href="http://swtor.askmrrobot.com/character/0481d66b-a800-45fc-9d4c-4357aca51a0e" target="_blank">this</a> is BIS.  See the Excel workbook attached to this post for a detailed explanation and supporting calculations.  Note that Ask Mr. Robot (i) doesn’t yet reflect Alacrity’s increase to your rate of force regeneration and (ii) lists some gear that isn’t yet available.<br />
<br />
For PVP, <a href="http://swtor.askmrrobot.com/character/bd443be2-cfde-4a71-a119-ab7922f124c9" target="_blank">this</a> is likely BIS.  Crafted items that a level 54 character may equip might, with Bolster, grant better stats in a warzone, but each major patch seems to revise Bolster.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">Bonuses from Datacrons or Companions</span></span><br />
<br />
You should obtain all datacrons that provide Willpower.  For PVP, you should also obtain all datacrons that provide Endurance.<br />
<br />
Completing all dialogue and quests available from certain companions for a character in your Faction and Legacy will grant a bonus to certain stats. You should obtain:<br />
<ol type="1">
<li>1% Critical from <span style="color: #FF0000;">Andronikos Revel</span>|<span style="color: #0000FF;">Zenith</span>,</li>
<li>1% Surge from <span style="color: #FF0000;">Ashara Zavros</span>|<span style="color: #0000FF;">Nadia Grell</span>, and</li>
<li>1% healing received from <span style="color: #FF0000;">Talos Drellik</span>|<span style="color: #0000FF;">Tharan Cedrax</span>.<br />
</li></ol>
For PVP, you should also obtain 1% total health from <span style="color: #FF0000;">Xalek</span>|<span style="color: #0000FF;">Felix Iresso</span>.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">Consumables</span></span><br />
<br />
Stim: <a href="http://www.torhead.com/ability/5k17jgH/prototype-nano-infused-resolve-stim" target="_blank">Prototype Nano-Infused Resolve Stim</a>, which provides 169 Willpower and 70 Power for 2 hours.  This is superior to any reusable stim available with Biochem.<br />
<br />
Adrenal<ul>
<li>For PVE, <a href="http://www.torhead.com/ability/evcAOSZ/nano-infused-triage-adrenal" target="_blank">Nano-Infused Triage Adrenal</a>, which provides 675 Force Power for 15 seconds.  This is superior to any reusable adrenal available with Biochem.  Adrenals have a 3-minute cooldown.  For a detailed analysis of the expected benefit of various adrenals in BIS gear, see worksheet “Relics & Adrenals” in the the Excel workbook available <a href="http://”http://mmo-mechanics.com/swtor/forums/thread-1199.html”" target="_blank">here</a> at the bottom of my post.</li>
<li>For PVP, <a href="http://www.torhead.com/item/OwKe18/warzone-adrenal" target="_blank">Warzone Adrenal</a>, which increases Damage Reduction by 15% for 15 seconds.  This has a 3-minute cooldown.<br />
</li></ul>
<br />
Medpac<ul>
<li>For PVE, Prototype Impeccable Medpac, which restores 5575 to 6800 health and provides a HOT that restores 2475 health over its 15-second duration.  This is superior to any reusable medpac available with Biochem.  The cooldown shared by all types of medpacs usable outside of warzones is the longer of (a) 90 seconds and (b) the end of combat.</li>
<li>For PVP, <a href="http://www.torhead.com/item/9jLTZb9/warzone-medpac" target="_blank">Warzone Medpac</a>, which restores 35% of your total health.  This has a 90-second cooldown.<br />
</li></ul>
<br />
Grenades: Reusable grenades are available with Cybertech, and otherwise you may purchase single-use grenades.  The cooldown shared by all types of grenades is 3 minutes.<ul>
<li>For PVE, grenades that stun can be useful for trash mobs or boss adds.</li>
<li>For PVP, grenades are very useful.<br />
</li></ul>
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">PVE Advice</span></span><br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Heal to prevent deaths, not to top meters.</span></span><br />
<br />
As a healer, you have a unique and demanding job: triage.  You must determine an order to heal your allies and to use your abilities that will prevent deaths.  Healing a challenging fight tests your ability to make quick data-driven decisions that are accurate and resilient.<br />
<br />
Meters are a valuable tool and enhance competition.  I don’t raid without them, but I also don’t let them drive my decision-making as a healer.  For example, suppose that 8 DPS are at half health and won’t take damage for another 20 seconds, and, meanwhile, 1 tank is at half health and might die in a few seconds.  Triage says <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> the tank, but meters say <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> the DPS.<br />
<br />
AOE heals have high HPS, but heal slowly.  Before choosing an AOE heal, be sure that you’re using your head (triage), not your epeen (meters).<br />
<br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Minimize over-healing, especially of non-tanks.</span></span><br />
<br />
How should you cope with the rigors of triage?  By being a little lazy.  I’m not advocating that you be inattentive, but rather that you recognize when less is more.<br />
<br />
<span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> costs the same high amount of force, and generates the same high amount of threat, whether it’s all effective healing or all over-healing.  If you’re struggling to maintain adequate force or you’re pulling threat, analyze each cast of <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> objectively or with TORParse.<br />
<br />
<span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> heals slowly.  Therefore, you’ll never prevent a death by casting <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> early or proactively.  Wait for the AOE damage, and cast <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> only if <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span> isn’t sufficient.  This will ensure that you do more effective healing than over-healing with <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>, which, in turn, will ease threat and force management.<br />
<br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Replenish force before a healing-intensive period, so that you can heal through it without halting to replenish force.</span></span><br />
<br />
Two techniques will replenish your force without debuffing your rate of force regeneration.  This debuff is perilous, because it starts you down a vicious spiral on which you’ll always be starved for force.<br />
<br />
Until you’ve replenished enough force to heal through the next healing-intensive period, the first technique is to use the following sequence of abilities every 7.5 seconds:<br />
<ol type="1">
<li><span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span>,</li>
<li><span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span>, and, if you have a charge of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>,</li>
<li><span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span> for one or all of the charges.<br />
</li></ol>
Not having 100% health is safe when healing isn’t intensive, especially if <span style="color: #FF0000;">Unnatural Preservation</span>|<span style="color: #0000FF;">Force Mend</span> is available.<br />
<br />
The second technique is not holding 3 charges of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span> for your next <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> unless it must be used while moving.  When I have 3 charges of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>, I often use <span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span> once immediately before <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>.  This replenishes some force to offset the high cost of <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>, and allows me to use my next ability sooner than if <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> were instant.<br />
<br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Whenever an ability or mechanic is likely to leave a tank’s health low, reserve <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> for the moment immediately before (or after) his health plummets.</span></span><br />
<br />
It’s usually fine to refresh <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> on a tank immediately as <span style="color: #FF0000;">Deionized</span>|<span style="color: #0000FF;">Force-imbalance</span> expires, but there is an exception.  If a tank’s health is likely to be dangerously low at certain times, consider reserving <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> for the moment immediately before (or after) his health will be low.  For example, in Hard Mode, Titan 6 will apply a grenade to a tank.  After a few seconds, this grenade will explode, potentially dealing massive damage to this tank.  To cope with this ability, I recommend not using <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> on the tank that will have this grenade until the moment that Titan 6 applies the grenade.<br />
<br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">It’s very rarely appropriate to use <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>.</span></span><br />
<br />
<span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> has no place in a rotation.<ul>
<li><span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> and <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> cost less force and always have higher absorption or healing per second.</li>
<li><span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span> costs less force and usually has comparable HPS.</li>
<li>Though <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> is a small heal, it isn’t for topping up allies.  It costs too much force, and it merely snipes your or another healer’s HOTs or AOEs.<br />
</li></ul>
<br />
When an ally is about to die, it might be appropriate to use <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>, but only if none of the below abilities is available.<br />
<ol type="1">
<li><span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> is instant, and it absorbs more than <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> would heal.</li>
<li><span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> has higher HPS than <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>, and its immediate tick and first channeled tick occur before a cast of <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> would finish.</li>
<li><span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span> buffed by <span style="color: #FF0000;">Recklessness</span>|<span style="color: #0000FF;">Force Potency</span> and <span style="color: #FF0000;">Polarity Shift</span>| <span style="color: #0000FF;">Mental Alacrity</span> is usually more effective than <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>.  An ally saved by <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> will remain close to death without further healing; <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> won’t resolved his emergency.  <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span> buffed by <span style="color: #FF0000;">Recklessness</span>|<span style="color: #0000FF;">Force Potency</span> might resolve his emergency, giving you the option of healing someone else next.<br />
</li></ol>
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">PVP Advice</span></span><br />
<br />
<ol type="1">
<li>Use grenades like any other consumable.  The 3-minute cooldown on grenades matches the 3-minute cooldown on Force Barrier, which is convenient when an enemy is licking his chops anticipating the denouement of your Force Barrier.  In general, I prefer seismic grenades, which knock enemies unconscious.  When you shouldn’t add to enemies’ resolve, cartel waste or freeze grenades, which slow or root enemies, respectively, are better.</li>
<li>Don’t give an enemy full resolve unless this will secure an objective or ensure his death.  For example, in Huttball, an enemy ball-carrier shouldn’t have full resolve close to fire pits, because this will prevent pulling or knocking him into a fire pit.</li>
<li>Except for Novare Coast, when you’re defending a node, stand away from the cap.  For example, in Hypergate, if an enemy can CC you and begin capping your pylon in less than 2 seconds, he will finish the 6-second channel to cap it unless you have a CC break available.  In addition, don’t pursue an enemy out of range or LOS of your node, because an enemy in stealth will cap it behind you.</li>
<li>Don’t over-rotate between two nodes that your team is defending.  First, don’t leave the quiet node vulnerable to join a battle at the other node unless it’s reasonable to expect that this other node will be lost.  Second, if you’re at the node under attack, and your team’s kills have given it the upper hand, leave for the node that was quiet while the remaining enemies are mopped up.</li>
<li>Focus on winning, not healing.  For example, in Novare Coast, it’s appropriate for you to channel to cap though not healing will allow an ally to die.  As another example, in Huttball, you’re capable of carrying the ball whenever Force Speed is available, and even better at getting ahead of your ball-carrier and advancing him past fire pits with <span style="color: #FF0000;">Extrication</span>|<span style="color: #0000FF;">Rescue</span>.</li>
<li>Assist with killing enemies with low health.  If an enemy crosses your path or leaps to you while barely clinging to life, stop healing and <span style="color: #FF0000;">Shock</span>|<span style="color: #0000FF;">Project</span> him dead.  A reasonable goal is having 30,000 damage and 1 killing blow in every competitive warzone.</li>
<li>You’re naked without <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span>, and inviting an enemy to appear from stealth and relieve you of half of your health.  However, it’s good to give a <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> ally a chance to <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> himself, because he may have <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span> or <span style="color: #FF0000;">Backlash</span>|<span style="color: #0000FF;">Kinetic Collapse</span>.</li>
<li>While there is safety in numbers, there is danger in a stack.  Stacking attracts AOE damage, stuns, and CCs, which are far worse than the benefit of any AOE healing.</li>
<li>The keys to your survival are using your environment to LOS; your environment in combination with Force Slow, Force Speed, or <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span> to kite; <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span> or <span style="color: #FF0000;">Jolt</span>|<span style="color: #0000FF;">Mind Snap</span> to interrupt; <span style="color: #FF0000;">Electrocute</span>|<span style="color: #0000FF;">Force Stun</span> to stun and reduce an enemy’s damage dealt by 25% for 10 seconds; Warzone Medpac and <span style="color: #FF0000;">Unnatural Preservation</span>|<span style="color: #0000FF;">Force Mend</span> to heal yourself when moving, especially when your health drops near or below 30%; and Warzone Adrenal to increase your damage reduction.  In addition, monitor the battlefield for health packs, and treat them as healing cooldowns that you can use Force Speed to snap up.  Without guard, a reasonable goal is exceeding 90,000 damage taken per death in every competitive warzone.</li>
<li>Dispel early and often with <span style="color: #FF0000;">Purge</span>|<span style="color: #0000FF;">Restoration</span>.  It’s easier to prevent damage with this instant ability than it is to replenish health by casting or channeling heals.  You can also dispel certain CCs, such as <span style="color: #FF0000;">Whirlwind</span>|<span style="color: #0000FF;">Force Lift</span>.  If you’re desperate, <span style="color: #FF0000;">Purge</span>|<span style="color: #0000FF;">Restoration</span> is also a small heal for yourself while moving.</li>
<li>In PVP, dying restores you to full force.  If you or an ally can monitor the time remaining until a respawn, it can be strategic to die and respawn quickly with full force.  This takes some gumption, since you must die in time to respawn without catching a full door, but, as a healer, you’ll usually have multiple enemies who’ll be happy to dispatch you post haste should you present the opportunity.<br />
</li></ol>
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">Useful Links</span></span><br />
<br />
<a href="http://www.torparse.com/" target="_blank">TORParse</a><ul>
<li>This site will analyze your combat logs, and allow you to view its analysis of PVE combat logs from top-performing <span style="color: #FF0000;">Sorcerers</span>|<span style="color: #0000FF;">Sages</span>.</li>
<li>I urge healers for operations to use the TORParse desktop parser.  Though the MOX desktop parser is popular and out of beta, it’s hazardous for healers, because it fails to distinguish effective healing from over-healing.</li>
<li>Upload your operation combat logs to TORParse.  This site will determine the percentage of your healing that is over-healing.  If the percentage of your healing that is over-healing exceeds 50% for bosses on farm or 33% for bosses on progression, identify which abilities are the culprits.  Though it’s acceptable for <span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span> to have a high percentage of over-healing, you should use any other culprits more effectively.</li>
<li>I’m not aware of any parser that captures absorption by <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span>.  Any healing in TORParse attributed to <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> is from <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span>.<br />
</li></ul>
<br />
<a href="http://www.torhead.com/" target="_blank">TorHead</a> – A comprehensive database of SWTOR information, such as class abilities.<br />
<br />
<a href="http://www.askmrrobot.com/" target="_blank">Ask Mr. Robot</a> – A database of SWTOR gear (including some gear that isn’t yet available) that allows you to create and share character profiles with selected skills, buffs, bonuses from datacrons or companions, and gear.<br /><!-- start: postbit_attachments_attachment -->
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			<content:encoded><![CDATA[<span style="font-weight: bold;"><span style="font-size: LARGE;">Introduction</span></span><br />
<br />
This is a guide for healing flashpoints and operations (PVE) and warzones (PVP) as a <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> at level 55.  It’s current as of SWTOR version 2.2, and was last updated on June 12.  This guide is also available as a Word document, which is attached to this post.<br />
<br />
This guide is organized as follows.<br />
<ol type="1">
<li>PVE Skill Points</li>
<li>PVP Skill Points</li>
<li>Abilities</li>
<li>BIS Gear</li>
<li>Bonuses from Datacrons or Companions</li>
<li>Consumables</li>
<li>PVE Advice</li>
<li>PVP Advice</li>
<li>Useful Links<br />
</li></ol>
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">PVE Skill Points</span></span><br />
<br />
For PVE, I recommend the following allocation of skill points: <a href="http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=2320122021221200012202301300010000230002000000000000000000000000000200000&#8203;00000000000000000000000&ver=20" target="_blank">37/7/2</a> for <span style="color: #FF0000;">Sorcerers</span>, and <a href="http://www.swtor-spy.com/skill-tree-calculator/jedi-sage/19/?build=2320122021221200012202301300010000230002000000000000000000000000000200000&#8203;00000000000000000000000&ver=20" target="_blank">37/7/2</a> for <span style="color: #0000FF;">Sages</span>.<br />
<br />
The allocation of one skill point is a matter of personal preference.<br />
<br />
In the links above, I’ve allocated it to <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span>.  I find <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span> useful for the following boss fights:<ul>
<li>S&V – Titan 6: Having an additional 0.5 seconds of Force Speed helps you to LOS Launch behind a distant rock, ensuring that your allies can easily find a rock that isn’t over-crowded.</li>
<li>S&V – Thrasher: If you’re targeted by a Firebug, you should distance yourself from the raid.  In addition, you’ll need to escape the fire AOE that’ll be planted at your feet.  It’s preferable to separate yourself from the raid without Force Speed, so that Force Speed won’t be on cooldown when you must escape the fire AOE centered at your feet.  If, however, you don’t notice that you’ve been targeted by a Firebug, or that healing circumstances are so challenging that you choose not to distance yourself with much time to spare, you may Force Speed away from the raid, bring Force Speed off cooldown with Force Barrier, and Force Speed out of the fire AOE centered at your feet.</li>
<li>TFB – Kephess the Undying: Having an additional 0.5 seconds of Force Speed makes it easier to pursue the tank that is kiting Kephess.<br />
</li></ul>
The alternative to <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span> is <span style="color: #FF0000;">Reverse Corruptions</span>|<span style="color: #0000FF;">Amnesty</span> or <span style="color: #FF0000;">Sith Defiance</span>|<span style="color: #0000FF;">Jedi Resistance</span>.<ul>
<li><span style="color: #FF0000;">Reverse Corruptions</span>|<span style="color: #0000FF;">Amnesty</span>: This skill allows Force Barrier to remove any stacks of the force regeneration debuff caused by using <span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span> without <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>.  I recommend mastering force management without this crutch.  If you choose to rely on it, however, you’ll replenish the most force by (1) using <span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span> without <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span> for four or more consecutive GCDs, and (2) using Force Barrier on the next GCD to remove the four stacks of the force regeneration debuff.</li>
<li><span style="color: #FF0000;">Sith Defiance</span>|<span style="color: #0000FF;">Jedi Resistance</span>: One point will reduce damage taken by 1%, which is useful for bosses that have regular, substantial, unavoidable AOE damage, such as S&V – Thrasher, S&V – Dread Master Styrak, TFB – Operator IX, and TFB – TFB.<br />
</li></ul>
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">PVP Skill Points</span></span><br />
<br />
For PVP, I recommend the following allocation of skill points: <a href="http://www.swtor-spy.com/skill-tree-calculator/sorcerer/12/?build=2300122121221202010202301300010000230002000000000000000000000000001200000&#8203;00000000000000000000000&ver=20" target="_blank">36/7/3</a> for Sorcerers, and <a href="http://www.swtor-spy.com/skill-tree-calculator/jedi-sage/19/?build=2300122121221202010202301300010000230002000000000000000000000000001200000&#8203;00000000000000000000000&ver=20" target="_blank">36/7/3</a> for Sages. <br />
<br />
Though <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span> is optional for PVE, it’s mandatory for PVP.<br />
<br />
I favor three skill points in <span style="color: #FF0000;">Penetrating Darkness</span>|<span style="color: #0000FF;">Clairvoyance</span> and none in <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span>.  In my testing to date, <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span> hasn’t saved or materially extended my life.  While I channel Force Barrier, my resolve wears off, leaving me vulnerable to being stunned the moment that I stop channeling.<br />
<br />
There are two factors that might change my mind about <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span>.<br />
<ol type="1">
<li>This HOT can proc the Conqueror or Partisan Relic of Serendipitous Assault.</li>
<li>In the brief moments when I’m not the target of the enemy team, and I’m confident that there isn’t a nearby enemy in stealth, I’ve used <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> on myself so that this HOT can top me up slowly while I heal allies who are being targeted.<br />
</li></ol>
<br />
If you choose <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span>, you can maximize its benefit by using <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> on yourself immediately before channeling Force Barrier.  For the 10-second duration of Force Barrier, you’ll receive a HOT from <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> and from Force Barrier.  This will restore 21.8% of your total health rather than 10.9%.<br />
<br />
Though <span style="color: #FF0000;">Force Suffusion</span>|<span style="color: #0000FF;">Psychic Suffusion</span> adds healing to <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span>, I can’t afford to use <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span> as a heal in PVP, because it’s too valuable for personal defense, protecting an ally who’s capping, or interrupting enemies who are capping.<br />
<br />
I haven’t allocated any points to <span style="color: #FF0000;">Conspiring Force</span>|<span style="color: #0000FF;">Confound</span>.<br />
<ol type="1">
<li>Force Slow is a more effective slow, and doesn’t leave a DOT that will prevent CC.</li>
<li>In challenging warzones, I rarely have time or force for <span style="color: #FF0000;">Afflicition</span>|<span style="color: #0000FF;">Weaken Mind</span>.</li>
<li>Each class has at least one ability to remove or ignore slows, reducing the benefit of this skill.<br />
</li></ol>
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">Abilities</span></span><br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Healing</span></span><br />
For detailed calculations of GCD, cast, or channel times, healing amounts, or HPS with all skills, buffs, bonuses from Datacrons or Companions, and gear, see worksheet “Abilities – Current Gear” in the Excel workbook attached to this post.<br />
<br />
<span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span><ul>
<li>This instant single-target ability is a large absorb rather than a heal.  It lasts up to 30 seconds.</li>
<li>This ability can’t crit, and therefore doesn’t benefit from Critical or Surge.</li>
<li>This ability debuffs the recipient with <span style="color: #FF0000;">Deionized</span>|<span style="color: #0000FF;">Force-imbalance</span>, which prevents you or any other <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> from using it again on him for 17 seconds (the two-piece PVP set bonus reduces the duration of <span style="color: #FF0000;">Deionized</span>|<span style="color: #0000FF;">Force-imbalance</span> to 15.5 seconds).</li>
<li>Using this ability on yourself when you have two points in talent <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span> will heal you for 1.09% of your total health every second while it lasts.  In PVE, I don’t recommend using <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> on another <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> healer, because he should have <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span>.</li>
<li>In PVE, use this ability on tanks.  Under heading “PVE Advice” below, see the fourth topic for a detailed discussion of using <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> optimally on tanks in certain circumstances.  It’s also ideal for absorbing imminent damage when an ally is targeted by an emoted ability, such as when a Firebug fixates on an ally during Thrasher or when Kephess the Undying will pounce on an ally.</li>
<li>In PVP, this ability is even more important than it is in PVE, because it can be used while moving.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span><ul>
<li>This instant single-target ability delivers a small immediate heal and leaves a HOT that ticks once every 3 seconds thereafter for 15 seconds.</li>
<li>This HOT provides a buff, <span style="color: #FF0000;">Reconstruct</span>|<span style="color: #0000FF;">Force Shelter</span>, which increases Armor Rating by 10%.  Though not substantial, any increase in defense is helpful.  Note that <span style="color: #FF0000;">Reconstruct</span>|<span style="color: #0000FF;">Force Shelter</span> doesn’t stack, and therefore there’s no further increase in Armor Rating from you or any other <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> applying <span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span> to an ally who already has it.</li>
<li>This ability has a 6-second cooldown.  Since the HOT and <span style="color: #FF0000;">Reconstruct</span>|<span style="color: #0000FF;">Force Shelter</span> last for 15 seconds, it’s optimal to rotate this ability between 2 or 3 targets.  The customary targets are the tanks and yourself.</li>
<li>You should use this ability on cooldown in PVE or PVP, because it buffs you with <span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span>.  You can have at most one charge of <span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span>, which lasts up to 10 seconds.  <span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> will be consumed by, and benefit, your next <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span>, <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>, <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span>, or <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span><ul>
<li>This channeled single-target heal is your signature ability, and should be used on cooldown.  It delivers an immediate heal and 3 channeled ticks.</li>
<li>It has a 9-second cooldown, which for PVE will be reduced to 7.5 seconds by obtaining a PVE two-piece set bonus.</li>
<li><span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> increases Critical chance 25% for this ability’s immediate heal and each of its 3 channeled ticks.</li>
<li>Each critical hit of this ability’s immediate heal or its 3 channeled ticks buffs you with a charge of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>, and refreshes the 25-second duration of this buff.  This buff stacks up to 3 times.  You’ll consume this buff with <span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span>, each use of which consumes 1 charge, or with <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>, which consumes all charges.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span><ul>
<li>This is your casted single-target heal, and it replenishes a respectable amount of health.  It’s your default ability for single-target healing when <span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span> and <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> are on cooldown.</li>
<li><span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> benefits this ability by reducing its force cost 30%.  It’s better, however, to consume <span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> with <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> or <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span><ul>
<li>This ability is the most powerful AOE heal in the game.  It delivers an immediate tick and 1 additional tick each second thereafter for 10 seconds.  Up to 8 allies can receive each tick.  To be eligible for a tick, an ally must be within the AOE, which has a radius of 8 meters (about twice the radius of the ground graphic), at the moment this tick occurs.  This ability has a 15-second cooldown.</li>
<li><span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> benefits this ability by reducing its force cost 30%.  This is significant, because <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> is our most costly heal.</li>
<li><span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span> benefits this ability by reducing its cast time.  One charge reduces its cast time by one-third; 2 charges reduce its cast time by two-thirds; and 3 charges make it instant.  Unless you must use this ability while moving, and therefore need it to be instant, I recommend casting it with only one or two charges of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>.  The base GCD for an instant ability is 1.5 seconds.  The base cast time for this ability, when reduced by either one-third or two-thirds, is less than 1.5 seconds.  Therefore, you can use your next ability sooner if <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> is a short cast than if it’s instant.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span><ul>
<li>This instant AOE heal replenishes a small amount of health to each ally in your frontal “cone”.  This “cone” has a 15-meter radius and spans about 150-160 degrees (about 10-15 narrower on your left and right than 180 degrees).  It has a 30-second cooldown.</li>
<li>You should position yourself so that as many allies as possible are within your “cone”.  <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span> still applies its knockback and damaging effects, so you must be aware of the direction that you’re facing before using this ability to ensure that you don’t knockback adds or break CC.  During boss fights, this usually means being at the rear of the ranged stack.  During trash pulls, this usually means being between the trash and the ranged stack, with your back to the trash.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Unnatural Preservation</span>|<span style="color: #0000FF;">Force Mend</span><ul>
<li>This is an instant, large self-heal with a 30-second cooldown.  Unlike your other healing abilities, it has no cost.</li>
<li>In PVE, this shouldn’t be regarded as merely a defensive cooldown.  First, on the rare occasion you need a defensive cooldown in PVE, you have Force Barrier.  Second, you can usually be patient while AOE healing, <span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span>, or <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> tops you up.  Therefore, to take advantage of this powerful heal in PVE, I recommend using it immediately after consuming two or three charges of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span> with <span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span>.</li>
<li>In PVP, this is an excellent defensive cooldown.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Purge</span>|<span style="color: #0000FF;">Restoration</span><ul>
<li>This instant single-target ability dispels up to two mental, physical, or force effects and provides a small heal.  It has a 4.5-second cooldown.</li>
<li>In PVE, when an effect is of a type that this ability can dispel, it’s almost always better to remove this effect than to heal through it.</li>
<li>In PVP, this is a crucial ability for preventing damage and removing certain slows, roots, and CCs.  The value of an instant ability, which can’t be interrupted and can be used while moving, is high in PVP.<br />
</li></ul>
 <br />
<span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span><ul>
<li>This ability is a small single-target heal with a cast time equal to the GCD.</li>
<li><span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> benefits this ability by increasing its Critical chance 60%.  It’s better, however, to consume <span style="color: #FF0000;">Force Bending</span>|<span style="color: #0000FF;">Conveyance</span> with other abilities.</li>
<li>In PVE, it’s very rarely appropriate to use this ability.  Under heading “PVE Advice” below, see the fifth topic for a detailed discussion.</li>
<li>In PVP, it’s rarely appropriate to use this ability.  First, when an enemy with an interrupt on a short cooldown is glued to me, and it’s time for him to interrupt me, I’ll queue up this ability to let him waste his interrupt on it.  Second, in PVP you will have desperately low health from time to time.  If you can Force Speed away and LOS, and if <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> is on cooldown or lockout, and if you have DOTs on you that you can’t dispel and that will kill you before you can finish a <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span>, then cast <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> on yourself.  I don’t recommend casting <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> on someone else in PVP.  If this is your only available heal that might save an ally’s life, his life very rarely can be saved.  Allies die in PVP; consider healing someone in a better situation instead.<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Cooldowns for Healing</span></span><br />
<br />
<span style="color: #FF0000;">Polarity Shift</span>|<span style="color: #0000FF;">Mental Alacrity</span><ul>
<li>This instant ability adds 20% to your Alacrity, and makes you immunity to interrupts, for 10 seconds.  It has a 2-minute cooldown.</li>
<li>Though no amount of Alacrity on gear can provide 30% or more alacrity, this “cap” doesn’t diminish the benefit of any alacrity in excess of 30% that you might achieve with this ability.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Recklessness</span>|<span style="color: #0000FF;">Force Potency</span><ul>
<li>This instant ability buffs you with two charges of +60% Critical chance for certain heals (or certain direct force attacks).  This buff expires after 20 seconds.</li>
<li>One charge of this buff is consumed by each <span style="color: #FF0000;">Unnatural Preservation</span>|<span style="color: #0000FF;">Force Mend</span>, <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span>, <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>, or <span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span> (or certain direct force attacks) that crits.</li>
<li>In PVE, this ability is a cooldown for single-target healing.  It’s usually used in conjunction with <span style="color: #FF0000;">Polarity Shift</span>|<span style="color: #0000FF;">Mental Alacrity</span> to cast <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span> on a tank who is low.  Since the other two healing classes have better single-target healing abilities or cooldowns for such an emergency, it’s not unusual for this tank to be saved while you still have one charge of this buff.  But you shouldn’t hesitate to activate this ability because its second charge might not be necessary; better safe than sorry.</li>
<li>In PVP, it’s optimal to use this buff with a <span style="color: #FF0000;">Unnatural Preservation</span>|<span style="color: #0000FF;">Force Mend</span> and a <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span>.  I often use it with <span style="color: #FF0000;">Polarity Shift</span>|<span style="color: #0000FF;">Mental Alacrity</span>, but not habitually or as often as I do in PVE.<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Force Management</span></span><br />
<br />
<span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span><ul>
<li>This instant ability exchanges 11% of your total health for 8% of your total force.  You must have at least 11% of your total health to activate this ability.</li>
<li>Health exchanged for force using this ability isn’t considered damage.  <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span>, armor, damage reduction, or skills that reduce damage (<span style="color: #FF0000;">Life Surge</span>|<span style="color: #0000FF;">Serenity</span> and <span style="color: #FF0000;">Sith Defiance</span>|<span style="color: #0000FF;">Jedi Resistance</span>) won’t reduce the 11% of total health that you’ll lose each time that you activate this ability.</li>
<li>Activating this ability when <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span> isn’t available causes a 25% debuff to your rate of force regeneration for 10 seconds.  This debuff can stack up to four times, and adding a stack refreshes the 10-second duration of this debuff.  For example, if you have no charges of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>, then, after using this ability for four consecutive GCDs, your rate of force regeneration will be zero for the next 10 seconds.</li>
<li>With discipline and preparation, you should never have this debuff in PVE.  Under heading “PVE Advice” below, see the third topic for a detailed discussion.<br />
</li></ul>
<br />
A Well-Timed Death in PVP<ul>
<li>In PVP, dying restores you to full force.  If you or an ally can monitor the time remaining until a respawn, it can be strategic to die and respawn quickly with full force.  This takes some gumption, since you must die in time to respawn without catching a full door, but, as a healer, you’ll usually have multiple enemies who’ll be happy to dispatch you post haste should you present the opportunity.<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Threat Management</span></span><br />
<br />
Cloud Mind<ul>
<li>This instant ability lowers your threat by 25%.  It has a 45-second cooldown.</li>
<li>You should be in the habit of using this ability proactively to avoid pulling aggro.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Extrication</span>|<span style="color: #0000FF;">Rescue</span><ul>
<li>This instant ability lowers the target’s threat by 25%, and pulls him about one-third of a meter in front of you.  You can’t use this ability on yourself.  It has a 1-minute cooldown.</li>
<li>In PVE, this is handy to drop the threat of a DPS or other healer who continues to have aggro even after using his threat drop.  You can also pull someone out of harm’s way to your safe location.</li>
<li>In PVP, you should anticipate using this ability to advance an ally ball-carrier across fire pits in Huttball or to pull an ally into the central shelter in Hypergate as the pylons explode.  You may use this ability to pull an ally away from a group of enemies who are focused on him, but you might regret it.  More often than not, you’re bringing not only him to you, but also those enemies.<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Useful DPS Abilities</span></span><br />
<ul>
<li><span style="color: #FF0000;">Affliction</span>|<span style="color: #0000FF;">Weaken Mind</span>: This instant ability is an 18-second DOT.  If you must contribute DPS to beat a boss’s hard enrage, your best option is to keep this DOT on the boss throughout the fight.</li>
<li><span style="color: #FF0000;">Crushing Darkness</span>|<span style="color: #0000FF;">Mind Crush</span>: This cast deals immediate damage and leaves a 6-second DOT.  It has a 15-second cooldown, and is therefore limited to one target.</li>
<li><span style="color: #FF0000;">Shock</span>|<span style="color: #0000FF;">Project</span>: This instant ability deals respectable damage.  It has a 6-second cooldown.</li>
<li><span style="color: #FF0000;">Force Lightning</span>|<span style="color: #0000FF;">Telekinetic Throw</span>: This channels damage and, in PVP, slows the target by 50%.  It has a 6-second cooldown.</li>
<li><span style="color: #FF0000;">Force Storm</span>|<span style="color: #0000FF;">Forcequake</span>: This channeled AOE damages up to 5 enemies.  Despite its high force cost, it’s useful in PVP for interrupting multiple enemies who are capping simultaneously.  I’ve observed that it may not strike an enemy within its radius immediately, however, even when there are 5 or fewer enemies within its radius.  If an enemy is a second or less from capping, <span style="color: #FF0000;">Shock</span>|<span style="color: #0000FF;">Project</span> is a more reliable interrupt (and, unlike this channeled ability, can be used while moving).<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Stun and CC</span></span><br />
<br />
<span style="color: #FF0000;">Electrocute</span>|<span style="color: #0000FF;">Force Stun</span><ul>
<li>This instant ability deals immediate damage and stuns the target for 4 seconds.  It has a 1-minute cooldown.  Its range is 10 meters, not 30 meters like our other abilities’.</li>
<li>In PVE, if you’ll CC an enemy with <span style="color: #FF0000;">Whirlwind</span>|<span style="color: #0000FF;">Force Lift</span> and you’re already within 10 meters, it’s nice to stun the enemy with this ability to ensure that it can’t move or act while you’re casting <span style="color: #FF0000;">Whirlwind</span>|<span style="color: #0000FF;">Force Lift</span>.</li>
<li>In PVP, this is a defensive and offensive cooldown.  Defensively, this ability may allow you to escape from an enemy who is glued to you.  With <span style="color: #FF0000;">Sap Strength</span>|<span style="color: #0000FF;">Humility</span>, it reduces the enemy’s damage dealt by 25% for 10 seconds after its stun effect ends.  Offensively, if an enemy’s health is low enough so that he can be killed during the 4-second duration of this stun, stun him to ensure that he doesn’t escape.  This is particularly valuable when used against an enemy capable of stealth, especially an <span style="color: #FF0000;">Operative</span>|<span style="color: #0000FF;">Scoundrel</span> healer, who will be challenging to kill without a well-timed stun.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Whirlwind</span>|<span style="color: #0000FF;">Force Lift</span><ul>
<li>This cast CCs an enemy for 60 seconds in PVE or for 8 seconds in PVP.  It has a 1-minute cooldown.  This CC breaks if the enemy is hit by any damage-dealing ability, including a DOT applied before this CC.</li>
<li>In PVP, this is a defensive and offensive cooldown.  Defensively, you can try to CC an enemy who is glued to you.  Though you’re unlikely to complete this cast, the enemy has used his interrupt on this ability rather than one of your heals.  Offensively, if your enemies have two healers in a fight, it’s valuable to use this ability against the healer who your team isn’t focusing, especially if there isn’t a <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> to dispel it.<br />
</li></ul>
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Other</span></span><br />
<br />
Force Speed<ul>
<li>This instant ability increases your movement speed by 150% for 2 seconds or, with <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span>, 2.5 seconds.  It has a 20-second cooldown.</li>
<li>In PVP, you’ll have two skill points in <span style="color: #FF0000;">Fadeout</span>|<span style="color: #0000FF;">Egress</span>, so Force Speed will remove all movement-impairing effects and, for its duration, grant immunity to the application of movement-impairing effects.<br />
</li></ul>
<br />
Force Slow<ul>
<li>This instant ability deals a small amount of damage immediately and slows the enemy’s movement speed by 50% for 6 seconds.  It has a 12-second cooldown.</li>
<li>In PVP, this ability is useful for kiting an enemy who is glued to you, who needs to rotate, or who wants to get close enough to interrupt an ally of yours who is capping.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Jolt</span>|<span style="color: #0000FF;">Mind Snap</span><ul>
<li>This instant ability will interrupt the enemy’s current cast (provided that the enemy isn’t immune to interrupts).  It has a 12-second cooldown.</li>
<li>In PVP, this is a defensive ability when used against a DPS who is glued to you, and this is an offensive ability when used against a healer.  In either case, it’s optimal to interrupt the enemy as he’s finishing his cast to maximize the amount of time that he’s wasted.<br />
</li></ul>
<br />
<span style="color: #FF0000;">Unbreakable Will</span>|<span style="color: #0000FF;">Force of Will</span><ul>
<li>This instant ability breaks you out of roots, stuns, and CCs.  It has a 2-minute cooldown.</li>
<li>In PVP, I don’t treat <span style="color: #FF0000;">Unbreakable Will</span>|<span style="color: #0000FF;">Force of Will</span> as a cooldown for personal survivability.  It’s better to save this 2-minute cooldown to prevent an enemy cap than to preventing your own or an ally’s death.  With proper positioning when defending a node, you’ll never need to break the first stun or CC to stop a lone enemy from capping.</li>
<li>In PVP, another rule-of-thumb is not to use this ability to break a root or, unless you already have full resolve, to break stuns or CCs.  To illustrate, suppose that you <span style="color: #FF0000;">Electrocute</span>|<span style="color: #0000FF;">Force Stun</span> an enemy.  If this enemy were to break your stun without having full resolve, he’d be vulnerable to spending a full 8 seconds in your <span style="color: #FF0000;">Whirlwind</span>|<span style="color: #0000FF;">Force Lift</span> (unless he has a second break).<br />
</li></ul>
<br />
Force Barrier<ul>
<li>This channel is off the global cooldown and grants you immunity to all negative enemy effects.  You can channel it for up to 10 seconds.</li>
<li>You can begin this channel while stunned or CCed, which makes it a second CC break.  Since it’s a channel, however, you can’t begin it while in motion, nor can you maintain it when an ally puts you in motion with <span style="color: #FF0000;">Extrication</span>|<span style="color: #0000FF;">Rescue</span>.</li>
<li>This ability prevents damage from enemies in both PVE and PVP.  In PVP it can be more than a cooldown for personal survivability when used to maintain your team’s defense of a node.  For example, if you’re the last player defending a node from multiple enemies, prevent their cap for as long as possible, then pop Force Barrier, and finally stop channeling Force Barrier to interrupt their cap as they’re finishing.  This buys your team an additional six to eight seconds to reinforce the node.  As another example, since you’ll have <span style="color: #FF0000;">Corrupted Speed</span>|<span style="color: #0000FF;">Master Speed</span> in PVP, if a node is suddenly undefended, you may be able to stop the enemy cap by using Force Speed, popping Force Barrier, and then immediately using Force Speed again.</li>
<li>In PVP, this channel doesn’t protect you from dying to the explosion of energy from pylons in Hypergate.  In addition, an ally guarding you continues to take damage through guard while Force Barrier is active, which I consider a bug.<br />
</li></ul>
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">BIS Gear</span></span><br />
<br />
A rule-of-thumb for choosing gear is to prioritize stats as follows: Willpower > Power > Alacrity > Surge > Critical.  You don’t need Accuracy, because abilities used on allies can’t miss.<br />
<br />
For PVE, <a href="http://swtor.askmrrobot.com/character/0481d66b-a800-45fc-9d4c-4357aca51a0e" target="_blank">this</a> is BIS.  See the Excel workbook attached to this post for a detailed explanation and supporting calculations.  Note that Ask Mr. Robot (i) doesn’t yet reflect Alacrity’s increase to your rate of force regeneration and (ii) lists some gear that isn’t yet available.<br />
<br />
For PVP, <a href="http://swtor.askmrrobot.com/character/bd443be2-cfde-4a71-a119-ab7922f124c9" target="_blank">this</a> is likely BIS.  Crafted items that a level 54 character may equip might, with Bolster, grant better stats in a warzone, but each major patch seems to revise Bolster.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">Bonuses from Datacrons or Companions</span></span><br />
<br />
You should obtain all datacrons that provide Willpower.  For PVP, you should also obtain all datacrons that provide Endurance.<br />
<br />
Completing all dialogue and quests available from certain companions for a character in your Faction and Legacy will grant a bonus to certain stats. You should obtain:<br />
<ol type="1">
<li>1% Critical from <span style="color: #FF0000;">Andronikos Revel</span>|<span style="color: #0000FF;">Zenith</span>,</li>
<li>1% Surge from <span style="color: #FF0000;">Ashara Zavros</span>|<span style="color: #0000FF;">Nadia Grell</span>, and</li>
<li>1% healing received from <span style="color: #FF0000;">Talos Drellik</span>|<span style="color: #0000FF;">Tharan Cedrax</span>.<br />
</li></ol>
For PVP, you should also obtain 1% total health from <span style="color: #FF0000;">Xalek</span>|<span style="color: #0000FF;">Felix Iresso</span>.<br />
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">Consumables</span></span><br />
<br />
Stim: <a href="http://www.torhead.com/ability/5k17jgH/prototype-nano-infused-resolve-stim" target="_blank">Prototype Nano-Infused Resolve Stim</a>, which provides 169 Willpower and 70 Power for 2 hours.  This is superior to any reusable stim available with Biochem.<br />
<br />
Adrenal<ul>
<li>For PVE, <a href="http://www.torhead.com/ability/evcAOSZ/nano-infused-triage-adrenal" target="_blank">Nano-Infused Triage Adrenal</a>, which provides 675 Force Power for 15 seconds.  This is superior to any reusable adrenal available with Biochem.  Adrenals have a 3-minute cooldown.  For a detailed analysis of the expected benefit of various adrenals in BIS gear, see worksheet “Relics & Adrenals” in the the Excel workbook available <a href="http://”http://mmo-mechanics.com/swtor/forums/thread-1199.html”" target="_blank">here</a> at the bottom of my post.</li>
<li>For PVP, <a href="http://www.torhead.com/item/OwKe18/warzone-adrenal" target="_blank">Warzone Adrenal</a>, which increases Damage Reduction by 15% for 15 seconds.  This has a 3-minute cooldown.<br />
</li></ul>
<br />
Medpac<ul>
<li>For PVE, Prototype Impeccable Medpac, which restores 5575 to 6800 health and provides a HOT that restores 2475 health over its 15-second duration.  This is superior to any reusable medpac available with Biochem.  The cooldown shared by all types of medpacs usable outside of warzones is the longer of (a) 90 seconds and (b) the end of combat.</li>
<li>For PVP, <a href="http://www.torhead.com/item/9jLTZb9/warzone-medpac" target="_blank">Warzone Medpac</a>, which restores 35% of your total health.  This has a 90-second cooldown.<br />
</li></ul>
<br />
Grenades: Reusable grenades are available with Cybertech, and otherwise you may purchase single-use grenades.  The cooldown shared by all types of grenades is 3 minutes.<ul>
<li>For PVE, grenades that stun can be useful for trash mobs or boss adds.</li>
<li>For PVP, grenades are very useful.<br />
</li></ul>
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">PVE Advice</span></span><br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Heal to prevent deaths, not to top meters.</span></span><br />
<br />
As a healer, you have a unique and demanding job: triage.  You must determine an order to heal your allies and to use your abilities that will prevent deaths.  Healing a challenging fight tests your ability to make quick data-driven decisions that are accurate and resilient.<br />
<br />
Meters are a valuable tool and enhance competition.  I don’t raid without them, but I also don’t let them drive my decision-making as a healer.  For example, suppose that 8 DPS are at half health and won’t take damage for another 20 seconds, and, meanwhile, 1 tank is at half health and might die in a few seconds.  Triage says <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> the tank, but meters say <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> the DPS.<br />
<br />
AOE heals have high HPS, but heal slowly.  Before choosing an AOE heal, be sure that you’re using your head (triage), not your epeen (meters).<br />
<br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Minimize over-healing, especially of non-tanks.</span></span><br />
<br />
How should you cope with the rigors of triage?  By being a little lazy.  I’m not advocating that you be inattentive, but rather that you recognize when less is more.<br />
<br />
<span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> costs the same high amount of force, and generates the same high amount of threat, whether it’s all effective healing or all over-healing.  If you’re struggling to maintain adequate force or you’re pulling threat, analyze each cast of <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> objectively or with TORParse.<br />
<br />
<span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> heals slowly.  Therefore, you’ll never prevent a death by casting <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> early or proactively.  Wait for the AOE damage, and cast <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> only if <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span> isn’t sufficient.  This will ensure that you do more effective healing than over-healing with <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>, which, in turn, will ease threat and force management.<br />
<br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Replenish force before a healing-intensive period, so that you can heal through it without halting to replenish force.</span></span><br />
<br />
Two techniques will replenish your force without debuffing your rate of force regeneration.  This debuff is perilous, because it starts you down a vicious spiral on which you’ll always be starved for force.<br />
<br />
Until you’ve replenished enough force to heal through the next healing-intensive period, the first technique is to use the following sequence of abilities every 7.5 seconds:<br />
<ol type="1">
<li><span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span>,</li>
<li><span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span>, and, if you have a charge of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>,</li>
<li><span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span> for one or all of the charges.<br />
</li></ol>
Not having 100% health is safe when healing isn’t intensive, especially if <span style="color: #FF0000;">Unnatural Preservation</span>|<span style="color: #0000FF;">Force Mend</span> is available.<br />
<br />
The second technique is not holding 3 charges of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span> for your next <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> unless it must be used while moving.  When I have 3 charges of <span style="color: #FF0000;">Force Surge</span>|<span style="color: #0000FF;">Resplendence</span>, I often use <span style="color: #FF0000;">Consumption</span>|<span style="color: #0000FF;">Noble Sacrifice</span> once immediately before <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>.  This replenishes some force to offset the high cost of <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span>, and allows me to use my next ability sooner than if <span style="color: #FF0000;">Revivification</span>|<span style="color: #0000FF;">Salvation</span> were instant.<br />
<br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">Whenever an ability or mechanic is likely to leave a tank’s health low, reserve <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> for the moment immediately before (or after) his health plummets.</span></span><br />
<br />
It’s usually fine to refresh <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> on a tank immediately as <span style="color: #FF0000;">Deionized</span>|<span style="color: #0000FF;">Force-imbalance</span> expires, but there is an exception.  If a tank’s health is likely to be dangerously low at certain times, consider reserving <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> for the moment immediately before (or after) his health will be low.  For example, in Hard Mode, Titan 6 will apply a grenade to a tank.  After a few seconds, this grenade will explode, potentially dealing massive damage to this tank.  To cope with this ability, I recommend not using <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> on the tank that will have this grenade until the moment that Titan 6 applies the grenade.<br />
<br />
<br />
<span style="text-decoration: underline;"><span style="font-size: MEDIUM;">It’s very rarely appropriate to use <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>.</span></span><br />
<br />
<span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> has no place in a rotation.<ul>
<li><span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> and <span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> cost less force and always have higher absorption or healing per second.</li>
<li><span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span> costs less force and usually has comparable HPS.</li>
<li>Though <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> is a small heal, it isn’t for topping up allies.  It costs too much force, and it merely snipes your or another healer’s HOTs or AOEs.<br />
</li></ul>
<br />
When an ally is about to die, it might be appropriate to use <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>, but only if none of the below abilities is available.<br />
<ol type="1">
<li><span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> is instant, and it absorbs more than <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> would heal.</li>
<li><span style="color: #FF0000;">Innervate</span>|<span style="color: #0000FF;">Healing Trance</span> has higher HPS than <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>, and its immediate tick and first channeled tick occur before a cast of <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> would finish.</li>
<li><span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span> buffed by <span style="color: #FF0000;">Recklessness</span>|<span style="color: #0000FF;">Force Potency</span> and <span style="color: #FF0000;">Polarity Shift</span>| <span style="color: #0000FF;">Mental Alacrity</span> is usually more effective than <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span>.  An ally saved by <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> will remain close to death without further healing; <span style="color: #FF0000;">Dark Heal</span>|<span style="color: #0000FF;">Benevolence</span> won’t resolved his emergency.  <span style="color: #FF0000;">Dark Infusion</span>|<span style="color: #0000FF;">Deliverance</span> buffed by <span style="color: #FF0000;">Recklessness</span>|<span style="color: #0000FF;">Force Potency</span> might resolve his emergency, giving you the option of healing someone else next.<br />
</li></ol>
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">PVP Advice</span></span><br />
<br />
<ol type="1">
<li>Use grenades like any other consumable.  The 3-minute cooldown on grenades matches the 3-minute cooldown on Force Barrier, which is convenient when an enemy is licking his chops anticipating the denouement of your Force Barrier.  In general, I prefer seismic grenades, which knock enemies unconscious.  When you shouldn’t add to enemies’ resolve, cartel waste or freeze grenades, which slow or root enemies, respectively, are better.</li>
<li>Don’t give an enemy full resolve unless this will secure an objective or ensure his death.  For example, in Huttball, an enemy ball-carrier shouldn’t have full resolve close to fire pits, because this will prevent pulling or knocking him into a fire pit.</li>
<li>Except for Novare Coast, when you’re defending a node, stand away from the cap.  For example, in Hypergate, if an enemy can CC you and begin capping your pylon in less than 2 seconds, he will finish the 6-second channel to cap it unless you have a CC break available.  In addition, don’t pursue an enemy out of range or LOS of your node, because an enemy in stealth will cap it behind you.</li>
<li>Don’t over-rotate between two nodes that your team is defending.  First, don’t leave the quiet node vulnerable to join a battle at the other node unless it’s reasonable to expect that this other node will be lost.  Second, if you’re at the node under attack, and your team’s kills have given it the upper hand, leave for the node that was quiet while the remaining enemies are mopped up.</li>
<li>Focus on winning, not healing.  For example, in Novare Coast, it’s appropriate for you to channel to cap though not healing will allow an ally to die.  As another example, in Huttball, you’re capable of carrying the ball whenever Force Speed is available, and even better at getting ahead of your ball-carrier and advancing him past fire pits with <span style="color: #FF0000;">Extrication</span>|<span style="color: #0000FF;">Rescue</span>.</li>
<li>Assist with killing enemies with low health.  If an enemy crosses your path or leaps to you while barely clinging to life, stop healing and <span style="color: #FF0000;">Shock</span>|<span style="color: #0000FF;">Project</span> him dead.  A reasonable goal is having 30,000 damage and 1 killing blow in every competitive warzone.</li>
<li>You’re naked without <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span>, and inviting an enemy to appear from stealth and relieve you of half of your health.  However, it’s good to give a <span style="color: #FF0000;">Sorcerer</span>|<span style="color: #0000FF;">Sage</span> ally a chance to <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> himself, because he may have <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span> or <span style="color: #FF0000;">Backlash</span>|<span style="color: #0000FF;">Kinetic Collapse</span>.</li>
<li>While there is safety in numbers, there is danger in a stack.  Stacking attracts AOE damage, stuns, and CCs, which are far worse than the benefit of any AOE healing.</li>
<li>The keys to your survival are using your environment to LOS; your environment in combination with Force Slow, Force Speed, or <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span> to kite; <span style="color: #FF0000;">Overload</span>|<span style="color: #0000FF;">Force Wave</span> or <span style="color: #FF0000;">Jolt</span>|<span style="color: #0000FF;">Mind Snap</span> to interrupt; <span style="color: #FF0000;">Electrocute</span>|<span style="color: #0000FF;">Force Stun</span> to stun and reduce an enemy’s damage dealt by 25% for 10 seconds; Warzone Medpac and <span style="color: #FF0000;">Unnatural Preservation</span>|<span style="color: #0000FF;">Force Mend</span> to heal yourself when moving, especially when your health drops near or below 30%; and Warzone Adrenal to increase your damage reduction.  In addition, monitor the battlefield for health packs, and treat them as healing cooldowns that you can use Force Speed to snap up.  Without guard, a reasonable goal is exceeding 90,000 damage taken per death in every competitive warzone.</li>
<li>Dispel early and often with <span style="color: #FF0000;">Purge</span>|<span style="color: #0000FF;">Restoration</span>.  It’s easier to prevent damage with this instant ability than it is to replenish health by casting or channeling heals.  You can also dispel certain CCs, such as <span style="color: #FF0000;">Whirlwind</span>|<span style="color: #0000FF;">Force Lift</span>.  If you’re desperate, <span style="color: #FF0000;">Purge</span>|<span style="color: #0000FF;">Restoration</span> is also a small heal for yourself while moving.</li>
<li>In PVP, dying restores you to full force.  If you or an ally can monitor the time remaining until a respawn, it can be strategic to die and respawn quickly with full force.  This takes some gumption, since you must die in time to respawn without catching a full door, but, as a healer, you’ll usually have multiple enemies who’ll be happy to dispatch you post haste should you present the opportunity.<br />
</li></ol>
<br />
<br />
<span style="font-weight: bold;"><span style="font-size: LARGE;">Useful Links</span></span><br />
<br />
<a href="http://www.torparse.com/" target="_blank">TORParse</a><ul>
<li>This site will analyze your combat logs, and allow you to view its analysis of PVE combat logs from top-performing <span style="color: #FF0000;">Sorcerers</span>|<span style="color: #0000FF;">Sages</span>.</li>
<li>I urge healers for operations to use the TORParse desktop parser.  Though the MOX desktop parser is popular and out of beta, it’s hazardous for healers, because it fails to distinguish effective healing from over-healing.</li>
<li>Upload your operation combat logs to TORParse.  This site will determine the percentage of your healing that is over-healing.  If the percentage of your healing that is over-healing exceeds 50% for bosses on farm or 33% for bosses on progression, identify which abilities are the culprits.  Though it’s acceptable for <span style="color: #FF0000;">Resurgence</span>|<span style="color: #0000FF;">Rejuvenate</span> to have a high percentage of over-healing, you should use any other culprits more effectively.</li>
<li>I’m not aware of any parser that captures absorption by <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span>.  Any healing in TORParse attributed to <span style="color: #FF0000;">Static Barrier</span>|<span style="color: #0000FF;">Force Armor</span> is from <span style="color: #FF0000;">Corrupted Barrier</span>|<span style="color: #0000FF;">Life Ward</span>.<br />
</li></ul>
<br />
<a href="http://www.torhead.com/" target="_blank">TorHead</a> – A comprehensive database of SWTOR information, such as class abilities.<br />
<br />
<a href="http://www.askmrrobot.com/" target="_blank">Ask Mr. Robot</a> – A database of SWTOR gear (including some gear that isn’t yet available) that allows you to create and share character profiles with selected skills, buffs, bonuses from datacrons or companions, and gear.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/doc.gif" border="0" alt=".docx" />&nbsp;&nbsp;<a href="attachment.php?aid=433" target="_blank">Sorcerer &amp; Sage Healing Guide - Updated June 15.docx</a> (Size: 52.09 KB / Downloads: 19)
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			<title><![CDATA[<Tatooine Swim Team> Recruitment Thread]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1197.html</link>
			<pubDate>Sat, 18 May 2013 00:50:06 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1197.html</guid>
			<description><![CDATA[{The Harbinger}<br />
Tatooine Swim Team<br />
 is recruiting members to fill its ranks for HM Flashpoints, TFB and, S&V. We will assist in gearing, specs and being friendly. We have veteran endgame players in our ranks. We have a website and a Mumble server. No gear? not a problem we will help you get through Level 55 HM FPs no problem to get you ready for OPS also are well versed in the many boss fights so Send a tell to Jam'anik, Muffins or Snorlàx for info and invite.]]></description>
			<content:encoded><![CDATA[{The Harbinger}<br />
Tatooine Swim Team<br />
 is recruiting members to fill its ranks for HM Flashpoints, TFB and, S&V. We will assist in gearing, specs and being friendly. We have veteran endgame players in our ranks. We have a website and a Mumble server. No gear? not a problem we will help you get through Level 55 HM FPs no problem to get you ready for OPS also are well versed in the many boss fights so Send a tell to Jam'anik, Muffins or Snorlàx for info and invite.]]></content:encoded>
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			<title><![CDATA[new threads]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1196.html</link>
			<pubDate>Fri, 10 May 2013 15:30:41 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1196.html</guid>
			<description><![CDATA[I just recently registed, and for some reason the only forum i am allowed to make new threads on is this one - i was wondering if it was possible to get this fixed?]]></description>
			<content:encoded><![CDATA[I just recently registed, and for some reason the only forum i am allowed to make new threads on is this one - i was wondering if it was possible to get this fixed?]]></content:encoded>
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			<title><![CDATA[Evasion Cleanse not working]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1195.html</link>
			<pubDate>Sun, 05 May 2013 02:34:47 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1195.html</guid>
			<description><![CDATA[I have run TFB HM a few times now and haven't been able to get the cleanse on evasion to work yet on the debuff The Writhing Horror puts on you. The one that leaves a yellow circle when removed.<br />
<br />
The tool tip says it removes all removable hostile effects and it is removable. I haven't run into this with any other debuff yet. Anyone else have this problem?]]></description>
			<content:encoded><![CDATA[I have run TFB HM a few times now and haven't been able to get the cleanse on evasion to work yet on the debuff The Writhing Horror puts on you. The one that leaves a yellow circle when removed.<br />
<br />
The tool tip says it removes all removable hostile effects and it is removable. I haven't run into this with any other debuff yet. Anyone else have this problem?]]></content:encoded>
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			<title><![CDATA[odd relics behaviour]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1192.html</link>
			<pubDate>Sun, 28 Apr 2013 09:59:18 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1192.html</guid>
			<description><![CDATA[Hey guys,<br />
Read that 2 power proc relics could be used in conjonction, so I tried hitting the dummy with the arkanian and conqueror Relics of Serendipitous Assault and had some strange results:<br />
<br />
*Very scarcely had the 2 procs at the same time (with the 2 buffs icons showing and the character's sheet displaying the correct bonus damage)<br />
<br />
*Most of the time had only one going and (that's the strangest part) saw quite often the proc refreshing (and the bonus damage and power not changing, always the conqueror one)!<br />
<br />
Anyone had some more testing/insights on this?]]></description>
			<content:encoded><![CDATA[Hey guys,<br />
Read that 2 power proc relics could be used in conjonction, so I tried hitting the dummy with the arkanian and conqueror Relics of Serendipitous Assault and had some strange results:<br />
<br />
*Very scarcely had the 2 procs at the same time (with the 2 buffs icons showing and the character's sheet displaying the correct bonus damage)<br />
<br />
*Most of the time had only one going and (that's the strangest part) saw quite often the proc refreshing (and the bonus damage and power not changing, always the conqueror one)!<br />
<br />
Anyone had some more testing/insights on this?]]></content:encoded>
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			<title><![CDATA[Powertech PvP 2.0]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1191.html</link>
			<pubDate>Thu, 18 Apr 2013 17:59:46 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1191.html</guid>
			<description><![CDATA[Hi all, <br />
<br />
I created this thread so that anyone with any good info about new caps, or any kind of changes that have been brought in 2.0 powertech PvP dps, could share with all of us. Thx in advance]]></description>
			<content:encoded><![CDATA[Hi all, <br />
<br />
I created this thread so that anyone with any good info about new caps, or any kind of changes that have been brought in 2.0 powertech PvP dps, could share with all of us. Thx in advance]]></content:encoded>
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			<title><![CDATA[SWTOR 2.0 Formulas]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1190.html</link>
			<pubDate>Tue, 16 Apr 2013 11:24:49 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1190.html</guid>
			<description><![CDATA[A lengthier explanation is coming, but for now here are the new formulas for 2.0 at lvl 55 only:<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Critical Chance - Changed in 2.0</span></span></span><br />
Base Crit%: 5%<br />
Crit Rating Contribution: 30% * (1 - (1- (0.01/0.3))^(Rating/55/0.9))<br />
Primary (& Secondary where appropriate) Stat Contribution: 20% * (1 - (1- (0.01/0.2))^(Rating/55/5.5))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Surge - Changed in 2.0</span></span></span><br />
Base Surge%: 50%<br />
Surge Rating: 30% * (1 - (1- (0.01/0.3))^(Rating/55/0.22))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Accuracy - Changed in 2.0</span></span></span><br />
Base Main Hand Basic Accuracy%: 90%<br />
Base Off Hand Basic Accuracy%: 57%<br />
Base Special & Force Main Hand Accuracy%: 100%<br />
Base Special Off Hand Accuracy%: 67%<br />
Accuracy Rating: 30% * (1 - (1- (0.01/0.3))^(Rating/55/1.2))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Defense - Changed in 2.0</span></span></span><br />
Base Defense%: 5%<br />
Defense Rating: 30% * (1 - (1- (0.01/0.3))^(Rating/55/1.2))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Absorb - Changed in 2.0</span></span></span><br />
Base Defense%: 20%<br />
Defense Rating: 50% * (1 - (1- (0.01/0.5))^(Rating/55/0.65))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Shield - Changed in 2.0</span></span></span><br />
Shield Rating: 50%*(1 - (1 - (0.01/0.3))^(Rating/55/0.78))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Alacrity - Changed in 2.0</span></span></span><br />
Alacrity Rating: 30%*(1 - (1 - (0.01/0.3))^(Rating/55/1.25))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Bonus Damage - Not changed in 2.0</span></span></span><br />
Primary (& Secondary where appropriate) Stat Contribution: 0.20 * Rating<br />
Power Stat Contribution: 0.23 * Rating<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Bonus Healing - Not changed in 2.0</span></span></span><br />
Primary (& Secondary where appropriate) Stat Contribution: 0.14 * Rating<br />
Power Stat Contribution: 0.17 * Rating<br />
<br />
<a href="http://imgur.com/1SccXR7" target="_blank"><img src="http://i.imgur.com/1SccXR7.png?2" border="0" alt="[Image: 1SccXR7.png?2]" /></a><br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="font-size: medium;">New Standard Health Amounts</span></span></span><br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>level&nbsp;&nbsp;&nbsp;&nbsp;damage&nbsp;&nbsp;&nbsp;&nbsp;healing<br />
1&nbsp;&nbsp;&nbsp;&nbsp;180&nbsp;&nbsp;&nbsp;&nbsp;375<br />
2&nbsp;&nbsp;&nbsp;&nbsp;210&nbsp;&nbsp;&nbsp;&nbsp;430<br />
3&nbsp;&nbsp;&nbsp;&nbsp;240&nbsp;&nbsp;&nbsp;&nbsp;505<br />
4&nbsp;&nbsp;&nbsp;&nbsp;270&nbsp;&nbsp;&nbsp;&nbsp;585<br />
5&nbsp;&nbsp;&nbsp;&nbsp;305&nbsp;&nbsp;&nbsp;&nbsp;675<br />
6&nbsp;&nbsp;&nbsp;&nbsp;340&nbsp;&nbsp;&nbsp;&nbsp;770<br />
7&nbsp;&nbsp;&nbsp;&nbsp;380&nbsp;&nbsp;&nbsp;&nbsp;880<br />
8&nbsp;&nbsp;&nbsp;&nbsp;420&nbsp;&nbsp;&nbsp;&nbsp;1000<br />
9&nbsp;&nbsp;&nbsp;&nbsp;465&nbsp;&nbsp;&nbsp;&nbsp;1140<br />
10&nbsp;&nbsp;&nbsp;&nbsp;500&nbsp;&nbsp;&nbsp;&nbsp;1290<br />
11&nbsp;&nbsp;&nbsp;&nbsp;540&nbsp;&nbsp;&nbsp;&nbsp;1405<br />
12&nbsp;&nbsp;&nbsp;&nbsp;580&nbsp;&nbsp;&nbsp;&nbsp;1535<br />
13&nbsp;&nbsp;&nbsp;&nbsp;620&nbsp;&nbsp;&nbsp;&nbsp;1665<br />
14&nbsp;&nbsp;&nbsp;&nbsp;655&nbsp;&nbsp;&nbsp;&nbsp;1790<br />
15&nbsp;&nbsp;&nbsp;&nbsp;690&nbsp;&nbsp;&nbsp;&nbsp;1915<br />
16&nbsp;&nbsp;&nbsp;&nbsp;720&nbsp;&nbsp;&nbsp;&nbsp;2060<br />
17&nbsp;&nbsp;&nbsp;&nbsp;725&nbsp;&nbsp;&nbsp;&nbsp;2150<br />
18&nbsp;&nbsp;&nbsp;&nbsp;750&nbsp;&nbsp;&nbsp;&nbsp;2285<br />
19&nbsp;&nbsp;&nbsp;&nbsp;780&nbsp;&nbsp;&nbsp;&nbsp;2435<br />
20&nbsp;&nbsp;&nbsp;&nbsp;790&nbsp;&nbsp;&nbsp;&nbsp;2560<br />
21&nbsp;&nbsp;&nbsp;&nbsp;830&nbsp;&nbsp;&nbsp;&nbsp;2680<br />
22&nbsp;&nbsp;&nbsp;&nbsp;870&nbsp;&nbsp;&nbsp;&nbsp;2795<br />
23&nbsp;&nbsp;&nbsp;&nbsp;910&nbsp;&nbsp;&nbsp;&nbsp;2915<br />
24&nbsp;&nbsp;&nbsp;&nbsp;945&nbsp;&nbsp;&nbsp;&nbsp;3040<br />
25&nbsp;&nbsp;&nbsp;&nbsp;960&nbsp;&nbsp;&nbsp;&nbsp;3105<br />
26&nbsp;&nbsp;&nbsp;&nbsp;975&nbsp;&nbsp;&nbsp;&nbsp;3205<br />
27&nbsp;&nbsp;&nbsp;&nbsp;1005&nbsp;&nbsp;&nbsp;&nbsp;3300<br />
28&nbsp;&nbsp;&nbsp;&nbsp;1050&nbsp;&nbsp;&nbsp;&nbsp;3425<br />
29&nbsp;&nbsp;&nbsp;&nbsp;1085&nbsp;&nbsp;&nbsp;&nbsp;3535<br />
30&nbsp;&nbsp;&nbsp;&nbsp;1130&nbsp;&nbsp;&nbsp;&nbsp;3670<br />
31&nbsp;&nbsp;&nbsp;&nbsp;1175&nbsp;&nbsp;&nbsp;&nbsp;3915<br />
32&nbsp;&nbsp;&nbsp;&nbsp;1215&nbsp;&nbsp;&nbsp;&nbsp;4165<br />
33&nbsp;&nbsp;&nbsp;&nbsp;1220&nbsp;&nbsp;&nbsp;&nbsp;4355<br />
34&nbsp;&nbsp;&nbsp;&nbsp;1255&nbsp;&nbsp;&nbsp;&nbsp;4590<br />
35&nbsp;&nbsp;&nbsp;&nbsp;1280&nbsp;&nbsp;&nbsp;&nbsp;4830<br />
36&nbsp;&nbsp;&nbsp;&nbsp;1305&nbsp;&nbsp;&nbsp;&nbsp;5055<br />
37&nbsp;&nbsp;&nbsp;&nbsp;1320&nbsp;&nbsp;&nbsp;&nbsp;5265<br />
38&nbsp;&nbsp;&nbsp;&nbsp;1335&nbsp;&nbsp;&nbsp;&nbsp;5530<br />
39&nbsp;&nbsp;&nbsp;&nbsp;1350&nbsp;&nbsp;&nbsp;&nbsp;5715<br />
40&nbsp;&nbsp;&nbsp;&nbsp;1380&nbsp;&nbsp;&nbsp;&nbsp;5945<br />
41&nbsp;&nbsp;&nbsp;&nbsp;1400&nbsp;&nbsp;&nbsp;&nbsp;6080<br />
42&nbsp;&nbsp;&nbsp;&nbsp;1430&nbsp;&nbsp;&nbsp;&nbsp;6225<br />
43&nbsp;&nbsp;&nbsp;&nbsp;1440&nbsp;&nbsp;&nbsp;&nbsp;6320<br />
44&nbsp;&nbsp;&nbsp;&nbsp;1480&nbsp;&nbsp;&nbsp;&nbsp;6485<br />
45&nbsp;&nbsp;&nbsp;&nbsp;1490&nbsp;&nbsp;&nbsp;&nbsp;6565<br />
46&nbsp;&nbsp;&nbsp;&nbsp;1540&nbsp;&nbsp;&nbsp;&nbsp;6735<br />
47&nbsp;&nbsp;&nbsp;&nbsp;1545&nbsp;&nbsp;&nbsp;&nbsp;6785<br />
48&nbsp;&nbsp;&nbsp;&nbsp;1560&nbsp;&nbsp;&nbsp;&nbsp;6920<br />
49&nbsp;&nbsp;&nbsp;&nbsp;1575&nbsp;&nbsp;&nbsp;&nbsp;6970<br />
50&nbsp;&nbsp;&nbsp;&nbsp;1610&nbsp;&nbsp;&nbsp;&nbsp;7085<br />
51&nbsp;&nbsp;&nbsp;&nbsp;1850&nbsp;&nbsp;&nbsp;&nbsp;7820<br />
52&nbsp;&nbsp;&nbsp;&nbsp;2140&nbsp;&nbsp;&nbsp;&nbsp;8780<br />
53&nbsp;&nbsp;&nbsp;&nbsp;2350&nbsp;&nbsp;&nbsp;&nbsp;9605<br />
54&nbsp;&nbsp;&nbsp;&nbsp;2535&nbsp;&nbsp;&nbsp;&nbsp;10440<br />
55&nbsp;&nbsp;&nbsp;&nbsp;2685&nbsp;&nbsp;&nbsp;&nbsp;11180</code></div></div>
<br />
<br />
<span style="font-size: large;">Understanding Exponential Formulas</span><br />
Many of the formulas used in SWTOR provide diminishing marginal returns, which means each incremental point provides less value than the previous point invested. This is popularly known as diminishing returns or DR.<br />
<br />
To start though every one of these has a base value, which is clearly listed on your character sheet. I have also listed these below:<ul>
<li>Crit % = 0.05 or 5%</li>
<li>Surge % = 0.5 or 50%</li>
<li>Basic Main Hand Accuracy % = 0.9 or 90%</li>
<li>Basic Off Hand Accuracy % = 0.57 or 57%</li>
<li>Special & Force/Tech Main Hand Accuracy % = 1.0 or 100%</li>
<li>Special & Force/Tech Main Hand Accuracy % = 0.67 or 67%</li>
<li>Defense = 0.05 or 5%</li>
<li>Shield = 0.05 or 5% *</li>
<li>Absorb = 0.2 or 20% *<br />
</li></ul>
<br />
*Technically, the Shield & Absorb percents are only available when you equip a shield.<br />
<br />
In addition to the base amount there is a variable amount based on the particular rating of the stat. This variable amount is specifically a hard cap or asymptote that is then multiplied by a coefficient. By design these coefficients are less than 1, which is why we can never reach the hard cap. Given this, I will now refer to these as asymptotes. These coefficients are reduced via ever decreasing exponents. Now in 2.0, there is an added mechanism to further decrease these exponents, which makes it even harder to hit the stats you want.<br />
<br />
The formulas are broadly:<br />
<br />
Base % + Asymptote % * Coefficient<br />
<br />
Critical chance is impacted by Primary (& possibly Secondary) Stat as well as Crit Rating so it has an additional Asymptote * Coffefient element.<br />
<br />
The actual coeffient equation is this:<br />
<br />
<a href="http://imgur.com/QuhGWq3" target="_blank"><img src="http://i.imgur.com/QuhGWq3.png" border="0" alt="[Image: QuhGWq3.png]" /></a><br />
<br />
In 2.0, BioWare introduced a new element that scales as you level above 50 in this equation that I have dubbed <span style="font-style: italic;">divisor</span>. Previously, this was a fixed amount which meant as you leveled up your stats would stay the same or increase with the same gear. Now, as you level above 50 your stats get worse with each level. I have created the table below which lists all of the inputs you will need to apply this equation to each stat.<br />
<br />
<body>
<table width="800" border="2" cellspacing="1" cellpadding="3" bgcolor="#FFF">
  <tr>
    <th width="400" scope="col"><div align="left">Exponential Formula Variables</div></th>
    <th width="75" scope="col"><div align="center">
      <p>A</p>
      <p>Asymptote</p>
    </div></th>
    <th width="75" scope="col"><div align="center">
      <p>B</p>
      <p>Level</p>
    </div></th>
    <th width="75" scope="col"><div align="center">
      <p>C</p>
      <p>Denominator</p>
    </div></th>
    <th width="75" scope="col"><div align="center">
      <p>D</p>
      <p>Divisor</p>
    </div></th>
  </tr>
  <tr bgcolor="#FFFFCC">
    <th width="400" rowspan="6" scope="row"><div align="left">Critical Rating Contribution to Critical Chance</div></th>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">1-50</div></td>
    <td width="75" rowspan="6"><p align="center">0.3</p></td>
    <td width="75"><div align="center">0.45</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">51</div></td>
    <td width="75"><div align="center">0.54</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">52</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">0.63</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">53</div></td>
    <td width="75"><div align="center">0.72</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">54</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">0.81</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">55</div></td>
    <td width="75"><div align="center">0.90</div></td>
  </tr>
  <tr bgcolor="#F4FFFF">
    <th width="400" rowspan="6" bgcolor="#F4FFFF" scope="row"><div align="left">Primary &amp; Secondary Stat Contribution to Critical Chance</div></th>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">1-50</div></td>
    <td width="75"><p align="center">0.3</p></td>
    <td width="75"><div align="center">2.5</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">51</div></td>
    <td width="75" rowspan="5"><p align="center">0.2</p></td>
    <td width="75"><div align="center">3.1</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#F4FFFF"><div align="center">52</div></td>
    <td width="75" bgcolor="#F4FFFF"><div align="center">3.7</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">53</div></td>
    <td width="75"><div align="center">4.3</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#F4FFFF"><div align="center">54</div></td>
    <td width="75" bgcolor="#F4FFFF"><div align="center">4.9</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">55</div></td>
    <td width="75"><div align="center">5.5</div></td>
  </tr>
  <tr bgcolor="#FFFFCC">
    <th width="400" rowspan="6" scope="row"><div align="left">Accuracy Rating Contribution to Accuracy %</div></th>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">1-50</div></td>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">0.55</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">51</div></td>
    <td width="75"><div align="center">0.68</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">52</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">0.81</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">53</div></td>
    <td width="75"><div align="center">0.94</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">54</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">1.07</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">55</div></td>
    <td width="75"><div align="center">1.2</div></td>
  </tr>
  <tr bgcolor="#F4FFFF">
    <th width="400" rowspan="6" scope="row"><div align="left">Surge Rating Contribution to Surge %</div></th>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">1-50</div></td>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">0.11</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">51</div></td>
    <td width="75"><div align="center">0.13</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#F4FFFF"><div align="center">52</div></td>
    <td width="75" bgcolor="#F4FFFF"><div align="center">0.15</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">53</div></td>
    <td width="75"><div align="center">0.18</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#F4FFFF"><div align="center">54</div></td>
    <td width="75" bgcolor="#F4FFFF"><div align="center">0.2</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">55</div></td>
    <td width="75"><div align="center">0.22</div></td>
  </tr>
  <tr bgcolor="#FFFFCC">
    <th width="400" rowspan="6" scope="row"><div align="left">Alacrity Rating Contribution to Activation Time</div></th>
    <td width="75" rowspan="6"><div align="center">0.3</div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div></td>
    <td width="75"><div align="center">1-50</div></td>
    <td width="75" rowspan="6"><div align="center">0.3</div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div></td>
    <td width="75"><div align="center">0.55</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">51</div></td>
    <td width="75"><div align="center">0.69</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">52</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">0.83</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">53</div></td>
    <td width="75"><div align="center">0.97</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">54</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">1.11</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">55</div></td>
    <td width="75"><div align="center">1.25</div></td>
  </tr>
</table>
</body>
</html>]]></description>
			<content:encoded><![CDATA[A lengthier explanation is coming, but for now here are the new formulas for 2.0 at lvl 55 only:<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Critical Chance - Changed in 2.0</span></span></span><br />
Base Crit%: 5%<br />
Crit Rating Contribution: 30% * (1 - (1- (0.01/0.3))^(Rating/55/0.9))<br />
Primary (& Secondary where appropriate) Stat Contribution: 20% * (1 - (1- (0.01/0.2))^(Rating/55/5.5))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Surge - Changed in 2.0</span></span></span><br />
Base Surge%: 50%<br />
Surge Rating: 30% * (1 - (1- (0.01/0.3))^(Rating/55/0.22))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Accuracy - Changed in 2.0</span></span></span><br />
Base Main Hand Basic Accuracy%: 90%<br />
Base Off Hand Basic Accuracy%: 57%<br />
Base Special & Force Main Hand Accuracy%: 100%<br />
Base Special Off Hand Accuracy%: 67%<br />
Accuracy Rating: 30% * (1 - (1- (0.01/0.3))^(Rating/55/1.2))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Defense - Changed in 2.0</span></span></span><br />
Base Defense%: 5%<br />
Defense Rating: 30% * (1 - (1- (0.01/0.3))^(Rating/55/1.2))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Absorb - Changed in 2.0</span></span></span><br />
Base Defense%: 20%<br />
Defense Rating: 50% * (1 - (1- (0.01/0.5))^(Rating/55/0.65))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Shield - Changed in 2.0</span></span></span><br />
Shield Rating: 50%*(1 - (1 - (0.01/0.3))^(Rating/55/0.78))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Alacrity - Changed in 2.0</span></span></span><br />
Alacrity Rating: 30%*(1 - (1 - (0.01/0.3))^(Rating/55/1.25))<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Bonus Damage - Not changed in 2.0</span></span></span><br />
Primary (& Secondary where appropriate) Stat Contribution: 0.20 * Rating<br />
Power Stat Contribution: 0.23 * Rating<br />
<br />
<span style="font-size: medium;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Bonus Healing - Not changed in 2.0</span></span></span><br />
Primary (& Secondary where appropriate) Stat Contribution: 0.14 * Rating<br />
Power Stat Contribution: 0.17 * Rating<br />
<br />
<a href="http://imgur.com/1SccXR7" target="_blank"><img src="http://i.imgur.com/1SccXR7.png?2" border="0" alt="[Image: 1SccXR7.png?2]" /></a><br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="font-size: medium;">New Standard Health Amounts</span></span></span><br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>level&nbsp;&nbsp;&nbsp;&nbsp;damage&nbsp;&nbsp;&nbsp;&nbsp;healing<br />
1&nbsp;&nbsp;&nbsp;&nbsp;180&nbsp;&nbsp;&nbsp;&nbsp;375<br />
2&nbsp;&nbsp;&nbsp;&nbsp;210&nbsp;&nbsp;&nbsp;&nbsp;430<br />
3&nbsp;&nbsp;&nbsp;&nbsp;240&nbsp;&nbsp;&nbsp;&nbsp;505<br />
4&nbsp;&nbsp;&nbsp;&nbsp;270&nbsp;&nbsp;&nbsp;&nbsp;585<br />
5&nbsp;&nbsp;&nbsp;&nbsp;305&nbsp;&nbsp;&nbsp;&nbsp;675<br />
6&nbsp;&nbsp;&nbsp;&nbsp;340&nbsp;&nbsp;&nbsp;&nbsp;770<br />
7&nbsp;&nbsp;&nbsp;&nbsp;380&nbsp;&nbsp;&nbsp;&nbsp;880<br />
8&nbsp;&nbsp;&nbsp;&nbsp;420&nbsp;&nbsp;&nbsp;&nbsp;1000<br />
9&nbsp;&nbsp;&nbsp;&nbsp;465&nbsp;&nbsp;&nbsp;&nbsp;1140<br />
10&nbsp;&nbsp;&nbsp;&nbsp;500&nbsp;&nbsp;&nbsp;&nbsp;1290<br />
11&nbsp;&nbsp;&nbsp;&nbsp;540&nbsp;&nbsp;&nbsp;&nbsp;1405<br />
12&nbsp;&nbsp;&nbsp;&nbsp;580&nbsp;&nbsp;&nbsp;&nbsp;1535<br />
13&nbsp;&nbsp;&nbsp;&nbsp;620&nbsp;&nbsp;&nbsp;&nbsp;1665<br />
14&nbsp;&nbsp;&nbsp;&nbsp;655&nbsp;&nbsp;&nbsp;&nbsp;1790<br />
15&nbsp;&nbsp;&nbsp;&nbsp;690&nbsp;&nbsp;&nbsp;&nbsp;1915<br />
16&nbsp;&nbsp;&nbsp;&nbsp;720&nbsp;&nbsp;&nbsp;&nbsp;2060<br />
17&nbsp;&nbsp;&nbsp;&nbsp;725&nbsp;&nbsp;&nbsp;&nbsp;2150<br />
18&nbsp;&nbsp;&nbsp;&nbsp;750&nbsp;&nbsp;&nbsp;&nbsp;2285<br />
19&nbsp;&nbsp;&nbsp;&nbsp;780&nbsp;&nbsp;&nbsp;&nbsp;2435<br />
20&nbsp;&nbsp;&nbsp;&nbsp;790&nbsp;&nbsp;&nbsp;&nbsp;2560<br />
21&nbsp;&nbsp;&nbsp;&nbsp;830&nbsp;&nbsp;&nbsp;&nbsp;2680<br />
22&nbsp;&nbsp;&nbsp;&nbsp;870&nbsp;&nbsp;&nbsp;&nbsp;2795<br />
23&nbsp;&nbsp;&nbsp;&nbsp;910&nbsp;&nbsp;&nbsp;&nbsp;2915<br />
24&nbsp;&nbsp;&nbsp;&nbsp;945&nbsp;&nbsp;&nbsp;&nbsp;3040<br />
25&nbsp;&nbsp;&nbsp;&nbsp;960&nbsp;&nbsp;&nbsp;&nbsp;3105<br />
26&nbsp;&nbsp;&nbsp;&nbsp;975&nbsp;&nbsp;&nbsp;&nbsp;3205<br />
27&nbsp;&nbsp;&nbsp;&nbsp;1005&nbsp;&nbsp;&nbsp;&nbsp;3300<br />
28&nbsp;&nbsp;&nbsp;&nbsp;1050&nbsp;&nbsp;&nbsp;&nbsp;3425<br />
29&nbsp;&nbsp;&nbsp;&nbsp;1085&nbsp;&nbsp;&nbsp;&nbsp;3535<br />
30&nbsp;&nbsp;&nbsp;&nbsp;1130&nbsp;&nbsp;&nbsp;&nbsp;3670<br />
31&nbsp;&nbsp;&nbsp;&nbsp;1175&nbsp;&nbsp;&nbsp;&nbsp;3915<br />
32&nbsp;&nbsp;&nbsp;&nbsp;1215&nbsp;&nbsp;&nbsp;&nbsp;4165<br />
33&nbsp;&nbsp;&nbsp;&nbsp;1220&nbsp;&nbsp;&nbsp;&nbsp;4355<br />
34&nbsp;&nbsp;&nbsp;&nbsp;1255&nbsp;&nbsp;&nbsp;&nbsp;4590<br />
35&nbsp;&nbsp;&nbsp;&nbsp;1280&nbsp;&nbsp;&nbsp;&nbsp;4830<br />
36&nbsp;&nbsp;&nbsp;&nbsp;1305&nbsp;&nbsp;&nbsp;&nbsp;5055<br />
37&nbsp;&nbsp;&nbsp;&nbsp;1320&nbsp;&nbsp;&nbsp;&nbsp;5265<br />
38&nbsp;&nbsp;&nbsp;&nbsp;1335&nbsp;&nbsp;&nbsp;&nbsp;5530<br />
39&nbsp;&nbsp;&nbsp;&nbsp;1350&nbsp;&nbsp;&nbsp;&nbsp;5715<br />
40&nbsp;&nbsp;&nbsp;&nbsp;1380&nbsp;&nbsp;&nbsp;&nbsp;5945<br />
41&nbsp;&nbsp;&nbsp;&nbsp;1400&nbsp;&nbsp;&nbsp;&nbsp;6080<br />
42&nbsp;&nbsp;&nbsp;&nbsp;1430&nbsp;&nbsp;&nbsp;&nbsp;6225<br />
43&nbsp;&nbsp;&nbsp;&nbsp;1440&nbsp;&nbsp;&nbsp;&nbsp;6320<br />
44&nbsp;&nbsp;&nbsp;&nbsp;1480&nbsp;&nbsp;&nbsp;&nbsp;6485<br />
45&nbsp;&nbsp;&nbsp;&nbsp;1490&nbsp;&nbsp;&nbsp;&nbsp;6565<br />
46&nbsp;&nbsp;&nbsp;&nbsp;1540&nbsp;&nbsp;&nbsp;&nbsp;6735<br />
47&nbsp;&nbsp;&nbsp;&nbsp;1545&nbsp;&nbsp;&nbsp;&nbsp;6785<br />
48&nbsp;&nbsp;&nbsp;&nbsp;1560&nbsp;&nbsp;&nbsp;&nbsp;6920<br />
49&nbsp;&nbsp;&nbsp;&nbsp;1575&nbsp;&nbsp;&nbsp;&nbsp;6970<br />
50&nbsp;&nbsp;&nbsp;&nbsp;1610&nbsp;&nbsp;&nbsp;&nbsp;7085<br />
51&nbsp;&nbsp;&nbsp;&nbsp;1850&nbsp;&nbsp;&nbsp;&nbsp;7820<br />
52&nbsp;&nbsp;&nbsp;&nbsp;2140&nbsp;&nbsp;&nbsp;&nbsp;8780<br />
53&nbsp;&nbsp;&nbsp;&nbsp;2350&nbsp;&nbsp;&nbsp;&nbsp;9605<br />
54&nbsp;&nbsp;&nbsp;&nbsp;2535&nbsp;&nbsp;&nbsp;&nbsp;10440<br />
55&nbsp;&nbsp;&nbsp;&nbsp;2685&nbsp;&nbsp;&nbsp;&nbsp;11180</code></div></div>
<br />
<br />
<span style="font-size: large;">Understanding Exponential Formulas</span><br />
Many of the formulas used in SWTOR provide diminishing marginal returns, which means each incremental point provides less value than the previous point invested. This is popularly known as diminishing returns or DR.<br />
<br />
To start though every one of these has a base value, which is clearly listed on your character sheet. I have also listed these below:<ul>
<li>Crit % = 0.05 or 5%</li>
<li>Surge % = 0.5 or 50%</li>
<li>Basic Main Hand Accuracy % = 0.9 or 90%</li>
<li>Basic Off Hand Accuracy % = 0.57 or 57%</li>
<li>Special & Force/Tech Main Hand Accuracy % = 1.0 or 100%</li>
<li>Special & Force/Tech Main Hand Accuracy % = 0.67 or 67%</li>
<li>Defense = 0.05 or 5%</li>
<li>Shield = 0.05 or 5% *</li>
<li>Absorb = 0.2 or 20% *<br />
</li></ul>
<br />
*Technically, the Shield & Absorb percents are only available when you equip a shield.<br />
<br />
In addition to the base amount there is a variable amount based on the particular rating of the stat. This variable amount is specifically a hard cap or asymptote that is then multiplied by a coefficient. By design these coefficients are less than 1, which is why we can never reach the hard cap. Given this, I will now refer to these as asymptotes. These coefficients are reduced via ever decreasing exponents. Now in 2.0, there is an added mechanism to further decrease these exponents, which makes it even harder to hit the stats you want.<br />
<br />
The formulas are broadly:<br />
<br />
Base % + Asymptote % * Coefficient<br />
<br />
Critical chance is impacted by Primary (& possibly Secondary) Stat as well as Crit Rating so it has an additional Asymptote * Coffefient element.<br />
<br />
The actual coeffient equation is this:<br />
<br />
<a href="http://imgur.com/QuhGWq3" target="_blank"><img src="http://i.imgur.com/QuhGWq3.png" border="0" alt="[Image: QuhGWq3.png]" /></a><br />
<br />
In 2.0, BioWare introduced a new element that scales as you level above 50 in this equation that I have dubbed <span style="font-style: italic;">divisor</span>. Previously, this was a fixed amount which meant as you leveled up your stats would stay the same or increase with the same gear. Now, as you level above 50 your stats get worse with each level. I have created the table below which lists all of the inputs you will need to apply this equation to each stat.<br />
<br />
<body>
<table width="800" border="2" cellspacing="1" cellpadding="3" bgcolor="#FFF">
  <tr>
    <th width="400" scope="col"><div align="left">Exponential Formula Variables</div></th>
    <th width="75" scope="col"><div align="center">
      <p>A</p>
      <p>Asymptote</p>
    </div></th>
    <th width="75" scope="col"><div align="center">
      <p>B</p>
      <p>Level</p>
    </div></th>
    <th width="75" scope="col"><div align="center">
      <p>C</p>
      <p>Denominator</p>
    </div></th>
    <th width="75" scope="col"><div align="center">
      <p>D</p>
      <p>Divisor</p>
    </div></th>
  </tr>
  <tr bgcolor="#FFFFCC">
    <th width="400" rowspan="6" scope="row"><div align="left">Critical Rating Contribution to Critical Chance</div></th>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">1-50</div></td>
    <td width="75" rowspan="6"><p align="center">0.3</p></td>
    <td width="75"><div align="center">0.45</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">51</div></td>
    <td width="75"><div align="center">0.54</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">52</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">0.63</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">53</div></td>
    <td width="75"><div align="center">0.72</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">54</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">0.81</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">55</div></td>
    <td width="75"><div align="center">0.90</div></td>
  </tr>
  <tr bgcolor="#F4FFFF">
    <th width="400" rowspan="6" bgcolor="#F4FFFF" scope="row"><div align="left">Primary &amp; Secondary Stat Contribution to Critical Chance</div></th>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">1-50</div></td>
    <td width="75"><p align="center">0.3</p></td>
    <td width="75"><div align="center">2.5</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">51</div></td>
    <td width="75" rowspan="5"><p align="center">0.2</p></td>
    <td width="75"><div align="center">3.1</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#F4FFFF"><div align="center">52</div></td>
    <td width="75" bgcolor="#F4FFFF"><div align="center">3.7</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">53</div></td>
    <td width="75"><div align="center">4.3</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#F4FFFF"><div align="center">54</div></td>
    <td width="75" bgcolor="#F4FFFF"><div align="center">4.9</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">55</div></td>
    <td width="75"><div align="center">5.5</div></td>
  </tr>
  <tr bgcolor="#FFFFCC">
    <th width="400" rowspan="6" scope="row"><div align="left">Accuracy Rating Contribution to Accuracy %</div></th>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">1-50</div></td>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">0.55</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">51</div></td>
    <td width="75"><div align="center">0.68</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">52</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">0.81</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">53</div></td>
    <td width="75"><div align="center">0.94</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">54</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">1.07</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">55</div></td>
    <td width="75"><div align="center">1.2</div></td>
  </tr>
  <tr bgcolor="#F4FFFF">
    <th width="400" rowspan="6" scope="row"><div align="left">Surge Rating Contribution to Surge %</div></th>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">1-50</div></td>
    <td width="75" rowspan="6"><div align="center">0.3</div></td>
    <td width="75"><div align="center">0.11</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">51</div></td>
    <td width="75"><div align="center">0.13</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#F4FFFF"><div align="center">52</div></td>
    <td width="75" bgcolor="#F4FFFF"><div align="center">0.15</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">53</div></td>
    <td width="75"><div align="center">0.18</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#F4FFFF"><div align="center">54</div></td>
    <td width="75" bgcolor="#F4FFFF"><div align="center">0.2</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">55</div></td>
    <td width="75"><div align="center">0.22</div></td>
  </tr>
  <tr bgcolor="#FFFFCC">
    <th width="400" rowspan="6" scope="row"><div align="left">Alacrity Rating Contribution to Activation Time</div></th>
    <td width="75" rowspan="6"><div align="center">0.3</div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div></td>
    <td width="75"><div align="center">1-50</div></td>
    <td width="75" rowspan="6"><div align="center">0.3</div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div>      <div align="center"></div></td>
    <td width="75"><div align="center">0.55</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">51</div></td>
    <td width="75"><div align="center">0.69</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">52</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">0.83</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">53</div></td>
    <td width="75"><div align="center">0.97</div></td>
  </tr>
  <tr>
    <td width="75" bgcolor="#FFFFCC"><div align="center">54</div></td>
    <td width="75" bgcolor="#FFFFCC"><div align="center">1.11</div></td>
  </tr>
  <tr>
    <td width="75"><div align="center">55</div></td>
    <td width="75"><div align="center">1.25</div></td>
  </tr>
</table>
</body>
</html>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[S&#x26; guides for both storymode and hardmode]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1189.html</link>
			<pubDate>Sun, 14 Apr 2013 05:15:05 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1189.html</guid>
			<description><![CDATA[Hey everyone, here are guides I wrote up on all 7 bosses of the new operation. Let me know if there are any questions or anything your raid does differently <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<ul>
<li><a href="http://dulfy.net/2013/02/23/swtor-dashroode-scum-and-villainy-operation-boss-guide/" target="_blank">Dash'Roode</a></li>
<li><a href="http://dulfy.net/2013/02/23/swtor-titan-6-scum-and-villainy-operation-boss-guide/" target="_blank">Titan 6</a></li>
<li><a href="http://dulfy.net/2013/02/23/swtor-thrasher-and-bo-zarran-scum-and-villainy-operation-boss-guide/" target="_blank">Thrasher</a></li>
<li><a href="http://dulfy.net/2013/02/23/swtor-operations-chief-scum-and-villainy-operations-boss-guide/" target="_blank">Operations Chief</a></li>
<li><a href="http://dulfy.net/2013/02/24/swtor-olok-the-shadow-scum-and-villainy-operation-boss-guide/" target="_blank">Olok the Shadow</a></li>
<li><a href="http://dulfy.net/2013/02/24/swtor-cartel-warlords-scum-and-villainy-operation-boss-guide/" target="_blank">Cartel Warlords</a></li>
<li><a href="http://dulfy.net/2013/02/24/swtor-dread-master-styrak-scum-and-villainy-operation-boss-guide/" target="_blank">Dread Master Styrak</a></li>
<li><a href="http://dulfy.net/2013/04/09/swtor-golden-fury-makeb-operation-boss-guide/" target="_blank">Toborro's Courtyard/Golden Fury</a><br />
</li></ul>
]]></description>
			<content:encoded><![CDATA[Hey everyone, here are guides I wrote up on all 7 bosses of the new operation. Let me know if there are any questions or anything your raid does differently <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<ul>
<li><a href="http://dulfy.net/2013/02/23/swtor-dashroode-scum-and-villainy-operation-boss-guide/" target="_blank">Dash'Roode</a></li>
<li><a href="http://dulfy.net/2013/02/23/swtor-titan-6-scum-and-villainy-operation-boss-guide/" target="_blank">Titan 6</a></li>
<li><a href="http://dulfy.net/2013/02/23/swtor-thrasher-and-bo-zarran-scum-and-villainy-operation-boss-guide/" target="_blank">Thrasher</a></li>
<li><a href="http://dulfy.net/2013/02/23/swtor-operations-chief-scum-and-villainy-operations-boss-guide/" target="_blank">Operations Chief</a></li>
<li><a href="http://dulfy.net/2013/02/24/swtor-olok-the-shadow-scum-and-villainy-operation-boss-guide/" target="_blank">Olok the Shadow</a></li>
<li><a href="http://dulfy.net/2013/02/24/swtor-cartel-warlords-scum-and-villainy-operation-boss-guide/" target="_blank">Cartel Warlords</a></li>
<li><a href="http://dulfy.net/2013/02/24/swtor-dread-master-styrak-scum-and-villainy-operation-boss-guide/" target="_blank">Dread Master Styrak</a></li>
<li><a href="http://dulfy.net/2013/04/09/swtor-golden-fury-makeb-operation-boss-guide/" target="_blank">Toborro's Courtyard/Golden Fury</a><br />
</li></ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Engineering Sniper / Saboteur Gunslinger in 2.0 End-game PVE]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1188.html</link>
			<pubDate>Fri, 05 Apr 2013 21:02:43 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1188.html</guid>
			<description><![CDATA[<a href="http://suckafish.enjin.com/forum/m/2482819/viewthread/6471543-pve-guide-to-20-engineering-aoe-sniper" target="_blank"><span style="font-size: x-large;"><span style="font-weight: bold;">2.0 Engineering Sniper PVE Guide</span></span></a><br />
<a href="http://suckafish.enjin.com/forum/m/2482819/viewthread/6471543-pve-guide-to-20-engineering-aoe-sniper" target="_blank"><img src="http://i.imgur.com/jB83sXv.png" border="0" alt="[Image: jB83sXv.png]" /></a><br />
by B'oarder Board, The Board Legacy, The Bastion<br />
<br />
<span style="font-weight: bold;">NO AMBUSH</span>: <a href="http://i.imgur.com/YQ8fOBA.jpg" target="_blank">5/36/5</a><br />
<span style="font-weight: bold;">WITH AMBUSH</span>:  <a href="http://i.imgur.com/bmX4XIgh.jpg" target="_blank">7/36/3</a> - <span style="font-size: x-small;">Swap points from Lethality's <a href="http://www.torhead.com/ability/7YLuMQ4/deadly-directive" target="_blank">Deadly Directive</a> to get <a href="http://www.torhead.com/ability/68SeeQj/precision-ambush" target="_blank">Precision Ambush</a> in Marksmanship.</span><br />
<span style="font-weight: bold;">SNAPSHOT:</span><ul>
<li><a href="http://i.imgur.com/mcSi4JP.png" target="_blank">Hit boxes - which bosses will Engineering excel at?</a></li>
<li><a href="http://www.youtube.com/watch?v=BkKgrjGmF_k" target="_blank">PVE trailer, how it looks like in a boss fight - video</a></li>
<li><a href="http://www.youtube.com/watch?v=D5sEx0GYUSA&feature=youtu.be" target="_blank">Single target rotation (no ambush) - video</a></li></ul>
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">TABLE OF CONTENTS:</span></span></span><br />
<blockquote><cite>Quote:</cite>PART 0: Engineering Talents<br />
PART 1: Abilities and Rotation<br />
PART 1.2: Single target rotation <br />
PART 2: Covered Escape and Scatter Bombs<br />
PART 3: Hit the Circle<br />
PART 3.1: Hit Box<br />
PART 4: Parses<br />
PART 5: Sneak Peek<br />
PART 6: Variations</blockquote>
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 0: ENGINEERING TREE TALENTS</span></span><br />
<span style="font-weight: bold;"><span style="font-style: italic;">Let's take a closer look...</span></span><br />
</span><br />
<span style="font-weight: bold;">Terminologies: <span style="color: #1E90FF;">Sniper</span> - <span style="font-style: italic;">Gunslinger</span></span><br />
<br />
<a href="http://www.torhead.com/ability/9MxE2eN/engineers-tool-belt" target="_blank">Engineer's Toolbelt</a> - <span style="font-style: italic;">Saboteur's Utility Belt</span><br />
Talented will let you "spam" Frag Grenade every after 1 GCD. A very strong talent for 2 points and should help you a lot in AoE heavy fights. Recommended for raiding and general PvE play.<br />
<br />
<a href="http://www.torhead.com/ability/cg3swNe/explosive-engineering" target="_blank">Explosive Engineering</a> -<span style="font-style: italic;"> Independent Anarchy</span><br />
2.0 - Tooltip is updated to be more specific: Suppression Fire, Orbital Strike, Frag Grenade, Explosive Probe, Scatter Bombs and Cluster Bombs.  This talent along with Experimental Explosives will super buff your Orbital Strike. Remember to keep it on cooldown!<br />
<br />
<a href="http://www.torhead.com/ability/44MGuz/cluster-bombs" target="_blank">Cluster Bombs</a> - <span style="font-style: italic;">Contingency Charges</span><br />
This talent is buffed to detonate every half second instead of 1 second. This means faster DPS and faster burst energy regen when the bombs detonate.<br />
<br />
<a href="http://www.torhead.com/ability/djnA7ks/imperial-methodology" target="_blank">Imperial Methodology</a> - <span style="font-style: italic;">Insurrection</span><br />
This talent along with Cluster Bombs makes your Explosive Probe a key ability for Engineering since it provides a nice DPS boost as well as giving you a very solid energy regen. Using Explosive Probe will essentially be a net energy gain for you. Due to the myriad of talents the buff Explosive Probe, it is very clear that this ability should be used and kept on cooldown as much as possible.<br />
<br />
<a href="http://www.torhead.com/ability/djnA7ks/imperial-methodology" target="_blank">Calculated Pursuit</a> - <span style="font-style: italic;">Hot Pursuit</span><br />
A nice ability for movement heavy fights if you can keep track of it and spam Overload Shot. Overload Shot should be used as a substitute for Rifle Shot anyway IF you have the energy to spare. If you can keep track of it, and upon exiting cover, then it is preferable to use Overload Shot over Rifle Shot because it does more DPS. Overload Shot should be key-bound especially as an Engineering sniper because it can serve as a "safety-net" type of ability that you can use to keep your Electrified Railgun DoT from falling off (see #8 below). Hit it during heavy movement fights to give you time to reposition to cast a Snipe or Series of Shots.<br />
<br />
<a href="http://www.torhead.com/ability/53W0chG/experimental-explosives" target="_blank">Experimental Explosives</a> - <span style="font-style: italic;">Arsonist</span><br />
A mandatory talent for Full Engineering. It increases the critical damage of your Plasma Probe, Orbital Strike and Cluster Bombs, 3 of your hardest hitting abilites. This makes Crit chance and Crit rating an important stat for Engineering Snipers. As far as what Crit Rating to aim for, I digress on the topic until we can have concrete numerical proof from the community. This talent along with Explosive Engineering will super buff your Orbital Strike and make it very worthwhile to keep on cooldown. Full Engineering is already very easy on the energy bar and there should be no reason to not cast Orbital Strike when it is up.<br />
<br />
<a href="http://www.torhead.com/ability/enGC6P9/emp-discharge" target="_blank">EMP Discharge</a> - <span style="font-style: italic;">Sabotage</span><br />
<span style="font-weight: bold;">2.0 - Immediately finishes the cooldown on Adrenaline Probe, Shield Probe, Entrench, and Covered Escape. This ability does not respect the global cooldown.</span>  A nice PvP talent with great PvE uses as well. With EMP Discharge you essentially now have Adrenaline Probe on a 1 minute cooldown which is ~30 seconds earlier than what Lethality Snipers get. Engineering tree by default is already an energy efficient spec and to cap it off with this talent, gives you a larger margin for error when it comes to energy management. Used properly however, this energy can be converted into damage in multiple ways one being via SNIPE - SNIPE - SNIPE (followed by an Adrenaline Probe). More importantly this ability resets the cooldown of your Covered Escape, which is your hardest hitting ability when talented with Scatter Bombs. This will be further discussed below.<br />
<br />
<a href="http://www.torhead.com/ability/29fSEtX/electrified-railgun" target="_blank">Electrified Railgun</a> & <span style="font-weight: bold;">2.0 - Electrified Blast Passive 2/2</span> - <span style="font-style: italic;">Blazing Speed</span> & (?)<br />
<span style="font-weight: bold;">2.0 - When Series of Shots deals damage, it electrifies the target, dealing 344 elemental damage over 6 seconds. Stacks up to 3 times</span>.  With <span style="font-weight: bold;">Electrified Blast</span> - Snipe and Overload Shot has a 100% chance to apply 1 stack of Electrified Railgun's effect to the target.  This talent gives the aforementioned abilities a DoT effect that deal elemental damage over time. Although the DoT effect does not make up a big portion of your damage done, this talent is still a DPS increase and should be utilized as much as you can. For this purpose the single target rotation will revolve around giving Electrified Railgun as much uptime as possible. Due to the short 6 second duration of the DoT, you will want to use either Series of Shots, Sniper, or Overload Shot every after 2 GCD's. This will be explained and demonstrated using a video further down the guide.<br />
<br />
<a href="http://www.torhead.com/ability/9tbiLoT/deployed-shields" target="_blank">Deployed Shields</a> - <span style="font-style: italic;">Riot Screen</span><br />
This is a huge survivability talent and should be taken in PvE. 6% damage reduction while in cover will equate to a lot of damage reduction over the course of a raid encounter. When predictable AoE damage will occur, it will not hurt to go into cover to benefit from this talent and help your healers. On top of that a 30 second reduction on your best PvE utility ability is something that will always be beneficial to your group. Note that starting in 2.0, Ballistic Shields, or more popularly called the "Sniper bubble" is no longer attached to your character and can be deployed and left at the spot where you initially activated it. Run in, drop Ballistic Shields near the tank, run out <br />
<br />
<span style="font-weight: bold;">Imperial Auto Loader</span> - <span style="font-style: italic;">(?)</span><br />
<span style="font-weight: bold;">2.0 - Reduces the cooldown of Explosive Probe and Series of Shots by 4.5 seconds and reduces their energy cost by 6.</span> Lower cooldown on your Series of Shots and Explosive Probe. Enough said!<br />
<br />
<span style="font-weight: bold;">Scatter Bombs 2/2</span> Passive - <span style="font-style: italic;">(?)</span><br />
Reduces the energy cost of Fragmentation Grenade by 4. In addition, when rolling with Covered Escape, you have a 100% chance to drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing X kinetic damage to any nearby enemy. <br />
<br />
This talent will be your DPS bread and butter. You will rely on this for your burst and sustained DPS. Take note that these bombs will make up almost a quarter of your total damage done. Because of this, it is crucial that you utilize this talent as much as you can for maximum DPS. Remember that they deal kinetic damage and thus will be affected by armor penetration. Scatter Bombs will be discussed more detail further down the <br />
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 1: ABILITIES AND ROTATION</span></span></span><br />
<span style="font-weight: bold;"><span style="font-size: medium;"><span style="font-style: italic;">Your "single target rotation"</span></span><br />
</span><br />
<span style="font-weight: bold;">List of abilities:</span><br />
<blockquote><cite>Quote:</cite>Damage over time and debuffs<br />
PP - Plasma Probe<br />
IP - Interrogation Probe<br />
CD - Corrosive Dart<br />
EP - Explosive Probe (cluster bombs)<br />
SS - Shatter Shot (armor penetration)<br />
<br />
Single target ranged attack<br />
SoS - Series of Shots<br />
Snipe - Snipe (LS - Laze Target then Snipe)<br />
RS - Rifle Shot (auto-attack)<br />
<br />
Cooldowns<br />
OS - Orbital Strike<br />
AP - Adrenaline Probe<br />
TA - Target Acquired</blockquote>
<br />
Full Engineering playstyle is similar to Lethality and Hybrid in that it revolves around keeping your DoTs and debuffs up as much as you can on your target. Playing Full Engineering in a flashpoint or raid requires that you keep your target afflicted with the following DoTs and debuffs:<br />
<br />
<a href="http://www.torhead.com/ability/5vKklsx/plasma-probe" target="_blank">Plasma Probe</a> - <span style="font-style: italic;">Incendiary Grenade</span><br />
This ability is buffed by your <a href="http://www.torhead.com/ability/cg3swNe/explosive-engineering" target="_blank">Explosive Engineering</a> and <a href="http://www.torhead.com/ability/53W0chG/experimental-explosives" target="_blank">Experimental Explosives</a> <br />
<br />
The pinnacle talent of the Engineering tree. This ability is your strongest DoT and should be kept on cooldown at all times. Note that this ability also benefits from all your talents that affect AoE namely Explosive Engineering and Experimental Explosives. The stun component is nice for PvP and will only have minor effects in boss encounters. For trash and day-to-day PvE however, the stun component can prove useful and can even be used to interrupt adds or targets that spawn in a boss fight. Careful use of Plasma Probe is key to the PvE raiding Engineer. You do not want to potentially wipe the raid by breaking CC'd targets as well as aggroing a pat that walks into your Plasma Probe. This DoT deals elemental damage and is not affected by armor penetration (the same goes for Corrosive Dart which deals internal damage).<br />
<br />
<a href="http://www.torhead.com/ability/ezi9cp0/interrogation-probe" target="_blank">Interrogation Probe</a> - <span style="font-style: italic;">Shock Charge</span><br />
Your second DoT that deals energy damage and can be mitigated by armor. This DoT will benefit from an armor penetration debuff. When talented this DoT will be very easy to reapply and should be kept up at all times.<br />
<br />
<a href="http://www.torhead.com/ability/fA4LY43/corrosive-dart" target="_blank">Corrosive Dart</a> - <span style="font-style: italic;">Vital Shot</span><br />
Your third DoT. Internal damage type meaning it will not be mitigated by armor. This ability will not make up a big chunk of your total damage done but should still be applied to the boss at all times. However due to raid mechanics, you may be able to forego or delay using this ability if it means casting something else that is higher in your priority list, say Covered Escape or Orbital Strike. This ability can be used on multiple targets.<br />
<br />
<a href="http://www.torhead.com/ability/OEXFI/explosive-probe" target="_blank">Explosive Probe</a> - <span style="font-style: italic;">Sabotage Charge</span><br />
One of the Engineering tree's "highlight" abilities. Definitely not a priority in other specs, but when fully talented this abiltiy serves the multi-purpose of being a strong DPS and utlity abiltiy. With reduced energy cost and increased damage, keeping this ability on cooldown is one of the priorities of the Engineering Sniper. When detonated, it will leave 4 stacks of Cluster Bombs that detonate over time when hit by blaster fire (from any source), giving you more DPS as well as refunding you 20 energy back, for a total of 5 energy gained when the full effect ends. Remember that this ability deals kinetic damage and will benefit greatly from an armor penetration debuff. Use this ability on cooldown.<br />
<br />
<a href="http://www.torhead.com/ability/10OsXEA/shatter-shot" target="_blank">Shatter Shot</a> - <span style="font-style: italic;">Flourish Shot</span><br />
I cannot stress how important an armor penetration debuff is to the Engineering Sniper. More than half of your abilities will benefit from armor penetration. All your abiltiies that deal weapon, kinetic, and energy damage will do more as long as an armor penetration debuff is present on the target. In my gear for example: <br />
<ul>
<li>A Scatter Bomb with Shatter Shot does 1600 damage - without Shatter Shot it does 1500.</li>
<li>Interrogation Probe with Shatter Shot ticks for 600 damage - without Shatter Shot it ticks for 500.<br />
</li></ul>
<br />
<blockquote><cite>Quote:</cite><span style="font-weight: bold;">NOW</span> that we are done with your DoTs and debuffs, let's talk about your single target ranged attacks namely, Series of Shots, Snipe, and Ambush.</blockquote>
 <br />
<br />
<a href="http://www.torhead.com/ability/fm439BU/series-of-shots" target="_blank">Series of Shots</a>  <span style="font-weight: bold;">2.0 - 14 energy cost, 10.5 sec cooldown talented</span> - <span style="font-style: italic;">Speed Shot</span><br />
This ability is buffed with cooldown reduction and given a DoT component (via Electrified Railgun) in the Engineering tree. This will make up the top half of your total damage done, second only to Scatter Bombs and should be used on cooldown to maintain and reapply stacks of your Electrified Railgun. Note that each hit of Series of Shots will apply a stack of this DoT up to a maximum of 3 stacks.<br />
<br />
<a href="http://www.torhead.com/ability/aZM9JIO/snipe" target="_blank">Snipe</a> - <span style="font-style: italic;">Charged Burst</span><br />
Once you have applied all your DoTs and debuffs and Series of Shots is on cooldown, this will be the ability you will want to cast. This will also be part of your single target rotation and is crucial in maintaining 3 stacks of Electrified Railgun. Remember to keep Lazed Snipe on cooldown as well since Lazed Snipe (1 minute cooldown) will make your next Snipe an automatic critical hit. Snipe will also be on the top half of your total damage done and should be used as an energy dump when you have Adrenaline Probe available.<br />
<br />
<a href="http://www.torhead.com/ability/SO2A5A/ambush" target="_blank">Ambush</a> - <span style="font-style: italic;">Aimed Shot</span><br />
This ability does not benefit from your Electrified Railgun talent.  Cast a Snipe or Series of Shots after each Ambush you do to refresh your Electrified Railgun DoT.<br />
<br />
<blockquote><cite>Quote:</cite><span style="font-weight: bold;">NEXT</span> stop your offensive Cooldowns.</blockquote>
<br />
<a href="http://www.torhead.com/ability/eXVefIK/orbital-strike" target="_blank">Orbital Strike</a> - <span style="font-style: italic;">XS Freighter Flyby</span><br />
Use it every 1 minute. This ability is buffed by your <a href="http://www.torhead.com/ability/cg3swNe/explosive-engineering" target="_blank">Explosive Engineering</a> and <a href="http://www.torhead.com/ability/53W0chG/experimental-explosives" target="_blank">Experimental Explosives</a>.  Orbital Strike should be used on cool down.  More on this ability further down the guide.<br />
<br />
<a href="http://www.torhead.com/ability/bI3EsHM/adrenaline-probe" target="_blank">Adrenaline Probe</a> - <span style="font-style: italic;">Cool Head</span><br />
Your on-demand burst energy regen. Using EMP Discharge will reset your Adrenaline Probe as well and it is on a 1 minute cooldown.<br />
<br />
<a href="http://www.torhead.com/ability/d2Di9yJ/target-acquired" target="_blank">Target Acquired</a> - <span style="font-style: italic;">Illegal Mods</span><br />
Aside from the energy gain it gives when you have the 2-pc PvE set bonus, this ability will give you an armor penetration buff which is very desirable for the Engineering Sniper. Remember all your single target ranged attacks deal weapon damage and your Scatter Bombs, Interrogation Probe, Explosive Probe and Cluster Bombs do kinetic damage. All these will benefit from armor penetration.<br />
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 1.2: SIMPLE SINGLE TARGET ROTATION (NO AMBUSH)</span></span></span><br />
This rotation aims to give you the most uptime on your DoTs and debuffs as possible. Foregoing Ambush all together to be able to keep 3 stacks of Electrified Railgun up. I've divided the section into two parts.  (A different rotation is one that includes Ambush which is placed on the purple boxes and will occupy TWO slots - more on this down the guide).<br />
<br />
<span style="font-weight: bold;">1ST DIAGRAM</span><br />
Your duty as an Engineering Sniper is to keep all your DoTs and debuffs up and at the same time maintain a steady stream of Electrified Railgun with 3 stacks. I found that you can do this by following the pattern shown in this image:<br />
<br />
<img src="http://i.imgur.com/RyqUcmp.jpg" border="0" alt="[Image: RyqUcmp.jpg]" /><br />
<br />
Your DoTs and debuffs will go through the purple boxes in the diagram while you use Series of Shots and Snipe to maintain 3 stacks of the Electrified Railgun DoT. The rest of the time you will be using instant casts to maintain these DoTs and use Rifle Shot or Overload Shot for filler. I placed the DoTs in that priority list (PP, IP, EP (+Cluster Bombs), CD) because if you look at this pie chart:<br />
<br />
<img src="http://i.imgur.com/IYaFHMJ.png" border="0" alt="[Image: IYaFHMJ.png]" /><br />
<br />
You will see that the abilities are in that order in terms of percentage of damage done (with Plasma Probe on top followed closely by Interrogation Probe and Explosive Probe + Cluster Bombs). Take note that Plasma Probe has an 18 sec cooldown and lasts 18 seconds just like Interrogation Probe. If you always use Plasma Probe before Interrogation Probe, then you know that when Plasma Probe comes back up again, then it's time to refresh Interrogation Probe on your target.<br />
<br />
Ofcourse Shatter Shot should be prioritized over your DoTs because maintaining the 20% armor penetration debuff equates to a huge DPS increase not only to you but to your group. Take note that Interrogation Probe, Series of Shots, Snipe, Explosive Probe, Cluster Bombs, and Scatter Bombs, all do either kinetic or weapon damage. These damage types are mitigated by armor meaning that an armor penetration debuff will increase the damage they do. <br />
<br />
<span style="font-weight: bold;">2ND DIAGRAM</span><br />
If we plug in the abilities into the purple boxes, this is how an opener will look like:<br />
<br />
<img src="http://i.imgur.com/AFQlYx9.jpg" border="0" alt="[Image: AFQlYx9.jpg]" /><br />
Remember that in order to keep up 3 stacks of Electrified Railgun, you will need to use either a Snipe or Overload Shot every 2 GCDs. If you have Series of Shots available, you can afford to let the 3 stacks fall off since Series of Shots will easily reapply them anyway.<br />
<br />
What I found while testing the new Full Engineering spec is that you have no one-size-fits-all rotation. The best rotational guide I can suggest is to keep these in mind.<ul>
<li>2 GCDs to put DoTs / debuffs up</li>
<li>After 2 GCDs use a Snipe or Series of Shots whichever one is available to maintain your Electrified Railgun stacks</li>
<li>A Rifle Shot counts as 1 GCD or 1 purple box in the diagram</li>
<li>Use Overload Shot for movement heavy fights to keep your Electrified Railgun stacks from falling off<br />
</li></ul>
Other DPS tips:<ul>
<li>Be careful when spamming Snipe. Using Snipe twice in a row might leave you energy starved and unable to instantly reapply your DoTs</li>
<li>Keep SoS on cooldown. It is your 2nd highest DPS ability followed closely by Plasma Probe and Snipe</li>
<li>Keep your Shatter Shot up. Armor Penetration benefits 6 of your 9 DPS abilities!<br />
</li></ul>
<br />
<span style="font-size: large;"><span style="font-weight: bold;">PRACTICE:</span></span><br />
Click <a href="http://i.imgur.com/AFQlYx9.jpg" target="_blank">here</a> for a simple opener:<br />
Abbreviations:<br />
<blockquote><cite>Quote:</cite>PP - Plasma Probe<br />
IP - Interrogation Probe<br />
SoS - Series of Shots<br />
SS - Shatter Shot<br />
EP - Explosive Probe<br />
CD - Corrosive Dart<br />
RS - Rifle Shot - <span style="font-style: italic;">Flurry of Bolts</span></blockquote>
<br />
1. <span style="color: #6e23dd;">PP - IP</span> - SoS - <span style="color: #6e23dd;">SS - EP</span> - Snipe - <span style="color: #6e23dd;">CD - RS</span> - SoS<br />
2. <span style="color: #6e23dd;">PP - IP</span> - Snipe - <span style="color: #6e23dd;">RS - CD</span> - SoS - Snipe - <span style="color: #6e23dd;">RS - RS*</span><br />
3. <span style="color: #6e23dd;">EP - PP</span> - SoS - <span style="color: #6e23dd;">IP - CD</span> - Snipe - <span style="color: #6e23dd;">RS - X</span> - SoS<br />
<br />
At this point you are probably waiting for your DoTs to run out or waiting for SoS to come back up. You can either burn through your energy and increase DPS by spamming Snipe followed by Adrenaline Probe, or rotate between Snipe and Rifle Shots to keep your 3 stacks of Electrified Railgun from falling off.<br />
<br />
You must have noticed that the cooldowns of abilities as well as the duration of your DoTs have not "synced" or "aligned". That is why we follow a <a href="http://i.imgur.com/RyqUcmp.jpg" target="_blank">pattern</a> instead of a set rotation. Every time you use 2 DoTs or 2 GCDs, you follow it up with a Series of Shots or Snipe depending on which one is available. When no DoTs need refreshing and your ranged attack abilities have not come off cooldown, this is a good time to plan your positioning and prioritize which abilities you will want to use next.  As a final not, I think it is too much work to try and memorize a one-size-fits-all rotation for Full Engineering. I found that it is easier to manage DoTs by following the tips mentioned above. Remember:<br />
<br />
<blockquote><cite>Quote:</cite><ul>
<li>Plasma Probe and Interrogation Probe both last for 18 seconds. Corrosive Dart lasts for 15 seconds.</li>
<li>When Plasma Probe ends, you know it's time to reapply Interrogation Probe. After that Corrosive Dart is next. If you do it this way, then the only DoT you ever need to watch out for is Plasma Probe. And Plasma Probe has a huge 18 second cooldown. It shouldn't be hard to miss.</li>
<li>The "GCD abilities" or abilities in the purple boxes in the diagram, will always be instant cast. Everytime you use 2 GCDs, follow it up with either a Series of Shots, Snipe (or Overload Shot) to maintain your Electrified Railgun. (Exception for when you include Ambush on cool down.  Remember <span style="font-weight: bold;">Electrified Railgun needs to be refreshed every 3 seconds.  Casting Ambush takes at most 2.5 seconds</span>)<br />
</li></ul>
</blockquote>
<br />
<span style="font-weight: bold;">Click <a href="http://imgur.com/a/dPFrD" target="_blank">here</a> for the entire album.<br />
Watch the basic single target rotation (no Ambush, no Roll, no offensive cooldowns) below:</span><br />
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<br />
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 2: COVERED ESCAPE AND SCATTER BOMBS</span></span><br />
<span style="font-weight: bold;"><span style="font-size: medium;"><span style="font-style: italic;">Engineering: The AoE King</span></span><br />
</span></span><br />
The Engineering tree has always been an AoE-centric tree. In 2.0, this AoE capability is increased even more to make you arguably one of the best, if not the best AoE class. This can be attributed to the following: <a href="http://www.torhead.com/ability/9MxE2eN/engineers-tool-belt" target="_blank"> Engineer's Toolbelt</a> (for a <span style="font-style: italic;">spammable</span> <a href="http://www.torhead.com/ability/9sdyCsu/frag-grenade" target="_blank">Frag Grenade</a>), <a href="http://www.torhead.com/ability/cg3swNe/explosive-engineering" target="_blank">Explosive Engineering</a>, <a href="http://www.torhead.com/ability/53W0chG/experimental-explosives" target="_blank">Experimental Explosives</a>, EMP Discharge (which resets your Covered Escape) and ofcourse your super buffed Orbital Strike.  <br />
<br />
To cap this off you have:<br />
<br />
<blockquote><cite>Quote:</cite><span style="color: #FFA500;"><span style="font-weight: bold;">Covered Escape</span></span> Instant, 20 sec cooldown<br />
Roll forward 18 meters, freeing yourself from movement-impairing effects and landing crouched behind cover. While rolling your chance to dodge attacks is increased by 100%.  <span style="font-style: italic;">When timed right, can resist any single target attack or AoE attack for the duration of the roll. This can be used defensively to help your healers or offensively by rolling through the boss and not worry about cleave or AoE attacks. <span style="font-weight: bold;">What makes Covered Escape so strong</span> as an Engineering Sniper is:</span></blockquote>
<br />
<blockquote><cite>Quote:</cite><span style="color: #FFA500;"><span style="font-weight: bold;">Scatter Bombs</span></span> Passive 2/2<br />
Reduces the energy cost of Fragmentation Grenade by 4. In addition, when rolling with Covered Escape, you have a 100% chance to drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing X kinetic damage to any nearby enemy.  <br />
<br />
This talent is buffed by your <a href="http://www.torhead.com/ability/cg3swNe/explosive-engineering" target="_blank">Explosive Engineering</a> and <a href="http://www.torhead.com/ability/53W0chG/experimental-explosives" target="_blank">Experimental Explosives</a>.  In my gear with 1311 Power a single Scatter Bomb hits for roughly 1500 damage without armor penetration. If all 5 bombs hit a target, that is a total of 7500 damage done. Do not be fooled by this number though! If you look at this pie chart below, you can see that Scatter Bombs is very powerful and can make up almost a quarter of your total damage done.</blockquote>
<br />
<img src="http://i.imgur.com/EbSFho2.png" border="0" alt="[Image: EbSFho2.png]" /><br />
<br />
Say... all 5 bombs hit a target and crit?  In my gear I see a single Scatter Bomb crit for 3500. If all 5 crit, that is 17,500 damage using 1 ability.  I use EMP Discharge to reset Covered Escape and drop 5 Scatter Bombs again and the highest damage I could be doing is 35,000 damage in ~2 GCDs!  Ofcourse you will be lucky, and it is close to impossible, to have even 4 out of 5 bombs crit but what this tells us is that Scatter Bombs is one HARD-hitting-ability and should be used in the best way possible. Meaning Covered Escape is now your #1 priority, meaning you are required to have good positioning 110% of the time in a boss fight, meaning you should try to get all 5 bombs to hit at least once on any target in order for it to deal its ideal minimum damage. <br />
<br />
As you can already tell there are a lot of pre-requisites by having a <span style="font-style: italic;">dodge roll</span> as your main DPS ability. Engineering's Covered Escape and Scatter Bombs adds this unique playstyle to the Sniper class and makes it a high-risk high-reward kind of spec to play. The damage you do will be dependent <span style="font-weight: bold;">quite literally</span> on your positioning. Some people might like this and some might not, but regardless Full Engineering is a contender in end-game PvE if you can make good use of Scatter Bombs. If you can make it work Engineering will definitely give Marksmanship and Lethality a run for their money.<br />
<br />
Check out this <a href="http://www.torparse.com/a/151560/time/1362265581/1362265881/0/Overview" target="_blank">parse</a> for example. That is 2951 DPS (wearing Arkanian gear), 20% of which comes from <span style="color: FFA500;">Scatter Bombs</span> followed by <span style="color: FFA500;">Series of Shots</span> at 13%. If you look at the pie chart:<br />
<br />
<img src="http://i.imgur.com/C2Fyn40.png" border="0" alt="[Image: C2Fyn40.png]" /><br />
<br />
You can see that a lot of your damage will come from those 2 abilities with Plasma Probe and Orbital Strike tailing closely behind. What this tells us is that as long as you keep these abilities on cooldown:<ul>
<li>Covered Escape every 20 seconds</li>
<li>EMP Discharge every 60 seconds</li>
<li>Series of Shots every 10 seconds</li>
<li>Plasma Probe every 18 seconds and</li>
<li>Orbital Strike every 60 seconds</li>
<li>(Snipe as your energy dump ability)<br />
</li></ul>
You will be doing at least half of your potential DPS.  That is not including Ambush into the rotation.  The rest will come from your "single target rotation", keeping the rest of your DoTs up as well as using Snipe and Overload Shot to maintain 3 stacks of Electrified Railgun. That shouldn't be too hard right?<br />
<br />
<br />
<span style="font-size: large;"><span style="text-decoration: underline;"><span style="font-weight: bold;">PART 3: HIT CIRCLE</span></span><br />
<span style="font-weight: bold;"><span style="font-size: medium;"><span style="font-style: italic;">Hit the circle (or box)</span></span><br />
</span></span><br />
In day-to-day PvE it may not be. Mobs will most likely melt in one wave of Scatter Bombs and Plasma Probe while you spam Frag Grenade to finish off any stragglers. In a raid setting however, in order for Engineering to potentially beat MM and Lethality, first you have to consider the boss' hit box or hit circle. If it's big enough for you to roll from one end to the other, thus making it possible for 5 of your Scatter Bombs to hit, then Engineering is good to go. However if the boss has a small hit circle (these are usually humanoid bosses), then you won't be able to utilize Scatter Bombs to its full potential and it might be worth it to respec into MM or Lethality instead. Note that most world bosses have huge hit circles too so I'll add them to the list. Here is a short list (imo) of some of the more relevant / recent bosses and their hit box/hit circles:<br />
<br />
<blockquote><cite>Quote:</cite><span style="color: #FF6347;"><span style="font-weight: bold;">Definitely small: (humanoids)<br />
</span></span>Ciphas, Heirad and Kelsara<br />
Operations Chief<br />
Olok the Shadow<br />
Cartel Warlords<br />
Dread Master Styrak<br />
Col. Vorgath<br />
<br />
<span style="color: #FF0000;"><span style="font-weight: bold;">Small to Medium:<br />
</span></span>High Warlord Kephess<br />
Toth and Zorn<br />
Kephess The Undying<br />
Dashroode<br />
Bo Zarram (can be tanked near the wall)<br />
<br />
<span style="color: #800000;"><span style="font-weight: bold;">DEFINITELY LARGE:</span></span><br />
Xenoanalyst II<br />
Dreadtooth<br />
Firebrand and Stormcaller<br />
Writhing Horror<br />
Operator IX<br />
Terror From Beyond<br />
Titan-6<br />
Trasher<br />
Kell Dragon</blockquote>
<br />
Remember that the bulk of your damage will come from Scatter Bombs. You have to be constantly aware of your surroundings so that you don't Covered Escape into something that might kill you. Due to the nature of Covered Escape, obviously there will be some encounters where Full Engineering is not a good choice. One example of this is Dread Master Styrak. Although 5 Scatter bombs can hit the entire length of the Kell Dragon the same won't be true for Dread Master Styrak himself. His hit circle isn't big enough and second you don't want to roll into the adds that close in on you. The same can be said for Toth and Zorn.  That fight is too melee unfriendly as it is and you are better off helping your healers by DPSing that encounter as Marks or Lethality instead.  If  you can pull more daring stunts however, and that is in my opinion the greater appeal of the spec, then as you can see we have quite a list of bosses to down using the new Full Engineering. <br />
<br />
<br />
<span style="font-size: large;"><span style="text-decoration: underline;"><span style="font-weight: bold;">PART 3.1: HIT BOX</span></span></span><br />
<img src="http://i.imgur.com/mcSi4JP.png" border="0" alt="[Image: mcSi4JP.png]" /><br />
<br />
<br />
<span style="font-size: large;"><span style="text-decoration: underline;"><span style="font-weight: bold;">PART 4: PARSES</span></span></span><br />
<span style="font-weight: bold;">TRAINING DUMMY</span><ul>
<li>5 mins - <a href="http://www.torparse.com/a/151560/time/1362265581/1362265881/0/Overview" target="_blank">2951 DPS</a> with Orbital Strike, Covered Escape, EMP Discharge, and single target rotation.</li>
<li>10 mins - <a href="http://www.torparse.com/a/160143/time/1362933693/1362934304/0/Overview" target="_blank">2467 DPS</a> with Orbital Strike and single target rotation.</li>
<li>30 seconds - <a href="http://www.torparse.com/a/160165/time/1362935385/1362935415/0/Overview" target="_blank">4179 DPS</a> - during a 30 second burn phase. This is doable, ideally every 60 seconds since Orbital Strike and EMP Discharge are both on a 1 minute cooldown and the bulk of that damage comes from Orbital Strike and Covered Escape (Scatter Bombs).  This is a "lucky parse" with an abnormally high amount of critical hits.   Orbital strike had a 50% crit chance which is 25% more than my NORMAL crit chance. <br />
</li></ul>
<br />
<span style="font-weight: bold;">OPERATIONS</span><br />
<blockquote><cite>Quote:</cite>Operator IX - <a href="http://www.torparse.com/a/162518/3" target="_blank">http://www.torparse.com/a/162518/3</a> <ul>
<li>Adds / mechanics: The small silver adds are easy to dispatch with your single target rotation. The same can be said for the bigger gold adds.</li>
<li>Boss hit circle / hit box: ✔ Operator is huge. The width of this boss is big enough so that it covers the entire 18m length of your roll.</li>
<li>Covered Escape: ✔ Your dodge roll will "work wonders" on the cores. If you roll directly in front of the cores, you will roll a few feet forward as you hit the wall thus dropping all your bombs in the same spot. <a href="http://www.youtube.com/watch?v=BkKgrjGmF_k&t=1m10s" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">1:10</span></span></a> of video.<br />
</li></ul>
</blockquote>
<br />
<blockquote><cite>Quote:</cite>Kephess - <a href="http://www.torparse.com/a/162518/10" target="_blank">http://www.torparse.com/a/162518/10</a><ul>
<li>It may be worth going Lethality or Marks for this fight since Kephess isn't big enough to get hit by 5 Scatter Bombs as Full Engineering.</li>
<li>Boss hit circle / hit box: Kephess is a bit small. You may only be able to get 1-2 Scatter Bombs off on him. I haven't tried Hybrid or Marks for this boss but so far I think the spec is viable and does more than enough DPS. I certainly didnt felt like I was getting carried in this boss fight.<br />
</li></ul>
</blockquote>
<br />
<blockquote><cite>Quote:</cite>The Terror From Beyond - <a href="http://www.torparse.com/a/162518/13" target="_blank">http://www.torparse.com/a/162518/13</a>  (No Void disturbance)<ul>
<li>Adds / mechanics: ✔ Phase 1 tentacles have huge hit circles. Plenty of room to maneuver but just make sure you reposition yourself asap unless you want to get slammed. Did not encounter any problems being on add duty or on tentacle duty.</li>
<li>Covered Escape: Phase 2. Covered Escape DOES NOT drop you off the platform but "jumps" you into another platform instead. I found that at most 2 bombs will hit the tentacle on the platform. Note that the bombs you drop while "flying" in mid air will hit Terror From Beyond itself but with reduced damage (iirc).</li>
<li>Tandtrum phase: When you Covered Escape during Phase 3, all 5 of your Scatter Bombs will hit the boss. This is definitely the part of the fight where you will shine the most.</li>
<li>Note: Phase 1 and Tantrum Phase will be your strongest areas. Your DPS may lower slightly during Phase 2 due to Covered Escape rolling you to the next platform.<br />
</li></ul>
</blockquote>
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 5: SNEEK PEAK</span></span></span><br />
The playstyle of Engineering is the exact opposite of Marksman. If Marksman needs you to turret and stay in cover to channel abilities, then Engineering allows you to be very mobile, only needing to get into cover for a Series of Shots, Snipe, Explosive Probe or mitigate some incoming damage. The rest of the time you are moving on your two feet, casting instant DoTs, laying down Plasma Probes and Orbital Strikes while looking for a good spot to dodge roll into. I need not remind you that as Full Engineering, outside of being able to put your DoTs from ~30m away, most of the time you will be engaged in close-quarters combat; running into melee range when getting ready to use Covered Escape.<br />
<br />
You will be doing your single target rotation with:<ul>
<li>Covered Escape every 20 seconds</li>
<li>EMP Discharge every 60 seconds</li>
<li>Orbital Strike every 60 seconds<br />
</li></ul>
<span style="font-weight: bold;">Here is a video trailer of how Full Engineering looks like in a raid (includes Operator, Kephess, Thrasher, Titan 6 and TFB HM)</span><br />
<div style="text-align: center;"><!-- start: video_youtube_embed --><br />
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<!-- end: video_youtube_embed --></div>
<br />
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 6: VARIATIONS</span></span></span><br />
The single target rotation posted here is a <span style="font-style: italic;">AMBUSH-less</span> rotation used to get yourself familiar with the flow of the Engineering rotation. A rotation with more DPS is going to be one with Ambush used on cooldown and placed as part of the PURPLE abilities. Ambush will take up TWO SPOTS IN THE PURPLE ABILITIES, (seen in 1:14 of the video guide) because it takes ~2.5 seconds to cast. Since Electrified Railgun (3x stacks) needs to be refreshed every 2 GCDs or ~3 seconds, you will have to use a Snipe or preferably a SoS afterwards each time you use Ambush."<br />
<br />
<blockquote><cite>Quote:</cite>1) On single target rotation - Use Ambush on CD. Include Ambush in your "single target rotation."  Ambush will occupy the "purple boxes" and will use up two slots. This means that every time you use Ambush, follow it up with either a SoS or Overload Shot/Snipe to try to maintain your Electrified Railgun stacks.</blockquote>
<br />
<blockquote><cite>Quote:</cite>2) On talent trees - Swap points from Lethality's <a href="http://www.torhead.com/ability/7YLuMQ4/deadly-directive" target="_blank">Deadly Directive</a> to get <a href="http://www.torhead.com/ability/68SeeQj/precision-ambush" target="_blank">Precision Ambush</a> in Marksmanship.</blockquote>
]]></description>
			<content:encoded><![CDATA[<a href="http://suckafish.enjin.com/forum/m/2482819/viewthread/6471543-pve-guide-to-20-engineering-aoe-sniper" target="_blank"><span style="font-size: x-large;"><span style="font-weight: bold;">2.0 Engineering Sniper PVE Guide</span></span></a><br />
<a href="http://suckafish.enjin.com/forum/m/2482819/viewthread/6471543-pve-guide-to-20-engineering-aoe-sniper" target="_blank"><img src="http://i.imgur.com/jB83sXv.png" border="0" alt="[Image: jB83sXv.png]" /></a><br />
by B'oarder Board, The Board Legacy, The Bastion<br />
<br />
<span style="font-weight: bold;">NO AMBUSH</span>: <a href="http://i.imgur.com/YQ8fOBA.jpg" target="_blank">5/36/5</a><br />
<span style="font-weight: bold;">WITH AMBUSH</span>:  <a href="http://i.imgur.com/bmX4XIgh.jpg" target="_blank">7/36/3</a> - <span style="font-size: x-small;">Swap points from Lethality's <a href="http://www.torhead.com/ability/7YLuMQ4/deadly-directive" target="_blank">Deadly Directive</a> to get <a href="http://www.torhead.com/ability/68SeeQj/precision-ambush" target="_blank">Precision Ambush</a> in Marksmanship.</span><br />
<span style="font-weight: bold;">SNAPSHOT:</span><ul>
<li><a href="http://i.imgur.com/mcSi4JP.png" target="_blank">Hit boxes - which bosses will Engineering excel at?</a></li>
<li><a href="http://www.youtube.com/watch?v=BkKgrjGmF_k" target="_blank">PVE trailer, how it looks like in a boss fight - video</a></li>
<li><a href="http://www.youtube.com/watch?v=D5sEx0GYUSA&feature=youtu.be" target="_blank">Single target rotation (no ambush) - video</a></li></ul>
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">TABLE OF CONTENTS:</span></span></span><br />
<blockquote><cite>Quote:</cite>PART 0: Engineering Talents<br />
PART 1: Abilities and Rotation<br />
PART 1.2: Single target rotation <br />
PART 2: Covered Escape and Scatter Bombs<br />
PART 3: Hit the Circle<br />
PART 3.1: Hit Box<br />
PART 4: Parses<br />
PART 5: Sneak Peek<br />
PART 6: Variations</blockquote>
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 0: ENGINEERING TREE TALENTS</span></span><br />
<span style="font-weight: bold;"><span style="font-style: italic;">Let's take a closer look...</span></span><br />
</span><br />
<span style="font-weight: bold;">Terminologies: <span style="color: #1E90FF;">Sniper</span> - <span style="font-style: italic;">Gunslinger</span></span><br />
<br />
<a href="http://www.torhead.com/ability/9MxE2eN/engineers-tool-belt" target="_blank">Engineer's Toolbelt</a> - <span style="font-style: italic;">Saboteur's Utility Belt</span><br />
Talented will let you "spam" Frag Grenade every after 1 GCD. A very strong talent for 2 points and should help you a lot in AoE heavy fights. Recommended for raiding and general PvE play.<br />
<br />
<a href="http://www.torhead.com/ability/cg3swNe/explosive-engineering" target="_blank">Explosive Engineering</a> -<span style="font-style: italic;"> Independent Anarchy</span><br />
2.0 - Tooltip is updated to be more specific: Suppression Fire, Orbital Strike, Frag Grenade, Explosive Probe, Scatter Bombs and Cluster Bombs.  This talent along with Experimental Explosives will super buff your Orbital Strike. Remember to keep it on cooldown!<br />
<br />
<a href="http://www.torhead.com/ability/44MGuz/cluster-bombs" target="_blank">Cluster Bombs</a> - <span style="font-style: italic;">Contingency Charges</span><br />
This talent is buffed to detonate every half second instead of 1 second. This means faster DPS and faster burst energy regen when the bombs detonate.<br />
<br />
<a href="http://www.torhead.com/ability/djnA7ks/imperial-methodology" target="_blank">Imperial Methodology</a> - <span style="font-style: italic;">Insurrection</span><br />
This talent along with Cluster Bombs makes your Explosive Probe a key ability for Engineering since it provides a nice DPS boost as well as giving you a very solid energy regen. Using Explosive Probe will essentially be a net energy gain for you. Due to the myriad of talents the buff Explosive Probe, it is very clear that this ability should be used and kept on cooldown as much as possible.<br />
<br />
<a href="http://www.torhead.com/ability/djnA7ks/imperial-methodology" target="_blank">Calculated Pursuit</a> - <span style="font-style: italic;">Hot Pursuit</span><br />
A nice ability for movement heavy fights if you can keep track of it and spam Overload Shot. Overload Shot should be used as a substitute for Rifle Shot anyway IF you have the energy to spare. If you can keep track of it, and upon exiting cover, then it is preferable to use Overload Shot over Rifle Shot because it does more DPS. Overload Shot should be key-bound especially as an Engineering sniper because it can serve as a "safety-net" type of ability that you can use to keep your Electrified Railgun DoT from falling off (see #8 below). Hit it during heavy movement fights to give you time to reposition to cast a Snipe or Series of Shots.<br />
<br />
<a href="http://www.torhead.com/ability/53W0chG/experimental-explosives" target="_blank">Experimental Explosives</a> - <span style="font-style: italic;">Arsonist</span><br />
A mandatory talent for Full Engineering. It increases the critical damage of your Plasma Probe, Orbital Strike and Cluster Bombs, 3 of your hardest hitting abilites. This makes Crit chance and Crit rating an important stat for Engineering Snipers. As far as what Crit Rating to aim for, I digress on the topic until we can have concrete numerical proof from the community. This talent along with Explosive Engineering will super buff your Orbital Strike and make it very worthwhile to keep on cooldown. Full Engineering is already very easy on the energy bar and there should be no reason to not cast Orbital Strike when it is up.<br />
<br />
<a href="http://www.torhead.com/ability/enGC6P9/emp-discharge" target="_blank">EMP Discharge</a> - <span style="font-style: italic;">Sabotage</span><br />
<span style="font-weight: bold;">2.0 - Immediately finishes the cooldown on Adrenaline Probe, Shield Probe, Entrench, and Covered Escape. This ability does not respect the global cooldown.</span>  A nice PvP talent with great PvE uses as well. With EMP Discharge you essentially now have Adrenaline Probe on a 1 minute cooldown which is ~30 seconds earlier than what Lethality Snipers get. Engineering tree by default is already an energy efficient spec and to cap it off with this talent, gives you a larger margin for error when it comes to energy management. Used properly however, this energy can be converted into damage in multiple ways one being via SNIPE - SNIPE - SNIPE (followed by an Adrenaline Probe). More importantly this ability resets the cooldown of your Covered Escape, which is your hardest hitting ability when talented with Scatter Bombs. This will be further discussed below.<br />
<br />
<a href="http://www.torhead.com/ability/29fSEtX/electrified-railgun" target="_blank">Electrified Railgun</a> & <span style="font-weight: bold;">2.0 - Electrified Blast Passive 2/2</span> - <span style="font-style: italic;">Blazing Speed</span> & (?)<br />
<span style="font-weight: bold;">2.0 - When Series of Shots deals damage, it electrifies the target, dealing 344 elemental damage over 6 seconds. Stacks up to 3 times</span>.  With <span style="font-weight: bold;">Electrified Blast</span> - Snipe and Overload Shot has a 100% chance to apply 1 stack of Electrified Railgun's effect to the target.  This talent gives the aforementioned abilities a DoT effect that deal elemental damage over time. Although the DoT effect does not make up a big portion of your damage done, this talent is still a DPS increase and should be utilized as much as you can. For this purpose the single target rotation will revolve around giving Electrified Railgun as much uptime as possible. Due to the short 6 second duration of the DoT, you will want to use either Series of Shots, Sniper, or Overload Shot every after 2 GCD's. This will be explained and demonstrated using a video further down the guide.<br />
<br />
<a href="http://www.torhead.com/ability/9tbiLoT/deployed-shields" target="_blank">Deployed Shields</a> - <span style="font-style: italic;">Riot Screen</span><br />
This is a huge survivability talent and should be taken in PvE. 6% damage reduction while in cover will equate to a lot of damage reduction over the course of a raid encounter. When predictable AoE damage will occur, it will not hurt to go into cover to benefit from this talent and help your healers. On top of that a 30 second reduction on your best PvE utility ability is something that will always be beneficial to your group. Note that starting in 2.0, Ballistic Shields, or more popularly called the "Sniper bubble" is no longer attached to your character and can be deployed and left at the spot where you initially activated it. Run in, drop Ballistic Shields near the tank, run out <br />
<br />
<span style="font-weight: bold;">Imperial Auto Loader</span> - <span style="font-style: italic;">(?)</span><br />
<span style="font-weight: bold;">2.0 - Reduces the cooldown of Explosive Probe and Series of Shots by 4.5 seconds and reduces their energy cost by 6.</span> Lower cooldown on your Series of Shots and Explosive Probe. Enough said!<br />
<br />
<span style="font-weight: bold;">Scatter Bombs 2/2</span> Passive - <span style="font-style: italic;">(?)</span><br />
Reduces the energy cost of Fragmentation Grenade by 4. In addition, when rolling with Covered Escape, you have a 100% chance to drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing X kinetic damage to any nearby enemy. <br />
<br />
This talent will be your DPS bread and butter. You will rely on this for your burst and sustained DPS. Take note that these bombs will make up almost a quarter of your total damage done. Because of this, it is crucial that you utilize this talent as much as you can for maximum DPS. Remember that they deal kinetic damage and thus will be affected by armor penetration. Scatter Bombs will be discussed more detail further down the <br />
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 1: ABILITIES AND ROTATION</span></span></span><br />
<span style="font-weight: bold;"><span style="font-size: medium;"><span style="font-style: italic;">Your "single target rotation"</span></span><br />
</span><br />
<span style="font-weight: bold;">List of abilities:</span><br />
<blockquote><cite>Quote:</cite>Damage over time and debuffs<br />
PP - Plasma Probe<br />
IP - Interrogation Probe<br />
CD - Corrosive Dart<br />
EP - Explosive Probe (cluster bombs)<br />
SS - Shatter Shot (armor penetration)<br />
<br />
Single target ranged attack<br />
SoS - Series of Shots<br />
Snipe - Snipe (LS - Laze Target then Snipe)<br />
RS - Rifle Shot (auto-attack)<br />
<br />
Cooldowns<br />
OS - Orbital Strike<br />
AP - Adrenaline Probe<br />
TA - Target Acquired</blockquote>
<br />
Full Engineering playstyle is similar to Lethality and Hybrid in that it revolves around keeping your DoTs and debuffs up as much as you can on your target. Playing Full Engineering in a flashpoint or raid requires that you keep your target afflicted with the following DoTs and debuffs:<br />
<br />
<a href="http://www.torhead.com/ability/5vKklsx/plasma-probe" target="_blank">Plasma Probe</a> - <span style="font-style: italic;">Incendiary Grenade</span><br />
This ability is buffed by your <a href="http://www.torhead.com/ability/cg3swNe/explosive-engineering" target="_blank">Explosive Engineering</a> and <a href="http://www.torhead.com/ability/53W0chG/experimental-explosives" target="_blank">Experimental Explosives</a> <br />
<br />
The pinnacle talent of the Engineering tree. This ability is your strongest DoT and should be kept on cooldown at all times. Note that this ability also benefits from all your talents that affect AoE namely Explosive Engineering and Experimental Explosives. The stun component is nice for PvP and will only have minor effects in boss encounters. For trash and day-to-day PvE however, the stun component can prove useful and can even be used to interrupt adds or targets that spawn in a boss fight. Careful use of Plasma Probe is key to the PvE raiding Engineer. You do not want to potentially wipe the raid by breaking CC'd targets as well as aggroing a pat that walks into your Plasma Probe. This DoT deals elemental damage and is not affected by armor penetration (the same goes for Corrosive Dart which deals internal damage).<br />
<br />
<a href="http://www.torhead.com/ability/ezi9cp0/interrogation-probe" target="_blank">Interrogation Probe</a> - <span style="font-style: italic;">Shock Charge</span><br />
Your second DoT that deals energy damage and can be mitigated by armor. This DoT will benefit from an armor penetration debuff. When talented this DoT will be very easy to reapply and should be kept up at all times.<br />
<br />
<a href="http://www.torhead.com/ability/fA4LY43/corrosive-dart" target="_blank">Corrosive Dart</a> - <span style="font-style: italic;">Vital Shot</span><br />
Your third DoT. Internal damage type meaning it will not be mitigated by armor. This ability will not make up a big chunk of your total damage done but should still be applied to the boss at all times. However due to raid mechanics, you may be able to forego or delay using this ability if it means casting something else that is higher in your priority list, say Covered Escape or Orbital Strike. This ability can be used on multiple targets.<br />
<br />
<a href="http://www.torhead.com/ability/OEXFI/explosive-probe" target="_blank">Explosive Probe</a> - <span style="font-style: italic;">Sabotage Charge</span><br />
One of the Engineering tree's "highlight" abilities. Definitely not a priority in other specs, but when fully talented this abiltiy serves the multi-purpose of being a strong DPS and utlity abiltiy. With reduced energy cost and increased damage, keeping this ability on cooldown is one of the priorities of the Engineering Sniper. When detonated, it will leave 4 stacks of Cluster Bombs that detonate over time when hit by blaster fire (from any source), giving you more DPS as well as refunding you 20 energy back, for a total of 5 energy gained when the full effect ends. Remember that this ability deals kinetic damage and will benefit greatly from an armor penetration debuff. Use this ability on cooldown.<br />
<br />
<a href="http://www.torhead.com/ability/10OsXEA/shatter-shot" target="_blank">Shatter Shot</a> - <span style="font-style: italic;">Flourish Shot</span><br />
I cannot stress how important an armor penetration debuff is to the Engineering Sniper. More than half of your abilities will benefit from armor penetration. All your abiltiies that deal weapon, kinetic, and energy damage will do more as long as an armor penetration debuff is present on the target. In my gear for example: <br />
<ul>
<li>A Scatter Bomb with Shatter Shot does 1600 damage - without Shatter Shot it does 1500.</li>
<li>Interrogation Probe with Shatter Shot ticks for 600 damage - without Shatter Shot it ticks for 500.<br />
</li></ul>
<br />
<blockquote><cite>Quote:</cite><span style="font-weight: bold;">NOW</span> that we are done with your DoTs and debuffs, let's talk about your single target ranged attacks namely, Series of Shots, Snipe, and Ambush.</blockquote>
 <br />
<br />
<a href="http://www.torhead.com/ability/fm439BU/series-of-shots" target="_blank">Series of Shots</a>  <span style="font-weight: bold;">2.0 - 14 energy cost, 10.5 sec cooldown talented</span> - <span style="font-style: italic;">Speed Shot</span><br />
This ability is buffed with cooldown reduction and given a DoT component (via Electrified Railgun) in the Engineering tree. This will make up the top half of your total damage done, second only to Scatter Bombs and should be used on cooldown to maintain and reapply stacks of your Electrified Railgun. Note that each hit of Series of Shots will apply a stack of this DoT up to a maximum of 3 stacks.<br />
<br />
<a href="http://www.torhead.com/ability/aZM9JIO/snipe" target="_blank">Snipe</a> - <span style="font-style: italic;">Charged Burst</span><br />
Once you have applied all your DoTs and debuffs and Series of Shots is on cooldown, this will be the ability you will want to cast. This will also be part of your single target rotation and is crucial in maintaining 3 stacks of Electrified Railgun. Remember to keep Lazed Snipe on cooldown as well since Lazed Snipe (1 minute cooldown) will make your next Snipe an automatic critical hit. Snipe will also be on the top half of your total damage done and should be used as an energy dump when you have Adrenaline Probe available.<br />
<br />
<a href="http://www.torhead.com/ability/SO2A5A/ambush" target="_blank">Ambush</a> - <span style="font-style: italic;">Aimed Shot</span><br />
This ability does not benefit from your Electrified Railgun talent.  Cast a Snipe or Series of Shots after each Ambush you do to refresh your Electrified Railgun DoT.<br />
<br />
<blockquote><cite>Quote:</cite><span style="font-weight: bold;">NEXT</span> stop your offensive Cooldowns.</blockquote>
<br />
<a href="http://www.torhead.com/ability/eXVefIK/orbital-strike" target="_blank">Orbital Strike</a> - <span style="font-style: italic;">XS Freighter Flyby</span><br />
Use it every 1 minute. This ability is buffed by your <a href="http://www.torhead.com/ability/cg3swNe/explosive-engineering" target="_blank">Explosive Engineering</a> and <a href="http://www.torhead.com/ability/53W0chG/experimental-explosives" target="_blank">Experimental Explosives</a>.  Orbital Strike should be used on cool down.  More on this ability further down the guide.<br />
<br />
<a href="http://www.torhead.com/ability/bI3EsHM/adrenaline-probe" target="_blank">Adrenaline Probe</a> - <span style="font-style: italic;">Cool Head</span><br />
Your on-demand burst energy regen. Using EMP Discharge will reset your Adrenaline Probe as well and it is on a 1 minute cooldown.<br />
<br />
<a href="http://www.torhead.com/ability/d2Di9yJ/target-acquired" target="_blank">Target Acquired</a> - <span style="font-style: italic;">Illegal Mods</span><br />
Aside from the energy gain it gives when you have the 2-pc PvE set bonus, this ability will give you an armor penetration buff which is very desirable for the Engineering Sniper. Remember all your single target ranged attacks deal weapon damage and your Scatter Bombs, Interrogation Probe, Explosive Probe and Cluster Bombs do kinetic damage. All these will benefit from armor penetration.<br />
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 1.2: SIMPLE SINGLE TARGET ROTATION (NO AMBUSH)</span></span></span><br />
This rotation aims to give you the most uptime on your DoTs and debuffs as possible. Foregoing Ambush all together to be able to keep 3 stacks of Electrified Railgun up. I've divided the section into two parts.  (A different rotation is one that includes Ambush which is placed on the purple boxes and will occupy TWO slots - more on this down the guide).<br />
<br />
<span style="font-weight: bold;">1ST DIAGRAM</span><br />
Your duty as an Engineering Sniper is to keep all your DoTs and debuffs up and at the same time maintain a steady stream of Electrified Railgun with 3 stacks. I found that you can do this by following the pattern shown in this image:<br />
<br />
<img src="http://i.imgur.com/RyqUcmp.jpg" border="0" alt="[Image: RyqUcmp.jpg]" /><br />
<br />
Your DoTs and debuffs will go through the purple boxes in the diagram while you use Series of Shots and Snipe to maintain 3 stacks of the Electrified Railgun DoT. The rest of the time you will be using instant casts to maintain these DoTs and use Rifle Shot or Overload Shot for filler. I placed the DoTs in that priority list (PP, IP, EP (+Cluster Bombs), CD) because if you look at this pie chart:<br />
<br />
<img src="http://i.imgur.com/IYaFHMJ.png" border="0" alt="[Image: IYaFHMJ.png]" /><br />
<br />
You will see that the abilities are in that order in terms of percentage of damage done (with Plasma Probe on top followed closely by Interrogation Probe and Explosive Probe + Cluster Bombs). Take note that Plasma Probe has an 18 sec cooldown and lasts 18 seconds just like Interrogation Probe. If you always use Plasma Probe before Interrogation Probe, then you know that when Plasma Probe comes back up again, then it's time to refresh Interrogation Probe on your target.<br />
<br />
Ofcourse Shatter Shot should be prioritized over your DoTs because maintaining the 20% armor penetration debuff equates to a huge DPS increase not only to you but to your group. Take note that Interrogation Probe, Series of Shots, Snipe, Explosive Probe, Cluster Bombs, and Scatter Bombs, all do either kinetic or weapon damage. These damage types are mitigated by armor meaning that an armor penetration debuff will increase the damage they do. <br />
<br />
<span style="font-weight: bold;">2ND DIAGRAM</span><br />
If we plug in the abilities into the purple boxes, this is how an opener will look like:<br />
<br />
<img src="http://i.imgur.com/AFQlYx9.jpg" border="0" alt="[Image: AFQlYx9.jpg]" /><br />
Remember that in order to keep up 3 stacks of Electrified Railgun, you will need to use either a Snipe or Overload Shot every 2 GCDs. If you have Series of Shots available, you can afford to let the 3 stacks fall off since Series of Shots will easily reapply them anyway.<br />
<br />
What I found while testing the new Full Engineering spec is that you have no one-size-fits-all rotation. The best rotational guide I can suggest is to keep these in mind.<ul>
<li>2 GCDs to put DoTs / debuffs up</li>
<li>After 2 GCDs use a Snipe or Series of Shots whichever one is available to maintain your Electrified Railgun stacks</li>
<li>A Rifle Shot counts as 1 GCD or 1 purple box in the diagram</li>
<li>Use Overload Shot for movement heavy fights to keep your Electrified Railgun stacks from falling off<br />
</li></ul>
Other DPS tips:<ul>
<li>Be careful when spamming Snipe. Using Snipe twice in a row might leave you energy starved and unable to instantly reapply your DoTs</li>
<li>Keep SoS on cooldown. It is your 2nd highest DPS ability followed closely by Plasma Probe and Snipe</li>
<li>Keep your Shatter Shot up. Armor Penetration benefits 6 of your 9 DPS abilities!<br />
</li></ul>
<br />
<span style="font-size: large;"><span style="font-weight: bold;">PRACTICE:</span></span><br />
Click <a href="http://i.imgur.com/AFQlYx9.jpg" target="_blank">here</a> for a simple opener:<br />
Abbreviations:<br />
<blockquote><cite>Quote:</cite>PP - Plasma Probe<br />
IP - Interrogation Probe<br />
SoS - Series of Shots<br />
SS - Shatter Shot<br />
EP - Explosive Probe<br />
CD - Corrosive Dart<br />
RS - Rifle Shot - <span style="font-style: italic;">Flurry of Bolts</span></blockquote>
<br />
1. <span style="color: #6e23dd;">PP - IP</span> - SoS - <span style="color: #6e23dd;">SS - EP</span> - Snipe - <span style="color: #6e23dd;">CD - RS</span> - SoS<br />
2. <span style="color: #6e23dd;">PP - IP</span> - Snipe - <span style="color: #6e23dd;">RS - CD</span> - SoS - Snipe - <span style="color: #6e23dd;">RS - RS*</span><br />
3. <span style="color: #6e23dd;">EP - PP</span> - SoS - <span style="color: #6e23dd;">IP - CD</span> - Snipe - <span style="color: #6e23dd;">RS - X</span> - SoS<br />
<br />
At this point you are probably waiting for your DoTs to run out or waiting for SoS to come back up. You can either burn through your energy and increase DPS by spamming Snipe followed by Adrenaline Probe, or rotate between Snipe and Rifle Shots to keep your 3 stacks of Electrified Railgun from falling off.<br />
<br />
You must have noticed that the cooldowns of abilities as well as the duration of your DoTs have not "synced" or "aligned". That is why we follow a <a href="http://i.imgur.com/RyqUcmp.jpg" target="_blank">pattern</a> instead of a set rotation. Every time you use 2 DoTs or 2 GCDs, you follow it up with a Series of Shots or Snipe depending on which one is available. When no DoTs need refreshing and your ranged attack abilities have not come off cooldown, this is a good time to plan your positioning and prioritize which abilities you will want to use next.  As a final not, I think it is too much work to try and memorize a one-size-fits-all rotation for Full Engineering. I found that it is easier to manage DoTs by following the tips mentioned above. Remember:<br />
<br />
<blockquote><cite>Quote:</cite><ul>
<li>Plasma Probe and Interrogation Probe both last for 18 seconds. Corrosive Dart lasts for 15 seconds.</li>
<li>When Plasma Probe ends, you know it's time to reapply Interrogation Probe. After that Corrosive Dart is next. If you do it this way, then the only DoT you ever need to watch out for is Plasma Probe. And Plasma Probe has a huge 18 second cooldown. It shouldn't be hard to miss.</li>
<li>The "GCD abilities" or abilities in the purple boxes in the diagram, will always be instant cast. Everytime you use 2 GCDs, follow it up with either a Series of Shots, Snipe (or Overload Shot) to maintain your Electrified Railgun. (Exception for when you include Ambush on cool down.  Remember <span style="font-weight: bold;">Electrified Railgun needs to be refreshed every 3 seconds.  Casting Ambush takes at most 2.5 seconds</span>)<br />
</li></ul>
</blockquote>
<br />
<span style="font-weight: bold;">Click <a href="http://imgur.com/a/dPFrD" target="_blank">here</a> for the entire album.<br />
Watch the basic single target rotation (no Ambush, no Roll, no offensive cooldowns) below:</span><br />
<div style="text-align: center;"><!-- start: video_youtube_embed --><br />
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<!-- end: video_youtube_embed --></div>
<br />
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 2: COVERED ESCAPE AND SCATTER BOMBS</span></span><br />
<span style="font-weight: bold;"><span style="font-size: medium;"><span style="font-style: italic;">Engineering: The AoE King</span></span><br />
</span></span><br />
The Engineering tree has always been an AoE-centric tree. In 2.0, this AoE capability is increased even more to make you arguably one of the best, if not the best AoE class. This can be attributed to the following: <a href="http://www.torhead.com/ability/9MxE2eN/engineers-tool-belt" target="_blank"> Engineer's Toolbelt</a> (for a <span style="font-style: italic;">spammable</span> <a href="http://www.torhead.com/ability/9sdyCsu/frag-grenade" target="_blank">Frag Grenade</a>), <a href="http://www.torhead.com/ability/cg3swNe/explosive-engineering" target="_blank">Explosive Engineering</a>, <a href="http://www.torhead.com/ability/53W0chG/experimental-explosives" target="_blank">Experimental Explosives</a>, EMP Discharge (which resets your Covered Escape) and ofcourse your super buffed Orbital Strike.  <br />
<br />
To cap this off you have:<br />
<br />
<blockquote><cite>Quote:</cite><span style="color: #FFA500;"><span style="font-weight: bold;">Covered Escape</span></span> Instant, 20 sec cooldown<br />
Roll forward 18 meters, freeing yourself from movement-impairing effects and landing crouched behind cover. While rolling your chance to dodge attacks is increased by 100%.  <span style="font-style: italic;">When timed right, can resist any single target attack or AoE attack for the duration of the roll. This can be used defensively to help your healers or offensively by rolling through the boss and not worry about cleave or AoE attacks. <span style="font-weight: bold;">What makes Covered Escape so strong</span> as an Engineering Sniper is:</span></blockquote>
<br />
<blockquote><cite>Quote:</cite><span style="color: #FFA500;"><span style="font-weight: bold;">Scatter Bombs</span></span> Passive 2/2<br />
Reduces the energy cost of Fragmentation Grenade by 4. In addition, when rolling with Covered Escape, you have a 100% chance to drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing X kinetic damage to any nearby enemy.  <br />
<br />
This talent is buffed by your <a href="http://www.torhead.com/ability/cg3swNe/explosive-engineering" target="_blank">Explosive Engineering</a> and <a href="http://www.torhead.com/ability/53W0chG/experimental-explosives" target="_blank">Experimental Explosives</a>.  In my gear with 1311 Power a single Scatter Bomb hits for roughly 1500 damage without armor penetration. If all 5 bombs hit a target, that is a total of 7500 damage done. Do not be fooled by this number though! If you look at this pie chart below, you can see that Scatter Bombs is very powerful and can make up almost a quarter of your total damage done.</blockquote>
<br />
<img src="http://i.imgur.com/EbSFho2.png" border="0" alt="[Image: EbSFho2.png]" /><br />
<br />
Say... all 5 bombs hit a target and crit?  In my gear I see a single Scatter Bomb crit for 3500. If all 5 crit, that is 17,500 damage using 1 ability.  I use EMP Discharge to reset Covered Escape and drop 5 Scatter Bombs again and the highest damage I could be doing is 35,000 damage in ~2 GCDs!  Ofcourse you will be lucky, and it is close to impossible, to have even 4 out of 5 bombs crit but what this tells us is that Scatter Bombs is one HARD-hitting-ability and should be used in the best way possible. Meaning Covered Escape is now your #1 priority, meaning you are required to have good positioning 110% of the time in a boss fight, meaning you should try to get all 5 bombs to hit at least once on any target in order for it to deal its ideal minimum damage. <br />
<br />
As you can already tell there are a lot of pre-requisites by having a <span style="font-style: italic;">dodge roll</span> as your main DPS ability. Engineering's Covered Escape and Scatter Bombs adds this unique playstyle to the Sniper class and makes it a high-risk high-reward kind of spec to play. The damage you do will be dependent <span style="font-weight: bold;">quite literally</span> on your positioning. Some people might like this and some might not, but regardless Full Engineering is a contender in end-game PvE if you can make good use of Scatter Bombs. If you can make it work Engineering will definitely give Marksmanship and Lethality a run for their money.<br />
<br />
Check out this <a href="http://www.torparse.com/a/151560/time/1362265581/1362265881/0/Overview" target="_blank">parse</a> for example. That is 2951 DPS (wearing Arkanian gear), 20% of which comes from <span style="color: FFA500;">Scatter Bombs</span> followed by <span style="color: FFA500;">Series of Shots</span> at 13%. If you look at the pie chart:<br />
<br />
<img src="http://i.imgur.com/C2Fyn40.png" border="0" alt="[Image: C2Fyn40.png]" /><br />
<br />
You can see that a lot of your damage will come from those 2 abilities with Plasma Probe and Orbital Strike tailing closely behind. What this tells us is that as long as you keep these abilities on cooldown:<ul>
<li>Covered Escape every 20 seconds</li>
<li>EMP Discharge every 60 seconds</li>
<li>Series of Shots every 10 seconds</li>
<li>Plasma Probe every 18 seconds and</li>
<li>Orbital Strike every 60 seconds</li>
<li>(Snipe as your energy dump ability)<br />
</li></ul>
You will be doing at least half of your potential DPS.  That is not including Ambush into the rotation.  The rest will come from your "single target rotation", keeping the rest of your DoTs up as well as using Snipe and Overload Shot to maintain 3 stacks of Electrified Railgun. That shouldn't be too hard right?<br />
<br />
<br />
<span style="font-size: large;"><span style="text-decoration: underline;"><span style="font-weight: bold;">PART 3: HIT CIRCLE</span></span><br />
<span style="font-weight: bold;"><span style="font-size: medium;"><span style="font-style: italic;">Hit the circle (or box)</span></span><br />
</span></span><br />
In day-to-day PvE it may not be. Mobs will most likely melt in one wave of Scatter Bombs and Plasma Probe while you spam Frag Grenade to finish off any stragglers. In a raid setting however, in order for Engineering to potentially beat MM and Lethality, first you have to consider the boss' hit box or hit circle. If it's big enough for you to roll from one end to the other, thus making it possible for 5 of your Scatter Bombs to hit, then Engineering is good to go. However if the boss has a small hit circle (these are usually humanoid bosses), then you won't be able to utilize Scatter Bombs to its full potential and it might be worth it to respec into MM or Lethality instead. Note that most world bosses have huge hit circles too so I'll add them to the list. Here is a short list (imo) of some of the more relevant / recent bosses and their hit box/hit circles:<br />
<br />
<blockquote><cite>Quote:</cite><span style="color: #FF6347;"><span style="font-weight: bold;">Definitely small: (humanoids)<br />
</span></span>Ciphas, Heirad and Kelsara<br />
Operations Chief<br />
Olok the Shadow<br />
Cartel Warlords<br />
Dread Master Styrak<br />
Col. Vorgath<br />
<br />
<span style="color: #FF0000;"><span style="font-weight: bold;">Small to Medium:<br />
</span></span>High Warlord Kephess<br />
Toth and Zorn<br />
Kephess The Undying<br />
Dashroode<br />
Bo Zarram (can be tanked near the wall)<br />
<br />
<span style="color: #800000;"><span style="font-weight: bold;">DEFINITELY LARGE:</span></span><br />
Xenoanalyst II<br />
Dreadtooth<br />
Firebrand and Stormcaller<br />
Writhing Horror<br />
Operator IX<br />
Terror From Beyond<br />
Titan-6<br />
Trasher<br />
Kell Dragon</blockquote>
<br />
Remember that the bulk of your damage will come from Scatter Bombs. You have to be constantly aware of your surroundings so that you don't Covered Escape into something that might kill you. Due to the nature of Covered Escape, obviously there will be some encounters where Full Engineering is not a good choice. One example of this is Dread Master Styrak. Although 5 Scatter bombs can hit the entire length of the Kell Dragon the same won't be true for Dread Master Styrak himself. His hit circle isn't big enough and second you don't want to roll into the adds that close in on you. The same can be said for Toth and Zorn.  That fight is too melee unfriendly as it is and you are better off helping your healers by DPSing that encounter as Marks or Lethality instead.  If  you can pull more daring stunts however, and that is in my opinion the greater appeal of the spec, then as you can see we have quite a list of bosses to down using the new Full Engineering. <br />
<br />
<br />
<span style="font-size: large;"><span style="text-decoration: underline;"><span style="font-weight: bold;">PART 3.1: HIT BOX</span></span></span><br />
<img src="http://i.imgur.com/mcSi4JP.png" border="0" alt="[Image: mcSi4JP.png]" /><br />
<br />
<br />
<span style="font-size: large;"><span style="text-decoration: underline;"><span style="font-weight: bold;">PART 4: PARSES</span></span></span><br />
<span style="font-weight: bold;">TRAINING DUMMY</span><ul>
<li>5 mins - <a href="http://www.torparse.com/a/151560/time/1362265581/1362265881/0/Overview" target="_blank">2951 DPS</a> with Orbital Strike, Covered Escape, EMP Discharge, and single target rotation.</li>
<li>10 mins - <a href="http://www.torparse.com/a/160143/time/1362933693/1362934304/0/Overview" target="_blank">2467 DPS</a> with Orbital Strike and single target rotation.</li>
<li>30 seconds - <a href="http://www.torparse.com/a/160165/time/1362935385/1362935415/0/Overview" target="_blank">4179 DPS</a> - during a 30 second burn phase. This is doable, ideally every 60 seconds since Orbital Strike and EMP Discharge are both on a 1 minute cooldown and the bulk of that damage comes from Orbital Strike and Covered Escape (Scatter Bombs).  This is a "lucky parse" with an abnormally high amount of critical hits.   Orbital strike had a 50% crit chance which is 25% more than my NORMAL crit chance. <br />
</li></ul>
<br />
<span style="font-weight: bold;">OPERATIONS</span><br />
<blockquote><cite>Quote:</cite>Operator IX - <a href="http://www.torparse.com/a/162518/3" target="_blank">http://www.torparse.com/a/162518/3</a> <ul>
<li>Adds / mechanics: The small silver adds are easy to dispatch with your single target rotation. The same can be said for the bigger gold adds.</li>
<li>Boss hit circle / hit box: ✔ Operator is huge. The width of this boss is big enough so that it covers the entire 18m length of your roll.</li>
<li>Covered Escape: ✔ Your dodge roll will "work wonders" on the cores. If you roll directly in front of the cores, you will roll a few feet forward as you hit the wall thus dropping all your bombs in the same spot. <a href="http://www.youtube.com/watch?v=BkKgrjGmF_k&t=1m10s" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">1:10</span></span></a> of video.<br />
</li></ul>
</blockquote>
<br />
<blockquote><cite>Quote:</cite>Kephess - <a href="http://www.torparse.com/a/162518/10" target="_blank">http://www.torparse.com/a/162518/10</a><ul>
<li>It may be worth going Lethality or Marks for this fight since Kephess isn't big enough to get hit by 5 Scatter Bombs as Full Engineering.</li>
<li>Boss hit circle / hit box: Kephess is a bit small. You may only be able to get 1-2 Scatter Bombs off on him. I haven't tried Hybrid or Marks for this boss but so far I think the spec is viable and does more than enough DPS. I certainly didnt felt like I was getting carried in this boss fight.<br />
</li></ul>
</blockquote>
<br />
<blockquote><cite>Quote:</cite>The Terror From Beyond - <a href="http://www.torparse.com/a/162518/13" target="_blank">http://www.torparse.com/a/162518/13</a>  (No Void disturbance)<ul>
<li>Adds / mechanics: ✔ Phase 1 tentacles have huge hit circles. Plenty of room to maneuver but just make sure you reposition yourself asap unless you want to get slammed. Did not encounter any problems being on add duty or on tentacle duty.</li>
<li>Covered Escape: Phase 2. Covered Escape DOES NOT drop you off the platform but "jumps" you into another platform instead. I found that at most 2 bombs will hit the tentacle on the platform. Note that the bombs you drop while "flying" in mid air will hit Terror From Beyond itself but with reduced damage (iirc).</li>
<li>Tandtrum phase: When you Covered Escape during Phase 3, all 5 of your Scatter Bombs will hit the boss. This is definitely the part of the fight where you will shine the most.</li>
<li>Note: Phase 1 and Tantrum Phase will be your strongest areas. Your DPS may lower slightly during Phase 2 due to Covered Escape rolling you to the next platform.<br />
</li></ul>
</blockquote>
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 5: SNEEK PEAK</span></span></span><br />
The playstyle of Engineering is the exact opposite of Marksman. If Marksman needs you to turret and stay in cover to channel abilities, then Engineering allows you to be very mobile, only needing to get into cover for a Series of Shots, Snipe, Explosive Probe or mitigate some incoming damage. The rest of the time you are moving on your two feet, casting instant DoTs, laying down Plasma Probes and Orbital Strikes while looking for a good spot to dodge roll into. I need not remind you that as Full Engineering, outside of being able to put your DoTs from ~30m away, most of the time you will be engaged in close-quarters combat; running into melee range when getting ready to use Covered Escape.<br />
<br />
You will be doing your single target rotation with:<ul>
<li>Covered Escape every 20 seconds</li>
<li>EMP Discharge every 60 seconds</li>
<li>Orbital Strike every 60 seconds<br />
</li></ul>
<span style="font-weight: bold;">Here is a video trailer of how Full Engineering looks like in a raid (includes Operator, Kephess, Thrasher, Titan 6 and TFB HM)</span><br />
<div style="text-align: center;"><!-- start: video_youtube_embed --><br />
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<!-- end: video_youtube_embed --></div>
<br />
<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;"><span style="text-decoration: underline;">PART 6: VARIATIONS</span></span></span><br />
The single target rotation posted here is a <span style="font-style: italic;">AMBUSH-less</span> rotation used to get yourself familiar with the flow of the Engineering rotation. A rotation with more DPS is going to be one with Ambush used on cooldown and placed as part of the PURPLE abilities. Ambush will take up TWO SPOTS IN THE PURPLE ABILITIES, (seen in 1:14 of the video guide) because it takes ~2.5 seconds to cast. Since Electrified Railgun (3x stacks) needs to be refreshed every 2 GCDs or ~3 seconds, you will have to use a Snipe or preferably a SoS afterwards each time you use Ambush."<br />
<br />
<blockquote><cite>Quote:</cite>1) On single target rotation - Use Ambush on CD. Include Ambush in your "single target rotation."  Ambush will occupy the "purple boxes" and will use up two slots. This means that every time you use Ambush, follow it up with either a SoS or Overload Shot/Snipe to try to maintain your Electrified Railgun stacks.</blockquote>
<br />
<blockquote><cite>Quote:</cite>2) On talent trees - Swap points from Lethality's <a href="http://www.torhead.com/ability/7YLuMQ4/deadly-directive" target="_blank">Deadly Directive</a> to get <a href="http://www.torhead.com/ability/68SeeQj/precision-ambush" target="_blank">Precision Ambush</a> in Marksmanship.</blockquote>
]]></content:encoded>
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			<title><![CDATA[[Jung Ma][US][PvP/PvE/RP] Sky Wardens]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1187.html</link>
			<pubDate>Thu, 28 Mar 2013 14:59:41 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1187.html</guid>
			<description><![CDATA[Recruitment information:<br />
<br />
We are a Guild with Leadership that has played since the beta release of SWTOR, and have even been featured on <a href="http://corellianrun.com/2013/02/18/community-checkpoint-28/#more-18397" target="_blank">Corellian Run Radio</a>, by Jason Taylor, a staff writer and editor.  <br />
<br />
With a strong focus on community gaming, Sky Wardens has become a developed, moderately structured guild which enjoys all aspects of the game. With little to no requirements to join, our community has become the go to place to level new toons, run basic Ops with higher levels or Hardcore progression with highly geared toons, or just kick back and RP without worrying about having to 'donate' anything to gain entry to our guild. We also have a growing PvP team that is gearing up for Ranked WZs as well, so if you only love PvP don't worry, we don't make any member do all aspect of the game if they aren't interested.  <br />
<br />
We use our website as the primary resource to communicate with our members and to keep everyone up to speed on whats going on not only in our guild but on the server as well. With a growing population and many great active players we will continue to hold a strong presence on the Jung Ma server. <img src="images/smilies/cool.gif" style="vertical-align: middle;" border="0" alt="Cool" title="Cool" /><br />
<br />
We are the Sky Wardens! Who do you game with?  Visit our site and check us out yourselves:  <a href="http://www.skywardens.enjin.com" target="_blank">http://www.skywardens.enjin.com</a><br />
<br />
Time Schedules:<br />
Anytime<br />
<br />
Focus:<br />
PvP, Roleplaying, Leveling, Raiding, Progression, use of dedicated TeamSpeak Server for communications.]]></description>
			<content:encoded><![CDATA[Recruitment information:<br />
<br />
We are a Guild with Leadership that has played since the beta release of SWTOR, and have even been featured on <a href="http://corellianrun.com/2013/02/18/community-checkpoint-28/#more-18397" target="_blank">Corellian Run Radio</a>, by Jason Taylor, a staff writer and editor.  <br />
<br />
With a strong focus on community gaming, Sky Wardens has become a developed, moderately structured guild which enjoys all aspects of the game. With little to no requirements to join, our community has become the go to place to level new toons, run basic Ops with higher levels or Hardcore progression with highly geared toons, or just kick back and RP without worrying about having to 'donate' anything to gain entry to our guild. We also have a growing PvP team that is gearing up for Ranked WZs as well, so if you only love PvP don't worry, we don't make any member do all aspect of the game if they aren't interested.  <br />
<br />
We use our website as the primary resource to communicate with our members and to keep everyone up to speed on whats going on not only in our guild but on the server as well. With a growing population and many great active players we will continue to hold a strong presence on the Jung Ma server. <img src="images/smilies/cool.gif" style="vertical-align: middle;" border="0" alt="Cool" title="Cool" /><br />
<br />
We are the Sky Wardens! Who do you game with?  Visit our site and check us out yourselves:  <a href="http://www.skywardens.enjin.com" target="_blank">http://www.skywardens.enjin.com</a><br />
<br />
Time Schedules:<br />
Anytime<br />
<br />
Focus:<br />
PvP, Roleplaying, Leveling, Raiding, Progression, use of dedicated TeamSpeak Server for communications.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Gav Daragon][AU][PvE&#x26;vP] eclipse recruiting!]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1186.html</link>
			<pubDate>Tue, 19 Mar 2013 17:09:26 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1186.html</guid>
			<description><![CDATA[[Gav Daragon][AU][PvE&PvP] eclipse<br />
<br />
We all are friends and family guild Looking for a few great people & some more fun people to join our family. <br />
anyone else who wants to join to help level, hang out, and just have some fun! <br />
We are accepting active players from all classes<br />
<br />
<br />
<br />
<br />
So if your interested Check out our site: <a href="http://dark-eclipse.enjin.com/" target="_blank">http://dark-eclipse.enjin.com/</a><br />
<br />
Hope to see you soon<img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />!]]></description>
			<content:encoded><![CDATA[[Gav Daragon][AU][PvE&PvP] eclipse<br />
<br />
We all are friends and family guild Looking for a few great people & some more fun people to join our family. <br />
anyone else who wants to join to help level, hang out, and just have some fun! <br />
We are accepting active players from all classes<br />
<br />
<br />
<br />
<br />
So if your interested Check out our site: <a href="http://dark-eclipse.enjin.com/" target="_blank">http://dark-eclipse.enjin.com/</a><br />
<br />
Hope to see you soon<img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[scruffy looking nerf herders] PVE [ebon hawk]]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1185.html</link>
			<pubDate>Wed, 13 Mar 2013 14:28:18 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1185.html</guid>
			<description><![CDATA[cleared all 4 story mode.<br />
clear EV/KP HM.<br />
have not tried any HM denova/conflict.<br />
<br />
<br />
We are looking for a off tank for operations tues and thursday night from 8:30 est to 11 est. We also do flahpoint daily and work on whatever else to help people gear up.<br />
<br />
contact mcgarnagle, brill, afen, or gathlaine in game if interested.]]></description>
			<content:encoded><![CDATA[cleared all 4 story mode.<br />
clear EV/KP HM.<br />
have not tried any HM denova/conflict.<br />
<br />
<br />
We are looking for a off tank for operations tues and thursday night from 8:30 est to 11 est. We also do flahpoint daily and work on whatever else to help people gear up.<br />
<br />
contact mcgarnagle, brill, afen, or gathlaine in game if interested.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2.0 Lethality/Engineering Hyrid spec]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1184.html</link>
			<pubDate>Thu, 28 Feb 2013 07:07:35 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1184.html</guid>
			<description><![CDATA[anyone played around with this at all?<br />
<br />
not sure if getting emp discharge is worth it.  i was playing around with: <a href="http://pts.swtor-spy.com/skill-tree-calculator/sniper/235/?build=0200000000000000000000000000000000233020221012020010000000000000023020210&#8203;12220210120000000000000&ver=20" target="_blank">http://pts.swtor-spy.com/skill-tree-calc...000&ver=20</a><br />
<br />
i really want those points for accuracy. so i was thinking this would be better:  <a href="http://pts.swtor-spy.com/skill-tree-calculator/sniper/235/?build=0230000000000000000000000000000000233020221010020000000000000000023020210&#8203;12220210120000000000000&ver=20" target="_blank">http://pts.swtor-spy.com/skill-tree-calc...000&ver=20</a><br />
<br />
the first build is very energy friendly.  i can pop all 4 dots and emp discharge and be at 80 energy... if you run low on energy the overload free shot and the emp discharge for adrenaline is there to dip into.<br />
<br />
i havent tried the second one without emp discharge]]></description>
			<content:encoded><![CDATA[anyone played around with this at all?<br />
<br />
not sure if getting emp discharge is worth it.  i was playing around with: <a href="http://pts.swtor-spy.com/skill-tree-calculator/sniper/235/?build=0200000000000000000000000000000000233020221012020010000000000000023020210&#8203;12220210120000000000000&ver=20" target="_blank">http://pts.swtor-spy.com/skill-tree-calc...000&ver=20</a><br />
<br />
i really want those points for accuracy. so i was thinking this would be better:  <a href="http://pts.swtor-spy.com/skill-tree-calculator/sniper/235/?build=0230000000000000000000000000000000233020221010020000000000000000023020210&#8203;12220210120000000000000&ver=20" target="_blank">http://pts.swtor-spy.com/skill-tree-calc...000&ver=20</a><br />
<br />
the first build is very energy friendly.  i can pop all 4 dots and emp discharge and be at 80 energy... if you run low on energy the overload free shot and the emp discharge for adrenaline is there to dip into.<br />
<br />
i havent tried the second one without emp discharge]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Shadow/Assassin Infiltration/Deception Compendium]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1183.html</link>
			<pubDate>Wed, 27 Feb 2013 19:20:14 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1183.html</guid>
			<description><![CDATA[<div style="text-align: center;"><span style="font-weight: bold;"><span style="color: #1E90FF;"><span style="font-size: xx-large;">Infiltration/Deception Compendium 2.1+</span></span></span></div>
<br />
<div style="text-align: center;"><img src="http://oi42.tinypic.com/2e2jt44.jpg" border="0" alt="[Image: 2e2jt44.jpg]" /></div>
<br />
Hello guys, <br />
<br />
I'm Inox and thanks to Masterkill I can update this compendium guide! This guide is all about Infiltration/Deception spec to maximize DPS, levelling and others stuffs about it will not be discussed (for now)<br />
<br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Introduction:</span></span></span><br />
<br />
This spec is a "burst damage spec" that allows you to do HIGH damage in a SHORT time, but with a no-sustained force rotation, so we must manage it with Saber Strike and tool skills.<br />
The DPS depends a lot from your skill cause it's not linear DPS so you must know when to use CDS and tools.<br />
<br />
With new 2.0 we can have a more Force Sustain and still very good burst damage, also playing Infiltration/Deception, is more funny than pre2.0, more tricks with Force Cloak, a bit more sinergies with skills/talents.<br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Talent Build:</span></span></span><br />
<br />
<span style="font-weight: bold;">Infiltration Tree 5/36/5 </span><br />
<br />
<img src="http://oi49.tinypic.com/t8t98p.jpg" border="0" alt="[Image: t8t98p.jpg]" /><br />
<br />
<span style="font-weight: bold;">Deception Tree 5/36/5</span><br />
<br />
<img src="http://oi50.tinypic.com/2qjjaqv.jpg" border="0" alt="[Image: 2qjjaqv.jpg]" /><br />
<br />
You can swtich also 1/2 Kinetic Field/Entropic Field with 2/1 Misdirection/Obfuscation or Vigor/Deceptive Power (these talents are marginal, so just take which you think it's better for you)<br />
<br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Build & Bonus Set</span></span></span><br />
<br />
[lv50]Tionese/Columi/Rakata Stalker's set<br />
<br />
<br />
[lv50]Black Hole/Campaing/Dread Guard Striker's set<br />
<br />
<br />
[lv55]Arkanian/Underworld Stalker's set<br />
<br />
<br />
<span style="font-weight: bold;">Bonus sets are:</span><br />
<br />
<span style="font-style: italic;">(2) Saber Strike hits restore 1 Force.<br />
(4) Increases the critical chance of Thrash and Voltaic Slash or Double Strike and Clairvoyant Strike by 15%.</span><br />
<br />
The second bonus is'nt bad, +15% crit to our first damage dealer, the pvp bonus sets aren't needed so it's good to have the second pve bonus set.<br />
<br />
<span style="font-style: italic;"><span style="font-weight: bold;">Augments:</span></span> just what you need, use accuracy/crit/surge augments if u need ~30 stats to "cap" your goal, otherwise use Overkill Augments (power).<br />
<br />
<span style="font-weight: bold;">Relics:</span><br />
<br />
<span style="font-weight: bold;">Mandatory:</span> "Use" Relic with Power. (Underworld)<br />
<br />
<span style="font-weight: bold;">Others:</span> PowerProc Relic (PvP or Arkanian) / TickProc Relic (Underworld)<br />
<br />
(about relics: <a href="http://www.swtor.com/community/showthread.php?t=632177" target="_blank">http://www.swtor.com/community/showthread.php?t=632177</a> and <a href="http://www.swtor.com/community/showthread.php?t=632179" target="_blank">http://www.swtor.com/community/showthread.php?t=632179</a> )<br />
<br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Stats:</span></span></span><br />
<br />
The <span style="font-weight: bold;">BiS</span> stats are:<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Accuracy: </span> 395 for a ~99.50%hit chance<br />
<span style="font-weight: bold;">Crit rating:</span> go until 24/25%crit chance<br />
<span style="font-weight: bold;">Crit Surge:</span> 395 (for a ~71%crit multip)<br />
<span style="font-weight: bold;">Other points:</span> power, power and power.<br />
<span style="font-weight: bold;">Alacrity:</span> 0<br />
<span style="font-weight: bold;">Augments:</span> Power cause we haven't any buff at mainstat.<br />
</span><br />
<br />
I prefer a slightly higer range dps with more crit, with lower power (losing a flat ~10dps)<br />
<br />
Actually with Ino's spreadsheet THEORICALLY the Bis stats shows a 57crit rating (~18%crit chance) with more power but I like 24/25%crit chance to justify 70/71% of crit size, this set up gives +10dps flat.<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Both sets up are viable!!! I'm not saying the 25%cr setup is better or 18%cr setup is bad!! If you like higher gap of dps with more crits go as above, if not take just 57crit rating and rest power (other stats doesn't change)</span></span><br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Rotation:</span></span></span><br />
<br />
Foreword:<br />
<br />
<span style="font-weight: bold;">Why no Low Slash Rotation?</span><br />
<br />
Thanks to Ino for his spreadsheet ( <a href="https://docs.google.com/spreadsheet/ccc?key=0AjFKX4r0-jTxdFNWZWlGaDBmbTdBcDBGQmJjNFpCNWc#gid=11" target="_blank">Ino's Spreadsheet</a> ) we found that LSrotation and noLSrotation give the same dps  and I decide to use the following rotation cause it easier to maximize and it has less CDs to manage; if you want to see more infos about LSrotation look into spreadsheet under Shadow page).<br />
<br />
Here, core of the difference:<br />
<br />
<span style="font-style: italic;">"When you remove LS from your rotation, you will have less Shadow Strikes but it allows you to use more Clairvoyant Strikes, thus proc'ing more Shadow Techniques from your Clairvoyance ability, thus allowing you to cast Force Breach more frequently. I input all the numbers into my spreadsheet and was surprised by the results. Both rotations are actually even, maybe a 1 or 2 dps change but nothing to scoff about."</span><br />
<br />
<br />
<span style="font-style: italic;"><span style="font-weight: bold;">DMG priority:</span></span><br />
<br />
1. <span style="font-weight: bold;">Shadow Strike/Maul</span><br />
2. <span style="font-weight: bold;">Spinning Strike/Assassinate</span><br />
3. <span style="font-weight: bold;">Project/Shock</span><br />
4. <span style="font-weight: bold;">Force Breach/Discharge</span><br />
5. <span style="font-weight: bold;">Clairvoyant Strike/Voltaic Slash</span><br />
<br />
To maximize the overallDPS you must follow this priority list and using some skills with specify procs:<br />
<br />
Start <span style="font-weight: bold;">always in stealth</span> then:<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Spinning Strike/Spike</span> > (<span style="font-weight: bold;">Relic</span>, <span style="font-weight: bold;">Adrenal</span>, <span style="font-weight: bold;">Battle Readiness/Overcharge Saber</span>) ><span style="font-weight: bold;">Shadow Strike/Maul</span><br />
<br />
then (with the normal priority)<br />
<br />
<span style="font-weight: bold;">Circling Shadow/Induction</span><br />
<span style="font-weight: bold;">Circling Shadow/Induction</span><br />
<br />
<span style="font-weight: bold;">Project/Shock</span><br />
<br />
<span style="font-weight: bold;">Force Breach/Discharge</span><br />
<br />
<span style="font-weight: bold;">Force Potency/Recklessness</span><br />
<br />
<span style="font-weight: bold;">Force Breach/Discharge</span><br />
<br />
<br />
and see the follow informations of rotation:</span><br />
<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Force Breach/Discharge</span> @3stacks > <span style="font-weight: bold;">Project/Shock</span> @2stacks > <span style="font-weight: bold;">Shadow Strike/Maul</span> > <span style="font-weight: bold;">Spinning Strike/Assassinate</span></span><br />
<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Force Breach/Discharge</span> @3stacks > <span style="font-weight: bold;">Project/Shock</span></span> cause we must no waste any Breaching Shadow/Static Charge => more time to build another 3stacks => DPS loss.<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Project/Shock</span> @2stacks > <span style="font-weight: bold;">Shadow Strike/Maul</span></span> as above, Shadow Strike/Maul proc Circling Shadow/Induction, if we use Project/Shock than Shadow Strike/Maul we waste 1xCircling Shadow/Induction => +1 Clairvoyant Strike/Voltaic Slash to use => 23Force wasted => DPS loss <br />
<span style="font-style: italic;"><span style="font-weight: bold;">(/if a burst phase you will use Shadow Strike/Maul > Project/Shock)</span></span><br />
<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Shadow Strike/Maul</span> > <span style="font-weight: bold;">Spinning Strike/Assassinate</span></span> as you can see Shadow Strike/Maul has more damage and more crit size (and less Force cost)<br />
<br />
With new talent for Force Potency/Recklessness, we have to take a look of its CD when using Force Cloak to maximize efficiency of Shadows/Electric Ambush.<br />
Start fight with Force Breach/Discharge thanks to talented Force Potency/Recklessness.<br />
<br />
On the 2nd full Rotation, we will have this situation:<br />
<br />
2x Breaching Shadow/Static Charge<br />
2x Circling Shadow/Induction<br />
Project/Shock on CD<br />
NO proc for ShadowStrike/Maul<br />
<span style="font-weight: bold;">A lot Force</span><br />
<br />
As you can imagine (and remembering the notes of priority list) we can use anything unless to overcap Force (nope!); so in this case, we can use <span style="font-weight: bold;">Low Slash</span> (=filler) that procs Infiltration Tactics/Duplicity then proceed with normal rotation.<br />
<br />
<span style="font-style: italic;"><span style="font-weight: bold;">(if a burst phase we can use Shadow Strike/Maul with proc or Spinning Strike/Assassinate or Clairvoyant Strike/Voltaic Slash or Low Slash then Shadow Strike/Maul)</span></span><br />
<br />
<br />
<span style="font-weight: bold;">having these CDs (better to use at same time):</span><br />
<br />
(Prototype Nano-Infused Resolve Stim up)<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">1.</span> Battle Readiness/Overcharge Saber<br />
<span style="font-weight: bold;">2.</span> Relic<br />
<span style="font-weight: bold;">3.</span> Force Potency/Recklessness (to crit Force Breach/Discharge and/or Project/Shock)<br />
<span style="font-weight: bold;">4.</span> Prototype Nano-Infused Attack Adrenal (power, power, power and POWER!)</span><br />
<br />
<span style="font-weight: bold;">and these tools to manage Force regen:</span><br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">1.</span> Force Cloak (when used, resets CD of Blackout, use it when Blackout is on CD)<br />
<span style="font-weight: bold;">2.</span> Blackout</span><br />
<br />
They give us istantly 15Force and they proc Shadow's Respite/dark Embrace that gives +50% Force regen for 6seconds.<br />
<br />
If you have Force Potency/Recklessness soon up wait it then use Force Cloak to not waste the effect of Shadows/Electric Ambush.<br />
<br />
Use Saber Strike when you can't use previous skills.<br />
<br />
<span style="font-weight: bold;">We have 2 defensive CDs:</span><br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">1.</span> Resilience/Force Shroud<br />
<span style="font-weight: bold;">2.</span> Deflection<br />
<span style="font-weight: bold;">3.</span> Force of Will/Unbreakable Will<br />
<span style="font-weight: bold;">4.</span> Force Speed (this skill can save you sometimes so I add it on this list)<br />
(5. Phase Walk (yes it "can be" a defense CD if used with brain and also with gap closer)</span><br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Changes of next/last 2 Patches:</span></span></span><br />
<br />
All following informations aren't official (and I will change them a lot), we are testing and patch notes can changes on live.<br />
<br />
<span style="font-weight: bold;">2.0 now Live:</span><br />
<br />
<span style="font-style: italic;">General/Stats:</span><br />
<br />
<blockquote><cite>Quote:</cite>Alacrity has been redesigned to be a more universally useful stat. Now Alacrity reduces the activation time of all abilities, including instant abilities. If such an ability is reduced below the global cooldown, the global cooldown is reduced as well. Alacrity now also increases resource regeneration for all classes by the same amount that it increases ability activation speed.</blockquote>
<br />
<span style="font-style: italic;">Jedi Consular/Sith Inquisitor:</span><br />
<br />
<blockquote><cite>Quote:</cite>Tumult has been removed from the game.</blockquote>
<br />
<span style="font-style: italic;">Shadow/Assassin:</span><br />
<br />
Infiltration/Deception:<br />
<br />
<blockquote><cite>Quote:</cite>A new ability, Phase Walk, has been added. Phase Walk allows the Shadow/Assassin to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Force Breach/Discharge (Shadow Technique/Surging Charge) has been redesigned. This ability is now only usable with one or more Breaching Shadows/Static Charge, which builds when Shadow Technique/Surging Charge triggers. Force Breach/Discharge deals more damage per Breaching Shadow/Static Charge consumed. Force Breach/Discharge no longer has a cooldown.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Battle Readiness/Overcharge Saber now additionally increases the chance to trigger Saber Charges by 35% and now heals players for 15% of max health when used</blockquote>
<br />
<blockquote><cite>Quote:</cite>Clairvoyant Strike/Voltaic Slash no longer increases the damage dealt by Project/Shock. Instead, this ability stacks up to 2 times and builds Clairvoyant/Voltage, which gives Shock a 50% chance per stack to automatically trigger Breaching Shadow/Surging Charge and bypass its rate limit.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Impose Weakness:Low Slash and Spinning Kick have a 100% chance to automatically trigger your Infiltration Tactics on a separate 10-second rate limit.</blockquote>
 <br />
<blockquote><cite>Quote:</cite>Judgement/Sith Executioner: Increases all damage dealt to targets below 30% of max health by 3/6%. Additionally reduces the Force cost of Spinning Strike by 5/10.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Shadow's Mark/Assassin's Mark: Increases the damage dealt by Shadow Strike by 2/4/6%.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Upheaval/Chain Shock: When you activate Project/Shock, you have a 15/30/45% chance to project an additional chunk of debris at the target, dealing 50% of normal damage.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Whirling Edge: Reduces the Force cost of Whirling Blow by 5/10 and increases its damage dealt by 15/30%.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Circling Shadows/Induction: Increases the critical strike damage dealt by Shadow Strike/Maul by 15/30%. In addition, Double Strike/Thrash, Shadow Strike/Maul, Whirling Blow/Lacerate, Spinning Strike/Assassinate and Clairvoyant Strike/Voltaic Slash have a 100% chance to grant Circling Shadows/Induction while Shadow Technique/Surging Charge is active, reducing the Force cost of your next Project/Shock by 25%. Stacks up to 2 times.</blockquote>
 <br />
<blockquote><cite>Quote:</cite>Infiltration Tactics/Duplicity: Direct damage attacks have a 10/20/30% chance to grant Infiltration Tactics/Duplicity, causing your next Shadow Strike/Maul to deal 30% more damage and cost 75% less Force. This effect cannot occur more than once every 15 seconds. Each rank beyond the first reduces this rate limit by 3 seconds.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Shadow Technique/Surging Charge: Assumes a Shadow Technique/Surging Charge, giving your attacks a 25% chance to deal X internal damage and build 1 Breaching Shadow/Static Charge. Breaching Shadows/Static Charge stack up to 3 times and increase the damage dealt by your next Force Breach/Discharge. This effect cannot occur more than once every 4.5 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.</blockquote>
<br />
(update)<br />
<blockquote><cite>Quote:</cite>Whirling Edge has been replaced with Shadows/Electric Ambush. Force Potency/Recklessness has a 50% chance per point to build 3 Breaching Shadows/Static Charge. Additionally, exiting combat reduces the active cooldown of Force Potency/Recklessness by 30 seconds per point.</blockquote>
<br />
Balance/Madness:<br />
<br />
<blockquote><cite>Quote:</cite>Psychokinesis/Torment: Reduces the Force cost of Double Strike/Thrash, Spinning Strike/Assassinate and Clairvoyant Strike/Voltaic Slash by 1/2 and Project/Shock by 6.</blockquote>
<br />
<br />
<span style="font-style: italic;">New Talent Trees:</span><br />
<br />
<a href="http://www.swtor-spy.com/skill-tree-calculator/jedi-shadow/20/?build=0023000000000000000000000000000003222302211120302210120002100010030200000&#8203;00000000000000000000000&ver=20" target="_blank">Shadow version</a><br />
<br />
<a href="http://www.swtor-spy.com/skill-tree-calculator/sith-assassin/11/?build=0023000000000000000000000000000003222302211120302210120002100010030200000&#8203;00000000000000000000000&ver=20" target="_blank">Assassin version</a><br />
<br />
PS: <span style="font-style: italic;">Please, remember I'm only a <span style="font-weight: bold;">player </span>(that likes search the best way to play this spec) and I <span style="font-weight: bold;">can</span> wrong, so feel free to correct me if you think I wrong something <span style="font-weight: bold;">using</span> this 3ds to <span style="font-weight: bold;">discuss</span> about.<br />
(infact I always discuss with other players if I'm not sure about anything, etc..)<br />
Thanks</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><span style="font-weight: bold;"><span style="color: #1E90FF;"><span style="font-size: xx-large;">Infiltration/Deception Compendium 2.1+</span></span></span></div>
<br />
<div style="text-align: center;"><img src="http://oi42.tinypic.com/2e2jt44.jpg" border="0" alt="[Image: 2e2jt44.jpg]" /></div>
<br />
Hello guys, <br />
<br />
I'm Inox and thanks to Masterkill I can update this compendium guide! This guide is all about Infiltration/Deception spec to maximize DPS, levelling and others stuffs about it will not be discussed (for now)<br />
<br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Introduction:</span></span></span><br />
<br />
This spec is a "burst damage spec" that allows you to do HIGH damage in a SHORT time, but with a no-sustained force rotation, so we must manage it with Saber Strike and tool skills.<br />
The DPS depends a lot from your skill cause it's not linear DPS so you must know when to use CDS and tools.<br />
<br />
With new 2.0 we can have a more Force Sustain and still very good burst damage, also playing Infiltration/Deception, is more funny than pre2.0, more tricks with Force Cloak, a bit more sinergies with skills/talents.<br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Talent Build:</span></span></span><br />
<br />
<span style="font-weight: bold;">Infiltration Tree 5/36/5 </span><br />
<br />
<img src="http://oi49.tinypic.com/t8t98p.jpg" border="0" alt="[Image: t8t98p.jpg]" /><br />
<br />
<span style="font-weight: bold;">Deception Tree 5/36/5</span><br />
<br />
<img src="http://oi50.tinypic.com/2qjjaqv.jpg" border="0" alt="[Image: 2qjjaqv.jpg]" /><br />
<br />
You can swtich also 1/2 Kinetic Field/Entropic Field with 2/1 Misdirection/Obfuscation or Vigor/Deceptive Power (these talents are marginal, so just take which you think it's better for you)<br />
<br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Build & Bonus Set</span></span></span><br />
<br />
[lv50]Tionese/Columi/Rakata Stalker's set<br />
<br />
<br />
[lv50]Black Hole/Campaing/Dread Guard Striker's set<br />
<br />
<br />
[lv55]Arkanian/Underworld Stalker's set<br />
<br />
<br />
<span style="font-weight: bold;">Bonus sets are:</span><br />
<br />
<span style="font-style: italic;">(2) Saber Strike hits restore 1 Force.<br />
(4) Increases the critical chance of Thrash and Voltaic Slash or Double Strike and Clairvoyant Strike by 15%.</span><br />
<br />
The second bonus is'nt bad, +15% crit to our first damage dealer, the pvp bonus sets aren't needed so it's good to have the second pve bonus set.<br />
<br />
<span style="font-style: italic;"><span style="font-weight: bold;">Augments:</span></span> just what you need, use accuracy/crit/surge augments if u need ~30 stats to "cap" your goal, otherwise use Overkill Augments (power).<br />
<br />
<span style="font-weight: bold;">Relics:</span><br />
<br />
<span style="font-weight: bold;">Mandatory:</span> "Use" Relic with Power. (Underworld)<br />
<br />
<span style="font-weight: bold;">Others:</span> PowerProc Relic (PvP or Arkanian) / TickProc Relic (Underworld)<br />
<br />
(about relics: <a href="http://www.swtor.com/community/showthread.php?t=632177" target="_blank">http://www.swtor.com/community/showthread.php?t=632177</a> and <a href="http://www.swtor.com/community/showthread.php?t=632179" target="_blank">http://www.swtor.com/community/showthread.php?t=632179</a> )<br />
<br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Stats:</span></span></span><br />
<br />
The <span style="font-weight: bold;">BiS</span> stats are:<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Accuracy: </span> 395 for a ~99.50%hit chance<br />
<span style="font-weight: bold;">Crit rating:</span> go until 24/25%crit chance<br />
<span style="font-weight: bold;">Crit Surge:</span> 395 (for a ~71%crit multip)<br />
<span style="font-weight: bold;">Other points:</span> power, power and power.<br />
<span style="font-weight: bold;">Alacrity:</span> 0<br />
<span style="font-weight: bold;">Augments:</span> Power cause we haven't any buff at mainstat.<br />
</span><br />
<br />
I prefer a slightly higer range dps with more crit, with lower power (losing a flat ~10dps)<br />
<br />
Actually with Ino's spreadsheet THEORICALLY the Bis stats shows a 57crit rating (~18%crit chance) with more power but I like 24/25%crit chance to justify 70/71% of crit size, this set up gives +10dps flat.<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Both sets up are viable!!! I'm not saying the 25%cr setup is better or 18%cr setup is bad!! If you like higher gap of dps with more crits go as above, if not take just 57crit rating and rest power (other stats doesn't change)</span></span><br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Rotation:</span></span></span><br />
<br />
Foreword:<br />
<br />
<span style="font-weight: bold;">Why no Low Slash Rotation?</span><br />
<br />
Thanks to Ino for his spreadsheet ( <a href="https://docs.google.com/spreadsheet/ccc?key=0AjFKX4r0-jTxdFNWZWlGaDBmbTdBcDBGQmJjNFpCNWc#gid=11" target="_blank">Ino's Spreadsheet</a> ) we found that LSrotation and noLSrotation give the same dps  and I decide to use the following rotation cause it easier to maximize and it has less CDs to manage; if you want to see more infos about LSrotation look into spreadsheet under Shadow page).<br />
<br />
Here, core of the difference:<br />
<br />
<span style="font-style: italic;">"When you remove LS from your rotation, you will have less Shadow Strikes but it allows you to use more Clairvoyant Strikes, thus proc'ing more Shadow Techniques from your Clairvoyance ability, thus allowing you to cast Force Breach more frequently. I input all the numbers into my spreadsheet and was surprised by the results. Both rotations are actually even, maybe a 1 or 2 dps change but nothing to scoff about."</span><br />
<br />
<br />
<span style="font-style: italic;"><span style="font-weight: bold;">DMG priority:</span></span><br />
<br />
1. <span style="font-weight: bold;">Shadow Strike/Maul</span><br />
2. <span style="font-weight: bold;">Spinning Strike/Assassinate</span><br />
3. <span style="font-weight: bold;">Project/Shock</span><br />
4. <span style="font-weight: bold;">Force Breach/Discharge</span><br />
5. <span style="font-weight: bold;">Clairvoyant Strike/Voltaic Slash</span><br />
<br />
To maximize the overallDPS you must follow this priority list and using some skills with specify procs:<br />
<br />
Start <span style="font-weight: bold;">always in stealth</span> then:<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Spinning Strike/Spike</span> > (<span style="font-weight: bold;">Relic</span>, <span style="font-weight: bold;">Adrenal</span>, <span style="font-weight: bold;">Battle Readiness/Overcharge Saber</span>) ><span style="font-weight: bold;">Shadow Strike/Maul</span><br />
<br />
then (with the normal priority)<br />
<br />
<span style="font-weight: bold;">Circling Shadow/Induction</span><br />
<span style="font-weight: bold;">Circling Shadow/Induction</span><br />
<br />
<span style="font-weight: bold;">Project/Shock</span><br />
<br />
<span style="font-weight: bold;">Force Breach/Discharge</span><br />
<br />
<span style="font-weight: bold;">Force Potency/Recklessness</span><br />
<br />
<span style="font-weight: bold;">Force Breach/Discharge</span><br />
<br />
<br />
and see the follow informations of rotation:</span><br />
<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Force Breach/Discharge</span> @3stacks > <span style="font-weight: bold;">Project/Shock</span> @2stacks > <span style="font-weight: bold;">Shadow Strike/Maul</span> > <span style="font-weight: bold;">Spinning Strike/Assassinate</span></span><br />
<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Force Breach/Discharge</span> @3stacks > <span style="font-weight: bold;">Project/Shock</span></span> cause we must no waste any Breaching Shadow/Static Charge => more time to build another 3stacks => DPS loss.<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Project/Shock</span> @2stacks > <span style="font-weight: bold;">Shadow Strike/Maul</span></span> as above, Shadow Strike/Maul proc Circling Shadow/Induction, if we use Project/Shock than Shadow Strike/Maul we waste 1xCircling Shadow/Induction => +1 Clairvoyant Strike/Voltaic Slash to use => 23Force wasted => DPS loss <br />
<span style="font-style: italic;"><span style="font-weight: bold;">(/if a burst phase you will use Shadow Strike/Maul > Project/Shock)</span></span><br />
<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">Shadow Strike/Maul</span> > <span style="font-weight: bold;">Spinning Strike/Assassinate</span></span> as you can see Shadow Strike/Maul has more damage and more crit size (and less Force cost)<br />
<br />
With new talent for Force Potency/Recklessness, we have to take a look of its CD when using Force Cloak to maximize efficiency of Shadows/Electric Ambush.<br />
Start fight with Force Breach/Discharge thanks to talented Force Potency/Recklessness.<br />
<br />
On the 2nd full Rotation, we will have this situation:<br />
<br />
2x Breaching Shadow/Static Charge<br />
2x Circling Shadow/Induction<br />
Project/Shock on CD<br />
NO proc for ShadowStrike/Maul<br />
<span style="font-weight: bold;">A lot Force</span><br />
<br />
As you can imagine (and remembering the notes of priority list) we can use anything unless to overcap Force (nope!); so in this case, we can use <span style="font-weight: bold;">Low Slash</span> (=filler) that procs Infiltration Tactics/Duplicity then proceed with normal rotation.<br />
<br />
<span style="font-style: italic;"><span style="font-weight: bold;">(if a burst phase we can use Shadow Strike/Maul with proc or Spinning Strike/Assassinate or Clairvoyant Strike/Voltaic Slash or Low Slash then Shadow Strike/Maul)</span></span><br />
<br />
<br />
<span style="font-weight: bold;">having these CDs (better to use at same time):</span><br />
<br />
(Prototype Nano-Infused Resolve Stim up)<br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">1.</span> Battle Readiness/Overcharge Saber<br />
<span style="font-weight: bold;">2.</span> Relic<br />
<span style="font-weight: bold;">3.</span> Force Potency/Recklessness (to crit Force Breach/Discharge and/or Project/Shock)<br />
<span style="font-weight: bold;">4.</span> Prototype Nano-Infused Attack Adrenal (power, power, power and POWER!)</span><br />
<br />
<span style="font-weight: bold;">and these tools to manage Force regen:</span><br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">1.</span> Force Cloak (when used, resets CD of Blackout, use it when Blackout is on CD)<br />
<span style="font-weight: bold;">2.</span> Blackout</span><br />
<br />
They give us istantly 15Force and they proc Shadow's Respite/dark Embrace that gives +50% Force regen for 6seconds.<br />
<br />
If you have Force Potency/Recklessness soon up wait it then use Force Cloak to not waste the effect of Shadows/Electric Ambush.<br />
<br />
Use Saber Strike when you can't use previous skills.<br />
<br />
<span style="font-weight: bold;">We have 2 defensive CDs:</span><br />
<br />
<span style="font-size: medium;"><span style="font-weight: bold;">1.</span> Resilience/Force Shroud<br />
<span style="font-weight: bold;">2.</span> Deflection<br />
<span style="font-weight: bold;">3.</span> Force of Will/Unbreakable Will<br />
<span style="font-weight: bold;">4.</span> Force Speed (this skill can save you sometimes so I add it on this list)<br />
(5. Phase Walk (yes it "can be" a defense CD if used with brain and also with gap closer)</span><br />
<br />
<span style="color: #32CD32;"><span style="font-weight: bold;"><span style="font-size: x-large;">Changes of next/last 2 Patches:</span></span></span><br />
<br />
All following informations aren't official (and I will change them a lot), we are testing and patch notes can changes on live.<br />
<br />
<span style="font-weight: bold;">2.0 now Live:</span><br />
<br />
<span style="font-style: italic;">General/Stats:</span><br />
<br />
<blockquote><cite>Quote:</cite>Alacrity has been redesigned to be a more universally useful stat. Now Alacrity reduces the activation time of all abilities, including instant abilities. If such an ability is reduced below the global cooldown, the global cooldown is reduced as well. Alacrity now also increases resource regeneration for all classes by the same amount that it increases ability activation speed.</blockquote>
<br />
<span style="font-style: italic;">Jedi Consular/Sith Inquisitor:</span><br />
<br />
<blockquote><cite>Quote:</cite>Tumult has been removed from the game.</blockquote>
<br />
<span style="font-style: italic;">Shadow/Assassin:</span><br />
<br />
Infiltration/Deception:<br />
<br />
<blockquote><cite>Quote:</cite>A new ability, Phase Walk, has been added. Phase Walk allows the Shadow/Assassin to place a mark that can be instantly returned to at a later time, after which Phase Walk goes on cooldown. This ability is usable in stealth mode and trainable at level 51.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Force Breach/Discharge (Shadow Technique/Surging Charge) has been redesigned. This ability is now only usable with one or more Breaching Shadows/Static Charge, which builds when Shadow Technique/Surging Charge triggers. Force Breach/Discharge deals more damage per Breaching Shadow/Static Charge consumed. Force Breach/Discharge no longer has a cooldown.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Battle Readiness/Overcharge Saber now additionally increases the chance to trigger Saber Charges by 35% and now heals players for 15% of max health when used</blockquote>
<br />
<blockquote><cite>Quote:</cite>Clairvoyant Strike/Voltaic Slash no longer increases the damage dealt by Project/Shock. Instead, this ability stacks up to 2 times and builds Clairvoyant/Voltage, which gives Shock a 50% chance per stack to automatically trigger Breaching Shadow/Surging Charge and bypass its rate limit.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Impose Weakness:Low Slash and Spinning Kick have a 100% chance to automatically trigger your Infiltration Tactics on a separate 10-second rate limit.</blockquote>
 <br />
<blockquote><cite>Quote:</cite>Judgement/Sith Executioner: Increases all damage dealt to targets below 30% of max health by 3/6%. Additionally reduces the Force cost of Spinning Strike by 5/10.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Shadow's Mark/Assassin's Mark: Increases the damage dealt by Shadow Strike by 2/4/6%.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Upheaval/Chain Shock: When you activate Project/Shock, you have a 15/30/45% chance to project an additional chunk of debris at the target, dealing 50% of normal damage.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Whirling Edge: Reduces the Force cost of Whirling Blow by 5/10 and increases its damage dealt by 15/30%.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Circling Shadows/Induction: Increases the critical strike damage dealt by Shadow Strike/Maul by 15/30%. In addition, Double Strike/Thrash, Shadow Strike/Maul, Whirling Blow/Lacerate, Spinning Strike/Assassinate and Clairvoyant Strike/Voltaic Slash have a 100% chance to grant Circling Shadows/Induction while Shadow Technique/Surging Charge is active, reducing the Force cost of your next Project/Shock by 25%. Stacks up to 2 times.</blockquote>
 <br />
<blockquote><cite>Quote:</cite>Infiltration Tactics/Duplicity: Direct damage attacks have a 10/20/30% chance to grant Infiltration Tactics/Duplicity, causing your next Shadow Strike/Maul to deal 30% more damage and cost 75% less Force. This effect cannot occur more than once every 15 seconds. Each rank beyond the first reduces this rate limit by 3 seconds.</blockquote>
<br />
<blockquote><cite>Quote:</cite>Shadow Technique/Surging Charge: Assumes a Shadow Technique/Surging Charge, giving your attacks a 25% chance to deal X internal damage and build 1 Breaching Shadow/Static Charge. Breaching Shadows/Static Charge stack up to 3 times and increase the damage dealt by your next Force Breach/Discharge. This effect cannot occur more than once every 4.5 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.</blockquote>
<br />
(update)<br />
<blockquote><cite>Quote:</cite>Whirling Edge has been replaced with Shadows/Electric Ambush. Force Potency/Recklessness has a 50% chance per point to build 3 Breaching Shadows/Static Charge. Additionally, exiting combat reduces the active cooldown of Force Potency/Recklessness by 30 seconds per point.</blockquote>
<br />
Balance/Madness:<br />
<br />
<blockquote><cite>Quote:</cite>Psychokinesis/Torment: Reduces the Force cost of Double Strike/Thrash, Spinning Strike/Assassinate and Clairvoyant Strike/Voltaic Slash by 1/2 and Project/Shock by 6.</blockquote>
<br />
<br />
<span style="font-style: italic;">New Talent Trees:</span><br />
<br />
<a href="http://www.swtor-spy.com/skill-tree-calculator/jedi-shadow/20/?build=0023000000000000000000000000000003222302211120302210120002100010030200000&#8203;00000000000000000000000&ver=20" target="_blank">Shadow version</a><br />
<br />
<a href="http://www.swtor-spy.com/skill-tree-calculator/sith-assassin/11/?build=0023000000000000000000000000000003222302211120302210120002100010030200000&#8203;00000000000000000000000&ver=20" target="_blank">Assassin version</a><br />
<br />
PS: <span style="font-style: italic;">Please, remember I'm only a <span style="font-weight: bold;">player </span>(that likes search the best way to play this spec) and I <span style="font-weight: bold;">can</span> wrong, so feel free to correct me if you think I wrong something <span style="font-weight: bold;">using</span> this 3ds to <span style="font-weight: bold;">discuss</span> about.<br />
(infact I always discuss with other players if I'm not sure about anything, etc..)<br />
Thanks</span>]]></content:encoded>
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			<title><![CDATA[[The Red Eclipse][EU][PvE] The Starfall]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1182.html</link>
			<pubDate>Mon, 25 Feb 2013 11:24:14 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1182.html</guid>
			<description><![CDATA[The Starfall is a friendly guild with both social and end game players on The Red Eclipse server - Republic. Formerly known as 'Guardians of the Republic', the guild was founded in the first days of the release of Star Wars: The Old Republic. Members of The Starfall are always looking for experienced, skilled and friendly players to add to our roster. <br />
<br />
Soldiers - Social Members<br />
Are you a dedicated SWTOR player but you don’t really have time to be part of a steady team that takes part in operations on a daily basis? Maybe you have real life obligations such as your family, studying or work that need to be prioritized over the game? Maybe you're tired of attempting keep up with and progress through content without any like-minded or friendly players? Then being a Soldier in The Starfall may be for you. We accept all levels, with your character being promoted to Soldier upon hitting level 50 and then joining our casual operations team. Soldiers can sign up for our weekly and daily events, gear up operations and even our progress groups if they are up for the challenge and can benefit the group! Each and every person is welcome to join our Soldier ranks.<br />
<br />
Raid Members<br />
We are currently looking for two skilled players focused on providing damage from range and an exceptional scoundrel healer for our 16 player progress operations. We undertake highly enjoyable operations while maintaining having a relaxed, stress free and friendly atmosphere. If you cannot keep up with overly demanding operation times/days/hours or are bored of strict, unfriendly guilds/leadership and are looking to be part of a very skilled team and also have fun, then The Starfall may just be the guild for you.<br />
<br />
What we can offer:<br />
•	Daily events such as: PvP, operations, hard mode flashpoints, world boss fights and more<br />
•	Organized Enjin forums and a friendly community<br />
•	Mumble servers for easy communication during ops and social hours<br />
<br />
What we are looking for<br />
•	Skilled and social players with a good personality that can keep up with some awkward humor but know when to be serious<br />
•	Players who are also knowledgeable about their class and understand how to use it to its full potential<br />
<br />
For more information please do not hesitate to contact in game:<br />
Sidharta (GM)<br />
Arcadiana, Nadaa, Moruta, Thyreesa<br />
<br />
Guild website: <a href="http://www.starfall-hof.enjin.com/home" target="_blank">http://www.starfall-hof.enjin.com/home</a><br />
Facebook page: <a href="https://www.facebook.com/TheStarfallHeartOfFireSwtorGuilds" target="_blank">https://www.facebook.com/TheStarfallHear...wtorGuilds</a>]]></description>
			<content:encoded><![CDATA[The Starfall is a friendly guild with both social and end game players on The Red Eclipse server - Republic. Formerly known as 'Guardians of the Republic', the guild was founded in the first days of the release of Star Wars: The Old Republic. Members of The Starfall are always looking for experienced, skilled and friendly players to add to our roster. <br />
<br />
Soldiers - Social Members<br />
Are you a dedicated SWTOR player but you don’t really have time to be part of a steady team that takes part in operations on a daily basis? Maybe you have real life obligations such as your family, studying or work that need to be prioritized over the game? Maybe you're tired of attempting keep up with and progress through content without any like-minded or friendly players? Then being a Soldier in The Starfall may be for you. We accept all levels, with your character being promoted to Soldier upon hitting level 50 and then joining our casual operations team. Soldiers can sign up for our weekly and daily events, gear up operations and even our progress groups if they are up for the challenge and can benefit the group! Each and every person is welcome to join our Soldier ranks.<br />
<br />
Raid Members<br />
We are currently looking for two skilled players focused on providing damage from range and an exceptional scoundrel healer for our 16 player progress operations. We undertake highly enjoyable operations while maintaining having a relaxed, stress free and friendly atmosphere. If you cannot keep up with overly demanding operation times/days/hours or are bored of strict, unfriendly guilds/leadership and are looking to be part of a very skilled team and also have fun, then The Starfall may just be the guild for you.<br />
<br />
What we can offer:<br />
•	Daily events such as: PvP, operations, hard mode flashpoints, world boss fights and more<br />
•	Organized Enjin forums and a friendly community<br />
•	Mumble servers for easy communication during ops and social hours<br />
<br />
What we are looking for<br />
•	Skilled and social players with a good personality that can keep up with some awkward humor but know when to be serious<br />
•	Players who are also knowledgeable about their class and understand how to use it to its full potential<br />
<br />
For more information please do not hesitate to contact in game:<br />
Sidharta (GM)<br />
Arcadiana, Nadaa, Moruta, Thyreesa<br />
<br />
Guild website: <a href="http://www.starfall-hof.enjin.com/home" target="_blank">http://www.starfall-hof.enjin.com/home</a><br />
Facebook page: <a href="https://www.facebook.com/TheStarfallHeartOfFireSwtorGuilds" target="_blank">https://www.facebook.com/TheStarfallHear...wtorGuilds</a>]]></content:encoded>
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		<item>
			<title><![CDATA[Marauder 2.0 Discussion]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1181.html</link>
			<pubDate>Sun, 24 Feb 2013 22:53:10 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1181.html</guid>
			<description><![CDATA[Wanted to make this thread to discuss new builds/rotations for the 2.0 pts, and keep it separate from the discussion about the live servers.<br />
<br />
New Talent trees are available here:<br />
<a href="http://pts.swtor-spy.com/skill-tree-calculator/marauder/228/" target="_blank">http://pts.swtor-spy.com/skill-tree-calc...auder/228/</a><br />
<br />
We got one new ability: Dual Saber Throw, which is a rage free ability on a 18 second cooldown.  Its also an AoE in a line in front of you and slows all targets it hits, which is less relevant in a boss fight.  It hits slightly harder than vicious slash or massacre, and is a useful filler since it costs no rage.<br />
<br />
Berserk in juyo form is the same, but in ataru form it now simply grants 30% alacrity (which affects the gcd for all abilites now), and has 6 charges, each hit consumes 1 charge.  Although it seems to not affect ravage at all, which i am not sure if its a bug or intended, since reducing the channel time of ravage to 2.1 seconds would be awesome.<br />
<br />
Set bonuses are now actually good:  2 pc increases damage of ravage by 8% (ravager talent is now gone) and 4pc reduces the cooldown of frenzy in addition to giving a 4% damage buff for 15 seconds every time you activate berserk.<br />
<br />
It seems that carnage went through more of a change than annihilation did, with changes to berserk, blood frenzy, and the new slaughter talent which can reset the cooldown on gore and let you use vicious throw rage-free on a target of any health level.<br />
<br />
I had been using this <a href="http://pts.swtor-spy.com/skill-tree-calculator/marauder/228/?build=0023030202122212023002300120001003203000000000000000000000000000020000000&#8203;00000000000000000000000&ver=20" target="_blank">36/8/2</a> build for annihlation, although I have also considered <a href="http://pts.swtor-spy.com/skill-tree-calculator/marauder/228/?build=0023030202122212023002300120001003100000000000000000000000000000032000010&#8203;00000000000000000000000&ver=20" target="_blank">36/4/6</a> for the force crit and crit to VS/VT, although I suspect the increased offhand damage would be more important.  I had been using a similar rotation to the one I use live, except prioritizing dual saber throw over vicious slash when it was available.<br />
<br />
For carnage, i was trying <a href="http://pts.swtor-spy.com/skill-tree-calculator/marauder/228/?build=0023000000000000000000000000000003203200212012200122203003200100032000000&#8203;00000000000000000000000&ver=20" target="_blank">5/36/5</a>, although i don't think the points in malice are really helping anything other than relic procs, but I couldn't think of anywhere more useful to put them (without considering pvp uses of course).  I always have played annihilation so someone more versed in carnage would be more qualified to speak to the rotation, but I do suspect that carnage may very well outperform annihilation if everything on the pts stays the way it is.<br />
<br />
What have you all been doing in terms of spec/rotation/have any other thoughts on the state of marauders in 2.0?]]></description>
			<content:encoded><![CDATA[Wanted to make this thread to discuss new builds/rotations for the 2.0 pts, and keep it separate from the discussion about the live servers.<br />
<br />
New Talent trees are available here:<br />
<a href="http://pts.swtor-spy.com/skill-tree-calculator/marauder/228/" target="_blank">http://pts.swtor-spy.com/skill-tree-calc...auder/228/</a><br />
<br />
We got one new ability: Dual Saber Throw, which is a rage free ability on a 18 second cooldown.  Its also an AoE in a line in front of you and slows all targets it hits, which is less relevant in a boss fight.  It hits slightly harder than vicious slash or massacre, and is a useful filler since it costs no rage.<br />
<br />
Berserk in juyo form is the same, but in ataru form it now simply grants 30% alacrity (which affects the gcd for all abilites now), and has 6 charges, each hit consumes 1 charge.  Although it seems to not affect ravage at all, which i am not sure if its a bug or intended, since reducing the channel time of ravage to 2.1 seconds would be awesome.<br />
<br />
Set bonuses are now actually good:  2 pc increases damage of ravage by 8% (ravager talent is now gone) and 4pc reduces the cooldown of frenzy in addition to giving a 4% damage buff for 15 seconds every time you activate berserk.<br />
<br />
It seems that carnage went through more of a change than annihilation did, with changes to berserk, blood frenzy, and the new slaughter talent which can reset the cooldown on gore and let you use vicious throw rage-free on a target of any health level.<br />
<br />
I had been using this <a href="http://pts.swtor-spy.com/skill-tree-calculator/marauder/228/?build=0023030202122212023002300120001003203000000000000000000000000000020000000&#8203;00000000000000000000000&ver=20" target="_blank">36/8/2</a> build for annihlation, although I have also considered <a href="http://pts.swtor-spy.com/skill-tree-calculator/marauder/228/?build=0023030202122212023002300120001003100000000000000000000000000000032000010&#8203;00000000000000000000000&ver=20" target="_blank">36/4/6</a> for the force crit and crit to VS/VT, although I suspect the increased offhand damage would be more important.  I had been using a similar rotation to the one I use live, except prioritizing dual saber throw over vicious slash when it was available.<br />
<br />
For carnage, i was trying <a href="http://pts.swtor-spy.com/skill-tree-calculator/marauder/228/?build=0023000000000000000000000000000003203200212012200122203003200100032000000&#8203;00000000000000000000000&ver=20" target="_blank">5/36/5</a>, although i don't think the points in malice are really helping anything other than relic procs, but I couldn't think of anywhere more useful to put them (without considering pvp uses of course).  I always have played annihilation so someone more versed in carnage would be more qualified to speak to the rotation, but I do suspect that carnage may very well outperform annihilation if everything on the pts stays the way it is.<br />
<br />
What have you all been doing in terms of spec/rotation/have any other thoughts on the state of marauders in 2.0?]]></content:encoded>
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		<item>
			<title><![CDATA[Bountyhunter / Trooper 2.0 RotHC]]></title>
			<link>http://mmo-mechanics.com/swtor/forums/thread-1180.html</link>
			<pubDate>Fri, 22 Feb 2013 10:05:37 +0000</pubDate>
			<guid isPermaLink="false">http://mmo-mechanics.com/swtor/forums/thread-1180.html</guid>
			<description><![CDATA[First of all, a preview to the new talent trees for all who cant access ptr: <br />
<a href="http://pts.swtor-spy.com/skill-tree-calculator/powertech/231/" target="_blank">http://pts.swtor-spy.com/skill-tree-calc...rtech/231/</a><br />
<br />
Most of the stat calc formula have been changed. <br />
Many ability modifier have been changed, expect new values and the start of a new rotation and priority mock-up.<br />
<br />
<br />
Please Post here all your Ideas, Interests, Knowledge and so on to get one discussion over all the new stuff =)]]></description>
			<content:encoded><![CDATA[First of all, a preview to the new talent trees for all who cant access ptr: <br />
<a href="http://pts.swtor-spy.com/skill-tree-calculator/powertech/231/" target="_blank">http://pts.swtor-spy.com/skill-tree-calc...rtech/231/</a><br />
<br />
Most of the stat calc formula have been changed. <br />
Many ability modifier have been changed, expect new values and the start of a new rotation and priority mock-up.<br />
<br />
<br />
Please Post here all your Ideas, Interests, Knowledge and so on to get one discussion over all the new stuff =)]]></content:encoded>
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