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Scoundrel/Operative Healing Compendium
12-11-2011, 06:31 AM (This post was last modified: 07-25-2012 08:33 PM by Kaladris.)
Post: #1
Scoundrel/Operative Healing Compendium
Scoundrel/Operative Healing Compendium


Based on the Sith Assassin Tanking Compendium by Alratan. I will shamelessly admit that I copied large amounts of information/layout from Alratan's guide, as it is excellently presented and there was no need to re-invent the wheel.
Actually, i copied that as well as the most of the rest from Sol – thank you very much at this point!
I'd also like to thank everyone who joined this forum by now, making this really nice discussions available so long before the start of the game itself, and helping to get quite a nice overview over what's coming - thanks to all of you!



Table of Contents:

I Skilling, Abilities and „How to heal“

I.a. Energy
I.b. Skill Tree
I.c. Healing Abilities
I.d. Situational Abilities / Survival CDs
I.e. Healing „How to?“

II Stats, Gear, Consumables, Crew Skills


II.a. Stats
II.b. Gear
II.c. Consumables
II.d. Crew Skills

As a scoundrel/operative, you will be able to put your skill points into the medicine skill tree, which will enable you to take the role of a healer in a Flashpoint and an Operation.
The main limitation of an IA/Smuggler healer will be his resource system, which has the potential to enable you to heal for an infinitive timeframe, but has also has a high possiblity to putting you into an energy hole where you just starve of energy and are unable to heal your group appropietly.
Furthermore, it is the only healing class with a stealth, making it quite desireable from a PvP perspective.



I Skilling, Abilities, and "How to heal“

I.a. Energy:

Scoundrels/Operatives use energy similar to rogues in World of WarCraft with one major difference; the rate at which we regenerate energy changes depending on our current energy levels. The less energy we have, the slower it regenerates. This creates a very different mechanic and will have an extreme impact on our ability priority/rotation. Our main focus will be juggling energy regeneration with the need to keep up sustained healing, along with situations where burst is required and will drain our pool below optimal levels.

We start out with a base of 100 energy as a Scoundrel/Operative and our base energy regeneration rate is 5/second. While you will never have more than 100 energy, we do get access to Pugnacity
Pugnacity
Smuggler (Scoundrel)

Activation time: Instant
Cooldown: 35 secs
Mirror: Stim Boost

Exploits Upper Hand to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Upper Hand. Does not break Stealth.

/ Stim Boost
Stim Boost
Imperial Agent (Operative)

Activation time: Instant
Cooldown: 35 secs
Mirror: Pugnacity

Executes your Tactical Advantage to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Tactical Advantage. Does not break Stealth.
, which increases our energy regeneration by 1 per second. It will always be a priority to keep this effect up no matter what spec you are, as faster energy regeneration = more ability spam = more DPS/healing.

As stated the less energy we have, the slower our rate of energy regeneration is, as shown in the following table:

Current Energy
Level
Regeneration
per second
With Pugnacity
Pugnacity
Smuggler (Scoundrel)

Activation time: Instant
Cooldown: 35 secs
Mirror: Stim Boost

Exploits Upper Hand to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Upper Hand. Does not break Stealth.

/
Stim Boost
Stim Boost
Imperial Agent (Operative)

Activation time: Instant
Cooldown: 35 secs
Mirror: Pugnacity

Executes your Tactical Advantage to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Tactical Advantage. Does not break Stealth.
60-10056
20-6034
0-2023

Some healing abilities of us do not require any energy cost but have other disadvantages.
We have some ways to gain energy back a little faster than just waiting, which will be explained in the „How to heal“-section.




I.b. Skill Tree:

The core of every PvE-orientated healing spec is this:
http://www.torhead.com/skill-calc#4010cZGZMffbzGRRzs.2

It is important to note that we actually have two filler points in evasion that can be put elsewhere, for example in Chem-resistant Inlays for 4% less damage, which also seems to be a good survivability talent.
I chose Evasive Imperative for a 3 seconds short 20% sprint miced together with a 100% chance to evade and removal of all debuffs, which will make it much more easier to survive reactive situations, while Chem-resistant Inlays will improve our overall dmg mitigation against AoE attacks or normal mobs running wild.
This is a question of your own choice – it could become clearer what is more useful once endgame started.

The remaining 4 points can be spend at will, but while the lethality tree tier 2 has nothing useful to offer to a healer, it seems useful to invest our remaining points either in defensive skills in the medicine tree, like this:

http://www.torhead.com/skill-calc#4010cZGZMffbzGRRds.2

Or putting the remaining points into the concealment tree, whose tier 2 has quite a lot of really good survivability talents like movement speed, endurance % or defense %.

I would be very happy to post some suggested PvP builds, as they tend to be completly different and not so focussed on healing alone.
Feel free to PM me and i will edit this post in order to make some good suggestions at this point.



I.c. Healing abilities:

So here is a list of all our abilities we will have that enable us to heal our allies or support them in some other ways.
Please note that in the next section i will list a lot of other abilities that will help us with our resource management and bring all of that together in the short „How to heal“-section.
For further information, please take a look in the „PvE-Healing Discussion“-Thread, esspecially the start post.

So here we go:

Diagnostic Scan
Diagnostic Scan
Imperial Agent (Operative)

Range: 30m
Channel time: 3.0 secs
Damage Type: Healing
Mirror: Diagnostic Scan

Heals a friendly target for ((HealingPower * 0.334) * 3) over 3 seconds.
Our channeled HoT. Does not cost energy, will give 2 back if it crits once we skilled it. Can be viewed as our „filler heal“.
Kolto injection
Kolto Injection
Imperial Agent (Operative)

Energy: -25
Range: 30m
Activation time: 3.0 secs
Damage Type: Healing
Mirror: Underworld Medicine

Heals a friendly target for (LvlRankHealAmnt * 0.116 HealingPower * 2.72) - (LvlRankHealAmnt * 0.156 HealingPower * 2.72).
Our Standard heal with costs. Once skilled, it will grant us Tactical Advantage (TA) for IAs or Upper Hand (UA) for Smugglers, a self buff that is needed to cast some spells and also gives us a flat 9% increase in healing once skilled.
Kolto Infusion
Kolto Infusion
Imperial Agent (Operative)

Energy: -20
Range: 30m
Activation time: 2.0 secs
Damage Type: Healing
Mirror: Kolto Pack

Executes your Tactical Advantage to heal the target for (LvlRankHealAmnt * 0.098 HealingPower * 2.37) - (LvlRankHealAmnt * 0.138 HealingPower * 2.37). Requires and consumes Tactical Advantage.
The first skill that consumes our TA/UH. Due to this requirement, it costs less energy to cast and just takes 1,5 seconds to finish.
Kolto Probe
Kolto Probe
Imperial Agent (Operative)

Energy: -15
Range: 30m
Activation time: Instant
Damage Type: Healing
Mirror: Slow-release Medpac

Summons a droid that heals a friendly target for <<>> over 18 seconds. Stacks up to 2 times.
Our HoT. We need to skill it to use it. Once it is improved, it will also have a chance to grant us TA/UH with every tick. Can be applied two times on one target.
Surgical Probe
Surgical Probe
Imperial Agent (Operative)

Range: 30m
Activation time: Instant
Damage Type: Healing
Mirror: Emergency Medpac

Executes your Tactical Advantage to summon a probe that instantly heals the target (LvlRankHealAmnt * 0.038 + HealingPower * 1.37) - (LvlRankHealAmnt * 0.098 + HealingPower * 1.37). Requires and consumes Tactical Advantage.
Our first instant healing ability, needs to get skilled and can be further improved. Consumes one TA/UH, but will regrant it if skilled and used on a target below 30% health. Does not cost energy.
Recuperative Nanotech
Recuperative Nanotech
Imperial Agent (Operative)

Energy: -30
Range: 30m
Activation time: Instant
Cooldown: 12 secs
Damage Type: Healing
Mirror: Kolto Cloud

Heals up to 4 allies within 10 meters for ((LvlRankHealAmnt * 0.0192 + HealingPower * 0.386) * 5) over 15 seconds.
Our AoE heal, which works on 4 allies as a HoT. Needs to be skilled. We will want to be careful with this skill, as it costs a lot and does not provide health instantly.

There are some other spells that can be used to help our allies:

Coordination
Coordination
Imperial Agent

Range: 30m
Activation time: Instant
Cooldown: 6 secs
Mirror: Lucky Shots

Increases a friendly target/s critical hit chance by 5% for 60 minutes. If the target is a party member, all other party members are also affected.
Our Standard group buff. Available to all IA/Smugglers.
Resuscitation Probe
Resuscitation Probe
Imperial Agent (Operative)

Range: 30m
Activation time: Instant
Cooldown: 300 secs
Mirror: Heartrigger Patch

Summons a droid that revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.
Our Battle-Rezz. We will get it at level 50. All Battle Rezzes make any other abiltiy of this kind not useable for the next 5 minutes.
Toxin Scan
Toxin Scan
Imperial Agent (Operative)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 4 secs
Mirror: Triage

Purges a friendly target of up to 2 negative tech or physical effects.
Our decurse. Will remove 2 negative tech or physical effects. And metal effect if skilled.



I.d. Situational Abilities / Survival CDs

These are also worth to mention, as staying alive is surely important and can be done by quite some reactive skills we have. Furthermore, i will list our skills that allow us to manage our resources here.

Resource-related:
Stim Boost
Stim Boost
Imperial Agent (Operative)

Activation time: Instant
Cooldown: 35 secs
Mirror: Pugnacity

Executes your Tactical Advantage to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Tactical Advantage. Does not break Stealth.
More energy reg. Try to keep it up all the time for maximal energy reg and thus a better way to react to every chance in situation possible.
Adrenaline Probe
Adrenaline Probe
Imperial Agent

Energy: +50
Activation time: Instant
Cooldown: 120 secs
Mirror: Cool Head


Restores 50 energy. Skilled 66, so 2/3 of our complete pool. Use it after a situation where you had to blow everything out in order to keep everyone alive, so you don't fall into an energy hole.
Advanced Recon
Advanced Recon
Imperial Agent

Activation time: Instant
Cooldown: 1200 secs
Damage Type: Healing
Mirror: All In

Immediately finishes the cooldown on Adrenaline Probe and restores 2% of maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.
Only useable while your companion is active, so it won't be useable in operations, just listed to complete the list.

Defensive Abilities:
Evasion
Evasion
Imperial Agent

Activation time: Instant
Cooldown: 60 secs
Mirror: Dodge

Increases your chance to dodge melee and ranged attacks by 100% for 3 seconds. Does not break Stealth.
+ Avoidance Training
Avoidance Training
Imperial Agent (Operative)

Activation time: Instant
Mirror: Lucky Dodge

Evasion also removes all hostile removable effects when used.
Very nice combination of useful effects. If you skill Evasion in the Medicine Tree, you will also receive a movement speed-buff, which is also pretty nice to have and will make Evasion the one button that solve nearly all of your possible problems.
Cloaking Screen
Cloaking Screen
Imperial Agent (Operative)

Activation time: Instant
Cooldown: 180 secs
Mirror: Disappearing Act

Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.
Our vanish. Will keep you away from enemies, should they start to target you. Still, you will want to consider if the 10 seconds without healing will be worth it.
Crouch
Crouch
Imperial Agent

Activation time: Instant
Mirror: Crouch

Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.
Help mitigating ranged damage.
Debilitate
Debilitate
Imperial Agent

Energy: -10
Range: Melee (4m)
Activation time: Instant
Cooldown: 45 secs
Damage Type: Energy
Mirror: Dirty Kick

Does [?] energy damage and stuns the target for 4 seconds.
A melee stun. Could be helpful if the tank has problems with a lot of mobs.
Flash Bang
Flash Bang
Imperial Agent

Energy: -10
Range: 10m
Activation time: Instant
Cooldown: 60 secs
Mirror: Flash Grenade

Detonates a flash bang that blinds up to 5 targets within 5 meters for 8 seconds. Damage causes this effect to end prematurely.
AoE Blind. Who wouldn't want an AoE-Blind?
Infiltrate
Infiltrate
Imperial Agent (Operative)

Range: 10m
Activation time: Instant
Cooldown: 180 secs
Mirror: Smuggle

Cloaks you and party members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat or while already in stealth.
15 seconds of 10 meter radius mass stealth.
Sever Tendon
Sever Tendon
Imperial Agent (Operative)

Energy: -10
Range: 10m
Activation time: Instant
Cooldown: 12 secs
Damage Type: Kinetic
Mirror: Tendon Blast

Throws a knife at the target, dealing [?] kinetic damage and slowing the target/s movement speed by 50% for 12 seconds.
A melee slow. Very situational indeed.
Countermeasures
Countermeasures
Imperial Agent

Activation time: Instant
Cooldown: 45 secs
Mirror: Surrender

Activates countermeasures, instantly lowering threat by a moderate amount.
Reduces thread, which is good everytime.
Shield Probe
Shield Probe
Imperial Agent

Activation time: Instant
Cooldown: 45 secs
Mirror: Defense Screen

Summons a probe droid that projects a shield around the Agent, absorbing a moderate amount of incoming damage for 15 seconds. Does not break stealth.
A dmg absorb just for us. Can also be skilled to increase our healing received while active.




I.e. Healing "how to?“

I will try to keep these instructions as general as possible, for a more accurate description take a look in the „PvE Healing discussion“-thread.

1. Try to have at least one stack of TA/UH on you all the time.
2.Keep Pugnacity
Pugnacity
Smuggler (Scoundrel)

Activation time: Instant
Cooldown: 35 secs
Mirror: Stim Boost

Exploits Upper Hand to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Upper Hand. Does not break Stealth.

/ Stim Boost
Stim Boost
Imperial Agent (Operative)

Activation time: Instant
Cooldown: 35 secs
Mirror: Pugnacity

Executes your Tactical Advantage to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Tactical Advantage. Does not break Stealth.
up.
3a - 1 primary damage taker (=Tank)) Refresh 2x Kolto Probe in last 3s of effect
3b - 3+ damage takers(=Group dmg)) Cast nanotech if not active and 3+ targets possible
4a - Max energy, 2x TA) Kolto Infusion
4b - 2x TA) Surgical Probe
4c) Kolto Injection
5 - Low energy) Diagnostic Scan

Notes:
A) 1x Kolto Probe is almost never worth casting (low HPS, HPE and HPCT)
B) Kolto Infusion may be less desirable than Surgical Probe even at max energy if everyone is so high it would overheal
C) If you plan to use adrenaline probe use up all your energy first else you are wasting a large part of the effect
D) Use relics/adrenals whenever you notice bars dropping faster than you can keep up with

Thanks to Jagare for this list, just copied it in.



II Stats, Gear, Consumables, Crew Skills



II.a. Stats:

The base stats at the moment are Aim, Cunning, Endurance, Presence, Strength and Willpower.
  • Aim improves ranged/blaster attacks, and is an inferior stat for Smugglers/Imperial Agents, increasing by 0.9 Aim per level on average. It is the dominant stat for Bounty Hunters.
  • Cunning improves tech attacks, and is the dominant stat for Smugglers/Imperial Agents, increasing by 4 Cunning per level on average.
  • Endurance improves health, and is an auxiliary stat for Smugglers/Imperial Agents, increasing by 3.5 Endurance per level on average. Every point provides 10 health points, and every 5 points provides 1% health regeneration.
  • Presence improves Companions, and is an auxiliary stat for Smugglers/Imperial Agents, providing 3.5 Presence per level on average. Every 1 point provides 2 health points to Companions, and every 20 points provides a 2% bonus to Companions' damage.
  • Strength improves melee attacks, and is an inferior stat for Smugglers/Imperial Agents, increasing by 0.9 Strength per level on average. It is the dominant stat for Sith Warriors.
  • Willpower improve force attacks, and an inferior stat for Smugglers/Imperial Agents, increasing by 0.9 Willpower per level. It is the dominant stat for Sith Inquisitors

For damage calculations, every 10 points in a stat provides 1 bonus damage to the appropriate type, and every 140 points provides 1% crit chance to the appropriate type. However, the dominant stat of a class provides this bonus to all abilities, not just the one indicated above, so a Smugglers/Imperial Agent, and therefore a Scoundrel/Operative, gains both bonus melee damage, tech damage & healing and crit chance from Cunning.

Furthermore, the dominant stat also provides some measure of healing increase, currently believed to be 0.5 +healing per stat point, although the amount is not yet known. Presence previously provided 1 bonus healing per 5 Presence points, so 1 bonus healing from somewhere between 5 and 10 points of the dominant stat would seem likely.

The secondary stats of interest are Alacrity, Critical Chance and Surge. (Note: Armour Rating is an indication of the relative worth of an item, analogous to the item level/ilvl, not the amount of armour provided by the item.)
  • Alacrity is analogous to Haste in World of WarCraft, reducing activation and channeling times. As our potential healing is limited not by our cast time but by our resource, this stat will be like a double-edged sword that lets us do things faster, and thus enable us to burn away our energy also faster, as there is no other way to improve our energy reg apart from Stim Boost /Pugnacity.
  • Critical Chance is the chance to score a critical strike, which improves the damage/healing of an ability by 50%, and is improved by Critical Rating and the dominant stat.
    It seems reasonable that we will want quite a lot of crit, as alacrity does not make much sense.
  • Surge increases the magnitude of critical effects, improving their extra damage/healing beyond +50%. Given that we will stack crit this will also be an important stat to us, as surge and crit will scale very well with each other. (at some %point of crit, surge will become better, and vice versa – in fact, they will always compete with each other, as every improve of the first makes the latter better.)

Stat comparison:

Instead of just putting out a priority list without explanation, i want to list now what we will gain from every stat.

First of all, we should look at the basis formular for every healing ability:
"Ability Healing = Coefficient*HealingBonus + StandardHealthPercent*StandardHealth
Coefficient = force/tech/melee/ranged healing bonus modifier for min and max values and all ranks of the ability
StandardHealthPercent = base healing modifier, which can vary for the min and max values of the ability
StandardHealth = derived from the healing per Level table near the bottom of this thread"


So the first thing we can do to make all our healing abilities heal more, we can improve our healing bonus, which can be done by power, tech power and cunning.
These behave this way:
„Willpower/Aim/Cunning Healing Bonus = (Willpower or Aim or Cunning) * 0.14
Force/Tech Power Healing Bonus = (Force or Tech Power) * 0.17
Power Healing Bonus = Power * 0.17“


So we can see, if we want to get a flat healing increase, power or tech power is just better for that than cunning.
Cunning gets his main role by adding to crit as well.
Which leads us to the secondary stats, which do not compare that easily like power vs. Cunning.

[Image: attachment.php?aid=159](Credit: Kor)

This graphics from the formula thread on site five clearly show that if we try to maximize our item budget for the greatest impact, surge is clearly the way to go, together with crit to make it reliable.
We can also see from that graph that alacrity is not only bad for us in terms of its effect, but also in terms of item budget – we will get lesser benefit from the same number of rating.
The whole problem with stacking crit and surge is that it will make us a pretty random healer with quite a lot of overheal.
The conclusion to this problem should be to get as much power as possible as secondary stat.
If we are faced with the decision between more cunning or more power, it could be that more power is the better choice for our overall healing output.
The problem is that cunning is on every piece of gear that we could want anyway, which could lead to the point that including cunning on a priority lists seems quite odd.
Anyway, after quite a lot number crunching (thanks, Jagare!) the stat weighting looks like:

Power > Cunning > Surge > Crit > Alacrity

The problem here is that it won't take into account that are quite some turning points in our stat conversion, so the adjusted stat weight would be:

Cunning >= Power > Crit (to ~350) > Surge > Crit (after ~350) > Alacrity

As said above, it will probably not make sense to try to avoid cunning, as it is everywhere anyway, so the most important part of the stat weighting is that we will want power, and get crit to 350, and after that choose power over surge over crit while trying to avoid alacrity as much as possible.
Please note that this is just the mathematical most effective solution and has *nothing* to do with your choice of gameplay - it can be that the mathematical best solution is not compatible with your style of gaming and another kind of priorities will grant you better results - nontheless, you will be performing better while not being itemized the optimal way.



Very much thanks to the formula thread for all the data provided.
Furthermore, a pretty special thanks to Jagare for his spreadsheet:
http://sithwarrior.com/forums/Thread-Ope...preadsheet


II.b. Gear:

I will be linking the BiS gear once it comes available however I won't be discussing best in slot gear in this thread, as I believe that it should have a separate thread of its own as it usually provokes a much different line of discussion. I will, however, link the appropriate thread once it has been created.
  • Head:
  • Implant 1:
  • Implant 2:
  • Ear:
  • Chest:
  • Gloves:
  • Wrist:
  • Waist:
  • Legs:
  • Boots:
  • Relic:

The set boni are:
2pc pve=-4 energy for nanotech
4pc pve=+15% crit kolto infusion
2pc pvp=+15% healing to nanotech
4pc pvp=+5 max energy

Thank you very much, Strobelight.




II.c. Consumables:

As in other games and especially MMO's, there are consumable available that will provide short term buffs with a high stat increase, in addition to ones that provide longer term buffs with smaller stat increases. In swtor, these are called Adrenals and Stimulants. Adrenals provide a 15 second buff with a 180 second CD, whereas Stims provide a 2 hour buff. Another available consumable that could be used is a Medpac, which restores health and has a 90 second CD.

The following consumables may be of use, depending on the official stat weights: Additionally, if you are decide to take Biochem, you will be entitled to the following recipes:


II.d. Crew Skills:

The following Crew Skills known going to be the likely choices for Smugglers/Imperial Agents in general:
  • Scavenging - Important for gathering materials for any of our chose crafting skills;
  • Bioanalysis - Important for gathering materials for Biochem;
  • Armormech - Allows us to craft armour;
  • Armstech - Allows us to craft weapons;
  • Cybertech - Allows us to construct earpieces, grenades, amour over and underlay's, electro weapons, generators as well as feet and wrist items for all non-force users; and
  • Biochem will provide you with Adrenals/Stims, the wow equivalent of flasks and potions - see above consumables.

Depending on your crafting crew skill chosen the following would provide you with the best affection/gathering counterpart:
  • Investigation provides materials for Armormech;
  • Treasure Hunting provides materials for Cybertech;
  • Diplomacy provides materials for Biochem and also increases LS/DS points; and
  • Underworld Trading provides materials for Armstech

As only one crafting profession may be chosen, the decision between Armormech, Armstech, Cybertech & Biochem will be heavily influenced by the end-game suitability of these crafting skills. Cybertech may pull ahead of the other 2 due to the various socketed components crafted likely having use for longer, by being used to upgrade gear acquired from Operations. Biochem may also be favoured as it provide Adrenals/Stims that will be greatly sought after by raiders. All this is yet to be determined and as no crafting skill provides bonuses like they do in wow currently, I think it will come down to personal choice as to what you feel provides the best benefit to you.
Considering PvP, Cybertech and Biochem are also quite solid choices, as they provide both a lot of consumable with infinitive use - still after the nerf, this will save us quite a lot of money, an advantage that no other profession is able to claim.


Major Update Log:
03.02.2012: Added Jagares spreadsheet, link and creds. (source: His thread, look at link), and updated the crew skills section a little bit.
30.01.2012: Updated stat graph to new version with proper Expertise curve (and claimed credit for the graph) ~Kor.
05.01.2012: Updated energy change (source: Operative/Scoundrel DPS Compendium)
Changed stat weight topic a lot
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12-11-2011, 07:07 AM (This post was last modified: 12-12-2011 12:44 PM by Bnol.)
Post: #2
RE: Scoundrel/Operative Healing Compendium
Great compendium.
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12-11-2011, 07:33 AM
Post: #3
RE: Scoundrel/Operative Healing Compendium
Seems like a work in progress. Give him a chance to finish.

Smuggler ~ Scoundrel ~ Sawbones
http://www.guildvendetta.com
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12-11-2011, 07:34 AM
Post: #4
RE: Scoundrel/Operative Healing Compendium
Nice start OP. A couple of things that may or may not have any value:
I think they've changed the regen mechanic to be 5 energy from 60-100, instead of 80-100.
Alacrity.. even though it doesn't mesh well with a lot of our instants, it does provide a way to get Injection/Infusion to the target quicker, which is never a bad thing. So unless we're spamming without regard I think "haste" isn't something we should dismiss so quickly because there are benefits to be had.
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12-11-2011, 07:49 AM
Post: #5
RE: Scoundrel/Operative Healing Compendium
(12-11-2011 07:34 AM)Goosby Wrote:  Alacrity.. even though it doesn't mesh well with a lot of our instants, it does provide a way to get Injection/Infusion to the target quicker, which is never a bad thing. So unless we're spamming without regard I think "haste" isn't something we should dismiss so quickly because there are benefits to be had.

In those emergency type situations we will more than likely be better off using Surgical Probe to get instant healing, especially if the target is under 30% as it will regrant TA (and won't cost us energy), where Infusion will both cost us energy and the TA. Alacrity doesn't help at all with increasing our Health Per Energy (HPE), and really doesn't help us with sustained HPS, because Diag Scan is the only thing alacrity improves without hurting our resources, but Crit will help make Diag Scan a more reliable Energy generator (in addition to improving all of our heals).
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12-11-2011, 08:12 AM (This post was last modified: 12-11-2011 08:14 AM by ttyl.)
Post: #6
RE: Scoundrel/Operative Healing Compendium
(12-11-2011 07:34 AM)Goosby Wrote:  I think they've changed the regen mechanic to be 5 energy from 60-100, instead of 80-100.
Yeah. There are 4 arrows next to energy bar now to show the stages. <80 and max regen:
[Image: Uwunh.png]
(12-11-2011 07:49 AM)Bnol Wrote:  In those emergency type situations we will more than likely be better off using Surgical Probe to get instant healing, especially if the target is under 30% as it will regrant TA (and won't cost us energy), where Infusion will both cost us energy and the TA. Alacrity doesn't help at all with increasing our Health Per Energy (HPE), and really doesn't help us with sustained HPS, because Diag Scan is the only thing alacrity improves without hurting our resources, but Crit will help make Diag Scan a more reliable Energy generator (in addition to improving all of our heals).
Good explanation. However, the only choice in endgame gear seems to be Damage set or Healing set. Both have Crit, it's just Accuracy vs Alacrity. Boring :(
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12-11-2011, 08:17 AM
Post: #7
RE: Scoundrel/Operative Healing Compendium
The stacking will come from the mods you can use in that gear that comes from raids, also Power as a stat wasn't mentioned in the OP, which will probably be at least equal to, if not greater than crit for the assured boost to all healing abilities.

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12-11-2011, 08:38 AM
Post: #8
RE: Scoundrel/Operative Healing Compendium
As far as energy regeneration is concerned the last actual data we got from the XML dump was it is still a 5 tiered system not 4, even though it was showing 60-100. I have also been wondering about this myself and as soon as I can get some further information regarding this I'll update my dps compendium as well.
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12-11-2011, 09:42 AM
Post: #9
RE: Scoundrel/Operative Healing Compendium
Stats in this game (save endurance) have exponential diminishing returns, so finding the sweet spot for all of our stats will be interesting. Crit is certainly great, but beyond 400 or so rating, it starts getting pretty expensive.

CRIT RATING ----- CRIT PERCENT ADDED

100 9.42
200 15.88
300 20.31
400 23.35
500 25.44
600 26.87
700 27.85
800 28.53
900 28.99
1000 29.31
1100 29.52
1500 29.89
2000 29.98

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12-11-2011, 04:35 PM
Post: #10
RE: Scoundrel/Operative Healing Compendium
Regarding Alacrity - how effective is the stat exactly on a per-point basis? I'm curious how much it impacts the model of Diagnostic Scan as far as energy regen. Likely not enough to make it more valuable than any of the other secondary stats that are useful for healers, but it would still be good to know. Also, Alacrity doesn't effect the duration of HoTs, correct?
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