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Scoundrel/Operative Healing Compendium
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12-11-2011, 06:31 AM
(This post was last modified: 07-25-2012 08:33 PM by Kaladris.)
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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 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. As stated the less energy we have, the slower our rate of energy regeneration is, as shown in the following table:
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. 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). 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. 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. 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. 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. 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. 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. 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. 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. Adrenaline Probe Adrenaline Probe Imperial Agent Energy: +50 Activation time: Instant Cooldown: 120 secs Mirror: Cool Head 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. 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 Imperial Agent (Operative) Activation time: Instant Mirror: Lucky Dodge Evasion also removes all hostile removable effects when used. 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%. 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. 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. 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. 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. 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. Countermeasures Countermeasures Imperial Agent Activation time: Instant Cooldown: 45 secs Mirror: Surrender Activates countermeasures, instantly lowering threat by a moderate amount. 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. 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 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. 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.
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.)
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. 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.
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:
Depending on your crafting crew skill chosen the following would provide you with the best affection/gathering counterpart:
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
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RE: Scoundrel/Operative Healing Compendium
Great compendium.
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12-11-2011, 07:33 AM
Post: #3
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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
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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
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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
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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: ![]() (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
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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.
Tactician, Operative of Rapture
a 16 player Operations guild on Shadow Hand |
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12-11-2011, 08:38 AM
Post: #8
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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
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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 Smuggler ~ Scoundrel ~ Sawbones http://www.guildvendetta.com |
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12-11-2011, 04:35 PM
Post: #10
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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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