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Class Changes: Bodyguard Mercenary and Combat Medic Commando

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Class Changes: Bodyguard Mercenary and Combat Medic Commando
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EricMusco's Avatar


EricMusco
09.27.2017 , 12:39 PM | #1 This is the last staff post in this thread.  
Hey folks,

Below you will find the upcoming changes to Bodyguard and Combat Medic coming in Game Update 5.5:

Quote:
Note: All changes below are currently in development and are subject to change before being released.

Mercenary
Bodyguard
  • Healing Scan now heals for 6.45% less
  • Progressive Scan now heals for 7% less
  • The heal-over-time provided by Proactive Medicine is now 50% less effective, but its armor-increasing effect remains unchanged
  • The healing bonus given to Emergency Scan and Rapid Scan by Empowered Scans is now 3%
  • The healing bonus given to Kolto Missile, Kolto Pods, and Progressive Scan by Peacekeeper is now 3%
  • The critical healing bonus given by Warden is now 5%
  • Bodyguard (the passive skill) now increases the healing each charge of Kolto shell does by 3%

Commando
Combat Medic
  • Advanced Medical Probe now heals for 6.45% less
  • Successive Treatment now heals for 7% less
  • The heal-over-time provided by Preventative Medicine is now 50% less effective, but its armor-increasing effect remains unchanged
  • The healing bonus given to Bacta Infusion and Medical Probe by Field Medicine is now 3%
  • The healing bonus given to Kolto Bomb, Kolto Pods, and Successive Treatment by Frontline Medic is now 3%
  • The critical healing bonus given by Potent Medicine is now 5%
  • Probe Medic now increases the healing each charge of Trauma Probe does by 3%

DevNotes: The Bodyguard / Combat Medic was overperforming in HPS output, so it needed some changes to various abilities.

First, we reduced the effects of Proactive Medicine / Preventative Medicine, in addition to reducing the overall healing done by Healing Scan / Advanced Medical Probe and Progressive Scan / Successive Treatment. Finally, we reduced the healing and critical healing bonuses given to the discipline through passives, which brought the Bodyguard / Combat Medic to its target HPS.
-eric
Eric Musco | Community Manager
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RikuvonDrake's Avatar


RikuvonDrake
09.27.2017 , 01:19 PM | #2
These look really well thought out and it makes me happy to see these readjustments to healers, they have been overperforming a lot making PvP very boring with fewer kills and a far more stale meta, for PvE it will finally make Nightmare healing a bit more challenging while not having much impact at all on Story and Hardmode content.

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Toraak's Avatar


Toraak
09.27.2017 , 01:52 PM | #3
My personal thoughts, with all of the Nerfs to healers, When are we going to see the Operations bosses Damage output be nerfed? Coming from someone who heals HM, I know I am no longer looking forward to healing anything in HM (not counting EV/KP HM). The Burst Damage many of these bosses are doing is way to high, and with all 3 heal classes now being nerfed, this needs to be reduced a bit.
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RikuvonDrake's Avatar


RikuvonDrake
09.27.2017 , 02:00 PM | #4
Quote: Originally Posted by Toraak View Post
My personal thoughts, with all of the Nerfs to healers, When are we going to see the Operations bosses Damage output be nerfed? Coming from someone who heals HM, I know I am no longer looking forward to healing anything in HM (not counting EV/KP HM). The Burst Damage many of these bosses are doing is way to high, and with all 3 heal classes now being nerfed, this needs to be reduced a bit.
I think that either you want to consult the dulfy guide on your class or take a look a the dtps statistics for your team, all healers in all combinations will be able to easily still clear hard mode content. I know people were complaining about the same things after the Sorc nerfs, a few days later two Sorc healers clear Brontes showcasing that everyone worried for nothing.

Hardmode isn't supposed to be super easy, it's true that you will be needing to consider how you use your abilities quite a bit more after these changes, but do not worry too much, the HPS nerfs aside, all healing classes are doing far more HPS than needed for HM content.

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Toraak's Avatar


Toraak
09.27.2017 , 02:02 PM | #5
Quote: Originally Posted by RikuvonDrake View Post
I think that either you want to consult the dulfy guide on your class or take a look a the dtps statistics for your team, all healers in all combinations will be able to easily still clear hard mode content. I know people were complaining about the same things after the Sorc nerfs, a few days later two Sorc healers clear Brontes showcasing that everyone worried for nothing.

Hardmode isn't supposed to be super easy, it's true that you will be needing to consider how you use your abilities quite a bit more after these changes, but do not worry too much, the HPS nerfs aside, all healing classes are doing far more HPS than needed for HM content.
I play my class fine, and for some fights like Zorn/toth, both healers are forced to bust our tails to get 8.5k ehps each.

I remember Tyrans each healer had to pull 9.5k ehps to beat. (I'm not talking hps, but EFFECTIVE heals per second).
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omaan's Avatar


omaan
09.27.2017 , 02:02 PM | #6
Quote: Originally Posted by EricMusco View Post
Hey folks,

Below you will find the upcoming changes to Bodyguard and Combat Medic coming in Game Update 5.5:



-eric
NERF skank-tank's guard pls! Skank tanks are ruining pvp by being able to dps nearly the same as dps soec but also to save group members by guarding everyone and having decent survivability! This is ugly((

RikuvonDrake's Avatar


RikuvonDrake
09.27.2017 , 02:05 PM | #7
Quote: Originally Posted by Toraak View Post
I play my class fine, and for some fights like Zorn/toth, both healers are forced to bust our tails to get 8.5k ehps each.
So? You don't lose the ability to heal an entry boss in EC HM if that is what you fear, you are still perfectly able to clear this content with whichever combination of healers you like, the only change is that you need to be more aware of how you use your cooldowns and how tanks deal with incoming damage bursts.

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Qouivandes's Avatar


Qouivandes
09.27.2017 , 02:09 PM | #8
i am embarrassed that i dont know what a skank tank is. is it a term of endearment? ..reminds me of Stripes: "...but we are willing to learn. will they send us someplace special?"
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Toraak's Avatar


Toraak
09.27.2017 , 02:19 PM | #9
Quote: Originally Posted by Qouivandes View Post
i am embarrassed that i dont know what a skank tank is. is it a term of endearment? ..reminds me of Stripes: "...but we are willing to learn. will they send us someplace special?"
It's a PvP term for a tank, who is wearing DPS gear, while in tank spec.
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supertimtaf's Avatar


supertimtaf
09.27.2017 , 02:20 PM | #10
Quote: Originally Posted by Qouivandes View Post
i am embarrassed that i dont know what a skank tank is. is it a term of endearment? ..reminds me of Stripes: "...but we are willing to learn. will they send us someplace special?"
Skank = Tank with dps gear
This apply mainly in PvP because real tanks are useless (tank stats don't give enough bonus to be usefull) and dps spec are usually trash because "nerf offensive ability" and "buff defensive ability" (resulting in a Time To Kill too great and too demanding when playing dps). It is better nowadays to play a tank with dps gear because you'll be more resistant and deal a lot more damage (because you don't die).
This also apply to mercs and snipers in some way because they are incredibly tanky.

But you can still see peoples that play tank with DPS mods in PvE, because again, tank stats are trash and the payoff is better with the power given by dps mods.

Again, this is another issue we're waiting the devs to resolve since quite a long time now.
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