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Bodyguard / Combat Medic Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Bodyguard / Combat Medic Set Bonuses and Tactical Items
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Ollmich's Avatar

04.18.2019 , 12:58 AM | #11
Tactical Items which could make medic / bodyguard gameplay more engaging and fluid for me.

Trauma Probe / Kolto Shell now grants less amount of stacks (maybe 5 down from 7) but:
  • stacks refresh when target is healed with Kolto Bomb / Kolto Missile
  • OR stacks refresh when target is healed with Med Shot / Kolto Shot

Trauma Probe / Kolto Shell now has CD and the buff it applies to the target has no longer 7 stacks but:
  • when target with TP / KS buff takes damage it is instantly healed for high amount (CD: 10-15 sec)
  • OR when target with TP / KS buff takes damage it is instantly healed for moderate amount, and every member of the group in 30m range is healed for x% of initial heal (maybe 70%; CD: 20-25 sec)

SlimPikinz's Avatar

04.22.2019 , 07:50 PM | #12
Tactical Items:
  • Med Shot procs and consumes 1 stack of Trauma Probe.
  • Supercharged Gas removes all heat cost from all abilities but has reduced duration.
  • Each tick of Progressive Scan reduces the cooldown of Healing Scan by x seconds.
  • Chaff Flare gives immunity to "soft" crowd control and grants immunity to interrupts for x seconds.

Set Item Bonuses:
  • Reduces Energy Shield cooldown by x seconds.
  • Hydraulic Overrides speed increased by x% and duration by x seconds
  • Your damaging or healing abilities cause your next dmage or heal ability to critically hit. Once every 60 seconds.

MuskyBoy's Avatar

04.26.2019 , 02:05 AM | #13
A tactical item suggestion. Increase the length of supercharge by 2 sec and removes the cast time on healing and rapid scan. I want the class to have more mobility especially for ranked PVP this will also help emphisise the burst healing spec it is. A trade off for the amount of burst healing the class has is remove the cheaper cost of healing scan (spamming healing scan would cause you to blow your heat into the red) or some of the crit bonus during this so it's not so over powered in PVE.

TheSpiceIsRIght's Avatar

05.02.2019 , 02:07 AM | #14
Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions


Tactical Suggestions:
  • Unload builds stacks of supercharged gas (up to 3)
  • Kolto shell also increases damage reduction by .5% per stack.
  • Supercharged Celerity now applies 7 stacks of kolto shell on all party members.
  • Kolto shell now has a 6s cd. Healing per charge is increased by 15%.
  • Kolto shell now has a maximum of 13 stacks and has its healing increased per charge. Can only be used on one target.

Set Bonus:
  • 2 set - Kolto Shell costs 2 less heat and refreshing Kolto Shell refunds 1 heat for each stack of Kolto Shell remaining on the target.
  • 4 set - Activating a healing ability has a 15% chance to grant [rp name]. [rp name] stacks up to 2 times and causes your next healing scan to be a critical. (changed from rapid scan)
  • 6 set - Supercharged Gas now empowers your Kolto Missile to provide x damage reduction. Additionally, Progressive Scan ticks for one extra tick under Supercharged Gas.
<FAILURE> - Satele Shan
World First Slayer of the Machine Gods

Darthanimus's Avatar

05.07.2019 , 03:33 PM | #15
I have played combat medic for years, and am well thought of. I would like to see changes to the energy pool, as resource starvation is frustrating. I would like to see alacrity work better on energy regain for healers in particular. I know this post is for tactical items and set bonus ideas, but I am going to take this opportunity to make some suggestions too. Firstly I would like to flag the whole timer thing with supercharge cell, I think it would work a lot better if activating supercharge cell grants 6 charges instead of a timer. This way we can mix up the healing rotation with an AoE when it comes off cool down, and in addition getting stunned would not ruin our main single target healing buff. Med shot would be better if crits gave 2 stacks of supercharge, for fast stacks building. Finally reduce the healing cost of all heals please, you can max out your energy pool in seconds under current conditions.

So here are my tactical items suggestions:
Kolto bomb continues to heal when team members leave the area.
Kolto bomb heals for x more
Diversion absorbs x single target damage, this should be across the commando adv class as standard.
Trauma probe heals for more.
Trauma probe has double the charges (12), and lasts 4 minutes.
Bacta infusion grants 25% energy when used with supercharged cell or 10s after activating supercharge cell
Field aid has 2 charges
field aid removes all removable debuffs
Recharge cells restore 100% energy, (we are energy starved)
Successive treatment now heals 8 people an applies an armor buff to all.
Med shot causes trauma probe to activate instantly consuming 1 charge every time medshot is applied to the target, this effect occurs independently of taking damage. If the target is taking damage and med shot is applied, then trauma probe looses charges from both effects simultaneously (pairing them would in this way would make this filler so much more important.
Medshot heals for 100% more. Crits with med shot generate 2 stacks of supercharge cell.
2 charges to reserve powercell.
Scorpio finds the starforge, becomes an immortal AI god, and gets worshiped by Ewoks.

Red Eclipse

OlBuzzard's Avatar

05.15.2019 , 12:19 PM | #16
Just a few thoughts :
edit: never mind ... wrong class for this ... sorry

Darthanimus's Avatar

05.28.2019 , 04:41 PM | #17
Concussion round is instant for bodyguard and combat medics, CD is reduced to 30s.
Scorpio finds the starforge, becomes an immortal AI god, and gets worshiped by Ewoks.

Red Eclipse