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Biggest heal abilities to watch our for

STAR WARS: The Old Republic > English > PvP
Biggest heal abilities to watch our for

GARhenus's Avatar


GARhenus
01.07.2013 , 07:35 PM | #1
I know interrupting enemy heals are essential in wzs but can you tell me the names of those major healing abilities for each healer class? When disrupting 2 or more healers I often end up interrupting smaller heals only for them to cast those big heals. Class and imperial/republic counterparts will do

That's pretty much all I can do against guarded healers while my teammates try to get guard off those pesky sages/ops/mercs

MegatronShredder's Avatar


MegatronShredder
01.07.2013 , 07:37 PM | #2
Mercenary's would probably be rapid scan.
Shredmegatron Furisan Megashredder
Ryu'ke Fujie Shredation

MelliMelon's Avatar


MelliMelon
01.07.2013 , 07:54 PM | #3
Scoundrel: Underworld Medicine.

braONEntax's Avatar


braONEntax
01.07.2013 , 08:13 PM | #4
Sage:

Deliverance and Salvation
< T E R R I B A D >
Makadiki Braintax Makadicki Braintäx
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Blasphemerr's Avatar


Blasphemerr
01.07.2013 , 08:15 PM | #5
it's also important to watch who they're healing on HoTT. I generally let them heal anyone but themselves and a tank while I'm awaiting my resolve to hit thunderpunch status.
Something pretentious.

Mookind's Avatar


Mookind
01.07.2013 , 08:17 PM | #6
All 3 of the classes have a "large" heal that takes about 2 seconds

For imps

Sorc - 2.3 Second Cast, longest one they have. You will notice. Also their healing doughnut is great to int. They put both hands up in the air as if they are throwing the doughnut down from the sky. Very obvious.

Op - 1.8 Second cast, besides orbital the longest cast they have, again easy to see. Operatives have a lot of instants tho so a good one will has a lot of options even if you are on him. They also have kolto infusion which is a 1.4 second cast with almost as much healing as the 1.8. Normally you want to let that one go because it burns a tactical and a lot of resource (The 1.4). Normally you only hit the 1.4 heal when you need high HPS on a single target. So operative will rotate the 1.8 and 1.4 sec cast so just wait for the 1.8

Merc - Again about a 2 second cast should be the focus of your ints. They have a interrupt immunity shield which can be annoying. I only play healers in PVP so I don't do much with these guys besides flash bang them. Some one can probably come in and shed some light on how to shut them down.

Alacrity rating ans specs will change the cast times slightly. But those are about right for the average healer

HexDecimalUK's Avatar


HexDecimalUK
01.07.2013 , 08:58 PM | #7
Quote: Originally Posted by Mookind View Post
All 3 of the classes have a "large" heal that takes about 2 seconds

For imps


Merc - Again about a 2 second cast should be the focus of your ints. They have a interrupt immunity shield which can be annoying. I only play healers in PVP so I don't do much with these guys besides flash bang them. Some one can probably come in and shed some light on how to shut them down.
rapid scan is spammable and crits high but i would be more concerned with his tracer missiles because they are also spammable, and stack, and come faster each time, and buff the follow-up attacks IF the merc cares to use them. if you int anything on a merc you int the tracer! You're welcome.

madtycoon's Avatar


madtycoon
01.07.2013 , 10:04 PM | #8
Healing Sorcerer (Sage)
Innervate (Healing Trance) - Channeled Heal - Their channeled heal has a cooldown. Only interrupt it early in cast. If you can't get it before the second tick, then just sit on your interrupt. Its usually better to CC during this heal and save your interrupt for another heal.

Dark Heal (Benevolence) - Fast Cast - Interrupt this cast with priority, because its their filler/spammable heal.

Dark Infusion (Deliverence) - Slow Cast - If you're on the healer, the pushback will make this heal almost impossible to get off. If you're not on the healer and just tab interrupting, this one is worth getting.

Revification (Salvation) - AOE Heal - Their aoe heal has a cooldown. If everything is grouped up, then interrupt this, but if its like you solo on a sorcerer with no guard, you can let them get this off (assuming you're a melee), because the sorcerer class cannot just facetank a melee sitting in revification and they either die or have to runaway out of the aoe. You can also grip/knock them out of the AoE heal.

Healing Operative (Scoundrel)
Kolto Injection (Underworld Medicine) - Slow Cast - This heal gaurantees a proc Tactical Advantage (Upper Hand) when it gets off which in turn allows them to use their other heals. Interrupt this with priority, because if they are using this heal they probably don't have procs up and if you lock out this cast, they can only build said procs by using a melee ability or getting rng procs from their hots.

Kolto Infusion (Kolto Pack) - Fast Cast and requires Tactical Advantage (Upper Hand) - Interrupting this is useful, but they are just going to use the proc to instant heal for a little less. It is better to interrupt the above ability.

Diagnostic Scan - Channeled Cast - Never interrupt this. All it does is build up energy.

Ideally, you want to save your stun for around 30% when facing an Operative (Scoundrel) Healer, because they can spam their instant heal as long as they have 1 proc when their heal target is under 30%.

Mercenary (Commando) Healer
Rapid Scan (Medical Probe)- Slow Cast - This heal has no cooldown and in most situations is the best to interrupt, because their other heal has a cooldown eventhough it heals for more.

Healing Scan (Advanced Medical Probe) - Fast Cast - This ability has a cooldown and is worth interrupting if you can get a kill in the time before they can get their other cast off. If not do not interrupt this, because it has a cooldown and they will be able spam their other heal.

When healing mercenaries (commandos) have their shield up, they are immune to interrupts. Of course this game is idiot friendly and doesn't let you use your interrupt into things that you can't interrupt. Usually when they pop their shield is when you CC them and switch or stun them and kill them through their shield.

MegatronShredder's Avatar


MegatronShredder
01.07.2013 , 11:55 PM | #9
Quote: Originally Posted by madtycoon View Post
Mercenary (Commando) Healer
Rapid Scan (Medical Probe)- Slow Cast - This heal has no cooldown and in most situations is the best to interrupt, because their other heal has a cooldown eventhough it heals for more.

Healing Scan (Advanced Medical Probe) - Fast Cast - This ability has a cooldown and is worth interrupting if you can get a kill in the time before they can get their other cast off. If not do not interrupt this, because it has a cooldown and they will be able spam their other heal.

When healing mercenaries (commandos) have their shield up, they are immune to interrupts. Of course this game is idiot friendly and doesn't let you use your interrupt into things that you can't interrupt. Usually when they pop their shield is when you CC them and switch or stun them and kill them through their shield.
I thought the Rapid scan is the quick cast and healing scan was the slow cast. Even I should know because I play a healer merc.
Shredmegatron Furisan Megashredder
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GARhenus's Avatar


GARhenus
01.08.2013 , 12:25 AM | #10
Quote: Originally Posted by madtycoon View Post
Healing Sorcerer (Sage)
Innervate (Healing Trance) - Channeled Heal - Their channeled heal has a cooldown. Only interrupt it early in cast. If you can't get it before the second tick, then just sit on your interrupt. Its usually better to CC during this heal and save your interrupt for another heal.
#@$@# all this time i've been waiting for the bar to fill up before low-slashing the guy. lesson learned

what's the healing donut thing?