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Medicine / Sawbones Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Scoundrel / Operative
Medicine / Sawbones Set Bonuses and Tactical Items
First BioWare Post First BioWare Post

UltraFlashStar's Avatar

04.22.2019 , 10:11 AM | #11
Nice Try: When ending, Shield Probe will release a electrical burst stunning all enemies in a 4m range for 3 seconds, the stun will break on damage. If target resolve is filled then apply debuff: ‘Electrical Burns’ which reduce movement by 70% for 3 seconds.
Shield Shock: When ending, Shield Probe will release a electrical burst stunning all enemies in a 4m range for 3 seconds, the stun will break on damage. If target resolve is filled then apply debuff: ‘Electrical Burns’ which reduce movement by 70% for 3 seconds.

Sebastianne's Avatar

04.23.2019 , 07:53 AM | #12
Using Escape grants entrench (require us to press escape twice for it)to become immune to CC and interrupts for 5 seconds I would recommend it becoming siege like, if we use it we are stuck in place for the duration.
Sebastianna Medicine Operative Satele Shan
<Cucumbers Against Cats> Guildmaster

UltraFlashStar's Avatar

04.24.2019 , 07:16 AM | #13
Quote: Originally Posted by Sebastianne View Post
Using Escape grants entrench (require us to press escape twice for it)to become immune to CC and interrupts for 5 seconds... if we use it we are stuck in place for the duration.
In PvP, Scoundrel heals are supposed to be a mobile healing class, only stopping for a few seconds to use a channeled heal. Keeping us stuck in one position for 5 seconds allowing enemies to gang up on you would be bad. If there was some type of damage reduction (like 40%-50% damage reduction when immobilized) would be nice.

Sertar's Avatar

04.24.2019 , 09:44 AM | #14
Quote: Originally Posted by Pizza_boy View Post
Some ideas I came up with real quick:

Set Bonus:

AOE healing set bonus:

2 piece: Increased amount of healing for X amount of time
4 piece: Recuperative Nanotech heal boost by X amount
6 piece: Reduced CD of Kolto Waves or Recuperative Nanotech

General healing set bonus:

2 piece: Kolto Injection auto crit
4 piece: Increased healing (or critical chance?) of Surgical Probe by X amount
6 piece: Each tick of Kolto Probe restores (2?) energy. (This would have to be limited to a finite amount of probes)

Defensive Set Bonus:

2 piece: Increased amount of absorbed damage from Shield Probe by X amount
4 piece: Stim Boost now grants interrupt immunity for its duration
6 piece: Evasion grants stun immunity for its duration (this might be too op but idk)

Tactical Items:

-Turning Recuperative Nanotech into a stronger single target heal
-Turning Kolto Infusion into a weaker AOE heal
-Recuperative Nanotech spreads 1 Kolto Probe to affected targets
-Diagnostic Scan is now a weaker AOE heal
-Stim boost now grants 2 stacks of Enduring Kolto (allowing for 2 auto Injections/Infusions)
- Reduced energy cost of Kolto Waves
- Countermeasures now grants X amount of DR
I like this a lot

TheSpiceIsRIght's Avatar

05.02.2019 , 02:14 AM | #15
Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions


Tactical Suggestions:
  • Increase surgical probe’s critical chance by 100% on targets below 30% max health
  • Stim boost has a decreased cooldown and grants [rp name]. The cooldown of Stim Boost is now decreased by 50%, and has its duration decreased by 9s. Consuming [rp name] by the recuperative, injection or infusion consumes the buff and provides a bonus effect:
    • recuperative: provides a 5%damage reduction to all targets
    • injection: Instant + HoT
    • infusion: Places a HoT on the target, which heals for x amount once the HoT has expired.
  • (New Ability) new TA sink single target DPS ability

Set Bonus:
  • 2 set - Activating a healing ability grants [rp name] which causes your next Kolto Injection to be a critical. This effect cannot occur more than once every 60s.
  • 4 set - Recuperative cooldown is decreased by 3 seconds
  • 6 set - The last tick of Kolto Waves applies a HoT over all affected targets
<FAILURE> - Satele Shan
World First Slayer of the Machine Gods

Blackvelvets's Avatar

05.03.2019 , 11:29 PM | #16
Tactical Mods

Kolto Injection) now releases a healing aura for you and the closest 3 members healing over time.

Toxic scan)
now applies a diagnostic regulator healing the target a ( certain amount) when their health falls below 45% for the next 30 seconds this also changes diagnostic scan cleansing the target over time but effect can only be used once every 10 seconds

Kolto Waves)
now leaves behind a pool of kolto residue that continuously heals any group members standing on it over time

Recuperative Nanotech)
leaves behind a trail of nanites to up to 4 group members using diagnostic scan releases nanites healing target for x amount over time

Tactical Superiority)
now places a shield barrier on every group member healing and restoring their power over time

Kolto wave)
releases a kolto capsule healing all 8 members immediately for x amount and healing x amount of health over time for x amount of seconds growing in strength with every group member healed

Set Bonus Gear

kolto injections healing aura now reachs 2 more targets (2 peice)

kolto probe's duratoin is extended (4 peice)

tactical advtange's max stack is increased by 2 stacks (6peice)

Zero_Unlimited's Avatar

05.10.2019 , 11:31 AM | #17
Set Bonuses:

2 pc: Each Stack of Kolto-Probe or Slow Release Medpack increases the target's damage reduction by 1%.
4 pc: Decreases the cast time of Kolto Injection or Underworld Medicine by 0.5 (if this is too much then reduce by 0.2s)
6 pc: Kolto-Probe and Slow-Release Medpack now stacks up to 3 times.

Please remove the utility Curative Agent and Sly Surrender from the Legendary tier to the heroic tier and remove the utilities Cunning Competencies and Dirty Trickster from the game. Then Rework Curative Agent/Sly Surrender to have the following effects:

Activating Countermeasures or Surrender grants Curative Agent or Sly Surrender, which purges all movement impairing effects and causes you to heal for 1% of your maximum health per second for 10 seconds.

Then make the following tactical item:
Kolto Infusion or Kolto Pack heals for X and heals for an additional Y over 9 seconds

This will create a space for another legendary utility, in this space please make a utility that allows Kolto Waves to be channeled while moving!!!!

Finally, in the legendary tier, please buff the Augmented Shields or Hot Wired Defenses utility to, give the scoundrel or operative an additional 30% damage reduction while stunned!!! Every other healing class in the game has 30% DR while stunned, I don't understand why scoundrels and operatives do not have this utility, they are by far the squishiest healing class of the 3 in pvp because of it!

Edit: if you're worried that giving 30% DR to concealment operatives might make them overpowered then you can make the 30% DR while stunned unique to the medicine/sawbones skill tree.

BillyPotatoes's Avatar

05.14.2019 , 03:54 PM | #18
Rather than come up with specific ideas for the new tactical items and set bonuses, I had some ideas about what abilities have the most potential.

1. Stim Boost - This ability, with the Revitalizers utility, makes the next Kolto Injection instant AND grants 10%, AND grants 20% less damage taken AND 5% restores health every 3 seconds. Will all those different aspects, it is very unclear what this ability is really meant to be.
I would like to see this be a prime candidate for a tactical item. It could grant two auto crit Kolto Infusions, like a Sniper's Laze Target. Or it could make Kolto Waves channel 50% faster. Or it could grant reduced Force/Tech damage received. Tactical Items would make it possible to turn Stim Boost into distinctly different abilities depending on play style.

2. Countermeasures - I would like to see a tactical item for this ability because currently it is only made useful by a utility. The ability to place two Kolto Probes with one GCD is great, and it being placed on an ability off the GCD, and with little base value works very well. I would like to see other options to augment this ability with. Maybe reset the CD of Recuperative Nanotech, or something more defense oriented.

The remaining abilities have less potential than the first two, but are still worth noting.

3. Shield Probe - This is a boring ability, but has room to add some interesting mechanics. Possibly increased shield amount, health on collapse, DR on collapse, ect.

4. Adrenaline Probe - A tactical item could change how this ability restores energy. It could reduces the CD and energy granted in half, witch would benefit a more single target burst oriented style. It could restore more energy over a longer period of time, and there are many other possibilities.

This last one belongs on the Wall of Crazy, but could be very interesting.

5. Infiltrate - A seldom used ability, with a very small opportunity to even be considered. A tactical item could completely change this ability, and give extremely different results based on the item chosen.

When it comes to Set Bonuses, my main thoughts are simply that the auto crit Kolto Injection is very important to the spec. It is so important that I would argue that it should be worked into the spec itself. Other than that, there are so many possibilities that it is hard to settle on a few ideas without knowing more about the upcoming changes.

Neonbamboo's Avatar

05.19.2019 , 12:41 AM | #19
Please this.

Tactical item - Make Kolto Probes/Slow Release Medpacs usable while in stealth.

Neonbamboo's Avatar

05.22.2019 , 11:20 PM | #20
Tactical item - Toxin Scan - resets the cooldown on Kolto Infusion and makes it instant cast.

Tactical item - Diagnostic Scan - becomes a self toggle and increases all heals by 10 percent with a 2 percent energy drain over time.