Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

[PvE] The Mercenary / Commando Healing Guide

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
[PvE] The Mercenary / Commando Healing Guide

Natan's Avatar


Natan
01.24.2015 , 09:56 AM | #111
Quote: Originally Posted by cs_zoltan View Post
Orderken uses models do determine BiS gearing not just guessing, so you can believe him that 600+ crit is BiS. High crit has the best HPS return for your stat investment. Contrary to popular fears dropping 650 power won't suddenly make your heals pathetically weak.
Thanks for the fast response!

cs_zoltan's Avatar


cs_zoltan
01.24.2015 , 10:01 AM | #112
Quote: Originally Posted by Natan View Post
Thanks for the fast response!
It's because I have finals. Procrastination ftw
The ability to speak does not make you intelligent. Now get out of here.

The Red Eclipse <PC Gamer Mint Imperials>
KÚja, Kejann, Aemis, KyrÝ, Kyra'h, KÚssa, Frńngit, Lamţa, Kalk´Maelin, Morwy

NeNiMel's Avatar


NeNiMel
03.11.2015 , 11:32 AM | #113
I finally got time to make some updates to the guide so here it is

Highlights:
  • Added regeneration tiers.
  • Changed the utility recommendations.
  • Added Rotation Priorities.
  • New personal stat goals.
  • Added a link to Orderkenĺs healing model.

As always it is nice to see the guide being used If you got any questions please just post a reply!
A T M E A || < R A G N A R O K >
T H E . R E D . E C I L P S E

cs_zoltan's Avatar


cs_zoltan
03.31.2015 , 03:16 PM | #114
Feedback time.
Quote: Originally Posted by NeNiMel View Post
Supercharged Gas
Supercharged Gas is still one of the core abilities in the mercenary rotation even after it has been nerfed in 3.0. The ability provides great burst healing potential or works as a rolling buff that should be kept up as often as possible:
  • Heat management
    When Supercharged Gas is being activated it vents 6 heat.
That part is wrong, it's 10 heat.
Quote:
Power or critical rating?
The balance between power and critical rating is mostly up to personal preferences, but critical rating should not become too high, because of the dismissing return at higher values. I personally prefer to have some critical rating, but not too much since I do not like to base the size of my heals on luck.

Here is some numbers for my personal stat goals. These numbers is for full 198 gear rating.
- Alacrity rating = 840
- Surge rating = 360
- Critical rating = 300-400

Rest of my power and critical rating budget goes into power. The values have not been tested yet, but these are the values I am aiming for.
  • Saying crit is up for personal preference is a bit missleading. Every stat has it's own rate of return and diminishing return and contribution to healing output. And they are all constant. Because of this there is a clear combination of stats that maximizes output.
  • Contrary to popular beliefs crit is not a bad stat. It's just Power in 2.x worth the investment more. Crit has bad rate of return, which means how much you get out of 1 rating. But has good diminishing return, which means how much less you get from 1 rating when you already have more than 0 of said rating.
    This is in contrast to Surge which has good initial rate of return, but bad diminishing return. This is why even though alacrity is a stronger overall stat % to % in low stat budget (<=192) surge has higher priority, but doesn't exceeds 400 rating in higher budget.
  • But we reached a point where our high stat budget alters priorities. Power throughout 2.x was a god stat. In 3.0 it's priority droped some in exchange for crit and alacrity. The reasons for that:
    • Healing amount of an ability has the following equation:
      Heal = HealingPowerCoefficient * BonusHealing + StandardHealthPercent * 14520.
      BonusHealing (in case of Mercs) consist of Aim, Cunning, Power and TechPower. Augments and crit aside they make up a strict amount. And that amount is not dominated by Power alone.
      Avarage healing looks like this:
      Healing * ( 1 + crit * surge ) * Multiplicative bonuses * Additive bonuses // I only done extensive theory crafting with dps, but more than likely the multiplicative bonuses are: Supercharge, Supercharge Gas, Invigorated. Additives: Discipline bonuses such as Empowered Scans.
    • This is where the stat budget comes into play. Power makes up less than 3rd of the Healing an ability does. And even less of the avarage healing. And considering that secondary stat budget (augments aside) is around the 2k mark droping some power for crit doesn't reduce Healing a lot, and avarage healing even less, or in case of the optimal amount of crit it actually increases avarage healing.
      Dropping 500 Power for example when the budget is above 2k is less serious than it used to be with a budget of 1k.
    • An other example of this high secondary stat budget is that most dps spec's BiS gear is around 700 alacrity. Which means they have to invest into alacrity augments. For so long people said that Power is the best augment with Mainstat as a runnerup that it's eye opening to see so many specs with alacrity augments.
Now the reason why I say personal preference is missleading and not wrong is because deviating from optimal crit doesn't exceed expected healing output by more than 2%. So yes you can run crit as you feel like it and won't have earthshattering healing output problems, but it's not optimal. I see no reason not to run optimal gear if you ask me.

For reference this is optimal crit:
Quote: Originally Posted by Orderken
  • With 14 Aim Augments, the amount of Critical that maximizes expected healing is about 655 in Resurrected gear or 715 in Revanite gear.
  • With 14 Power Augments, the amount of Critical that maximizes expected healing is about 675 in Resurrected gear or 735 in Revanite gear.
The ability to speak does not make you intelligent. Now get out of here.

The Red Eclipse <PC Gamer Mint Imperials>
KÚja, Kejann, Aemis, KyrÝ, Kyra'h, KÚssa, Frńngit, Lamţa, Kalk´Maelin, Morwy

NeNiMel's Avatar


NeNiMel
04.10.2015 , 04:03 AM | #115
Quote: Originally Posted by cs_zoltan View Post
Feedback time.

That part is wrong, it's 10 heat.
Thanks missed that one At least it was correct the other places.

Quote: Originally Posted by cs_zoltan View Post
  • Saying crit is up for personal preference is a bit missleading. Every stat has it's own rate of return and diminishing return and contribution to healing output. And they are all constant. Because of this there is a clear combination of stats that maximizes output.
  • Contrary to popular beliefs crit is not a bad stat. It's just Power in 2.x worth the investment more. Crit has bad rate of return, which means how much you get out of 1 rating. But has good diminishing return, which means how much less you get from 1 rating when you already have more than 0 of said rating.
    This is in contrast to Surge which has good initial rate of return, but bad diminishing return. This is why even though alacrity is a stronger overall stat % to % in low stat budget (<=192) surge has higher priority, but doesn't exceeds 400 rating in higher budget.
  • But we reached a point where our high stat budget alters priorities. Power throughout 2.x was a god stat. In 3.0 it's priority droped some in exchange for crit and alacrity. The reasons for that:
    • Healing amount of an ability has the following equation:
      Heal = HealingPowerCoefficient * BonusHealing + StandardHealthPercent * 14520.
      BonusHealing (in case of Mercs) consist of Aim, Cunning, Power and TechPower. Augments and crit aside they make up a strict amount. And that amount is not dominated by Power alone.
      Avarage healing looks like this:
      Healing * ( 1 + crit * surge ) * Multiplicative bonuses * Additive bonuses // I only done extensive theory crafting with dps, but more than likely the multiplicative bonuses are: Supercharge, Supercharge Gas, Invigorated. Additives: Discipline bonuses such as Empowered Scans.
    • This is where the stat budget comes into play. Power makes up less than 3rd of the Healing an ability does. And even less of the avarage healing. And considering that secondary stat budget (augments aside) is around the 2k mark droping some power for crit doesn't reduce Healing a lot, and avarage healing even less, or in case of the optimal amount of crit it actually increases avarage healing.
      Dropping 500 Power for example when the budget is above 2k is less serious than it used to be with a budget of 1k.
    • An other example of this high secondary stat budget is that most dps spec's BiS gear is around 700 alacrity. Which means they have to invest into alacrity augments. For so long people said that Power is the best augment with Mainstat as a runnerup that it's eye opening to see so many specs with alacrity augments.
Now the reason why I say personal preference is missleading and not wrong is because deviating from optimal crit doesn't exceed expected healing output by more than 2%. So yes you can run crit as you feel like it and won't have earthshattering healing output problems, but it's not optimal. I see no reason not to run optimal gear if you ask me.
The reason I say its up to personal preferences was because some people prefer to have increased predictability on the abilities especially when it comes to healing.

That being said the values listed earlier was too low! even compared to what I am running with. I have added the optimum values to the guide so people can see these too. I have also rephrased the crit/power section.
The stat goals are constantly changing and will probably be changed again in the future
A T M E A || < R A G N A R O K >
T H E . R E D . E C I L P S E

althene's Avatar


althene
04.11.2015 , 02:11 AM | #116
Hey, thanx for the guide and keeping it updated as the game progresses and revises itself.

One thing I think you may touch on is maybe the difference between using an assault cannon and a rifle for the commando. I know and understand why this is sub optimal, but new players looking at this guide for the first time may not.

It makes no difference to bounty hunters since they're locked into dual pistols, but I've seen a fair number of 'mandos rockin the rifle while healing instead of the cannon. I've done it myself while leveling in flashpoints, especially when dps had the situation well under control, but a little blurb on the pros and cons and what skills are locked out/affected might be of help to someone.

NeNiMel's Avatar


NeNiMel
04.23.2015 , 03:41 AM | #117
I have updated the links in the gearing section so they correctly links to a description of the BiS gear available. The TORCommunity database also shows from which items a specific modification can be pulled

@althene thanks for the feedback! I happy to be of help With regard to the assault canon vs rifle debate, I do not find it relevant for the guide. Personally I main a merc and only play my commando very rarely, so it is not issue that affects me. As far as I have read the rifle does not affect the healing potential, but will limit the ability to do off-DPS. I see no reason to not use a assault canon, because a healer should use idle moments to help DSP'ing when there are nothing to heal. Besides assault canons looks bad-*** :P
A T M E A || < R A G N A R O K >
T H E . R E D . E C I L P S E

NeNiMel's Avatar


NeNiMel
07.22.2015 , 09:29 AM | #118
With 3.3 there have been some changes to merc and commando healers. I haven't had time to test the changes myself, but from what I have read the overall playstyle and output stay approximately the same. If anything the output and burst capabilities have increased a tiny bit.

I will update the guide as soon as I have tested the changes. If you have anything to add or thoughts about the changes please post them in the tread
A T M E A || < R A G N A R O K >
T H E . R E D . E C I L P S E

NeNiMel's Avatar


NeNiMel
07.31.2015 , 03:17 AM | #119
The 3.3 changes does not seem to change the overall playstyle of the Mercenary and Commando healers.

The heat and energy management seem to have become a little harder again, but it is easy to overcome by using more Kolto Shots in the rotation.
The overall output also seems to have increased slightly, probably because of the increased critical chance on Rapid Scan and Medical Probe.

Do you agree?
A T M E A || < R A G N A R O K >
T H E . R E D . E C I L P S E

jaminjazz's Avatar


jaminjazz
10.15.2015 , 04:56 PM | #120
This is really helpful thanks as I always end up as the healer in pugs! (usually am running as IO). Love the concluding advice and have screenshot it on my phone to make sure I can easily put it to use! Thanks again!