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Commando Healing Guide, Kit style

STAR WARS: The Old Republic > English > Classes
Commando Healing Guide, Kit style

haksilence's Avatar


haksilence
05.21.2013 , 06:52 AM | #1
**UPDATED 6/19/2014**

Hey, the name i will be going by for this post will be Kithide (pronounced Kitheed). I have been playing my Combat Medic Commando alongside my shadow tank since launch, my commando can currently be seen on The Harbinger raiding in <Intrepid>'s progression team and could previously be seen in <Ascension>'s progression team back on the Jedi Covenant.
I have amassed a notable amount of experience and skill with the class over the time spent in this game, even during which times when commandos were considered the black sheep of the healing community and were shunned from serious raiding and labelled "gimped", striving to prove common misconceptions wrong.

Well there are no misconceptions now! Commando's are solid healers and have all the tools they will ever need to to keep your raid group up and running to down that boss you've been grinding at for a week.

I'm here to show you how to use those tools to be successful, I hope this guide can be found helpful and useful.


open to criticism and all constructive critique will be taken into account and if i find the points made valid i will edit the post to include said point and include the contributors name at the end.
CHEERS!

Table of Contents
  1. The Terminology
  2. The Build
  3. The Abilites and Talents
  4. The Gear
  5. The Basics
  6. The Advanced
  7. The Kithide




The Terminology
Spoiler




The Build
Spoiler


The Abilities and Talents
Spoiler




The Gear

Spoiler


TL;DR:
Run Half Alacrity and Half Surge
400 or so crit
Focused Retribution and Serendipitous Assault Relics
Aim Augments

The Basics

Spoiler




The Advanced
Spoiler




The Kithide

Spoiler

Yes yes yes i know, i *Could* have placed the Kithide healing style in with the advanced section but i wanted to emphasize the experience gap between healing the advanced style and the kit style as well add a little bit of my own flavor to the guild :P if I write a solid guide but you dont remember it, what good did it do?



If there are any additional questions or concerns please feel free to leave a comment and I will answer your question and update the guide to reflect that question, please let me know if there is anything ive missed.

Get out there and Earn us Commandos some of our healing credibility we have been so lacking for such a long time, and most importantly, Enjoy yourself.

Let me know how it all works out for you guys and post your preferred healing style =)

cheers mates see you all on the front lines.
10/10 NiM Dread Ops
Archon Jaberse, Captain Morgan Spice'rum, Gatecrasher Kithide Ameranthine
<Aisthesis> and <Postmortem>
Quote: Originally Posted by Ardarell_Solo View Post
Mr. Captain Morgan Roll/Rummaster ^^

Targarion's Avatar


Targarion
05.25.2013 , 01:47 AM | #2
Quote: Originally Posted by haksilence View Post
Since there is No up-to-date guide on commando healing on these forums i thought id throw my own up, here it is. open to criticism and all constructive critique will be taken into account and if i find the points made valid i will edit the post to include said point and include the contributors name at the end.
CHEERS!

Table of Contents
  1. The Terminology
  2. The Build
  3. The Abilites and Talents
  4. The Gear
  5. The Basics
  6. The Intermediates
  7. The Kithide




The Terminology
  • Hammer Shots (HS)
  • Advanced Medical Probe (AMP)
  • Medical Probe (MP)
  • Trauma Probe (TP)
  • Kolto Bomb (KB)
  • Bacta Infusion (BI)
  • Super Charge Cells (SCC)
  • SCC Kolto Bomb (~KB)
  • SCC AMP (~AMP)
  • Armor Screen (AS)
  • Preventative Medicine (PM)
  • Combat Support Cell (CSC)
  • Kolto Residue (KBR)
  • Kolto Pods (KBP)
  • Kolto Wave (KW)
  • Cooldown (CD)
  • Global Cooldown (GCD)
  • Heal over Time (HoT)




The Build

http://www.torhead.com/skill-calc#80...cdkfGzZMccZb.3

This Build will be the optimal Build to maximize your Healing capabilities effectively, Although it is slightly more susceptible to pushback and has higher threat generation than typical other healing builds. if you find this to be a problem it can be easily remedied by either of these two builds:

http://www.torhead.com/skill-calc#80...cdkfGzZMccZo.3
This build sacrifices one % bonus to alacrity from "Weapon Calibrations" to fill out the talent "Steady Hands" and grant you the full protection from pushback and lowest threat possible.

http://www.torhead.com/skill-calc#80...cdkfGzZMccZb.3
This build sacrifices the cost reduction on Concussion Charge (which is now KW) from the "Efficient Conversions" to fill out the talent "Steady Hands" and grant you the full protection from pushback and lowest threat possible.

I recommend the #2 Option for beginners as that will be the most easily managed spec and has no unusual twists in it and has the easiest ammo management.




The Abilities and Talents
  • Hammer Shots (HS)
    While CSC is active this ability is your bread and butter free heal, it heals for 100% for your bonus healing over three ticks over the time of one GCD (assuming that none of the ticks crit) so if you had 900 bonus healing using hammer shots would heal for a total of 900 before crits).
    It builds 3 stacks towards SCC
  • Advanced Medical Probe (AMP)
    AMP is your "Fast Heal" it heals for a moderate amount and has alot of mechanical advantages to such as a HoT and an armor buff, this is going to be your "set up" heal for alot of healing rotations; whether its healing the tank or group healing
    Reduces the cost of your next MP by 8
  • Medical Probe (MP)
    This is your Solid or Big heal, its your hardest hitting heal but it is also your longest channeled heal and is the most expensive, It builds 6 stacks towards your SCC. use sparingly and situationaly. we will cover the proper uses of this heal in later sections
  • Trauma Probe (TP)
    Trauma Probe is the only HoDT (Heal on Damage Taken) currently in the game and should alwyas be placed on a tank. It comes with 13 charges and heals for a small-medium amount each time the target takes damage but is limited to once every 2 seconds in occurrence. It is the most cost effective heal in the game and should be up at all times on the target.
  • Kolto Bomb (KB)
    This will be your AOE Power. It is a 4 person Reticle AOE (I've found that keybinding it to a mouse button is the smoothest keybind for these types of abilities) With your spec this ability comes with a number of invaluable features such as; a 3% healing receive bonus to any it hits, and Kolto Pods
  • Bacta Infusion 9 BI)
    This is our top-tier ability granted from the healing tree, It Heals for about the same as AMP but is Instant-Cast, best used in place of a MP for quick on demand heals and as an ammo management utility
  • Super Charge Cells (SCC)
    This is your Specialization ability unique to your CSC Allowing you to "Consume) 30 stacks built by your HS and MP for 8 ammo, a 5% boost to healing dealt for 10 seconds and a plethora of other buffs: Free Full Auto and Charged Bolts, ~KB, and ~AMP
  • SCC Kolto Bomb (~KB)
    ~KB grants a 5% Bonus to Damage Reduction to ALL friendly targets in the target area. Use when raid-wide damage is anticipated or use on tank when spike damage is anticipated.
  • SCC AMP (~AMP)
    ~AMP Has no cooldown and retains all of its original buffs such at the HoT (Preventative Medicine) and the 10% boost to armor
  • Armor Screen (AS)
    10% Armor buff granted by AMP and ~AMP, best suited for the main tank.
  • Preventative Medicine (PM)
    HoT Granted by AMP and ~AMP
  • Combat Support Cell (CSC)
    The Ammo cell you will be using while healing, Enables the use of HS as a healing agent
  • Kolto Residue (KBR)
    A 3% bonus to healing received granted to all who step foot in a KB's AOE
  • Kolto Pods (KBP)
    A HoT equivalent in power to HS granted to ALL who stand in KB's AOE
  • Kolto Wave (KW)
    Your Concussion Charge modified through your skill tree to heal everyone in the AOE for a moderate amount, Free of cost so it also serves as an ammo management utility
  • Recharge Cells (RC)
    your "Spare Clip" use when your ammo hits 0% and save for absolute emergencies
  • Reserve Power Cell (RPC)
    An emergency CD making your next ability free, should be saved for absolute emergencies and should only be used with a full price MP




The Gear

As a healer you will be avoiding Accuracy at every opportunity, As a commando healer your healing stats will revolve mostly around Power and Alacrity.

My ideal Recommendation is to hit +-200-250 Critical Rating and +-250 Surge Rating, then progress to stack entirely Power and Alacrity from that point on. As for every class in every roll other than the shadow tank, avoid as much Endurance as possible as it directly competes with your mainstat on the gear pieces stat budget.

Augment for Aim.



The Basics

The Basic single-target and easy healing (little raid wide damage) rotation to follow for a commando is fairly simple but requires you watch several buff on your target...

The Basic ability Priority for commandos is:
TP>KB (to maintain KR)>AMP>MP>BI (used on CD when ammo under 70%)>HS (under 70% ammo and no immediate fatality threat is present)>KB (for single heal and KP)>KW (for ammo management when no immediate threat is present)
  • AMP should be used on CD for its many buffs and the cost reduction to MP, this is essential to maintaining ammo as a commando
  • Smooth Burst damage phases with Bi so you dont tank out your ammo
  • ALWAYS ALWAYS ALWAYS keep TP and KR running on the tank, and then keep AS and PM from AMP up as much as you can.
  • Save your SCC for Emergencies
  • Commando healing is allot of channeled healing, anticipate damage so you can start your Channel before the damage hits. you will develop this skill as you gain experience but is crucial to successfully healing as a commando




The Intermediates

For Intermediate commando healing we will introduce the use of SCC as a rolling buff instead of an emergency measure. this style of healing requires a strong knowledge of the current fight/encounter you are healing and a decent amount of experience healing as a commando because certain fights may require you to still save SCC for a particular phase.

while using the "Rolling SCC" healing style you will be popping SCC as soon as you get the 30 stacks, using ~KB to maintain a large up-time on the 5% DR on the raid as well as using ~AMP>MP>~AMP>MP while ammo allows (above 60-70% ammo)
This style will minimize the amount of healing you have to do because of the armor and DR buffs you can grant and is the desirable style when there is a large amount of raid-wide consistent damage going out. This style also is superior to the basic priority during high burst phases where the tank will require large amounts of healing, in which case you will maintain ~KB and then follow the SCC rotation ~AMP>MP while above 60-70% ammo
  • Use SCC as often as its available, fight allowing
  • Use the rotation ~AMP>MP to keep the cost of MP cheap
  • Keep ~KB up as long as possible to minimize damage taken by the target
  • I know there is a strong urge to just spam AMP but don't neglect your ammo and follow rotation, if you tank your ammo too low it is VERY hard to gain back.
  • Remember the rules from previous sections




The Kithide

Once you have gotten some serious experience under your belt you will most likely be at a stage where you will be able to use "Kit Style" effectively. Kit Style Utilizes the Rolling SCC healing style in-conjunction with your basic abilities to effectively maintain your groups health with minimal ammo and effort. With Kit Style you will have to have a strong understanding of the class and how each ability will effect your Ammo because you will be dancing on the line for the most part by using SCC on cooldown but also it will be used and utilized for its ammo granting ability.
  • If at full ammo, rotation should be AMP>MP (until just under 60% ammo)>SCC>~AMP>MP (including obvious portions such as maintaining KR and TP and using HS as fill to maintain ammo)
  • The Method behind this strategy is to heal until your ammo is right at or under 60% (when ammo starts regenerating slower) then pop SCC to keep yourself right above the line between moderate and fast ammo regeneration.
  • This method is a little more ammo intensive and requires a great deal of attentiveness and awareness so use KW and BI on CD to help maintain your ammo in between SCC phases
  • Remember all the rules from the Basic, and rolling SCC technique as each technique builds upon the previous one.





If there are any additional questions or concerns please feel free to leave a comment and I will answer your question and update the guide to reflect that question, please let me know if there is anything ive missed.

Get out there and Earn us commandos some of our healing credibility we have been so lacking for such a long time, and most importantly, Enjoy yourself.

Let me know how it all works out for you guys and post your preferred healing style =)

cheers mates see you all on the front lines.
I always teach newbies the correct stance in Trooper healing as anything less will diminish the chance for them to pick up good habits. Also keep in mind the class is the weakest of the 3 in terms of HPS output so it's imperative a beginner learn the correct way to use their heals.

Supercharge is the foundation of our healing rotation, I would teach that to a beginner immediately. Also being aware of charge and cleanses is also a must.

I would eliminate the beginner style and the intermediate style and go directly to the Kite style because once you understand it, it's not really that hard.
Legenz-Miamaden-Madhypocrisy
EXILES-Banished
GENESISLEGACY

haksilence's Avatar


haksilence
05.25.2013 , 08:31 AM | #3
Quote: Originally Posted by Targarion View Post
I always teach newbies the correct stance in Trooper healing as anything less will diminish the chance for them to pick up good habits. Also keep in mind the class is the weakest of the 3 in terms of HPS output so it's imperative a beginner learn the correct way to use their heals.

Supercharge is the foundation of our healing rotation, I would teach that to a beginner immediately. Also being aware of charge and cleanses is also a must.

I would eliminate the beginner style and the intermediate style and go directly to the Kite style because once you understand it, it's not really that hard.
Those advanced mechanics are difficult to master as a new commando so I provide different effective healing methods for the healers respective skill level to which they can move ahead on at their own pace. The skill progressive methods are almost required.

Also commandos no longer have the lowest HPS output not by a country mile.
Go do 16 man HM SaV hitting kolto bomb and kolto wave and tell me we have the lowest HPS output .
I was nearly 1500 EHPS over out TOP sage and our top scoundrel on dashrood
10/10 NiM Dread Ops
Archon Jaberse, Captain Morgan Spice'rum, Gatecrasher Kithide Ameranthine
<Aisthesis> and <Postmortem>
Quote: Originally Posted by Ardarell_Solo View Post
Mr. Captain Morgan Roll/Rummaster ^^

WooduckAUS's Avatar


WooduckAUS
05.25.2013 , 09:37 AM | #4
I don't know what the other classes are doing these days but during boss fights on 8m sm ops, my mando hits between 3-4k hps and feels pretty solid. I only just started gearing him too, so i'm sure i'll see further improvement as i tweak my gear. I'm sure, probably only half of those are effective heals because its sm. I just like to pump them out and keep them going to get an idea of what my guy can do now. The scoundrel i was running with was pushing out similar numbers, so with around 6-8k hps, no one was dying that was for sure.....

Like Hak mentioned, put my mando in a 16m raid and the numbers will go even higher.... will have to try that soon.

Either way, certainly don't feel like a 2nd rate healer, thats for sure.

haksilence's Avatar


haksilence
05.25.2013 , 09:40 AM | #5
Quote: Originally Posted by WooduckAUS View Post
I don't know what the other classes are doing these days but during boss fights on 8m sm ops, my mando hits between 3-4k hps and feels pretty solid. I only just started gearing him too, so i'm sure i'll see further improvement as i tweak my gear. I'm sure, probably only half of those are effective heals because its sm. I just like to pump them out and keep them going to get an idea of what my guy can do now. The scoundrel i was running with was pushing out similar numbers, so with around 6-8k hps, no one was dying that was for sure.....

Like Hak mentioned, put my mando in a 16m raid and the numbers will go even higher.... will have to try that soon.

Either way, certainly don't feel like a 2nd rate healer, thats for sure.
exactly,the stigma that commandos are underpowered is a thing of the past, only problem now is there arent many mando healers
10/10 NiM Dread Ops
Archon Jaberse, Captain Morgan Spice'rum, Gatecrasher Kithide Ameranthine
<Aisthesis> and <Postmortem>
Quote: Originally Posted by Ardarell_Solo View Post
Mr. Captain Morgan Roll/Rummaster ^^

WooduckAUS's Avatar


WooduckAUS
05.25.2013 , 09:47 AM | #6
Quote: Originally Posted by haksilence View Post
exactly,the stigma that commandos are underpowered is a thing of the past, only problem now is there arent many mando healers
Don't worry Hak, my mando is here to stay!

Targarion's Avatar


Targarion
05.25.2013 , 03:29 PM | #7
Quote:
Those advanced mechanics are difficult to master as a new commando so I provide different effective healing methods for the healers respective skill level to which they can move ahead on at their own pace. The skill progressive methods are almost required.
That's an opinion not a fact, because in my experience I had no issue learning the "advance" healing method. Nor did I see other players have an issue catching the method once they learned it. You don't with hold any information but you do try to convey to new commando healers they should heal incorrectly before they can heal correctly.

If I had some one explained to me the ins and outs of my abilities I would have progressed much faster. The hardest mechanic to learn in healing is situational/group awareness. Theory can be taught less convoluted way.

Great healing is not about following rotations, at least in pvp, it's about understanding when to use certain abilities and WHY it will work.


Quote:
Also commandos no longer have the lowest HPS output not by a country mile.
Go do 16 man HM SaV hitting kolto bomb and kolto wave and tell me we have the lowest HPS output .
I was nearly 1500 EHPS over out TOP sage and our top scoundrel on dashrood
That all comes down to your gear vs your allies. If you are matched up with equally geared and equally skilled players. You will not out heal a sage our a scoundrel. If you did, I am interested to see the evidence.

P.S. explain what you mean by "kolto wave".
Legenz-Miamaden-Madhypocrisy
EXILES-Banished
GENESISLEGACY

haksilence's Avatar


haksilence
05.25.2013 , 03:48 PM | #8
I did not teach people nor encourage people to heal "incorrectly" before healing correctly. Simply a simpler more easily managed method of healing.

As per out healing a sage
In 16 man him SaV being LOWER geared than our sage I out healed him by a substantial margin. The changed to KB and the maximum use of KP and KW are massive to our AOE healing.

If you are going to slander my guide with little trinkets of troll then your wasting your time. Scram. If you don't have any accrual feedback then save your breath
10/10 NiM Dread Ops
Archon Jaberse, Captain Morgan Spice'rum, Gatecrasher Kithide Ameranthine
<Aisthesis> and <Postmortem>
Quote: Originally Posted by Ardarell_Solo View Post
Mr. Captain Morgan Roll/Rummaster ^^

haksilence's Avatar


haksilence
05.25.2013 , 03:49 PM | #9
Also this guide is geared towards PVE. My PvP section of the guide is yet to come. So any mention of PvP at all is invalid.
10/10 NiM Dread Ops
Archon Jaberse, Captain Morgan Spice'rum, Gatecrasher Kithide Ameranthine
<Aisthesis> and <Postmortem>
Quote: Originally Posted by Ardarell_Solo View Post
Mr. Captain Morgan Roll/Rummaster ^^

Targarion's Avatar


Targarion
05.26.2013 , 12:06 AM | #10
Quote:
I did not teach people nor encourage people to heal "incorrectly" before healing correctly. Simply a simpler more easily managed method of healing.
You seem pretty certain that a commando healer can manage his healing output with a very basic rotation. I think that notion is correct for the lower level flash points, but would be met with more difficulty in the more advance ones. And it would certainly be disastrous in actual operations.

Quote:
As per out healing a sage
In 16 man him SaV being LOWER geared than our sage I out healed him by a substantial margin. The changed to KB and the maximum use of KP and KW are massive to our AOE healing.
I am force to take your word on this but I remain skeptical of your claim (for now).

Quote:
If you are going to slander my guide with little trinkets of troll then your wasting your time. Scram. If you don't have any accrual feedback then save your breath
Ahem... You said
Quote:
open to criticism and all constructive critique will be taken into account
Because I am critical of your guide, that makes me a troll? A troll doesn't want to engage in an actual discussion of ideas where I do. Apparently I touched a nerve though, because you resorted to an ad-hominem and I didn't.

Let me say plainly, I am not interested in slandering your guide. You put a lot of thought and care into it and I think that's great. However there is no "how to guide" that will work for everyone. I want to offer a counter perspective which isn't necessarily a bad thing.
Legenz-Miamaden-Madhypocrisy
EXILES-Banished
GENESISLEGACY