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Sparowe
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PostSubject: Combat Medic   Sun May 26, 2013 12:49 pm

Is crit or alacrity important to have for combat medic or can I use same current gear for heals?
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Lyra
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PostSubject: Re: Combat Medic   Sun May 26, 2013 2:44 pm

The current gear you have, if it is for DPS, is NOT effcient for healing. While capable, not nearly what you will need to heal well. Combat medic healing I find is VERY situational, and takes a fair amount of judgement and reactions, instead of just spamming slow realease med-pack like a Scoundrel, or LOLSALVATION like a Sage. It is very fun and active healing. ^_^

Crit chance: Crit chance for Combat Medic is much more important than it is for Scoundrel or Sage. Not only does it help in keeping the alacrity buff up 100% of the time, you also have lower base healing than sage, and dont have all the HoTs of the Scoundrel. Crit heals can make the difference of an alive or dead tank for a CM healer in many situations.

Now, that doesn't mean stack a ton of crit, though. Since the massive nerf to crit scaling, it will not be helpful to stack it a lot, but you do need some crit. I currently sit around 210 crit rating, and with the crit from your talents, you should sit around 30%, which is fine.

Alacrity: This used to be irrelevant because of energy management issues, but with the changes to alacrity and the commando resource adjustment, you can actually benefit well from some. Since you get the bonus in alacrity from the proc in the Medic tree, and the 2% in the Assault tree, you don't have to stack a huge amount of this. I am pretty sure I am sitting around 6% before the alacrity proc, which puts my Med Probe at around 1.78 seconds (with the alacrity proc activated). As long as you have at least 10% total, which includes the proc, you should be fine.

Surge: I find that having my Surge around 400-450 is a good spot. This puts you at around 72-73% if I remember correctly, which is sufficient for healing hard mode OPS atm.

Aim/Power: Aim/Power is your friend. Just keep stacking the hell out of these where you can when your other stats are at good spots (mentioned above).

Augments: Aim. Nuff said. Very Happy

I dont have time right now to go through rotational abilities or anything atm, but can update at a later time. Hope this helps!

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crazyBE
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PostSubject: Re: Combat Medic   Tue May 28, 2013 4:29 pm

Lyra wrote:
The current gear you have, if it is for DPS, is NOT effcient for healing. While capable, not nearly what you will need to heal well. Combat medic healing I find is VERY situational, and takes a fair amount of judgement and reactions, instead of just spamming slow realease med-pack like a Scoundrel, or LOLSALVATION like a Sage. It is very fun and active healing. ^_^


I highly suggest you play a scoundrel and sage healer if that is how you see them.
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PostSubject: Re: Combat Medic   Tue May 28, 2013 7:44 pm

Priest healing was the shit. Funny how similar it is to sage

Deliverance = Greater heal
Benevolence = Flash Heal
Salvation = Power word Sanctuary
Healing Trance = Penance
Rejuvenate = Renew
Force Mend = Desperate Prayer
Cleanse
Force pull = Leap of faith
Force Armour = Power Word: Shield
Force Lift = Shackle Undead
Weaken Mind = Shadow word:pain
Telekinetic Throw = Mind Flay
Force Crush = Vampiric Touch
Cloud Mind = Fade
Disturbance = Smite
Sever Force = Devouring Plague
Force Quake = Mind Sear

Except Priest was 3x harder to play. Bioware didn't go full out copy paste mode though, unlike what they did with Guardian where every single ability has a warrior mirror.
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PostSubject: Re: Combat Medic   Wed May 29, 2013 11:42 am

2.0 Sage healing was made even easier but rather than lolsalvation it is lolhealingtrance. Anything out of progression raiding can be healed with 3 buttons (4 when energy management needed).
Scoundrels are still pretty much just bind skills randomly and faceroll keyboard only now just add Kolto Pack to the mix.
Commandos still have the same problem as before and that's energy, rotation wise just use more Kolto Bomb but other than that it is pretty much the same.

Only challenge in healing is 16 Thrasher due to AoE damage and glass tanks.

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Fluttershy
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PostSubject: Re: Combat Medic   Wed May 29, 2013 3:42 pm

Derpy wrote:
2.0 Sage healing was made even easier but rather than lolsalvation it is lolhealingtrance. Anything out of progression raiding can be healed with 3 buttons (4 when energy management needed).
Scoundrels are still pretty much just bind skills randomly and faceroll keyboard only now just add Kolto Pack to the mix.
Commandos still have the same problem as before and that's energy, rotation wise just use more Kolto Bomb but other than that it is pretty much the same.

Only challenge in healing is 16 Thrasher due to AoE damage and glass tanks.
I can't comment on Medic, but I agree with dres on all the points I have knowledge on. I healed a 8-man Xenoanalyst on my Scoundrel healer (level 50 with tionese armorings, and a random mix of 61s, 63s, and 51s) and healed both Shadow tanks no problem (they avoided the laser but face tanked adds).

All I need to say about Sage is Healing Trance with a 6 second CD due to 2pc/2pc. Cool

After healing the new HM FPs and Ops (which for the HM Ops I was arguably under-geared), the only challenges I had was 16 Titan (LOSing due to rocks after second Lots of Misslies), 16 Thrasher (if one healer isn't up to par the other healers can't compensate), and some trash pulls in HM FPs and Ops.

Despite all this, I haven't noticed Combat Medics having problems keeping up with the other healers, but I've only run with a handful since 2.0.

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Shinjiro
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PostSubject: Re: Combat Medic   Wed May 29, 2013 6:39 pm

Sage's Healing Trance

Quote :
Pre-Game Update 2.0 gear that had the same set bonuses (or affected the same abilities) as Post-2.0 gear no longer stacks the bonus effects. The first set bonus placed on the character will take affect but the second one will not.
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Fluttershy
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PostSubject: Re: Combat Medic   Thu May 30, 2013 12:14 am

Shinjiro wrote:
Sage's Healing Trance

Quote :
Pre-Game Update 2.0 gear that had the same set bonuses (or affected the same abilities) as Post-2.0 gear no longer stacks the bonus effects. The first set bonus placed on the character will take affect but the second one will not.
Whelp, there goes my 5-tick Flyby. Why would BioWare tease us like this?

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