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 Post subject: Combat Medic "a healer that can blow your brains out "
PostPosted: 29 Nov 2011, 03:10 
Padawan
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Joined: 20 Nov 2011, 16:04
Posts: 70
Location: raleigh north carolina
:evil: :evil: :evil: :evil: :evil: :evil: :twisted:The Combat Medic Bible :evil: :twisted: :twisted: :twisted: :twisted: :twisted:
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"If there's no breaking then there's no healing, and if there's no healing then there's no learning."



(This post will be updated until what I consider to be the maxium build for this class/talent tree build )

Theorycraft is only as useful as the number of people that can apply it. This requires that specific rules are set and can be duplicated by you the gamer. Many of the spreadsheets that analyze rotations, for example do not advise the reader that the results may be based upon a particular UI setup, or that the players involved use hotkeys, rather than mouse-clicks, both of which can dramatically influence the numbers/results.

:geek: So please visit this post again and leave comments,suggestion and your personal opinions fact checking is always welcomed :geek:


First I will be talking about abilities then go deeper into talents,stats,mods,rotations and tactics,UI setup,and hotkeys

Abilities are skills that are acquired throughout your level progression
**********************
Healing Abilities
**********************

Combat Support Cell
While active, Hammer Shot charges your powercell with each use. Charges increase all damage and healing dealt, up to a maximum of 3% at 30 charges. In addition, targeting an ally with Hammer Shot will heal the target for 100% of your tech bonus healing. Only one cell can be active at a time

Hammer Shot
Instant
Range: 30m
Fires a series of hammering shots that deal low damage to enemy target or lightweight heal to friendly target when combat support cell is active. Requires rifle or cannon.

Medical Probe
2.5 seconds cast time
Range: 30m
Summons a probe that heals for (will edit)

Advanced Medical Probe
1.5 seconds cast time
12 second cooldown
Range: 30m
Summons a probe that heals for (will edit)

Kolto Bomb
Instant
Range: 30m
Lobs a kolto bomb at the target area, exploding on impact. Heals up to 3 allies within 8 meters of the targeted area for (will edit)

Field Aid
Instant
Range: 30m
Cleanses a friendly target of up to [will edit] negative tech or physical effects.

****************************
Ammo Regen,Buffs,Debuffs
****************************

Recharge and Reload
Instant
Fully recharges your energy cells 2 at a time. Heals you and your companion.

Recharge Cells
Instant
Recharges 6 cells over 3 seconds.

Supercharge Cells
Instant
Converts 30 charges of Combat Support Cell to supercharge your blaster, restoring 2 energy cells and increasing all damage and healing dealt by 10% for 10 seconds. While active, the following abilities gain Supercharge effects: Charged Bolts: Cost reduced by 2. Full Auto: Cost reduced by 1. Advanced Medical Probe: Cooldown reduced by 100%. Kolto Bomb: Places a shield on all targets, reducing damage taken by 10% for 15 seconds.

Reactive Shield
Instant
Reduces all damage taken by 15% for 12 seconds.


*********************
Combat Abilities
*********************

Concussive Round
2 seconds cast time
60 second cool down
Range: 30m
Fires a round at the target that knocks it out for up to 60 seconds. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely.

Plasma Grenade
1.5 second cast time
60 second cooldown
Range: 30m
Lobs a plasma grenade that detonates on contact, dealing damage to target and kinetic damage to up to 3 targets within 5 meters and igniting the targets in fiery plasma

Concussion Charge
Instant cast time
60 second cool down
deals damage and pushes up to 5 nearby enemies back away from the Trooper. Targets have their movement speed reduced for 4 seconds after being knocked back.

Hail of Bolts
Instant
Range: 30m
Launches waves of blaster fire at up to 5 targets within 5 meters of the target area

Charged Bolts
1.5 seconds
Range: 30m
Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target

Cryo Grenade
Instant
60 second cool down
Range: 30m
Hurls a cryo grenade that freezes the target, stunning it for 4 seconds.

Full Auto
Instant
60 sec cool down
Range: 30m
Fires a continuous stream of bolts that deals weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration.

Mortar Volley
Instant
Range: 30m
Launches a volley of mortar shells at the target area, dealing kinetic damage to up to 5 targets within 8 meters over the duration. Standard and weak targets are knocked down by the blasts.

No Retreat
Instant
(will edit) cool down
Finishes the cooldown on Cryo Grenade and restores 2% of maximum health to you and your companion every 3 seconds. Requires an active companion. Usable while in combat. Lasts 1 minute.

Pulse Cannon
Instant
18 seconds cool down
Sprays waves of ionizing energy at targets in a 10-meter cone, dealing elemental damage over the duration.

High Impact Bolt
Instant
15 seconds cool down
Range: 30m
Fires a very powerful round at the target, dealing weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage.

Sticky Grenade
Instant
15 seconds cool down
Range: 30m
Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals kinetic damage when it detonates. Standard and weak targets are knocked back from the blast.

Stockstrike
Instant
9 seconds cool down
Range: 4m
Strikes the target with the butt of your gun, dealing kinetic damage.

Explosive Round
Instant
Range: 30m
Fires a heavy round that deals kinetic damage to up to 3 targets within 5 meters. If the primary target is a weak or standard enemy, it is knocked to the ground.

Hammer Shot
Instant
Range: 30m
Fires a series of hammering shots that deals weapon damage to the target.

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"I am a lead farmer mutha f@#$er"


Last edited by Apocalypse on 12 Dec 2011, 20:09, edited 55 times in total.

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 Post subject: Re: Combat Medic "a healer that can blow your brains out "
PostPosted: 30 Nov 2011, 15:36 
Padawan
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Joined: 20 Nov 2011, 16:04
Posts: 70
Location: raleigh north carolina
How to grow a succesful talent tree

First i am going to start of by explaining the talent tree then go into discussion on why i spent the points where i did

Field Traning
increases ranged and tech critical chance by (will edit)
points spent = (will edit) of 3
---------------------------------------------------------------------------------------
Quick Thinking
reduces the activation time of medical probe by (will edit) and reduces the cool down of advanced medical probe by (will edit)
points spent = (will edit) of 2
---------------------------------------------------------------------------------------
Cell Capacitor
recharge cells now immediately (will edit) additional cells
points spent = (willedit) of 2
---------------------------------------------------------------------------------------
First Responder
critical results with damage and healing abilities have a (will edit) chance to grant first responder increasing alacirty by (will edit) for (will edit) seconds
points spent= (will edit) of 2
---------------------------------------------------------------------------------------
Supercharge Cells
converts 30 charges of combet support cell to super charge your blaster, restoring 2 energy cells and increaseing all damage and healing by 10 percent for 10 secs. while active , the following abilities gain super charged effects:charged bolts cost reduced by 2.full auto cost reduced by 1. advanced medical probe cool down reduced 100%. kolto bomb places a sheild on all targets reducing damage by 10%
points spent= 1 of 1
---------------------------------------------------------------------------------------
Steady Hands
reduces the pushback abilities suffered while activating healing abilities by (will edit) and reduces threat generated by healing abilities by (will edit )
---------------------------------------------------------------------------------------
Field Medicine
increases healing done by medical probe and advance medical probe by (will edit). in addition,medical probe builds 6 charges of combat support cells
points spent=(will edit)
---------------------------------------------------------------------------------------
Combat Sheild
reactive sheild now futher decreases abilities push back by 30% and makes you immune to interupts
points spent = 1 of 1
---------------------------------------------------------------------------------------
Kolto Bomb
lobs a kolto bomb at the targeted area exploding on impact. heals up to 3 allies within 8 meters of the targeted area for (will edit)
points spent 1 of 1
---------------------------------------------------------------------------------------
Kolto Residue
kolto bomb has a (will edit)% chance to on affected targets increaseing all healing received by (will edit)% for 15 seconds
---------------------------------------------------------------------------------------
Effcient Conversions
Reduces the cost of Concussion Charge, Concussive Round and Cryo Grenade by [1].
points spent= (will edit) of 1
---------------------------------------------------------------------------------------
Med Zone
Increases all healing received by [10 / 20]% while Reactive Shield is active.
points spent (will edit) of 2
---------------------------------------------------------------------------------------
Field Triage
Advanced Medical Probe has a [33.34 / 66.68 / 100.02]% chance to reduce the cost of your next Medical Probe by 2.
points spent (will edit) of 3
---------------------------------------------------------------------------------------
Treated Wound Dressings
Reduces all damage taken by [2 / 4]% while Combat Support Cell is active.
points spent= (will edit) of 2
---------------------------------------------------------------------------------------
Psych Aid
Reduces the cost of Field Aid by [1]. In addition, Field Aid now removes negative mental effects.
points spent= (will edit) of 1
---------------------------------------------------------------------------------------
Trauma Probe
Deploys a trauma probe with 10 charges that lasts 5 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for (will edit). This effect cannot occur more than once every 3 seconds. Only one trauma probe can be deployed at a time.
points spent=(will edit) of 1
---------------------------------------------------------------------------------------
Preventative Medicine
Advanced Medical Probe has a [50 / 100]% chance to apply Preventative Medicine to the target, healing for an additional (will edit) over 9 seconds.
points spent=(will edit) of 2
---------------------------------------------------------------------------------------
Armor Screen
Preventative Medicine now also provides 10% armor while active.
points spent= (will edit) of 1
---------------------------------------------------------------------------------------
Potent Medicine
Increases the critical healing bonus of all heals by [3 / 6 / 9 / 12 / 15]%.
points spent=(will edit) of 5
---------------------------------------------------------------------------------------
Bacta Infusion
Instant
Range: 30m
Instantly heals a friendly target for (will edit).
points spent (will edit) of 1
---------------------------------------------------------------------------------------
Havoc Rounds
Increases the damage dealt by all rounds and Charged Bolts by [3 / 6]% and increases the healing dealt by Kolto Bomb by [10 / 20]%.
points spent 2 of 2
---------------------------------------------------------------------------------------
Advanced Tech
Increases healing received by [1 / 2]% and all healing done by [1 / 2]%.
points spent= (will edit) of 2
------------------------------------------------------------------------------------------
Ironsights
Increases Aim by [3 / 6 / 9]%.
points spent= (will edit) of 3
-----------------------------------------------------------------------------
Heavy Trooper
Increases Endurance by [1 / 2]% and all healing received by [3 / 6]%.
points spent= (will edit) of 2
------------------------------------------------------------------------------
Special Munitions
Increases the effect of your cells while they are active: Plasma Cell: Increases tech critical chance by [3]%. Armor Piercing Cell: Reduces the cost of High Impact Bolt by [1]. Combat Support Cell: Increases tech critical hit chance by [3]%.
points spent= (will edit) of 1
------------------------------------------------------------------------------
Target Lock
Increases ranged and tech accuracy by [1 / 2 / 3]%.
points spent= (will edit) of 3
------------------------------------------------------------------------------
Soldier's Endurance
Increases Endurance by [ 1 / 2 / 3]%.
points spent=(will edit) of 3
------------------------------------------------------------------------------



work in progress will edit after launch some of these talents will be removed from post when final build is complete

_________________
"I am a lead farmer mutha f@#$er"


Last edited by Apocalypse on 01 Dec 2011, 10:45, edited 12 times in total.

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 Post subject: Re: Combat Medic "a healer that can blow your brains out "
PostPosted: 30 Nov 2011, 18:32 
Padawan
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Joined: 20 Nov 2011, 16:04
Posts: 70
Location: raleigh north carolina
Stats,gear,mods and anything else i forgot to mention sometimes the force can be hazy

The primary stats:
There are five main stats that you will be dealing with in swtor
1.Endurance which gives you (will edit) hp per point
2. Aim increases ranged damage and healing
3.Strength increases melee damage
4.Cunning increases tech damage
5.Willpower increases force damage

Secondary Stats
1.Presence increases companion health, damage and healing
2.Power increases melee, force and tech damage
3.Tech Power is a weapon stat that increases damage and healing
4.Accuracy increases hit and gives spell penatration which counters armor
5.Crit increases melee, force and tech crit
6.Surge increases critical damage
7.Armor reduces physical and kinetic damage
8.Defense increases perry and deflect
9.Shield increases chance to be shielded on incoming damage attack
10.Absorption increases the damage shaved off shielded attacks
11.Alacrity increases haste
12.Expertise Increases damage and healing done, reduces damage taken basically resilence with a kick
13.Force is a weapon stat that increases damage

So now that we know a little more about stats lets take a look at mods
1. Melee weapons have hilt, power crystal, enhancement and mod slots,
2. Ranged weapons have slots for barrel, power crystal, enhancement and mod slots.
3. Armor(gear) has armoring, enhancement and mod slots.


Mod stats:
- Hilts, Armorings and Barrels give endurance and a primary state, plus the item stat (armor or damage)
1. Power crystals define the weapon color and give one stat critical, endurance or power,
2.Mods gives endurance, a primary stat and a secondary stat.
3.Enhancements give endurance and two secondary stats.

Crafting skills and mods:
1. Armstechs: barrels,
2.Artifice: hilts, power crystals and enhancements.
3.Cybertech: armorings, mods.


Gearing up the combat medic

:geek: work in progress :geek:

_________________
"I am a lead farmer mutha f@#$er"


Last edited by Apocalypse on 12 Dec 2011, 20:23, edited 12 times in total.

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 Post subject: Re: Combat Medic "a healer that can blow your brains out "
PostPosted: 30 Nov 2011, 18:39 
Padawan
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Joined: 20 Nov 2011, 16:04
Posts: 70
Location: raleigh north carolina
Grenades,Bullets and Band Aids oh my..... Now what ??? A introduction tactics and priorities

Running out of ammo is bad "A introduction to ammo regeneration"

You have 12 bullets on your ammo bar if you drop below 8 bullets you lose (x)% of ammo regeneration and again at 2 bullets and below you lose (x)% of ammo regeneration.So we must remain above 8 bullets at all times this can be done by using our heals that does not consume our ammo and use our ammo costing heals wisely. Below is a list of our heals and their ammo cost

Advanced Medical Probe
1.5 seconds
Range: 30m
Ammo cost - 2
Cool down - 9 secs
Also reduces the bullet cost of Medical Probe by 1

Medical Probe
2.5 seconds
Range: 30m
Summons a probe that heals for (x)
Ammo cost - 3 but will be reduce to 2 by the proc from Advanced Medical Probe
cooldown - none !!!

Bacta Infusion
Instant
Range: 30m
Instantly heals a friendly target for (x)
Ammo cost - none !!!
Cool down - 21 secs
Should be used in emergencies due to long cd

Kolto Bomb
Instant
Range: 30m
Lobs a kolto bomb at the target area, exploding on impact. Heals up to 3 allies within 8 meters of the targeted area for (x)
Ammo cost - 2
Cool down - 6 sec
Also reduces the effect players damage taken by (x)% when proc by Super charged cells and increases healing received by (x) %

Trauma Probe
Instant
Range: 30m
Deploys a trauma probe with 10 charges that lasts 5 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for (x). This effect cannot occur more than once every 3 seconds. Only one trauma probe can be deployed at a time.
Ammo cost - none !!!
Cool down - none only cost is the global cool down
This one your gonna want to keep up on your priority player (your tank in pve)

Hammer Shot
With combat support cell up this is our lightweight heal that also regenerates our support cell charges use as a filler and as much as possible

Non healing abilities but will be important to rotation

Supercharge Cells
Instant
Converts 30 charges of Combat Support Cell to supercharge your blaster, restoring 2 energy cells and increasing all damage and healing dealt by 10% for 10 seconds. While active, the following abilities gain Supercharge effects: Charged Bolts: Cost reduced by 2. Full Auto: Cost reduced by 1. Advanced Medical Probe: Cooldown reduced by 100%. Kolto Bomb: Places a shield on all targets, reducing damage taken by 10% for 15 seconds.

Reserve Powercell
Instant
Your next ability's energy cell cost is reduced by 100%. Effect lasts 15 seconds.
Cool down 120 secs
Use wisely

Reactive Shield
Instant
Reduces all damage taken by 25% for 12 seconds.
Cooldown 120 secs
Use when under fire or when targeted by boss

Recharge Cells
Instant
Recharges 6 cells over 3 seconds.
Cooldown 120 secs
Use very very wisely


Ok so that is the primary healing abilities of the combat medic with this in mind we can start to calculate our healing rotation while keeping our bullets at or above 8, keeping our support cell charges up and healing output at max

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Last edited by Apocalypse on 12 Dec 2011, 20:31, edited 10 times in total.

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 Post subject: Re: Combat Medic "a healer that can blow your brains out "
PostPosted: 30 Nov 2011, 18:44 
MER Contributor
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Joined: 18 Apr 2011, 21:12
Posts: 1128
Location: Moorhead, MN
ericstg128 wrote:
Looking forward to this I think I will make this my main but I only got to lvl 12 with 1 healing ability


Sorry eric, I deleted your original post so it wasn't in the middle of Apocalypse's stuff. This thread looks like it may become epic.

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 Post subject: Re: Combat Medic "a healer that can blow your brains out "
PostPosted: 01 Dec 2011, 00:25 
Padawan
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Joined: 20 Nov 2011, 16:04
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Location: raleigh north carolina
part 2 of post is now up !!!!

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 Post subject: Re: Combat Medic "a healer that can blow your brains out "
PostPosted: 01 Dec 2011, 12:12 
Master
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Joined: 12 Jan 2011, 13:16
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This one approves of this. Go forth with my blessing! :lol:

Looking good so far. I haven't played the Trooper terribly much, but it is a class I am very much interested in playing, especially as the healing spec, after launch.

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 Post subject: Re: Combat Medic "a healer that can blow your brains out "
PostPosted: 01 Dec 2011, 17:25 
Padawan
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Joined: 20 Nov 2011, 16:04
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Part 3 of post is up will finish the rest after launch fact checking is welcomed and will edit if needed

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 Post subject: Re: Combat Medic "a healer that can blow your brains out "
PostPosted: 10 Dec 2011, 01:55 
Padawan
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Joined: 20 Nov 2011, 16:04
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Location: raleigh north carolina
part 4 of post is now up work in progress

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 Post subject: Re: Combat Medic "a healer that can blow your brains out "
PostPosted: 10 Dec 2011, 02:09 
Initiate
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Joined: 22 Oct 2011, 12:11
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Location: South Orange County, CA
Apocalypse wrote:
The best way to descibe a combat medic is to compare it to a swiss army knife


Or a Navy Corpsman. You don't think of them when their there but really miss 'em when there not.

edit: a good one at least.

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