The Combat Medic Bible
"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.
So please visit this post again and leave comments,suggestion and your personal opinions fact checking is always welcomed
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 ShotInstant
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 Probe2.5 seconds cast time
Range: 30m
Summons a probe that heals for (will edit)
Advanced Medical Probe1.5 seconds cast time
12 second cooldown
Range: 30m
Summons a probe that heals for (will edit)
Kolto BombInstant
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 AidInstant
Range: 30m
Cleanses a friendly target of up to [will edit] negative tech or physical effects.
****************************Ammo Regen,Buffs,Debuffs ****************************Recharge and ReloadInstant
Fully recharges your energy cells 2 at a time. Heals you and your companion.
Recharge CellsInstant
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 Round2 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 Grenade1.5 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 ChargeInstant 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 BoltsInstant
Range: 30m
Launches waves of blaster fire at up to 5 targets within 5 meters of the target area
Charged Bolts1.5 seconds
Range: 30m
Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target
Cryo GrenadeInstant
60 second cool down
Range: 30m
Hurls a cryo grenade that freezes the target, stunning it for 4 seconds.
Full AutoInstant
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 VolleyInstant
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 RetreatInstant
(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 CannonInstant
18 seconds cool down
Sprays waves of ionizing energy at targets in a 10-meter cone, dealing elemental damage over the duration.
High Impact BoltInstant
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 GrenadeInstant
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.
StockstrikeInstant
9 seconds cool down
Range: 4m
Strikes the target with the butt of your gun, dealing kinetic damage.
Explosive RoundInstant
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 ShotInstant
Range: 30m
Fires a series of hammering shots that deals weapon damage to the target.