Bodyguard Mercenary 5.x Healing Class Guide

Change Discipline:

Gearing & Stats

The tables on this page were generated using optimizer scripts created by Bant aka Goblin_Lackey. The stats were calculated to give the maximum theoretical DPS/HPS/DTPS for each discipline, however you may wish to alter the builds depending on your play style or what content you are facing in SWTOR. Each table assumes you have a full set of the specified gear.

Suggested Best-in-Slot Stats

Name GEMINI MK-5
Tier 4: Legendary
(248)
GEMINI MK-3
Tier 4: Artifact
(246)
Iokath MK-5
Tier 3: Legendary
(242)
Iokath MK-2
Tier 3: Artifact
(240)
Eternal Commander MK-15
Tier 2: Legendary
(236)
Eternal Commander MK-13
Tier 2: Artifact
(234)
Mastery 7136 (Stim)6871 (Stim)6745 (Stim)6745 (Stim)6493 (Stim)6367 (Stim)
Power 406338753793379336053523
Critical 2080 (6xE, 5xA, 2xC)2034 (7xE, 3xA, 2xC)1999 (3xE, 12xA, 2xC)1999 (3xE, 12xA, 2xC)1963 (3xE, 12xA, 2xC)1936 (2xE, 14xA, 2xC)
Alacrity 1788 (4xE, 9xA)1716 (3xE, 11xA)1697 (7xE, 2xA)1697 (7xE, 2xA)1627 (7xE, 2xA)1600 (8xE)
Accuracy 000000
Absorb 000000
Defense 000000
Shield 000000

"E" = Enhancement or Implant or Earpiece
"A" = Advanced _ Augment 45
"C" = Advanced _ _ Color Crystal (+41 ones)

Discipline Statistics

Name GEMINI MK-5
Tier 4: Legendary
(248)
GEMINI MK-3
Tier 4: Artifact
(246)
Iokath MK-5
Tier 3: Legendary
(242)
Iokath MK-2
Tier 3: Artifact
(240)
Eternal Commander MK-15
Tier 2: Legendary
(236)
Eternal Commander MK-13
Tier 2: Artifact
(234)
HPS 15,172 +/- 74614,736 +/- 71714,475 +/- 69914,401 +/- 69413,987 +/- 66713,677 +/- 646
APM44.744.644.544.544.444.3

HPS Rankings

Current
Rank
Previous
Rank
Rank
Change
HPS Standard
Error
vs Average HPS
(17,885)
Imperial Class Republic Class
2 2 - 17,136 +/- 581 -4.19% Corruption Sorcerer Seer Sage
3 3 - 15,172 +/- 746 -15.17% Bodyguard Mercenary Combat Medic Commando
1 1 - 21,348 +/- 805 +19.36% Medicine Operative Sawbones Scoundrel

Note: HPS rankings assume best-in-slot 248-rating gear.


Suggested Best-in-Slot Gear & Items


Set Bonuses

Pieces Set Bonus
2Activating a healing ability has a 15% chance to grant Combat Medic's Critical Bonus which causes your next Rapid Scan or Medical Probe to be a critical. This effect can only occur once every 30 seconds.
4The duration of Supercharged Gas or Supercharged Cell is increased by 4 seconds.
6Reduces the cooldown of Healing Scan or Advanced Medical Probe by 1.5 seconds.

Suggested Utility Skills

PvE

Suggested PvE Utility Build

Unknown - please email us one at admin@torcommunity.com!

Suggested PvE Utilities

Unknown - please email us one at admin@torcommunity.com!

Comments

Bodyguard Mercenary/Combat Medic Commando is overall a more bursty, single target heals spec with some moderately decent AOE heals. It is considered to be in the middle of the other two healing classes in terms of single target and AOE healing potential.

The key to being a good player is knowing which abilities are useful to your spec, when to use the ones that are useful and how to best use all your abilities. As a healer this involves knowing when and who to heal, predicting incoming damage and knowing when to use your secondary abilities/utilities. Most of that comes with experience and practice.

Getting stunned, immobalised, knocked down or otherwise incapacitated will happen to you quite frequently, so it is worth having Gyroscopic Alignment Jets to vent more heat to assist with keeping heat management undercontrol.

Jet Escape: Reducing the cooldown of your CC breaker is always handy and the reduced cooldown of Jet Boost is a good bonus.

Improved Vents is pretty self explanatory.

Protective Field and Power Shield: are both great utilities to have. The combination of interrupt immunity and increased healing is quite powerful for those stressful situations.

Power Overrides and Thrill of the Hunt: are both great utilities. Power Overrides ensures that two abilities which would be prone to interrupts otherwise, can't be interrupted plus gives you bonus mobility.

PvP

Suggested PvP Utility Build

Unknown - please email us one at admin@torcommunity.com!

Suggested PvP Utilities

Unknown - please email us one at admin@torcommunity.com!

Comments

Bodyguard Mercenary/Combat Medic Commando is overall a more bursty, single target heals spec with some moderately decent AOE heals. It is considered to be in the middle of the other two healing classes in terms of single target and AOE healing potential.

The key to being a good player is knowing which abilities are useful to your spec, when to use the ones that are useful and how to best use all your abilities. As a healer this involves knowing when and who to heal, predicting incoming damage and knowing when to use your secondary abilities/utilities. Most of that comes with experience and practice.

Getting stunned, immobalised, knocked down or otherwise incapacitated will happen to you quite frequently, so it is worth having Gyroscopic Alignment Jets to vent more heat to assist with keeping heat management undercontrol.

Jet Escape: Reducing the cooldown of your CC breaker is always handy and the reduced cooldown of Jet Boost is a good bonus.

Improved Vents is pretty self explanatory.

Protective Field and Power Shield: are both great utilities to have. The combination of interrupt immunity and increased healing is quite powerful for those stressful situations.

Power Overrides and Thrill of the Hunt: are both great utilities. Power Overrides ensures that two abilities which would be prone to interrupts otherwise, can't be interrupted plus gives you bonus mobility.

Abilities

Bodyguard Discipline Abilities

Name Description Type
Requires and converts 10 stacks of Supercharge to vent 10 heat and increase healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat.Instant
Heals a friendly target for <<1>> over the duration, and heals one new friendly target within 20 meters for <<2>> with each tick, healing up to four total targets with the final tick. 28 heat is generated over the channel duration.Channeled
Deploys a Kolto Shell around the target that has 6 charges and lasts up to 3 minutes. When the target is damaged, Kolto Shell loses 1 charge and heals the target for <<1>>. This effect cannot occur more than once every 3 seconds. A target may not have more than one Kolto Shell active.Instant
Heals up to 8 allies within 8 meters of the targeted area for <<1>>.Instant
Heals a friendly target for <<1>>.Casted

Mercenary Advanced Class Abilities

Name Description Type
Instantly heals a friendly target for <<1>>.Instant
Unload, Blazing Bolts, Rail Shot, and Mag Shot ignore 30% of the target's armor. In addition, the critical chance of Rapid Scan and Emergency Scan are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for 6 seconds.Passive
Allows you to wield two one-handed weapons.Passive
Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. The explosion deals <<1>> kinetic damage to up to 8 nearby enemies when it detonates. Standard and weak targets are knocked back from the blast.Instant
Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds.Instant
Cleanses a friendly target of up to 2 negative tech or physical effects.Instant
Fires waves of blaster bolts at up to 8 targets within 5 meters of the target area, dealing <<1>> weapon damage over the duration. Standard and weak targets are sometimes knocked back by the sweeping bolts. Requires two blasters. Builds 32 heat over the duration.Channeled
Activating Rapid Shots, Kolto Shot, Power Shot, Tracer Missile, or Rapid Scan generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds.Passive
Blasts 8 nearby enemies back and away. Targets hit by this take <<1>> elemental damage and have their movement slowed by 50% for 4 seconds.Instant
Reduces threat towards all current enemies.Instant
Rains death from above, firing a volley of missiles that deal <<1>> kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.Channeled
Interrupts the target's current action and prevents that ability from being used for 4 seconds.Instant
Fires a missile 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 to the target causes this effect to end prematurely.Casted
Heals a friendly target for <<1>>.Instant
Jet backward 20 meters, gaining immunity to controlling effects while jetting. Cannot be used while immobilized or hindered. Requires two blasters.Instant
Fires a fusion missile that detonates on contact, dealing <<1>> kinetic damage to up to 8 targets within 8 meters and searing all targets with radiation burns that deal <<2>> additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.Casted
Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds.Instant
Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<1>> energy damage over 9 seconds. While affected, a target that moves takes 20% more damage from electro net, and this effect can stack up to 10 times on enemy players or 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 seconds.Instant
Requires and converts 10 stacks of Supercharge to vent 10 heat and empower your passive cylinder: Combat Support Cylinder: Increases healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat. Combustible Gas Cylinder: Increases periodic damage dealt by 10% for 8 seconds and causes the next successful ranged attack on a target affected by your Incendiary Missile's burn to apply Supercharged Burn to the target, which deals <<3>> elemental damage over 4 seconds. High Velocity Gas Cylinder: Increases armor penetration by 10% for 8 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Blazing Bolts, and Priming Shot grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.Instant
Activates an advanced response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.Instant
Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.Instant
Heals a friendly target for <<1>>.Casted
Charges up both blasters and fires off two powerful shots that deal <<1>> weapon damage. Requires two blasters.Casted
Unloads your blaster into the target, dealing <<1>> weapon damage and generating 24 heat over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding.Channeled
Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.Casted

Bounty Hunter Class Abilities

Name Description Type
Rapidly vents 50 heat over 3 seconds.Instant
Increases the target's Endurance by 5% for 60 minutes. If the target is a group member, all other group members are also affected.Instant
Loads your blaster with combustible gas, giving all of your blaster attacks a 25% chance to deal <<1>> additional elemental damage over 6 seconds. This effect cannot occur more than once per second.Passive
Grants 6 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.Instant
Your next ability generates no heat. Effect lasts 15 seconds.Instant
Fires a quick stream of bolts, causing <<1>> weapon damage.Instant
Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health.Instant
Fires a very powerful shot at the target that deals <<1>> weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding.Instant
Fires an electro dart, dealing <<2>> energy damage and stunning the target for 4 seconds. Instant
Increases damage reduction by 25% for 12 seconds. Instant
Purges all incapacitating and movement-impairing effects.Instant
Fires off probes that scan the area for stealthed opponents. Probes last for 10 seconds.Instant
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds.Instant

Emergency Scan/Bacta Infusion, Healing Scan/Advanced Medical Probe and Progressive Scan/Successive Treatment are your three main healing abilities which you should aim to use when they are off cooldown. You can use PS/ST before or after ES/BI - HS/AMP but you should always use ES/BI before HS/AMP. I use the filler abilities (Kolto Shot/Med Shot, Rapid Scan/Medical Probe & Kolto Missile/Kolot Bomb) in between the cooldowns of ES/BI, HS/AMP and PS/ST.

/: Use Kolto Shot/Med Shot (1 charge) and Rapid Scan/Medical Probe (2 charges) to build up 10 charges of Supercharge Gas/Supercharge Cell then activate it. Try to use it off cooldown. You should build up 10 stacks fairly quickly and regularly from using Kolto Shot/Med Shot frequently as fillers.

Rapid Scan/Medical Probe also builds up stacks of / which reduces the cost your your next Healing Scan/Advanced Medical Probe per stack (stacks up to 3 times). Having 3 stacks of Critical Efficiency/Field Triage will make your next Healing Scan/Advanced Medical Probe free.

As Rapid Scan/Medical Probe uses a fair bit of your Heat/Energy Cells use Kolto Shot/Med Shot in between to help keep your Heat/Energy management in check.

Rotation

Rotation

Healing Scan > Progressive Scan > Emergency Scan > Filler > Filler > Rapid Scan
Healing Scan > Filler > Filler > Filler > Filler > Filler > Rapid Scan
Healing Scan > Progressive Scan > Emergency Scan > Filler > Filler > Rapid Scan
Healing Scan > Healing Scan > Healing Scan > Healing Scan > Filler > Filler > Filler

Filler: Kolto Missile (6%) / Kolto Shell (44%) / Kolto Shot (50%)

Minor Rotation: 6-8 GCDs
Major Rotation: ~32 GCDs

Comments: Healers are tough to determine when there is not a set rotation and they just respond to situations. That is why Orderken’s models are nice because they work in the opposite direct from the way I am calculating. He starts with the assumption that he knows the % of healing each ability will do and he works backwards to find the activation rate that matches those percentages. Healers should be warned that the gearing assumes a static rotation that may not be representative of an actual fight.

References: Orderken

Advanced Tactics

Advanced Tactics

General Tips:

  • Use Kolto Missile/Kolto Bomb on cool-down it's an effective and underutilised AOE heal.
  • Refresh Kolto Shell/Trauma Probe.
  • Weave in Kolto Shot/Med Shot to build up your supercharge and pop it every time it's off cooldown when in a fight or build it up and save when there's breaks and save it for the next engagement. Just get into the habit of continuously hitting your Kolto Shot/Med Shot!
  • Don't use Rapid Scan/Medical Probe too much. It will drain your resources so use it along with a Kolto Shot/Med Shot or two. Both of these abilities, again are fillers.

The key to healing well is to be able to quickly switch targets and be able to predict who's going to take the damage. Use your filler abilities when there isn't much damage going out.

Warzone Tips and Survival Strategies

  • Positioning: Make sure you position yourself towards the back of the pack. Stand near something like a pillar that you can use to 'line of sight' incoming damage. Use the environment to your advantage.
  • Kite: Learn to move around while healing (yes you can do that) regularly even if it is not necessary so that when you do have to run away around pillars (eg. Civil War Mid & Voidstar) you can keep healing.
  • Find a Pocket Tank: If you can find one (good luck finding one who knows what they're doing) you won't know yourself! Trust me, it makes a difference to your survivability having a tank around to taunt incoming damage, peel, stun and annoy anyone trying to kill you.
  • Precast Kolto Overload/Adrenaline Rush: when you know you're going to go into an intense fight (eg. start of an arena) so you don't have to waste a cooldown activating it when you need it. It will just trigger automatically when you get below 30% health.
  • Learn to not use your CC Breaker you'll find yourself white barred and stun locked pretty frequently. So save your CC breaker for only dire circumstances and only use it when your white barred except in exceptional circumstances.
  • Save Energy Shield/Reactive Shield for Emergencies like when your white barred and you're taking a fair amount of damage but need to stay alive.
  • Smart Healing: Accept that you're not going to be able to keep everyone alive. This is the reality of healing. Don't waste your time chasing after someone who is LOSing you or chasing a melee that is too far away from the node. Know your limitations. If someone is close to death don't waste your resources trying to get them back up unless you know you can do it without compromising you Heat/Energy Cells or if it's crucial for keeping the objective. This is where playing other classes comes in handy (more on that below) as you can know the type of damage going out and then know what you can and can't heal through.
  • Node Guarding: Yes, this will likely happen on the odd occasion. All you need to do is stand around 30 meters away from the objective and out of sight if possible. That we it makes it harder for stealther's to sap cap you. Remember to call out as soon as you see someone coming. While you wait for reinforcements run around and stay alive for as long as possible while you wait for reinforcements.

How To Improve your PvP Game

Playing Other Classes: This is essential if you want to be a good player. Learning how to play other classes, especially in PVP, mean's you'll know what they do and in turn learn how to counter their abilities, know how they can counter you, know what to interrupt and know roughly how much damage you will/can take!

If you don't know all the class symbols yet, you should familiarise yourself with them.

Situational Awareness: This is also a very crucial skill. Not just being aware of your surroundings, there's more to it then that. You need to be able to play your class/role while also knowing how many of their team there is and how many of your team is at a particular location. You need to be asking yourself, where is my team? Where is the enemy team? Am I needed here or am I more needed elsewhere? Make a mental note of who is guarding a node so if you notice their health drop you can help quicker.

Practice! Practice! Practice! Being able to predict who is going to take how much damage and judging the rate someone is taking damage so you know which heals to use on them and who get healing priority takes time and practice.

Resolve

Even as a healer you need to understand how resolve works, how it will effect you and how your stun, CC (crowd control/mezz) and knock back (all CC effects) will affect resolve. When you stun, CC, knock back your opponent it will fill up their white bar incrementally. Once their bar is full they are immune to stun's, CC's and knock backs for a short duration until their white bar gets reset to zero so to speak. The resolve bar appears under the character name.

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Author: Xam Xam