Medicine Operative 5.x Healing Class Guide

SWTOR Medicine Operative 5.x Healing class guide.

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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 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)
Eternal Commander MK-3
Tier 1: Artifact
(230)
Exemplar / Ultimate Exarch
Pre-5.0 Gear
(224)
Mastery 6745 (Stim)6493 (Stim)6367 (Stim)6128 (Stim)5901 (Stim)5550 (Stim)
Power 379336053523333731832940
Critical 1949 (5xE, 7xA, 2xC)1893 (5xE, 7xA, 2xC)1872 (6xE, 5xA, 2xC)1814 (2xE, 13xA, 2xC)1779 (3xE, 11xA, 2xC)1572 (4xE, 10xA, 2xC)
Alacrity 1747 (5xE, 7xA)1697 (5xE, 7xA)1664 (4xE, 9xA)1616 (8xE, 1xA)1555 (7xE, 3xA)1300 (6xE, 4xA)
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 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)
Eternal Commander MK-3
Tier 1: Artifact
(230)
Exemplar / Ultimate Exarch
Pre-5.0 Gear
(224)
HPS 20,277 +/- 75019,702 +/- 72119,270 +/- 69918,713 +/- 67118,113 +/- 64216,889 +/- 583
APM41.441.341.241.14140.3

HPS Rankings

HPS
1 Target
HPS
2 Targets
HPS
3 Targets
HPS
4 Targets
HPS
8 Targets
APM Imperial Class Republic Class
11,544 +-633 14,270 +-700 18,609 +-666 22,916 +-737 28,587 +-532 41.4 Medicine Operative Sawbones Scoundrel
10,643 +-339 13,380 +-411 14,942 +-474 15,785 +-414 19,586 +-506 43.0 Corruption Sorcerer Seer Sage
10,037 +-636 11,880 +-622 13,202 +-615 14,251 +-640 16,022 +-678 44.5 Bodyguard Mercenary Combat Medic Commando

Note: HPS rankings assume best-in-slot 242-rating gear.


Suggested Best-in-Slot Gear & Items


Set Bonuses

Pieces Set Bonus
2Activating a healing ability has a 15% chance to grant Field Medic's Critical Bonus which causes your next Kolto Injection or Underworld Medicine to be a critical. This effect can only occur once every 30 seconds.
4Reduces the energy cost of Kolto Infusion or Kolto Pack by 2.
6Reduces the cooldown of Recuperative Nanotech or Kolto Cloud by 3 seconds.

Suggested Utility Skills

PvE

Suggested PvE Utility Build

Suggested PvE Utilities

Name Description
Jedi Enforcer Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.
Jedi Crusader While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Stoic Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds.
Ardor Transcendence no longer requires or consumes Centering, but will go on cooldown for 30 seconds when activated.
Defensive Roll Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 5%.
Force Fade Increases your movement speed by 15% and the movement speed bonus of Force Camouflage by 20%. Additionally, increases the duration of Force Camouflage by 2 seconds.
Fleet Footed When Transcendence is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Transcendence is increased by 30%.

Comments

Coming Soon

PvP

Suggested PvP Utility Build

Suggested PvP Utilities

Name Description
Jedi Enforcer Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.
Jedi Crusader While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds.
Stoic Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds.
Ardor Transcendence no longer requires or consumes Centering, but will go on cooldown for 30 seconds when activated.
Defensive Roll Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 5%.
Force Fade Increases your movement speed by 15% and the movement speed bonus of Force Camouflage by 20%. Additionally, increases the duration of Force Camouflage by 2 seconds.
Fleet Footed When Transcendence is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Transcendence is increased by 30%.

Comments

Coming Soon

Abilities

Medicine Discipline Abilities

Name Description Type
Executes your Tactical Advantage to summon a probe that instantly heals the target <<1>>. Requires and consumes Tactical Advantage.Instant
Heals a friendly target for <<1>>.Casted
Executes your Tactical Advantage to hurl a canister that fills the target area with poisonous gas, dealing <<1>> internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6.1 seconds. Requires and consumes Tactical Advantage.Instant
Heals up to 8 allies that remain within 8 meters of the targeted area for <<1>> health over the channel duration. Depletes 28 energy over the duration of the channel.Channeled
Heals the target and up to 3 allies within 10 meters for <<1[%d/%d/%d]>> over 6 seconds.Instant

Operative Advanced Class Abilities

Name Description Type
Ambushes an enemy for <<1>> kinetic damage. Only usable while behind the target. If used from stealth, Backstab deals <<2>> kinetic damage and grants a Tactical Advantage.Instant
Roll forward 12 meters. Activating Exfiltrate a second time within 10 seconds allows you to roll again, but puts the ability on cooldown for 10 seconds. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered.Instant
Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing <<1>> internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6.1 seconds. Requires and consumes Tactical Advantage.Instant
Summons a droid that heals a friendly target for <<1[%d/%d/%d]>> over 18 seconds. Stacks up to 2 times.Instant
Executes your Tactical Advantage to grant Tactical Superiority to you and your Operation group members within 40 meters, increasing critical chance by 10% for 10 seconds. Does not break stealth.Instant
Throws a knife at the target, dealing <<1>> kinetic damage and slowing the target's movement speed by 50% for 12 seconds.Instant
Cleanses a friendly target of up to 2 negative tech or physical effects.Instant
Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable.Instant
Deals <<2>> energy damage and stuns the target for 4 seconds.Instant
Stabs a target for <<1>> kinetic damage.Instant
Fires a carbine burst that hits up to 8 targets in a 10-meter cone in front of you for <<1>> weapon damage.Instant
Blasts a target for <<1>> weapon damage.Instant
Summons a droid that revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes.Casted
Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.Instant
Inject yourself with a specially-engineered Imperial stim, immediately gaining Tactical Advantage and boosting alacrity by 10% for 15 seconds. Does not break stealth.Instant
Executes your Tactical Advantage to heal the target immediately for <<1>> followed by <<2>> over 9 seconds. Requires and consumes Tactical Advantage.Casted
Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth.Instant
Supercharge your stealth generator, quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against enemy targets in cover.Instant
Heals a friendly target for <<1>> over 3 seconds.Channeled
Defeating an opponent or activating Shiv puts you in a position of Tactical Advantage, enabling the use of executions for 24 seconds. Up to 2 charges of Tactical Advantage can exist at once.Passive
Puts the target to sleep for 60 seconds. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at a time. Does not affect droids.Instant

Imperial Agent Class Abilities

Name Description Type
Shoots your rifle at the target, dealing <<1>> weapon damage.Instant
Purges all incapacitating and movement-impairing effects.Instant
Increases a friendly target's critical hit chance by 5% for 60 minutes. If the target is a group member, all other group members are also affected.Instant
Activates countermeasures, instantly lowering threat by a moderate amount.Instant
Interrupts the target's current action and prevents that ability from being used for 4 seconds.Instant
Summons a probe droid that projects a shield around the Agent, absorbing a moderate amount of incoming damage for 10 seconds. Does not break stealth.Instant
Increases your chance to dodge melee and ranged attacks by 200% for 3 seconds. Does not break Stealth.Instant
Fires a dart at the target that deals <<1>> internal poison damage over 18 seconds.Instant
Summons a droid that helps you recover 50 energy over 3 seconds.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
Detonates a flash bang that blinds the target for 8 seconds. Damage causes this effect to end prematurely.Instant
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds.Instant

Rotation

Rotation

(Berserk) Battering Assault > Dual Saber Throw > (Ferocity) Ravage > Massacre > Devastating Blast > Massacre > Strike > Massacre
Battering Assault > Vicious Throw > (Ferocity) Devastating Blast > Gore > Massacre > Massacre > Massacre > Assault

Minor Rotation = 8 GCDs
Major Rotation = 24 GCDs

Comments: None

References: Bahadori (Hayete), g_mk, Beastfury

Advanced Tactics

Advanced Tactics

No advanced tactics have been written yet for this guide. If you would like to write this section, please email us at admin@torcommunity.com. Thanks!

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