Birr's Operative Healing Guide
Contents
1. Introduction
2. Main Stats
3. Energy
4. Tactical Advantage
5. Healing Abilities
6. Talents
1. Introduction
The Imperial Agent - Operative is quite a capable class playing either the healer or dps role. This guide will focus on players interested in the healing role. Playing a healer is a highly rewarding aspect of gaming, however it’s not for everyone. It will be your job to keep your party or ops group alive, rather than kill your opponent. You will in all likelihood spend a lot of time looking at health bars instead of the fight taking place. That said, you need to be situationally aware of the fight so you can move out of area of effect (AoE) abilities so you don’t get killed. If you die, most likely, so does everyone else.
In this guide I will attempt to differentiate what I know as fact from what I believe to be important by adding a personal note section when relevant.
Personal Note: Sadly, I have not yet posted 10 times on Old Republic, so I cannot provide links in this guide. I will attempt to rectify this in the near future.
2. Main Stats
Cunning
The imperial agent’s primary stat is Cunning. This stat boosts damage output, healing output, and critical hit chance. When given the option, you should be prioritizing this stat.
Endurance
For every point of endurance your character gains 10HP. This directly translates to your survivability.
Power
Directly increases healing output.
Alacrity
This increases the speed at which you perform your actions. When channeling an ability or perform an action with an activation time, alacrity reduces the time it takes for these actions to complete.
Personal Note: As an operative healer, much of our healing comes from instant cast abilities, this makes alacrity much less useful in my opinion.
Critical
With every action performed there is a chance you will get a critical success. This is your critical chance, which is increased via the Critical stat.
Surge
By default, when you crit, you deal 150% of whatever the action would have done. If you were about to heal for 1,000 you will instead heal for 1,500. Surge increases this value above 150%. If you stack crit, you should also prioritize surge as the two work hand in hand.
Expertise
This is a stat you won't get until you've been PvPing (if that interests you). It increases your damage and healing on other players as well as reducing the incoming damage.
Order of Importance
Personal Note: If you disagree, please let me know why, I'd love a constructive discussion and don't mind being proven wrong.
PvE - Cunning > Power > Alacrity > Endurance > Crit > Surge
I'm keeping Endurance above crit and surge because there's usually AoE damage, agro wipes, or random boss attacks to deal with in and if you don't have to worry about immediately healing yourself or being 1 shot, you'll be better off. (I have not yet experienced the SWtoR operations, so if the boss battles are all tank/spank, I will happily remove endurance from the list, but that seems unlikely)
PvP - Expertise > Cunning > Endurance > Power > Alacrity > Crit > Surge
When you start acquiring PvP gear you're going to be force fed these stats anyway (except surge). In the meantime I'm keeping endurance above the other stats because you're going to need the endurance to keep yourself alive. Generally once an enemy notices a healer, they've found their next kill target.
3. Energy
Virtually every action performed by an Operative requires a resource called Energy. This resource regenerates over time and has a maximum (un-talented) value of 100. The rate at which energy regenerates is based on how much energy you currently have.
Current Energy Level Regeneration / Second 100%-60% 5 59%-20% 3 19%-0% 2
The above data was sourced from Lizzy’s Sniper guide (My apologies to Lizzy, I tried to link to both her profile and guide but apparently I don’t have privileges to put links in my posts yet).
4. Tactical Advantage
There is a temporary buff that the Operative gets after performing certain actions called Tactical Advantage. This buff stacks up to 2 times and lasts 10 seconds. Certain other actions require the Operative have tactical advantage active in order to activate them, and then consume tactical advantage on use. This only consumes 1 of the possible 2 from the stack. If you perform an action that grants tactical advantage it will reset the timer on the buff. However, an action that consumes a tactical advantage does not reset the timer. When you take the Medical Consult talent, your healing is increased while Tactical Advantage is active.






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