Chapter 1: The Basics
Welcome to Healing as a Sawbones Scoundrel. Scoundrels are one of the most unique healers in the game and have the potential to heal for very long periods of time if you manage your energy correctly. Scoundrels start out with 100 energy and never get anymore, so the key to success is managing your energy. The higher your energy is, the faster it regens, so you want to do your best to watch your current energy level and keep it above 60%. Of course tanks dont always allow for that when they are taking insane damage so we have several tricks up our sleeves to keep our heavly armored friend alive.
Scoundrels, like all Smugglers and IA's use cunning as their primary stat. It increase pretty much everything from tech damage to +Healing. Gear in SWTOR seems to be well itemized in that you wont find much Medium Armor that doesnt have cunning on it. For a secondary stat we are split between power and crit rating. I havnt gotten to do extensive tests yet so I'm not going to say for sure which is better.
Cunning > Crit/Surge > Power > Alacrity
Kolto Pack (+15% crit bonus)
Diagnostic Scan (crits grant 2 energy, has a base crit of 35%)
Underworld Medicine (-.5s cast time, grants upper hand, 15% crit bonus)
Emergency Medpac (21% more healing, grants upper hand if used on a target sub 30%)
Kolto Cloud (15% crit bonus, 10% more healing)
Slow-release Medpac (30% chance to grant upperhand every 6s, 10% more healing)
Energy Regeneration works at a variable rate based on your current level of energy.
Current energy 60 - 100; 5 energy regen per second
Current energy 20 - 60; 3 energy regen per second
Current energy 0 - 20; 2 energy regen per second
Upper Hand Usage
We always want onestack of upperhand running in order to make our heals 6% more effective, what we do with the other one is variable, depending on what we need.
First of all, we always want Pugnacity running, it effectively gives us 1 energy a second for 45s (20% increase in our regen...), and it is off our global cd, meaning that it doesn't cost us anything other then one upper hand stack.
As for what heal we use upper hand for with pugnacity running already, this depends on our current needs.
Emergency medpac is a free, instant heal that is smaller, and is generally a better option then the alternative, when we don't need maximum HPET.
Kolto Pack is 40% stronger, though it costs us 20energy on a 1.5s cast (effectively the same ET as an instant cast), it works out to being our highest, HPET ability, though it costs us an arm and a leg to use.
While our energy bar is 0-100, we actually have to treat it more like a 60-100 bar as anytime our energy drops below 60, we lose 33% of our regen, severely gibing us. To deal with this, we need to pace our heals appropriately, if you are ever sitting @ 100% energy, you are doing it wrong, the same is true for if you ever drop below 60 energy.
We do have a cooldown that allows us to get out of the red zone (below 60%) once every 2mins with little to no detriment (adds a whopping 66 energy over 3s), though we will ignore it for now.
Now on to the subtleties of our healing. Our cheapest heal is slow release medpac, with a cost of 15 energy. It nets us -6energy.
On the other side of the spectrum, we have Kolto Cloud, at a whopping 30 energy it results in a net of -21 energy, quite the hefty cost seeing as we only have 40 energy to play with at any one time.
This is why our free heals and upper hand are so important to our healing.
Healing Abbreviation Key:
SRMP - Slow Release MedPac
UWM - Underworld Medicine
EMP - Emergency MedPac
DS - Diagnostic Scan
KC - Kolto Cloud
KP - Kolto Pack
And just in case: HPS = Heals per Second, HPET = Heals per Execute Time
Our tank healing is going to come down to keeping 2 stacks of SRMP up at all times, while weaving our UWM with EMP's to maximize our efficiency. As usual, DS will be used to regen energy.
300/500 healing power calculations included
<results in 14.64s, +5energy, and about 13/17k healing done> (880/1160 HPS)
The rotation is only gives us a .36s buffer between rotations, it comes with amazing mobility (6 of the 14s are spent on instant casts). Also as alacrity increases, we will gain more time more leniency in our rotation, with 11% alacrity giving us a 1s buffer zone. Also we can drop the last EMP from every 3rd rotation for the upkeep of pugnacity with @ the cost of 1000/1300 healing, though it will line up quite nice as this rotation last about 15s, meaning there will be about 1s left as we refresh it.
Use of our Cool Head Ability will allow us to swap out our DS and 2 EMP's for 3 UWM, resulting in 3/4k more heals or about a 24% increase in throughput
Our HoT's will give us the ability to stabalize the raids health while the classes with more efficient direct heals clean up the damage.
Generally speaking, our AoE healing will consist of using our Kolto Cloud on cd while weaving in as many SRMP's as possible while using Diagnostic Scans to Regen Energy
Our sustainable rotation will look something like this...
So on and so forth. Essentially, make sure you have above 80 energy every time KC is about to come off cd, otherwise get as many SRMP's off as possible, use upper hand procs for EMP for the free heal (should be proccing every 6-7s).
The actual rotation shown here runs @ +3energy over 24s and will net a whopping 24,9/32.7k heals (1030/1360 HPS)
With use of cool head we can dump two of the DS's for 4 more SRMP's, upping our throughput by roughly 20% over the 24s period.
Scoundrel Matrix Cube Relic is - Red, Red, Red (Ord Mantell, Hoth, Illum)
48 Enderance, 76 Cunning, 4 Crit