Datamined SWTOR 5.0 Class Changes – Mercenary/Commando Healing

Hey everyone,

Recently, the dataminers released potential class changes coming in Game Update 5.0, Knights of the Eternal Throne of Star Wars The Old Republic. In this post, I go over all the relevant changes that are of interest to Bodyguard Mercenaries/Combat Medic Commando’s.

If you would like to see the Datamined 5.0 Class Changes in a nice, more easily readable format, they’re up on Jedipedia.

REMINDER: Everything outlined is SUBJECT TO CHANGE but nonetheless it gives us a rough idea of what the Devs have in mind for Mercenary/Commando healing.

Note: I put the Commando equivalents in square brackets.


Skills and Passives

Gas Cylinders [Cells] (Ability Change)

  • Attached all cylinders as passives per discipline instead of abilities so players do not need to swap stances.

Nice and convenient for those who swap between DPS and healing.

Kolto Overload [Adrenaline Rush] (Changed Passive)

  • Now: Activating this ability applies a Health Monitor that lasts up to <<1>> 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 <<2>> seconds but will not exceed 35% of your max health.
  • Was: Activating this ability applies a Health Monitor that lasts up to <<1>> seconds, which triggers a Kolto Overload when your health is reduced to 40% or less. If your health is already 40% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 40% of your max health for <<2>> seconds but will not exceed 40% of your max health.

A slight nerf for Kolto Overload/Adrenaline Rush. Not a big deal considering some of the new Utilities we’ll be getting.

Empowered Scans [Field Medicine] (Changed Bodyguard Passive) 

  • Now: Increases the healing done by Emergency Scan [Bacta Infusion] and Rapid Scan [Medical Probe] by 10%. In addition, Progressive Scan channels 20% faster.
  • Was: Increases the healing done by Emergency Scan and Rapid Scan by 10%. In addition, Rapid Scan generates an extra stack of Supercharge when activated, and Progressive Scan channels 20% faster.

Warden [Potent Medicine] (Changed Bodyguard Passive) 

  • Now: Rapid Scan [Medical Probe] generates an extra stack of Supercharge when activated and also increases the critical healing bonus of all heals by 15%.
  • Was: Increases the critical healing bonus of all heals by 15%

Just a change around of passive abilities but overall a nice buff. Rapid Scan [Medical Probe] will now generate 3 stacks of Supercharge (instead of 2 like it currently does) which will mean Supercharge is up more often so more healing overall.


Utilities

Gyroscopic Alignment Jets [Parallactic Combat Stims] (Changed Utility)

  • Now: You vent 20 heat [recharge 20 energy cells] when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.
  • Was: You vent 10 heat when stunned, immobilized, knocked down or otherwise incapacitated.

A nice buff for PvP.

Jet Rebounder [Reflexive Battery] (Changed Utility)

  • Now: Increases the damage dealt by Jet Boost [Concussion Charge] by 30% and heals you and up to 7 other allies within range for <<2>>. In addition, taking damage reduces the active cooldown of Jet Boost by 1 second. This effect cannot occur more than once every 1.5 seconds.
  • Was: Increases the damage dealt by Jet Boost by 30%. In addition, taking damage reduces the active cooldown of Jet Boost by 1 second. This effect cannot occur more than once every 1.5 seconds.

They’ve combined 2 Utilities here making it somewhat appealing to use now. Personally I’ve never been a fan of knockbacks having a heal as they should be used for defensive purposes only in PvP.

Supercharged defense (Changed Utility)

  • Now: Activating Supercharged Gas [Supercharged Cell] increases your defense chance by 15% and grants immunity to interrupts for <<1[%d seconds/%d second/%d seconds]>>. In addition, your Endurance is increased by 3% and all healing received is increased by 3%.
  • Was: Activating Supercharged Gas increases your defense chance by 15% and grants immunity to interrupts for <<1[%d seconds/%d second/%d seconds]>>.

Nice additions to this Utility. Again, they’ve combined 2 Utilities into 1. So overall a nice buff.

Jet Escape [Tenacious Defense]

  • Reduces the cooldown of Jet Boost [Concussion Charge] by 5 seconds, Rocket Out [Propulsion Round] by 3 seconds and Determination [Tenacity] by 30 seconds. (Now includes Rocket out)

Adding Rocket Out [Propulsion Round] is a nice touch for this PvP Utility.

Kolto Surge [Adrenaline Surge] (New Utility)

  • Kolto Overload [Adrenalin Rush] heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Kolto Overload is increased by 2 seconds.

This is pretty insane. What a great defensive!

Tag and Bag [One Man Army] (New Utility)

  • Hindering a target with Electro Nets grants Tag and Bag, increasing your alacrity by 15% for 9 seconds. Additionally, converting 10 stacks of Supercharge reduces the cooldown of Kolto Overload [Adrenalin Rush] by 5 seconds.

Damn, this is really nice! This will be great for PvP!

Trauma Regulators [Trauma Stabalisers] (new Utility)

  • While Energy Shield [Reactive Shield] is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 15 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 5% of your maximum health.

This is quite a nice defensive utility.

Note: They’re removed Protective Field [Med Zone], Custom Enviro Suit [Heavy Trooper] and Kolto Jets [Kolto Wave] Utilities.


Overall, it looks like at this stage, Mercenary Healing is getting some very nice buffs. Quite a few new defensive abilities to make us more viable in PvP. Whether we’ll be good enough for Ranked now? Guess we’ll have to wait and see. But I am happy with what the Devs have done for M

They’ve also changed the Utility Trees in 5.0. Here’s a screengrab from Jedipedia showing/explaining what they’ve done:

5-0utilitychange


What do you think of these changes? Do you think they will be good for Mercenary/Commando healers?

Just a reminder, I still have my Mercenary/Commando PvP Healing Guide which I will be sure to update come 5.0!

 

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