Operative Medicine Basics Guide
Medicine
As an accomplished practitioner of the medical arts, the Medicine Operative servers as the preservative backbone of any combat team. Deploying a full complement of sophisticated gadgets to dispense healing kolto and reparative nanotech clouds to one or more targets, the Medicine Operative ensures their allies remain fit for fighting.
- Role: Healer
- Weapon: Blaster Rifle
- Distance: Long Range
- Mirror: Scoundrel – Sawbones
Medicine for New Players
- Medicine is a healer style, which makes it harder to learn than a damage class for most new players
- Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
- All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
- However Operative Heals has a second resource to manage called Upper Hand, which makes it slightly trickier to start with
How to play a Medicine Operative
You can start playing Medicine at level 1. To start playing Medicine, you will need to first create a Operative character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Medicine from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Priority
Not quite ready to learn all your abilities yet? Use this quick 5-ability guide for the Medicine Operative until you’re ready to read and learn from a true level 80 guide.
- Kolto Probe is your most important heal as an Operative! It’s an unassuming heal-over-time that looks like it doesn’t do much, but at the end of a tough fight a majority of your healing will have come from keeping 2 stacks of this on everyone who needs it! Make sure it’s always at least on the tanks, and on other party members including yourself too if you have time.
- Kolto Injection is a pretty standard heal move that you can cast any time, but it’s big strength is that it always grants a Tactical Advantage, allowing you to use lots of other strong heals right after it.
- Kolto Infusion is nice because not only is it a bigger heal, it also refreshes your Kolto Probe, if your target has 2 stacks. It costs a Tactical Advantage, so if you can’t cast it and don’t know why, try using Kolto Injection first.
- Surgical Probe is another heal that costs a Tactical Advantage, but doesn’t do as much healing as Infusion. It’s strength is in it’s ability to refresh the duration of Kolto Probe, but only if the target has 2 stacks of Kolto Probe on them! The smartest heal to use when a target needs some healing, but not enough to justify a huge costly Infusion. A great spot heal for emergencies is to use Infusion, then Surgical Probe, as Infusion will guarantee a critical Probe.
- Diagnostic Scan is less of an important healer ability, and more of a good source of Energy Regeneration. Use this during breaks in healing, as if you are lucky it can help restore some of your energy, which will help you prepare for the future of the fight.
Multiple Allies
- Use Recuperative Nanotech heals one person plus three others close by, and also makes your heals on them stronger! This can be good to help your tanks and simultaneously top up your melee DPS, to heal a few players taking sustained damage. You can even use it on a single target just to make your other heals stronger on them. As Recuperative Nanotech is a great heal, you’ll want to use it as often as possible until you learn the perfect timing to use it per fight.
- Kolto Waves is an extremely powerful area heal. It’s usually better to leave a few Kolto Probes to slowly heal a few targets over time, but if the entire group is taking sustained damage, Kolto Waves will do the most overall healing when you all really need it!
Extra Tips
- Use Adrenaline Probe to get energy back when you run extremely low. This may happen due to using Kolto Waves or Infusion too much.
- Toxin Scan becomes a pretty important ability for healers as some fights have extremely harmful but cleansable debuffs that go on the group, and it is the healer’s job to cleanse these. In Operations, your group leader can hopefully tell you what the icon of the debuff will be on your friends health bars, if it’s your first time looking for it. Operative Healers should never need to use Toxin Scan on themselves, because they already have two abilities you can use that will cleanse yourself: you can use Evasion, which is one of your defensive abilities, or use Cloaking Screen, your combat stealth, both of which will cleanse you, so you can save Toxin Scan for your friends.
- Feeling Spicy? Stim Boost is a great buff to your overall healing for 15 seconds, and also generates a Tactical Advantage which will allow you to use your other abilities!
- Feeling EXTRA spicy? Use your Cloaking Screen to briefly enter stealth, as exiting stealth will also generate 2 Tactical Advantages.
- Resuscitation Probe is your special combat revive ability. As of the Legacy of the Sith Expansion, only true healers can revive in-combat, every 5 minutes. Usually you will save this for tanks, but if your leader says otherwise or more DPS is needed to finish the fight, target the dead player with this and they can accept a revive at your location!
- Sleep Dart is a special ability sometimes known as a CC, a Crowd Control, a sleep or a sap. It can only be used while you are stealthed and out of combat, and it is used to put enemies to sleep. Sleeping enemies allows your group to sneak past them, or sometimes just keeps them out of the fight as long as no one attacks them. While you can’t put bosses to sleep, if you are playing Flashpoints, stealthers are often expected to go into stealth and put smaller enemies in-between bosses to sleep.
Before You Start…
The Kolto Burst Choice at level 23 can be invaluable for a Medicine Operative that’s focusing on healing a large group. Remember to cast the Injection on YOURSELF to spread it to 8 allies around you! You can run or roll between your ranged group and your melee group to share your Kolto Burst with them. Probably not needed in Flashpoints, but great for Operations.
IMPORTANT NOTE: Kolto Burst has received a significant reduction in healing in update 7.1.1, but is still fairly strong to use in intense AoE damage scenarios: just be careful of running out of energy, use kolto waves more often than you used to.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Sawbones / Medicine 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Medicine Operative Guide by Biggs on YouTube (7.02)
- Medicine-Sawbones Healing guide by Draemn on YouTube (7.1)
Heals
- Diagnostic Scan - HealLevel 7
- Kolto Injection - HealLevel 15
- Kolto Infusion - HealLevel 19
- Kolto Probe - HealLevel 31
- Recuperative Nanotech - Area HealLevel 35
- Surgical Probe - HealLevel 47
- Kolto Waves - Area HealLevel 60
Buffs
You can combine your Medicine buffs with your heals to create powerful combinations.
- Coordination - Passive Class BuffLevel 1
- Adrenaline Probe - BuffLevel 15
- Stim Boost - BuffLevel 15
- Tactical Overdrive - Optional Buff Level 43 Option 2/3Level 43
- Tactical Superiority - Operation BuffLevel 68
Defensive Abilities
Use these abilities to help yourself stay alive. The Operative has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Evasion - DefensiveLevel 23
- Shield Probe - DefensiveLevel 47
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Operatives in combat to turn the tide of a fight.
- Recuperate - Regeneration - Regain health out of battle.Level 1
- Stealth - Stealth - Enter Stealth to sneak around or sneak up to enemies. Stronger enemies can see you coming, but you can sneak past weaker ones. You can only enter Stealth when you are outside of combat unless you use your Combat Stealth ability.Level 10
- Escape - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Distraction - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
- Debilitate - Optional Stun Level 27 Option 3/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 27
- Cloaking Screen - Combat Stealth - Enter Stealth while you are in combat, either to run away, to sneak off and heal up, or to take advantage of stealth in the fight. If you enter Combat Stealth while you are alone or all your team mates are dead, the fight may reset.Level 35
- Sleep Dart - Crowd Control - Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.Level 35
- Toxin Scan - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 51
- Resuscitation Probe - Combat Revive - Your revive ability helps you bring a fallen group member back to life during combat. Only healer disciplines can revive during combat. You can only use your own combat revive on one of your team members once every five minutes.Level 60
- Exfiltrate - Movement - Roll forward 12 meters. 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. Exfiltrate has 2 ability charges and recharges one charge every 8 seconds.Level 60
- Infiltrate - Optional Stealth Level 68 Option 1/3 - 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.Level 68
- Flash Bang - Optional Area Stun Level 68 Option 2/3 - Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.Level 68
- Holotraverse - Optional Movement Level 68 Option 3/3 - Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Medicine Operative with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.
Of all the classes, Healers tend to have the most variation when it comes to their favorite ability tree choices. This is due to each fight being very different, and the healer's actual preferences. Some of the factors include whether or not your group has other healers and what types of healers, if you need mobility, if you yourself will be taking lots of damage, and how you actually like to heal. The suggestions below are mainly based on the Theorycrafter's Discord's Suggestions but they are by far not the only options you can use.
You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Medicine Operative, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Medicine Operative.
Level 23 Choice: Kolto Injection Change
Choose from one of three ways that you want Kolto Injection to change at level 23. Your options are Kolto Stim, Kolto Burst, and Defensive Injection.
Heals a friendly target and grants a Tactical Advantage.
Kolto Injection grants a Tactical Advantage when used on yourself.
Kolto Injection grants a Tactical Advantage when used on yourself.
Kolto Injection heals up to 8 allies around you when used on yourself.
Kolto Injection heals up to 8 allies around you when used on yourself.
Kolto Injection increases the damage reduction on any target it heals by 5% for 10 seconds.
Kolto Injection increases the damage reduction on any target it heals by 5% for 10 seconds.
Solo Single-Strong-Enemy Suggestion: Kolto Burst - Clearing solo content as a healer isn't recommended, but this talent will at least heal your companion when you heal yourself.
Multi-Enemy Solo Suggestion: Kolto Burst - Clearing solo content as a healer isn't recommended, but this talent will at least heal your companion when you heal yourself.
Operation Suggestion: Kolto Burst - A medicine operative's biggest strength is in healing large groups. Kolto Injection being used on yourself to spread it to 8 allies is huge and makes you even better at your best role! Take Defensive Injection if single target healing needs improvement.
Flashpoint Suggestion: Defensive Injection - A medicine operative's biggest strength is in healing large groups. That said, in a flashpoint you only have 4 people to heal including yourself. If the tank is the only one really taking any damage, you'll make things easier by taking Defensive Injection.
Level 27 Choice
Choose from one of three Operative abilities at Level 27, you can only have one of these options at any given time. Your options as a Medicine Operative for the Level 27 choice are Curbing Strategies, Clever Countermeasures, and Debilitate.
Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage.
Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage.
Increases the duration of Evasion by 2 seconds. In addition, activating Evasion grants a Tactical Advantage.
Increases the duration of Evasion by 2 seconds. In addition, activating Evasion grants a Tactical Advantage.
Deals energy damage and stuns the target for 4 seconds.
You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.
General Suggestion: Clever Countermeasures - An upgrade to your Evasion that includes a free on demand Tactical Advantage is the best choice you can make in this tier. This allows you to spend the Advantage on your bigger heals more often.
Level 39 Choice: Recuperative Nanotech Change
Choose from one of three ways that you want Recuperative Nanotech to change at level 39. Your options are Nanotech Stim, Nano Mark, and Critical Nanotech.
Heals the target and up to 3 allies within 10 meters over 9 seconds and Invigorates them for 45 seconds. Invigorated targets receive 3% more healing from all sources.
For each target affected by Recuperative Nanotech, the cooldown of Stim Boost is reduced by 2 seconds.
For each target affected by Recuperative Nanotech, the cooldown of Stim Boost is reduced by 2 seconds.
The initial target of Recuperative Nanotech receives 20% increased healing from you for the duration of Recuperative Nanotech.
The initial target of Recuperative Nanotech receives 20% increased healing from you for the duration of Recuperative Nanotech.
For each subsequent target affected by Recuperative Nanotech, the critical hit chance of Recuperative Nanotech is increased by 10%.
For each subsequent target affected by Recuperative Nanotech, the critical hit chance of Recuperative Nanotech is increased by 10%.
Solo Single-Strong-Enemy Suggestion: Nanotech Stim - Stim Boost can be used for more than just healing bonuses, so in solo content this is probably your best bet.
Multi-Enemy Solo Suggestion: Nanotech Stim - Stim Boost can be used for more than just healing bonuses, so in solo content this is probably your best bet.
Operation Suggestion: Nanotech Stim - When healing a large group like an operation team, the cooldown on stim boost is reduced quite a bit so long as you remember to throw some recuperative nanotech out during raid-wide damage! Take Nano Mark for better single target.
Flashpoint Suggestion: Nano Mark - If the damage taken is primarily just the tank, this choice will make them even easier to heal!
Level 43 Choice
Choose from one of three Operative abilities at Level 43, you can only have one of these options at any given time. Your options as a Medicine Operative for the Level 43 choice are Stim Burst, Tactical Overdrive, and Tactical Effectiveness.
Activating Stim Boost increases your healing done by 15% for 15 seconds.
Activating Stim Boost increases your healing done by 15% for 15 seconds.
Resets the cooldown of Stim Boost, Recuperative Nanotech, Toxin Scan, and Shield Probe and increases your Mastery by 20% for 15 seconds. While Tactical Overdrive is active, you are immune to pushback and interrupts.
Resets the cooldown of Stim Boost, Recuperative Nanotech, Toxin Scan, and Shield Probe and increases your Mastery by 20% for 15 seconds. While Tactical Overdrive is active, you are immune to pushback and interrupts.
Having an Tactical Advantage increases all damage and healing dealt by 5%.
Having an Tactical Advantage increases all damage and healing dealt by 5%.
Operation Suggestion: Stim Burst - This choice is the hardest to work around but may give you the best benefit if you know how to use it. If you line it up with the heaviest 15 seconds of damage taken in a fight, this choice will save the most lives!
Flashpoint Suggestion: Tactical Overdrive - If someone messes up and takes a big spike of unexpected damage, this optional buff can get you back on track pretty quick! Adds complexity to medicine operative but a very useful emergency button.
Solo Single-Strong-Enemy Suggestion: Tactical Effectiveness - The most passive choice in the tier and also the only one that increases damage - best for solo content or players looking to keep medicine operative as simple as possible.
Multi-Enemy Solo Suggestion: Tactical Effectiveness - The most passive choice in the tier and also the only one that increases damage - best for solo content or players looking to keep medicine operative as simple as possible.
Level 51 Choice
Choose from one of three Operative abilities at Level 51, you can only have one of these options at any given time. Your options as a Medicine Operative for the Level 51 choice are Infiltrator, Advanced Cloaking, and Chem-resistant Inlays.
Increases movement speed by 15% and effective stealth level by 3.
Increases movement speed by 15% and effective stealth level by 3.
Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
Increases damage reduction by 5%.
Increases damage reduction by 5%.
Solo Single-Strong-Enemy Suggestion: Infiltrator - As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays.
Multi-Enemy Solo Suggestion: Infiltrator - As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays.
Flashpoint Suggestion: Chem-resistant Inlays - It will make your healers very happy to see a less squishy Operative. Take this by default.
Operation Suggestion: Chem-resistant Inlays - It will make your healers very happy to see a less squishy Operative. Take this by default.
Level 64 Choice
Choose from one of three Operative abilities at Level 64, you can only have one of these options at any given time. Your options as a Medicine Operative for the Level 64 choice are Med Shield, Endorphin Rush, and Evasive Screen.
Your Shield Probe heals you for 5% of your maximum health when it collapses.
Your Shield Probe heals you for 5% of your maximum health when it collapses.
Adrenaline Probe now immediately restores 15 additional energy.
Adrenaline Probe now immediately restores 15 additional energy.
When activated, Cloaking Screen grants 2 seconds of Evasion.
When activated, Cloaking Screen grants 2 seconds of Evasion.
General Suggestion: Endorphin Rush - Endorphin Rush is definitely the best choice to make sure you have the energy to keep healing.
Level 68 Choice
Choose from one of three Operative abilities at Level 68, you can only have one of these options at any given time. Your options as a Medicine Operative for the Level 68 choice are Infiltrate, Flash Bang , and Holotraverse.
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.
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.
Detonates a flash bang that blinds the target and up to 7 nearby enemies for 8 seconds. Damage causes this effect to end prematurely. When Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.
Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.
Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.
Solo Single-Strong-Enemy Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something.
Multi-Enemy Solo Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something.
Flashpoint Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.
Operation Suggestion: Holotraverse - Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.
Level 73 Choice
Choose from one of three Operative abilities at Level 73, you can only have one of these options at any given time. Your options as a Medicine Operative for the Level 73 choice are Evasive Imperative, Jarring Strike, and Blow for Blow.
Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active.
Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active.
Flashpoint Suggestion: Evasive Imperative - Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content.
Operation Suggestion: Evasive Imperative - Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content.
Solo Single-Strong-Enemy Suggestion: Jarring Strike - So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time.
Multi-Enemy Solo Suggestion: Jarring Strike - So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time.
All Abilities
All your abilities for the Medicine Operative.
Lvl | Icon | Ability |
---|---|---|
LvL1 | RecuperateRegeneration Recovers your health and energy over 15 seconds. This is only usable out of combat. Regain health out of battle. | |
LvL1 | Tox ScreenPassive Toxin Scan now removes negative mental effects and heals the target. Toxin Scan now removes negative mental effects and heals the target. | |
LvL1 | Meticulously Kept BladesPassive Increases the critical damage dealt by Veiled Strike, Backstab, Volatile Substance, and Laceration by 10%. Increases the critical damage dealt by Veiled Strike, Backstab, Volatile Substance, and Laceration by 10%. | |
LvL1 | Incisive ActionHidden Passive Reduces the activation time of Kolto Injection by 0.5 seconds and allows it to grant Tactical Advantage when activated. Reduces the activation time of Kolto Injection by 0.5 seconds and allows it to grant Tactical Advantage when activated. | |
LvL1 | Enduring KoltoHidden Passive Increases the duration of Kolto Probe by 3 seconds. Additionally, Stim Boost grants Enduring Kolto when activated, making your next Kolto Infusion or Kolto Injection activate instantly. Increases the duration of Kolto Probe by 3 seconds. Additionally, Stim Boost grants Enduring Kolto when activated, making your next Kolto Infusion or Kolto Injection activate instantly. | |
LvL1 | Prognosis: CriticalHidden Passive Increases the critical chance of Diagnostic Scan and Kolto Waves by 10%. Increases the critical chance of Diagnostic Scan and Kolto Waves by 10%. | |
LvL1 | Medical TherapyHidden Passive The energy cost of Recuperative Nanotech is reduced by 5, and targets affected by Recuperative Nanotech are Invigorated for 45 seconds. Invigorated targets receive 3% more healing from all sources. The energy cost of Recuperative Nanotech is reduced by 5, and targets affected by Recuperative Nanotech are Invigorated for 45 seconds. Invigorated targets receive 3% more healing from all sources. | |
LvL1 | Durable MedsHidden Passive Increases the duration of Recuperative Nanotech by 3 seconds. Increases the duration of Recuperative Nanotech by 3 seconds. | |
LvL1 | Rifle ShotBasic Attack 30m (long range) Shoots your rifle at the target, dealing weapon damage. Shoots your rifle at the target, dealing weapon damage. | |
LvL1 | ShivAttack 4m (melee range) Stabs a target for kinetic damage. Stabs a target for kinetic damage. | |
LvL1 | Overload ShotAttack 10m (short range) Blasts a target for weapon damage. Blasts a target for weapon damage. | |
LvL1 | Medical DoctorPassive Reduces the cooldown of Revive by 100%. Reduces the cooldown of Revive by 100%. | |
LvL1 | CoordinationPassive Class Buff Increases critical hit chance by 5%. Increases critical hit chance by 5%. | |
LvL4 | Fragmentation GrenadeArea Attack 30m (long range) Deals kinetic damage to the primary target and 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. Deals kinetic damage to the primary target and 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. | |
LvL7 | Diagnostic ScanHeal 30m (long range) Heals a friendly target over 3 seconds. Heals a friendly target over 3 seconds. | |
LvL7 | Corrosive DartAttack 30m (long range) Fires a dart at the target that deals internal poison damage over 18 seconds. Fires a dart at the target that deals internal poison damage over 18 seconds. | |
LvL10 | StealthStealth 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. Enter Stealth to sneak around or sneak up to enemies. Stronger enemies can see you coming, but you can sneak past weaker ones. You can only enter Stealth when you are outside of combat unless you use your Combat Stealth ability. | |
LvL10 | EscapeStun Break Purges all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL10 | BackstabAttack 4m (melee range) Ambushes an enemy for kinetic damage. Only usable while behind the target. If used from stealth, Backstab deals more kinetic damage and grants a Tactical Advantage. Ambushes an enemy for kinetic damage. Only usable while behind the target. If used from stealth, Backstab deals more kinetic damage and grants a Tactical Advantage. | |
LvL15 | Adrenaline ProbeBuff Summons a droid that helps you recover 50 energy over 3 seconds. Summons a droid that helps you recover 50 energy over 3 seconds. | |
LvL15 | Stim BoostBuff Inject yourself with a specially-engineered Imperial stim, immediately gaining Tactical Advantage and boosting alacrity by 10% for 15 seconds. Stim Boost grants Enduring Kolto when activated, making your next Kolto Infusion or Kolto Injection activate instantly. Does not break stealth. Inject yourself with a specially-engineered Imperial stim, immediately gaining Tactical Advantage and boosting alacrity by 10% for 15 seconds. Stim Boost grants Enduring Kolto when activated, making your next Kolto Infusion or Kolto Injection activate instantly. Does not break stealth. | |
LvL15 | Tactical AdvantagePassive 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. 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. | |
LvL15 | SkirmisherPassive Increases your weapon damage by 20%. In addition, the area damage dealt by Fragmentation Grenade has been increased by 50%, and Fragmentation Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard. Increases your weapon damage by 20%. In addition, the area damage dealt by Fragmentation Grenade has been increased by 50%, and Fragmentation Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard. | |
LvL15 | Kolto InjectionHeal 30m (long range) Heals a friendly target and grants a Tactical Advantage. Heals a friendly target and grants a Tactical Advantage. | |
LvL15 | Surgical SteadinessPassive Reduces the pushback suffered while activating healing abilities by 70%, and reduces the threat generated by heals by 10%. In addition, expending all charges of Exfiltrate grants Unshakable for 4 seconds. Reduces the pushback suffered while activating healing abilities by 70%, and reduces the threat generated by heals by 10%. In addition, expending all charges of Exfiltrate grants Unshakable for 4 seconds. | |
LvL15 | Noxious KnivesArea Attack 10m (short range) Hurl envenomed knives in a 10-meter cone in front of you, damaging up to 8 targets for kinetic damage and internal poison damage. Hurl envenomed knives in a 10-meter cone in front of you, damaging up to 8 targets for kinetic damage and internal poison damage. | |
LvL19 | Kolto InfusionHeal 30m (long range) Executes your Tactical Advantage to heal the target immediately. Requires and consumes Tactical Advantage. Executes your Tactical Advantage to heal the target immediately. Requires and consumes Tactical Advantage. | |
LvL19 | DistractionInterrupt 10m (short range) Interrupts the target's current action and prevents that ability from being used for 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL23 | EvasionDefensive Increases your chance to dodge melee and ranged attacks by 200% for 4 seconds and lowers threat by a moderate amount. Does not break Stealth. Increases your chance to dodge melee and ranged attacks by 200% for 4 seconds and lowers threat by a moderate amount. Does not break Stealth. | |
LvL23 | PreparednessPassive Increases energy regeneration rate by 1 per second. In addition, Evasion will now purge all hostile removable effects when activated. Increases energy regeneration rate by 1 per second. In addition, Evasion will now purge all hostile removable effects when activated. | |
LvL23 | Kolto StimOptional Passive Level 23 Option 1/3 Kolto Injection grants a Tactical Advantage when used on yourself. Kolto Injection grants a Tactical Advantage when used on yourself. | |
LvL23 | Kolto BurstOptional Passive Level 23 Option 2/3 Kolto Injection heals up to 8 allies around you when used on yourself. Kolto Injection heals up to 8 allies around you when used on yourself. Solo Single-Enemy Suggestion: Clearing solo content as a healer isn't recommended, but this talent will at least heal your companion when you heal yourself. Solo Many-Enemy Suggestion: Clearing solo content as a healer isn't recommended, but this talent will at least heal your companion when you heal yourself. Operation Suggestion: A medicine operative's biggest strength is in healing large groups. Kolto Injection being used on yourself to spread it to 8 allies is huge and makes you even better at your best role! Take Defensive Injection if single target healing needs improvement. | |
LvL23 | Defensive InjectionOptional Passive Level 23 Option 3/3 Kolto Injection increases the damage reduction on any target it heals by 5% for 10 seconds. Kolto Injection increases the damage reduction on any target it heals by 5% for 10 seconds. Flashpoint Suggestion: A medicine operative's biggest strength is in healing large groups. That said, in a flashpoint you only have 4 people to heal including yourself. If the tank is the only one really taking any damage, you'll make things easier by taking Defensive Injection. | |
LvL23 | Surprise SurgeryPassive Exiting Stealth grants 2 stacks of Tactical Advantage. Additionally, Diagnostic Scan can now be channeled while moving. Exiting Stealth grants 2 stacks of Tactical Advantage. Additionally, Diagnostic Scan can now be channeled while moving. | |
LvL27 | Potent BrewPassive Increases the damage dealt by Corrosive Dart and the healing done by Kolto Probe by 5%. Increases the damage dealt by Corrosive Dart and the healing done by Kolto Probe by 5%. | |
LvL27 | Curbing StrategiesOptional Passive Level 27 Option 1/3 Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage. Overload Shot and Noxious Knives reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Noxious Knives deals 25% more damage. | |
LvL27 | Clever CountermeasuresOptional Passive Level 27 Option 2/3 Increases the duration of Evasion by 2 seconds. In addition, activating Evasion grants a Tactical Advantage. Increases the duration of Evasion by 2 seconds. In addition, activating Evasion grants a Tactical Advantage. General Suggestion: An upgrade to your Evasion that includes a free on demand Tactical Advantage is the best choice you can make in this tier. This allows you to spend the Advantage on your bigger heals more often. | |
LvL27 | DebilitateOptional Stun 4m (melee range) Level 27 Option 3/3 Deals energy damage and stuns the target for 4 seconds. You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. | |
LvL31 | Kolto ProbeHeal 30m (long range) Summons a droid that heals a friendly target over 18 seconds. Stacks up to 2 times. Summons a droid that heals a friendly target over 18 seconds. Stacks up to 2 times. | |
LvL35 | Cloaking ScreenCombat Stealth Overloads your stealth generator, immediately exiting combat, purging all hostile removable effects and entering stealth mode. For 10 seconds, you become virtually undetectable. Enter Stealth while you are in combat, either to run away, to sneak off and heal up, or to take advantage of stealth in the fight. If you enter Combat Stealth while you are alone or all your team mates are dead, the fight may reset. | |
LvL35 | Sleep DartCrowd Control 10m (short range) 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. Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up. | |
LvL35 | Recuperative NanotechArea Heal 30m (long range) Heals the target and up to 3 allies within 10 meters over 9 seconds and Invigorates them for 45 seconds. Invigorated targets receive 3% more healing from all sources. Heals the target and up to 3 allies within 10 meters over 9 seconds and Invigorates them for 45 seconds. Invigorated targets receive 3% more healing from all sources. | |
LvL35 | Medical EngineeringPassive Each tick of Kolto Waves, Kolto Probe, and Recuperative Nanotech has a 10% chance to grant Tactical Advantage. This effect cannot occur more than once every 6 seconds. Each tick of Kolto Waves, Kolto Probe, and Recuperative Nanotech has a 10% chance to grant Tactical Advantage. This effect cannot occur more than once every 6 seconds. | |
LvL39 | Nanotech StimOptional Passive Level 39 Option 1/3 For each target affected by Recuperative Nanotech, the cooldown of Stim Boost is reduced by 2 seconds. For each target affected by Recuperative Nanotech, the cooldown of Stim Boost is reduced by 2 seconds. Solo Single-Enemy Suggestion: Stim Boost can be used for more than just healing bonuses, so in solo content this is probably your best bet. Solo Many-Enemy Suggestion: Stim Boost can be used for more than just healing bonuses, so in solo content this is probably your best bet. Operation Suggestion: When healing a large group like an operation team, the cooldown on stim boost is reduced quite a bit so long as you remember to throw some recuperative nanotech out during raid-wide damage! Take Nano Mark for better single target. | |
LvL39 | Nano MarkOptional Passive Level 39 Option 2/3 The initial target of Recuperative Nanotech receives 20% increased healing from you for the duration of Recuperative Nanotech. The initial target of Recuperative Nanotech receives 20% increased healing from you for the duration of Recuperative Nanotech. Flashpoint Suggestion: If the damage taken is primarily just the tank, this choice will make them even easier to heal! | |
LvL39 | Critical NanotechOptional Passive Level 39 Option 3/3 For each subsequent target affected by Recuperative Nanotech, the critical hit chance of Recuperative Nanotech is increased by 10%. For each subsequent target affected by Recuperative Nanotech, the critical hit chance of Recuperative Nanotech is increased by 10%. | |
LvL43 | Stim BurstOptional Passive Level 43 Option 1/3 Activating Stim Boost increases your healing done by 15% for 15 seconds. Activating Stim Boost increases your healing done by 15% for 15 seconds. Operation Suggestion: This choice is the hardest to work around but may give you the best benefit if you know how to use it. If you line it up with the heaviest 15 seconds of damage taken in a fight, this choice will save the most lives! | |
LvL43 | Tactical OverdriveOptional Buff Level 43 Option 2/3 Resets the cooldown of Stim Boost, Recuperative Nanotech, Toxin Scan, and Shield Probe and increases your Mastery by 20% for 15 seconds. While Tactical Overdrive is active, you are immune to pushback and interrupts. Resets the cooldown of Stim Boost, Recuperative Nanotech, Toxin Scan, and Shield Probe and increases your Mastery by 20% for 15 seconds. While Tactical Overdrive is active, you are immune to pushback and interrupts. Flashpoint Suggestion: If someone messes up and takes a big spike of unexpected damage, this optional buff can get you back on track pretty quick! Adds complexity to medicine operative but a very useful emergency button. | |
LvL43 | Tactical EffectivenessOptional Passive Level 43 Option 3/3 Having an Tactical Advantage increases all damage and healing dealt by 5%. Having an Tactical Advantage increases all damage and healing dealt by 5%. Solo Single-Enemy Suggestion: The most passive choice in the tier and also the only one that increases damage - best for solo content or players looking to keep medicine operative as simple as possible. Solo Many-Enemy Suggestion: The most passive choice in the tier and also the only one that increases damage - best for solo content or players looking to keep medicine operative as simple as possible. | |
LvL43 | Patient StudiesPassive Increases the speed at which Diagnostic Scan channels by 30%. In addition, critical Diagnostic Scan heals restore 2 energy. Increases the speed at which Diagnostic Scan channels by 30%. In addition, critical Diagnostic Scan heals restore 2 energy. | |
LvL47 | Surgical ProbeHeal 30m (long range) Executes your Tactical Advantage to summon a probe that instantly heals the target. Requires and consumes Tactical Advantage. Executes your Tactical Advantage to summon a probe that instantly heals the target. Requires and consumes Tactical Advantage. | |
LvL47 | Elite EducationPassive Increases the critical chance of Kolto Infusion, Backstab, and Lethal Strike by 15%. Increases the critical chance of Kolto Infusion, Backstab, and Lethal Strike by 15%. | |
LvL47 | Shield ProbeDefensive Summons a probe droid that projects a shield around you for up to 10 seconds, absorbing damage. Does not break stealth. Summons a probe droid that projects a shield around you for up to 10 seconds, absorbing damage. Does not break stealth. | |
LvL51 | Toxin ScanCleanse 30m (long range) Cleanses a friendly target of up to 2 negative tech or physical effects. Your cleanse can help remove harmful effects from you or other players. | |
LvL51 | InfiltratorOptional Passive Level 51 Option 1/3 Increases movement speed by 15% and effective stealth level by 3. Increases movement speed by 15% and effective stealth level by 3. Solo Single-Enemy Suggestion: As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays. Solo Many-Enemy Suggestion: As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Chem-resistant Inlays. | |
LvL51 | Advanced CloakingOptional Passive Level 51 Option 2/3 Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds. Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds. | |
LvL51 | Chem-resistant InlaysOptional Passive Level 51 Option 3/3 Increases damage reduction by 5%. Increases damage reduction by 5%. Flashpoint Suggestion: It will make your healers very happy to see a less squishy Operative. Take this by default. Operation Suggestion: It will make your healers very happy to see a less squishy Operative. Take this by default. | |
LvL51 | Surgical PrecisionPassive Increases the max stack limit of Tactical Advantage by 1. In addition, Surgical Probe immediately re-grants Tactical Advantage once every 10 seconds. Increases the max stack limit of Tactical Advantage by 1. In addition, Surgical Probe immediately re-grants Tactical Advantage once every 10 seconds. | |
LvL60 | Kolto WavesArea Heal 30m (long range) Heals up to 8 allies that remain within 8 meters of the targeted area over the channel duration. Depletes 28 energy over the duration of the channel. Heals up to 8 allies that remain within 8 meters of the targeted area over the channel duration. Depletes 28 energy over the duration of the channel. | |
LvL60 | Resuscitation ProbeCombat Revive 30m (long range) Summons a droid that revives an incapacitated ally. This ability is usable while in combat. When used, you can not use an in-combat revival for 5 minutes. Your revive ability helps you bring a fallen group member back to life during combat. Only healer disciplines can revive during combat. You can only use your own combat revive on one of your team members once every five minutes. | |
LvL60 | ExfiltrateMovement 12m Roll forward 12 meters. 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. Exfiltrate has 2 ability charges and recharges one charge every 8 seconds. Roll forward 12 meters. 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. Exfiltrate has 2 ability charges and recharges one charge every 8 seconds. | |
LvL60 | Accomplished DoctorPassive Increases the critical healing bonus of Kolto Injection and Kolto Infusion by 10%. In addition, healing a target with Surgical Probe or Kolto Infusion will refresh the duration of your Kolto Probe on that target, if that target has 2 stacks of your Kolto Probe. Increases the critical healing bonus of Kolto Injection and Kolto Infusion by 10%. In addition, healing a target with Surgical Probe or Kolto Infusion will refresh the duration of your Kolto Probe on that target, if that target has 2 stacks of your Kolto Probe. | |
LvL64 | Med ShieldOptional Passive Level 64 Option 1/3 Your Shield Probe heals you for 5% of your maximum health when it collapses. Your Shield Probe heals you for 5% of your maximum health when it collapses. | |
LvL64 | Endorphin RushOptional Passive Level 64 Option 2/3 Adrenaline Probe now immediately restores 15 additional energy. Adrenaline Probe now immediately restores 15 additional energy. General Suggestion: Endorphin Rush is definitely the best choice to make sure you have the energy to keep healing. | |
LvL64 | Evasive ScreenOptional Passive Level 64 Option 3/3 When activated, Cloaking Screen grants 2 seconds of Evasion. When activated, Cloaking Screen grants 2 seconds of Evasion. | |
LvL68 | InfiltrateOptional Stealth Level 68 Option 1/3 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. 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. | |
LvL68 | Flash Bang Optional Area Stun 10m (short range) Level 68 Option 2/3 Detonates a flash bang that blinds the target and up to 7 nearby enemies for 8 seconds. Damage causes this effect to end prematurely. When Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds. Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned. | |
LvL68 | HolotraverseOptional Movement 30m (long range) Level 68 Option 3/3 Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover. Supercharge your stealth generator, generating a Tactical Advantage and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover. Solo Single-Enemy Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something. Solo Many-Enemy Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something. Flashpoint Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies. Operation Suggestion: Holotraverse generating an Tactical Advantage makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies. | |
LvL68 | Medical ConsultPassive Increases the critical chance of Kolto Probe by 3%. Additionally, Kolto Infusion makes its target resistant for 45 seconds. Resistant targets have their elemental and internal damage reduction increased by 3%. Increases the critical chance of Kolto Probe by 3%. Additionally, Kolto Infusion makes its target resistant for 45 seconds. Resistant targets have their elemental and internal damage reduction increased by 3%. | |
LvL68 | Tactical SuperiorityOperation Buff 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. Those affected by Tactical Superiority become Agitated and cannot regain Tactical Superiority for 5 minutes. 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. Those affected by Tactical Superiority become Agitated and cannot regain Tactical Superiority for 5 minutes. | |
LvL73 | Toxic HazeArea Attack 30m (long range) Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6 seconds. Requires and consumes Tactical Advantage. Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing internal damage to up to 8 enemy targets within 8 meters over 6 seconds. The haze stuns standard and weak enemies for 6 seconds. Requires and consumes Tactical Advantage. | |
LvL73 | Evasive ImperativeOptional Passive Level 73 Option 1/3 Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. Flashpoint Suggestion: Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content. Operation Suggestion: Evasive Imperative provides the best benefit over the duration of a fight for your survivability. Blow for Blow may be helpful for some extra damage but trying to reflect damage can be risky on an operative in group content. | |
LvL73 | Jarring StrikeOptional Passive Level 73 Option 2/3 When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down. When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down. Solo Single-Enemy Suggestion: So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time. Solo Many-Enemy Suggestion: So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Evasive Imperative as it will provide the most defense over time. | |
LvL73 | Blow for BlowOptional Passive Level 73 Option 3/3 Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active. Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active. | |
LvL73 | Tactical MedicinePassive Exploiting a Tactical Advantage with a healing ability increases all healing done by 3% for 6 seconds. In addition, the range of Toxic Haze is increased by 30 meters. Exploiting a Tactical Advantage with a healing ability increases all healing done by 3% for 6 seconds. In addition, the range of Toxic Haze is increased by 30 meters. | |
LvL78 | Curative JoltPassive Kolto Infusion grants Curative Jolt, increasing the critical chance of your next Surgical Probe by 100%. This effect can only occur once every 18 seconds. Kolto Infusion grants Curative Jolt, increasing the critical chance of your next Surgical Probe by 100%. This effect can only occur once every 18 seconds. |
Milestones
- At Level 15 you will get your first exclusive ability only the Medicine Operative has, it will be called Kolto Injection.
- At Level 23 you will get to choose a way to change how Kolto Injection works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Medicine Ability Tree on the right.
- At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
- At Level 47 you will get your second exclusive ability only the Medicine Operative gets, it will be called Recuperative Nanotech.
- At Level 39 you will get to choose a way to change how Recuperative Nanotech works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Medicine Operative has, Surgical Probe and Kolto Waves.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your Operative.
- All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.