
There’s no debating the awesomeness of Star Wars: The Old Republic’s class choices. There’s a little something for every fan of the massive Star Wars franchise, and as an added perk, there’s a little something for practically every role, too. Want to play a Trooper, but love to tank? Covered. Veteran healer but Bounty Hunter fan since day 1? Covered. Dream about shooting purple lightning from your fingertips as a DPS? Covered!
For players wishing to follow the path of the healer in SWTOR, there’s a lot to consider when going over the options. The various healing classes play quite a bit differently, although the results are naturally similar. It is BioWare’s goal to make all the of the classes equal at every role. This means that all of the healing classes do a pretty damn fine job. That leaves us with basing our decision off the class playstyles, our preferred allegiance, and the overall style of the classes in general.
First, a disclaimer: I’m not big into math, so I’m going to avoid numbers in this brief comparison. I’m merely going to go over some of the mechanics and playstyle features that the classes exhibit. Another disclaimer: This is all pre-launch information, so details may and will most likely change in the weeks to come.
Mercenary Bounty Hunter/Commando Trooper
Healing tree: Mercenary – Bodyguard | Commando – Combat Medic
Primary stat: Aim
Armor type: Heavy
Weapon type: Mercenary – Pistol | Commando – Blaster rifle/assault cannon
Default combat style: Ranged
Resource: Mercenary – Heat | Commando – Ammo
Heat/ammo regenerates variably, which basically means it needs to be kept above 80% for the highest regeneration rate. Achieving the ideal regeneration rate is possible, but takes some practice and a solid rotation.
Healing playstyle:
Mercenary/Commando healing is a mixed style that always keeps the healer on their toes, but is largely comprised of heals with cast times. They get a buff to place on the tank that automatically heals when they take damage. They gain a buff to micromanage that can be used to increase emergency healing, or even utilize to help deal damage. They gain access to one AoE heal which provides the group with a buff that increases healing received.
They have access to emergency heals and instant heals that have cooldowns. For this reason, Mercenary/Commando healers are probably not the most mobile healers, although their powerful arsenal makes up for that fact. They are probably better equipped for tank healing and emergency raid healing. Heat/ammo management is key to the playstyle. Both classes take a few levels to gain their full potency.
Equipped with heavy armor, they are able to take some punishment when need be, and they are also equipped with crowd control maneuvers and abilities. They are able to cleanse all types of debuffs, but do not get an in-combat resurrection.
Sith Sorcerer/Jedi Sage
Healing tree: Sorcerer – Corruption | Sage – Seer
Primary stat: Willpower
Armor type: Light
Weapon type: Lightsaber
Default combat style: Melee, with ranged abilities that use Force
Resource: Force
The Sorcerer/Sage resource feels somewhat similar to mana, since it regenerates at a constant rate. This makes it easier to spam heals during an emergency situation. They also gain the ability to sacrifice some of their own health for additional Force.
Healing playstyle:
Sorcerer/Sage healing is extremely versatile. They have a heal for every and any situation. They’re able to negate damage through damage shields, provide HoTs, provide AoE healing, and strong single target heals with cast times. They gain the ability to reduce the cost and cast time of some of their heals through Resurgence/Force Weaving. This keeps the playstyle complex. Because of their versatility, Sorcerers and Sages may be seen as stronger healers during the early levels, but as everyone levels, this evens out.
They are the most fragile of the healers, although they have many tools at their disposal to crowd control and keep enemies away from them. They also gain the ability so move their party members around on the battlefield, which may serve useful during raids. They’re able to cleanse all types of debuffs and gain access to an in-combat resurrection.
Operative Imperial Agent/Scoundrel Smuggler
Healing tree: Operative – Medicine | Scoundrel – Sawbones
Primary stat: Cunning
Armor type: Medium
Weapon type: Operative – Blaster rifle | Scoundrel – Blaster pistol/scattergun
Default combat style: Ranged, with melee abilities that use energy
Resource: Energy
Like Mercenaries and Commandos, Operatives and Scoundrels regenerate energy on a variable level. This means that they should stay above 80% energy if possible, which takes some practice in managing a rotation that blends low-energy heals, high-energy heals, and the necessary energy-regenerating moves. They get a buff that increases the rate of energy regeneration which is the same buff that’s used for emergency heals.
Healing playstyle:
Operatives and Scoundrels have a little bit of everything when it comes to healing, although their main strength is probably HoTs and the ability to throw out free, instant heals quite often. These free heals are limited to needing charges of Tactical Advantage/Upper Hand, which are obtained by using the main heal with a cast time or letting HoTs tick. This leads to a very dynamic healing style that blends a need for a balanced rotation and the ability to react quick.
The classes gain a single AoE heal which is also a HoT. They make good mobile healers and are unique in that they gain the ability to use stealth. Energy management is crucial for Operatives and Scoundrels, and because of this, the learning curve may be considered a little higher at first. After level 20 they begin to shine. They gain the ability to cleanse all types of debuffs, have multiple crowd control options, and gain an in-combat resurrection.




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