This is my Assist/Buff-Bot Doctor/Squad Leader build, designed to assist my main avatar. I will note some changes one can make to be more active vs passive.
Overview:
Assist, not to be played as an active Doctor. Run an assist macro, and button smasher macro for abilities.
Being on assist you can direct spot heals to other players by selecting other players in group as the assist macro will cause the character to target then the member of the group.
Pro:
Great Healing power passively including 2 AoE heals and Multiple direct heals.
Con:
Not designed for active gameplay.
Expertise:
Marksman: Going pistols and dodge for defense.
Pistoleer:
Note I picked up Fast Draw and Sure Shot for extra DPS here but you could drop these two for other abilities that may be more suited for an active gameplay style vs passive.
Commando: Added commando to the build for defense. Left side is the highest addition of Dodge and Evasion of all expertise.
Note to support the role of Doctor further you could add First Aid Training to get some extra Heal Potency.
Doctor: This is required to gain the single highest addition to Heal Potency 60%, Doctor Stance is obtained at Master Doctor. I ignored Serotonin Boost and Cure Affliction, thou these would be very useful in some cases in PVP, along with Bacta Cloud. This is a passive build, not an active build.
Note I do not add duration to doctor buffs as I can easily reapply this after 2hrs, and since adding commando for defense the Healing Hate is not a major issue. If I was playing a more active gameplay I would grab Bacta Cloud, and Stasis Field.
Grenadier: This could be passed up but 4 points adds 4% Dodge and 4% Block which is a nice little boost to defenses.
Note you could remove these 4 points to place them elsewhere to have more active gameplay.
Squad Leader: Provides some of the best buffs ingame and synergies well with Doctor. At the bottom of the tree Experience Leadership provides additional Heal Potency, you gain Bacta Surge which is a second AoE heal, and Defibrillator providing yet another Resurrect in combat.
Note you also get a target buff Innoculation which grants an additional 15% Heal Potency, you could stack with with Commando First Aid Training to push Heal Potency even higher. Also this is where your debuff purge and DoT purge are located. Also I do not run Scatter on my macro, instead I use Charge, this could be optomized with a better macro that would place them back to back.
Stats with buffs and gear:
Entertainer Inspiration: 15% Heal Potency, 300 Luck.
Drink: Flameout 210 Agility, 3% Strikethrough.
Food: Scrimpi 11% Heal Potency, 40 Stamina.
PuPs: 14% Heal Potency, 14% Heal Potency, 14% Heal Potency.
GCW Flag: 2% Dodge, 2% Glancing Blow, 5% Critical Chance, 100 Agility, 100 Precision, 100 Constitution, 100 Luck.
Stim (Squad Leader): Tactical Serum 100 Constitution, 7% Critical Chance, 5% Dodge, 7% Action Cost Reduction, 7% Damage Increase.
Mustafar Injector: 100 Strength, 100 Precision.
Familiar: Gackle Bat: 50 Strength, 50 Precision.
Favor of the Elders: 50 Precision, 50 Strength, 50 Agility, 50 Constitution.
Lasting Performance (Entertainer): 150 Constitution, 5% Action Cost Reduction.
Experience Leadership (Squad Leader): 10% Action Cost Reduction, 10% Damage Increase, 10% Damage Decrease, 10% Healing (Potency).
Drill Master (Squad Leader): 5% Damage Increase, 5% Action Cost Reduction.
Focus Fire (Squad Leader): 5% Bypass Armor (Strikethrough), 32% Strikethrough Value, 5% Critical Chance.
Tactics (Squad Leader): 5% Dodge, 70 Constitution, 10% Reduced Chance Critical Hit (Critical Hit Reduction).
Junk Dealer Bonus (Smuggler): 50 Luck, 50 Precision, 6% Reduced Damage Taken (*Does Not Display on stat page).
Doctor Buffs: (All 7) 10% Block, 200 Block Value, 5% Dodge, 80 Precision, 250 Stamina, 250 Constitution, 80 Strength, 80 Agility.
Backpack: Belt of Bodo Baas 50 Strength, 50 Precision, 50 Luck, 50 Constitution.
Baked Exotics: (All 2) 1% Heal Potency.
Exotic Attachments: (All 3) 4% Healing Potency, 35 Luck, 35 Agility.
Regular Attachments including Bandolier/Belt: (All 9) 35 Agility, 35 Luck, 35 Strength.
Innoculation (Squad Leader): 15% Heal Potency.
Doctor Stance (Doctor): 60% Heal Potency, 20% Glancing Blow, -40% Damage Output.
Jewelry Set: (General's) 50% Reduction in Group Buff Cooldowns, 20% Swift Heal Chance, 5 Rally Point Duration, 20% Group Buff Action Cost Reduction, 30 sec +15 Cooldown Reduction to Synaptic Stimulator and Environmental Purge, 20% Chance of Inspired Action.
Stats above reflect old Dual Wield with double exotic attachment weapons, prior to Chapter 4. This removed 5% Healing Potency, 35 Luck, 35 Agility.
Final Notes:
Why the choice of Agility/Luck/Strength attachments, Luck is very powerful as noted in my previous guide but needs to be around 15% or more to be powerful sadly this build falls short, but there still is enough to make heals cost 0 action and with the General's Jewelry set you get decent Swift Heal Chance. Agility is needed to achieve close to 50% Dodge which I feel is good defense in PVE. Strength provides Block Chance, and Block Value, you need enough Block Chance to make defenses work while Block Value is an added bonus, I recommend a minimum of 35% Block Chance in addition to 45%+ Dodge/Evasion for PVE tanking sadly this build falls short but is compensated with added Glancing Blow from Doctor Stance. To make this even more powerful of a Doctor I would get First Responder Jewelry set and push the Swift Heal Chance even higher along with improved Resurrection cooldown.
*6% Reduced Damage Taken (*Does Not Display on stat page) - After a discussion with the dev team, it does apply but doesn't display at this time. "Its mechanically the same exact stat." as Damage Decrease.
Overview:
Assist, not to be played as an active Doctor. Run an assist macro, and button smasher macro for abilities.
Being on assist you can direct spot heals to other players by selecting other players in group as the assist macro will cause the character to target then the member of the group.
Pro:
Great Healing power passively including 2 AoE heals and Multiple direct heals.
Con:
Not designed for active gameplay.
Expertise:
Marksman: Going pistols and dodge for defense.
Pistoleer:
Note I picked up Fast Draw and Sure Shot for extra DPS here but you could drop these two for other abilities that may be more suited for an active gameplay style vs passive.
Commando: Added commando to the build for defense. Left side is the highest addition of Dodge and Evasion of all expertise.
Note to support the role of Doctor further you could add First Aid Training to get some extra Heal Potency.
Doctor: This is required to gain the single highest addition to Heal Potency 60%, Doctor Stance is obtained at Master Doctor. I ignored Serotonin Boost and Cure Affliction, thou these would be very useful in some cases in PVP, along with Bacta Cloud. This is a passive build, not an active build.
Note I do not add duration to doctor buffs as I can easily reapply this after 2hrs, and since adding commando for defense the Healing Hate is not a major issue. If I was playing a more active gameplay I would grab Bacta Cloud, and Stasis Field.
Grenadier: This could be passed up but 4 points adds 4% Dodge and 4% Block which is a nice little boost to defenses.
Note you could remove these 4 points to place them elsewhere to have more active gameplay.
Squad Leader: Provides some of the best buffs ingame and synergies well with Doctor. At the bottom of the tree Experience Leadership provides additional Heal Potency, you gain Bacta Surge which is a second AoE heal, and Defibrillator providing yet another Resurrect in combat.
Note you also get a target buff Innoculation which grants an additional 15% Heal Potency, you could stack with with Commando First Aid Training to push Heal Potency even higher. Also this is where your debuff purge and DoT purge are located. Also I do not run Scatter on my macro, instead I use Charge, this could be optomized with a better macro that would place them back to back.
Stats with buffs and gear:
Entertainer Inspiration: 15% Heal Potency, 300 Luck.
Drink: Flameout 210 Agility, 3% Strikethrough.
Food: Scrimpi 11% Heal Potency, 40 Stamina.
PuPs: 14% Heal Potency, 14% Heal Potency, 14% Heal Potency.
GCW Flag: 2% Dodge, 2% Glancing Blow, 5% Critical Chance, 100 Agility, 100 Precision, 100 Constitution, 100 Luck.
Stim (Squad Leader): Tactical Serum 100 Constitution, 7% Critical Chance, 5% Dodge, 7% Action Cost Reduction, 7% Damage Increase.
Mustafar Injector: 100 Strength, 100 Precision.
Familiar: Gackle Bat: 50 Strength, 50 Precision.
Favor of the Elders: 50 Precision, 50 Strength, 50 Agility, 50 Constitution.
Lasting Performance (Entertainer): 150 Constitution, 5% Action Cost Reduction.
Experience Leadership (Squad Leader): 10% Action Cost Reduction, 10% Damage Increase, 10% Damage Decrease, 10% Healing (Potency).
Drill Master (Squad Leader): 5% Damage Increase, 5% Action Cost Reduction.
Focus Fire (Squad Leader): 5% Bypass Armor (Strikethrough), 32% Strikethrough Value, 5% Critical Chance.
Tactics (Squad Leader): 5% Dodge, 70 Constitution, 10% Reduced Chance Critical Hit (Critical Hit Reduction).
Junk Dealer Bonus (Smuggler): 50 Luck, 50 Precision, 6% Reduced Damage Taken (*Does Not Display on stat page).
Doctor Buffs: (All 7) 10% Block, 200 Block Value, 5% Dodge, 80 Precision, 250 Stamina, 250 Constitution, 80 Strength, 80 Agility.
Backpack: Belt of Bodo Baas 50 Strength, 50 Precision, 50 Luck, 50 Constitution.
Baked Exotics: (All 2) 1% Heal Potency.
Exotic Attachments: (All 3) 4% Healing Potency, 35 Luck, 35 Agility.
Regular Attachments including Bandolier/Belt: (All 9) 35 Agility, 35 Luck, 35 Strength.
Innoculation (Squad Leader): 15% Heal Potency.
Doctor Stance (Doctor): 60% Heal Potency, 20% Glancing Blow, -40% Damage Output.
Jewelry Set: (General's) 50% Reduction in Group Buff Cooldowns, 20% Swift Heal Chance, 5 Rally Point Duration, 20% Group Buff Action Cost Reduction, 30 sec +15 Cooldown Reduction to Synaptic Stimulator and Environmental Purge, 20% Chance of Inspired Action.
Stats above reflect old Dual Wield with double exotic attachment weapons, prior to Chapter 4. This removed 5% Healing Potency, 35 Luck, 35 Agility.
Final Notes:
Why the choice of Agility/Luck/Strength attachments, Luck is very powerful as noted in my previous guide but needs to be around 15% or more to be powerful sadly this build falls short, but there still is enough to make heals cost 0 action and with the General's Jewelry set you get decent Swift Heal Chance. Agility is needed to achieve close to 50% Dodge which I feel is good defense in PVE. Strength provides Block Chance, and Block Value, you need enough Block Chance to make defenses work while Block Value is an added bonus, I recommend a minimum of 35% Block Chance in addition to 45%+ Dodge/Evasion for PVE tanking sadly this build falls short but is compensated with added Glancing Blow from Doctor Stance. To make this even more powerful of a Doctor I would get First Responder Jewelry set and push the Swift Heal Chance even higher along with improved Resurrection cooldown.
*6% Reduced Damage Taken (*Does Not Display on stat page) - After a discussion with the dev team, it does apply but doesn't display at this time. "Its mechanically the same exact stat." as Damage Decrease.
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