Quick Facts

  • Requires level 14


Kolto filled droids (Cal <Legion>)


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Kolto Infusion

Kolto Infusion
Activation: 2 secs
Energy: 20
Cooldown: 9s
Range: 30 m
Executes your Tactical Advantage to heal the target immediately for 55 - 104 followed by 128 over 9 seconds. Requires and consumes Tactical Advantage.

Note: Damage and healing values are based off a level 50 character in green gear. Our staff are still adjusting and adding effects to the formulas, so bear with us as we continue to improve these numbers for launch.

Ability Details

Dispel typen/a
GCD categoryn/a
Cost20 Energy
Range30 meters
Cast time2 seconds
Cooldown9 seconds
GCD0 seconds
Effect details


4 comments found
By VaughnGaming at 2011-11-29 06:51:21
This is a beefy, cheap, quick heal. It's better than Kolto Injection in every way, it just consumes a tactical advantage. For max output and efficiency try to be mindful of your Tactical Advantage and use this ability before Injection.
By Ekips at 2011-12-25 13:55:59



That being said, I wish BioWare either lets it cast through, or doesn't let us cast it at all if TA is going to expire before it completes.

A usual strategy I do while healing is I try to always keep at least one stack of TA for Medical Consult's healing buff, and Infusion rather than Injection when I only have one stack.

Things get more complex with Medical Engineering's ICD and Surgical Precision, but pre-25, that's the plan.

By moaradin at 2011-12-28 04:11:43
Becomes pretty useless once you get surgical probe. Kolto Infusion cost slightly less than Injection, heals for less, and consumes a Tactical Advantage. Surgical Probe is instant, cost nothing but Tactical Advantage, and only heals slightly less than Infusion once it's talented.
By Obliviladin at 2012-01-30 19:05:22

kolto infusion is worthless! read what moaradin put. tactical advantage should only be consumed for using either surgical probe, or stim boost.

I'm at level 50 and this is what my abilities base heals and costs are at as an operative healer.
Kolto injection base heal: 2171 - 2471, cost: 25 energy
Kolto infusion base heal: 1868 - 2169, cost: 20 energy
Surgical Probe base heal: 802 - 1036, cost: 0 energy

When above 60% energy, you gain 5 energy per second. You ALWAYS want to stay above 60% energy to have constant heals and the best way to do this is by spacing out all your heals with Surgical Probe. If talented, Kolto injection has a 100% chance to grant a tactical advantage, so you can always throw a Surgical Probe afterwards. Even though Kolto injection costs 5 energy more than infusion, throwing a surgical probe right afterwards will trigger a global cooldown which lasts 1.5 seconds long. If you are above 60% energy 1.5 seconds is enough time to regain 7.25 energy, so spending the extra 5 energy for kolto injection is worth the energy cost while healing a lot more as well.

The only thing i see kolto infusion becoming useful for is when you get the tier set granting it 15% more crit chance. But even with that IT STILL SUCKS!

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