- "The Scoundrel doesn’t have time for polite and doesn’t do fair fight. In addition to a trusty blaster, the Scoundrel packs a stealth belt, a scattergun and a medpac–everything you need to get in, knock the enemy for a loop and get out alive. All Scoundrels learn how to move stealthily–sneaking past or surprising enemies–and various close-quarters fighting techniques that do damage at short range and prevent an enemy from fleeing. Scoundrels can also opt to learn the skills of the Scrapper, using scatterguns to deal even more damage close-up; the Sawbones, applying medicine and damage prevention techniques to heal and protect allies; and Dirty Fighting, crippling and bleeding opponents using underhanded tactics."
- ―In-game Codex (Game Rules)
- For information on this subject beyond The Old Republic, see: Scoundrel on Wookieepedia
The Scoundrel doesn't have time for politeness or a fair fight. In addition to his trusty blaster the Scoundrel packs a stealth belt, a scattergun and a med pack--everything he needs to get in, knock the enemy for a loop and get out alive. Being invisible works best, but even when Sith fly through the air-waving Lightsabers all they get to do is look surprised as the Scoundrel's scattergun sends them back the way they came. The Scoundrel always shoots first.
- Blaster ‘Shot Gun’
- Stealth / Cover system / Medicine
- Burst ranged damage or Healing
Although Scrapper and Dirty Fighting(Scoundrel) have quite a few ranged abilities, both specs require that you are in Melee/Close range (10 meters or less) with your target in order to achieve maximum DPS. Unlike the Sniper/Gunslinger who have 35 meters of range, Operative/Scoundrel are very short range DPS.
Don't let the storyline fool you. The Sawbones is a group healer with no apologies. This specialty retains just enough offense for the occasional solo quest run, but your healing ability makes you welcome in any group.
Using the right sort of healing at the right time will make the damage dealers and tanks feel like kings, and that's what keeps them happy.
First off, your heal-over-time (referred to as HoT after this) are a staple for your heavy tank. It stacks twice and has an 18s duration, meaning you can put it on your tank before the fight even starts and he'll be good for a bit on his own. These are also a cheap way to heal up after a fight.
Your next most important heals are your big, single target heals. This will be what keeps the tank standing in a boss fight or when he's got a dozen enemies on him at once. Save your power for these, as they'll empty you fast. But when you need it, nothing else will do.
In order to preserve your power for those big heals, using your channeled heal (can't do anything else but it consumes no power) and your upper-hand heal (cheap, but consumes upper hand to cast) is important.
Be careful of your AE (area effect) heal, as it is almost guaranteed to put threat on you unless you have a good tank. Still, when your group is taking AE damage, and AE heal is just what is needed. Top it off with your insta-HoT and smile as your enemy's best efforts melt away.
Knowing when the big damage is coming is important, so that you can plan ahead to have a full power bar and preloaded upper-hand. Don't be afraid to let the group know if you're unfamiliar with a scenario. They'll be a lot happier coaching you, and surviving, than wiping out because they thought you knew what was coming.
When a fight goes bad, and it always does eventually, keep your priorities straight... You can't heal effectively without a tank. If you have to choose between a DPS and the tank, choose the tank. In fact, even if you have to sacrifice yourself, keep the tank standing. Heal him big and drop both HoTs before you fall, and he might be able to finish the fight alone. But I promise you, if the tank falls you're soon to follow. There is no point in keeping yourself up and letting the tank fall. Anything that can hit hard enough to take you and the tank down will make short work of the DPS classes. So ultimately, the healer's job is first and foremost to keep the tank alive. Do this, and all else will fall into place.
Oh yeah, and for the purpose of threat management and durability, "tank" specifically means Shield-Vanguards and Defense-Guardians. Other Vanguards and Guardians, and Kinetic Shadows might do in a pinch, but they're not ideal for the role and will make things harder.
Focuses on stealth and using the scatter gun to sneak in, take out the enemy and sneak out.
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding
Abilities through Level
Below is a list of the abilites that a Scoundrel can learn. Please note that the Scoundrel is still a Smuggler as well, so remember to see what other abilites they will learn from their Smuggler ability list.
|Name||Level Learnt||Cast Time||Cooldown||Energy Cost||Range||Description|
|Back Blast||10||Instant||9s||10||4m||Fires the scattergun point-blank into the target's backside, dealing X kinetic damage. Must be behind the target to use.|
|Blasters Blazing||10||Passive||Passive||N/A||Self||Increases the damage dealt by Quick Shot by 15%.|
|Defibrillator||10||Passive||Passive||N/A||Self||Reduces the cooldown of Revive by 100%.|
|Stealth||10||Passive||Passive||N/A||Self||Activates the stealth generator, making the player and the companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. The companion will not react to enemy attacks while in stealth.|
|Underworld Medicine||10||2.5s||None||25||30m||Heals a friendly target for Z.|
|Upper Hand||10||Passive||Passive||N/A||Self||Defeating an opponent or activating Blaster Whip or Shoot First grants the Upper Hand, increasing all damage dealt by 2% and enabling the use of exploits for 10 seconds. Up to 2 charges of Upper Hand can exist at once.|
|Weapon Proficiency:Scattergun||10||Passive||Passive||N/A||Self||Able to equip scatterguns, shotguns, and flechette launchers.|
|Pugnacity||12||Instant||35s||None||Self||Exploits Upper Hand to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Upper Hand. Does not break Stealth.|
|Diagnostic Scan||12||3s (Channeled)||None||None||30m||Heals a friendly target for Z over 3 seconds.|
|Kolto Pack||14||1.5s||None||20||30m||Exploits Upper Hand, healing a friendly target for Z. Requires and consumes Upper Hand.|
|Blaster Volley||16||Instant||None||20||10m||Exploits Upper Hand to fire a blaster burst that hits up to 5 targets in a 10-meter cone in front of you for X weapon damage. Requires and consumes Upper Hand.|
|Tranquilizer||20||Instant||None||20||10m||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.|
|Sneak||22||Instant||1m||None||Self||Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.|
|Disappearing Act||22||Instant||3m||None||Self||Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.|
|Lucky Dodge||24||Passive||Passive||None||Self||Dodge also removes all hostile removable effects when used.|
|Triage||24||Instant||4.5s||10||30m||Purges a friendly target of up to 2 negative tech or physical effects.|
|Tendon Blast||26||Instant||12s||10||10m||Blasts the target's legs with your scattergun, dealing X kinetic damage and slowing the target's movement speed by 50% for 12 seconds.|
|Shoot First||36||Instant||7.5s||17||4m||Slips out of stealth to blast the target point-blank with the scattergun, dealing X kinetic damage. Must be in stealth and behind a target to use.|
|Smuggle||42||Instant||3m||None||Self + 10m||Cloaks you and party members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat or while already in stealth.|
|Heartrigger Patch||50||1.5s||5m||None||30m||Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.|
Abilites through Skills
|Name||Skill||Cast Time||Cooldown||Energy Cost||Range||Description|
|Slow-Release Medpac||Slow-Release Medpac (Skill)||Instant||None||15||30m||Injects the target will a slow release medicine that heals for X over 18 seconds. Stacks up to 2 times.|
|Emergency Medpac||Emergency Medpac (Skill)||Instant||None||None||30m||Exploits Upper Hand to immediately heal the target for X.|
|Kolto Cloud||Kolto Cloud (Skill)||Instant||12 seconds||30||30m||Heals 4 targets within 10 meters of each other for X over 15 seconds.|