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.
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.
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.
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.
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.
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.