Scoundrel

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.

  • Class Role: Heal, Damage
  • Weapon: Blaster Pistol, Scattergun
  • Armor: Medium
  • Resource: Energy

Related

61 abilities found (50 displayed) – Try filtering your results
NameLevelClassCostRangeCooldown
Scamper
51Scoundrel25 Energy
Heartrigger Patch
50Scoundrel30 meters300 secs
Smuggle
42Scoundrel180 secs
Shoot First
36Scoundrel17 Energy4 meters7.5 secs
Tendon Blast
26Scoundrel10 Energy10 meters12 secs
Triage
24Scoundrel10 Energy30 meters4.5 secs
Disappearing Act
22Scoundrel120 secs
Sneak
22Scoundrel60 secs
Tranquilizer
20Scoundrel20 Energy10 meters
Diagnostic Scan
18Scoundrel30 meters
Pugnacity
16Scoundrel120 secs
Kolto Pack
14Scoundrel25 Energy30 meters9 secs
Blaster Volley
12Scoundrel20 Energy
Back Blast
10Scoundrel10 Energy4 meters12 secs
Blasters Blazing
10Scoundrel
Defibrillator
10Scoundrel
Stealth
10Scoundrel
Street Tough
10Scoundrel
Underworld Medicine
10Scoundrel25 Energy30 meters
Upper Hand
10Scoundrel
Weapon Proficiency: Scattergun
10Scoundrel
Emergency Medpac
1Scoundrel30 meters
Flechette Round
1Scoundrel15 Energy1.5 secs
Flying Fists
1Scoundrel
Hemorrhaging Blast
1Scoundrel10 meters15 secs
Kolto Cloud
1Scoundrel30 Energy30 meters15 secs
Shrap Bomb
1Scoundrel10 Energy30 meters
Slow-release Medpac
1Scoundrel15 Energy30 meters
Sucker Punch
1Scoundrel15 Energy4 meters
Wounding Shots
1Scoundrel25 Energy10 meters
Concussion
Scoundrel
Dirty Trickster
Scoundrel
Emergent Emergencies
Scoundrel
Exploratory Surgery
Scoundrel
Feelin' Woozy
Scoundrel
Fight or Flight
Scoundrel
Fighting Spirit
Scoundrel
Flash Powder
Scoundrel
Flee the Scene
Scoundrel
Holdout Defense
Scoundrel
K.O.
Scoundrel
Keep Cool
Scoundrel
Med Screen
Scoundrel
Medpac Mastery
Scoundrel
Mortal Wound
Scoundrel
Patient Studies
Scoundrel
Psych Meds
Scoundrel
Pugnacious
Scoundrel
Quick Getaway
Scoundrel
Rolling Punches
Scoundrel
5 NPCs found
NameLevelClassificationLocationReact
Akaavi Spar1StandardE R
Bowdaar1StandardE R
Corso Riggs1StandardE R
Guss Tuno1StandardE R
Risha1StandardE R
20 comments found
+9
By Morgandonor at 2011-11-24 17:30:28

I may get flamed for this, but since DPS Scoundrels are equivalent of WoW Rogues, it may help to understand the TOR counterparts of Rogue abilities.

Shoot First = Ambush

Back Blast = Backstab

Upper Hand = Combo points

Blaster Whip = Sinister Strike - upper hand builder.

Sucker Punch = Eviscerate - Not exactly same, but a upper hand consumer.

Tranquilizer = Sap

Disappearing Act = Vanish

Hemorrhaging Blast = Hemorrhage

@Shubawks - Yes, all healers can be effective main healers. Scoundrels are the HoT (Heal over time) based healers and as per recent theorycrafting, they are the most resource efficient healers on the Republic side.

+1
By Quorrra at 2011-11-28 17:51:48
Be careful, too -- some of the quests are very well integrated to the game and don't annoucne the fact that accepting the quest gives you access to picking your specialization. For Smugglers, it is a character offering you a referral to someone with experience fighting bounty hunters. Don't refuse the quest or you'll be wondering how to pick your AC!
0
By Vampyre at 2011-12-23 09:15:09
As a healing spec scoundrel i have been stacking cunning as my main stat and power as my secondary. From what i can gather, power increases the amount of the heal spell. Atleast that is what the tool tip says in game. not to mention when it comes to the gear you get, just looking at pvp, theres a crit heavy gear ( asume this is for dps spec) , and power heavy gear ( asume for healers).
0
By Kirska at 2011-11-26 19:40:07
Like any other specialization, you have to be level 10 before you can get the quest to pick a specialization.
0
By ardenrn at 2012-01-01 10:07:01

Here's some beginning math on healing with a Scoundrel. My disclaimer is that I am currently level 37, and am wearing quest/commendation badge armor, and I don't know how the math scales as you level. Also, there are other game mechanics that I don't fully understand. For instance, I have a 50% base crit multiplier that I have no idea from where that comes.

On the character sheet, it seems that there are 4 relevant sections of the Tech aspect of the Scoundrel. The Ranged and Defense aspects do not affect healing, and I'm ignoring the PVP section for this comment, so I'm only focusing on the Tech portion of the character sheet. However, if you are a PVP player, you will want to also look at this aspect as it does have an impact on healing in the PVP setting. The relevant sections for my comment are: Bonus Healing, Critical Chance, Critical Multiplier, and Activation Speed.
Bonus Healing:
1 point in Cunning (primary stat) adds 0.14 bonus heal (7.14 points = 1 bonus heal)
1 point in Power adds 0.17 bonus heal (5.88 points = 1 bonus heal)
1 point in Tech Power adds 0.17 bonus heal (5.88 points = 1 bonus heal)
This means that Power and Tech Power are equal in terms of impact on bonus healing.

Critical Chance: This is the increased chance that your heal will be a critical hit.
1 point in Cunning adds .0098% (102 points = 1% increase)
1 point in Crit Raiting = .055% (18.18 points = 1% increase)
The Scoundrel "Lucky Shots" buff adds 5% crit chance increase

Critical Multiplier: This is the percentage that a critical hit increases healing amount.
1 point in Surge Rating = .267% (3.74 points = 1% increase)

Activation Speed: This is how quickly you execute skills or how long it takes to channel an ability
1 point in Alacrity Rating = .05% (20 points = 1% Alacrity increase)
Black Market Mods gives a 4% increase in Alacrity

From this, the secondary stats a Sawbones should look for are Power, Tech Power, Crit Rating, Surge Rating, and Alacrity Rating.

-1
By DubbaCV at 2011-11-22 17:59:43

From what I've seen from Beta Testers thus far, presence is primarily related to Companion interactions. You'll want to increase this for much of the solo-questing in the game I would think. However, it seems that each class has a single primary stat that will enhance the capacity and abilities of said class. In this case, it would be Cunning. Alacrity is how fast you do things (think haste from WoW) and I think would be relegated to more a secondary stat. However, I'll include more accurate information after I can get my hands on the class during the Stress Test beta weekend this weekend.

Update 11-28-2011: Cunning is the primary stat of a Smuggler, regardless of the advanced class you choose. The only consideration I would include is that Aim (Trooper/BH primary stat) also affects Smuggler DPS. While it doesn't provide as much of a benefit as cunning, it could potentially have uses. However, Alacrity, Surge, Crit, and Hit should be considered secondary stats. It appears that a Sawbones Scoundrel is unlikely to stack much Hit; however, given the interplay with Upper Hand and healing, we may find healers trying to achieve a certain hit breakpoint.


Aside: It seems like the "Reply" function isn't working properly as this comment was supposed to be a response to kilzaar's question, but instead posted a new comment instead of chaining to the comment to which I was replying.

-1
By Unformed8 at 2011-12-07 07:53:37
Well how I saw those 3 talent trees is sawbones might be healer, this is ofcourse a theory [/sarcasm], If im seeing things correctly and im just not high on shrooms, scrapper is PVP oriented with alot of quick hard hitting bursty damage while dirty fighting with all of its DoT's seem more of a PvE sustain high dps build.
-1
By Fexhie at 2011-12-25 22:57:51
I can't say for sure what the best stats are for a dps scoundrel but if your healing you want your crit rate to be your primary not power. You could have a heap of power and barely notice the difference in your heals, if at all, since heals seem to randomly generate between an upper and lower number, say 1k to 1.5k. But crits in this game are pretty ludicrous, even without any points into surge you will usually double your normal heal. My crit rate at 50 with some pretty shoddy gear is around 33 percent I am sure after some dungeons and whatnot I will be able to get it closer to 40.
-1
By Sloosh at 2011-12-02 09:25:38
@Morgandonor, thanks for doing that comparison! Been in WoW for years so it helps to see the parallels. I find myself thinking "Oh, so that's just like..." while in TOR all the time. :)
-1
By Mort at 2012-02-13 05:43:23
Believe what you want, all I know is I've been decimating every imp I run into within 8 levels of me, then add in the fact that I can stealth past nearly every sticky situation and its hard to argue this class is unsatisfying or underperforming.
-2
By Schurill at 2011-12-05 22:42:53

Looking at the trees it seems to resemble the trooper/hunter set up were tactics is close in melee spec and assault specialist is more mid range.

Does same hold true here? Scrapper is melee and positional depentant were dirty fighting gives more mid range damage?

tl:dnr who much do i use back blast if i spec dirty fighting?

-2
By Shubawks at 2011-11-23 19:55:55

^ DubbaCV - I've also noticed that.

As for the actual Scoundrel class, does anyone know what kind of limitation they have on healing? If I had a group doing some sort of instance, would it be possible to have a Scoundrel as a main healer role in the group?

-2
By ardenrn at 2012-01-01 10:22:55
@Fexhie, with all due respect, I do not believe that one can say that one healing class is "by far the better" than another. As in other MMO's, each healer class will be "better" in different situations. One will be superior in a fight where the tank is taking all of the damage, one will be superior when the damage is spread across the group. One will be superior when there is a single mob, another when there are multiple mobs. Also, there is much to be said for how one plays the chosen class.
-2
By Gilean82 at 2011-12-02 11:53:04

From my limited play time in the beta, Scoundrels can make excellent main healers and are most comparable to the Resto Druid in WoW. The energy mechanic is a little strange to get used to but consistent use of Upper Hand and Pugnacity makes the healing mechanic very satisfying.

DPS wise these guys play very much like a Rogue (as detailed above). I wish Scatterguns were visible at all times though.

-2
By gutbag at 2012-01-02 14:48:44
well, it kind of has to be copy paste, because smugglers aren't available to empire, and agents aren't available to republic, so it does have to be balanced
-2
By Unformed8 at 2011-12-03 15:35:49
I understand why but kinda sad and disapointed that Operative and Scoundrel are basicly copy pasted ( For balance reasons, abilities and skill tree are just paste + rename ) and just went with it.
It's the safe and easy road.
-2
By MacBuff at 2012-01-27 01:25:58
In response to a couple otherwise unconnected posts: my first character was a merc healer, and on that toon around lvl 40 i realized that power was much more useful to me than crit, then I made the mistake of assuming the same held true for sawbones. Since while leveling it can be hard to gauge stuff like this, didnt reallize till I stsrted hardmodes that crit is INCREDIBLY important for scoundrel healers due to energy conservation. perhaps i would have noticed earlier had i not specced as dps for my first 20 levels, but the regular use of diagnostic scan, properly skill treed (prognosis: critical and patient studies) and reinforced with high critical rating is quite practically a replacement for your basic original #1 button attack, as in no energy cost and low effect, but if u can get it so that most (5/6 is about what i have and am happy with) of your diagnostic scan ticks will restore energy, then during long fights its vital for staying in the game when pugnacity isnt enough and your waiting for cool head to come back. point is, power, for all classes, is not an alternative but an addendum to critical, and how much critical you should have depends on class. smugglers, particularly sawbones, need it more than anyone, whereas I dont think any tanks need very much at all, for example.
in response to to the claim that sage healer is better: bull. the reason it can seem that way is sage is easier. faster, more seductive, I daresay, but like most things scoundrel, when played properly sawbones healing is just as good or better than anybody elses. the trick to smuggler healing is you really do need to be using all your heals: in solo play, you and your companion should both always have an active slow release medpac, more for the chance at the upper hand than for healing, though it is also a good safety blanket. likewise in groups you should try to have 3 active SRM's at any time. use as few underworld medicines as you can, but dont avoid it, again for the sake of the upper hand. your favorite heal ought to be kolto pack, which, in terms of energy consumed and time spent both is more relatively effective than underworld medicine, has a small possibilty of being more effective outright, and in the time it would take for one UM you could instead do a KP plus either an instant emergency or a slow release medpac, thereby giving you more chances for a critical somewhere. diagnostic scan should be used early and often, as energy recovery slows in the lower regions of the energy bar. emergency medpac is good filler for the early parts of a fight, but in latter gamegroups it becomes nigh impossible to simply spam it like you can in solo play and have everbody survive for long, but can still be used as such for select, short periods, most notably while on the verge of a cool head cooldown. kolto cloud is obviously going to be your least used one, but the times to use it are just as obvious. our cleanser, Triage, is also a minor heal and not a prticularly big energy consumer, so there are times where its useful to use it like you would use EM in times you either dont have or have other plans for the upper hand (triage on one group member just to get htem back into the safety zone, then a KP or two on the tank).
yes, its a little complicated. the main things are to get high critical, about 35% works well for me at 50, throw in a DS every spare moment, if only for enough time for one tick on yourself while you get your bearings, treat SRMs as bubbles, but try to stagger their implementation so that thye never take a lot of energy at one time, keep an eye out for the upper hand of course, and anytime you have it stacked without much need for major healing feel free to toss out an EM while you can, presuming you're staying top of your SRMs and/or have time for a blaster whip, and aim for KP over UM.
-2
By jamplans at 2011-12-04 22:57:27
@Unformed8, Would you rather they just have Imperial Agents in the Republic and Empire? At least they changed up the flavor. Hell, they gave Operative Vibroblades and Scoundrels Scatterguns, that's huge!
-2
By Unformed8 at 2011-12-05 07:41:59
Now that you put it that way it is quite significan't without actualy affecting game balance, other is a ninja and the other is just a go lucky with a sawed off.
-3
By Fexhie at 2011-12-25 23:23:09

Also to the above posters, the Sage is by far the better healer. They have stronger heals, damage shield and much much better regen with a bigger "power" pool.....In fact the only thing that scoundrel can do better is spam emergency medpack when they are under 30 percent. They do wear medium armor and they have stealth which I guess makes up for the difference in healing ability. But imo these are mainly pvp abilities and not related to actual healing at all.

None of this means the Scoundrel can not main heal. They are just inferior in most respects to the Sage in straight healing.

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