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
- Abilities (61)Abilities (61)
- Companions (5)Companions (5)
- Comments (20)Comments (20)
- Screenshots (3)Screenshots (3)
- Videos (1)Videos (1)
| Name | Level | Classification | Location | React |
|---|---|---|---|---|
| Akaavi Spar | 1 | Standard | E R | |
| Bowdaar | 1 | Standard | E R | |
| Corso Riggs | 1 | Standard | E R | |
| Guss Tuno | 1 | Standard | E R | |
| Risha | 1 | Standard | E R |
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.
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.
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?
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.
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.
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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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.