Scoundrel

Discipline Guides

Please note the links below are currently to 6.x class guides. Updated guides are in progress.

Combat Style Legendary Implants

Legendary Implants can be purchased and upgraded on the fleet in the Supplies section. A player can equip two implants and so can equip up to two Legendary Implant bonuses.

Locked and Loaded Package

Ranged and tech damage and healing is increased by 5%. Package contains Alacrity Rating.

Comments: Locked and Loaded is a great package for damage and healer disciplines since it provides a flat 5% buff to both. Highly recommended.

Mini Shield Package

Activating Shield Probe creates an absorb shield around each ally within 5 meters, lasting up to 10 seconds and absorbing damage. Package contains Absorption and Defense. (The second/tertiary is likely a bug and should be fixed.)

Comments: The Mini Shield Package is weird in that it is clearly intended to be a mitigation option but it contains mitigation tertiary stats, which are useless for Scoundrels, Operatives, Gunslingers and Snipers since they do not have a tank discipline. I assume this is a mistake and it will be fixed to assign Alacrity Rating or Critical Rating. Even if that takes place, I would not recommend this implant since buffing group survivability is a poor choice for healers and damage dealers who should focus on improving their primary role.

Aggressive Treatment Package

Toxic Haze heals any allies standing inside it. Package contains Alacrity Rating.

Comments: Aggressive Treatment is a cool group healing option. I do not recommend it for primary use and due to the need to upgrade implant item rating would not really recommend it at all until later in the expansion when a player might otherwise be capping on materials that could be used to upgrade a secondary implant.

Field Medic’s Package

Activating a healing ability has a 15% chance to grant Field Medic’s Critical Bonus which causes your next Kolto Injection to be a critical. This effect can only occur once every 30 seconds. Package contains Critical Rating.

Comments: Field Medic's is a nice healing benefit but it is inferior to Locked and Loaded's flat 5% buff to healing and Tactician's 10% critical buff.

Tactician Package

Gaining a Tactical Advantage increases your critical chance by 10% for 10 seconds. Package contains Alacrity Rating.

Comments: Tactician is great option for both damage and healer disciplines since higher critical benefits both. I recommend for all disciplines.

Tactician’s Focus Package

Dealing critical damage with Veiled Strike or Lethal Strike grants Tactician’s Focus, making your next Laceration or Corrosive Assault critically hit. This effect can’t occur more than once every 30 seconds. Package contains Alacrity Rating.

Comments: Tactician's Focus is nice but one critical hit every 30 seconds provides a relatively small damage increase so is not an optimal selection.

Trapper Package

Toxic Haze refunds a Tactical Advantage and it no longer costs energy. Package contains Critical Rating.

Comments: Trapper is a nice damage increase but Toxic Haze is not that useful in most circumstances though it is more useful for Ruffian than other disciplines. Locked and Loaded and Tactician are both way better.

Combat Style Tacticals

Unless otherwise noted, all tacticals can be purchased on the fleet in the Supplies area for 3,000 Tech Fragments and 1,000,000 credits. They may also be available from Kai Zykken in his rotating inventory for 2,000 Tech Fragments and 1,000,000 credits.

Combat Medic Training

Crafted by Armstech.

Heartrigger Patch becomes instant cast and Kolto Pack can be cast while moving.

Comments: Situationally useful for healers for movement heavy encounters, but unlikely to be taken given the very strong tacticals available to healers.

Augmented Holocomm

Trick Move gains an additional charge.

Comments: This tactical could have very situational use in PVP for Huttball maps to quickly ping pong across a map to score. Otherwise it is not recommended.

Surgical Shiv

Half of Blaster Whip's and Bludgeon's damage heals you.

Comments: Sounds nice but early testing suggests it is effectively providing a 1-2% heal every 4-5 GCDs, which is barely noticeable.