Scoundrel Sawbones Basics Guide

Sawbones

As an Underworld figure armored with the latest advances in medical technology, the Sawbones Scoundrel is a crucial ally. From healing a single target to many at once, distributing emergency medpacs and clouds of healing kolto, the Sawbones ensures that their crew will endure throughout the heat of battle.

  • Role: Healer
  • Weapon: Blaster Pistol
  • Distance: Long Range
  • Mirror: Operative – Medicine

Sawbones for New Players

  • Sawbones is a healer style, which makes it harder to learn than a damage class for most new players
  •  Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
  • All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
  • However Scoundrel Heals has a second resource to manage called Upper Hand, which makes it slightly trickier to start with
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How to play a Sawbones Scoundrel

You can start playing Sawbones at level 1. To start playing Sawbones, you will need to first create a Scoundrel character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.

Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Sawbones from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.

Below Level 80

Below Level 80

If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.

Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.

Level 80

5 Ability Basic Priority

Not quite ready to learn all your abilities yet? Use this quick 5-ability guide for the Sawbones until you’re ready to read and learn from a true level 80 guide.

  •  Slow-release Medpac is your most important heal as a Sawbones! It’s an unassuming heal-over-time that looks like it doesn’t do much, but at the end of a tough fight a majority of your healing will have come from keeping 2 stacks of this on every player who needs it! Make sure it’s always at least on the tanks, and on other party members including yourself too if you have time.
  •  Underworld Medicine is a pretty standard heal move that you can cast any time, but it’s big strength is that it always grants an Upper Hand, allowing you to use lots of other strong heals right after it.
  •  Kolto Pack is nice because not only is it a bigger heal, it also refreshes your Slow-release medpac, if your target has 2 stacks. It costs an Upper Hand, so if you can’t cast it and don’t know why, try using Underworld Medicine first.
  •  Emergency Medpac is another heal that costs an Upper Hand, but doesn’t do as much healing as Kolto Pack. It’s strength is in it’s ability to refresh the duration of Slow-release Medpac, but only if the target has 2 stacks of Slow-release Medpac on them! The smartest heal to use when a target needs some healing, but not enough to justify a huge costly Kolto Pack. A great spot heal is to use Kolto Pack, then Emergency Medpac, as the former makes the latter stronger.
  •  Diagnostic Scan is less of an important healer ability, and more of a good source of Energy Regeneration. Use this during breaks in healing, as if you are lucky it can help restore some of your energy, which will help you prepare for the future of the fight.

Multiple Allies 

  • Kolto Cloud heals one person plus three others close by, and also makes your heals on them stronger! This can be good to help your tanks and simultaneously top up your melee DPS, to heal a few players taking sustained damage. You can even use it on a single target just to make your other heals stronger on them. As Kolto cloud is a great heal, you’ll want to use it as often as possible until you learn the perfect timing to use it per fight. Need a big emergency heal? Use Kolto Cloud then Emergency Medpac for a guaranteed critical heal with Emergency Medpac.
  •  Kolto Waves is an extremely powerful area heal. It’s usually better to leave a few Slow-release Medpacs to slowly heal a few targets over time, but if the entire group is taking sustained damage, Kolto Waves will do the most overall healing when you all really need it!

Extra Tips

  •  Use Cool Head to get energy back when you run extremely low. This may happen due to using Kolto Pack or Kolto Waves too much.
  •  Triage becomes a pretty important ability for healers as some fights have extremely harmful but cleansable debuffs that go on the group, and it is the healer’s job to cleanse these. In Operations, your group leader can hopefully tell you what the icon of the debuff will be on your friends health bars, if it’s your first time looking for it. Smuggler Healers should never need to use Triage on themselves, because they already have two abilities you can use that will cleanse yourself: you can use Dodge, which is one of your defensive abilities, or use Disappearing Act, your combat stealth, both of which will cleanse you, so you can save Triage for your friends.
  •  Feeling Spicy? Pugnacity is a great buff to your overall healing for 15 seconds, and also generates an Upper Hand which will allow you to use your other abilities!
  •  Feeling EXTRA spicy? Use your Disappearing Act to briefly enter stealth, as exiting stealth will also generate 2 Upper Hands.
  •  Heartrigger Patch is your special combat revive ability. As of the Legacy of the Sith Expansion, only true healers can revive in-combat, every 5 minutes. Usually you will save this for tanks, but if your leader says otherwise or more DPS is needed to finish the fight, target the dead player with this and they can accept a revive at your location!
  • Tranquilizer is a special ability sometimes known as a CC, a Crowd Control, a sleep or a sap. It can only be used while you are stealthed and out of combat, and it is used to put enemies to sleep. Sleeping enemies allows your group to sneak past them, or sometimes just keeps them out of the fight as long as no one attacks them. While you can’t put bosses to sleep, if you are playing Flashpoints, stealthers are often expected to go into stealth and put smaller enemies in-between bosses to sleep.
Level 80

Before You Start…

The Medical Burst Choice at level 23 can be invaluable for a Sawbones that’s focusing on healing a large group. Remember to cast the Underworld Medicine on YOURSELF to spread it to 8 allies around you! You can run or roll between your ranged group and your melee group to share your Medical Burst with them. Probably not needed in Flashpoints, but great for Operations.

IMPORTANT NOTE: Medical Burst has received a significant reduction in healing in update 7.1.1, but is still fairly strong to use in intense AoE damage scenarios: just be careful of running out of energy, use kolto waves more often than you used to.

Level 80 Gear Recommendations
More Information:
Level 80 In-Depth Community Guides

Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!

Guides

Heals

  • Diagnostic Scan - HealLevel 7
  • Underworld Medicine - HealLevel 15
  • Kolto Pack - HealLevel 19
  • Slow-release Medpac - HealLevel 31
  • Kolto Cloud - Area HealLevel 35
  • Emergency Medpac - HealLevel 47
  • Kolto Waves - Area HealLevel 60

Buffs

You can combine your Sawbones buffs with your heals to create powerful combinations.

  • Lucky Shots - Passive Class BuffLevel 1
  • Cool Head - BuffLevel 15
  • Pugnacity - BuffLevel 15
  • Hot Streak - Optional Buff Level 43 Option 3/3Level 43
  • Stack the Deck - Operation BuffLevel 68

Defensive Abilities

Use these abilities to help yourself stay alive. The Scoundrel has these defensive and healing abilities and you'll want to know where they are in a difficult fight.

  • Dodge - DefensiveLevel 23
  • Defense Screen - DefensiveLevel 47

Useful Abilities

These abilities may not be directly for attacking, but they are used heavily by skilled Scoundrels in combat to turn the tide of a fight.

  • Recuperate - Regeneration - Regain health out of battle.Level 1
  • Stealth - Stealth - Enter Stealth to sneak around or sneak up to enemies. Stronger enemies can see you coming, but you can sneak past weaker ones. You can only enter Stealth when you are outside of combat unless you use your Combat Stealth ability.Level 10
  • Escape - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
  • Distraction - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
  • Dirty Kick - Optional Stun Level 27 Option 3/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 27
  • Disappearing Act - Combat Stealth - Enter Stealth while you are in combat, either to run away, to sneak off and heal up, or to take advantage of stealth in the fight. If you enter Combat Stealth while you are alone or all your team mates are dead, the fight may reset.Level 35
  • Tranquilizer - Crowd Control - Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.Level 35
  • Triage - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 51
  • Heartrigger Patch - Combat Revive - Your revive ability helps you bring a fallen group member back to life during combat. Only healer disciplines can revive during combat. You can only use your own combat revive on one of your team members once every five minutes.Level 60
  • Scamper - Movement - Roll forward 12 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. Scamper has 2 ability charges and recharges one charge every 8 seconds.Level 60
  • Smuggle - Optional Stealth Level 68 Option 1/3 - Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.Level 68
  • Flash Grenade - Optional Area Stun Level 68 Option 2/3 - Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.Level 68
  • Trick Move - Optional Movement Level 68 Option 3/3 - Override your stealth generator, generating an Upper Hand and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.Level 68

Tree Choices

As you level up, you will be able to make choices about how you play your Sawbones Scoundrel with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.

Of all the classes, Healers tend to have the most variation when it comes to their favorite ability tree choices. This is due to each fight being very different, and the healer's actual preferences. Some of the factors include whether or not your group has other healers and what types of healers, if you need mobility, if you yourself will be taking lots of damage, and how you actually like to heal. The suggestions below are mainly based on the Theorycrafter's Discord's Suggestions but they are by far not the only options you can use.

You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Sawbones Scoundrel, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Sawbones Scoundrel.

Solo Suggestions
73
68
64
51
43
39
27
23
Flashpoint Suggestions
73
68
64
51
43
39
27
23
Operation Suggestions
73
68
64
51
43
39
27
23

Level 23 Choice: Underworld Medicine Change

Choose from one of three ways that you want Underworld Medicine to change at level 23. Your options are Underworld Tactics, Medical Burst, and Reactive Substance.

Underworld Medicine

Heals a friendly target and grants Upper Hand.

Underworld Tactics

Underworld Medicine heals for 10% more and when used on yourself grants an Upper Hand.

Underworld Medicine heals for 10% more and when used on yourself grants an Upper Hand.

Medical Burst

Underworld Medicine heals up to 8 allies around you when used on yourself.

Underworld Medicine heals up to 8 allies around you when used on yourself.

Reactive Substance

Underworld Medicine applies a reactive substance to the target for 10 seconds. If the target is dealt damage during this time, they heal. Stacks up to 2 times.

Underworld Medicine applies a reactive substance to the target for 10 seconds. If the target is dealt damage during this time, they heal. Stacks up to 2 times.

Solo Suggestion: Medical Burst - Clearing solo content as a healer isn't recommended, but this talent will at least heal your companion when you heal yourself.

Operation Suggestion: Medical Burst - A sawbones healer's biggest strength is in healing large groups. Underworld Medicine being used on yourself to spread it to 8 allies is huge and makes you even better at your best role! Take Reactive substance if your single target healing is more important.

Flashpoint Suggestion: Reactive Substance - A sawbones healer's biggest strength is in healing large groups. That said, in a flashpoint you only have 4 people to heal including yourself. If the tank is the only one really taking any damage, you'll make things easier by taking Reactive Substance.

Level 27 Choice

Choose from one of three Scoundrel abilities at Level 27, you can only have one of these options at any given time. Your options as a Sawbones Scoundrel for the Level 27 choice are Curbing Strategies, Clever Surrender, and Dirty Kick.

Curbing Strategies

Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Lacerating Blast deals 25% more damage.

Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Lacerating Blast deals 25% more damage.

Clever Surrender

Increases the duration of Dodge by 2 seconds. In addition, activating Dodge grants an Upper Hand.

Increases the duration of Dodge by 2 seconds. In addition, activating Dodge grants an Upper Hand.

Dirty Kick

Stuns the target for 4 seconds and deals kinetic damage.

You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.

General Suggestion: Clever Surrender - A stronger Dodge with a free upper hand tied to it is the best choice a healer can make in this tier, due to being able to use the stronger heals right after.

Level 39 Choice: Kolto Cloud Change

Choose from one of three ways that you want Kolto Cloud to change at level 39. Your options are Critical Cloud, Nutrient Rich Technologies, and Kolto Mark.

Kolto Cloud

Heals the target and up to 3 allies within 10 meters over 9 seconds and Invigorates them for 45 seconds. Invigorated targets receive 3% more healing from all sources.

Critical Cloud

For each subsequent target affected by Kolto Cloud, the critical hit chance of Kolto Cloud is increased by 10%.

For each subsequent target affected by Kolto Cloud, the critical hit chance of Kolto Cloud is increased by 10%.

Nutrient Rich Technologies

For each target affected by Kolto Cloud, the cooldown of Pugnacity is reduced by 2 seconds.

For each target affected by Kolto Cloud, the cooldown of Pugnacity is reduced by 2 seconds.

Kolto Mark

The initial target of Kolto Cloud receives 10% increased healing from you for the duration of Kolto Cloud.

The initial target of Kolto Cloud receives 10% increased healing from you for the duration of Kolto Cloud.

Solo Suggestion: Nutrient Rich Technologies - Pugnacity can be used for more than just healing bonuses, so in solo content this is probably your best bet.

Flashpoint Suggestion: Nutrient Rich Technologies - When healing a large group like an operation team, the cooldown on pugnacity is reduced quite a bit so long as you remember to throw some kolto clouds out during raid-wide damage! Take Kolto Mark for better single target.

Operation Suggestion: Nutrient Rich Technologies - When healing a large group like an operation team, the cooldown on pugnacity is reduced quite a bit so long as you remember to throw some kolto clouds out during raid-wide damage! Take Kolto Mark for better single target.

Level 43 Choice

Choose from one of three Scoundrel abilities at Level 43, you can only have one of these options at any given time. Your options as a Sawbones Scoundrel for the Level 43 choice are Healer's Edge, In the Zone, and Hot Streak.

Healer's Edge

Having an Upper Hand increases all damage and healing dealt by 5%.

Having an Upper Hand increases all damage and healing dealt by 5%.

In the Zone

Activating Pugnacity increases your healing done by 15% for 15 seconds.

Activating Pugnacity increases your healing done by 15% for 15 seconds.

Hot Streak

Resets the cooldown of Pugnacity, Kolto Cloud, Triage, and Defense Screen and increases your Mastery by 20% for 15 seconds.

Resets the cooldown of Pugnacity, Kolto Cloud, Triage, and Defense Screen and increases your Mastery by 20% for 15 seconds.

Solo Suggestion: Healer's Edge - The most passive choice in the tier and also the only one that increases damage - best for solo content or players looking to keep sawbones as simple as possible.

Operation Suggestion: In the Zone - This choice is the hardest to work around but may give you the best benefit if you know how to use it. If you line it up with the heaviest 15 seconds of damage taken in a fight, this choice will save the most lives!

Flashpoint Suggestion: Hot Streak - If someone messes up and takes a big spike of unexpected damage, this optional buff can get you back on track pretty quick! Adds complexity to sawbones but a very useful emergency button.

Level 51 Choice

Choose from one of three Scoundrel abilities at Level 51, you can only have one of these options at any given time. Your options as a Sawbones Scoundrel for the Level 51 choice are Flee the Scene, Sneaky, and Scar Tissue.

Flee the Scene

Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds.

Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds.

Sneaky

Increases movement speed by 15% and effective stealth level by 3.

Increases movement speed by 15% and effective stealth level by 3.

Scar Tissue

Increases damage reduction by 5%.

Increases damage reduction by 5%.

Solo Suggestion: Sneaky - As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Scar Tissue.

Flashpoint Suggestion: Scar Tissue - It will make your healers very happy to see a less squishy Scoundrel. Take this by default.

Operation Suggestion: Scar Tissue - It will make your healers very happy to see a less squishy Scoundrel. Take this by default.

Level 64 Choice

Choose from one of three Scoundrel abilities at Level 64, you can only have one of these options at any given time. Your options as a Sawbones Scoundrel for the Level 64 choice are Med Screen, Keep Cool, and Skedaddle.

Med Screen

Your Defense Screen heals you for 5% of your maximum health when it collapses.

Your Defense Screen heals you for 5% of your maximum health when it collapses.

Keep Cool

Cool Head now immediately restores 15 additional energy.

Cool Head now immediately restores 15 additional energy.

Skedaddle

When activated, Disappearing Act grants 2 seconds of Dodge.

When activated, Disappearing Act grants 2 seconds of Dodge.

General Suggestion: Keep Cool - Keep cool is definitely the safest bet to making sure you have enough energy to heal.

Level 68 Choice

Choose from one of three Scoundrel abilities at Level 68, you can only have one of these options at any given time. Your options as a Sawbones Scoundrel for the Level 68 choice are Smuggle, Flash Grenade , and Trick Move.

Smuggle

Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.

Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.

Flash Grenade

Lobs a flash grenade that blinds the target and up to 7 nearby enemies for 8 seconds. Damage causes this effect to end prematurely. When Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.

Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.

Trick Move

Override your stealth generator, generating an Upper Hand and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.

Override your stealth generator, generating an Upper Hand and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.

Solo Suggestion: Trick Move - Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something.

Flashpoint Suggestion: Trick Move - Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.

Operation Suggestion: Trick Move - Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.

Level 73 Choice

Choose from one of three Scoundrel abilities at Level 73, you can only have one of these options at any given time. Your options as a Sawbones Scoundrel for the Level 73 choice are Scramble, Back at Ya, and K.O..

Scramble

Every time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.

Every time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.

Back at Ya

Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active.

Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active.

K.O.

When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.

When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.

Flashpoint Suggestion: Scramble - Scramble provides the best benefit over the duration of a fight for your survivability. Back at Ya may be helpful for some extra damage but trying to reflect damage can be risky on a scoundrel in group content.

Operation Suggestion: Scramble - Scramble provides the best benefit over the duration of a fight for your survivability. Back at Ya may be helpful for some extra damage but trying to reflect damage can be risky on a scoundrel in group content.

Solo Suggestion: K.O. - So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Scramble as it will provide the most defense over time.

All Abilities

All your abilities for the Sawbones Scoundrel.

LvlIconAbility
LvL1
RecuperateRegeneration

Allows you to catch your breath, recovering your health and energy over 15 seconds. This is only usable out of combat.

Regain health out of battle.

LvL1
Exploratory SurgeryHidden Passive

Reduces the activation time of Underworld Medicine by 0.5 seconds and allows it to grant Upper Hand when activated.

Reduces the activation time of Underworld Medicine by 0.5 seconds and allows it to grant Upper Hand when activated.

LvL1
Homegrown PharmacologyHidden Passive

The energy cost of Kolto Cloud is reduced by 5, and targets affected by Kolto Cloud are Invigorated for 45 seconds. Invigorated targets receive 3% more healing from all sources.

The energy cost of Kolto Cloud is reduced by 5, and targets affected by Kolto Cloud are Invigorated for 45 seconds. Invigorated targets receive 3% more healing from all sources.

LvL1
Prognosis: CriticalHidden Passive

Increases the critical chance of Diagnostic Scan and Kolto Waves by 10%

Increases the critical chance of Diagnostic Scan and Kolto Waves by 10%

LvL1
Prolonged PrescriptionHidden Passive

Increases the duration of Slow-release Medpac by 3 seconds. Additionally, Pugnacity grants Prolonged Prescription when activated, making your next Kolto Pack or Underworld Medicine activate instantly.

Increases the duration of Slow-release Medpac by 3 seconds. Additionally, Pugnacity grants Prolonged Prescription when activated, making your next Kolto Pack or Underworld Medicine activate instantly.

LvL1
Puissant PoulticesHidden Passive

Increases the duration of Kolto Cloud by 3 seconds.

Increases the duration of Kolto Cloud by 3 seconds.

LvL1
Psych MedsPassive

Triage now removes negative mental effects and heals the target.

Triage now removes negative mental effects and heals the target.

LvL1
UnderdogPassive

Increases the critical damage dealt by Back Blast, Sucker Punch, Blood Boiler, and Bludgeon by 10%.

Increases the critical damage dealt by Back Blast, Sucker Punch, Blood Boiler, and Bludgeon by 10%.

LvL1
Flurry of BoltsBasic Attack 30m (long range)

Fires a flurry of bolts from your blaster, dealing weapon damage.

Fires a flurry of bolts from your blaster, dealing weapon damage.

LvL1
Blaster WhipAttack 4m (melee range)

Strikes the target with your weapon for kinetic damage.

Strikes the target with your weapon for kinetic damage.

LvL1
Quick ShotAttack 10m (short range)

Blasts a target for weapon damage.

Blasts a target for weapon damage.

LvL1
DefibrillatorPassive

Reduces the cooldown of Revive by 100%.

Reduces the cooldown of Revive by 100%.

LvL1
Lucky ShotsPassive Class Buff

Increases critical hit chance by 5%.

Increases critical hit chance by 5%.

LvL4
Thermal GrenadeArea Attack 30m (long range)

Deals kinetic damage to the primary target and kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.

Deals kinetic damage to the primary target and kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.

LvL7
Diagnostic ScanHeal 30m (long range)

Heals a friendly target over 3 seconds.

Heals a friendly target over 3 seconds.

LvL7
Vital ShotAttack 30m (long range)

Fires a shot that causes the target to bleed, dealing internal damage over 18 seconds.

Fires a shot that causes the target to bleed, dealing internal damage over 18 seconds.

LvL10
StealthStealth

Activates your stealth generator, increasing your stealth level by 15 and making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth.

Enter Stealth to sneak around or sneak up to enemies. Stronger enemies can see you coming, but you can sneak past weaker ones. You can only enter Stealth when you are outside of combat unless you use your Combat Stealth ability.

LvL10
EscapeStun Break

Purges all incapacitating and movement-impairing effects.

If you are stunned and can’t move, you can use this ability to unstun yourself.

LvL10
Back BlastAttack 4m (melee range)

Fires the scattergun point-blank into the target's backside, dealing kinetic damage. Only usable while behind the target. If used from stealth, Back Blast deals more kinetic damage and grants an Upper Hand.

Fires the scattergun point-blank into the target's backside, dealing kinetic damage. Only usable while behind the target. If used from stealth, Back Blast deals more kinetic damage and grants an Upper Hand.

LvL15
Cool HeadBuff

Keeps a cool head, recovering 50 energy over 3 seconds.

Keeps a cool head, recovering 50 energy over 3 seconds.

LvL15
PugnacityBuff

Psych yourself up, immediately gaining Upper Hand and boosting alacrity by 10% for 15 seconds. Pugnacity grants Prolonged Prescription when activated, making your next Kolto Pack or Underworld Medicine activate instantly. Does not break stealth.

Psych yourself up, immediately gaining Upper Hand and boosting alacrity by 10% for 15 seconds. Pugnacity grants Prolonged Prescription when activated, making your next Kolto Pack or Underworld Medicine activate instantly. Does not break stealth.

LvL15
Upper HandPassive

Defeating an opponent or activating Blaster Whip gives you the Upper Hand, enabling the use of exploits for 24 seconds. Up to 2 charges of Upper Hand can exist at once.

Defeating an opponent or activating Blaster Whip gives you the Upper Hand, enabling the use of exploits for 24 seconds. Up to 2 charges of Upper Hand can exist at once.

LvL15
Blasters BlazingPassive

Increases your weapon damage by 20%. In addition, the area damage dealt by Thermal Grenade has been increased by 50%, and Thermal Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard.

Increases your weapon damage by 20%. In addition, the area damage dealt by Thermal Grenade has been increased by 50%, and Thermal Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard.

LvL15
Underworld MedicineHeal 30m (long range)

Heals a friendly target and grants Upper Hand.

Heals a friendly target and grants Upper Hand.

LvL15
Smuggled TechnologyPassive

Reduces the pushback suffered while activating healing abilities by 70%, and reduces the threat generated by heals by 10%. In addition, expending all charges of Scamper grants Unshakable for 4 seconds.

Reduces the pushback suffered while activating healing abilities by 70%, and reduces the threat generated by heals by 10%. In addition, expending all charges of Scamper grants Unshakable for 4 seconds.

LvL15
Lacerating BlastArea Attack 10m (short range)

Fire serrated slugs from your scattergun in a 10-meter cone in front of you, damaging up to 8 targets for kinetic damage and internal bleed damage.

Fire serrated slugs from your scattergun in a 10-meter cone in front of you, damaging up to 8 targets for kinetic damage and internal bleed damage.

LvL19
Kolto PackHeal 30m (long range)

Exploits your Upper Hand to heal the target immediately. Requires and consumes Upper Hand.

Exploits your Upper Hand to heal the target immediately. Requires and consumes Upper Hand.

LvL19
DistractionInterrupt 10m (short range)

Interrupts the target's current action and prevents that ability from being used for 4 seconds.

Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!

LvL23
DodgeDefensive

Increases your chance to dodge melee and ranged attacks by 200% for 6 seconds and lowers threat by a moderate amount. Does not break Stealth.

Increases your chance to dodge melee and ranged attacks by 200% for 6 seconds and lowers threat by a moderate amount. Does not break Stealth.

LvL23
Street ToughPassive

Increases energy regeneration rate by 1 per second. In addition, Dodge will now purge all hostile removable effects when activated.

Increases energy regeneration rate by 1 per second. In addition, Dodge will now purge all hostile removable effects when activated.

LvL23
Underworld TacticsOptional Passive Level 23 Option 1/3

Underworld Medicine heals for 10% more and when used on yourself grants an Upper Hand.

Underworld Medicine heals for 10% more and when used on yourself grants an Upper Hand.

LvL23
Medical BurstOptional Passive Level 23 Option 2/3

Underworld Medicine heals up to 8 allies around you when used on yourself.

Underworld Medicine heals up to 8 allies around you when used on yourself.

Solo Suggestion: Clearing solo content as a healer isn't recommended, but this talent will at least heal your companion when you heal yourself.

Operation Suggestion: A sawbones healer's biggest strength is in healing large groups. Underworld Medicine being used on yourself to spread it to 8 allies is huge and makes you even better at your best role! Take Reactive substance if your single target healing is more important.

LvL23
Reactive SubstanceOptional Passive Level 23 Option 3/3

Underworld Medicine applies a reactive substance to the target for 10 seconds. If the target is dealt damage during this time, they heal. Stacks up to 2 times.

Underworld Medicine applies a reactive substance to the target for 10 seconds. If the target is dealt damage during this time, they heal. Stacks up to 2 times.

Flashpoint Suggestion: A sawbones healer's biggest strength is in healing large groups. That said, in a flashpoint you only have 4 people to heal including yourself. If the tank is the only one really taking any damage, you'll make things easier by taking Reactive Substance.

LvL23
Smuggled Med DeliveryPassive

Exiting Stealth grants 2 stacks of Upper Hand. Additionally, Diagnostic Scan can now be channeled while moving.

Exiting Stealth grants 2 stacks of Upper Hand. Additionally, Diagnostic Scan can now be channeled while moving.

LvL27
BrowbeaterPassive

Increases the damage dealt by Vital Shot and the healing done by Slow-release Medpac by 5%.

Increases the damage dealt by Vital Shot and the healing done by Slow-release Medpac by 5%.

LvL27
Curbing StrategiesOptional Passive Level 27 Option 1/3

Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Lacerating Blast deals 25% more damage.

Quick Shot and Lacerating Blast reduce the movement speed of targets they damage by 40% for 6 seconds. In addition, Lacerating Blast deals 25% more damage.

LvL27
Clever SurrenderOptional Passive Level 27 Option 2/3

Increases the duration of Dodge by 2 seconds. In addition, activating Dodge grants an Upper Hand.

Increases the duration of Dodge by 2 seconds. In addition, activating Dodge grants an Upper Hand.

General Suggestion: A stronger Dodge with a free upper hand tied to it is the best choice a healer can make in this tier, due to being able to use the stronger heals right after.

LvL27
Dirty KickOptional Stun 4m (melee range) Level 27 Option 3/3

Stuns the target for 4 seconds and deals kinetic damage.

You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.

LvL31
Slow-release MedpacHeal 30m (long range)

Injects the target with slow-release medicine that heals over 21 seconds. Stacks up to 2 times.

Injects the target with slow-release medicine that heals over 21 seconds. Stacks up to 2 times.

LvL35
Disappearing ActCombat Stealth

Overloads your stealth generator, immediately exiting combat, purging all hostile removable effects and entering stealth mode. For 10 seconds, you become virtually undetectable.

Enter Stealth while you are in combat, either to run away, to sneak off and heal up, or to take advantage of stealth in the fight. If you enter Combat Stealth while you are alone or all your team mates are dead, the fight may reset.

LvL35
TranquilizerCrowd Control 10m (short range)

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.

Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.

LvL35
Kolto CloudArea Heal 30m (long range)

Heals the target and up to 3 allies within 10 meters over 9 seconds and Invigorates them for 45 seconds. Invigorated targets receive 3% more healing from all sources.

Heals the target and up to 3 allies within 10 meters over 9 seconds and Invigorates them for 45 seconds. Invigorated targets receive 3% more healing from all sources.

LvL35
Medpac MasteryPassive

Each tick of Slow-release Medpac, Kolto Cloud, and Kolto Waves has a 10% chance to grant Upper Hand. This effect cannot occur more than once every 6 seconds.

Each tick of Slow-release Medpac, Kolto Cloud, and Kolto Waves has a 10% chance to grant Upper Hand. This effect cannot occur more than once every 6 seconds.

LvL39
Critical CloudOptional Passive Level 39 Option 1/3

For each subsequent target affected by Kolto Cloud, the critical hit chance of Kolto Cloud is increased by 10%.

For each subsequent target affected by Kolto Cloud, the critical hit chance of Kolto Cloud is increased by 10%.

LvL39
Nutrient Rich TechnologiesOptional Passive Level 39 Option 2/3

For each target affected by Kolto Cloud, the cooldown of Pugnacity is reduced by 2 seconds.

For each target affected by Kolto Cloud, the cooldown of Pugnacity is reduced by 2 seconds.

Solo Suggestion: Pugnacity can be used for more than just healing bonuses, so in solo content this is probably your best bet.

Flashpoint Suggestion: When healing a large group like an operation team, the cooldown on pugnacity is reduced quite a bit so long as you remember to throw some kolto clouds out during raid-wide damage! Take Kolto Mark for better single target.

Operation Suggestion: When healing a large group like an operation team, the cooldown on pugnacity is reduced quite a bit so long as you remember to throw some kolto clouds out during raid-wide damage! Take Kolto Mark for better single target.

LvL39
Kolto MarkOptional Passive Level 39 Option 3/3

The initial target of Kolto Cloud receives 10% increased healing from you for the duration of Kolto Cloud.

The initial target of Kolto Cloud receives 10% increased healing from you for the duration of Kolto Cloud.

LvL43
Healer's EdgeOptional Passive Level 43 Option 1/3

Having an Upper Hand increases all damage and healing dealt by 5%.

Having an Upper Hand increases all damage and healing dealt by 5%.

Solo Suggestion: The most passive choice in the tier and also the only one that increases damage - best for solo content or players looking to keep sawbones as simple as possible.

LvL43
In the ZoneOptional Passive Level 43 Option 2/3

Activating Pugnacity increases your healing done by 15% for 15 seconds.

Activating Pugnacity increases your healing done by 15% for 15 seconds.

Operation Suggestion: This choice is the hardest to work around but may give you the best benefit if you know how to use it. If you line it up with the heaviest 15 seconds of damage taken in a fight, this choice will save the most lives!

LvL43
Hot StreakOptional Buff Level 43 Option 3/3

Resets the cooldown of Pugnacity, Kolto Cloud, Triage, and Defense Screen and increases your Mastery by 20% for 15 seconds.

Resets the cooldown of Pugnacity, Kolto Cloud, Triage, and Defense Screen and increases your Mastery by 20% for 15 seconds.

Flashpoint Suggestion: If someone messes up and takes a big spike of unexpected damage, this optional buff can get you back on track pretty quick! Adds complexity to sawbones but a very useful emergency button.

LvL43
Patient StudiesPassive

Increases the speed at which Diagnostic Scan channels by 30%. In addition, critical Diagnostic Scan heals restore 2 energy.

Increases the speed at which Diagnostic Scan channels by 30%. In addition, critical Diagnostic Scan heals restore 2 energy.

LvL47
Emergency MedpacHeal 30m (long range)

Exploits Upper Hand to instantly heal the target. Requires and consumes Upper Hand.

Exploits Upper Hand to instantly heal the target. Requires and consumes Upper Hand.

LvL47
Element of SurprisePassive

Increases the critical chance of Kolto Pack, Back Blast, and Point Blank Shot by 15%.

Increases the critical chance of Kolto Pack, Back Blast, and Point Blank Shot by 15%.

LvL47
Defense ScreenDefensive

Projects a defense field around yourself for up to 10 seconds, which absorbs damage. Does not break stealth.

Projects a defense field around yourself for up to 10 seconds, which absorbs damage. Does not break stealth.

LvL51
TriageCleanse 30m (long range)

Cleanses a friendly target of up to 2 negative tech or physical effects.

Your cleanse can help remove harmful effects from you or other players.

LvL51
Flee the SceneOptional Passive Level 51 Option 1/3

Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds.

Reduces the cooldown of Disappearing Act by 30 seconds and activating Disappearing Act increases movement speed by 50% for 6 seconds.

LvL51
SneakyOptional Passive Level 51 Option 2/3

Increases movement speed by 15% and effective stealth level by 3.

Increases movement speed by 15% and effective stealth level by 3.

Solo Suggestion: As a stealth combat style, this may speed up your grindable solo content farms a little bit. For real tangible benefit in combat, take Scar Tissue.

LvL51
Scar TissueOptional Passive Level 51 Option 3/3

Increases damage reduction by 5%.

Increases damage reduction by 5%.

Flashpoint Suggestion: It will make your healers very happy to see a less squishy Scoundrel. Take this by default.

Operation Suggestion: It will make your healers very happy to see a less squishy Scoundrel. Take this by default.

LvL51
Emergent EmergenciesPassive

Increases the max stack limit of Upper Hand by 1. In addition, Emergency Medpac immediately regrants Upper Hand once every 10 seconds.

Increases the max stack limit of Upper Hand by 1. In addition, Emergency Medpac immediately regrants Upper Hand once every 10 seconds.

LvL60
Kolto WavesArea Heal 30m (long range)

Heals up to 8 allies that remain within 8 meters of the targeted area over the channel duration. Depletes 28 energy over the duration of the channel.

Heals up to 8 allies that remain within 8 meters of the targeted area over the channel duration. Depletes 28 energy over the duration of the channel.

LvL60
Heartrigger PatchCombat Revive 30m (long range)

Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, you can not use combat revival for 5 minutes.

Your revive ability helps you bring a fallen group member back to life during combat. Only healer disciplines can revive during combat. You can only use your own combat revive on one of your team members once every five minutes.

LvL60
ScamperMovement 12m

Roll forward 12 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. Scamper has 2 ability charges and recharges one charge every 8 seconds.

Roll forward 12 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered. Scamper has 2 ability charges and recharges one charge every 8 seconds.

LvL60
Accomplished SawbonesPassive

Increases the critical healing bonus of Underworld Medicine and Kolto Pack by 10%. In addition, healing a target with Emergency Medpac or Kolto Pack will refresh the duration of your Slow-release Medpac on that target, if that target has 2 stacks of your Slow-release Medpac.

Increases the critical healing bonus of Underworld Medicine and Kolto Pack by 10%. In addition, healing a target with Emergency Medpac or Kolto Pack will refresh the duration of your Slow-release Medpac on that target, if that target has 2 stacks of your Slow-release Medpac.

LvL64
Med ScreenOptional Passive Level 64 Option 1/3

Your Defense Screen heals you for 5% of your maximum health when it collapses.

Your Defense Screen heals you for 5% of your maximum health when it collapses.

LvL64
Keep CoolOptional Passive Level 64 Option 2/3

Cool Head now immediately restores 15 additional energy.

Cool Head now immediately restores 15 additional energy.

General Suggestion: Keep cool is definitely the safest bet to making sure you have enough energy to heal.

LvL64
SkedaddleOptional Passive Level 64 Option 3/3

When activated, Disappearing Act grants 2 seconds of Dodge.

When activated, Disappearing Act grants 2 seconds of Dodge.

LvL68
SmuggleOptional Stealth Level 68 Option 1/3

Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.

Cloaks all group members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat. Only usable while in stealth mode.

LvL68
Flash Grenade Optional Area Stun 10m (short range) Level 68 Option 2/3

Lobs a flash grenade that blinds the target and up to 7 nearby enemies for 8 seconds. Damage causes this effect to end prematurely. When Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.

Stuns allow you to knock enemies out of the fight temporarily. Some stuns break on damage - so if you attack the enemy while they are stunned with any type of attack, they will no longer be stunned.

LvL68
Trick MoveOptional Movement 30m (long range) Level 68 Option 3/3

Override your stealth generator, generating an Upper Hand and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.

Override your stealth generator, generating an Upper Hand and quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for 3 seconds. Can be used while immobilized and purges any movement impairing effects. Does not break stealth. Cannot be used against enemy targets in cover.

Solo Suggestion: Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something.

Flashpoint Suggestion: Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.

Operation Suggestion: Trick move generating an Upper Hand makes it rotationally important right off the bat. The mobility component is a cool bonus too! Definitely take this by default unless you really need an AoE stun for something or are helping your less sneaky group members get around enemies.

LvL68
Healing HandPassive

Increases the critical chance of Slow-release Medpac by 3%. Additionally, Kolto Pack makes its target resistant for 45 seconds. Resistant targets have their elemental and internal damage reduction increased by 3%.

Increases the critical chance of Slow-release Medpac by 3%. Additionally, Kolto Pack makes its target resistant for 45 seconds. Resistant targets have their elemental and internal damage reduction increased by 3%.

LvL68
Stack the DeckOperation Buff

Exploits Upper Hand to Stack the Deck for you and your Operation Group members within 40 meters, increasing critical chance by 10% for 10 seconds. Does not break stealth. Those affected by Stack the Deck become Short on Luck and cannot regain Stack the Deck for 5 minutes.

Exploits Upper Hand to Stack the Deck for you and your Operation Group members within 40 meters, increasing critical chance by 10% for 10 seconds. Does not break stealth. Those affected by Stack the Deck become Short on Luck and cannot regain Stack the Deck for 5 minutes.

LvL73
BushwhackArea Attack 30m (long range)

Exploits Upper Hand to call in droids that fill the target area with spinning blades, dealing internal bleed damage to up to 8 enemy targets within 8 meters over 6 seconds. The blades stun standard and weak enemies for 6 seconds. Requires and consumes Upper Hand.

Exploits Upper Hand to call in droids that fill the target area with spinning blades, dealing internal bleed damage to up to 8 enemy targets within 8 meters over 6 seconds. The blades stun standard and weak enemies for 6 seconds. Requires and consumes Upper Hand.

LvL73
ScrambleOptional Passive Level 73 Option 1/3

Every time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.

Every time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.

Flashpoint Suggestion: Scramble provides the best benefit over the duration of a fight for your survivability. Back at Ya may be helpful for some extra damage but trying to reflect damage can be risky on a scoundrel in group content.

Operation Suggestion: Scramble provides the best benefit over the duration of a fight for your survivability. Back at Ya may be helpful for some extra damage but trying to reflect damage can be risky on a scoundrel in group content.

LvL73
Back at YaOptional Passive Level 73 Option 2/3

Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active.

Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active.

LvL73
K.O.Optional Passive Level 73 Option 3/3

When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.

When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.

Solo Suggestion: So long as your enemy isn't immune to the effects, the stuns resulting from this choice may help some tough solo fights to be easier at the start. If they're immune anyway, go ahead and take Scramble as it will provide the most defense over time.

LvL73
Bedside MannerPassive

Exploiting an Upper Hand with a healing ability increases all healing done by 3% for 6 seconds. In addition, the range of Bushwhack is increased by 30 meters.

Exploiting an Upper Hand with a healing ability increases all healing done by 3% for 6 seconds. In addition, the range of Bushwhack is increased by 30 meters.

LvL78
Bootlegged RemedyPassive

Kolto Pack grants Bootlegged Remedy, increasing the critical chance of your next Emergency Medpac by 100%. This effect can only occur once every 18 seconds.

Kolto Pack grants Bootlegged Remedy, increasing the critical chance of your next Emergency Medpac by 100%. This effect can only occur once every 18 seconds.

Milestones

  • At Level 15 you will get your first exclusive ability only the Sawbones Scoundrel has, it will be called Underworld Medicine.
  • At Level 23 you will get to choose a way to change how Underworld Medicine works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Sawbones Ability Tree on the right.
  • At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
  • At Level 47 you will get your second exclusive ability only the Sawbones Scoundrel gets, it will be called Kolto Cloud.
  • At Level 39 you will get to choose a way to change how Kolto Cloud works from three different options in your Ability Tree.
  • At Level 47 and 60 you will get your last two exclusive abilities only the Sawbones Scoundrel has, Emergency Medpac and Kolto Waves.
  • At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
  • At Level 43, 51, 64, 68 you will get to make additional choices for your Scoundrel.
  • All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.
Learn Your Class
Combat StyleDisciplineRoleDisciplineCombat Style
SentinelWatchman DOT DamageAnnihilationMarauder
Combat Burst DamageCarnage
Concentration Burst DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DOT (AOE) DamageVengeance
Focus Burst DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration Burst DamageDeception
Serenity DOT DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics Burst DamageLightning
Balance DOT DamageMadness
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DOT DamagePyrotech
Tactics
Burst DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery Burst DamageArsenal
Assault Specialist DOT DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper Burst DamageConcealment
Ruffian DOT DamageLethality
GunslingerSharpshooter Burst DamageMarksmanshipSniper
Saboteur DOT DamageEngineering
Dirty Fighting DOT DamageVirulence
Learn Your Mirror
Combat StyleDisciplineRoleDisciplineCombat Style
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DamagePyrotech
Tactics
DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery DamageArsenal
Assault Specialist DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper DamageConcealment
Ruffian DamageLethality
GunslingerSharpshooter DamageMarksmanshipSniper
Saboteur DamageEngineering
Dirty Fighting DamageVirulence
SentinelWatchman DamageAnnihilationMarauder
Combat DamageCarnage
Concentration DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DamageVengeance
Focus DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration DamageDeception
Serenity DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics DamageLightning
Balance DamageMadness

Thank you...

Two:

Thank you to these players who have submitted cool screenshots of their Imperial Agent characters:

@saoirse_ie (Main Image & Operative), @MagSulDeruyter (Marksmanship), @MagSulDeruyter (Virulence), @kivurikardok (Operative), @Darth_Amarth (Medicine), @JacksonM95 (Engineering), @BeardMan_Roy (Sniper), @M3KON_ (Combat), @M3KON_ (Armor & Weapons), @loreleif, Swtorista (Concealment), Swtorista (Lethality), Swtorista (companions)

Thank you to these players who have submitted cool screenshots of their Trooper characters:

@Failtasmagoria (Main Image), @ravendas2_0 (blue armor red hair), Pathrik I think (aqua glow), @OurManOnEarth (Species), @agentcupholder (Gunnery), @phyreblade (Combat Medic), @agentcupholder (Story), @PanagiotisLial1 (Commando), @DBSaitre (Assault Specialist), @tomlewookie (Plasmatech), @Caelvin_Dulany (Vanguard), Swtorista (Shield Specialist), @tomlewookie (Armor & Weapons), @adsinmalgusland (Combat), @phyreblade (Companions)

Thank you to these players who have submitted cool screenshots of their Smuggler characters:

@AlexDGeslin (Gunslinger), @rebelrealcanon (Ruffian), @Kayeri (Scoundrel & Main Image), @adsinmalgusland (Story), @phyreblade (Sawbones), @Nathswtor (Saboteur), @PequeClonSW (Dirty Fighting), @MagSulDeruyter (Scrapper), @WardenVakarian (Species), @gh0uldude (Combat), @gh0uldude (Armor & Weapons), Swtorista (Sharpshooter), @MagSulDeruyter (Nar Shaddaa), Swtorista (Companions)

Thank you to these players who have submitted cool screenshots of their Bounty Hunter characters:

@M3KON_ (Main Image), @adsinmalgusland (Species), @ShintarCommando (Advanced Prototype), @rebelrealcanon (Combat), @Kayeri (Powertech), @DHGamerMR (Armor & Weapons), @JamieD1138 (Innovative Ordnance), @phyreblade (Bodyguard), @SkyKard (Shield Tech), @GatoHacker (Story),  @Nyethux (Purotech), Swtorista (Arsenal), Swtorista (Mercenary), Swtorista (Companions)

Thank you to these players who helped look over the summaries for their favorite tech disciplines:

@Eksys, @ASadiablo, @CT7056, PatrikOfHavoc, Daghdha, Aflixion Starr, @TodayinTor, @DumaarShay, @BinaryNine, @Duccisan, @gh0uldude, @Kagetheorc, @Encurez, @zer0_pe,

Thank you to Zahk for writing the initial round of 5-button rotations, Merlyn for providing first-look feedback, and Mark Biggs for giving a final lookover of the rotations.

  And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!