- Swtor Gunslinger Or Scoundrel Dmg 2
- Swtor Class Guide
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- Swtor Smuggler Gunslinger Guide
- Swtor Gunslinger Rotation
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Unless you want to heal, Gunslinger. More fun in any spec for damage, certainly way more effective in PVE content as a damage dealer, and arguably just as good in PVP (though it takes some skill to be a good Gunslinger compared to stealthing and rolling around and harassing the other team as a Scoundrel. They basically have different roles in PVP). The Smuggler has twenty-five different set bonuses available to choose from – 4 sets for Scoundrels, 4 for Gunslingers, 4 that can be worn by Smugglers of any advanced class, and 13 generic set bonus options that can be worn by any class. Some set bonuses only have a matching 2-piece or 4-piece bonus, while. Faction: Republic Class: Smuggler Advanced Class: Scoundrel Combat Proficiency: Sawbones Role: Healer How to choose Sawbones: You can start playing Sawbones at level 1. To start playing Sawbones, you will need to first create your Smuggler Scoundrel character, and once you are ingame, press K on your keyboard to open the Combat Proficiences panel, and choose Sawbones from the three.
Homeworld: Ord Mantell
Areas of Expertise: Blaster weaponry
Weaponry: Blaster Pistols, one reserved for Imperials
Always cheerful and eternally optimistic, Corso Riggs would be the last person most people pegged to be a mercenary. Before he became a soldier-for-hire, Corso lived a relatively quiet life on the frontier of Ord Mantell. Raised in a small ranching community far from the more civilized settlements, Corso had to learn from a young age how to rely on himself. Corso's upbringing also led to him developing a knack of getting himself into trouble, often taking dangerous risks for little reason other than for thrills and a story to tell.
When the separatist uprising spread across Ord Mantell, Corso's community was among the first to be affected. His family was killed while fighting back a separatist raiding party, and when the news of this reached him, Corso returned to his homeworld and vowed revenge on the group's leader. He joined up with a local gangster, quickly becoming both a trusted friend and most reliable muscle.
Despite a hard life that would have broken weaker men, Corso still looks at the galaxy with a light-hearted and unshakeable optimism. Always willing to defend the innocent and fight for a good cause, Corso is loyal to a fault and an invaluable ally to anyone who earns his friendship.
Bonuses: +5 Armstech Critical, +5 Underworld Trading Efficiency
Likes: Protecting the weak, being nice to ladies, punishing bad guys
Dislikes: Hurting for profit, hurting women no matter what they did, working with Sith or Imperials
Primary Stat: Aim
Secondary Stat: Endurance
Primary Weapon: Blaster Pistol of Blaster Rifle
Secondary Weapon: Shield Generator
- Weapon: love
- Military Gear: favorite
- Courting: like, favorite
- Luxury: like
- Technology: like
- Republic Memorabilia: like, favorite
- Imperial Memorabilia: indifferent
- Cultural Artifact: like
- Trophy: like, favorite
- Underworld Good: indifferent
- 'Smugglers are lucky, scrappy and cunning, able to utilize cover and execute powerful Charged Bursts to take down targets at a great distance.
Primary Attribute: Cunning. Cunning increases the damage and critical chances of the Smuggler’s Ranged and Tech powers. This remains so for both the Gunslinger and the Scoundrel Advanced Classes, while the Scoundrel’s Cunning additionally increases the effectiveness of healing powers.
Advanced Classes (Available at level 10): Gunslinger and Scoundrel
Gunslinger (Damage): Gunslingers wield two blasters and attack from cover with abilities like Charged Burst and Sabotage Charge. Gunslingers are extremely powerful when attacking from a secured cover position and receive several abilities that help ensure they remain in cover.
Scoundrel (Damage, Healing): Scoundrels utilize dirty tricks and don’t fight fair, using Stealth to get the jump on targets and attack with close-range abilities like Blaster Whip and Dirty Kick. Scoundrels also make excellent healers when playing the part of the underworld Sawbones.'
- ―In-game Codex (Game Rules)[src]
The Smuggler is one of the four Galactic Republic-aligned playable classes. Along with the Trooper, Smugglers do not rely on the Force itself to get things done, only their guts and guns.
Famous Smugglers include Captain Nico Okarr.
Quick, Clever, Answers to No One
Sometimes luck is more important than skill, but it never hurts to have both.
Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble.
Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart. Whether sweet-talking an attractive alien or bargaining with a hardened criminal contact, the Smuggler’s charm is a notorious asset, and often the ticket to turning around a deteriorating situation. If circumstances get too complicated, though, count on a Smuggler to always have an escape plan. Experienced in flying under the radar, Smugglers are amazingly elusive. Yet when backed into a corner, they quickly become cunning and often deadly combatants.
Above all else, Smugglers make their own destinies. Despite their affinity for credits, Smugglers have been known to turn down lucrative opportunities when the clients have demanded too much control. Some Smugglers are even more discriminating—refusing to work with slavers and representatives of the Sith Empire. It’s a business where one is always looking for trustworthy allies, but they are often few and far between. Whether running an Imperial blockade or shooting down a double-crossing gangster, Smugglers are always flying by the seat of their pants. Every deal carries the chance for wealth beyond their wildest dreams… or an anonymous death in the harsh void of space.
Relations with the Republic
Faced with choosing an allegiance in these uncertain times, Smugglers have been forced to consider the implications of trying to operate under the tight controls imposed by the Sith Empire. Though never the most patriotic members of Republic society, many Smugglers have decided that siding with the Republic is siding with freedom, and of course, freedom is everything.
The Republic has never indulged a systematic prejudice against Smugglers. Generally speaking, they have more commonly tangled with laws and law enforcement measures from specific star systems, not the greater Republic. Thus, it has not been overly difficult for the Jedi and the Republic military to accept Smugglers as allies in resisting the growing dominance of the Sith Empire.
As smart and stealthy as Smugglers might be, surveillance recording from various spaceports and secured warehouses has captured them in the act. These images highlight their ability to adapt to almost any situation. They’re careful and cunning when sneaking into enemy territory, but when caught in the open, whether bluffing or gambling, they appear comfortable staging a courageous stand.
They don’t wear fancy armor or carry high-powered blaster rifles, but Smugglers are outfitted for action nonetheless. Wearing comfortable, flexible clothing with some custom modifications, Smugglers are able to stay light on their feet and quick on the draw. Usually carrying a fast-firing blaster or two, Smugglers have everything they need to shoot their way out of trouble. Though style is rarely their intent, it seems to come naturally to Smugglers, and their dashing duds generally complement their roguish charm.
The Smuggler’s approach to fighting is guileful and improvisational. Preferring to tip the odds in their favor from the start, Smugglers often rely on the element of surprise, using stealth and trickery to catch opponents off guard. Despite the sly tactics, they are more than capable of holding their own in a fair fight. Fast on the draw and a crack shot with a blaster, Smugglers tend to shoot first and be the last ones standing.
Rather than relying on movement-impairing heavy armor, the Smuggler uses nimble footwork and the environment for defensive advantage. Shooting from reflex and instinct, the Smuggler is still a crack shot from any angle. Primarily designed to stun or incapacitate a target for a quick getaway, the tricks of the Smuggler’s trade can also be used to buy a minute for a more carefully aimed, and often quite lethal, head shot. Quick, reckless, and unfailingly lucky, the smuggler can pop out from cover to fire a flurry of blaster bolts at multiple enemies. This maneuver breaks the enemies’ charge and provides cover fire to allow the smugglers’ allies time to set up a coordinated counter-attack.
The Gunslinger focuses on ranged combat using dual pistols. The Saboteur spec focuses on various explosives. He relies on delayed damage and random variations more than the Sharpshooter, but in an extended fight has the potential to do amazing damage. The Sharpshooter spec uses specialized direct shots to attack. The damage is extremely predictable, while not quite as high as the Saboteur. Sharpshooters also tend to have more frontload, meaning they do a lot of their damage at the start of the fight rather than ramping up to it. The Dirty Fighting spec is the opposite, relying on periodic damage and debuffs to truly maximize its output. While the Sharpshooter will have more frontload, a fight that carries out for more than the first rotation of abilities will tend to favor the Dirty Fighter, and the advantage ramps up the longer the fight goes on.
Whichever specialization you choose, the Gunslinger is one of the few cases of a pure class. You do damage, lots of it, and nothing else. You can focus your entire rotation of abilities on bringing the most DPS to bear against your opponents, and nothing else. Get to know a couple tanks and healers though. As much fun as the class is solo, it's even more fun in a group.
The Scoundrel focuses on close- to medium-ranged combat, as well as healing. All Scoundrels are stealthers, which makes them play MUCH different than the short/med range Troopers, even though they don't look so different on paper. The Scoundrel can specialize into either Sawbones which focuses on healing, or Scrapper whose skills favor melee range with some short range also, or Ruffian which favors short range with some melee range thrown in. Keeping in mind that all three specializations hold onto the abilities common to all Smugglers. While the advanced abilities tend to be stronger, there is always the baseline to fill in the gaps.
As a healer, the Sawbones is always welcome in a group. The Smuggler abilities will leave you the ability to run solo occasionally, but you'll never feel like a champ doing damage.
The Scrapper is really at his best when he opens the fight from a stealthed attack at point blank range. There are longer range abilities, but they're not your payday.
The Ruffian won't deliver the big hits the same way the Scrapper does, but with more mid range attacks is a little less dependent on the melee range opener. Don't assume that melee is a problem, but you're not designed to take big hits the way a Trooper is.
Regardless of specialization, the Scoundrel is going to have MANY abilities to track and will be very busy in a fight. Learning to bring as many of those to your group as possible will mean the class is just as challenging at 60 as it was at 11.
Below is a table showing the companions available to the Smuggler and what gifts they like. 'XXX' denotes a favorite gift (major rewards). 'XX' denotes a lovable gift (medium reward). 'X' denotes a likeable gift (minor rewards). 'O' denotes no likeability (no reward).
1. Corso Riggs: Acquired on Ord Mantell.
2. C2-N2: Acquired on Coruscant.
3. Bowdaar: Acquired on Nar Shaddaa.
Swtor Gunslinger Or Scoundrel Dmg 2
4. Risha: Acquired after finishing Chapter 1.
Swtor Class Guide
5. Akaavi Spar: Acquired on Balmorra.
6. Guss Tuno: Acquired on Hoth.
|Gifts||Corso Riggs||C2-N2||Bowdaar||Risha||Akaavi Spar||Guss Tuno|
*(Only after a point in companion story with male Smuggler. Otherwise 'O'.)
**(Only after a point in companion story with female Smuggler. Otherwise 'O'.)
The Corellian XS Stock Light Freighter is a freighter built for speed and to transport cargo securely. It is equipped with a standard laser, torpedo batteries and mounted turrets.
The XS Freighter is one of the fastest ships in the galaxy and featured several ways to secretly store cargo, making it ideal for smugglers.
Which class should I play? What are classes, and advanced classes?
In SWTOR, you can successfully play all parts of the game with every class, as they are fairly well balanced. Your class will determine which story you’ll see, and what combat abilities you can use. Depending on how you like to play, it may be more important for you to choose which storyline you would like to see – OR to choose a class that fits your combat style, especially if you plan on doing PvP or Operations.
There are eight classes in the game, and each one has a distinct storyline that you can only experience on that class.
- Republic or Empire
Republic or Empire
Each faction, Imperial and Republic, also has unique planetary storyline focused on the faction’s current troubles – so if you are more sympathetic to the light-sided underdog, make sure to choose the Republic. Conversely, if you’d like to move your way up in the powerful dark-sided empire, choose the Imperial side.
If you only have time to play one, I suggest the Imperial Agent on the Imperial side or the Jedi Knight on the Republic side. The Jedi Knight is also the ‘canon’ class shown in the later storyline’s trailers, when all the classes stories merge into one.
I highly recommend playing each class at least once if you have time. They are all part of a greater over-arching storyline that makes up the lore of SWTOR.
Jedi Knight Story
Swtor Gunslinger Or Scoundrel Dmg List
The Jedi Knight’s story is touted as “KOTOR III”, and is the most similar to the story shown in Knights of the Old Republic. It is a classic story of light vs dark, Jedi vs Sith.
Imperial Agent Story
The Imperial Agent’s story is often considered one of the best in the game, and is rumored to have been written first. The story also has drastically different endings depending on what choices you’ve made throughout the story, unlike some of the other classes which are more static.
Jedi Consular Story
The Jedi Consular’s class story is frequently derided as being the most boring of the class stories, as it focuses on healing, study and diplomacy rather than adventure and intrigue like the other stories. The Consular’s story is that of a more average Jedi, rather than one who saves the world with a sweep of their saber.
Sith Warrior Story
The Sith Warrior’s class story is a very “Star Wars” story, much like the Jedi Knight. This story focuses on the history of the Sith, and the struggle between the dark and the light side of the Force.
Swtor Gunslinger Or Scoundrel Dmg 5e
The Smuggler’s class story is exactly what you’d expect it to be – a high-flying adventure filled with lying, stealing, smuggling and gambling with hearts and credits. This class is great if you’ve ever wanted to play as a smooth-talking Han Solo.
The Sith Inquisitor’s class story focuses on the mysteries of the Force and Sith Alchemy. You will also struggle with members of the Dark Council as they try and strike you down as you grow in power.
The Trooper’s class story is about being a part of the Republic military, and dealing with the treachery that has been sown in its ranks. As you deal with betrayal, you’ll also have to help save planets that have been overrun by the Empire.
Bounty Hunter Story
The Bounty Hunter’s class story sends you on The Great Hunt, a competition to name the greatest bounty hunter in the galaxy. Not only will you have to find your targets, you’ll also have to deal with rival hunters.
How to Choose a Class
When choosing a class, you will also want to consider how the class will play in combat if you plan on continuing to play your character after you have completed the storyline.
There are three classes that can be tanks, three that can be healers, and all eight can be DPS – so if you want to be a tank or healer, you’ll need to make sure to choose a class that has that option available.
Once you choose a class, you will later be able to choose an Advanced Class. Your Advanced Class is a permanent choice, and will lock you into playing certain roles and using certain abilities.
If you plan on doing group content, I suggest choosing a ranged class. Ranged classes are highly favored in almost every fight. You will also have a better view of the entire fight. I also recommend choosing an Advanced class that can play multiple roles – that way, if you wind up in a group that is the wrong composition, you can swap yours.
Although there are eight classes, the Imperial Classes and Republic classes are mirrors of each. That means although they have different storylines, their combat roles and abilities are the same, except for the animations.
Trooper Advanced Classes
The Trooper can become a Commando or Vanguard. Commandos can be ranged DPS who use a heavy blaster cannon, and a variety of speciality ammo to gun down their enemies. Commandos can also be healers that shoot kolto from their gun, and act as a field medic. Vanguards can be close-range DPS that attack with knives or fire, and have an ability that can get them close to the enemy – fast. Vanguards can also become tanks, who defend themselves with technology like personal shields and adrenaline stims.
Bounty Hunter Advanced Classes
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The bounty hunter is the mirror of the Trooper, and can become a Mercenary or a Powertech. Mercenaries can be ranged DPS who wield dual pistols and missiles. Mercenaries can also heal using kolto and healing scans. Powertechs can be close-range DPS whose attacks mainly involve fire, and lots of it. Powertechs can also become tanks that defend themselves with personal shields and heavy armor.
Smuggler Advanced Classes
The Smuggler can become a Gunslinger or Scoundrel. Gunslingers are long-range DPS that can hunker down and take cover while they fight. Scoundrels can be more close-ranged down-and-dirty fighters with shotguns, or become healers that practice in underworld medicine. Wacom pro for powerpoint on mac. Scoundrels also own a stealth generator, which can allow them to avoid combat when they need to slip away.
Imperial Agent Advanced Classes
The Imperial Agent is the mirror of the Smuggler, and can become a Sniper or an Operative. Snipers can wield the elusive long-range sniper rifle, and can also deploy various droids and poisons while they take cover. Operatives can attack at closer range with knives, or become healers that are supported with the best medicine Imperial research can provide. Operatives are supplied a stelath generator by Imperial Intelligence, and can stay in stealth for long periods of time if undetected.
Jedi Knight Advanced Classes
The Jedi Knight can become a Sentinal or Guardian. Sentinals focus purely on up-close damage, and wields two lightsabers. They also have a temporary force-stealth they can use to confuse and dishearten their enemies. Guardians use a single lightsaber, and can become either champions of the force as a DPS or tank.
Sith Warrior Advanced Classes
The Sith Warrior is the mirror of the Jedi Knight, and can become a Marauder or Juggernaut. The Marauder wields dual-lightsabers, and draws on the dark side of hte force to intimidate their enemies at close-range. Juggernauts are combative dark-side wielders that can become DPS or tanks.
Jedi Consular Advanced Classes
The Jedi Consular can become a Sage or a Shadow. Sages stay carefully away from the fight at long-range, as either force-wielding DPS or healers. Shadows can slip away from fights using their Force Stealth, and when they re-appear they can act as close-range DPS or tanks that can protect themselves with the Force.
Swtor Gunslinger Rotation
Sith Inquisitor Advanced Classes
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The Sith Inquisitor is the mirror of the Jedi Consular, and can become a Sorcerer or an Assassin. Sorcs allow others to move in close, while they stay behind using their arcane arts to do damage with the dark side of the Force. Assassins can become dual-wielding close-range DPS, or tanks that protect themselves with Sith Runes and Force lightning.
Which Class is the Best?
There is not definitive ‘best class’ – for combat, they’re fairly well balanced, and the qualityo f the stories are up to opinion. Choose a class that you think sounds like it has an enjoyable storyline, and a combat style and advance class you will like to play on.