Ruffian Scoundrel 5.x DPS Class Guide

SWTOR Ruffian Scoundrel 5.x DPS SWTOR class guide.

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Gearing & Stats

The tables on this page were generated using optimizer scripts created by Bant aka Goblin_Lackey. The stats were calculated to give the maximum theoretical DPS/HPS/DTPS for each discipline, however you may wish to alter the builds depending on your play style or what content you are facing in SWTOR. Each table assumes you have a full set of the specified gear.

Suggested Best-in-Slot Stats

Name GEMINI MK-5
Tier 4: Legendary
(248)
GEMINI MK-3
Tier 4: Artifact
(246)
Iokath MK-5
Tier 3: Legendary
(242)
Iokath MK-2
Tier 3: Artifact
(240)
Eternal Commander MK-15
Tier 2: Legendary
(236)
Eternal Commander MK-13
Tier 2: Artifact
(234)
Mastery 6884661964936536 (1xC)6327 (2xC)6216 (1xA)
Power 396437763694369435063424
Critical 1852 (5xE, 4xA, 2xC)1801 (2xE, 11xA, 2xC)1783 (6xE, 2xA, 2xC)1765 (7xE, 1xC)1692 (3xE, 9xA)1667 (4xE, 6xA, 2xC)
Alacrity 1596 (4xE, 7xA)1540 (7xE)1509 (3xE, 9xA)1486 (2xE, 11xA)1422 (6xE, 2xA)1376 (4xE, 6xA)
Accuracy 759 (1xE, 3xA, Stim)748 (1xE, 3xA, Stim)743 (1xE, 3xA, Stim)743 (1xE, 3xA, Stim)733 (1xE, 3xA, Stim)736 (2xE, 1xA, Stim)
Absorb 000000
Defense 000000
Shield 000000

"E" = Enhancement or Implant or Earpiece
"A" = Advanced _ Augment 45
"C" = Advanced _ _ Color Crystal (+41 ones)

Discipline Statistics

Name GEMINI MK-5
Tier 4: Legendary
(248)
GEMINI MK-3
Tier 4: Artifact
(246)
Iokath MK-5
Tier 3: Legendary
(242)
Iokath MK-2
Tier 3: Artifact
(240)
Eternal Commander MK-15
Tier 2: Legendary
(236)
Eternal Commander MK-13
Tier 2: Artifact
(234)
DPS 10,754 +/- 32210,344 +/- 30410,093 +/- 29310,016 +/- 2909,622 +/- 2749,319 +/- 261
APM50.350.250.15049.849.7

DPS Rankings

Current
Rank
Previous
Rank
Rank
Change
DPS Standard
Error
vs Average DPS
(9,991)
Imperial Class Republic Class
5 5 - 10,336 +/- 284 +3.46% Annihilation Marauder Watchman Sentinel
8 8 - 10,150 +/- 299 +1.6% Carnage Marauder Combat Sentinel
12 8 4 9,828 +/- 351 -1.63% Fury Marauder Concentration Sentinel
10 10 - 10,027 +/- 372 +0.36% Vengeance Juggernaut Vigilance Guardian
11 15 4 9,857 +/- 488 -1.34% Rage Juggernaut Focus Guardian
7 7 - 10,157 +/- 582 +1.67% Deception Assassin Infiltration Shadow
14 13 1 9,640 +/- 346 -3.51% Hatred Assassin Serenity Shadow
18 18 - 9,327 +/- 304 -6.64% Lightning Sorcerer Telekinetics Sage
16 16 - 9,520 +/- 268 -4.71% Madness Sorcerer Balance Sage
9 9 - 10,054 +/- 516 +0.64% Arsenal Mercenary Gunnery Commando
4 4 - 10,432 +/- 414 +4.42% Innovative Ordnance Mercenary Assault Specialist Commando
13 12 1 9,679 +/- 505 -3.12% Advanced Prototype Powertech Tactics Vanguard
15 14 1 9,556 +/- 383 -4.35% Pyrotech Powertech Plasmatech Vanguard
17 17 - 9,448 +/- 461 -5.43% Marksmanship Sniper Sharpshooter Gunslinger
3 3 - 10,441 +/- 270 +4.51% Engineering Sniper Saboteur Gunslinger
2 2 - 10,467 +/- 161 +4.77% Virulence Sniper Dirty Fighting Gunslinger
6 6 - 10,157 +/- 526 +1.67% Concealment Operative Scrapper Scoundrel
1 1 - 10,754 +/- 322 +7.64% Lethality Operative Ruffian Scoundrel

Note: DPS rankings assume best-in-slot 242-rating gear.


Suggested Best-in-Slot Gear & Items


Set Bonuses

Pieces Set Bonus
2Laceration and Corrosive Assault or Sucker Punch and Brutal Shots increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 seconds.
4Backstab and Lethal Strike or Backblast and Point Blank Shot's energy cost is reduced by 2.
6Activating Shiv and Veiled Strike or Blaster Whip and Bludgeon will grant Enforcer's Critical Bonus making your next Volatile Substance and Corrosive Assault or Blood Boiler and Brutal Shots critically hit. This effect can only occur once every minute.

Suggested Utility Skills

PvE

Suggested PvE Utility Build

Unknown - please email us one at admin@torcommunity.com!

Suggested PvE Utilities

Unknown - please email us one at admin@torcommunity.com!

PvP

Suggested PvP Utility Build

Unknown - please email us one at admin@torcommunity.com!

Suggested PvP Utilities

Unknown - please email us one at admin@torcommunity.com!

Abilities

Ruffian Discipline Abilities

Name Description Type
Deals <<1>> weapon damage and for the next 10 seconds causes the target to take an additional <<1>> weapon damage whenever it takes damage from your Brutal Shots or a bleed effect. Grants Upper Hand.Instant
Hurls a bomb that explodes on impact with razor-sharp shrapnel in a 5-meter radius, dealing <<1>> internal bleed damage over 24 seconds to up to 8 targets.Instant
Exploits Upper Hand to fire a volley of wounding shots, dealing <<1>> weapon damage. For each of your bleed effects present on the target, the target is dealt an additional <<2>> internal damage. Requires and consumes Upper Hand.Instant
Blasts an enemy at point-blank range for <<1>> kinetic damage and <<3>> internal damage. If used while stealthed, deals <<2>> kinetic damage, <<4>> internal damage, and grants an Upper Hand. Replaces Back Blast.Instant

Scoundrel Advanced Class Abilities

Name Description Type
Cleanses a friendly target of up to 2 negative tech or physical effects.Instant
Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes.Casted
Strikes the target with your weapon for <<1>> kinetic damage.Instant
Blasts a target for <<1>> weapon damage.Instant
Psych yourself up, immediately gaining Upper Hand and boosting alacrity by 10% for 15 seconds. Does not break stealth.Instant
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.Instant
Roll forward 12 meters. Activating Scamper a second time within 10 seconds allows you to roll again, but puts the ability on cooldown for 10 seconds. 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.Instant
Fires the scattergun point-blank into the target's backside, dealing <<1>> kinetic damage. Only usable while behind the target. If used from stealth, Back Blast deals <<2>> kinetic damage and grants an Upper Hand.Instant
Exploits your Upper Hand to heal the target immediately for <<1>> followed by <<2>> over 9 seconds. Requires and consumes Upper Hand.Casted
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.Instant
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.Instant
Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable.Instant
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.Instant
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.Passive
Stuns the target for 4 seconds and deals <<2>> kinetic damage.Instant
Blasts the target's legs with your scattergun, dealing <<1>> kinetic damage and slowing the target's movement speed by 50% for 12 seconds.Instant
Fires a blaster burst that hits up to 8 targets in a 10-meter cone in front of you for <<1>> weapon damage.Instant
Heals a friendly target for <<1>> over 3 seconds.Channeled
Injects the target with slow-release medicine that heals for <<1[%d/%d/%d]>> over 18 seconds. Stacks up to 2 times.Instant
Override your stealth generator to quickly move to a friendly or enemy target and increase your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against enemy targets in cover.Instant
Exploits Upper Hand to call in droids that fill the vicinity with spinning blades, dealing <<1>> internal bleed damage to up to 8 enemy targets within 8 meters over 6 seconds. The blades stun standard and weak enemies for 6.1 seconds. Requires and consumes Upper Hand.Instant

Smuggler Class Abilities

Name Description Type
Fires a flurry of bolts from your blaster, dealing <<1>> weapon damage.Instant
Keeps a cool head, recovering 50 energy over 3 seconds.Instant
Interrupts the target's current action and prevents that ability from being used for 4 seconds.Instant
Increases the target's critical hit chance by 5% for 60 minutes. If the target is a group member, all other group members are also affected.Instant
Deals <<1>> kinetic damage to the primary target and <<2>> 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.Instant
Puts up the front of surrender, instantly lowering your threat by a moderate amount.Instant
Lobs a flash grenade that blinds the target for 8 seconds. Damage causes this effect to end prematurely.Instant
Projects a defense field around yourself, which absorbs a moderate amount of incoming damage for 10 seconds. Does not break stealth.Instant
Purges incapacitating and movement-impairing effects.Instant
Fires a shot that causes the target to bleed, dealing <<1>> internal damage over 18 seconds.Instant
Increases your chance to dodge melee and ranged attacks by 200% for 3 seconds. Does not break Stealth.Instant
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds.Instant

Emergency Scan/Bacta Infusion, Healing Scan/Advanced Medical Probe and Progressive Scan/Successive Treatment are your three main healing abilities which you should aim to use when they are off cooldown. You can use PS/ST before or after ES/BI - HS/AMP but you should always use ES/BI before HS/AMP. I use the filler abilities (Kolto Shot/Med Shot, Rapid Scan/Medical Probe & Kolto Missile/Kolot Bomb) in between the cooldowns of ES/BI, HS/AMP and PS/ST.

/: Use Kolto Shot/Med Shot (1 charge) and Rapid Scan/Medical Probe (2 charges) to build up 10 charges of Supercharge Gas/Supercharge Cell then activate it. Try to use it off cooldown. You should build up 10 stacks fairly quickly and regularly from using Kolto Shot/Med Shot frequently as fillers.

Rapid Scan/Medical Probe also builds up stacks of / which reduces the cost your your next Healing Scan/Advanced Medical Probe per stack (stacks up to 3 times). Having 3 stacks of Critical Efficiency/Field Triage will make your next Healing Scan/Advanced Medical Probe free.

As Rapid Scan/Medical Probe uses a fair bit of your Heat/Energy Cells use Kolto Shot/Med Shot in between to help keep your Heat/Energy management in check.

Rotation

Rotation



Filler:

Minor Rotation:
Major Rotation:

Comments:

References:

Advanced Tactics

Advanced Tactics

General Tips:

  • Use Kolto Missile/Kolto Bomb on cool-down it's an effective and underutilised AOE heal.
  • Refresh Kolto Shell/Trauma Probe.
  • Weave in Kolto Shot/Med Shot to build up your supercharge and pop it every time it's off cooldown when in a fight or build it up and save when there's breaks and save it for the next engagement. Just get into the habit of continuously hitting your Kolto Shot/Med Shot!
  • Don't use Rapid Scan/Medical Probe too much. It will drain your resources so use it along with a Kolto Shot/Med Shot or two. Both of these abilities, again are fillers.

The key to healing well is to be able to quickly switch targets and be able to predict who's going to take the damage. Use your filler abilities when there isn't much damage going out.

Warzone Tips and Survival Strategies

  • Positioning: Make sure you position yourself towards the back of the pack. Stand near something like a pillar that you can use to 'line of sight' incoming damage. Use the environment to your advantage.
  • Kite: Learn to move around while healing (yes you can do that) regularly even if it is not necessary so that when you do have to run away around pillars (eg. Civil War Mid & Voidstar) you can keep healing.
  • Find a Pocket Tank: If you can find one (good luck finding one who knows what they're doing) you won't know yourself! Trust me, it makes a difference to your survivability having a tank around to taunt incoming damage, peel, stun and annoy anyone trying to kill you.
  • Precast Kolto Overload/Adrenaline Rush: when you know you're going to go into an intense fight (eg. start of an arena) so you don't have to waste a cooldown activating it when you need it. It will just trigger automatically when you get below 30% health.
  • Learn to not use your CC Breaker you'll find yourself white barred and stun locked pretty frequently. So save your CC breaker for only dire circumstances and only use it when your white barred except in exceptional circumstances.
  • Save Energy Shield/Reactive Shield for Emergencies like when your white barred and you're taking a fair amount of damage but need to stay alive.
  • Smart Healing: Accept that you're not going to be able to keep everyone alive. This is the reality of healing. Don't waste your time chasing after someone who is LOSing you or chasing a melee that is too far away from the node. Know your limitations. If someone is close to death don't waste your resources trying to get them back up unless you know you can do it without compromising you Heat/Energy Cells or if it's crucial for keeping the objective. This is where playing other classes comes in handy (more on that below) as you can know the type of damage going out and then know what you can and can't heal through.
  • Node Guarding: Yes, this will likely happen on the odd occasion. All you need to do is stand around 30 meters away from the objective and out of sight if possible. That we it makes it harder for stealther's to sap cap you. Remember to call out as soon as you see someone coming. While you wait for reinforcements run around and stay alive for as long as possible while you wait for reinforcements.

How To Improve your PvP Game

Playing Other Classes: This is essential if you want to be a good player. Learning how to play other classes, especially in PVP, mean's you'll know what they do and in turn learn how to counter their abilities, know how they can counter you, know what to interrupt and know roughly how much damage you will/can take!

If you don't know all the class symbols yet, you should familiarise yourself with them.

Situational Awareness: This is also a very crucial skill. Not just being aware of your surroundings, there's more to it then that. You need to be able to play your class/role while also knowing how many of their team there is and how many of your team is at a particular location. You need to be asking yourself, where is my team? Where is the enemy team? Am I needed here or am I more needed elsewhere? Make a mental note of who is guarding a node so if you notice their health drop you can help quicker.

Practice! Practice! Practice! Being able to predict who is going to take how much damage and judging the rate someone is taking damage so you know which heals to use on them and who get healing priority takes time and practice.

Resolve

Even as a healer you need to understand how resolve works, how it will effect you and how your stun, CC (crowd control/mezz) and knock back (all CC effects) will affect resolve. When you stun, CC, knock back your opponent it will fill up their white bar incrementally. Once their bar is full they are immune to stun's, CC's and knock backs for a short duration until their white bar gets reset to zero so to speak. The resolve bar appears under the character name.

About the Author
Hayward
Author: Hayward
Hayward founded TORCommunity in 2008 the day after SWTOR was announced. Engineer by day, software dev by night, he does his best to keep the site up to date.