, 02:32 AM
Alright, so I've played a scoundrel to 50, it's the mirror of operative so these should be true with differing names. I'm about average in skill, maybe a bit weak in the role depending on how the endgame players quality has shifted.
The benefits of the class:
In either role are:
2 separate CCs 1 droid, 1 human (out of combat only for that one)
Stealth (Plus a short duration group stealth)
A good deal of AoE output.
Heal Over Time is the priority, keeping 2 stacks of the single target HoT will be the mainstay
Emergency Medpack has no energy cost, but exploits the upper hand mechanic.
Kolto pack is a high number heal that channels quickly (exploiting upper hand)
Diagnostic scan crits regenerate energy while healing, and can be an effective mainstay if over-geared or lucky with a heal relic.
Good, not great, sustained Melee-range DPS output.
Combo juggling is the key to amazing numbers in the scoundrel exclusive tree. (vital-shot(DoT), blaster-whip, Fletcheet-round + Back-blast, sucker-punch, pugnacity(energy-regen))
The drawbacks of the class:
In either role are:
The Humanoid CC is a one off.
Recently what was considered by many to be the best set bonus has been effectively removed from the game (2 PvE+PvP Hybrid)
Energy regeneration slows as you run low.
Kolto-cloud can only hit the primary target and 3 closest to said target (The AoE HoT) meaning in operations group healing require a great deal of single targeting.
The combo focus of your dps output can lead to some drawbacks when interrupted.
You need to hop in and out of cover a good deal for some abilities, (It's best to avoid using the in cover skill bar when healing if you plan to respec often)
It's often considered the weakest PvE melee dps.
I've yet to play a commando/merc but most commando players tend to prefer to DPS. I've seen several very amazing healers however. With Sage/Sorc I have not reached endgame myself, but have seen many players in both roles. Healer sages are far more common, and endgame guild members have complained about the effort needed to put out high DPS numbers as a sage, which seems to be re-enforced by an unusual number of enrages on Story-mode operations with PuGs during several runs with seemingly properly geared sage DPS. I will say that so far when playing my own sage/sorc the DPS output has been stable given the semi-fixed energy regeneration, so rotations should be reliable if that's the preferred dps style, while a commando/merc would have somewhat similar to scoundrel energy management system.