True rogues of the galactic spaceways, Smugglers cut a dashing figure in The Old Republic. Relying upon their wits and fast reflexes with a blaster, they’re willing to carry any cargo to any destination if the price is right. Smugglers live on the fine edge of the law, and quite a few times, past it. While they traffic within the shadowy confines of the criminal underworld, many Smugglers operate with a code of individualism and freedom.
While Smugglers don’t wear heavy armor, they have many underhanded methods of defense. For sheer artistry with blasters, few others can rival their skill. Smugglers, when cornered, can lay down a withering amount of firepower. If you try to pin them down, they have special tricks to elude their foes. Enemies shouldn’t get to close to an angry Smuggler fighting for his life as that a kick to the “family jewels” is fair game.
Smugglers also have the ability to use cover in combat. This ability is vital to them as that many of the abilities that a Smuggler has can only be used from cover. Therefore, it’s important to make sure that you remain in cover to access your full range of abilities. You can be knocked out from cover which will precipitate you going back into cover before you can use certain abilities, so be aware of your situation.
Your career as a Smuggler begins on the planet of Ord Mantell, a lush world that has been gripped by a vicious civil war. After landing to deliver a cargo, your precious ship has been stolen and now you’re trapped on the planet. Even worse, the local crime lord named Rogun the Butcher is holding you personally responsible for the loss of the shipment. To survive and get off the planet, you’ll have to deal with Republic officials, many of whom are corrupt, and criminal enterprises all while trying to dodge the effects of the civil war. Your class quests on Ord Mantell will encompass your attempts to get off the planet while also trying to find the man who stole your ship. By the time you leave Ord Mantell, you’ll have a price on your head, but who cares? A true smuggler is always a wanted man!
You’ll spend your first ten levels on the war-torn planet gaining familiarity with basic Smuggler abilities which will lead you to your two Advanced Class option: Scoundrel and Gunslinger. You’ll also gain the firearm-obsessed Corso Riggs as a companion by the time you leave Ord Mantell. Corso Riggs is a good starting companion as that he can draw aggro off of you and onto himself and he can take a lot of punishment as that he wears heavy armor. Plus, he’s not too shabby with his blaster rifle.
As you increase your reputation on Ord Mantell (and gaining enemies in the process!), pay close attention to your playstyle. If you like going balls-to-the-wall on attack every time, you’ll be much more comfortable choosing Gunslinger as an Advanced Class. If you like to use a little more guile and subterfuge in your actions, then the Scoundrel Advanced Class will suit you.
The Gunslinger is all-offense all of the time. Your method of survival is to blast away with as much damage as fast as you possibly can before you’re overcome. Once you’ve chosen Gunslinger as your Advanced Class, you’ll be able to dual wield blaster pistols and sling blaster bolts like the fabled gunslingers of the Old West.
The Gunslinger cuts his teeth by having powerful blaster pistol attacks. While most of these are single target, Sweeping Gunfire (level 22) is an AoE attack. You’ll start off immediately with dual blaster attacks such as Aimed Shot (level 10) and later get powerful attacks such as Flourish Shot (level 28). In between there are specialty shots such as Leg Shot (level 12), which immobilizes foes for five seconds, and Qucickdraw (level 18), which inflicts punishing damage upon an enemy if they are 30% max health.
Gunslingers do not want foes coming up to him to engage him point-blank or in melee, thus he has several abilities to slow them down or push them back. Leg Shot is one such ability as is Pulse Detonator (level 16), which knocks enemies back and immobilizes them. To keep their wits about them, Gunslingers get the Hunker Down (level 20) ability which makes them immune to mind-controlling effects for a short time.
As with Smugglers in general, the Gunslinger needs to be in cover for most of his abilities to work. They also need to keep an eye on their energy level as that each ability uses a set amount of energy to activate, so if you splurge too fast, you’ll find yourself unable to use your most powerful abilities.
The Scoundrel is a Smuggler who specializes more in using stealth and guile (plus a good amount of firepower) to get the job done. Your attacks will take place in either short range or within melee. Once you’ve selected Scoundrel as your Advanced Class, you’ll be able to use Stealth (level 10) and a scattergun.
A Scoundrel uses Stealth and other dirty fighting techniques to prevail. Using Stealth, they can slip behind a foe and use Back Blast (level 10), which unleashes a tremendous amount of damage to an enemy from behind using a scattergun. The scattergun is a piece of equipment that is used for several Scoundrel abilities, but you do not carry it in your main hand. Scatterguns are also used by Tendon Blast (level 26), which slows foes down, Shoot First (level 36), another attack from Stealth, and Flechette Round (level 40), which increases damage and armor penetration of Back Blast and Shoot First.
To keep themselves or an ally going, Scoundrels have good healing abilities. They start with Underworld Medicine (level 10) and later get Kolto Pack (level 14) and Emergency Medpac (level 30). Scoundrels also get some HoT (heal over time) abilities such as Diagnostic Scan (level 12), Slow-release Medpac (level 20), and Kolto Cloud (level 40).
Scoundrels get better Stealth abilities with Sneak (level 22), which increases the level of stealth they are in, and Smuggle (level 42), which cloaks them and party members for a short time. If combat isn’t going well, the Scoundrel can use Disappearing Act (level 22) to escape combat and go into stealth mode for ten seconds.
Just like Gunslingers, Scoundrels will need to keep an eye on their energy level.
As with all classes in The Old Republic, Smugglers will gain new companions as part of the natural class quest storyline progression. The Smuggler’s companions and the planets where they are obtained are listed below:
There are three main types of crew skills in The Old Republic: Crafting, Gathering, and Missions. Players are restricted to only one crafting skill from the list, but may choose any combination of gathering or mission skills.
The four most beneficial Crafting skills for the Smuggler are:
Armormech – This skill allows you to create and upgrade armor. While Smugglers only wear light or medium armor, they are dependent upon them for protection. Having better armor allows Smugglers a better shot at surviving.
Armstech – This skill allows you to create and upgrade blaster weapons. As blasters are the weapon of choice for Smugglers and they live and die by the amount of damage they dish out, this is a good choice for them, more so for a Gunslinger.
Biochem – This skill allows you to create your own consumables. Being able to create your own medpacs, stimulants, and biological implants will keep you alive and make you stronger.
Cybertech - This skill specializes in droid upgrades and the creation of earpieces, generators, grenades, and other gadgets. This is a good choice for Scoundrels as they use generators for stealth and/or shielding.