Mission's progression details per level (g = granted, s = selected)
Character Level |
Class Level |
Attributes |
Skills |
Feats |
Force Powers |
3 |
Scoundrel 3 |
STR: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) INT: 14 (+2) CON: 12 (+1) DEX: 16 (+3)
|
29 points Persuade +0 (0) Computer use +2 (2) Stealth +6 (6) Awareness +6 (6) Repair +0 (0) Security +6 (6) Treat Injury +3 (3) Demolitions +6 (6) |
Critical Strike (g) Sniper Shot (g) Dueling (g) Caution (g) Scoundrel's Luck (g) Sneak Attack I (g) Sneak Attack II (g) Armor Proficiency: Light Weapon Proficiency: Blaster Pistol (g) Weapon Proficiency: Blaster Rifle (g) Weapon Proficiency: Melee Weapons (g) |
|
4 |
Scoundrel 4 |
DEX +1, 17 (+3) |
5 points ? |
|
|
5 |
Scoundrel 5 |
|
5 points ? |
Sneak Attack III (g) Two-Weapon Fighting (s) |
|
6 |
Scoundrel 6 |
|
5 points ? |
Improved Scoundrel's Luck (g) |
|
7 |
Scoundrel 7 |
|
5 points ? |
Sneak Attack IV (g) |
|
8 |
Scoundrel |
DEX +1, 18 (+4) |
5 points ? |
Improved Two-Weapon Fighting (s) |
|
9 |
Scoundrel 9 |
|
5 points ? |
Sneak Attack V (g) |
|
10 |
Scoundrel 10 |
|
5 points ? |
|
|
11 |
Scoundrel 11 |
|
5 points ? |
Sneak Attack VI (g) Master Two-Weapon Fighting (s) |
|
12 |
Scoundrel 12 |
DEX +1, 19 (+4) |
5 points ? |
Master Scoundrel's Luck (g) |
|
13 |
Scoundrel 13 |
|
5 points ? |
Sneak Attack VII (g) |
|
14 |
Scoundrel 14 |
|
5 points ? |
Improved Sniper Shot (s) |
|
15 |
Scoundrel 15 |
|
5 points ? |
Sneak Attack VIII (g) |
|
16 |
Scoundrel 16 |
DEX +1, 20 (+5) |
5 points ? |
|
|
17 |
Scoundrel 17 |
|
5 points ? |
Sneak Attack IX (g) Master Sniper Shot (s) |
|
18 |
Scoundrel 18 |
|
5 points ? |
|
|
19 |
Scoundrel 19 |
|
5 points ? |
|
|
20 |
Scoundrel 20 |
DEX +1, 21 (+5) |
5 points ? |
Weapon Focus: Blaster Pistol (s) |
|
This is a ranged build. It is designed to pair up with a main character who starts as a Scoundrel and, like Mission, can take advantage of Sneak Attack. The idea is that the same things that proc Sneak Attack for the main character also proc it for Mission, so the two amplify each other.
I pushed DEX for every attribute bump. This leaves her at an odd value, but presumably between gear and a Jedi companion with Master Valor, this could even out.
There's an argument to be made that pushing INT would give better average damage, because Sniper Shot would land more often. At least,
this guy's match said so. As of this writing, I haven't tried it.
I didn't specify skills. Class skills are: Demolitions, Stealth, Awareness, Security. Mission gets 5 skill points per level up, so she can max all four of those, and also scatter a few points into cross-class skills as you see fit.
Sniper Shot sounds great, except that the crit multiplier doesn't multiply the Sneak Attack damage, AND the stun not only doesn't last long, but also only takes affect *after* the current attack. So it isn't as powerful for either doing damage OR triggering Sneak Attack as you'd hope. But this is where the synergy comes in. If Mission is triggering Sneak Attacks for both herself and the main character, it becomes much more powerful. It's an unreliable effect, whereas Rapid Shot would be dependable. But combined with two pistols with a high stunning chance, it works often enough to be effective. And it's a lot of fun.
I took the Two-Weapon Fighting feats as early as possible, on the theory that two blasters equals more Sneak Attacks equals more damage. Until you complete that feat line, you may need to switch to a single blaster, at least against opponents with higher defense, to avoid misses. My general rule is to wait until I have at least Improved Two-Weapon Fighting to bother equipping a second weapon.
Weapon Focus may be irrelevant by the time Mission takes it. It just gives a +1 Attack bonus, and between gear and DEX she may not need it. Feel free to choose something else.
I'm assuming that the main character will take
Advanced Combat Implant, leaving Mission to get feats herself rather than from gear. If that implant is available for Mission, she'd really benefit from it. She'd have to work in the Implant feats, though.
I first tried this Mission build in my
2022 playthrough. For that playthrough, I used a Scoundrel/Consular "gunslinger Jedi" main character. She and Mission worked very well together, validating this build concept. Is that the most effective build combo from a min/max perspective? Nope, absolutely not. But it was great fun and I had no trouble beating the game with it.
For this Mission build, I prioritized blasters with a stun chance (to proc Sneak Attack). You might think that unnecessary, given that the main character or a Jedi Companion has numerous ways to dish out stuns. But I found that stun-locking enemies via the Force isn't always reliable - sometimes enemies save, sometimes whoever is supposed to be stun-locking is otherwise occupied, and sometimes you're just plowing through trash mobs and don't want to mess with it. So I found stunning blasters to be convenient. Here are the best ones in the game:
- Sith Assassin Pistol (the one from Saul) (drops on Leviathan from Saul Karath)
1d4+5, 1d10 Ion, crit 19-20-x2, 50% Stun, Attack +5, not upgradeable.
This is not actually labeled as Saul's Pistol in-game. It is just "Sith Assassin Pistol", but has better stats than the regular Sith Assassin Pistol. I guess it is good to be the boss.
The 50% stun chance makes this easily the best blaster in the game for this build.
- Cassus Fetts Heavy Pistol (buy on Korriban for 10k credits from B'ree. Not too far in, you can zip to Korriban and pick this up even if you're not doing the whole planet yet.)
1d8+3, crit 20-20-x2, 25% Stun, Attack +3, fully upgradable
Upgraded stats: 1d8+2d4+3, crit 19-20-x2, 25% Stun, Attack +5
- Zabrak Blaster Pistol (Korriban, Tomb of Naga Sadow, Skeletal Remains)
1d6+3, crit 20-20-x2, 25% Stun chance, Attack +3, not upgradable
- Sith Assassin Pistol (Tatooine, Anchorhead, Dark Jedi, Korriban, Sith Academy, Footlocker)
1d4+2, 1d10 Ion, crit 19-20-x2, 25% Stun, Attack +2, not upgradeable
There are a number of other good blasters that don't have stun chance, in case you prefer damage output and/or haven't been able to get stunning blasters:
- Mandalorian Heavy Pistols (buy on Tatooine or Korriban, or drop from Calo Nord)
1d8+3, +2 Physical, crit 20-20-x2, Attack +3, not upgradable
- Bendaks Blaster (get on Taris, have to win all the duels)
1d6+1, crit 20-20-x2, Attack +1, fully upgradable
Upgraded stats: 1d6+4, crit 20-20-x2, Attack +3
- Carths Blaster (steal it from him right away)
1d6+1, crit 20-20-x2, fully upgradable
Upgraded stats: 1d6+3, crit 20-20-x2, Attack +2
- GenoHaradan Blaster (Manaan, reward from Hulas for first quest (DS points), or Tatooine, drops from Genoharadan Hunger)
1d6+1, crit 20-20-x2, Attack +5, not upgradable
- Arkanian Pistol (Manaan, East Central, Tyvark's Shop 1000 credits)
1d6+2, crit 20-20-x2, Attack +2, not upgradable
- Arkanian Heavy Pistol (Taris, Undercity, Igear's Bazaar, 750 credits, or Manaan, East Central, Tyvark's Shop 1000 credits)
1d8+1, crit 20-20-x2, Attack +1, not upgradeable
- Zabrak Tystel Mark III (Kashyyyk, Upper Shadowlands, Corpse or Star Forge System, Rakatan Settlement, Wicker Bin)
1d8+2, +2 Physical damage, crit 20-20-x2, Attack +2, not upgradable