Er, you didn't say if you want to heal or DPS, so I'll go through both. DPS DPS specced Scoundrels do some absolutely wickedly insane single target DPS right now. Some people call it OP, but I don't agree. The problem with Scoundrels in PvP right now isn't so much their skill and abilities. It's PvP gear and the mismatching of lvl 50s vs. lvl 10s. The big vulnerability Scoundrels face is that they are a melee DPS class with a fairly tiny life pool. They die fast if focused, and they don't have a lot of tools to help them avoid it. Disappearing Act (in-combat stealth) is handy, but using it incurs a two minute cooldown and doesn't protect you from being immediately removed from stealth by AoE abilities or DoTs. When people learn how to deal with Scoundrels and Operatives, I somehow suspect it will magically become a whole lot less fun to play them in PvP, though they will still dish out the damage in PvE. Scoundrels get Slice Droid for droid CC and Tranquilizer for organic CC, though Tranquilizer must be used from stealth and at a fairly close range. Tranquilizer also kind of sucks in PvP because you cannot use it on targets that are in combat. In addition, the Scoundrel gets a slow on a CD (about 6 seconds) and a stun on a CD (30 seconds if talented, 45 seconds if not). Commandos specced for DPS have a similar but not so severe problem. Unlike Scoundrels, the Commando has access to long range attacks, making them great for defending points in Voidstar and Civil War. Being ranged DPS also makes things easier for the Commando in PvE, as the range means there are fewer fight mechanics you have to worry about. Though the single target DPS is significantly lower than the Scoundrel's, the Commando is also more durable and has access to a few powerful AoE attacks. (The Scoundrel gets one good AoE attack, but it's on a 90 second CD and has a cast time.) The Commando gets a ranged crowd control ability, which is hugely, stupidly, tremendously useful in PvE, and in PvP they can do well. Though you won't be raking in the medals or topping the DPS charts as a Commando, you will be contributing quite a lot to your team, except on Huttball, where your only real advantage is that you can hit people on the upper levels from below. Heals Heal specced Scoundrels are tons of fun in PvP. With your HoTs and personal shield, you can be one tough cookie to kill. The best part is that the HoTs are both insta-cast, meaning you can't be interrupted casting them. You can top the healing charts using HoTs alone, though your single target heals certainly aren't bad. Just don't count on them. A Scoundrel's burst healing kind of sucks in PvP because of its fairly long cast time (about 2s for the main one and 1.5s for the Upper Hand one), making it easy for others to interrupt you. Commandos specced for heals suck. The power of their heals is fine, as is the flexibility of their abilities, but Commandos have one giant, glaring problem PvPing as a healer: the animation. When you heal someone, you shoot a big ol' honking green laser at them, which might as well be your own personal "Please kill me!" sign. As a Combat Medic, you need to stay in the back of your group at all times (in both PvP and PvE), and you need to play much more defensively than a Scoundrel does. IMO Scoundrels have the upper hand in PvP for healing, but Commandos heal fine in PvE.