Kitchen Sink 58 Comments Dec 29, The sniper class has received incredible new buffs for both offensive and defensive play since 5. Now, first things first, Marksmanship is considerably easier than the other two sniper specs which makes it a good starting point for players who are new to the class.
This guide will be focusing on all aspects of how to play the class, which includes builds, defensive play, rotation etc. Before I start talking about gearing it is important you know that everything I state here is in a with bolster scenario. This means that when I say you need X amount of Critical Rating, I am saying that you need the given amount with bolster.
Critical Rating: Patch 4. This means that stacking Critical Rating both increases your chance to land a crit and how much it will hit the target for. Alacrity Rating: Alacrity is of extreme importance for Snipers. The ability to be able to press a button before your opponent is essential. For example, Ambush has a 1. Alacrity can be the difference between life and death, it is an absolute MUST. Alacrity also helps your energy regen which is important when you are spamming AoE.
Accuracy Rating: As a Sniper, tanks usually focus their taunts and other debuffs on you since they know how much Snipers can hit for. Imagine missing your autocrit Ambush because of having too little Accuracy in your gear, that is a huge chunk of your burst gone, and because of this, there is no question regarding the importance of having Accuracy in your gear as a Marksmanship Sniper.
The same thing applies to Critical Rating and Accuracy Rating. So I will tell you what I do at the start of a match and hopefully you can work from there.
Diversion can be both helpful and a nuisance to snipers. I will cover both aspects of it here. I recommend that if there is a Sniper on the enemy team, always save one of your speed boosts for Diversion.
If you have Entrench up which you most likely will and are using the correct utilities, you CANNOT be immobilized or slowed because of Seek Cover which means that you can get out of Diversion considerably faster than most. Another way to counter Diversion is rolling at the right time, if you know what the animation looks like you can usually roll before it lands on you.
Since Diversion has a short travel time you do have a small window of opportunity to roll resist it. I have played the game since launch and have had a few long breaks, most consisting of months. With the release of the last chapter of KOTFE I started playing again and am having so much fun with the thrill of the hunt command crates. Thank you for taking the time to read this guide, I do hope it was helpful!
You realize that Snap Shot doesnt actually add any dps, unless by making the snipe instant it fits inside a relic proc? The only thing the utility does is make the dmg occur at the begining of the gcd instead of the end of the gcd. Snipe still takes up 1 gcd with or without it not a dps increase.
You can argue it can be semi useful for burst, but thats it.Players will among other things experience new abilities, Set Bonuses, and Tactical items. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location.
Holo-locate goes on cooldown for seconds when used to return to the marked location. Alongside a new ability, Snipers will receive a bevy of Set Bonuses and Tactical items. Set Bonuses are extra effects players can get for equipping a certain armor set. For instance, wearing two, four, or six pieces of a set will grant players progressively more powerful boosts. These can be in the form of increased ability potency or an added effect. Tacticals are slightly different from Set Bonuses.
While Tacticals also change how some abilities function, they come in the form of a new gear type. Enemy players will be quick to charge a Sniper to avoid dealing with a volley of nonstop ranged shots. The enemy player charges toward our Sniper, who places their Holo-Locate marker and fires a few shots at the incoming enemy player.
As the enemy player reaches their feet, our Sniper uses Covered Escape to quickly roll away. This allows our Sniper to fire off a one-two combo of Ambush and Followthrough, all while on the run! They try attacking our Sniper one more time, but just as the enemy player is nearly within reach, our Sniper uses Holo-Locate to teleport back to where this chase originally started. A variety of probes at their disposal allows the Engineering Sniper to attack from a distance with explosions, electrical jolts, and waves of destructive plasma designed to eliminate any target.
Waking up refreshed and ready to decimate some bosses, our Engineering Sniper aims to hop into Group Finder and complete as many Flashpoints as possible. With this goal in mind, our Engineering Sniper wants a Set Bonus and Tactical combination that will augment their hardest hitting ability, Explosive Probe, and make it pack even more of a punch. They follow this up with their Interrogation and Explosive Probes. Thanks to the Precise Target Set Bonus, Laze Target gets three charges, so our Sniper can repeat this rotation much more frequently during boss encounters.
Our Sniper can tear through bosses quicker than ever before! Lethal toxins and all-consuming microbes are the domain of the walking biohazard known as the Virulence Sniper, who inflicts lethal shots and lobs corrosive grenades from a safe distance where they can witness the results of their handiwork. Similar to their Lethality Operative counterpart, Virulence Snipers are known for their lethal poison damage.
These deadly toxins can prove to be fatal, especially in PvP matches. Stacks up to 5 times. Breaking cover or Entrench being removed removes Entrenched Offense. Weakening Blast finishes off all your poison effects at once, dealing all their remaining damage. This is followed up by Cull, a channeled ability that does extra damage for every poison effect currently on the enemy.
This standard setup from our Virulence Sniper is sure to draw some attention…. Our Sniper uses Weakening Blast, and thanks to their Ultraviolet Blast Tactical, the enemy player takes the remaining damage from all poison effects on them at once! Not giving their opponent a chance to recover, our Sniper finishes them off with a well-timed Takedown.
The opponent falls, and our Sniper can set their sights on a new target. Alongside a new ability, Gunslingers will receive a bevy of Set Bonuses and Tactical items.
Aiming from distant cover, the Sharpshooter goes for a devastating opening salvo, following up with vicious trick shots and penetrating rounds, putting a definitive end to the fight they started.
Enemy players will be quick to charge a Gunslinger to avoid dealing with a volley of nonstop ranged shots. The enemy player charges toward our Gunslinger, who places their Hideout marker and fires a few shots at the incoming enemy player.
As the enemy player reaches their feet, our Gunslinger uses Hightail It to quickly roll away. This allows our Sniper to fire off a one-two combo of Aimed Shot and Trickshot, all while on the run!
They try attacking our Gunslinger one more time, but just as the enemy player is nearly within reach, our Gunslinger uses Hideout to teleport back to where this chase originally started. Able to wreak havoc on their intended target from a safe distance, the Saboteur is a crafty, resourceful and incendiary master of mayhem. Waking up refreshed and ready to decimate some bosses, our Saboteur Gunslinger aims to hop into Group Finder and complete as many Flashpoints as possible.Dulfy 16 Comments Feb 21, SWTOR 5.
Engineering is definitely the most challenging of the three Sniper specs. I strongly recommend that you play the other two specs before trying this one. Because it contains all of these things there is a lot you have to think about when playing this spec, you need to be able to control all of your AoE, your DoTs, and your burst windows which is why I consider it the hardest of the specs.
This utility is a huge help for your defensives, be sure to re-enter cover constantly to refresh the three stacks. A MUST have utility. Unless of course you want to go AoE spam at mid and get numbers.
This utility is purely for AoE spam purposes.
SWTOR 5.0 Marksmanship Sniper PvP Guide by Kitchen Sink
A nice utility mostly helpful for dealing with other snipers. Additionally, the final shot of Series of Shots or Penetrating Blasts knocks back the target if they are within 10 meters. This is extremely helpful when it comes to dealing with melee. Evacuate: Reduces the cooldown of Maim and Flashbang by 15 seconds. The reasoning behind investing a point in this utility is pretty self explanatory, you get even more time of stun immunity and your knockback gets buffed.
This is probably the most overpowered utility a Sniper has, it makes you almost unkillable while inside your Ballistic Shield.
SWTOR 5.0 Engineering Sniper PvP Guide by Kitchen Sink
If you are fighting a melee, that player needs to be inside your Ballistic Shield to attack you which just increases your damage reduction even more. This utility is an absolute MUST. Additionally, the duration of Evasion is increased by 2 seconds.
Gearing Critical Rating: Patch 4. This means that stacking Critical Rating both increases your chance to land a crit and how much it will hit the target for. Please keep in mind that I am not fully geared so my stats are not completely maxed out, but I doubt they will change by a lot when I hit fullit will definitely not become higher than Critical Rating.
Alacrity Rating: Alacrity is of extreme importance for Snipers. The ability to be able to press a button before your opponent is essential. For example, Ambush has a 1. Alacrity can be the difference between life and death, it is an absolute MUST. Alacrity also helps your energy regen and it makes your DoTs tick faster. Accuracy Rating: As a Sniper, tanks usually focus their taunts and other debuffs on you since they know how much Snipers can hit for. Use this ability with autocrit Explosive Probe.
NOTE: With the 4 piece set bonus Target Acquired gets a 15 second cooldown reduction and recovers 15 energy Adrenaline Probe: Summons a droid that helps you recover 50 energy over 3 seconds. This is pretty self explanatory. So I will tell you what I do at the start of a match and hopefully you can work from there. I will not be talking about this ability here since I am dedicating a whole paragraph to it later in the guide.
Flash Bang: Detonates a flash bang that blinds the target 8 seconds. Damage causes this effect to end prematurely. This is your mez a stun that breaks on damage. Maim: Deals X amount of damage and stuns the target for 4 seconds. This is your hard stun ability a stun that does NOT break on damage.
Cover Pulse: Detonates an emergency charge that knocks all nearby targets back several meters and immobilizes them for 5 seconds. Damage dealt after two seconds ends the effect prematurely.Complete Imperial Agent Sniper Marksmanship Guide, suitable for both beginner players and more advanced and experienced veterans, who seek to improve their performance!
Marksmanship is the burst tree for the Snipers, focused solely on Single target Burst damage, and frequent target swaps. I personally rate it the best for PVP out of the 3 specs. We are a high DPS, high survivability class with loads of offensive and defensive cooldowns, 35m range, and some good mobility skills. But power comes at a cost: we are mostly immobile, sitting ducks in cover, and we need to be in cover or at least stand still in order to deal damage. This is a disadvantage, sure, but it boosts our survivability on so many levels, that the immobility soon becomes an illusion, a thing you laugh at as you roll 20 meters and resist everything.
The defensive CDs practically make us invincible or at least very hard to kill even for a longer period of time. And with Imperial Preparation resetting some of those? Sign me up, 2x as many DCDs means we always have some tricks up our sleeve…. This class is the best for bursting down a single target from to 0.
As a Marksmanship Sniper, you deal weapon damage white — aside from Corrosive Dart. However, this class is mainly used in PvP situations, and not so much in PvE, as the sustained damage is bit below the other specs. When played correctly, Marksmanship can come pretty close to the higher parsing disciplines. The crazy burst damage makes this spec truly shine in fights where timing attacks is crucial.
No dots here, aside from Corrosive Dart which deals a negligible part of your damage and is only used to debuff. A great advantage however is the ability to seamlessly switch targets without any ops loss.
The spec requires no setup whatsoever do deal maximum damage, as most of the abilities affect each other via buffing the player as opposed to debuffing the opponent. The former is better for target swapping, the latter excels at AoE. This section is filled by Vulkk with raw information about class changes each time Bioware tweaks something for the Discipline.
The text is usually taken from the patch notes or the forum posts, made by Bioware developers. Of course alacrity stacking gives you the best results while dummy parsing, or sitting in one place during the whole encounter, which is not possible during most bossfights because of the mechanics. The other reason for using this stat is the Diminishing Return effect on Crit rating, practically forcing us to invest our points into something else.
Some players like to run more critical rating due to their poor network connection, this way they miss out on less damage.I will cover everything you need to know about Sniper and then some keep in mind this will be primarily a PVP guide with some things PVE that will carry over.
Some things to keep in mind when it comes to playing as a sniper in any situation is going to be situational you do not have the best chances as far as survivability goes so always remember to do your best to place yourself in the fight but also far enough out of it to run away if needed, you need to kite if you start getting tunnelled which means you pop evasion and countermeasures and run away to the nearest LOS Line of Sight Object that you can find and hide from the damage.
Always remember you will die and that okay as long as you can get a kill first before you die you did a good job in that encounter!! Keep in mind that being good at sniper will come over time as you play it more and more, it just takes time and dedication. So stick to it!!! Shield Probe. The next utility I take is Reestablish Range which makes your countermeasures cleanse any roots so you can run away!!! This concludes my guide for virulence sniper, please give me your feedback on discord and if you have any questions feel free to DM me on discord.
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Energy: 15 Range: 35m. Fires a dart at the target that deals x internal poison damage over 18 seconds. Energy: 10 Range: 35m. Hurls a grenade that spews poisonous acid in a 5-meter radius, dealing x internal poison damage on impact and x internal damage over 24 seconds to up to 8 targets.
Fires a volley of bolts at the target, dealing x — x weapon damage and spending 6 energy each second. When you deal damage with Cull, each of your poison effects on the target also deal damage. Fires a shot that deals x — x weapon damage and immobilises the target for 5 seconds. Shoots a target for x — x weapon damage and x internal poison damage.
Calls in support from oriting warshps deal x elemental damage over 9 seconds to up to 8 enemies with8 meters of the target area. Unleashes a seres of shots that deals x — x weapon damage and uses 20 energy over the duration. Weakening Blast. Deals x — x weapon damage and for the next 10 seconds causes the target to take x — x additional weapon damage whenever t takes damage from your poison effects. Cooldown: 18s Range: 35m.
Detonates a flash bang that blinds thetarget for8 econds. Hurl a vibroknife with debiliating precision, dealing x — x energy damage an sstunningthe target for 4 seconds.This page is not meant to keep you from following the link you've clicked on.
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All rights reserved.Marksmanship Sniper - Novare Coast - SWTOR 6.1 PVP (February, 2020)
All other trademarks are the property of their respective owners. You are about to leave this website Close Continue.It focuses exclusively on PvE. The guide features an introduction to the class, gearing and stats priority, abilities descriptions of how they work and how to use them for best effect, utilities break-down, rotations and ability priorities and tips.
As a Sniper our main role is — not surprisingly — to dish out large amounts of damage from afar. And as of the current Patch 6. If there is a decent Sniper in your ops group — you will usually see them rather far up in the DPS ranking for any given encounter. Since we were granted a 35m range of attack we are rarely forced to stay in certain spots and enjoy a vast freedom of movement to relocate out of damage or into range for AOE heals.
We can tackle both challenges with a minor switch in the rotation and a swap of our tactical. On top of providing raw damage, we also bring our Ballistic Shield to the table which is a valuable add-on for healers to keep the group alive during high stress phases. If you are new to playing Virulence or just need a refresher for 6. If you are already doing Nightmare difficulty content, chances are good that you will not need a guide anyway and have already found your way of playing Virulence but you might still pick up a thing or two.
Since 6. There are countless variations of mods and Enhancements available to us that dilute the loot pool. The good news is, that we do not need to worry all that much unless we are doing specific content — namely Dxun or the Meridian Flashpoint. Every other type of PvE content will be downscaled.
This means that we will not have the full value of our stats available and Mastery, Endurance and Power are capped to maximum values. Note on the setbonus: reapplying Entrench just before it runs out via Imperial Preparation will keep you at 5 stacks of Entrenched Offense. If you leave cover at any point, your stacks will be reset to zero but if you re-enter cover while Entrench is still active you will start building stacks again.
Periodic Intensity is the mathematical ideal but if you are in the process of gearing up, use whatever is available. However — that is not an excuse for Slacking. Every little bit counts in NiM mode. When it comes to Alacrity however, there are two schools of thought in the Sniper community and I will try to cover them both.
Essentially a 1. It pretty much feels like 5. We have a passive buff that increases the chance for our dots and cull to crit so in reality with relic proccs etc. While most other specs do not benefit from a high Alacrity build like this one, Virulence is a special case.
The reason that it does not harm but instead even increase our DPS under certain conditions is our Weakening Blast. The debuff lasts on the target for 10 seconds and is not affected by Alacrity.