New SWTOR Sniper VIRULENCE Guide (Updated for Patch ) by AWETGOMK : swtor
I hate guides that don't highlight the fact that they are either pve or pvp. Stats and utilities can be very different as well as a bit of rotation. Build out your Sniper's skill tree with IGN's skill builder tool and share your favorite See: Star Wars: The Old Republic Sniper Skill Builder. Our screenshot guide will help you complete Greet the Overwatch legacy achievement and find Cartel Hangar Sniper. 1. Reach the top of that central “tent” with pink signs. SWTOR Greet the Overwatch Legacy Achievement: The First Path.
This spec is the best for instant, flawless and effective multi target swapping burst. Making it viable might not always be optimal for every single Boss Encounter. Stacks up to 2 times.
Followthrough is now trained at level 42 up from Sniper Volley is now trained at level 58 up from Honed Shots is now trained at level 60 up from Increases maximum energy by Increases the range of Overload Shot, Flash Bang, and Distraction to 30 meters, and additionally increases the range of all rifle, probe, and dart attacks by 5 meters.
In addition, Corrosive Dart marks its target for 45 seconds. This passive makes the Sniper unique. You have 5 extra meter range compared to other classes 35 over On top of all this, Corrosive Dart is now a huge ability for this class. Offensive Cooldowns Laze Target: The 6 piece set bonus gives you an extra charge of this making the set bonus a must!
This is one of the main offensives for your rotation and should be used on cooldown. The 4 piece set bonus buffs this ability significantly. Another great offensive cooldown. You can either use this as an energy cooldown or a DPS cooldown from my experience.
Summons a probe that helps you recover 50 energy over 3 seconds.Swtor: Marksman PvE guide patch 5.1
A resource gain cooldown that lets you gradually gain back 50 energy over time. Very good cooldown in a couple of scenarios: Rotation complications that cause energy problems B. Intensive AoE spamming C. Summons a probe that projects a shield around the Agent, absorbing a moderate amount of incoming damage for 10 seconds.
Does not break stealth. Only use this when you can predict miniscule damage, and be very efficient with it. Therefore, it is imperative that you use it only for massive incoming damage as well as staying in cover for maximum potential. A very situational, but powerful defensive. Entrenches you into cover, becoming immune to all controlling effects. Only grants protection while in cover. Lasts 23 seconds With Portable Bunker Cooldown: Entrench is your jack-of-all-trades cooldown with a myriad of utilities to support it.
SWTOR 4.0 Marksmanship Sniper PvE Guide by Thrax
Immune to crowd control, movement-impairing effects, and physics, this cooldown is one of the best defensives a Sniper can have. There are plenty of utilities to list from: Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 4 meters.
Activates countermeasures, instantly lowering threat by a moderate amount. Your main threat dropping ability. Detonates an emergency charge that knocks all nearby targets back several meters and immobilizes them for 5 seconds.
Damage dealt after 2 seconds ends the effect prematurely.
Only usable in cover. This is your main knockback and can be buffed in the Masterful Utility section with Pillbox Sniper. Deals X energy damage and stuns the target for 4 seconds. Detonates a flash bang that blinds the target for 8 seconds. Damage causes this effect to end prematurely. Fires a shot that deals X weapon damage and immobilizes the target for 5 seconds.
- SWTOR Greet the Overwatch Cartel Security title guide
- SWTOR Greet the Overwatch Guide
Direct damage dealt after 2 seconds ends the effect prematurely. This can come in useful for keeping adds still. Roll forward 18 meters, purging movement slowing effects and landing crouched behind cover.
That's all there is to it. There is no reason not to take this. I figured the pure dps build could use a little extra survivability but it could have gone either way. Snap Shot, which allows a Snipe to activate instantly, seems to be a very popular ability.
However, I have never been a fan of abilities that reduce cooldowns or activation times. The way I see it, energy management is enough of a pain with your abilities in their current state. Activating abilities quicker only allows you to burn through your energy faster without actually doing any additional damage.
I firmly believe in the old adage "slow and steady wins the race". However, this is merely my opinion and you will find many players, particularly pvpers, who find great utility in Snap Shot. It has been argued that Snap Shot doesn't really make your Snipe activate faster, as much as it merely changes when Snipe uses the energy.
In other words, all Snap Shot does is cause Snipe to use the energy up front instead of after the 1. While I still don't think that utility is worth the 2 points you have to invest into it, many players find it quite useful.
The choice is completely up to you. Sector Ranger, which causes Cover Pulse to knock targets back an extra 2 meters, is just not that important to me.
SWTOR Greet the Overwatch Cartel Security title guide - Dulfy
Strangely enough, my Sniper is perfectly comfortable fighting from within melee range, and an extra 2 meters is really nothing, anyways, unless you plan on trying to knock your enemies into hazards fairly often. Sniper Volley is another skill that I don't like, simply because it allows you to burn through your energy faster without any increased returns. The only reason I even put 2 points into it was because I didn't really have a choice.
The Engineer Spoiler This is the spec that I am currently using. Despite the common misconception that the Engineer is an AoE-oriented build, it is actually just as adept at dishing out single-target dps as the Marksman. The difference is that you also gain access to vastly enhanced AoE abilities to augment your powerful single-target attacks.
You are also able to stack multiple defensive buffs to become nigh-unkillable for a short time. While certainly more complicated to play than the Marksman spec, the payoff is a vastly increased level of utility. Probably one of the most versatile classes in the game. The following build is what I am currently using.
I have followed this level progression to the letter, all the way to level Here's the link to my Engineer build. Level 10 Energy Tanks As with most builds, you would do well to pick up Energy Tanks as early as possible.
Useful for any Sniper build. However, it mixes especially well with the Engineer's other abilities. A must-have for any Engineer build.
However, this is a natural progression. Those Marksman abilities we took will form the backbone of our build, and gaining access to Ballistic Dampers as early as possible makes leveling that much easier. This is the point where you see your Engineer start to take shape. While neither ability is particularly mind-blowing, I choose to go Vital Regulators for reasons I will explain in a later section. This ability is a no-brainer.
This one skill a big reason for specing Engineer! The Engineer tree is quite energy-hungry, so any skill that saves you some energy is worth taking. The reason is that the next skill to take will be Experimental Explosives, which is dependent on getting critical hits. By maximizing our critical rating now, we are insuring that we get the most out of Experimental Explosives. A staple of the Engineer build, made all the more powerful through all of the critical-enhancing skills we've taken thus far.
Gaining a 2nd use of Adrenaline Probe is a huge deal, especially when you have also taken Vital Regulators. This single skill allows you to be much more free with your energy expenditure.
The extra use of Shield Probe is just icing on the cake! That's 15 seconds of near-invulnerability. It is possible there is a cap on damage resistance that I'm not aware of. I'll continue to research this. If you have any information on the subject, please let me know. The best part is it's passive, so you don't have to do anything except watch those big numbers appear above your enemy's head.
Since SoS fires multiple rounds, when you have maxed this skill out you are guaranteed to add several-hundred elemental damage to each use of SoS. Since elemental damage ignores armor, this is a pretty sweet skill to have. It's usefulness is marginal, making it more of a tool to reach your Plasma Probe ability.
Its damage values don't seem that impressive until you realize that it ignores armor. Definitely a nice ability to have. Now I want to talk about a few of the abilities that I decided not to take. Engineer's Toolbelt is another ability that just lets you burn energy without any real benefit. It's been argued that the real use of this is the ability to use more Flashbangs in pvp. While that is a legitimate point, I feel that the points you would be putting into Engineers Toolbox are almost always put to better use elsewhere.