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The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
05-02-2012, 12:58 AM (This post was last modified: 05-12-2012 09:47 PM by felicity.)
Post: #1
The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
This compendium will no longer be updated. I have since quit SWTOR.



The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium

Lethality Snipers revolve around DoTs for sustained damage, crits for energy restoration, and are less restricted by the cover mechanic. This is a guide designed to give advice for end game PVE operations as Lethality. As such, the skill descriptions and whatnots are written with operations in mind.

Everything in this guide is written from the Imperial Agent/Sniper PoV. For the Gunslinger equivalents, check out the mirror terminology dictionary.



Table of Contents
I. Abilities
II. Skill Tree
III. Priority, Rotation, Energy
IV. Stats
V. Gear, Items
VI. Crew Skills
VII. More Reading




I. Abilities

Single Target
  • Rifle Shot
    Rifle Shot
    Imperial Agent

    Range: 30m
    Activation time: Instant
    Damage Type: Weapon

    Fires 2 quick shots, dealing [?] weapon damage.
    : Aka the basic "autoattack". It does some weapon damage and costs no energy. Used primarily as an energy-less filler.
  • Corrosive Dart
    Corrosive Dart
    Imperial Agent

    Energy: -20
    Range: 30m
    Activation time: Instant
    Damage Type: Internal
    Mirror: Vital Shot

    Fires a dart at the target that deals [?] internal damage over 15 seconds.
    : One of our primary abilities. It counts as a poison and boosts Cull's damage. With the Lethality skill Lethal Injectors, it ticks every 3 seconds for a total of 6 ticks. It doesn't do any initial damage, and the first tick will begin 3 seconds after it's applied.
  • Series of Shots
    Series of Shots
    Imperial Agent (Sniper)

    Energy: -20
    Range: 30m
    Channel time: 3.0 secs
    Cooldown: 15 secs
    Damage Type: Weapon
    Mirror: Speed Shot

    Unleashes a series of shots that deals ((LvlRankDmgAmnt * 0.098 WeaponDamage * 0.98) * 4) weapon damage over the duration. Must be in cover to use.
    : A powerful ability no matter what Sniper spec you are. It has a great energy:damage ratio. Using it as Lethality might seem like an inconvenience since it requires cover, but the Lethality tree does have damage and critical chance bonuses for Series of Shots.
  • Takedown
    Takedown
    Imperial Agent (Sniper)

    Energy: -15
    Range: 30m
    Activation time: Instant
    Cooldown: 12 secs
    Damage Type: Weapon
    Mirror: Quickdraw

    Attempts to take the target down with a single powerful shot that deals (LvlRankDmgAmnt * 0.27 WeaponDamage * 2.7) weapon damage. Only usable on targets at or below 30% max health.
    : More damage done once our target goes below 30%.
  • Explosive Probe
    Explosive Probe
    Imperial Agent

    Energy: -20
    Range: 30m
    Activation time: Instant
    Cooldown: 30 secs
    Damage Type: Kinetic
    Mirror: Sabotage Charge

    Puts an explosive probe on the target that detonates when the target takes damage, dealing [?] kinetic damage to the target. Standard and weak targets are additionally knocked down and set on fire, dealing [?] additional elemental damage over 3 seconds. Can only be used from cover.
    : Has the same energy cost as our other abilities and gets a damage boost from Explosive Engineering, but doesn't synergize with Cull or poisons. You can use it as a filler when you have the energy.
  • Ambush
    Ambush
    Imperial Agent (Sniper)

    Energy: -15
    Range: 30m
    Activation time: 2.5 secs
    Cooldown: 15 secs
    Damage Type: Weapon
    Mirror: Aimed Shot

    Fires a high-powered shot that deals (LvlRankDmgAmnt * 0.329 WeaponDamage * 3.29) weapon damage. Must be in cover to use.
    : Can also be used as filler. It costs 5 less energy than Explosive Probe and does a few hundred more damage, but it has a 2.5 second long activation time.
  • Overload Shot
    Overload Shot
    Imperial Agent

    Energy: -17
    Range: 10m
    Activation time: Instant
    Damage Type: Weapon
    Mirror: Quick Shot

    Blasts a target for [?] weapon damage.
    : You get a slight damage boost for Overload Shot with a Lethality skill, but it's not an ability you normally use. The energy cost is steep considering it only does slightly more damage than Rifle Shot.
  • Snipe
    Snipe
    Imperial Agent

    Energy: -20
    Range: 30m
    Activation time: 1.5 secs
    Damage Type: Weapon
    Mirror: Charged Burst

    Shoots a target for [?] weapon damage. Can only be used from cover.
    : There's no reason for Lethality to use this ability. It costs 20 energy, does poor damage considering the cost, and you have no abilities that synergize with Snipe.

AoE Target
  • Orbital Strike
    Orbital Strike
    Imperial Agent

    Energy: -30
    Range: 30m
    Activation time: 3.0 secs
    Cooldown: 60 secs
    Damage Type: Elemental
    Mirror: XS Freighter Flyby

    Calls in support from orbiting warships, dealing ((LvlRankDmgAmnt * 0.177 SpellPower * 1.77) * 3) elemental damage over 9 seconds to all enemies within 8 meters of the targeted area. Standard and weak enemies are additionally knocked down by the blasts.
    : Very strong AoE which hits 3 times. Great for even single target DPS, and definitely something to use versus adds and packs of trash.
  • Fragmentation Grenade
    Fragmentation Grenade
    Imperial Agent

    Energy: -20
    Range: 30m
    Activation time: Instant
    Cooldown: 6 secs
    Damage Type: Kinetic
    Mirror: Thermal Grenade

    Throws a fragmentation grenade that deals [?] kinetic damage to up to 5 enemies in an 8-meter radius. If the primary target is standard or weak, it is knocked down by the blast.
    : 6s cooldown AoE with mediocre damage. It's better for AoE damage than Suppressive Fire. It can be used on weak mobs (like the guys at the Pylons in EV) for its knockdown effect.
  • Suppressive Fire
    Suppressive Fire
    Imperial Agent (Sniper)

    Energy: -35
    Range: 30m
    Channel time: 4.0 secs
    Damage Type: Weapon
    Mirror: Sweeping Gunfire

    Sprays a wave of bolts over the target area, dealing ((LvlRankDmgAmnt * 0.0277 WeaponDamage * 0.277) * 9) weapon damage over the duration to up to 3 targets within 5 meters.
    : Consumes a ton of energy and doesn't do much damage. It's really not useful for clearing things.

Party Utility
  • Shatter Shot
    Shatter Shot
    Imperial Agent (Sniper)

    Energy: -10
    Range: 30m
    Activation time: Instant
    Cooldown: 5 secs
    Damage Type: Weapon
    Mirror: Flourish Shot

    Fires a high-impact shot that deals [?] weapon damage and reduces the target's armor by 20% for 45 seconds.
    : Shatter Shot reduces armor which in turn raises kinetic/energy damage done. Bioware has said that armor debuffs don't stack anymore, but they are actually stacking additively right now.
  • Distraction
    Distraction
    Smuggler

    Activation time: Instant


    : Interrupts whatever our target is casting. This is really only utilized on Sorno in Karagga's Palace right now, and also on some trash mobs.
  • Ballistic Shield
    Ballistic Shield
    Imperial Agent (Sniper)

    Activation time: Instant
    Cooldown: 180 secs
    Mirror: Scrambling Field

    Deploys a ballistic shield that spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 15 seconds. Can only be used from cover, and exiting cover ends the effect.
    : Grants yourself and nearby allies 20% damage reduction. It's primarily used for Annihilation Droid's sitting mode in EV and Zorn/Toth's rock throwing phase in Denova. It can really be used whenever. Those are just the most "strategic" uses for it currently.
  • Slice Droid
    Slice Droid
    Smuggler

    Range: 30m
    Activation time: 2.0 secs

    Hacks a droid, incapacitating it for 60 seconds. Damage causes this effect to end prematurely. Only one droid can be sliced at a time.

    : Useful for droid crowd control on the trash pulls in Denova.
  • Flash Bang
    Flash Bang
    Imperial Agent

    Energy: -10
    Range: 10m
    Activation time: Instant
    Cooldown: 60 secs
    Mirror: Flash Grenade

    Detonates a flash bang that blinds up to 5 targets within 5 meters for 8 seconds. Damage causes this effect to end prematurely.
    : It has a very short duration, so it's not helpful with trash pulls in operations.

Self Utility
  • Adrenaline Probe
    Adrenaline Probe
    Imperial Agent

    Energy: +50
    Activation time: Instant
    Cooldown: 120 secs
    Mirror: Cool Head


    : Talented, it restores 50 energy every 1.5mins. You can purposely use up more energy than you should, then restore it with Adrenaline Probe for a quick recovery.
  • Target Acquired
    Target Acquired
    Imperial Agent (Sniper)

    Activation time: Instant
    Cooldown: 120 secs
    Mirror: Illegal Mods

    Increases alacrity by 20% for 10 seconds.
    : Increases alacrity, meaning our channels (Cull, Series of Shots) and activations (Orbital Strike, Ambush) are quicker.
  • Laze Target
    Laze Target
    Imperial Agent (Sniper)

    Activation time: Instant
    Cooldown: 60 secs
    Mirror: Smuggler's Luck

    Increases the critical hit chance of your next Snipe by 100%.
    : Even with 100% crit, Lethality still has no use for Snipe. A Snipe crit will have similar damage to a non-crit Ambush.

Self Defense
  • Countermeasures
    Countermeasures
    Imperial Agent

    Activation time: Instant
    Cooldown: 45 secs
    Mirror: Surrender

    Activates countermeasures, instantly lowering threat by a moderate amount.
    : 25% aggro dump. Use it whenever possible.
  • Shield Probe
    Shield Probe
    Imperial Agent

    Activation time: Instant
    Cooldown: 45 secs
    Mirror: Defense Screen

    Summons a probe droid that projects a shield around the Agent, absorbing a moderate amount of incoming damage for 15 seconds. Does not break stealth.
    : Absorbs some incoming damage. You should use it when you can't avoid taking damage.
  • Evasion
    Evasion
    Imperial Agent

    Activation time: Instant
    Cooldown: 60 secs
    Mirror: Dodge

    Increases your chance to dodge melee and ranged attacks by 100% for 3 seconds. Does not break Stealth.
    : Makes you dodge melee and ranged attacks for a few seconds. Not very useful for operations. The things hitting you are often force or tech abilities which can't be negated with Evasion.
  • Escape
    Escape
    Smuggler

    Activation time: Instant
    Cooldown: 120 secs

    Breaks you free from all incapacitating and movement-impairing effects.
    : A self-status cleanse. Not many encounters really benefit from self-cleanse. You can cleanse Toth's stun in EC if you get caught up in it, or cleanse a Stun Droid in KP, and that's about it.
  • Cover Pulse
    Cover Pulse
    Imperial Agent (Sniper)

    Activation time: Instant
    Cooldown: 30 secs
    Mirror: Pulse Detonator

    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.
    : Currently, Cover Pulse is only used to clear the Firestalkers in Eternity Vault, and for repositioning trash mobs into Orbital Strike.
  • Entrench
    Entrench
    Imperial Agent (Sniper)

    Activation time: Instant
    Cooldown: 60 secs
    Mirror: Hunker Down

    Entrenches you into cover, becoming immune to all controlling effects. Only usable in cover. Ends prematurely if cover is exited. Lasts 20 seconds.
    : Not used for operations since bosses ignore crowd control immunity.



II. Skill Tree

Mandatory: Required for running ops as Lethality.
Recommended: These skills are more useful than the optional ones.
Optional: Many of these skills are PVP skills that don't have applications in PVE. They're what you would look into if you were trying to make a build that works in both PVP and PVE.


Lethality Skills
  • Tier 1
    • (Optional) Deadly Directive vs Razor Edge: Alacrity isn't that great of a stat for Snipers, but Snipers don't even use Shiv. You need to have 5 points allocated in order to unlock tier 2, so pick whatever you'd like!
    • (Mandatory) Lethality: Increased crit % that doesn't diminish. Taketaketake.
  • Tier 2
    • (Optional) Slip Away vs Flash Powder: These have great uses in PVP, but not much use in PVE. You need to have 5 points allocated in order to unlock tier 3, so pick whatever you'd like!
    • (Mandatory) Corrosive Microbes: Improves Corrosive Dart. Double ticks will count as 2 poisons and consume 2 charges of Weakening Blast
      Weakening Blast
      Imperial Agent (Operative)

      Energy: -10
      Range: 10m
      Activation time: Instant
      Cooldown: 15 secs
      Damage Type: Weapon
      Mirror: Hemorrhaging Blast

      Deals (LvlRankDmgAmnt * 0.087 + WeaponDamage * 0.87) weapon damage and causes the target to take 30% additional damage from the Agent's next 10 poison effects. Lasts 15 seconds.
      .
    • (Mandatory) Lethal Injectors: Improves Corrosive Dart.
  • Tier 3
    • (Mandatory) Corrosive Grenade
      Corrosive Grenade
      Imperial Agent (Operative)

      Energy: -20
      Range: 30m
      Activation time: Instant
      Cooldown: 12 secs
      Damage Type: Internal
      Mirror: Shrap Bome

      Hurls a corrosive grenade that spews acid in a 5-meter radius on impact, dealing ((LvlRankDmgAmnt * 0.032 + SpellPower * 0.32) * 8) internal damage over 21 seconds to up to 3 targets.
      : The other poison skill. It's AoE and lasts longer than Corrosive Dart, but on a cooldown. It ticks every 3 seconds for a total of 8 ticks. Unlike Corrosive Dart, Corrosive Grenade does an initial hit of damage which counts as one of its ticks. This initial tick is slightly delayed by the animation. (Not sure if it's the same for Dirty Fighting.)
    • (Mandatory) Targeted Demolition: Improves Corrosive Grenade and Fragmentation Grenade.
    • (Mandatory) Cut Down: Improves Cull and Series of Shots. It also improves Overload Shot, but even with this passive there's no reason to use Overload Shot.
  • Tier 4
    • (Mandatory) Lethal Purpose: A skill to help with energy. It also synergizes with Lethal Dose.
    • (Optional) Adhesive Corrosives: Turns Corrosive Grenade into an AoE slow.
    • (Optional) Hold Your Ground: Reduces defensive cooldowns. Shield Probe has uses in operations, but Escape and Cover Pulse not so much.
    • (Mandatory) Lethal Dose: More crit chance with poisons = more damage and higher chance to restore some energy thanks to Lethal Purpose.
  • Tier 5
    • (Mandatory) Cull
      Cull
      Imperial Agent (Operative)

      Energy: -25
      Range: 10m
      Activation time: Instant
      Damage Type: Internal
      Mirror: Wounding Shot

      Executes your Tactical Advantage to fire a volley of corrosive shots, dealing (LvlRankDmgAmnt * 0.135 + WeaponDamage * 1.35) weapon damage. For each of your poison effects present on the target, the target is culled for an additional (LvlRankDmgAmnt * 0.066 + SpellPower * 0.66) internal damage. Requires and consumes Tactical Advantage.
      : Bread & butter damage skill for Lethality. Cull's internal damage ticks counts as poison. So, the ticks will consume your Weakening Blast, and crits will restore 2 energy. As the skill description says, Cull does internal damage based on how many of your poisons are on the target.
    • (Mandatory) Razor Rounds: More crit on Cull and Series of Shots.
    • (Optional) Counterstrike: More of a PVP skill to help with mobility. Arguably has some uses in PVE to cleanse slow effects.
  • Tier 6
    • (Mandatory) Devouring Microbes: Improves poison damage when the boss gets lower. Acts like a passive Takedown.
    • (Optional) Lingering Toxins: This skill helps you counter cleanses in PVP. It doesn't have the same use in PVE since bosses don't have any cleansing mechanics. Rather, for PVE, the residual poisons will help if your poisons run out during a Cull channel. But allowing the weaker poisons to stay on instead of refreshing or renewing Dart/Grenade will drop your DPS. Thus, Lingering is a placebo for people who have poor energy management and/or poor poison management.
  • Tier 7
    • (Mandatory) Weakening Blast
      Weakening Blast
      Imperial Agent (Operative)

      Energy: -10
      Range: 10m
      Activation time: Instant
      Cooldown: 15 secs
      Damage Type: Weapon
      Mirror: Hemorrhaging Blast

      Deals (LvlRankDmgAmnt * 0.087 + WeaponDamage * 0.87) weapon damage and causes the target to take 30% additional damage from the Agent's next 10 poison effects. Lasts 15 seconds.
      : Costs no energy and improves the next 10 poison ticks. Corrosive Dart
      Corrosive Dart
      Imperial Agent

      Energy: -20
      Range: 30m
      Activation time: Instant
      Damage Type: Internal
      Mirror: Vital Shot

      Fires a dart at the target that deals [?] internal damage over 15 seconds.
      and Corrosive Grenade
      Corrosive Grenade
      Imperial Agent (Operative)

      Energy: -20
      Range: 30m
      Activation time: Instant
      Cooldown: 12 secs
      Damage Type: Internal
      Mirror: Shrap Bome

      Hurls a corrosive grenade that spews acid in a 5-meter radius on impact, dealing ((LvlRankDmgAmnt * 0.032 + SpellPower * 0.32) * 8) internal damage over 21 seconds to up to 3 targets.
      tick every 3 seconds, and Weakening lasts 15 seconds. Double ticks with Corrosive Dart
      Corrosive Dart
      Imperial Agent

      Energy: -20
      Range: 30m
      Activation time: Instant
      Damage Type: Internal
      Mirror: Vital Shot

      Fires a dart at the target that deals [?] internal damage over 15 seconds.
      will consume 2 Weakenings. Cull
      Cull
      Imperial Agent (Operative)

      Energy: -25
      Range: 10m
      Activation time: Instant
      Damage Type: Internal
      Mirror: Wounding Shot

      Executes your Tactical Advantage to fire a volley of corrosive shots, dealing (LvlRankDmgAmnt * 0.135 + WeaponDamage * 1.35) weapon damage. For each of your poison effects present on the target, the target is culled for an additional (LvlRankDmgAmnt * 0.066 + SpellPower * 0.66) internal damage. Requires and consumes Tactical Advantage.
      also consumes Weakening Blast. Cull
      Cull
      Imperial Agent (Operative)

      Energy: -25
      Range: 10m
      Activation time: Instant
      Damage Type: Internal
      Mirror: Wounding Shot

      Executes your Tactical Advantage to fire a volley of corrosive shots, dealing (LvlRankDmgAmnt * 0.135 + WeaponDamage * 1.35) weapon damage. For each of your poison effects present on the target, the target is culled for an additional (LvlRankDmgAmnt * 0.066 + SpellPower * 0.66) internal damage. Requires and consumes Tactical Advantage.
      hits 3 times during its channel, and each hit consumes 1 Weakening per poison on the target.

Engineering Skills
  • Tier 1
    • (Mandatory) Energy Tanks: Gives you more resources to work with.
    • (Mandatory) Gearhead: Makes every point on Cunning on your gear worth more.
  • Tier 2
    • (Recommended) Explosive Engineering: Improves damage for our AoEs and Explosive Probe. This is most relevant to Corrosive Grenade and Orbital Strike. Depending on your gear/stats, you might need Vitality Serum or Marksmanship. You can use them as stat boosts, then respec later into Explosive Engineering once your stats are better.
    • (Optional) Vitality Serum: If you're a fresh 50, consider doing your ops group a favor and skill into this so you don't die in a sneeze. Once you get more gear, drop it for another talent.

Marksmanship Skills
  • Tier 1
    • (Mandatory) Steady Shots: More Cull and Series of Shots damage.
    • (Optional) Marksmanship: Check out the stats section for more about accuracy. Since a lot of our accessories and Rakata gear comes with accuracy, you can safely skip this and invest in Explosive Engineering instead. If you are low on accuracy, though, and combat log parses show you have a ton of misses, you might want to consider skilling it until you get more accuracy on your gear.

There are many other tier1/tier2 Engineering and Marksmanship Skills, but these are the most relevant ones for dps and running ops.

2/8/31 is an optimal build. It has all of the core Lethality skills, and uses Explosive Engineering for more damage instead of relying on Vitality Serum or Marksmanship for stat deficiencies.

Engineering/Lethality Hybrid
A spec I would like to mention is the Engineering/Lethality hybrid. Usually some combination of 2/16/23. (Some will say it's 2/18/21, but Experimental Explosives doesn't affect Corrosive Grenade.) The hybrid stops getting Lethality talents after Cull, and trades in Devouring Microbes and Weakening Blast for Interrogation Probe (another DoT) and Cluster Bombs in the Engineering tree.

The strengths of the build are the mini-burst from Engineering's Explosive Probe/Cluster Bombs combo, and Lethality's constant internal damage pressure. There's also synergy between setting up poisons and Explosive Probe on a target, then using Cull to trigger the Cluster Bombs. On the downside, it has more setup, and all of the setup required can be energy intensive.

It excels more as a PVP spec. Having the burst from Explosive Probe and Cluster Bombs is beneficial for chunking people in PVP. Being more energy intensive isn't an issue for short skirmishes in PVP, but it's definitely a problem for 5min long boss fights. Additionally, some testing showed 2/8/31 Lethality doing 50-60 more DPS than 2/16/23, and that's without Devouring Microbes being accounted for.



III. Priority, Rotation, Energy

Priorities
  1. Corrosive Dart
    Corrosive Dart
    Imperial Agent

    Energy: -20
    Range: 30m
    Activation time: Instant
    Damage Type: Internal
    Mirror: Vital Shot

    Fires a dart at the target that deals [?] internal damage over 15 seconds.
    , Corrosive Grenade
    Corrosive Grenade
    Imperial Agent (Operative)

    Energy: -20
    Range: 30m
    Activation time: Instant
    Cooldown: 12 secs
    Damage Type: Internal
    Mirror: Shrap Bome

    Hurls a corrosive grenade that spews acid in a 5-meter radius on impact, dealing ((LvlRankDmgAmnt * 0.032 + SpellPower * 0.32) * 8) internal damage over 21 seconds to up to 3 targets.
  2. Orbital Strike
    Orbital Strike
    Imperial Agent

    Energy: -30
    Range: 30m
    Activation time: 3.0 secs
    Cooldown: 60 secs
    Damage Type: Elemental
    Mirror: XS Freighter Flyby

    Calls in support from orbiting warships, dealing ((LvlRankDmgAmnt * 0.177 SpellPower * 1.77) * 3) elemental damage over 9 seconds to all enemies within 8 meters of the targeted area. Standard and weak enemies are additionally knocked down by the blasts.
  3. Takedown
    Takedown
    Imperial Agent (Sniper)

    Energy: -15
    Range: 30m
    Activation time: Instant
    Cooldown: 12 secs
    Damage Type: Weapon
    Mirror: Quickdraw

    Attempts to take the target down with a single powerful shot that deals (LvlRankDmgAmnt * 0.27 WeaponDamage * 2.7) weapon damage. Only usable on targets at or below 30% max health.
  4. Weakening Blast
    Weakening Blast
    Imperial Agent (Operative)

    Energy: -10
    Range: 10m
    Activation time: Instant
    Cooldown: 15 secs
    Damage Type: Weapon
    Mirror: Hemorrhaging Blast

    Deals (LvlRankDmgAmnt * 0.087 + WeaponDamage * 0.87) weapon damage and causes the target to take 30% additional damage from the Agent's next 10 poison effects. Lasts 15 seconds.
  5. Cull
    Cull
    Imperial Agent (Operative)

    Energy: -25
    Range: 10m
    Activation time: Instant
    Damage Type: Internal
    Mirror: Wounding Shot

    Executes your Tactical Advantage to fire a volley of corrosive shots, dealing (LvlRankDmgAmnt * 0.135 + WeaponDamage * 1.35) weapon damage. For each of your poison effects present on the target, the target is culled for an additional (LvlRankDmgAmnt * 0.066 + SpellPower * 0.66) internal damage. Requires and consumes Tactical Advantage.
  6. Series of Shots
    Series of Shots
    Imperial Agent (Sniper)

    Energy: -20
    Range: 30m
    Channel time: 3.0 secs
    Cooldown: 15 secs
    Damage Type: Weapon
    Mirror: Speed Shot

    Unleashes a series of shots that deals ((LvlRankDmgAmnt * 0.098 WeaponDamage * 0.98) * 4) weapon damage over the duration. Must be in cover to use.
  7. Explosive Probe
    Explosive Probe
    Imperial Agent

    Energy: -20
    Range: 30m
    Activation time: Instant
    Cooldown: 30 secs
    Damage Type: Kinetic
    Mirror: Sabotage Charge

    Puts an explosive probe on the target that detonates when the target takes damage, dealing [?] kinetic damage to the target. Standard and weak targets are additionally knocked down and set on fire, dealing [?] additional elemental damage over 3 seconds. Can only be used from cover.
    , Ambush
    Ambush
    Imperial Agent (Sniper)

    Energy: -15
    Range: 30m
    Activation time: 2.5 secs
    Cooldown: 15 secs
    Damage Type: Weapon
    Mirror: Aimed Shot

    Fires a high-powered shot that deals (LvlRankDmgAmnt * 0.329 WeaponDamage * 3.29) weapon damage. Must be in cover to use.
  8. Rifle Shot
    Rifle Shot
    Imperial Agent

    Range: 30m
    Activation time: Instant
    Damage Type: Weapon

    Fires 2 quick shots, dealing [?] weapon damage.

Pretty straight forward. Poisons and Cull make up a lot of your damage, Takedown should be used if the boss is under 30% HP, and Series of Shots/Explosive Probe/Ambush/Rifle Shot are always available as filler.

Orbital is very strong even if its only hitting one target. Ideally, you would want to use it every time it's available. It was placed second in priority since you should give your tank a few gcds at the start of the fight before you go all out.

Situational Priorities
  • Orbital Strike: If the fight involves adds, such as Foreman Crusher's pigs or Karagga's mouse droids, you should save Orbital to help with the adds. In both examples, it's possible to hit both the boss and the adds at the same time.
  • Shatter Shot: As mentioned in the abilities section, armor debuffs are stacking additively despite Bioware's claim that they no longer stack. For now, you should definitely use it. After they quit stacking, only use it if there's no Juggernauts or Arsenal Mercenaries stacking on their debuffs on the boss. Their debuffs are part of their regular tanking and damage rotation, but Shatter Shot is not part of yours. If bosses ever gain self-healing mechanics, Shatter Shot will become a regular part of your rotation since it also reduces healing.
  • Distraction: As mentioned in the abilities section, this is really only utilized on Sorno in Karagga's Palace. If you're on interrupt duty, interrupt.

Natural Energy Regen
1-19% Energy: 2 Energy/Second
20-59% Energy: 3 Energy/Second
60-99% Energy: 5 Energy/Second
100% Energy: 0 Energy/Second

For the most part, you want to stay within max regen range, but you can afford to drop much lower when Adrenaline Probe is available. The most common time to use Adrenaline Probe for any Sniper regardless of spec is usually after a skill sequence involving Orbital Strike, which consumes 30 energy after activation. Following that up with other skills can easily drop you into lower energy regen.

Rotation and Energy
Lethality's rotation is essentially to apply both poisons, Weakening Blast, and pop Cull. The idea is simple enough, but you need to do it with some finesse or you'll just run out of energy. Take note of how much energy things cost: Corrosive Dart is 20 energy, Corrosive Grenade is 20 energy, Cull is 25 energy, Orbital Strike is 30 energy, Series of Shots is 20 energy. In order to "sustain" your dps, you would basically want to be able to use Cull every time it's up and have both poisons on your target at all times.

Having to refresh both poison effects at once before using Cull can dock you energy. Poison effects running out during Cull's channel will also cost you damage, though the Lingering Toxins talent can help alleviate that. You can space out skill usage with Rifle Shots or Weakening Blast for natural regen during the global cooldown. Also note that your channeling skills (Cull and Series of Shots) consume energy at the start. If you use them while you're above 60% energy, you get the full 5 energy per second regen, and you regen most of their energy cost while channeling.

Target Switching
The restriction of needing poisons on before you cast Cull means you're not the best at switching targets. Take Soa into example. During phase 2, Soa begins spawning mind traps and you need to blow them quickly to get party members out. Don't bother using poisons or Cull when you have to switch targets - you have other buttons you can press. When it comes to temporary target switches like mind traps, abilities such as Explosive Probe or Series of Shots will do damage without requiring setup.

Practice and Combat Logs
5min long practice runs on the dummies help since most operation encounters are around 5min long. Get used to timing your own poisons. Get a feel for how much energy regen you have. Corrosive Dart and Grenade don't have numerical countdowns on them, but perhaps there's a visual cue on the icon you should look for so you know when to re-apply them. Take note of how much each tick of poison does. How much damage do your poisons do? Is there an ideal time to use Weakening Blast so that you buff the highest damaging poison?

Training dummies are "perfect" situations where your target doesn't do anything to you, and you don't need to move or reposition or stop channels. The downside of using a test dummy is that it can't be destroyed or brought below 100% HP. This counts against all Snipers because it means we can't use Takedown, but for Lethality it also means that Devouring Microbes won't ever be taken into account. Additionally, you might not need to use Shatter Shot in your ops group, whereas you'd use it on the dummy.

Combat logs for boss fights also show you possible spots for improvement. I'll show you an example from my logs. This is a parse from hard mode Zorn and Toth. The parts where my dps suddenly dropped was when they began placing spikes on the ground making it hard to channel Cull and Series of Shots. This is another parse from hard mode Zorn and Toth. I got more channels off during the spike phase and my dps was more consistent.



IV. Stats

Primary Stats

Cunning -> Ranged/Tech Bonus Damage, Ranged/Tech Critical Chance
Main stat. Raises both damage and critical chance for your ranged attacks and tech abilities. You get 9% Cunning with the Gearhead Talent.

Endurance -> Max HP
More HP. Comes attached to all of our gear. You get 4% with the Vitality Serum talent, but it's not recommended you take Vitality Serum unless you just hit 50 and desperately need an HP boost.

Aim -> Ranged Bonus Damage, Ranged Critical Chance
Aim also increases our ranged damage and critical chance, but there's no reason why you should bother getting any equipment with Aim. Our Cunning is worth more thanks to Gearhead, and you can't stack Aim without losing Cunning. If you're completely obsessed with min/maxing, you can collect the Aim datacrons. Smile

Presence, Strength, Willpower
Useless for operations.

Secondary Stats

Accuracy Rating -> Accuracy %
  • Accuracy rating is subject to diminishing returns: The more you stack, the less effective it becomes.
  • You should get 330 accuracy (+10%) for operations since bosses have a 10% chance to dodge. If you have the bonus 1% from doing companion quests, then you need 290 accuracy.
  • Rifle Shot has a built-in 10% chance to miss, meaning it'll still miss sometimes even with 330 accuracy. Logs show it misses once or twice per 5min long encounter. Hardly the end of the world.
  • You can get 3% accuracy from the Marksmanship talent, but this isn't recommended when you could get Explosive Engineering instead. You can also get 1% for doing all companion quests with a melee tank companion.
  • Accuracy rating is slightly different for our rebel scum Gunslinger brothers. Gunslingers dual wield, and their off hand has 33% less accuracy. Thus, stacking accuracy past 330 will help their off hand.

Critical Rating -> Critical Chance %
  • Critical hit = Hit harder than normal.
  • By default, crits do +50% damage, and can go higher with surge.
  • Lethality benefits from having a lot of crit. With the Lethal Purpose talent, you regen 2 energy per poison crit.
  • Critical rating is subject to diminishing returns: The more you stack, the less effective it becomes.
  • You get 3% crit from the Lethality talent. You can also get 1% for doing all companion quests with a ranged dps companion.

Surge -> Critical Multiplier %
  • Surge makes your crits hit harder.
  • Surge is subject to diminishing returns: The more you stack, the less effective it becomes.
  • You can get 1% for doing all companion quests with a melee dps companion.

Power -> Bonus Damage
  • Each point of power gives 0.23 bonus damage and there are no diminishing returns.
  • Power also increases how much damage our Shield Probe absorbs.

All other secondary stats can be ignored by Snipers.



V. Gear, Items

Gear Slotting
  • Armoring: The preferred armoring would be "Skill Armoring", which gives more Cunning than Endurance. Some Sniper gears come with "Patron Armoring" which gives a lot of Endurance.
  • Modification: The preferred mods would be "Artful Mods" (Cunning > Power > Endurance). They provide lots of Power and allow you to customize your Enhancements based on which stats you're lacking.
  • Enhancements: Ideally, you want the Enhancements that give less Endurance and more Crit/Power, such as "Adept Enhancement" (Power/Surge), "Battle Enhancement" (Crit/Surge), "Initiative Enhancement" (Power/Acc), and "Acute Enhancement" (Crit/Acc).

Accessories
Accessories are a good source of crit rating since the new Black Hole commendation gear gives +71 crit per piece. Just avoid anything with alacrity or a metric ton of endurance.
  • Earrings
    • Black Hole Trapper's MK-1 Device (Comms): 102 Cun, 87 End, 71 Crit, 57 Surge
    • Black Hole Trapper's MK-2 Device (Drop?): 102 Cun, 87 End, 71 Power, 57 Accuracy
    • Black Hole Targeter's MK-4 Adaptor (Drop?): 102 Cun, 87 End, 71 Power, 57 Surge
    • Rakata Enforcer's Device (Comms): 103 Cun, 85 End, 51 Acc, 44 Crit
    • Columi Enforcer's Device (Crafted): 97 Cun, 80 End, 48 Acc, 41 Power
  • Implants
    • Black Hole Targeter's MK-1 Enhancer (Comms): 102 Cun, 87 End, 71 Crit, 57 Acc
    • Black Hole Targeter's MK-3 Enhancer (Drop?): 102 Cun, 87 End, 71 Power, 57 Surge
    • Black Hole Trapper's MK-4 Package (Drop?): 102 Cun, 87 End, 71 Power, 57 Accuracy
    • Rakata Enforcer's Implant (Comms/Drop): 85 Cun, 98 End, 51 Power, 51 Surge
    • Rakata Field Medic's Implant (Comms/Drop): 103 Cun, 85 End, 44 Crit, 51 Surge
    • Columi Enforcer's Implant (Crafted/Drop): 80 Cun, 93 End, 48 Acc, 48 Crit

Set Bonuses
Tionese, Columi, Rakata and Campaign gear come with the same PVE set bonuses. Battlemaster and War Hero come with the same PVP set bonuses.
  • 2pc PVE: 10 energy restored when you activate Target Acquired. This bonus feels very random. With a 2min cooldown, you can't casually pop Target Acquired to restore back 10 energy. So, regardless of this bonus, you'll continue using Target Acquired whenever you need a sudden boost in cast speed. And when that moment comes, you may or may not be capped on energy, and this may or may not do anything at all!
  • 4pc PVE: Reduces Takedown's energy cost by 7, making Takedown's damage:energy rating much better. When the boss is in Takedown range (under 30% hp), you're entering the final stretch of the fight. Saving 7 energy per Takedown let's you put that energy towards a different skill so you can do more damage than you'd normally be doing and during a phase where you should popping cooldowns and burning down the boss.
  • 2pc PVP: Increases Orbital's duration, letting it strike up to 4 times. This 4th hit will do the same damage as the other hits. If you can land all 4 hits, then it's effectively a 33% damage increase on what's already one of your highest damaging skills. In order to use this though, you'd have to use pieces of Battlemaster Gear (no augment slot, but you can resocket everything so there's no expertise) or move War Hero armorings to another armor (can have an augment slot, but there will be expertise on the armoring) resulting in less Cunning and Endurance.
  • 4pc PVP: Increases the range of Takedown and Distraction by 5m. By default, Takedown has a 35m range, and Distraction has a 30m range. Lethality doesn't benefit much from this. You have to be within 30m range to cast Corrosive Dart and Grenade to begin with. Largely ignorable for PVE.
  • 2pc PVP versus 4pc PVE: Let's see. Takedown gets used around 5 times per fight. That's 35 energy saved with the 4pc PVE bonus -- Enough energy for a couple Explosive Probes or a couple Ambushes. Orbital Strike can be used around 4-5 times per fight, and a single hit from Orbital does roughly the same damage as an Explosive Probe. The 2pc PVP bonus certainly looks better in comparison, but it all depends on whether Orbital actually hits.

Relics
  • Matrix Cube M7-R3: Or, baby's first relic. It's easy to make after you hit 50 and gives you a constant damage/crit boost.
  • On-use Relic: The biggest boost you'll get from a useable relic is the power boost from a Boundless Ages relic. It helps with "burn phases" on bosses. Your damage is based on your stats as the damage is done, so if you cast Orbital Strike then wait to use your relic before Orbital hits, your Orbital will still receive a power boost from your relic even though you just popped it.
  • On-hit Relic: On-hit relics have a 30% chance to do a little extra damage. There are elemental/internal ones which do less damage but don't hit armor, and kinetic/energy ones which do more damage but do hit armor. After factoring in a constant 20% armor debuff on the target, elemental and internal relics do 7 more damage than the kinetic and energy damage relics.

Based on log parsing, an on-hit relic plus an on-use is a slightly stronger combo than either plus a matrix cube.

Cunning Augments vs Power Augments
Augments give +18 [Stat] and +12 Endurance. Assume you are looking at Power vs Cunning augments for your gears. Power gives 0.23 bonus damage, and Cunning gives 0.20 bonus damage. With such a small value as 18, the Gearhead talent, and the 5% Cunning buff from Inquisitors/Consulars, Power's advantage is tiny, and Cunning will also give you crit rating.

Buffs


VI. Crew Skills

Bonuses
  • Sniper Crew Bonuses
    • Kaliyo: +10 Armstech Efficiency & +2 Underworld Trading Critical
    • Vector: +5 Bioanalysis Efficiency & +5 Diplomacy Critical
    • Lokin: +15 Biochem Efficiency & +10 Investigation Efficiency
    • Temple: +10 Scavenging Efficiency & +2 Armormech Critical
    • Scorpio: +10 Cybertech Efficiency & +2 Slicing Critical
  • Gunslinger Crew Bonuses
    • Corso: +5 Armstech Critical & +5 Underworld Trading Efficiency
    • Bowdaar: +10 Scavenging Efficiency & +10 Cybertech Efficiency
    • Risha: +15 Diplomacy Efficiency & +1 Slicing Critical
    • Akavi: +10 Armormech Efficiency & +2 Bioanalysis Critical
    • Guss: +10 Underworld Trading Efficiency & +2 Investigation Critical
  • Legacy Droid Sensors
    • Engineering: +5 Scavenging Efficiency & +5 Cybertech Critical
    • Hunter: +10 Investigation Efficiency & +2 Armstech Critical
    • Medical: +10 Biochem Efficiency & +2 Diplomacy Critical
    • Security: +10 Armormech Efficiency & +2 Underworld Trading Critical

What can I craft?
  • Armstech: Orange augmented Sniper Rifles and Blaster Pistols, Cunning barrels, augmented Campaign vibroknives (reverse engineering).
  • Armormech: Augmented Rakata belt/bracer, orange augmented helmet/jacket/legs, orange augmented PVP armors (requires Valor), Cunning augments, augmented Exotech/Energized armors, Campaign boots/gloves/belt/bracers (reverse engineering).
  • Biochem: Reusable Rakata medicines/adrenals/stims, consumable Exotech medicines/adrenals/stims, augmented Black Hole implants (reverse engineering).
  • Cybertech: Reusable bombs, ship parts, armorings, mods, augmented Black Hole earrings (reverse engineering).
  • Artifice: Armstech for Force users, but with relics and enhancements too.
  • Synthweaving: Armormech for Force users.

You can really pick anything and find something to reverse engineer as of 1.2. If all you do is raid, you're better off just taking Biochem for the reusable Rakata items.



VII. More Reading
  • Tibbel's Marksmanship Compendium: Tibbel's maintains a Sniper/Gunslinger spreadsheet which allows you to simulate stat weights and such.
  • ToR Parse: Recommended log parsing site.
  • Ask Mr Robot: AMR lets you create a profile for your toon, gear it up, and see stat changes as you change gear. Also has a big item database.
  • Freehugs's Formula List: Useful resource for the mathminded.

Felicity Lethality Sniper @ Daragon Trail [Armory]
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05-02-2012, 02:40 AM
Post: #2
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
First of all, thank you very much for stepping up and doing the lethality compendium. I'm sure I speak for many of us when I say I've been waiting a month or more hoping someone would do one.

I have a quick question about seconday stats, mainly for critical rating vs power. I'm the only IA in my ops group and as such I've had plenty of excess gear drops and pretty much have the ability to slot any enhancement/mod combos that I woant for my gear. Is there a conensus on whether we should be stacking critical rating for better energy returns, or is there some amount of critical rating at which point it becomes more useful to start stacking power?

I'm guessing that the answer hasn't yet been determined, but I figured I would see what others have been doing. Last week I replaced a ton of enhancements on my gear and converted about 250 power into 250 critical rating and I just really haven't "felt" a major difference.
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05-02-2012, 03:15 AM
Post: #3
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
(05-02-2012 02:40 AM)Kithani Wrote:  First of all, thank you very much for stepping up and doing the lethality compendium. I'm sure I speak for many of us when I say I've been waiting a month or more hoping someone would do one.

I echo this. I will spend the next while reviewing what you have said... It certainly looks good on first pass.

Cheers

Max
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05-02-2012, 03:19 AM (This post was last modified: 05-02-2012 03:21 AM by elaijtslol.)
Post: #4
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
@Kithani, oddly enough I've just gone the complete opposite direction, and have been dumping my crit in favor of power. It's hard to tell if that's what made the difference (I've gotten a few gear upgrades over the last couple of weeks), but my dps has increased substantially, and I haven't felt it harder to maintain energy.

You state that cunning augment with the Gearhead-talent would come out ahead, if you do the simple math, thats not true. You convert cunning at 0.20 dps pre cunning, with Gearhead you will have 18x1.09 = 19.62 cunning at 0.20 dps per cunning. 19,62x0.20 = 3,924.
Power on the other hand is 1 power = 0.23 dps, 18x0.23 = 4.14 dps.

Furthermore, with the change to Lethality tree in 1.2, you should state, that it's a dps increase to leave the lingering poisons, eventhough it's only 15% of the original dmg, just to get the weakening blast + cull of, and thereby saving a lot of energy to, which you can use for more fillers.

I managed to hit 1620 dps on annihilation droid EV HM last week, which is as close to a "patchwerk" fight as we get.

@Quick edit: Nice to finally have some sort of basic guide, hope to see you continue your work!
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05-02-2012, 04:02 AM (This post was last modified: 05-02-2012 04:11 AM by Junowartooth.)
Post: #5
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
@elaijtslol, remember to include the +5% stat buff bonus from the Consular/Inquisitor when comparing cunning to power.

Nice to finally see a guide, though done by Imperial lackey Wink

Any DPS numbers on the 16/3/22 build?

Junö Stormtooth - Gunslinger
Total Aggression - The Shadowlands
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05-02-2012, 04:34 AM (This post was last modified: 05-02-2012 04:51 AM by elaijtslol.)
Post: #6
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
Even with an added 5% on the cunning, power would still come slightly ontop tho.
19.62 x 1.05 = 20.601 cunning
20.601 x 0.20 = 4.1202

Its super close, I didn't include the 5% at first becaus I'm going off other peoples numbers.

Plus, you will eventually have so high cunning, that you wont get the full benifit, as some of the 0.20 dps comes from crit aswell.
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05-02-2012, 06:48 AM (This post was last modified: 05-02-2012 06:51 AM by Kithani.)
Post: #7
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
I would think it safe to assume (someone correct me here if I am wrong on this) that the game would round 19.62 cunning with Gearhead and the actual bonus would be a flat 20 cunning.

At this point with the 5% buff we actually have:

20 * 1.05 = 21 cunning and
21 * 0.20 = 4.2 dps per cunning augment

This would slightly edge out a power augment in theory but I feel like the difference as you have said is almost completely negligible and it really is just a matter of preference/convenience.
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05-02-2012, 07:33 AM
Post: #8
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
(05-02-2012 02:40 AM)Kithani Wrote:  I have a quick question about seconday stats, mainly for critical rating vs power. I'm the only IA in my ops group and as such I've had plenty of excess gear drops and pretty much have the ability to slot any enhancement/mod combos that I woant for my gear. Is there a conensus on whether we should be stacking critical rating for better energy returns, or is there some amount of critical rating at which point it becomes more useful to start stacking power?

I'm guessing that the answer hasn't yet been determined, but I figured I would see what others have been doing. Last week I replaced a ton of enhancements on my gear and converted about 250 power into 250 critical rating and I just really haven't "felt" a major difference.

Personally, fully buffed and with no stim, I have 512 power, 271 crit, 210 surge. With my stim, I have 38% crit. Before Lethality, I was actually an Engineer and most my gear had Power on it. 3/5 of my armors had power/surge enhancements, and the other 2 had crit/accuracy. Instead of trying to switch out my enhancements when I switched to Lethality, I got new accessories, and the majority of my crit came from there. This also let me test crit vs power for myself without blowing money on enhancement swaps. I came out with higher dps when I used my crit accessories, and I assume this is surge's doing.

elaijtslol Wrote:You state that cunning augment with the Gearhead-talent would come out ahead, if you do the simple math, thats not true. You convert cunning at 0.20 dps pre cunning, with Gearhead you will have 18x1.09 = 19.62 cunning at 0.20 dps per cunning. 19,62x0.20 = 3,924.
Power on the other hand is 1 power = 0.23 dps, 18x0.23 = 4.14 dps.
I was getting the same numbers when I tried switching out my Cunning augments for Power. The "come out ahead" part was intended to be about you gaining crit while also gaining the same damage, but now that I look at it, it's pretty poorly phrased. Blush

elaijtslol Wrote:Furthermore, with the change to Lethality tree in 1.2, you should state, that it's a dps increase to leave the lingering poisons, eventhough it's only 15% of the original dmg, just to get the weakening blast + cull of, and thereby saving a lot of energy to, which you can use for more fillers.
Until they fix the bugs with Toth/Zorn, I don't want to recommend it at all since you can potentially cause your raid group to have a bad attempt. Some of the Lethality users in the MM thread were talking about being 25 - 30m away and still getting fearful and killing themselves with Lingering.

Felicity Lethality Sniper @ Daragon Trail [Armory]
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05-02-2012, 07:34 AM
Post: #9
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
(05-02-2012 03:19 AM)elaijtslol Wrote:  You state that cunning augment with the Gearhead-talent would come out ahead, if you do the simple math, thats not true. You convert cunning at 0.20 dps pre cunning, with Gearhead you will have 18x1.09 = 19.62 cunning at 0.20 dps per cunning. 19,62x0.20 = 3,924.
Power on the other hand is 1 power = 0.23 dps, 18x0.23 = 4.14 dps.

Don't forget that cunning also boosts critical chance for all attacks. It's not a large amount of critical chance, but neither is the difference between power's 0.23 damage ratio and cunning's 0.20. The added critical chance also boosts energy regen slightly due to Lethal Purpose/Fighting Spirit.

Using the Sniper/Gunslinger Spreadsheet, which takes into account all these mentioned factors (including skills and buffs), cunning typically outpaces power by 10-15%, depending on spec, other stats, etc. Try it out for yourself using the spreadsheet (here's a link).

Tib -- Sniper -- <Silent Council> -- The Ebon Hawk -- @Tibbel_
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05-02-2012, 07:49 AM
Post: #10
RE: The 1.2 Lethality Sniper & Dirty Fighting Gunslinger Compendium
Curious if anyone can post some general EP values for the various stats for Lethality builds. Unfortunately I don't have Excel and thus can't utilize the stat weights section of the spreadsheet to look at this myself.

Obviously the values will change, but maybe some kind of general value for, say, a full Rakata geared sniper/GS?

Any help/direction in this would be appreciated.
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