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Engineering Sniper (Saboteur Gunslinger) Compendium
03-25-2012, 12:52 AM (This post was last modified: 04-20-2012 04:44 PM by Leafblight.)
Post: #1
Heart Engineering Sniper (Saboteur Gunslinger) Compendium
Engineering Sniper (Saboteur Gunslinger) Compendium

April 18, 2012

This compendium is focused on optimizing an Engineering Sniper (or with a reference, Sharpshooter Gunslinger) for end-game flashpoints and operations (there will however be the occasional snippet of PvP related material). For the purposes of this compendium, an Engineering Sniper is defined as any sniper whose skills include EMP Discharge.

Special thanks goto Tibbel, for without whom there would not be this.

Quick Answers to Common Questions:
  1. How should I spec?
  2. Which stats do I want?
  3. What's the rotation?


Contents
I.1. Abbreviations
I.2. Mirrored Terminology
II.1. Abilities
II.2. Skills
II.3. Rotation/Priority
III.1. Stats
III.2. Gear
III.3. Consumables & Relics
IV. Resources


I. Abbreviations and Terminology

I.1. Abbreviations

I.1.1. General Abbreviations

Abbreviation Definition
AoE Area of Effect
BiS Best in Slot
CC Crowd Control
DoT Damage over Time
DPCT Damage per Cast Time
DPE Damage per Energy
DPS Damage per Second
DR Diminishing Returns
Eng Engineering
GCD Global Cooldown
IA Imperial Agent
Leth Lethality
MM Marksmanship
Ops Operations
PvE Player versus Environment
PvP Player versus Player
s Seconds


I.1.2. Ability and Skill Abbreviations

Abbreviation Definition
AP Adrenaline Probe
CB Cluster Bombs
CD Corrosive Dart
ERG Electrified Railgun
EMP EMP Discharge
EP Explosive Probe
IM Imperial Methodology
IP Interrogation Probe
LT Laze Target
OS Orbital Strike
PP Plasma Probe
SoS Series of Shots
TA Target Acquired
TD Takedown


I.2. Mirrored Terminology

This compendium references sniper ability and skill names. In all cases, except where noted, gunslinger mechanics function identically to sniper mechanics.

Reference the Smuggler/Imperial Agent Terminology Mirror Dictionary for a complete translation list from sniper to gunslinger terminology and vice versa.


II. Skills, Abilities, and Mechanics
II.1. Abilities
II.1.1. Attacks
    Plasma Probe
    Plasma Probe
    Imperial Agent (Sniper)

    Energy: -20
    Range: 30m
    Activation time: Instant
    Cooldown: 18 secs
    Damage Type: Elemental
    Mirror: Incendiary Grenade

    Deploys a plasma drone over the target area that deals ((LvlRankDmgAmnt * 0.024 + SpellPower * 0.44) * 6) - ((LvlRankDmgAmnt * 0.064 + SpellPower * 0.44) * 6) elemental damage over 18 seconds to up to 3 enemies within 5 meters.
    – Thanks to a redesign in 1.2, PP is a newly improved, more fierce addition to our arsenal. Slightyly increased overall damage, faster pulsing at the beginning that tapers off into slower & weaker ticks, a 50% snare applied to all affected targets for 3s,and if the intial (and instanteous) pulse hits a target affected by your IP, it is stunned for 2s. The trade off? A more visible effect that is likely to cause your targets to attempt to escape it quicker in PvP (which may actually be a good thing depending on your playstle).

    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.
    – This is our hardest-hitting single attack. Although its cooldown is 15s, the cooldown doesn’t start until after the activation time is finished, giving Ambush an effective cooldown of 17.5s before skills or effects that reduce its activation time. Ambush may recieve a bonus 20% armor penetration through the skill Precision Ambush in the MM tree.

    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.
    – Snipe is one of our lowest-DPE abilities. It's little more than filler between your more choice CDs. Use if you have need to bleed spare energy, otherwise see Rifle Shot.

    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.
    – SoS deals 4 hits over 3 seconds. In combination with a full 3 points in ERG it provides some of our highest DPE single target on a 15s cooldown, which is quite a bit more accessible than the more rubust cooldowns of EP and OS.

    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.
    – This 1-minute cooldown AoE ability hits hard enough to be used even on single-target fights, assuming the target remains within OS’s AoE. Of course, if there’s a phase that spawns adds that need to die, save OS for that.

    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.
    – A mainstay of your rotation that provides a sizeable chunck of damage. Via CB and IM, this is the major energy recharging mechanic at your disposal. Followed by a SoS, it can quickly pull you out of a hole you've dug a bit below the 60% threshold.

    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.
    – This DoT deals internal damage, so it ignores armor. While it's not very powerful or efficient, it can however be useful in fights where efficiency (DPE) must give way to effectiveness (DPCT). Additionally, CD is instant and doesn’t require cover, so it makes a good filler while repositioning.

    Interrogation Probe
    Interrogation Probe
    Imperial Agent (Sniper)

    Energy: -20
    Range: 30m
    Activation time: Instant
    Cooldown: 18 secs
    Damage Type: Energy
    Mirror: Shock Charge

    Summons an interrogation probe that clings to the target and deals ((LvlRankDmgAmnt * 0.055 + SpellPower * 0.55) * 7) energy damage over 18 seconds.
    – This DoT is mitigated by armor but still hits harder than Corrosive Dart. With its casting cost reduced by Efficient Engineering its a solid DPE investment, so keep it up as often as time/energy allows. Additionally, new to 1.2, if a target dies while this is active upon it, it refreshs the cooldown of IP. A requirment to use EMP.

    Rifle Shot
    Rifle Shot
    Imperial Agent

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

    Fires 2 quick shots, dealing [?] weapon damage.
    – This ability deals very little damage but is useful because it costs no energy. When using an energy-cost ability would drop us below 60% energy, we should use Rifle Shot instead (unless you are planning a dip before AP activation).

    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.
    – Use PP/OS first unless: More than 4 mobs, PP and OS already in use, packs in constant motion, or standard enemies that can be knocked to the ground for a short time. Its numerous advantages over Suppressive Fire include its instantaneity and higher DPE.

    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.
    – A miserably poor AoE, this should only be used when exactly three targets will remain alive and within the area of effect for the full duration, or when OS, PP, and Frag Grenade are all on cooldown and Rifle Shot would cause us to cap energy. Both of these situations are very rare. Fairly safe to remove from your bar if you're running out of room.

    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.
    – This ability is weak and very rarely useful. Its strength is allowing mobility, but IP, PP, CD, or dropping momentarily into cover for an EP are all better filler options when movement is required. Calculated Pursuit can make any Overload Shot free after leaving cover for 6s, but the effect’s 20-second internal cooldown reduces the skill’s benefit below that of other accessible skills and greatly increases the complexity of the rotation, especially when considering the frequency of leaving cover in some encounters.

    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.
    – Our “execute” ability is only usable on targets under 30% health. Its DPE is below that of Ambush and SoS, unless we have the 4-piece Field Tech PvE set bonus, which pushes it nearly up to SoS+ERG.

    Headshot
    Headshot
    Smuggler

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

    Fires a carefully placed shot that deals [<1>] weapon damage to weak and standard targets, and [<2>] weapon damage to strong targets. Only usable on incapacitated targets. Shares a cooldown with Cheap Shot. Fires both blasters if dual wielding.
    – Usable only on “incapacitated” targets, this will not generally be usable against bosses. If there are adds which can be stunned or knocked down, though, this gets high priority because it costs no energy. It has a 45-second cooldown, but there’s no complaining about a hard-hitting free attack.

II.1.2. Group Utility Abilities
    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.
    – This defensive cooldown reduces damage to all ops members who stand within it. Deployed Shields can reduce the cooldown by up to 30s, allowing significantly more frequent use. Coordinate each fight with the ops leader about when to use this very powerful ability.

    Distraction
    Distraction
    Smuggler

    Activation time: Instant


    – Being able to reliably interrupt important fight mechanics is a valuable ability to have in an ops or flashpoint group. We should bind Distraction to a key we can strike quickly on demand.

    Debilitate
    Debilitate
    Imperial Agent

    Energy: -10
    Range: Melee (4m)
    Activation time: Instant
    Cooldown: 45 secs
    Damage Type: Energy
    Mirror: Dirty Kick

    Does [?] energy damage and stuns the target for 4 seconds.
    – When Distraction is on cooldown, Debilitate can be used as an alternative interrupt. Bosses are immune, and this ability requires melee range, but it could be effective against an add. It can also be used defensively to reduce incoming damage by stunning an add, giving its target 4 seconds of reprieve.

    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.
    – Also ineffective against bosses, Flash Bang can be a useful kiting or damage-reduction tool against adds. Because there is a delay between when we throw it to when it hits the target, only abilities with long activation times can be reliably interrupted by this ability.

    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.
    – Bosses are typically immune to knockbacks (although at least one flashpoint boss actually requires them), and care should be taken not to scatter adds or otherwise make it more difficult for a tank to maintain aggro on them. Occasionally, a well-placed Cover Pulse can beneficially reposition a target, but this will generally not be a commonly-used ability in group PvE.

    Countermeasures
    Countermeasures
    Imperial Agent

    Activation time: Instant
    Cooldown: 45 secs
    Mirror: Surrender

    Activates countermeasures, instantly lowering threat by a moderate amount.
    – As snipers, we have very strong burst and an opening salvo that can rival the best tanks in threat generation. We should make a habit of using this ability during or shortly after our initial burst to avoid pulling aggro from the tank. Even if we don’t always need it, it doesn’t hurt to use anyway because it doesn’t cost anything or activate the GCD. **NOTE** Current information points to this ability not working nearly as well as it was intended; 0.25% of threat instead of 25%. Source

    Leg Shot
    Leg Shot
    Imperial Agent (Sniper)

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

    Fires a shot that deals (LvlRankDmgAmnt * 0.08 + WeaponDamage * 0.86) - (LvlRankDmgAmnt * 0.1 + WeaponDamage * 0.86) weapon damage and immobilizes the target for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely.
    – Occasionally, a hard-hitting melee add can be rooted to buy survival or taunting time for a tank. We should consider that healers will still be generating aggro on that target even if there’s nobody attacking it yet.

    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.
    – Reducing the boss’s (or other target’s) armor increases the damage it takes from the entire ops group’s kinetic and energy damage-dealing abilities. Because other similar effects from other classes take time to stack up, we should use our Shatter Shot at the beginning of an encounter. If there is at least one arsenal mercenary or juggernaut in the group (gunnery commando or guardian for republic mirrors), then they will keep the armor debuff at 20% as part of their normal rotation. If not, then Shatter Shot should be used every 45s for full uptime. Additionally, it provides a 20% debuff to healing recieved by the target for 9 seconds, which depending on the encounter (or the number of pesky healers in a WZ match) can be very effective.

    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.

    – Although this is not effective against all types of target, its lack of cooldown or out-of-combat requirement makes this a fantastic CC against non-boss droids. Coordinate with the ops leader about when the CC of a droid would be helpful.

II.1.3. Other Abilities
    Adrenaline Probe
    Adrenaline Probe
    Imperial Agent

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


    – The optimal use of this ability is to use it as soon as its energy return will not cause you to cap energy. By proactively bursting with an energy-negative ability sequence just before AP’s cooldown is finished, you can use AP again immediately off cooldown to maximize the number of uses per encounter. However, we should plan around periods during which we will be unable to attack to avoid using AP for unneeded energy regeneration. Taking Vital Regulators can help keep you topped off and take some of the strain of off your healer(s).

    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.
    – During periods of unavoidable damage, this ability should be used as often as possible to reduce our damage taken. This ability does scale with our “bonus healing” (which factors in power and tech power, but not cunning), so its optimal use is during a temporary boost to power, such as from a relic or adrenal.

    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.
    – This increases our defense chance by 100%, to a total of 105% (or 125% for ranged attacks if we are in cover). Note that force and tech attacks ignore defense, so this is ineffective at avoiding those types of incoming attacks, which includes most AoE effects. Occasions in which we are attacked by a melee or ranged attacker should be rare, but in those cases this ability can be life-saving.

    EMP Discharge
    EMP Discharge
    Imperial Agent (Sniper)

    Range: 30m
    Activation time: Instant
    Cooldown: 60 secs
    Damage Type: Energy
    Mirror: Sabotage

    Discharges an electromagnetic pulse from an active Interrogation Probe on the target, immediately dealing (LvlRankDmgAmnt * 0.07 SpellPower) - (LvlRankDmgAmnt * 0.13 SpellPower) energy damage to the affected target. Also immediately finishes the cooldown on Adrenaline Probe and Shield Probe.
    – Before using, ensure that both AP and Shield Probe are on cooldown. Aim to use shortly after each time it comes off CD. Make sure you use the Energy Overrides buff before it times out to further maximize your energy usage. The 60 meter range makes it equally usable on distant/fleeing targets.

    Target Acquired
    Target Acquired
    Imperial Agent (Sniper)

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

    Increases alacrity by 20% for 10 seconds.
    – The 20% alacrity granted by TA is not enough to alter our standard rotation, in fact it really won't affect much at all. The best use of TA is to reduce the activation time of an Orbital Strike whenever possible.

    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%.
    – This 100% crit chance only applies to Snipe, but we should still use LT immediately off cooldown even if Snipe is not our next planned ability. The effect lasts 20 seconds and there will rarely be a period of 20 seconds in which we do not need a filler or CB activator of some kind (outside of very unique fight mechanics), so immediately getting this ability back on cooldown allows the maximum number of uses over the course of a fight.

    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.
    – Most boss fight mechanics ignore this CC immunity, but we should still experiment with new mechanics to test whether this ability is effective against them. It doesn’t cost anything to use other than its own cooldown, and it could potentially simplify a fight mechanic substantially.

    Escape
    Escape
    Smuggler

    Activation time: Instant
    Cooldown: 120 secs

    Breaks you free from all incapacitating and movement-impairing effects.
    – This will remove all CC effects as often as every 2 minutes. Escape doesn’t work against all fight mechanics, but it does work against some. It generally doesn’t hurt to experiment to see if it works against new mechanics, since it doesn’t cost anything to use other than its own cooldown. Many fight mechanics occur more frequently than every 2 minutes, so in those cases a strategy should be developed with the ops leader regarding when to use Escape and when to save it.


II.2. Skills
II.2.1. Skill Builds

The following two builds have been optimized for maximum effectiveness. Which performs better for each sniper could very well depend on stats, on the mechanics of each fight, and on the fluidity of the rotations. Due to the dearth of Engineering players/testing up to this point, additional viable builds or critiques are greatly desired.
    "Maximum DPS" Pure Eng: 7/31/3[/u]
    This build desires to take skills that can assist in any increase to potential damage, without regard to other concerns.

    "Utility" Pure Eng: 7/31/3
    In contrast, here we forego two of the more minor (some would argue, completely neligible) boosts to potential DPS to make a sizable investment in personal survivability.

II.2.2. Specific Skill Notes

Marksmanship
Tier Skill Importance
1 Cover Screen Optional
1 Steady Shots Important
1 Marksmanship Optional
2 Heavy Shot Not Important
2 Ballistic Dampers Optional
2 Precision Ambush Optional
2 Imperial Demarcation Not Important

(T1) Cover Screen – Defensive skill. Not as good as Ballistic Dampers, however this is a decent place to put filler points since many mobs use ranged attacks.
(T1) Steady Shots – Improves the damage by +6% of two of our fairly often used abilities. Not very interesting, but still beneficial to DPS.
(T1) Marksmanship – Operation bosses have an approximately 10% defense chance, so this skill goes a decent way toward reaching that accuracy goal. That said, there is currently a lot of accuracy on the current tiers of gear, so you may easily find yourself over the softcap without points here.
(T2) Heavy Shot – Primarily a PvP and soloing skill. Knocking back a target in group PvE generally reduces the tank’s effectiveness at holding aggro and reducing incoming damage, so having a knockback tied to one of our essential abilities could cause unwanted effects.
(T2) Ballistic Dampers - Defensive skill. When incoming damage is expected, jumping out and back into cover can greatly reduce the damage we take. If used properly, this can soak a huge amount of potential damage, easily being the boost to save a raid/match.
(T2) Precision Ambush - +20% Armor Penetration to Ambush that stacks with Shatter Shot. Variable usefulness based upon how often you expect to use Ambush in an encounter.
(T2) Imperial Demarcation - Reduces the cooldown of Leg Shot. Not generally very useful for group PvE since bosses are immune to CC, though can be used often to great effect on the adds some bosses summon.

Engineering
Tier Skill Importance
1 Engineer's Tool Belt Optional
1 Energy Tanks Important
1 Gearhead Essential
2 Explosive Engineering Essential
2 Vital Regulators Optional
2 Stroke of Genius Not Important
2 Vitality Serum Optional
3 Cluster Bombs Essential
3 Efficient Engineering Important
3 Interrogation Probe Essential
3 Inventive Interrogation Techniques Not Important
4 Imperial Methodology Essential
4 Calculated Pursuit Optional
4 Experimental Explosives Not Important
5 Energy Overrides Optional
5 EMP Discharge Essential
5 Augmented Shields Optional
6 Deployed Shields Important
6 Electrified Railgun Important
7 Plasma Probe Essential

(T1) Engineer's Tool Belt – Reduces the CD of Fragmentation Grenade, which allows Suppressive Fire to be completely ignored in most situations, increasing our sustained AoE DPS and greatly increasing our burst AoE DPS.
(T1) Energy Tanks – Increases maximum energy to 110 and the range of the highest energy regeneration bracket to 66-110. Beneficial for sustained DPS and very beneficial for burst DPS.
(T1) Gearhead – Increases cunning, which is simply a benefit to DPS.
(T2) Explosive Engineering – Increases AoE damage as well as the damage done by EP, which is part-and-parcel with your energy regeneration mechanics. Clearly the strongest T2 Engineering skill.
(T2) Vital Regulators – A small heal attached to an ability that we can use about every 60 seconds. A decent choice to hit the next tier and a noticeable bump to survivability in sustained fights. A strong choice at max level.
(T2) Stroke of Genius – In group PvE play, Cover Pulse is a very situational ability, making this skill only rarely usable and even more rarely actually useful.
(T2) Vitality Serum – A slight increase to survivability. No benefit to DPS, but useful while leveling to lessen the squishiness.
(T3) Cluster Bombs – A powerful increase to EP’s damage and a stepping stone to decreasing your energy woes.
(T3) Efficient Engineering – Increases the DPE of EP, IP, and (later on) PP. Very good synergy with several of the other skills throughout the tiers of Engineering. Should honestly be renamed to "Efficient Probing."
(T3) Interrogation Probe - A strong DoT with a high DPE, increased by Efficient Engineering. Note that it deals energy damage, which is mitigated by armor.
(T3) Inventive Interrogation Techniques – Adds a slowing effect to IP. Bosses are immune, but this skill could be useful in some situations where an add needs to be kited.
(T4) Imperial Methodology – While a small bump in DPE, the real draw is the font of energy that EP becomes. An engineering sniper isn't possible without this.
(T4) Calculated Pursuit – This skill allows Overload Shot to cost no energy for up to 6 seconds after leaving cover. The effect has a 20-second internal cooldown. Obviously, its needed to be in cover as often as possible to make use of your abilites, but when we must leave cover, the internal cooldown on this ability makes it impossible to depend on. Even if we could make full use of it, the small difference in damage of Overload Shot over Rifle Shot makes this skill a poor return on skill point investment unless you have a savant like awareness of both your positioning and the internal cooldown; witholding that, its a DPS bump.
(T4) Experimental Explosives – Several of your "single target dps abilities" are in actuality AoEs (OS, PP, and a splash of Fragmentation Gernade), making this a solid dps bump.
(T5) Energy Overrides – While it does raise the DPE of your key abilities it has a couple of inherit design flaws: an earlier skill (Efficient Engineering) already lowers the energy cost of these abilities and if you use EMP you are likely to have either used or be about to use Adrenaline Probe which can easily cap your energy making this "free" ability pointless. All told though, it still helps some and every bit of energy saved is just more dps you can pump out.
(T5) EMP Discharge – A must have. Being able to use Adrealine Probe twice as often as our MM brothers (and 50% more than Leth) is what allows us to stay above the 60% threshold through our energy hungry "rotation." Free shield Probes are just icing on the cake.
(T5) Augmented Shields – This makes that free-shield-probe-icing cream cheese instead of buttercream (aka "tastier").
(T6) Deployed Shields – A flat 6% reduction to damage while in cover (where you'll, surprise!, spend most of your time) is enticing enough, even without increased usage of Ballistic Shield a decreased cooldown allows.
(T6) Electrified Railgun – This doesn't fully shine until completetly invested into. But, once there, this provides a substantial damage boost (to the tune of 40%+ against Operation Bosses; this percentage increases the higher a targets armor rating is) to an ability that is very convenient for popping all those lovely CB. If you are looking for synergy in Eng, here it be.
(T7) Plasma Probe – What we've been building to this whole time. How useful can this really be for boss fights? It's obviously only useful for AoEing down trash or doing your dailies, you say? Well, every 60 seconds we can cast it for free and the other half the time it has a reduced cost. Two of your skills directly bump its damage (Explosive Engineering & Experimental Explosives) and its cooldown finishes the same time its effect does so you can constantly keep it up. And, oh, did I mention that's its still one of our highest DPE abilities even on a single target? Assuming your tank isn't gonna be dancing about the room with the boss more than every 20 seconds or so, what you have here is an AoE DOT that also makes a killer strategic point guard (Civil War turret controls, Voidstar doors, etc.). Some builds may eschew this, but if you go deep enough into Engineering, think hard before passing on it. Then, think again...and once more for good measure.

Lethality
Tier Skill Importance
1 Deadly Directive Optional
1 Lethality Important
1 Razor Edge Not Important
2 Slip Away Not Important
2 Flash Powder Not Important
2 Corrosive Microbes Not Important
2 Lethal Injectors Not Important

(T1) Deadly Directive - Increases alacrity by 4%. This is quite possibly the worst skill in all 3 sniper trees.
(T1) Lethality - The +3% critical chance applies to all of our attacks, and makes this a pretty good DPS skill. Any points we have left from other trees should go here.
(T1) Razor Edge – Shiv’s DPE is quite low and its use requires melee range. Not a strong skill for Snipers.
(T2) Slip Away – Could be handy in some specific situations, but there are DPS-increasing skills that are better spots for these points.
(T2) Flash Powder – Bosses are immune to Flash Bang, so this fairly weak defensive skill is largely useless in group PvE.
(T2) Corrosive Microbes – We don’t use CD enough for this skill to be worth the points, especially considering the points needed to even reach this tier.
(T2) Lethal Injectors – Again, CD is pretty low on the ability priority, so adding this skill doesn’t increase DPS enough to warrant its skill point.

II.3. Rotation/Priority
II.3.1. General Strategy

Sniper damage is limited by our energy. To maximize our damage over any period of time, we have two objectives:

A. Use as much energy as we can.
This means our energy should start at full, finish at empty, and regenerate as much as possible in between. Over long fights, starting and ending energy levels make a much smaller difference than total energy regenerated. Energy regeneration rate is based on current energy, and is divided into four brackets.
    Energy Level Regen Rate
    Less than 20% 2.0 EPS
    At least 20% 3.0 EPS
    At least 60% 5.0 EPS
    Capped (100%) 0.0 EPS

Any time spent outside of the maximum-regen bracket, whether below 60% energy or capped at 100%, translates into lower energy regeneration. Adrenaline Probe returns 50 energy as frequently as once every minute, via EMP. Sacrificing a small amount of energy regeneration by dropping briefly into a lower energy bracket immediately before using Adrenaline Probe can prevent capping energy (and therefore losing much more potential regen). The optimum use of AP is immediately following an activation-time ability which drops energy into the lower bracket, such as in the following example sequence:
    OS – AP
This minimizes time spent in the lower bracket while still allowing room under the cap to utilize AP’s full effect.

B. Convert energy into damage at the highest possible rate.
Over extended fights, where energy availability is the primary limiting factor for ability usage, prioritizing abilities and ability sequences with highest DPE allows for maximum overall damage (assuming we are using all available energy). Although the damage done by each ability depends on each sniper’s specific stats and other variables, the following ranking of abilities by DPE should be mostly accurate for all Eng snipers. Note that this ranking does not include the 4-piece PvE Field Tech set bonus, which vastly increases the DPE of TD. Also, the damage from ERG is included with SoS; similarly, the damage and energy return from CB and IM are included as part of EP.

    Single-Target DPE Ranking
    Pure Eng
    1. Explosive Probe
    2. Orbital Strike
    3. Series of Shots
    4. Plasma Probe
    5. Ambush (w/ Percision Ambush)
    6. Interrogation Probe
    7. Ambush
    8. Takedown
    9. Corrosive Dart
    10. Shiv
    11. Snipe
    12. Suppressive Fire
    13. Fragmentation Grenade
    14. Overload Shot
    15. Shattershot

For some fight mechanics, burst DPS is also important – fight mechanics such as switching to important adds or periods of line-of-sight interruption. For these situations, time becomes our DPS limiter moreso than energy, so prioritizing abilities with highest DPCT provides the most powerful burst in between periods of inactivity to regenerate energy. Note that some of the high-DPCT abilities are DoT effects, which can lose value if the target dies or becomes invulnerable before the end of the DoT’s duration. Also, EP assumes you detonate all CB.

    Single-Target DPCT Ranking
    Pure Eng
    1. Explosive Probe
    2. Orbital Strike
    3. Plasma Probe
    4. Interrogation Probe
    5. Corrosive Dart
    6. Series of Shots
    7. Takedown
    8. Ambush
    9. Snipe
    10. Shiv
    11. Fragmentation Grenade
    12. Overload Shot
    13. Suppresive Fire
    14. Rifle Shot
    15. Shattershot

Note: EMP is left off of both charts as its a no cost ability off the GCD. Use it when its best for its effects, not to maximize burst or efficiency.

II.3.2. Synergistic Ability Sequences
    IPEP - Sos A great lead-in to your "rotation" and gets most of your heaviest hitting abilities ticking away and cooldowns rolling back around. It also should have a net negative cost and still leave a CB on the target for future energy return.

    TA - OS - SoS - Ambush Maximizes your use of TA. Use this when the stars align the right way and all their cooldowns all come up at about the same time.


II.3.3. Sustained Damage Rotation
In practice, running an Eng build is less about maintaining a rotation than it is about oh so very carefully managing your energy level above the 60% mark while popping your cooldowns as quickly as they come up. Often, examples such as juggling your desire to expend SoS as soon as you can to maximize its up-time with your need to save it to handidly explode all of your CB, can be one of the larger challenges. Other blaster based classes (Mercenaries, Powertechs, Operatives, and additional Snipers) can help belay this particular problem, but in their absence be prepared to make the hard, split-second judgment calls on whether to delay using OS so you can Snipe/Rifle Shot that last Cluster Bomb.

Try to be prepared to stay mobile via using your cover only (and OS) abilities while in cover (EP, SoS, Ambush, etc.) and use moments when you use other abilities (IP, PP, Shatter Shot, TD, CD) to reposition and refresh Ballistic Dampers if you have them. We should prioritize these based on DPE, with the following considerations:
  • Shatter Shot is a useful debuff to keep active on the target at all times. It increases not only our damage, but the damage from the entire ops group. Against a boss (or other important burn target), we should generally lead with Shatter Shot to maximize its up-time; however, if there is a juggernaut or arsenal mercenary also in the group, then they will supplying the armor debuff as part of their normal rotation, so after the initial use of Shatter Shot, it is generally not necessary to keep using it throughout the fight. If you lack thse classes in your operation, you may find it useful to utilize it to pop a CB if its effect is running out, rather than waste the time on a Snipe/Rifle Shot to accomplish the same effect.
  • DoT abilities which are still active should generally not be overwritten. The only DoT we have with a duration longer than its cooldown is CD, and its DPE and DPCT are only marginally better than Snipe.
  • Rifle Shot should be used to ensure that we stay above 60% energy. Keeping an eye on upcoming fight events and on which abilities will be coming up next in our rotation will allow us to use Rifle Shot as needed. If you keep EP on cooldown and use your APs strategically, you will rarely (if ever) need to. This is why Calcualted Pursuit providing Overload Shot as an improved RS is undervalued to other options in some builds.

II.3.4. AoE
Eng snipers have access to four AoE abilities: OS, PP, Fragmentation Grenade, and Suppressive Fire.
    Orbital Strike – OS is easily our hardest-hitting AoE and should be prioritized highest when a group of adds will be hit by even a single tick. OS has a 3-second activation time, so the first tick of damage doesn’t occur until 6s after we place the AoE ground template. For targets that are moving, it may be difficult to place OS so that it will hit them.

    Plasma Probe - Places a stationary probe that "pulses" at differing rates and strengths during its duration. PP does more damage in its first 3 ticks (or 2s) over Fragmentation Grenade for most mobs. Fast moving targets, others using knockbacks, or a desire to knock normal type mobs to the ground may all affect your desicion though. For a breakdown of its mechanics see this table:
      Tick Type Ticks Duration (s) Tick Dmg
      @500 TechPower
      Add. Dmg per
      100 TechPower
      α 4 3.0 290.84 44
      ß 5 15.0 132.20 20
    This means that PP does 60-65% of its damage (depending on TechPower) in the first 3s, during the α ticks. The remaining 35-40% of its effect is spread out over a length of time five times as long, throughout the ß ticks.

    Fragmentation Grenade – This has a 6-second cooldown, which can be reduced to 3s with the skill Engineer’s Tool Belt. Its damage is applied instantly to as many as 5 targets, so this should be our primary AoE filler when OS/PP are on CD or otherwise occupied/reserved.

    Suppressive Fire – This AoE ability is outshone by Fragmentation Grenade in nearly every way:
    • Its DPE is lower than that of Fragmentation Grenade against any more than 3 targets, and lower than that of single-target abilities against any less than 3 targets.
    • The large energy cost makes it challenging to use without dropping into a lower energy bracket.
    • It is channeled, causing required movement or other interruptions to reduce its damage done.
    • Its effect is ground-targeted, meaning adds which are moving might avoid some of the damage.
    • It only hits a maximum of 3 targets.
The optimal rotation for AoE is to use OS if available, followed by PP and then Fragmentation Grenade with single-target abilities in between as energy allows. In this area, Eng snipers have a distinct advantage over Leth and an even bigger lead above MM.


III. Stats, Gear, and Consumables
III.1. Stats
III.1.1. Primary Stats – The primary stats are Strength, Aim, Endurance, Cunning, Willpower, and Presence.

Cunning - Increases the bonus damage of all our abilities by 0.20 per point, and additionally increases the critical chance of all our abilities. It also means we’re smarter than other classes.
Aim - Increases our ranged bonus damage by 0.20 per point, and also increases our ranged critical chance. Not all of our attacks are technically ranged abilities, so cunning is always a better stat than aim.
Endurance - Allows us to take more damage before we die. Each point of Endurance is equal to 10 additional health and completing all of the companion conversations for any melee tank companion regardless of class (Kaliyo on the Agent, for example) grants an additional 1% health to all characters within that character’s legacy. Because unavoidable damage exists in operations, we do need some endurance, but we should not prioritize this over DPS stats and completing all of the companion conversations for any melee tank companion regardless of class (Kaliyo on the Agent, for example) grants an additional 1% hp to all characters within that character’s legacy.
Presence - Increases our companion’s damage, health, and healing; since we cannot use companions in operations, presence has no place in our gearing strategy.
Strength - Does nothing for us, since we technically do not have any melee attacks. (Our knife abilities are officially tech attacks.)
Willpower - Does nothing for us.

Note: “Bonus damage” does not directly convert into increased damage; each ability has a coefficient to determine bonus damage’s contribution to final damage numbers.


III.1.2. Secondary Stats – The secondary stats are Accuracy, Power, Alacrity, Critical Rating, Surge Rating, Defense Rating, Shield Rating, and Absorption Rating. Note that all of these stats except power are subject to diminishing returns; i.e. the more rating we have already, the less benefit we gain from each additional rating point.

The following graph shows the diminishing returns' effects on stat scaling at level 50:
    [Image: Stat%2520Scaling.PNG]


Accuracy increases our chance to hit targets. Our base chance to hit is 90% with Rifle Shot and 100% with all other abilities, but operation bosses have 10% chance to dodge our ranged attacks (confirmed in the duscussion beginning with this post). Tech attacks cannot be dodged, but since most of our abilities are ranged attacks, we benefit greatly from having +10% accuracy. This is the accuracy soft cap.

Accuracy beyond the soft cap increases our chance to hit with Rifle Shot until +20% accuracy, at which point Rifle Shot will always hit. This is the accuracy hard cap. Because Rifle Shot is a small part of our total damage, the hard cap is not worth pursuing.

Gunslingers’ ranged abilities use both main-hand and off-hand pistols, but have a 33% lower accuracy with the off-hand. This means accuracy beyond +10% still increases the chance to hit with the off-hand portion of special attacks, and accuracy beyond +20% still increases the chance to hit with the off-hand portion of Flurry of Bolts. For gunslingers, the accuracy hard cap for all off-hand attacks is +53%, which is unattainable. (See the Hit Chance table below.) Because of off-hand miss chance, accuracy provides a slightly higher benefit for gunslingers than for snipers.

Operations bosses do not have any avoidance chance against tech attacks, so accuracy does not benefit tech attacks at all.

The Marksmanship skill in the MM tree grants 1%, 2%, or 3% accuracy, and completeting all of the companion conversations for any melee tank companion regardless of class (SCORPIO on the Agent, for example) grants an additional 1% accuracy to all characters within that character's legacy. Both of these are independent of DR from accuracy rating. 30% is the limit for accuracy received from accuracy rating. The following table shows the accuracy percentages and ratings needed to reach each accuracy cap.
    Hit Chance 0 Points in MM
    Skill
    1 Point in MM
    Skill
    2 Points in
    MM Skill
    3 Points in
    MM Skill
    3 Points +
    Companion
    100% with Tech Attacks +0% (0 rating) +0% (0 rating) +0% (0 rating) +0% (0 rating) +0% (0 rating)
    100% with Main-hand Special Ranged Attacks +10% (329 rating) +9% (290 rating) +8% (252 rating) +7% (216 rating) +6% (181 rating)
    100% with Main-hand Basic Ranged Attack +20% (892 rating) +19% (814 rating) +18% (744 rating) +17% (679 rating) +16% (618 rating)
    100% with Off-hand Special Ranged Attacks +43% (unattainable) +42% (unattainable) +41% (unattainable) +40% (unattainable) +39% (unattainable)
    100% with Off-hand Basic Ranged Attack +53% (unattainable) +52% (unattainable) +51% (unattainable) +50% (unattainable) +49% (unattainable)

Power increases the bonus damage of all our abilities by 0.23 per point. There is no diminishing return and no limit to the amount of bonus damage we can receive from power. It doesn’t get much simpler than that.

Alacrity directly reduces activation and channeling times. It does not reduce cooldowns, increase DoT durations, or improve energy regeneration.

Alacrity reduces the GCD only for abilities for which it also reduces the activation or channeling time (see video evidence here). For example, a 1.4-second Snipe also has a GCD of 1.4s.

The formula for calculating an activation or channeling time with alacrity is: ActivationTime = BaseActivationTime * (1 – Alacrity%)
Because our DPS is mainly throttled by cooldowns and energy regeneration, neither of which benefit at all from alacrity, small increases to alacrity (less than 33%) do not provide much benefit to theoretical DPS. Alacrity does have some value in practice, however:
  • Alacrity can help overcome travel time and/or connection latency for procs.
  • Alacrity can provide a small amount of downtime during a rotation, allowing time for movements or reducing the chance of getting knocked back during an ability activation or channel.
These effects are not constant throughout or between boss encounters, so how they affect alacrity’s value is impossible to accurately generalize.

Large increases to alacrity (through cooldowns or on-use effects) can potentially gain enough time for an additional ability to be used during a rotation; however, since Eng snipers have a plethora of instant filler abilities whose GCDs cannot be reduced, it would take a tremendous boost to alacrity to gain enough time to fit in an extra ability. (Warp speed would be insufficient – we’d need ludicrous speed.)

In general, alacrity is not a strong stat for Eng snipers or really snipers of any kind.

The Deadly Directive skill in the Lethality tree grants 2% or 4% alacrity independent of DR. 30% is the limit for alacrity received from alacrity rating.

Critical Rating increases our chance to deal a critical hit, which does much higher damage than a normal hit. 50% bonus damage is the base for crits, but that bonus can be increased with surge. Crit’s value is greatly increased with higher surge. 30% is the limit for critical chance received from critical rating.

The Lethality skill in the Lethality tree grants 1%, 2%, or 3% critical chance with all attacks, and several other skills grant extra critical chance to specific abilities. Completeting all of the companion conversations for any ranged DPS companion regardless of class (Ensign Temple on the Agent, for example) grants an additional 1% critical chance to all characters within that character's legacy. All of those skills are independent of DR.

Cunning and aim also increase our critical chance with ranged abilities, and cunning increases our critical chance with tech abilities. 30% is the limit for critical chance gained from cunning, and an additional 30% is the limit gained from aim. Both of these are on separate DRs from each other and from critical rating.

Surge Rating increases the bonus damage of critical hits. As such, it is more powerful with higher critical chance. 30% is the limit for critical damage bonus gained from surge rating (added to the base 50% for a total limit of 80%).

Several skills grant bonus critical damage to specific abilities, and completing all of the companion conversations for any melee DPS companion regardless of class (Vector on the Agent, for example) grants an additional 1% surge to all characters within that character’s legacy. These bonuses are independent of the DR from surge rating.

Defense Rating increases our chance to dodge (i.e. completely avoid) incoming ranged or melee attacks. We have a base 5% ranged and melee defense chance, and being in cover grants 20% bonus ranged defense chance. Most incoming damage that we should expect in operations is from force or tech attacks, but some are not. Since we are primarily focused on providing DPS, defense rating should generally not have a place in our gearing strategy.

The ability Evasion grants 100% increased defense chance for 3 seconds and can be used to survive brief periods of incoming ranged or melee attacks.

Shield Rating increases the chance an incoming ranged or melee attack will be shielded for reduced damage, and Absorption Rating increases the percentage by which that shielded attack's damage is reduced. Both of these stats require a shield to be equipped, and since snipers and gunslingers cannot equip shields, these stats are useless for us.


III.1.3. Weapon Stats – These stats appear only on weapons (main hand and off-hand): Minimum Damage, Maximum Damage, and Tech Power .

Minimum Damage and Maximum Damage contribute to all ranged abilities. The coefficient at which weapon damage contributes to ability damage values varies between abilities, although no ranged abilities scale particularly better or worse with weapon damage versus bonus damage than any other ranged abilities. Tech abilities do not benefit from weapon damage at all; however, they do benefit from the tech power present on weapons.

For snipers, the minimum and maximum damage of the off-hand vibroknife has no effect on any ability damage calculations. However, gunslingers’ off-hand pistol minimum and maximum damage contributes to ability damage values at a rate equal to 30% of the rate for the main-hand pistol.

Tech Power is simply power that only applies to tech abilities. Because weapon damage values do not contribute to tech ability damage at all, this serves as a way for tech abilities to scale with weapon upgrades to a similar degree that ranged abilities do. Tech power increases the bonus damage of all our tech abilities by 0.23 per point. Furthermore, completing all of the companion conversations for any healer companion regardless of class (Doctor Lokin on the Agent, for example) grants an additional 1% bonus healing to all characters within that character’s legacy. While bonus healing is not the same as Tech Power, it is directly derived from both it and power: (Power + TechPower) * 0.17. Like power, tech power is not subject to DR and there is no limit to how much bonus tech damage we can receive from tech power.


III.1.4. Stat Weights – Due to diminishing returns and the interaction between stats, stat weights cannot be accurately generalized for all Eng snipers across all gear levels. To find your own, experiment with the latest version of the Sniper/Gunslinger Spreadsheet. (See section IV. Resources.)

UNDER CONSTRUCTION

III.2. Gear

III.2.1. Gear Sets – There are three sets of PvE gear with cunning, each with their own set bonuses. Field Tech gear is designed for Snipers, with the most beneficial set bonuses for us. Admittedly, the 2-piece bonus is extremely weak, but the 4-piece is somewhat better. Tionese, Columi, Rakata, and Champaign gear can be mixed and combined to count toward the set bonuses. For further discussion about the benefits of our set bonuses, see this post.
    2-piece bonus: Causes TA to immediately grant 10 energy. – This provides such a minuscule benefit that it can pretty much be ignored, although optimal use is to be at least 10 energy below maximum when we use TA.

    4-piece bonus: Reduces the energy cost of TD by 7. – With this set bonus, TD jumps several slots up the priority list due to its vastly increased DPE.
If the best available gear includes PvP pieces, the PvP Field Tech bonus can be worth using:
    2-piece bonus: Extends OS to 4 ticks over 12 seconds. – If we are able to use OS regularly (and hit with all four ticks), then this is provides a greater DPS gain than either of the PvE set bonuses, but it’s generally not worth wearing expertise in place of useful stats.
Some gear pieces that can be purchased from commendation vendors (earpieces, implants, bracers, and belt) do not have a Field Tech set. For these pieces, which are not moddable, the Enforcer pieces are typically better than the Field Medic pieces because the Enforcer pieces do not have alacrity.


III.2.2. Mods – For all gear, mods should be prioritized based on the stat weights at your current gear level (see section III.1. Stats).

To decide between two or more potential mods (or pieces of gear which are unmoddable), compare each option using the Sniper/Gunslinger Spreadsheet (in Section IV. Resources) or the general stat priority list (in Section III.1.4. Stat Weights). Note that if the results using either method are very close, then the difference between the options is likely within the margins of error for the calculations, for random crits and procs, and for your own execution.


III.3. Consumables & Relics
III.3.1. Stimpack
Stimpacks offer a long-term buff to a primary stat. We want to use the cunning version:
    Exotech Skill Stim – Use: Increases Cunning by 128 and Power by 52 for 120 minutes. Persists through death.

III.3.2. Adrenal
Adrenals offer a temporary boost to a secondary stat for a short duration. Power may not always be our best stat, but it is close enough that its immunity to diminishing returns makes it our best choice for a large temporary increase, such as provided by an adrenal:
    Exotech Attack Adrenal - Use: Increases Power by 535 for 15s. 3 minute cooldown.

III.3.3. Relics
Most relics have endurance as a static stat, with a usable temporary stat increase effect similar to an adrenal. On-use relics cannot be used within 30s after using another on-use relic; however, an on-use relic can be used at the same time as an adrenal. For these, similarly to adrenals, a large stat increase makes power the best choice due to its immunity to diminishing returns.

Some relics, instead of offering a usable effect, grant a proc chance to deal additional damage. (An example is the Dark Energy Surge.) The DPS benefit provided by these relics competes with that of on-use power relics, but it is spread out evenly over the duration of a fight. This means these relics do not provide disproportionate gains during burn phases as on-use relics do.

A third type of relic is Matrix Cube M7-R3. This provides static stat increases to cunning, crit, and endurance. Similarly to the proc relics, this relics' benefit cannot be concentrated into a burn phase, however it does compete with Rakata-level relics for overall sustained DPS and can be obtained solo outside of operations or flashpoints.

For more information about relics, see this post.


IV. Resources
IV.1. SWTOR Formula List

IV.2. Smuggler/Imperial Agent Terminology Mirror Dictionary

IV.3. The Sniper/Gunslinger Spreadsheet
    Information in this compendium regarding ability rotations was generated largely through analysis using the Sniper/Gunslinger Spreadsheet. The spreadsheet was initially created through a joint effort by Tibbel and LB_StorM, and it is maintained by Tibbel. To function correctly, the spreadsheet requires Microsoft Excel 2007 or later (or an equivalent program) with macros enabled.

    For the most current verison and information regarding it, please click the link below. ^^

    >> Click here to show slightly more modest praise to the humble Tibbel. <<

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Engineering Sniper (Saboteur Gunslinger) Compendium - Leafblight - 03-25-2012 12:52 AM

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