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Sniper(Gunslinger) Marksman/Engineering(Sharpshooter/Saboteur) Hybrid
04-06-2012, 01:34 AM (This post was last modified: 04-07-2012 12:44 AM by Berenja.)
Post: #1
Sniper(Gunslinger) Marksman/Engineering(Sharpshooter/Saboteur) Hybrid
PvP Sniper(Gunslinger) Marksman/Engineering(Sharpshooter/Saboteur) Hybrid


Introduction
Snipers have been providedg with quite the toolset for pvp. High range, very high single-target burst, good AoE capabilities with nice utility to top this of.
Positioning and the ability to read the game distinguishes YOU from the other snipers.
All the way from 1-50 i was very frustrated with how my class did in pvp, and it took me some time to figure out my role in PvP. The Strengths and the weaknesses, with this guide i hope to guide you and teach you how to wreck your opponents in PvP.

Quick Answers to Common Questions


Give me advice for: Huttball , Voidstar , Civil War

What do i do against:

Advanced Classes
Marauder/Senitel Juggernaut/Guardian
Sorcerer/Sage Assassin/Shadow
Powertech/Vanguard Mercenary/Commando
Sniper/Gunslinger Operative/Scoundrel



Table of Contents


1) Mirrored Terminology
2) Why this and not other trees?
3) Masteries
4) Gear
5) Rotation
6) Tips and Tricks
7) Warzones
8) Match-Ups
9) 1.2 Thoughts



1) Mirrored Terminology

Imperial Agent/Smuggler Mirror Terminology

2) Why this and not other trees?

Full Marksman(Sharpshotter) gains increased damage on 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.
/ 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.
/ Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
+ a cooldown that lets them use 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.
twice. The spec that FlyinFungi proposes is 33/5/3. So what do they lose out on?

15% dmg on AoE and 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.
, 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.
+ the 30% slow from it and the reduced cooldown on 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.
/ 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.
that enhances our capabillities of damaging and controlling groups of enemy almost to the level of Rage/Focus specced Warriors/Knights

The also lose out on Cluster bombs. Not only does they add great energy regen, but this skill also gives us more damage in less time because of the debuff it leaves on the target, that triggers more damage.

The MM/Eng Hybrid have stronger AoE in situations like Voidstar where enemies might clump, or in Civil War when a big enemy group collapses on a side turret, the higher AoE also pays off in Huttball when the enemy team and ball carrier are trying to cross through a bottleneck on the map.
This higher AoE is obtained from both a stronger 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.
and a lower cooldown on 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.
as mentioned earlier.

The extra energy regeneration from Cluster Bombs alows us to drop low on energy (20-40) if that is neccessary to secure a kill on an important target, while still having the abillity to get up above 60 energy for the maximum regeneration again.

So, what do those who choose full Marksman have that the Marksman/Engineer hybrid doesn't offer.

The top tier of the Marksman Tree is Rapid Fire, allowing them to channel 2 additional 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.
So, this is a pretty efficient Damage / Energy ability. To fully benefit from the damage this provides, you have to root yourself in place to get these 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.
off. Once i've done the combo you'll see later in the guide and i have to dip into the less efficient Damage / Energy or Damage / Cast Time abilities i choose to reposition myself instead.

As opponents progress, gets smarter they will not stand still for you to keep channeling your 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.
at them. The only targets that will open themselves for that kind of possibilities are the tanks of their team.

And even though you had perfect positioning as you joined the fight, there will be a better alternative to move up or back to, and by doing this you can take advantage of the Instant 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.
entering cover provides aswll as the Ballistic Dampers buff. By doing this you're also helping out your team as this will generally move you into closer proximity of them and thereby being able to assist them with your ranged damage from afar.

One thing full Marksman have over Hybrid is the fully talented "Imperial Assasin" providing better damage on Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
, 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.
and 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.
.
The damage we miss out on from 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.
is the most "worrying" it is already on of the most efficient both damage/energy and damage/cast time abilities so adding more damage to that is good. The loss of damage on 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.
is not as big as Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
but it is still something. 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.
however is not a skill that i really miss the extra damage on, for reasons stated above.

Engineering(Saboteur) and Lethality(Dirty Fighting) is, on my server, specs that are rarely seen in warzones.

Unless they do a special hybrid with the MM tree none of them pick up Diversion
Diversion
Smuggler (Gunslinger)

Range: 35m
Activation time: Instant
Cooldown: 60 secs
Mirror: Diversion

Throws a smoking canister at the target, reducing its accuracy by 45% for 9 seconds and exposing the target from cover for 6 seconds.
which is a very strong skill, especially if you should find a Sniper or Gunslinger on the opposing team. The utility that "Heavy Shot" (The knockback on 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.
) provides is also unavailable for Engineering/Lethality.

Both -might- provide better overall damage because of their individual strengths in respect to dots (Lethality) and the general aoe strength from their toolset (Engineering), but they can't target switch as Marksmen manages too.
Don’t get me wrong, DPS is strong in PvP - but Burst and the ability to apply this burst anywhere (within your range) without any setup is so much stronger. Being able to take out that key target is just so important. And with the Marksman(Sharpshooter)/Engineer(Sabotage) Hybrid spec it’s not like your AoE capability is horrendous, with 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.
critting up to 4k and and 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.
up to 3k you can apply strong AoE pressure to the enemy team.

But to make a fair assesment of the strengths/weaknesses of Marksman(Sharpshooter)/Engineer(Saboteur) compared to Engineering(Sabotage) and Lethality(Dirty Fighting) i need to talk to other people how have played this more in PvP than i have.


3) Masteries (23/18/0)

Imperial
http://www.torhead.com/skill-calc#400bsrrdkoRZrI0bRR.1

Republic
http://www.torhead.com/skill-calc#700bsrrdkoRZrI0bRR.1

Reasoning:

We need 23 points in Marksmanship(Sharpshooting) to get Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
and Recoil Control
And 16 points in Engineering to get Imperial Methodology.

These 2 are core masteries that allows sustained damage througout the fight.

This whole spec revolves around a few things. 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.
- 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.
Combo, Sustained semi-mobile damage from 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
, energy management from Imperial Methodology and Snipers Nest, the AoE capability of 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.
and 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.
and finally the 18 second slow and dot from 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.
with the "Inventive Interrogation Techniques"


4) Gear

The general Expertise section is borrowed from Jeanne d'Arc's Rage/Focus guide.

There are a two general theories you should consider: Max Expertise and Hybrid (of which there are many variations based on the amount of expertise you are aiming for). Generally speaking, the first notable diminishing returns are seen at 5-7% and then even more severe DR comes after 10%. The build that I use is eloquently explained by Michael Lopp, a.k.a. TheOtherGuy09.

"Considering the [diminishing] return on Expertise, you want roughly 550 unless your aiming for a PvE 4 set bonus. With Battlemaster gear, 550 Expertise is achieved with 11 pieces leaving you 3 pieces for non PvP gear (to maximize your stats). If the set bonuses don’t matter then your generally looking to fill these three pieces with the Matrix Cube, Bracer, and Waist."
- Michael Lopp, posted on Taugrim.com

If you are going to use the Green Matrix Cube, Bracer, and Waist for your 3 non-Expertise items, get orange bracers/belt. And grab the rakata grade armoring from the GTN or from your own Operations. If you have a fairly active server they should be up there pretty often.


Planning ahead for 1.2

For 1.2 Expertise is being reworked and the diminishing return will be lowered. That means that having full PvP gear will most likely be the best available option.
The new set being Introduced is called "War Hero" and some pieces will require you to turn in your Battlemaster gear to obtain it.
Your current Battlemaster gear will also be "updated" to 1.2 Standards, meaning Expertise will be added to the mods/enhancemens.
If you happen to have any "foreign" mods in your gear they will, unfortunately not, be updated. So if you did any optimization on your gear without saving original mods,
it's back to grinding up a new battlemaster set. That's the current state anyways, it might change, who knows?


Set Bonuses

2p PvP: 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.
Duration increased by 3sec
4p PvP: Range of Distraction
Distraction
Smuggler

Activation time: Instant


and 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.
is increased by 5

2p PvE: Target Acquired
Target Acquired
Imperial Agent (Sniper)

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

Increases alacrity by 20% for 10 seconds.
restores 10 Energy
4p PvE: The energy cost of 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.
is reduced by 7 energy.

Optional 2p Enforcer set: Duration of 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.
is increased by 1 second

The PvE set is not of much use to us. The energy regain from Target Acquired
Target Acquired
Imperial Agent (Sniper)

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

Increases alacrity by 20% for 10 seconds.
is almost pointless because of the long cooldown, energy reduced on takedown is nice, but our energy management should already be good due to Imperial Methodology.

For the PvP set I’ve seen 2 options, either the 4-piece Technician, but I also see someone opting for 2 pieces of Enforcer to grab increased 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.
duration.

It’s really a matter of personal preference. We dont have many defensive cooldowns, so increased 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.
by 1second is nice. Not taking the 4piece bonus is not suggest because of the importance of incereased range our interrupt and execute.

The 40range 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.
outranges (almost) everything, it’s hard to determine the value of a range increase on 2 abliities compared to a flat duration increase on a defensive cooldown. However the increased range of these have proved themselves useful, countless times i’ve got that last killing blow on a healer or ball-carrier escaping out of my range due to the 40range 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.
, and often the long ranged interrupt proves itself invaluable while fighting healers.

Optimizing

I’m not good with figuring out the optimal numbers.
Though looking over the Sniper PvE Thread this seems fairly optimal:

Power>=Cunning>Surge>Crit

You should be aiming to maintain around 5% accuracy in my opinion. Only Inquisitors/Consulars have a 10% base defence, the rest is 5%.

So why not get 10% for the Inquisitors/Consulars, simply because we already perform very very well against this class. I find it better to invest our attributes towards killing the 3 other classes that put up a harder fight than these.

Tanks will have a higher defense than this, but if we start gearing towards penetrating tanks defense rating our damage is going to be very low against the rest, tanks can be dealt with in their current state, so focusing our gearing towards them is not optimal.


Get the Power/Surge enhancements from champion head/gloves.

I’m leaning towards the 48 cunning 37 power mod instead of the 61 cunning 11 power one at the moment. So try to see if you can get this for your gear.


Otherwise, 1.2 is approaching and I’ll have to rework the whole gear/optimization chapter.

As 1.2 is coming up very soon it seems unlikely to pack any PvE gear because of the buff to Expertises diminishing returns. Balancing out Power, Cunning, Surge and Crit is still something we'll have to look at, but i expect it to follow the current state.


5) Rotation

There’s a few key ability “combos” that you should get used to when playing Sniper in PvP.

Empire:
Relic-Adrenal- Target Acquired
Target Acquired
Imperial Agent (Sniper)

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

Increases alacrity by 20% for 10 seconds.
-> 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%.
-> 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
-> 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.
& 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.
-> ( 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.
) -> ( 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
) -> 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.



Note that Smugglers are cheated out of our best combo because of the variety in the animation of Sabotage Charge
Sabotage Charge
Smuggler

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

Puts a sabotage charge on the target that detonates when the target takes damage, dealing [<1>] kinetic damage. Can only be used from cover.

and 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.
. They have to alter their rotation which basically adds 1 gcd to apply their damage.


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%.
, 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
. This is a good way to open up a fight, and acquire “Reactive Shot”. The 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
combination will be the core in your sustained dmg. This also helps our immobility. Every 6 seconds we have an instant 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.
and following that the Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
.

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.
- 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.

INSANE singletarget burst. I’ve personally done 6,3k Ambush and 4,6k Explosive Probe crits, which can give almost 11k burst damage landing at the exact same second.
When you're casting 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.
you can mash your Explosive probe hotkey. Because of how these 2 abilities are designed they will hit simultaneously. The animation of 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.
is instantly appearing at your target while the 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.
flies through the air, and 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.
will therefore activate 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.
.

Unfortunately as i mentioned before the Republic Gunslingers are cheated out of this combo because their animation varies from the Imperial Snipers, the gunslingers Sabotage Charge
Sabotage Charge
Smuggler

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

Puts a sabotage charge on the target that detonates when the target takes damage, dealing [<1>] kinetic damage. Can only be used from cover.

is a projectile that will have to fly through the air. This delays this burst combo for them by 1 gcd, as they’d have to cast Sabotage Charge
Sabotage Charge
Smuggler

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

Puts a sabotage charge on the target that detonates when the target takes damage, dealing [<1>] kinetic damage. Can only be used from cover.

before their Aimed Shot
Aimed Shot
Smuggler (Gunslinger)

Energy: -15
Range: 30m
Activation time: 3.0 secs
Cooldown: 15 secs
Damage Type: Weapon
Mirror: Ambush

Fires a well-aimed shot that deals () weapon damage. Can only be used from cover. Fires both blasters if dual wielding.
.


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.

I’m not a big fan of channeled abilities in pvp, and that’s also partly the reason why this spec does not go 31 points into Marksmanship.
For me this ability server 2 purposes. 1) To proc Reactive shot, 2) as a filler inbetween 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
combos when 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.
is on cooldown and the target is >30% health.

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.

There’s alot to be said about 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.
) as it’s a very strong ability.

Most importantly: It's the highest Damage per Cast Time abilities if it lands on a single target on all hits, if it hits multiple targets, it just outperforms everything else.

It’s important to know that 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.
takes 5 seconds from your start casting, untill the first hit actually lands. So you have to predict where enemies will be in 5 seconds and figure out measures to keep them inside this. Taking use of our 2 knockbacks + (mostly used when it's a group) can make them take a lot of damage.
In my warzone section i'll teach you more and show place that i often find myself placing 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.
.


Knowing when, where and how to use 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.
in PvP is hard, it requires great knowledge of the map, the opponent classes and your general ability to predict/read your opponents, but when you start mastering this and don't just toss your 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.
around randomly you will notice a big difference.


General

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.
& 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.


With dots no longer interrupting captures in Voidstar/Civil War (thank god) 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.
is not as used an ability anymore. The only purpose it serves is to keep stealthers out of stealth when you dont want to use interrogation probe for that.

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.
is an ability that you have to use carefully because of the long cooldown. The 18 second dot and slow is very strong, my prefered targets are healers, as it keeps them from running away as fast, ball carriers is of course the logical target to apply it to in huttball. Sometimes it's also a good thing to have this on a strong melee dps too hinder their mobility.


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.


A 5 second snare on a 12 second cooldown that doesn’t give any resolve? Yes please!
This is very strong as it doesn’t give your target any resolve.
The first 2 seconds you are free to hit the target without this breaking, and after that you can get out of cover and reposition yourself a little without the fear of getting charged. This will give you the instant 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
combo again aswell as resetting your Ballistic Dampers buff.

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.
/ 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.


These 2 apply resolve. 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.
= 800 resolve , 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.
= 600 resolve. This is according to Taugrims explanation of the resolve mechanic which is worth a read! Link

Our 2 other crowd controls. These should 90% of the time be used as defensive tools for 2 reasons. 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.
requires melee and 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.
breaks on damage. Be smart about them, don’t fill up resolve if you have teammates that better offensive or defensive controls that they can use for you.


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.
/ Heavy Shot ( 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.
)


These 2 are knockbacks, the best use of them is usually to stand on highground and knock the enemy down as they try to get in melee range, otherwise, positioning yourself so there's not a wall that the enemy can place themselves inbetween.
They both fill up 400 resolve.I favor using cover pulse in most instances because it is instant - Ambush will be good if you can time the cast-time with the time it takes the melee guy to get to you.


Distraction
Distraction
Smuggler

Activation time: Instant



Bind this on an easy to reach button. I have mine bound on Q. Learn which are other classes big-hitting/big-healing abilities and don’t waste it on their small abilities.
To use your interrupt efficient you will simply have to know how your opponents class works. You should pick up on this as you go long playing pvp, otherwise make friends with other classes and talk with them about their weaknesses.

Beacuse people are not good at interrupting healers yet, I don’t see many trying to fake-cast anything. So don’t worry about that, just try to learn which is their big hard-casted heal.

In my matchup chapter I’ll go into detail in which abilities I prefer to interrupt from the different classes. But usually use your interrupt on Healer>Damage>Tank



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.
to scout for stealth, Adrenaline Probe
Adrenaline Probe
Imperial Agent

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


when drained of energy or need more energy for continued high damage

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.
/ 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.


Don’t be greedy with using these 2 abilities, we don’t fulfill a role where we need to have these 2 available at a given time. Use shield probe when they attack you. Save Evasion if fighting other gunslingers, otherwise use it against the melee’s.
The general damage Shield Probe absorbs seems to be 2-3k, using that and Ballistic dampers will make the amount of absorbed damage around 2,5k-4k, which is pretty good on a relatively low cooldown.


Diversion
Diversion
Smuggler (Gunslinger)

Range: 35m
Activation time: Instant
Cooldown: 60 secs
Mirror: Diversion

Throws a smoking canister at the target, reducing its accuracy by 45% for 9 seconds and exposing the target from cover for 6 seconds.
is key to fighting and winning against other Snipers/Gunslingers, if the opposing team have 1, I’d suggest exclusively saving this ability for when you go up against them.


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.
/ 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.
are mainly used in Voidstar and Civil War, as these are the only maps where you’re likely to stand in one spot for the full duration. They're 2 pretty basic abilities, cc immunity and AoE reduced damage for your team.

6)Tips and Tricks


General positioning

Cover

First a short note on the mechanics of cover, as this ability is what makes positioning such a big deal.

1) Immune to interrupts
2) Immune to pushback (that is abilities, not get your character knocked back)
3) Cover dodge (works on "white damage" or the attacks that are considered ranged attacks and melee attacks)., It is 100% when you're ducked behind a natural cover down and 20% when in your portable cover. This only counts as long as you're ducked down under the cover and in approximately a 45 degree frontal angle.
4) Can't be charged nor pulled. ( The skilled Warrior/Knight charge Obliterate
Obliterate
Sith Warrior

Rage: -3
Range: 10m
Activation time: Instant
Cooldown: 15 secs
Mirror: Zealous Leap

Jumps to a target, impaling it for [?] weapon damage. Strikes with both weapons if dual wielding.
/ can charge us in cover.)

Positioning is a very big deal to us as snipers because of the cover mechanic. Therefore it’s so very important that you know where to position yourself.
To know where you should position yourself you have to “read” the game while also taking a few other things into consideration.
One of them being staying close to wall that you can use for line of sight
The benefits of this is ability to negate and escape from ranged damage, the disadvantage of this is giving melee characters a good opportunity to get in on you. When you position yourself like this, they can stand inbetween the wall and you, and when you try to knock them away they’re just going straight into the way. So you have to stun & reposition yourself if you wanna make use of the knockback in that position.

A way to negate melees this opportunity is fighting in open areas with no walls. That way they won't be able to line of sight YOU, but this means that you're out in the open where all of your range enemies can have LOS on you. If you do this, you have to evaluate the situation: 1) Do you have a healer/tank that can heal/guard you? 2) Do you have other teammates that can assist you against these opponents? 3) Are you strong enough to kill one and cc one and then go on the other before they can finish you? There's a lot of factors, and it's not really an equation you can put up to determine it for you, you have to think quickly and read the situation. The more you play, the better you get, and more often you will evaluate the situation correctly and come out on top either by fighting them or retreating.

Another important thing about cover is the "Crouch" versus the "Roll to Cover" mechanic.
Crouch provides the exact same buffs to you as rolling into cover, it is instant, and it doesn't require to wait for server lag to get the reply if your desired spot is a "valid cover" therefore this is favorable 9/10 times.
Once in a while you'll find yourself able to roll for almost the length of a Sith Warrior Charge or equal, take advantage of this to either create distance between you and a melee on top of you, or to catch up to someone who otherwise got out of your range.
Crouching won't cheat you from the natural cover that gives you 100% dodge against ranged attacks, you just still need to have the natural cover between you and the attacker when you're crouching.





Thoughts that didn't fit any category

Channeled abilities vs cast time abilities.

Channelled have the strength of putting damage in right from the instant you press the button, but that also exposes you and tells your opponent that you’re dealing damage to him now and for the next x seconds. Cast time abilities doesn’t give away that you’re dealing the damage.

So while a fully channeled 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.
might deal as much damage as 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.
or even more, it’s not as subtle. Decent players will know to break line of sight or change target to you when you start channeling. They will however not break line of sight on an ability that is casting already but haven’t hit them. Only the great players does that.

So the main argument for cast-time abilities over channeled ones is the sudden damage instead of the slowly applied. They might add up to be equal or favor the channeled. I still favor the bursty because it gives a much more narrow window to react for your opponent. After all, PvP games is largely decided on how fast you can react to everything that's going on!


When we’re on the topic of giving your opponent a window to react, I like to do 1 specific thing when playing against team with sorcerer/sage healers.
Do not immediatly break through the shield of your target, but try to take it down to where the shield have minimum health, and then use your highest hitting abilities.
Instead of breaking it instantly and taking the target to 80% health before you wind up your next combo that can take them to 50% or lower. Just use the low damage ability so your opponent is at 100% or 95% or just about that. This will not alarm their healer, and when you take your opponent down to about 50% right after that it might just be too late for the healer to react to this. This is usually achieved my using 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
this will break the shield, but not put the target at alarming low health, but right after that it's time to hit them with 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.
- 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.


7) Warzones

Huttball

In Huttball there's generally 2 things you can be "strong at" being with the ball and being against the ball, Snipers are by a big margin better at the latter. A class that would be good with the ball is Juggernaughts because of their leaps. Sometimes you will pick up the ball, and you will have to run it, keep your eyes open either for a player in a better position or a player close to you that have a better set of skills to move with the ball.

As mentionined, in Huttball our main strength is our defensive capabilities. IF we have a decent team with good ball carriers healers that can go from the middle towards the endzone i would suggest staying around the middle.

First of all we’re good duelers, we have the abilities to fight almost any class straight up 1v1, and how exactly to do this will be explained later on, and therefore keep control of middle and be ready to let a teammate pick up the ball, and grab it ourselves.

Now, what does a Sniper do when his team is storming forward to score, and you're hanging back at the middle. You gain control! Usually most of their team will fall back trying to get on the ball carrier, so your job is both to delay them getting there by cc and otherwise killing them/forcing them away so your team has control of the middle when the ball respawns. If you're alone, pick it up, move up and find a teammate to pass too, if you have a teammate he should understand that he is the better choice to take it, if he doesn't and he won't listen, pick it up yourself. Don't risk wins because you're too stubborn to perform a role that we're not 100% equipped for.

A few tips if you have the ball, and can't pass it. 1) 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.
is very strong, your team will hopefully not break it. 2) Jumping quick into cover using 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.
and then moving forward is a good and unsuspected knockback!


Now, the opponent just picked up the ball and you have to delay and/or kill them.
What do you do?

With 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.
, , 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.
, 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.
, 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.
and 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.
we also have the possiblities to keep an enemy from scoring if they manage to grab the ball before your team.


Most people prefer to use the top catwalks when trying to score. Once they’ve comitted to going to one side, position yourself in front of the first fire pit and place orbital strike either at the ramp, or up near yourself. Get into 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.
and start attacking the ball carrier (or the healer following him).
Make efficient use of your legshot, 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.
and 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.
to continuously knock away and snare the enemy. Your strength is that they cannot cc you while in 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.
, and you can continuously shove them away, you might not necessarily kill the ball carrier, but you can buy your team up towards 30 seconds for respawning/running back and getting in a position to help getting back the ball.


With the following crude paint-job i'll try to visualize some of the concepts.
http://imgur.com/4OAO8
In this game you're on the Rotworms (Purple) Team.
You want to mostly stay back at the defensive upper rafter as you can reach all of the middle from here. The green on the picture is generally where you want to position yourself.
The red is good placements of 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 is chokepoints where the enemy are very likely to group up: Ball spawn, ramps, just infront of fire and narrow walks. with correct use of knockbacks and snares you can make an enemy with 0 resolve eat the entirity of 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.
if they are stubborn enough to try to get past you.


Voidstar

Voidstar is our place to shine, Snipers and Gunslingers are maybe the single-strongest advanced class in this particular map because of the package of skills we're provided. To name a few of the key abilities: 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.
, 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.
, , , 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.
aswell as our ability to take out a single target (Healer) very effectively.
This map often comes down to who kills the other team more efficiently. With the kit we’re provided we have the ability to really melt teams in this map.

If you’re attacking try to get 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.
down at the pillar near their respawn. This will negate their strongest defensive spot. Otherwise just do your job, focusing down healers, taking out strong dps. Protect yourself with the use of knockbacks, 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.
, 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.
etc.

Since we have no sprint, stealth or charge ability i will suggest hanging back after each set of doors is blown and delay the opposing team. Dont kill them, but snare, 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.
, knockback and do everything in your power to make them stay instead of chasing onto your teammates that should hopefully already be getting the next forcefield or door.

After a door have been planted at a door it’s often wise to put down your 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.
on this door, it prevents the enemy from capturing it while also dealing a lot of damage to them as they’re very likely to try and go in to disarm the bomb.

Here's an image (Painted) to help visualize where to position yourself and where to position your 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.
when you're attacking.

http://imgur.com/xOAfS

The red spots are generally good positions to use 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.
at, and green is good places to position yourself.

At the first set of doors you 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.
near their respawn around the pillar, and after you've driven the enemy team back / killed them you move yourself up into the position you put 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.
in. Here you can pop into 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.
and use 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.
and 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.
to cc while your teammates try to plant the bomb. If they succes, place your next 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.
on top of the door, this will make it impossible for anyone to disarm it, even tho they cc you because of 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.
's nature.
When the doors break, position yourself just inside and try to hold the enemy team back for as long as possibly, the same way you held them back when they spawned, but add in 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.
, 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.
and some general killing. This works VERY well if you have a healer that also stands back with you.
Often me and my friend have held back up to 6 players at one choke-point like this because they just couldn't make themselves leave us alive. Do this every time you break a set of doors.

Generally it's the same tactic about hitting their general position with 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.
while killing them for all sets of doors. After Door 2 both the pathways that lead on joins each other. Instead of sitting right by the door, run down to this point and use your 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.
here.


In the defending position you want to sit at the position you would’ve otherwise used 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.
at. You have the possibility to flee out of line of sight. 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.
is a strong ability to interrupt captures here, 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.
is also relevant to use at the door to negate them the ability to plant for a long duration. 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.
allows you to sit with sight of the door, without being cc’ed as they try to plant.

Here's an image (Painted) to help visualize where to position yourself and where to position your 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.
when you're defending.

http://imgur.com/eWR9A

Most of the stuff is doing the mirror of what you would've done when attacking. Placing 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.
where you would've otherwise positioned yourself. Placing 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.
at the door when the team groups up to try to plant, otherwise using 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.
to prevent all people at the door from planting. At all points of defense abuse our long range and hang around the middle, if they try to cc you at this point use 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.
. If you do this you will be in close enough range to interrupt capping at both doors as long as you're alive.

If you get low there's good opportunity to get out of LOS from the enemy because you sticked so close to middle, sometimes it's worth stopping damage for an extended period of time or giving up a kill to retreat back, and then pop out to interrupt the cap 5 seconds later.

In the current state this is mostly just a Deathmatch on 1 side, and Stealthers/Tanks fighting it out at the other. More interessting ways of beating this map should develop with 8man premades!

Civil War

Again, I see our strength in either the defense, but not in defending alone, or in the "big" attack. We have to spend too much time running up to the enemy when we want to assault a point 1 or 2 persons like stealthers/juggernauts/pyrotechs can do. Running around trying to get yourself in a position is the time where you’re the most vulnerable. Still we’re very strong in most places of the map because of our damage and the quite strong 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.
.

We just don't run up to someone and burst them down in a matter of seconds, we can do this if they're running towards us. Smart players will however just wait around for you to get deep enough in so they still have opportunity to LOS you and call for help or take you on.

Therefore if the opponents have 2 bases attack with the main group, the more players you have around you the bigger the "meatshield" is. This means more time for you to damage the enemy team before they get around and start focusing you.


When defending a side base in civil war the MOST IMPORTANT THING is to call "incoming x side x number" as soon as you suspect or see the enemy moving in. This way your team can react when you get attacked rather than after you're killed. Far too often are points lost because a person either thinks they can take the attacker on 1v1 and doesn't feel the need to call incoming, or the fact that they do not call this before they're actually dead and the capture is halfway done.

The optimal use of 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.
when defending is either on top of yourself, or in general on top of the plateau near the ramps that goes up as attackers tend to focus on stick together and attack from 1 ramp at the time. This makes any melee who want to go up against you take quite some damage depending on how long they choose to stay in and can also zone out ranged players and healers who choose to go around to the other side and thereby spend time doing this.

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.
is generally much stronger at the side turrets compared to the middle one because of the confined space. Most people will be fighting very near the turret, so use your [tip]Orbital Strike[tip] here both when attacking and defending.

At the side turrets jump up ontop of the “pillars?” used to take control of the turret. That negates your opponents the possibility to use this to line of sight you, and you can easily just jump down behind it yourself if you get in trouble.

When you're moving from the side->middle take advantage of the jump path that leads up to a small wall. From here you can cross over and grab the expertise grab in the middle. This is both very usefull when attacking, but also if you're part of the "floating" defender group that switch bases according to where the enemy attacks. Doing this effectively saves you around ~5 seconds to get in a safe position with almost the entire enemy team in range.



8) Match-Ups

I think one of the most important things that make you able to beat other classes is knowing what cooldowns they have. Therefore i've put in all the cooldowns >45 seconds for each class in this section.
Note that all classes will probably have atleast 1 on-use relic and some even an Adrenal.


Against ranged you have the opportunity to interrupt them, while they cannot interrupt you, ABUSE IT.
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.
Is a strong ability and the cooldown is not super long. Enemies will often try to cc you when you try to cast 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.
, if you hit someone with big damage etc. You usually have a window of 5 seconds as you enter the fight before they will react and try to cc you, after that if you're still fighting the same group, i'd suggest using 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.


I will often mention to use 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.
to avoid their cc. There's a few ways to know when your opponent will try to cc you. Generally they will try to cc you when you are about to deal alot of damage 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.
- 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.
combo is an example of that. You can "bait" cc out that way, another one is casting 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.

If they have some sort of combo to set up ( Mercenarys like to stun before start casting Tracer Missile
Tracer Missile
Bounty Hunter (Mercenary)

Heat: 25
Range: 30m
Activation time: 2.0 secs

Launches a missile at the target that deals [?] kinetic damage and applies a heat signature, reducing the armor rating by 4% for 15 seconds. Stacks up to 5 times. Heat signatures leave the target vulnerable to Rail Shot.Tags: [Pushback]
you can also try to predict that kind of behaviour, but that often requires you to know the player you play against and not so much the class.
It is no bad assumption to think that people will try to cc you once your sit into cover in a place where you can potentially hit most of their team. So you can be pretty liberal with the use of 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.
It is not an ability with that high a skill-ceiling, it is more mindgames with your opponents.



Sith Warrior / Jedi Knight

Sith Warrior/Jedi Knight Mirror Terminology

Marauder/Senitel

So what cooldowns do they have?
Defensive
Cloak of Pain
Cloak of Pain
Sith Warrior (Marauder)

Activation time: Instant
Cooldown: 60 secs
Mirror: Rebuke

Reduces all damage taken by 20% and deals [?] energy damage to attackers. This effect cannot occur more than once every 1.5 seconds. Lasts 6 seconds. Cloak of Pain refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total.
, Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
, Undying Rage
Undying Rage
Sith Warrior (Marauder)

Rage: 6
Activation time: Instant
Cooldown: 90 secs
Mirror: Guarded by the Force

Spends 50% of current health to grant 99% damage reduction for 5 seconds.
, Force Camouflage
Force Camouflage
Jedi Knight (Sentinel)

Activation time: Instant
Cooldown: 45 secs
Mirror: Force Camouflage

Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies and increasing movement speed by 30% for 4 seconds. Dealing direct damage ends the effect prematurely.
, Obfuscate
Obfuscate
Sith Warrior (Marauder)

Rage: -1
Range: Melee (4m)
Activation time: Instant
Cooldown: 60 secs
Mirror: Pacify

Obscures the target's vision, reducing its melee and ranged accuracy by 90% for 6 seconds.


Offensive
Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.
, Intimidating Roar
Intimidating Roar
Sith Warrior

Rage: -1
Range: 8m
Activation time: Instant
Cooldown: 60 secs
Mirror: Awe

Paralyzes all nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.
, Predation
Predation
Sith Warrior (Marauder)

Activation time: Instant
Mirror: Transcendence

Requires and converts 30 stacks of Fury to issue Predation to you and your party, increasing movement speed by 50% and melee and ranged defense by 10%. Lasts 10 seconds.
, Bloodthirst
Bloodthirst
Sith Warrior (Marauder)

Activation time: Instant
Cooldown: 300 secs
Mirror: Inspiration

Requires and converts 30 stacks of Fury to issue Bloodthirst to you and your party, increasing all damage and healing dealt by 15%. Lasts 15 seconds.
, Frenzy
Frenzy
Sith Warrior (Marauder)

Activation time: Instant
Cooldown: 180 secs
Mirror: Valorous Call

Enters a furious frenzy, immediately building 30 stacks of Fury


When fighting a Marauder you should without exception be in cover from the beginning and almost for the entirity of the match.
They have a bunch of strong defensive cooldowns, but we also have quite a few ways to deal with them.

To best explain the duel i'll split it up in 2 parts, a general idea of how you play against them when they're not using cooldowns, and how to deal with each individual cooldown.

When they're not in melee range you should focus on dealing damage on them, snaring them, then proceeding damage.
Adding in flashbang is also strong, it will allow you to fire up Ambush or Orbital Strike. Without "wasting" time you could be damaging them. When they get in close to you we can knock them back, deal damage again, snare them again. Generally they wont be able to hurt you even remotely to the same degree as you can hurt them without using their cooldowns.

Cloak of Pain
Cloak of Pain
Sith Warrior (Marauder)

Activation time: Instant
Cooldown: 60 secs
Mirror: Rebuke

Reduces all damage taken by 20% and deals [?] energy damage to attackers. This effect cannot occur more than once every 1.5 seconds. Lasts 6 seconds. Cloak of Pain refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total.
you generally avoid by simply not damaging them for that time. It might seem dumb, but you should be able to kite/keep them away from you for 6 seconds, maybe using 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.
other than that there's Undying Rage
Undying Rage
Sith Warrior (Marauder)

Rage: 6
Activation time: Instant
Cooldown: 90 secs
Mirror: Guarded by the Force

Spends 50% of current health to grant 99% damage reduction for 5 seconds.
cc/pushback/snare the marauder when he does that and reposition yourself.

Avoid the cc from Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.
and with 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.
.

When they are attacking you and you don't have anything to get them off you Diversion
Diversion
Smuggler (Gunslinger)

Range: 35m
Activation time: Instant
Cooldown: 60 secs
Mirror: Diversion

Throws a smoking canister at the target, reducing its accuracy by 45% for 9 seconds and exposing the target from cover for 6 seconds.
and 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.
negates ALOT of their damage.

If you do all this, the fight should generally be managable.



Juggernaut/Guardian


Tank
What cooldowns do they have?
Defensive
Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
, Endure Pain
Endure Pain
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 90 secs
Mirror: Enure

Temporarily increases your maximum health by 30% for 10 seconds. When the effect ends, the health is lost.
, Invincible
Invincible
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 180 secs
Mirror: Warding Call

Reduces all damage taken by 40% for 10 seconds.

Offensive
Backhand
Backhand
Sith Warrior (Juggernaut)

Rage: -3
Range: Melee (4m)
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Hilt Strike

Bashes the target for [?] kinetic damage, stunning it for 4 seconds. This ability generates a high amount of threat.
, Force Push
Force Push
Sith Warrior (Juggernaut)

Range: 10m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Push

Deals [?] kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds.
, Intimidating Roar
Intimidating Roar
Sith Warrior

Rage: -1
Range: 8m
Activation time: Instant
Cooldown: 60 secs
Mirror: Awe

Paralyzes all nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.
, Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.


Their damage is nothing great and you can kite them pretty well with use of your flashbang, knocbacks and snare.

One thing they like to do is activate Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
and get 100% range defense when we're casting 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.
be ready to cancel it when they do that.

The only reason to focus them is when they're having the ball. Otherwise there should generally be a better target around. They have great defensive cooldowns, they dont go invulnerable however.


Damage (Rage/Focus)

What cooldowns do they have?
Defensive
Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
, Endure Pain
Endure Pain
Sith Warrior (Juggernaut)

Activation time: Instant
Cooldown: 90 secs
Mirror: Enure

Temporarily increases your maximum health by 30% for 10 seconds. When the effect ends, the health is lost.

Offesnive
Force Push
Force Push
Sith Warrior (Juggernaut)

Range: 10m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Push

Deals [?] kinetic damage, knocks the target back several meters, and knocks the target down for 2 seconds.
, Intimidating Roar
Intimidating Roar
Sith Warrior

Rage: -1
Range: 8m
Activation time: Instant
Cooldown: 60 secs
Mirror: Awe

Paralyzes all nearby enemies in fear, preventing all action for up to 6 seconds. Damage ends the effect prematurely. Has no effect on droids.
, Force Choke
Force Choke
Sith Warrior

Rage: 3
Range: 10m
Channel time: 3.0 secs
Cooldown: 60 secs
Damage Type: Kinetic
Mirror: Force Stasis

Chokes the target, crushing and stunning it while Force Choke is channeled. Deals <> kinetic damage every second. Builds 1 rage per second.


One thing they like to do is activate Saber Ward
Saber Ward
Sith Warrior

Activation time: Instant
Cooldown: 180 secs
Mirror: Saber Ward

Raises a lightsaber ward, increasing melee and ranged defenses by 50% and reducing the damage taken from Force and tech attacks by 25%. Lasts 12 seconds.
and get 100% range defense when we're casting 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.
be ready to cancel it when they do that.

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.
is very important to use, we have to negate their cc, if you do this it often ends up being a DPS race that we win, but there's other things to note on this match-up:

Again this is a strong melee character, 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.
on top of yourself is strong.

You should not allow them to charge you, if they do, quickly stun them, then start applying damage to them. If you’re standing close to teammates he can charge, be ready to knock him back again. If you time your 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.
perfectly he will get knocked back right as he lands on your team mate. When he pops blade ward don’t waste your time trying to damage him. Rather cc and reposition yourself. If you are charging up an 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.
and see him popping bladeward, cancel the cast. You don’t want to waste this ability.

When he's about to cast Smash
Smash
Sith Warrior

Rage: -3
Range: 8m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Kinetic
Mirror: Force Sweep

Smashes up to 5 enemies within 5 meters, dealing (LvlRankDmgAmnt * 0.115 SpellPower * 1.35) - (LvlRankDmgAmnt * 0.155 SpellPower * 1.35) kinetic damage. Also stuns weak and standard enemies for 1.5 seconds.
(look for 4 Shockwave charges) you should get up 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.
and Ballsitic Dampers. Diversion
Diversion
Smuggler (Gunslinger)

Range: 35m
Activation time: Instant
Cooldown: 60 secs
Mirror: Diversion

Throws a smoking canister at the target, reducing its accuracy by 45% for 9 seconds and exposing the target from cover for 6 seconds.
is also a good way to make them miss.


If anyone feels like Vengeance needs a section please inform me, i don't play against any of these.


Sith Inquisitor / Jedi Consular

Sith Inquisitor/Jedi Consular Mirror Terminology

Sorcerer/Sage

Healer
What cooldowns do they have?
Defensive
-
Offensive
Whirlwind
Whirlwind
Sith Inquisitor

Force: -20
Range: 30m
Activation time: 2.0 secs
Cooldown: 60 secs
Mirror: Force Lift

Traps the target in a whirlwind for 8 seconds. Damage causes this effect to end prematurely.
, Electrocute
Electrocute
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Energy
Mirror: Force Stun

Electrocutes the target, dealing [?] energy damage and stunning it for 4 seconds.


The hardest part of killing a Sorcerer is not to let him Force Speed
Force Speed
Sith Inquisitor

Activation time: Instant
Cooldown: 30 secs
Mirror: Force Speed

Increases movement speed by 150% for 2 seconds. Does not break Stealth.
away
Interrupt the Dark Infusion
Dark Infusion
Sith Inquisitor (Sorcerer)

Force: -55
Range: 30m
Activation time: 3.0 secs
Damage Type: Healing
Mirror: Deliverance

Heals a friendly target for [?] health.
, don’t break their shield right away. Wither it down, then hit them with your full burst. If they dont drop low when you hit them at first they won't be as prepared for the big follow-up damage you can do.
Generally use 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.
and 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.
to keep them within your range. Use 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.
to negate their
Whirlwind
Whirlwind
Sith Inquisitor

Force: -20
Range: 30m
Activation time: 2.0 secs
Cooldown: 60 secs
Mirror: Force Lift

Traps the target in a whirlwind for 8 seconds. Damage causes this effect to end prematurely.
, Electrocute
Electrocute
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Energy
Mirror: Force Stun

Electrocutes the target, dealing [?] energy damage and stunning it for 4 seconds.
and Knockback.


DPS
What cooldowns do they have?
Defensive
-
Offensive
Whirlwind
Whirlwind
Sith Inquisitor

Force: -20
Range: 30m
Activation time: 2.0 secs
Cooldown: 60 secs
Mirror: Force Lift

Traps the target in a whirlwind for 8 seconds. Damage causes this effect to end prematurely.
, Electrocute
Electrocute
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Energy
Mirror: Force Stun

Electrocutes the target, dealing [?] energy damage and stunning it for 4 seconds.
, ( Polarity Shift
Polarity Shift
Sith Inquisitor (Sorcerer)

Activation time: Instant
Cooldown: 120 secs
Mirror: Mental Alacrity

Your connection to the Force shifts, granting [20]% alacrity for 10 seconds.
)

They’re a generally gonna have a bad time against unless they’re good at diving in and out of combat and your range. We can interrupt their casts, but they can’t interrupt ours as we’re in cover. We also have stronger upfront damage than they have, so they have to rely on force shield and dots to win exchanges. Instant 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
into a 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.
is a combo i often like to use, because it gives time to wind-up the 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.
- 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.
combo. Starting the fight with 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.
to hard-cast 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.
- 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.
and then having instant 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
before they can escape line of sight is also a very viable option.

Again, they like to run away so use 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.
and 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.
to keep them within your range. Use 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.
to negate their Whirlwind
Whirlwind
Sith Inquisitor

Force: -20
Range: 30m
Activation time: 2.0 secs
Cooldown: 60 secs
Mirror: Force Lift

Traps the target in a whirlwind for 8 seconds. Damage causes this effect to end prematurely.
, Electrocute
Electrocute
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Energy
Mirror: Force Stun

Electrocutes the target, dealing [?] energy damage and stunning it for 4 seconds.
and Knockback.


Assassin/Shadow

Tank

What cooldowns do they have?
Defensive
Force Shroud
Force Shroud
Sith Inquisitor (Assassin)

Activation time: Instant
Cooldown: 60 secs
Mirror: Resilience

Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break Stealth.
, Deflection
Deflection
Sith Inquisitor (Assassin)

Activation time: Instant
Cooldown: 120 secs

Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon.
, Force Cloak
Force Cloak
Sith Inquisitor (Assassin)

Activation time: Instant
Cooldown: 180 secs

Uses the Force to vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.

Offensive
Whirlwind
Whirlwind
Sith Inquisitor

Force: -20
Range: 30m
Activation time: 2.0 secs
Cooldown: 60 secs
Mirror: Force Lift

Traps the target in a whirlwind for 8 seconds. Damage causes this effect to end prematurely.
, Electrocute
Electrocute
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Energy
Mirror: Force Stun

Electrocutes the target, dealing [?] energy damage and stunning it for 4 seconds.
, Force Pull
Force Pull
Sith Inquisitor (Assassin)

Range: 10m - 30m
Activation time: Instant
Cooldown: 45 secs

Uses the Force to draw the target in, instantly pulling it to your location and generating a high amount of threat. Does not work against targets in cover.


They have the highest base defense and can push it up around 30%'ish they have 2 strong defensive cooldowns that each negates different parts of our damage. Know that when they use Force Shroud
Force Shroud
Sith Inquisitor (Assassin)

Activation time: Instant
Cooldown: 60 secs
Mirror: Resilience

Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break Stealth.
you can use your "white" abilities and when they use Deflection
Deflection
Sith Inquisitor (Assassin)

Activation time: Instant
Cooldown: 120 secs

Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon.
use your "yellow" abilities. That's the way i remember it.
They will often be able to escape you, and there's not much to do about it.
Force Cloak
Force Cloak
Sith Inquisitor (Assassin)

Activation time: Instant
Cooldown: 180 secs

Uses the Force to vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.
and Force Speed
Force Speed
Sith Inquisitor

Activation time: Instant
Cooldown: 30 secs
Mirror: Force Speed

Increases movement speed by 150% for 2 seconds. Does not break Stealth.
are just 2 tools that make assassins very slippery.


DPS

What cooldowns do they have?
Defensive
Force Shroud
Force Shroud
Sith Inquisitor (Assassin)

Activation time: Instant
Cooldown: 60 secs
Mirror: Resilience

Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for 3 seconds. Does not break Stealth.
, Deflection
Deflection
Sith Inquisitor (Assassin)

Activation time: Instant
Cooldown: 120 secs

Increases your ranged and melee defenses by 50% for 12 seconds. Requires a melee weapon.
, Force Cloak
Force Cloak
Sith Inquisitor (Assassin)

Activation time: Instant
Cooldown: 180 secs

Uses the Force to vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.

Offensive
Whirlwind
Whirlwind
Sith Inquisitor

Force: -20
Range: 30m
Activation time: 2.0 secs
Cooldown: 60 secs
Mirror: Force Lift

Traps the target in a whirlwind for 8 seconds. Damage causes this effect to end prematurely.
, Electrocute
Electrocute
Sith Inquisitor

Force: -20
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Damage Type: Energy
Mirror: Force Stun

Electrocutes the target, dealing [?] energy damage and stunning it for 4 seconds.


They are not near as tanky. They still have the same cooldowns though.
Be ready when they open on you, try to have 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.
and Ballistic Dampers up. Sometimes it is worth it to break the first stun, quickly stun them and get into
But generally just avoid dealing the type of damage that they shield themselves against and you should be fine in this matchup.
They will often be able to escape you, and there's not much to do about it. Force Cloak
Force Cloak
Sith Inquisitor (Assassin)

Activation time: Instant
Cooldown: 180 secs

Uses the Force to vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.
and Force Speed
Force Speed
Sith Inquisitor

Activation time: Instant
Cooldown: 30 secs
Mirror: Force Speed

Increases movement speed by 150% for 2 seconds. Does not break Stealth.
are just 2 tools that make assassins very slippery.


It is uncommon to meet DPS Assasins though. On my servers it's close to a 9 tank to 1 dps ratio on Assasins.


Bounty Hunter / Trooper

Bounty Hunter / Trooper Mirror Terminology


Powertech/Vanguard ]

Tank
What cooldowns do they have?
Defensive
Oil Slick
Oil Slick
Bounty Hunter

Heat: 8
Range: 10m
Activation time: Instant
Cooldown: 60 secs

Spray the immediate area with oil. Nearby enemies become unbalanced and have their accuracy with ranged and melee attacks lowered by 20% for <<1[%d seconds/%d second/%d seconds]>>.
, Kolto Overload
Kolto Overload
Bounty Hunter

Activation time: Instant
Cooldown: 180 secs
Mirror: Adrenaline Rush

Restores 15% of maximum health over 10 seconds.
, Energy Shield
Energy Shield
Bounty Hunter

Activation time: Instant
Cooldown: 90 secs
Mirror: Reactive Shield

Reduces all damage taken by <<1[%d / %d / %d]>>% for <<1[%d seconds/%d second/%d seconds]>>.

Offensive
Electro Dart
Electro Dart
Bounty Hunter

Heat: 16
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Mirror: Cryo Grenade

Fire an electro dart that stuns the target for <<1[%d seconds/%d second/%d seconds]>>.
, Explosive Fuel
Explosive Fuel
Bounty Hunter

Activation time: Instant
Cooldown: 120 secs

Increases crit chance by 25% for <<1[%d seconds/%d second/%d seconds]>>.
, Carbonize
Carbonize
Bounty Hunter

Heat: 8
Activation time: Instant
Cooldown: 60 secs

Incases up to 3 nearby targets in carbonite stunning them for <<1[%d seconds/%d second/%d seconds]>>.
, Grapple
Grapple
Bounty Hunter (Powertech)

Range: 10m - 30m
Activation time: Instant
Cooldown: 45 secs
Mirror: Harpoon

Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. Cannot be used on targets in cover.


Not the matchup i have the most knowledge of, but they do not deal a lot of damage in the tank spec. Use your Entrench smart against all of their CC, they have a lot. They're not that hard to kite/knockback so if you have to fight them 1v1 it is not an impossible fight.

As all other tanks you shouldn't be hitting them unless they have the ball or there is no better target around.

DPS
What cooldowns do they have?
Defensive
Kolto Overload
Kolto Overload
Bounty Hunter

Activation time: Instant
Cooldown: 180 secs
Mirror: Adrenaline Rush

Restores 15% of maximum health over 10 seconds.
, Energy Shield
Energy Shield
Bounty Hunter

Activation time: Instant
Cooldown: 90 secs
Mirror: Reactive Shield

Reduces all damage taken by <<1[%d / %d / %d]>>% for <<1[%d seconds/%d second/%d seconds]>>.

Offensive
Electro Dart
Electro Dart
Bounty Hunter

Heat: 16
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Mirror: Cryo Grenade

Fire an electro dart that stuns the target for <<1[%d seconds/%d second/%d seconds]>>.
, Explosive Fuel
Explosive Fuel
Bounty Hunter

Activation time: Instant
Cooldown: 120 secs

Increases crit chance by 25% for <<1[%d seconds/%d second/%d seconds]>>.
, Carbonize
Carbonize
Bounty Hunter

Heat: 8
Activation time: Instant
Cooldown: 60 secs

Incases up to 3 nearby targets in carbonite stunning them for <<1[%d seconds/%d second/%d seconds]>>.
, Grapple
Grapple
Bounty Hunter (Powertech)

Range: 10m - 30m
Activation time: Instant
Cooldown: 45 secs
Mirror: Harpoon

Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. Cannot be used on targets in cover.


Pyrotech Powertechs deal a lot of damage, especially their Rocket Punch
Rocket Punch
Bounty Hunter

Heat: 16
Range: Melee (4m)
Activation time: Instant
Cooldown: 9 secs
Damage Type: Kinetic
Mirror: Stockstrike

Close range gauntlet attack that does <<1>> damage.
and to use that they have to get into melee range which is no easy task for them versus a sniper.
They still have a good amount of ranged / short ranged damage so they will be able to hurt you.

The most annoying thing on their skillset is the Energy Shield
Energy Shield
Bounty Hunter

Activation time: Instant
Cooldown: 90 secs
Mirror: Reactive Shield

Reduces all damage taken by <<1[%d / %d / %d]>>% for <<1[%d seconds/%d second/%d seconds]>>.
, it allows them to tank a fair amount of our damage, and gives them a way to simply tank our damage and move up to us.

Otherwise, stick to your basics, 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.
, use your defensive cooldowns wisely and try to keep ballsitic dampers up.


Mercenary/Commando

Healer

What cooldowns do they have?
Defensive
Kolto Overload
Kolto Overload
Bounty Hunter

Activation time: Instant
Cooldown: 180 secs
Mirror: Adrenaline Rush

Restores 15% of maximum health over 10 seconds.
, Energy Shield
Energy Shield
Bounty Hunter

Activation time: Instant
Cooldown: 90 secs
Mirror: Reactive Shield

Reduces all damage taken by <<1[%d / %d / %d]>>% for <<1[%d seconds/%d second/%d seconds]>>.

Offensive
Electro Dart
Electro Dart
Bounty Hunter

Heat: 16
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Mirror: Cryo Grenade

Fire an electro dart that stuns the target for <<1[%d seconds/%d second/%d seconds]>>.
, Power Surge
Power Surge
Bounty Hunter

Heat: 10
Activation time: Instant
Cooldown: 120 secs

Your next ability with an activation time will activate instantly. Effect lasts <<1[%d seconds/%d second/%d seconds]>>.
, Concussion Missile
Concussion Missile
Bounty Hunter

Heat: 8
Range: 30m
Activation time: 2.0 secs
Cooldown: 60 secs
Mirror: Concussive Round

Fires a missile at the target that knocks it out for up to 1 second. Non-player targets regenerate health rapidly while knocked out. Damage to the target causes this effect to end prematurely.


In my opinion, the healer that is the hardest to kill. The combined interrupt immunity, further pushback reduction and decreased damage taken from Energy Shield
Energy Shield
Bounty Hunter

Activation time: Instant
Cooldown: 90 secs
Mirror: Reactive Shield

Reduces all damage taken by <<1[%d / %d / %d]>>% for <<1[%d seconds/%d second/%d seconds]>>.
is sooo strong. their healing output is hard to compete with and when they pop the shield you're gonna have a really hard time killing them. Often it's a better choice just to flashbang them through that duration.
They are pretty vulnerable to interrupt when they do not have their Energy Shield
Energy Shield
Bounty Hunter

Activation time: Instant
Cooldown: 90 secs
Mirror: Reactive Shield

Reduces all damage taken by <<1[%d / %d / %d]>>% for <<1[%d seconds/%d second/%d seconds]>>.
up, and make for a pretty easy kill if there's just 1 more person that know how to hit an interrupt on them.

Arsenal

What cooldowns do they have?
Defensive
Kolto Overload
Kolto Overload
Bounty Hunter

Activation time: Instant
Cooldown: 180 secs
Mirror: Adrenaline Rush

Restores 15% of maximum health over 10 seconds.
, Energy Shield
Energy Shield
Bounty Hunter

Activation time: Instant
Cooldown: 90 secs
Mirror: Reactive Shield

Reduces all damage taken by <<1[%d / %d / %d]>>% for <<1[%d seconds/%d second/%d seconds]>>.

Offensive
Electro Dart
Electro Dart
Bounty Hunter

Heat: 16
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Mirror: Cryo Grenade

Fire an electro dart that stuns the target for <<1[%d seconds/%d second/%d seconds]>>.
, Power Surge
Power Surge
Bounty Hunter

Heat: 10
Activation time: Instant
Cooldown: 120 secs

Your next ability with an activation time will activate instantly. Effect lasts <<1[%d seconds/%d second/%d seconds]>>.
, Concussion Missile
Concussion Missile
Bounty Hunter

Heat: 8
Range: 30m
Activation time: 2.0 secs
Cooldown: 60 secs
Mirror: Concussive Round

Fires a missile at the target that knocks it out for up to 1 second. Non-player targets regenerate health rapidly while knocked out. Damage to the target causes this effect to end prematurely.


1) Interrupt Tracer missile
Tracer Missile
Bounty Hunter (Mercenary)

Heat: 25
Range: 30m
Activation time: 2.0 secs

Launches a missile at the target that deals [?] kinetic damage and applies a heat signature, reducing the armor rating by 4% for 15 seconds. Stacks up to 5 times. Heat signatures leave the target vulnerable to Rail Shot.Tags: [Pushback]
, 2) ??? 3) Win

In all seriousness you can interrupt them, they cannot interrupt you. They will try to use Cryo grenade on you to set up their spam. Avoid this with 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.
. I don’t have any other specific tips for this matchup, it’s pretty straight-forward. If they get 5 stacks of Tracer Missile
Tracer Missile
Bounty Hunter (Mercenary)

Heat: 25
Range: 30m
Activation time: 2.0 secs

Launches a missile at the target that deals [?] kinetic damage and applies a heat signature, reducing the armor rating by 4% for 15 seconds. Stacks up to 5 times. Heat signatures leave the target vulnerable to Rail Shot.Tags: [Pushback]
on you they are very likely to try to Rail Shot
Rail Shot
Bounty Hunter

Heat: 16
Range: 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: High Impact Bolt

Fires a very powerful shot at the target that deals <<1>> damage. Only useable against incapacitated targets and targets suffering from periodic damage.
you. This is a "Range Attack" so can be fully avoided if you are in natural cover. If they reach 5 stacks it's often very smart to stay down in cover for a little longer than usual to prevent this Rail Shot
Rail Shot
Bounty Hunter

Heat: 16
Range: 30m
Activation time: Instant
Cooldown: 15 secs
Damage Type: Weapon
Mirror: High Impact Bolt

Fires a very powerful shot at the target that deals <<1>> damage. Only useable against incapacitated targets and targets suffering from periodic damage.
if possible.


Pyrotech

What cooldowns do they have?
Defensive
Kolto Overload
Kolto Overload
Bounty Hunter

Activation time: Instant
Cooldown: 180 secs
Mirror: Adrenaline Rush

Restores 15% of maximum health over 10 seconds.
, Energy Shield
Energy Shield
Bounty Hunter

Activation time: Instant
Cooldown: 90 secs
Mirror: Reactive Shield

Reduces all damage taken by <<1[%d / %d / %d]>>% for <<1[%d seconds/%d second/%d seconds]>>.

Offensive
Electro Dart
Electro Dart
Bounty Hunter

Heat: 16
Range: 30m
Activation time: Instant
Cooldown: 60 secs
Mirror: Cryo Grenade

Fire an electro dart that stuns the target for <<1[%d seconds/%d second/%d seconds]>>.
, Power Surge
Power Surge
Bounty Hunter

Heat: 10
Activation time: Instant
Cooldown: 120 secs

Your next ability with an activation time will activate instantly. Effect lasts <<1[%d seconds/%d second/%d seconds]>>.
, Concussion Missile
Concussion Missile
Bounty Hunter

Heat: 8
Range: 30m
Activation time: 2.0 secs
Cooldown: 60 secs
Mirror: Concussive Round

Fires a missile at the target that knocks it out for up to 1 second. Non-player targets regenerate health rapidly while knocked out. Damage to the target causes this effect to end prematurely.


I have not yet encountered and do not personally know any high-end players playing this spec, so i can not at the given time give any opinions about how to counter them. But when you’re meeting people and specs you’re not familiar with stick to your basics. Interrupt casts, take advantage of your combos, make them waste their defensive cooldowns etc. Stick to the basics of dueling.

Imperial Agent / Smuggler

Sniper/Gunslinger

What cooldowns do they have?
Defensive
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.
, 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.
, 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.
,
Offensive
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.
, Adrenaline Probe
Adrenaline Probe
Imperial Agent

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


, 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.
, 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.
, Target Acquired
Target Acquired
Imperial Agent (Sniper)

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

Increases alacrity by 20% for 10 seconds.
, (), ( 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.
),

Rapid Fire
Rapid Fire
Imperial Agent (Sniper)

Activation time: Instant
Cooldown: 90 secs
Mirror: Rapid Fire

Immediately finishes the cooldown on Series of Shots and triggers the next Series of Shots without a cooldown.
is only for 31 Marksmen and 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.
for Engineers.

But you should win this matchup since you read this guide Smile
This matchup often comes down to the use of Entrench(Hunker Down), Diversion and negating line of sight.
Try to save diversion for you opponents 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.
. Try to use on him before Diversion
Diversion
Smuggler (Gunslinger)

Range: 35m
Activation time: Instant
Cooldown: 60 secs
Mirror: Diversion

Throws a smoking canister at the target, reducing its accuracy by 45% for 9 seconds and exposing the target from cover for 6 seconds.
so you can setup damage on him. Position yourself so you can quickly break line of sight on an 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.
or a channeled 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.
. If you have lesser gear than him or he gets the upper hand. Break and regain line of sight and use instant 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.
- Followthrough
Followthrough
Imperial Agent (Sniper)

Energy: -10
Range: 30m
Activation time: Instant
Cooldown: 9 secs
Damage Type: Weapon
Mirror: Trickshot

Fires a well-controlled follow-up shot at the target that deals (LvlRankDmgAmnt * 0.227 + WeaponDamage * 2.27) weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
combo to wear him down.


On Lethality you can break him out with Diversion, he cannot get you out. IF he is stupid enough to start channeling 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.
then that's a free interrupt on the highest hitting ability. Against Marksmen you should be able to break their and on the rest of the abilities you are superior.


Operative/Scoundrel

Damage

What cooldowns do they have?
Defensive
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.
, 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.
, Infiltrate
Infiltrate
Imperial Agent (Operative)

Range: 10m
Activation time: Instant
Cooldown: 180 secs
Mirror: Smuggle

Cloaks you and party members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat or while already in stealth.
, Cloaking Screen
Cloaking Screen
Imperial Agent (Operative)

Activation time: Instant
Cooldown: 180 secs
Mirror: Disappearing Act

Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.

Offensive
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.
, Adrenaline Probe
Adrenaline Probe
Imperial Agent

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


, 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.
, 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.
,


This is tough, i suggest breaking their first stun right of the bat and using to stun them, then quickly dropping into 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.
cover and knocking them back. Activate 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.
, get a DoT on them and then start the dmg. This will put their resolve full right away. But now you have the ability to kite them with the use of legshot and knockbacks (once their resolve goes down). This will generally cause them to retreat or lose.

Healer

What cooldowns do they have?
Defensive
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.
, 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.
, Infiltrate
Infiltrate
Imperial Agent (Operative)

Range: 10m
Activation time: Instant
Cooldown: 180 secs
Mirror: Smuggle

Cloaks you and party members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat or while already in stealth.
, Cloaking Screen
Cloaking Screen
Imperial Agent (Operative)

Activation time: Instant
Cooldown: 180 secs
Mirror: Disappearing Act

Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.

Offensive
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.
, Adrenaline Probe
Adrenaline Probe
Imperial Agent

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


, 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.
, 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.
,



Don’t bother or invest too much in an attempt to kill hunt down and kill an Operatve/Scoundrel Haler. They move fast, they have instant casts, Hots and 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.
/. They just kite too damn well, you won’t be able to kill a good healer alone. You need friends to help control them, otherwise they will just slip around a corner, and you have to waste time running all the way up to them.
However, if they’re dumb enough to stand in the open without possibilities to escape line of sight they should be easy enough to kill, but relying on your opponent to make obvious dumb moves shouldn’t really be our strategy.
Call a friend in if you really need to take down an operative healer, otherwise cc him while you tear apart his team. they rely on Hots a lot so if you can keep him out of a fight for extended periods of time by smart use of you will often be able to win the general team fight even though you do not kill him right off the bat.




9) 1.2 Thoughts

A few things from the PTS Patch notes:

"Players can now "Crouch" (but not roll into cover) while immobilized"

This is quite a big deal, we're not going to have our damage lowered when we just get snared, right now the damage while snared is almost insignificant.

"Agents/Smugglers can no longer be pushed out of cover via the "cover integrity" mechanic, which has been removed from the game." is a nice bug fix, it doesn't happen often, but it's annoying the few times where you have to stand up and reenter cover because of this.

" 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.
now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds." Right now it's hard to predict quite how strong this will be, but afaik this is the second "mortal strike" debuff for players to apply there's also the Marauder debuff. It will defintly be a big help against teams with 2-3-4 healers on them.

The "Siege Bunker" is a weak talent for PvP, with a combat log provided maybe >10% of ALL damage we will take will be from AoE.

"Sniper Volley(Burst Volley) has been redesigned. It now triggers from dealing damage with rifles and increases Alacrity and energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds."
It's going to take skill to spend your energy wisely around this buff, and be able to sit down and use energy during this. But it still looks like a skill that is going to be worth taking. Im not sure how many points to commit for pvp, but I'm trying to follow the discussion over in the PvE thread.
I'll have to see how good the buff is and how many points it's wise to spend and on the cost of what other skills.


"Calculated pursuit(Hot Pursuit)" and "Stroke of Genius" changing places in the tree, and Calculated pursuit givinng a free 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.
.

Taking "Stroke of Genius" would mean dropping points from "Energy Tanks", that skill is not super usefull right now, but if the "Sniper Volley" is good for PvP the larger Energy pool might be neccesary to better take advantage of the buffed energy regeneration.

That's just going through the notes, I dont think the playstyle will change a whole lot, besides keeping the "t" debuff on targets if/when there's a healer nearby. It's going to be interessting to see the new "Sniper Volley" , if it turns out good, it's going to be a buff for both the sustained and the bursty damage in PvP because of the Alacrity and Energy Regeneration.

" 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.
now refreshes it's cooldown timer if the target dies." This is quite a big buff for the current spec. Right now you always have to think about if it's worth slowing the target if it's on low health, but close to escaping.
With this buff it will be optimal to do 9/10 times.


This is kind of a blindshot because of the fact that I haven’t played on the PTS yet.
But what i would go with is the following:

http://www.torhead.com/skill-calc#400bsrrdokRZrI0bRR.1


Also dropped “between the eyes(Slick Shooter)” to pick up 1 point Sniper Volley.



If you've read through all of this, good job! It's a long read, but i hope you feel like it was worth it.
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04-06-2012, 01:56 AM (This post was last modified: 04-07-2012 12:47 AM by Berenja.)
Post: #2
RE: Sniper(Gunslinger) Marksman/Engineering(Sharpshooter/Saboteur) Hybrid
What's coming up?

I'm currently working on my 1.2 section to get as much as possible of that ready before the release of 1.2.
Alot of the stuff will require hands-on experience before i feel comfortable stating my opinion on it.

Up untill 1.2 my thoughts about it will be posted in the 9) 1.2 Thoughts , after that it will be edited into the guide.

Video Commentaries of full games is also something i want to add, but i'm trying to get recording of good games where I feel like there's stuff that i can explain and educate you with.

Videos that show a few specific tricks: Rolling into cover from long distances, jumping from middle up to the ledge in the center of huttball, jumpin from the wall to the upper rafter in civil war when going from the side -> middle.

Duels against ALL the class match-ups is also something i'm trying to arrange and record to add to the 8) Match-Ups section.
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04-13-2012, 01:01 AM
Post: #3
RE: Sniper(Gunslinger) Marksman/Engineering(Sharpshooter/Saboteur) Hybrid
Huge thank you for this thread. Very informative and extremely helpful. Opened my eyes to what PvP is actually about!
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05-03-2012, 05:32 PM (This post was last modified: 05-08-2012 08:51 AM by Torque.)
Post: #4
RE: Sniper(Gunslinger) Marksman/Engineering(Sharpshooter/Saboteur) Hybrid
Nice writeup.

I play a gunslinger, and I think it's important to discuss a bit how to make use of sabotage charge in light of the difference between GS and MM builds.

I don't know if the Explosive probe was adjusted in a recent patch or not, but, regardless, for the GS it's always been the way it is, which means that we've had to plan around the extra GCD.

To utilize the sabotage charge in a PVP situation, it must be worked into a rotation when the extra GCD does not impose a problems. The extra GCD can be put to good use, I've found, because there is a lull in damage between trickshot GCD, using SC then the GCD for SC THEN the charge up for the big damage windup (4.5 seconds), You can use this to effectually increase the burst damage, primarily in the final stages of a melt in order to produce a kill. Or, you can use that 4.5 second lull to insert a preliminary attack to give a bit of insurance for the big combo.

The big combo can produce awesome damage. Because of the way GS work, we have to put SC before AS. What this means is that we suffer the GCD on the FRONT end of the windup, thus losing a GCD on the tail end. What this means, of course, is that we can tack on an instant (takedown/quickdraw) on the tail of the combo in order to really pump out some huuuge instant damage. Of course, it only works if the target is below 30% once SC and AS have hit. They usually are, but, if not there are some other instant hits to fill in if necessary (leg shot is my favorite).

The big combo does pretty significant damage: SC crits for about 3.2-3.5k, AS crits for 3.8-4.8, and quickdraw crits for 3.2-3.5k Combining all of this damage in a split second window can net you a massive combo hit for over 10k damage. I personally have seen it flatten fresh 50's (sorc, operatives, agents etc), from about 90% health to 0 instantaneously.

In order to do this, one must carefully consider when in the rotation the SC is used. SC pops on next hit, which, when used in conjunction with a 1.5 second cast time attack, can produce layered instantaneous damage with an instant hit following (quickdraw/followthrough) to do extraordinary damage instantaneously.

For greatest effect, there is some setup involved.

Because of the setup required, it is ideal to use this setup only where the target has enough HP remaining to fully utilize the effect.

The rotation, therefore is as follows:
1. Crit/surge relic
2. Crit adrenal
3. smugglers luck <- not necessary, because I use rapid shot before AS to proc it, procs 100% of time on rapid shots
4. (illegal mods is not required here, since for full effect of real stacking, 20% alacrity will offest the 1.5s charge up time)
5. Attack with instant charged burst (procs the 1 second reduction on Aimed shot)
6. trickshot (1.5 s GCD)
7. For me, this is where there must be a divergence from the standard rotation. rapid shots. (3.0s)
8. Now, the target by this point has already sustained some damage, and, should be closer to 60% health, which means that a triple crit on SC/AS/QD will potentially finish them.
9. SC (1.5 GCD)
10. Procced AS 1.5s cast time (GCD included)
11. quickdraw to finish (1.5s CD)
12. The beauty of this rotation is that trickshot re-procs on the AS meaning, if the target is not dead, you have a trickshot procced. TS (1.5GCD)


And then they should be dead. If they are not dead you should be thinking about relocating, reproccing instant CB and ballistic dampers.

Editted: spelling (SB-->SC)
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