Sniper Engineering Basics Guide

Engineering

Technology – and its application in deploying advanced weaponry – sets the Engineering Sniper apart from the rest. A variety of probes at their disposal allows the Engineering Sniper to attack from a distance with explosions, electrical jolts, and waves of destructive plasma designed to eliminate any target.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Sniper Rifle
  • Distance: Long Range
  • Mirror: Gunslinger – Saboteur

Engineering for New Players

  • Engineering requires that you take cover and not move for many of your abilities to work well. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around.
  • Engineering is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
  • When I was learning Engi, I found it was easy to learn the basics of, but harder to fully learn than the other two Gunslinger disciplines.
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How to play a Engineering Sniper

You can start playing Engineering at level 1. To start playing Engineering, you will need to first create a Sniper character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.

Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Engineering from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.

Below Level 80

Below Level 80

If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.

Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.

Level 80

5 Ability Basic Rotation

Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Engineer until you’re ready to read and learn from a true level 80 guide.

  •  Explosive Probe is Engineering’s first unique ability and quite a powerful one. Set it on your target first, then your follow-up abilities will trigger the explosions (meaning it does nothing on its own)!
  •  Series of Shots is a channeled ability that essentially acts as an explosive-probe popper. Explosive Probe will detonate each time a shot lands from Series of Shots, so pair these two attacks together.
  •  Plasma Probe is technically an area attack, and while it sure does do great AoE it’s also pretty important for single-target damage for its damage over time effect too! Double click or double tap the Plasma Probe key to place it immediately on your target’s location, instead of having to aim where it lands.
  •  Interrogation Probe is a damage over time ability, and it’s crucial to maintain it as EMP discharge is only usable on someone with your Interrogation Probe on them already. Keep this from falling off the target but don’t overuse it if it’s already there.
  •  EMP Discharge is a huge burst of energy damage only possible on targets with Interrogation Probe on them, so your rotation is pretty much “Explosive probe, series of shots, plasma probe, interrogation probe, EMP discharge” over and over, skipping Explosive Probe if it’s not available.

More than 3 Enemies

  •  Plasma Probe and EMP Discharge (as part of your normal rotation) both do great area-of-affect damage over time. If you need quick damage, use Suppressive Fire.
  • If you still need more area damage, use Orbital Strike! It’s got a big delay so if you know you’ll need to do some Area damage, drop this pre-emptively.

Extra Tips

  • Crouch and stay in cover as much as you can! You can be very far from your enemy and still hit them.
  •  Fragmentation Grenade is a really great filler to add to your rotation as EMP discharge makes it free! You’ll see it glow on your bars when this happens, so always follow up EMP discharge with a frag grenade before re-doing your rotation for great energy saving.
  •  Corrosive Dart is also a pretty useful filler move you can use interchangeably with Snipe. There will be moments after your chain of probes and other attacks where they don’t seem to be ready cooling down to do the combo again. This is when you should fill the time with applying corrosive dart or just sniping instead of waiting, or worse, using stuff out of order.
  • Adrenaline Probe gives you energy if you run out.
  •  Feeling spicy? Use your green Targeting Systems buff to make explosive probe automatically crit, and increase the damage of every probe!
Level 80

Before you start…

If you have 3,000 Tech Fragments, go and buy the Ruthless Interrogation tactical item.

With the tactical item, Interrogation Probe will stay on the enemy almost automatically after you use it at the beginning of the fight. You won’t need to reapply it later as long as you are doing the rest of your rotation!

If possible, also pick up the Energy Regulators Package implant as it helps keep up your energy during longer fights.

Level 80 Gear Recommendations
More Information:
Level 80 In-Depth Community Guides

Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!

Guides

Attacks

  • Rifle Shot - Basic AttackLevel 1
  • Snipe - AttackLevel 1
  • Fragmentation Grenade - Area AttackLevel 4
  • Suppressive Fire - Area AttackLevel 7
  • Corrosive Dart - AttackLevel 7
  • Leg Shot - AttackLevel 10
  • Explosive Probe - AttackLevel 15
  • Takedown - Optional Attack Level 27 Option 2/3Level 27
  • Interrogation Probe - AttackLevel 35
  • Series of Shots - AttackLevel 37
  • Plasma Probe - Area AttackLevel 47
  • EMP Discharge - AttackLevel 60
  • Orbital Strike - Area AttackLevel 60

Multiple Enemy Attack Abilities

These Engineering attacks are useful for attacking groups of enemies.

  • Fragmentation Grenade - Area AttackLevel 4
  • Suppressive Fire - Area AttackLevel 7
  • Plasma Probe - Area AttackLevel 47
  • Orbital Strike - Area AttackLevel 60

Buffs

You can combine your Engineering buffs with your attacks to create powerful combinations.

  • Coordination - Passive Class BuffLevel 1
  • Adrenaline Probe - BuffLevel 15
  • Targeting Systems - BuffLevel 15
  • Target Acquired - Optional Buff Level 43 Option 3/3Level 43
  • Meticulous Preparation - BuffLevel 67

Defensive & Healing Abilities

Use these abilities to help yourself stay alive. The Sniper has these defensive and healing abilities and you'll want to know where they are in a difficult fight.

  • Diversion - DefensiveLevel 35
  • Entrench - DefensiveLevel 35
  • Shield Probe - DefensiveLevel 47
  • Ballistic Shield - Optional Defensive Level 68 Option 3/3Level 68

Useful Abilities

These abilities may not be directly for attacking, but they are used heavily by skilled Snipers in combat to turn the tide of a fight.

  • Crouch - Cover - You must be in cover to take advantage of some of you abilities. Your Crouch will allow you to take cover where you are standing.Level 1
  • Take Cover - Environment Cover - You must be in cover to take advantage of some of you abilities. You have two ways to enter Cover - your normal Cover in place ability, and your Environment Cover, which you can only use if there is terrain to take cover behind nearby, indicated by a holographic green figure crouching in front of a rock or barricade.Level 1
  • Recuperate - Regeneration - Regain health out of battle.Level 1
  • Escape - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
  • Distraction - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
  • Countermeasures - Detaunt - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 23
  • Cover Pulse - Knockback - Pushes enemies back.Level 31
  • Covered Escape - Movement - Roll forward 18 meters, purging movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.Level 60
  • Maim - Optional Stun Level 68 Option 1/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 68
  • Hololocate - Optional Teleport Level 68 Option 2/3 - Activating the ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when use to return to the marked location.Level 68

Tree Choices

As you level up, you will be able to make choices about how you play your Engineering Sniper with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.

You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Engineering Sniper, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Engineering Sniper.

Solo Suggestions
73
68
64
51
43
39
27
23
Flashpoint Suggestions
73
68
64
51
43
39
27
23
Operation Suggestions
73
68
64
51
43
39
27
23

Level 23 Choice: Explosive Probe Change

Choose from one of three ways that you want Explosive Probe to change at level 23. Your options are Lazer Targeting, System Kick, and Explosive Reset.

Explosive Probe

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

Lazer Targeting

Increases the critical hit damage of Explosive Probe by 25%.

Increases the critical hit damage of Explosive Probe by 25%.

System Kick

When Explosive Probe deals damage it extends your Systems Upgrade by 5 seconds if active and reduces the target's ranged and tech accuracy by 20% for 8 seconds. Operation bosses do not have their accuracy reduced.

When Explosive Probe deals damage it extends your Systems Upgrade by 5 seconds if active and reduces the target's ranged and tech accuracy by 20% for 8 seconds. Operation bosses do not have their accuracy reduced.

Explosive Reset

Killing an enemy resets Explosive Probe's cooldown.

Killing an enemy resets Explosive Probe's cooldown.

General Suggestion: Lazer Targeting - Other passives on this tier like to reset cooldowns and extend the duration of buffs which may honestly just mess up the timing of your priority based rotation for damage as an engineer. Lazer Targeting is a free increase in damage with no rotational change and ends up doing more damage than the other options!

Level 27 Choice

Choose from one of three Sniper abilities at Level 27, you can only have one of these options at any given time. Your options as a Engineering Sniper for the Level 27 choice are Shatter Snipe, Takedown, and Evasive Maneuvers.

Shatter Snipe

The critical hit damage of Snipe is increased by 20%. Dealing damage to a target with Snipe inflicts trauma for 10 seconds, reducing all healing the target receives by 20%.

The critical hit damage of Snipe is increased by 20%. Dealing damage to a target with Snipe inflicts trauma for 10 seconds, reducing all healing the target receives by 20%.

Takedown

Attempts to take the target down with a single powerful shot that deals weapon damage. Only usable on targets at or below 30% max health.

Attempts to take the target down with a single powerful shot that deals weapon damage. Only usable on targets at or below 30% max health.

Evasive Maneuvers

Countermeasures grants Evasive Maneuvers, increasing your chance to dodge melee and ranged attacks by 200% and reducing the damage you take from Force and Tech attacks by 75% for 3 seconds. Additionally, activating Countermeasures resets the cooldown of Covered Escape.

Countermeasures grants Evasive Maneuvers, increasing your chance to dodge melee and ranged attacks by 200% and reducing the damage you take from Force and Tech attacks by 75% for 3 seconds. Additionally, activating Countermeasures resets the cooldown of Covered Escape.

General Suggestion: Shatter Snipe - Takedown is a powerful ability that the other two Sniper disciplines already have access to, but engineers must choose. This attack is responsible for a pretty good chunk of your overall damage once a target falls below 30% hp, and is definitely the biggest increase to damage on this tier. If you don't want another ability on your bar, Shatter Snipe is still a free increase - just not the best.

Level 39 Choice: Interrogation Probe Change

Choose from one of three ways that you want Interrogation Probe to change at level 39. Your options are Critical Interrogation, Calculated Measures, and Shocking Blast.

Interrogation Probe

Summons an interrogation probe that clings to the target and deals energy damage over 18 seconds and reduces their movement speed by 30%. Only one Interrogation Probe can be active at a time.

Critical Interrogation

Your critical hit chance is increased by 10% against targets affected by your Interrogation Probe.

Your critical hit chance is increased by 10% against targets affected by your Interrogation Probe.

Calculated Measures

Whenever you deal weapon damage to a target affected by your Interrogation Probe, the duration of your Systems Upgrade is extended by 1 second.

Whenever you deal weapon damage to a target affected by your Interrogation Probe, the duration of your Systems Upgrade is extended by 1 second.

Shocking Blast

Fragmentation Grenade and EMP Discharge deal 20% more damage to targets affected by Interrogation Probe.

Fragmentation Grenade and EMP Discharge deal 20% more damage to targets affected by Interrogation Probe.

General Suggestion: Critical Interrogation - 10% crit chance on all abilities is going to be worth way more damage than the other choices in this tier. Just remember to keep Interrogation Probe going on your target at all times!

Level 43 Choice

Choose from one of three Sniper abilities at Level 43, you can only have one of these options at any given time. Your options as a Engineering Sniper for the Level 43 choice are Efficient Systems, Targeting Beam, and Target Acquired.

Efficient Systems

While Systems Upgrade is active, Explosive Probe, Interrogation Probe, and Plasma Probe deal 10% more damage and generate 1 energy whenever they deal damage. The energy generation effect cannot occur more than once per second.

While Systems Upgrade is active, Explosive Probe, Interrogation Probe, and Plasma Probe deal 10% more damage and generate 1 energy whenever they deal damage. The energy generation effect cannot occur more than once per second.

Targeting Beam

Critical hit damage is increased by 20%. Killing an enemy while Systems Upgrade is active resets the cooldown of Targeting Systems.

Critical hit damage is increased by 20%. Killing an enemy while Systems Upgrade is active resets the cooldown of Targeting Systems.

Target Acquired

Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired generates one charge of Laze Target.

Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired generates one charge of Laze Target.

General Suggestion: Targeting Beam - A 20% flat increase to critical hit damage is huge, especially if you took the increased chance at level 39 with Interrogation Probe. The cooldown reset of your Targeting Systems is just a bonus at that point! Definitely take this choice.

Level 51 Choice

Choose from one of three Sniper abilities at Level 51, you can only have one of these options at any given time. Your options as a Engineering Sniper for the Level 51 choice are Snap Shot, Ballistic Dampers, and Pillbox Sniper.

Snap Shot

Entering cover makes the next Snipe or Lethal Shot activate instantly. This effect cannot occur more than once every 6 seconds.

Entering cover makes the next Snipe or Lethal Shot activate instantly. This effect cannot occur more than once every 6 seconds.

Ballistic Dampers

Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 30% of the damage dealt by incoming attacks. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.

Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 30% of the damage dealt by incoming attacks. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.

Pillbox Sniper

Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 5 meters.

Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 5 meters.

General Suggestion: Ballistic Dampers - Ballistic Dampers is a great method of reducing damage done to your squishy sniper in any content! 30% less damage taken for the next few hits every time you enter cover will immediately show noticeable tankiness as soon as you reach this choice at 51. Always be taking cover!

Level 64 Choice

Choose from one of three Sniper abilities at Level 64, you can only have one of these options at any given time. Your options as a Engineering Sniper for the Level 64 choice are Reestablish Range, Ruthless Efficiency, and Over-Prepared.

Reestablish Range

Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Series of Shots and Penetrating Blasts knocks back the target if they are within 10 meters.

Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Series of Shots and Penetrating Blasts knocks back the target if they are within 10 meters.

Ruthless Efficiency

Increases the damage dealt by Suppressive Fire by 25%.

Increases the damage dealt by Suppressive Fire by 25%.

Over-Prepared

Reduces the cooldown of Meticulous Preparation by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Meticulous Preparation.

Reduces the cooldown of Meticulous Preparation by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Meticulous Preparation.

Solo Suggestion: Reestablish Range - Adding a 75% movement speed increase and knockback to your detaunt is great because not only can you get out of danger faster in group content where you may accidentally get aggro, it also gives you a free sprint button in solo content! You may wonder why a 25% increase to suppressive fire isnt suggested: It's simply not a big source of damage for Engineering even in AoE situations. Your main rotation has a lot of AoE in it already!

Flashpoint Suggestion: Over-Prepared - If that speed boost from Countermeasures in the "Reestablish Range" choice isn't needed, Over-Prepared will greatly increase your survivability in group content and make you easier to heal. You may wonder why a 25% increase to suppressive fire isnt suggested: It's simply not a big source of damage for Engineering even in AoE situations. Your main rotation has a lot of AoE in it already!

Operation Suggestion: Over-Prepared - If that speed boost from Countermeasures in the "Reestablish Range" choice isn't needed, Over-Prepared will greatly increase your survivability in group content and make you easier to heal. You may wonder why a 25% increase to suppressive fire isnt suggested: It's simply not a big source of damage for Engineering even in AoE situations. Your main rotation has a lot of AoE in it already!

Level 68 Choice

Choose from one of three Sniper abilities at Level 68, you can only have one of these options at any given time. Your options as a Engineering Sniper for the Level 68 choice are Maim, Hololocate, and Ballistic Shield.

Maim

Hurl a virbroknife with debilitating precision, dealing energy damage and stunning the target for 4 seconds. When the effect wears off the target's movement speed is slowed by 75% for 3 seconds.

You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.

Hololocate

Activating the ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when use to return to the marked location.

Activating the ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when use to return to the marked location.

Ballistic Shield

Deploys a Ballistic Shield that spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 25 seconds.

Deploys a Ballistic Shield that spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 25 seconds.

Solo Suggestion: Maim - You may find yourself wishing you had more stuns during solo content as a sniper to keep opponents off of you. Maim is a fine choice for that, but if you DON'T need a stun, Ballistic Shield is still a great defensive option even solo.

Flashpoint Suggestion: Ballistic Shield - Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed, especially considering Engineerss don't need to choose Orbital Strike in this tier like the other two snipers!

Operation Suggestion: Ballistic Shield - Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed, especially considering Engineers don't need to choose Orbital Strike in this tier like the other two snipers!

Level 73 Choice

Choose from one of three Sniper abilities at Level 73, you can only have one of these options at any given time. Your options as a Engineering Sniper for the Level 73 choice are Augmented Shields, Calculated Pursuit, and Seek Cover.

Augmented Shields

Increases the amount of damage absorbed by Shield Probe by 30%. In addition, when taking damage while Entrench is active the cooldown on Meticulous Preperation is reduced by 2 seconds. This effect can only occur once every 3 seconds.

Increases the amount of damage absorbed by Shield Probe by 30%. In addition, when taking damage while Entrench is active the cooldown on Meticulous Preperation is reduced by 2 seconds. This effect can only occur once every 3 seconds.

Calculated Pursuit

You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving. Each use of Snipe or Lethal Shot consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.

You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving. Each use of Snipe or Lethal Shot consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.

Seek Cover

When Entrench ends or you leave cover while Entrench is active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.

When Entrench ends or you leave cover while Entrench is active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.

Solo Suggestion: Augmented Shields - Augmented Shields takes the strongest defensive that snipers have and makes it better! This should be the default choice for any sniper taking damage.

Flashpoint Suggestion: Seek Cover - If you aren't taking much damage and would rather some utility over Augmented Shields' increase to reduction, calculated pursuit is a great addition of mobility for snipers that may need help dodging area attacks or standing in the right place for mechanics.

Operation Suggestion: Seek Cover - If you aren't taking much damage and would rather some utility over Augmented Shields' increase to reduction, calculated pursuit is a great addition of mobility for snipers that may need help dodging area attacks or standing in the right place for mechanics.

All Abilities

All your abilities for the Engineering Sniper.

LvlIconAbility
LvL1
CrouchCover

Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.

You must be in cover to take advantage of some of you abilities. Your Crouch will allow you to take cover where you are standing.

LvL1
Take CoverEnvironment Cover

Roll into the selected cover point. If no cover point is available, you will crouch in place. Taking cover enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.

You must be in cover to take advantage of some of you abilities. You have two ways to enter Cover - your normal Cover in place ability, and your Environment Cover, which you can only use if there is terrain to take cover behind nearby, indicated by a holographic green figure crouching in front of a rock or barricade.

LvL1
Rifle ShotBasic Attack 35m

Shoots your rifle at the target, dealing weapon damage.

Shoots your rifle at the target, dealing weapon damage.

LvL1
SnipeAttack 35m

Shoots a target for weapon damage.

Shoots a target for weapon damage.

LvL1
RecuperateRegeneration

Allows you to catch your breath, recovering your health and energy over 15 seconds. This is only usable out of combat.

Regain health out of battle.

LvL1
CoordinationPassive Class Buff

Increases critical hit chance by 5%.

Increases critical hit chance by 5%.

LvL1
Efficient EngineeringHidden Passive

Reduces the energy cost of Explosive Probe, Interrogation Probe, and Plasma Probe by 5.

Reduces the energy cost of Explosive Probe, Interrogation Probe, and Plasma Probe by 5.

LvL1
Inventive Interrogation TechniquesHidden Passive

Interrogation Probe reduces the target's movement speed by 30% for the duration.

Interrogation Probe reduces the target's movement speed by 30% for the duration.

LvL1
Accurized RiflePassive

Increases the critical chance of Suppressive Fire by 15% and increases its critical damage by 30%.

Increases the critical chance of Suppressive Fire by 15% and increases its critical damage by 30%.

LvL1
Elite AssassinPassive

Increases the critical damage dealt by Ambush, Penetrating Blasts, Followthrough, Snipe, and Takedown by 10%.

Increases the critical damage dealt by Ambush, Penetrating Blasts, Followthrough, Snipe, and Takedown by 10%.

LvL4
Fragmentation GrenadeArea Attack 35m

Deals kinetic damage to the primary target and kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.

Deals kinetic damage to the primary target and kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.

LvL4
Hold PositionPassive

While in cover, ranged defense is increased by 20%, you cannot be leapt to or pulled, and you are immune to interrupts and ability activation pushback.

While in cover, ranged defense is increased by 20%, you cannot be leapt to or pulled, and you are immune to interrupts and ability activation pushback.

LvL7
Suppressive FireArea Attack 35m

Sprays a wave of bolts over the target area, dealing weapon damage and spending 45 energy over the duration to up to 8 targets within 8 meters. Can only be used from cover.

Sprays a wave of bolts over the target area, dealing weapon damage and spending 45 energy over the duration to up to 8 targets within 8 meters. Can only be used from cover.

LvL7
Corrosive DartAttack 35m

Fires a dart at the target that deals internal poison damage over 18 seconds.

Fires a dart at the target that deals internal poison damage over 18 seconds.

LvL10
EscapeStun Break

Purges incapacitating and movement-impairing effects.

If you are stunned and can’t move, you can use this ability to unstun yourself.

LvL10
Leg ShotAttack 35m

Fires a shot that deals weapon damage and immobilizes the target for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.

Fires a shot that deals weapon damage and immobilizes the target for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.

LvL15
Adrenaline ProbeBuff

Summons a droid that helps you recover 50 energy over 3 seconds.

Summons a droid that helps you recover 50 energy over 3 seconds.

LvL15
Efficient TargetingPassive

Increases the range of Quick Shot, Flash Grenade, and Distraction to 30 meters, and additionally increases the range of all blaster, grenade, and charge attacks by 5 meters. In addition, Corrosive Dart marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks.

Increases the range of Quick Shot, Flash Grenade, and Distraction to 30 meters, and additionally increases the range of all blaster, grenade, and charge attacks by 5 meters. In addition, Corrosive Dart marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks.

LvL15
Targeting SystemsBuff

Increases the critical hit chance of your next Explosive Probe by 100%. When Targeting Systems is utilized it applies Systems Upgrade to you for 20 seconds, increasing the damage done by your probes by 10%.

Increases the critical hit chance of your next Explosive Probe by 100%. When Targeting Systems is utilized it applies Systems Upgrade to you for 20 seconds, increasing the damage done by your probes by 10%.

LvL15
Explosive ProbeAttack 35m

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

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

LvL15
Field CommandHidden Passive

Increases the critical chance of your area attacks by 10%.

Increases the critical chance of your area attacks by 10%.

LvL15
Engineer's Tool BeltPassive

Increases the critical hit chance of Fragmentation Grenade and your area attacks by 10% and when Fragmentation Grenade deals damage to its primary target, it restores 5 energy.

Increases the critical hit chance of Fragmentation Grenade and your area attacks by 10% and when Fragmentation Grenade deals damage to its primary target, it restores 5 energy.

LvL15
Systems UpgradeHidden Passive

Activating Targeting Systems grants Systems Upgrade to you, increasing the damage of all your Explosive Probes, Interrogation Probes, and Plasma Probes by 10% for 20 seconds.

Activating Targeting Systems grants Systems Upgrade to you, increasing the damage of all your Explosive Probes, Interrogation Probes, and Plasma Probes by 10% for 20 seconds.

LvL19
DistractionInterrupt 35m

Interrupts the target's current action and prevents that ability from being used for 4 seconds.

Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!

LvL23
CountermeasuresDetaunt

Activates countermeasures, instantly lowering your threat by a moderate amount.

Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.

LvL23
SpotterPassive

Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover.

Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover.

LvL23
Cluster BombsPassive

After Explosive Probe detonates, it drops 3 cluster bombs on the target. A cluster bomb explodes when damaged by blaster fire, dealing kinetic damage to the target and generating 6 energy. Cluster bombs cannot be detonated more than once every half second.

After Explosive Probe detonates, it drops 3 cluster bombs on the target. A cluster bomb explodes when damaged by blaster fire, dealing kinetic damage to the target and generating 6 energy. Cluster bombs cannot be detonated more than once every half second.

LvL23
Imperial MethodologyHidden Passive

Increases the number of cluster bombs dropped by Explosive Probe by 1. In addition, when your cluster bombs detonate, you recover 6 energy.

Increases the number of cluster bombs dropped by Explosive Probe by 1. In addition, when your cluster bombs detonate, you recover 6 energy.

LvL23
Lazer TargetingOptional Passive Level 23 Option 1/3

Increases the critical hit damage of Explosive Probe by 25%.

Increases the critical hit damage of Explosive Probe by 25%.

General Suggestion: Other passives on this tier like to reset cooldowns and extend the duration of buffs which may honestly just mess up the timing of your priority based rotation for damage as an engineer. Lazer Targeting is a free increase in damage with no rotational change and ends up doing more damage than the other options!

LvL23
System KickOptional Passive Level 23 Option 2/3

When Explosive Probe deals damage it extends your Systems Upgrade by 5 seconds if active and reduces the target's ranged and tech accuracy by 20% for 8 seconds. Operation bosses do not have their accuracy reduced.

When Explosive Probe deals damage it extends your Systems Upgrade by 5 seconds if active and reduces the target's ranged and tech accuracy by 20% for 8 seconds. Operation bosses do not have their accuracy reduced.

LvL23
Explosive ResetOptional Passive Level 23 Option 3/3

Killing an enemy resets Explosive Probe's cooldown.

Killing an enemy resets Explosive Probe's cooldown.

LvL27
Energy TanksPassive

Increases maximum energy by 10.

Increases maximum energy by 10.

LvL27
Shatter SnipeOptional Passive Level 27 Option 1/3

The critical hit damage of Snipe is increased by 20%. Dealing damage to a target with Snipe inflicts trauma for 10 seconds, reducing all healing the target receives by 20%.

The critical hit damage of Snipe is increased by 20%. Dealing damage to a target with Snipe inflicts trauma for 10 seconds, reducing all healing the target receives by 20%.

General Suggestion: Takedown is a powerful ability that the other two Sniper disciplines already have access to, but engineers must choose. This attack is responsible for a pretty good chunk of your overall damage once a target falls below 30% hp, and is definitely the biggest increase to damage on this tier. If you don't want another ability on your bar, Shatter Snipe is still a free increase - just not the best.

LvL27
TakedownOptional Attack 35m Level 27 Option 2/3

Attempts to take the target down with a single powerful shot that deals weapon damage. Only usable on targets at or below 30% max health.

Attempts to take the target down with a single powerful shot that deals weapon damage. Only usable on targets at or below 30% max health.

LvL27
Evasive ManeuversOptional Passive Level 27 Option 3/3

Countermeasures grants Evasive Maneuvers, increasing your chance to dodge melee and ranged attacks by 200% and reducing the damage you take from Force and Tech attacks by 75% for 3 seconds. Additionally, activating Countermeasures resets the cooldown of Covered Escape.

Countermeasures grants Evasive Maneuvers, increasing your chance to dodge melee and ranged attacks by 200% and reducing the damage you take from Force and Tech attacks by 75% for 3 seconds. Additionally, activating Countermeasures resets the cooldown of Covered Escape.

LvL31
Cover PulseKnockback

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.

Pushes enemies back.

LvL35
DiversionDefensive 35m

Reduces the accuracy by 45% and exposes from cover of up to 8 enemies within 8 meters for 6 seconds. Cannot be used on Operation Bosses.

Reduces the accuracy by 45% and exposes from cover of up to 8 enemies within 8 meters for 6 seconds. Cannot be used on Operation Bosses.

LvL35
EntrenchDefensive

Entrenches you into cover, becoming immune to all controlling effects and reducing all area effect damage taken by 60%. Only grants protection while in cover. Lasts 20 seconds.

Entrenches you into cover, becoming immune to all controlling effects and reducing all area effect damage taken by 60%. Only grants protection while in cover. Lasts 20 seconds.

LvL35
Interrogation ProbeAttack 35m

Summons an interrogation probe that clings to the target and deals energy damage over 18 seconds and reduces their movement speed by 30%. Only one Interrogation Probe can be active at a time.

Summons an interrogation probe that clings to the target and deals energy damage over 18 seconds and reduces their movement speed by 30%. Only one Interrogation Probe can be active at a time.

LvL35
Experimental ExplosivesHidden Passive

Increases the critical damage dealt by Explosive Probe, Interrogation Probe, EMP Discharge, and all area effects by 10%.

Increases the critical damage dealt by Explosive Probe, Interrogation Probe, EMP Discharge, and all area effects by 10%.

LvL35
Explosive EngineeringPassive

Increases the damage dealt by Explosive Probe, Cluster Bombs, Fragmentation Grenade, Plasma Probe, and Orbital Strike by 10% and increases the critical damage dealt by Explosive Probe, Interrogation Probe, EMP Discharge, and all area effects by 10%.

Increases the damage dealt by Explosive Probe, Cluster Bombs, Fragmentation Grenade, Plasma Probe, and Orbital Strike by 10% and increases the critical damage dealt by Explosive Probe, Interrogation Probe, EMP Discharge, and all area effects by 10%.

LvL37
Series of ShotsAttack 35m

Unleashes a series of shots that deals weapon damage and uses 20 energy over the duration.

Unleashes a series of shots that deals weapon damage and uses 20 energy over the duration.

LvL39
Steady ShotsPassive

Increases the damage dealt by Snipe, Lethal Shot, Series of Shots, and Penetrating Blasts by 5%.

Increases the damage dealt by Snipe, Lethal Shot, Series of Shots, and Penetrating Blasts by 5%.

LvL39
Critical InterrogationOptional Passive Level 39 Option 1/3

Your critical hit chance is increased by 10% against targets affected by your Interrogation Probe.

Your critical hit chance is increased by 10% against targets affected by your Interrogation Probe.

General Suggestion: 10% crit chance on all abilities is going to be worth way more damage than the other choices in this tier. Just remember to keep Interrogation Probe going on your target at all times!

LvL39
Calculated MeasuresOptional Passive Level 39 Option 2/3

Whenever you deal weapon damage to a target affected by your Interrogation Probe, the duration of your Systems Upgrade is extended by 1 second.

Whenever you deal weapon damage to a target affected by your Interrogation Probe, the duration of your Systems Upgrade is extended by 1 second.

LvL39
Shocking BlastOptional Passive Level 39 Option 3/3

Fragmentation Grenade and EMP Discharge deal 20% more damage to targets affected by Interrogation Probe.

Fragmentation Grenade and EMP Discharge deal 20% more damage to targets affected by Interrogation Probe.

LvL43
Efficient SystemsOptional Passive Level 43 Option 1/3

While Systems Upgrade is active, Explosive Probe, Interrogation Probe, and Plasma Probe deal 10% more damage and generate 1 energy whenever they deal damage. The energy generation effect cannot occur more than once per second.

While Systems Upgrade is active, Explosive Probe, Interrogation Probe, and Plasma Probe deal 10% more damage and generate 1 energy whenever they deal damage. The energy generation effect cannot occur more than once per second.

LvL43
Targeting BeamOptional Passive Level 43 Option 2/3

Critical hit damage is increased by 20%. Killing an enemy while Systems Upgrade is active resets the cooldown of Targeting Systems.

Critical hit damage is increased by 20%. Killing an enemy while Systems Upgrade is active resets the cooldown of Targeting Systems.

General Suggestion: A 20% flat increase to critical hit damage is huge, especially if you took the increased chance at level 39 with Interrogation Probe. The cooldown reset of your Targeting Systems is just a bonus at that point! Definitely take this choice.

LvL43
Target AcquiredOptional Buff Level 43 Option 3/3

Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired generates one charge of Laze Target.

Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired generates one charge of Laze Target.

LvL43
Custom Auto LoaderPassive

Reduces the cooldown of Series of Shots by 6 seconds, reduces the energy cost of Series of Shots by 1 per second, and reduces the energy cost of Snipe by 5. In addition, Snipe deals bonus elemental damage to targets with Interrogation Probe applied to them.

Reduces the cooldown of Series of Shots by 6 seconds, reduces the energy cost of Series of Shots by 1 per second, and reduces the energy cost of Snipe by 5. In addition, Snipe deals bonus elemental damage to targets with Interrogation Probe applied to them.

LvL47
Shield ProbeDefensive

Projects a defense field around yourself for up to 10 seconds, which absorbs damage. Does not break stealth.

Projects a defense field around yourself for up to 10 seconds, which absorbs damage. Does not break stealth.

LvL47
Plasma ProbeArea Attack 35m

Deploys a probe that attacks the target area, dealing elemental damage over 9 seconds to up to 8 targets within 8 meters and slowing all affected by 50% while they remain in the target area. Only one Plasma Probe can be active at a time.

Deploys a probe that attacks the target area, dealing elemental damage over 9 seconds to up to 8 targets within 8 meters and slowing all affected by 50% while they remain in the target area. Only one Plasma Probe can be active at a time.

LvL51
Snap ShotOptional Passive Level 51 Option 1/3

Entering cover makes the next Snipe or Lethal Shot activate instantly. This effect cannot occur more than once every 6 seconds.

Entering cover makes the next Snipe or Lethal Shot activate instantly. This effect cannot occur more than once every 6 seconds.

LvL51
Ballistic DampersOptional Passive Level 51 Option 2/3

Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 30% of the damage dealt by incoming attacks. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.

Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 30% of the damage dealt by incoming attacks. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.

General Suggestion: Ballistic Dampers is a great method of reducing damage done to your squishy sniper in any content! 30% less damage taken for the next few hits every time you enter cover will immediately show noticeable tankiness as soon as you reach this choice at 51. Always be taking cover!

LvL51
Pillbox SniperOptional Passive Level 51 Option 3/3

Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 5 meters.

Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 5 meters.

LvL51
Electrified RailgunPassive

When Series of Shots deals damage, it electrifies the target, dealing elemental damage over 6 seconds. Stacks up to 3 times. Snipe, Takedown, and Fragmentation Grenade apply 1 stack of Electrified Railgun's effect to the primary target.

When Series of Shots deals damage, it electrifies the target, dealing elemental damage over 6 seconds. Stacks up to 3 times. Snipe, Takedown, and Fragmentation Grenade apply 1 stack of Electrified Railgun's effect to the primary target.

LvL51
Electrified BlastHidden Passive

Snipe, Takedown, and Fragmentation Grenade apply 1 stack of Electrified Railgun's effect to the primary target.

Snipe, Takedown, and Fragmentation Grenade apply 1 stack of Electrified Railgun's effect to the primary target.

LvL60
Covered EscapeMovement

Roll forward 18 meters, purging movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.

Roll forward 18 meters, purging movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.

LvL60
EMP DischargeAttack 35m

Deals energy damage to the enemy affected by your Interrogation Probe and stuns the enemy for 2 seconds if it is also affected by your Plasma Probe.

Deals energy damage to the enemy affected by your Interrogation Probe and stuns the enemy for 2 seconds if it is also affected by your Plasma Probe.

LvL60
Orbital StrikeArea Attack 35m

Calls in support from orbiting warships, dealing elemental damage over 9 seconds to up to 8 enemies within 8 meters of the targeted area. Additionally, standard and weak enemies are knocked down by the blasts.

Calls in support from orbiting warships, dealing elemental damage over 9 seconds to up to 8 enemies within 8 meters of the targeted area. Additionally, standard and weak enemies are knocked down by the blasts.

LvL60
Sector RangerPassive

Reduces the activation time of Orbital Strike by 1 second and its cooldown by 15 seconds. In addition, Plasma Probe overwhelms the targets it damages for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.

Reduces the activation time of Orbital Strike by 1 second and its cooldown by 15 seconds. In addition, Plasma Probe overwhelms the targets it damages for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.

LvL64
Reestablish RangeOptional Passive Level 64 Option 1/3

Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Series of Shots and Penetrating Blasts knocks back the target if they are within 10 meters.

Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Series of Shots and Penetrating Blasts knocks back the target if they are within 10 meters.

Solo Suggestion: Adding a 75% movement speed increase and knockback to your detaunt is great because not only can you get out of danger faster in group content where you may accidentally get aggro, it also gives you a free sprint button in solo content! You may wonder why a 25% increase to suppressive fire isnt suggested: It's simply not a big source of damage for Engineering even in AoE situations. Your main rotation has a lot of AoE in it already!

LvL64
Ruthless EfficiencyOptional Passive Level 64 Option 2/3

Increases the damage dealt by Suppressive Fire by 25%.

Increases the damage dealt by Suppressive Fire by 25%.

LvL64
Over-PreparedOptional Passive Level 64 Option 3/3

Reduces the cooldown of Meticulous Preparation by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Meticulous Preparation.

Reduces the cooldown of Meticulous Preparation by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Meticulous Preparation.

Flashpoint Suggestion: If that speed boost from Countermeasures in the "Reestablish Range" choice isn't needed, Over-Prepared will greatly increase your survivability in group content and make you easier to heal. You may wonder why a 25% increase to suppressive fire isnt suggested: It's simply not a big source of damage for Engineering even in AoE situations. Your main rotation has a lot of AoE in it already!

Operation Suggestion: If that speed boost from Countermeasures in the "Reestablish Range" choice isn't needed, Over-Prepared will greatly increase your survivability in group content and make you easier to heal. You may wonder why a 25% increase to suppressive fire isnt suggested: It's simply not a big source of damage for Engineering even in AoE situations. Your main rotation has a lot of AoE in it already!

LvL67
Meticulous PreparationBuff

Immediately finishes the active cooldowns on Countermeasures, Shield Probe, Cover Pulse, and Entrench.

Immediately finishes the active cooldowns on Countermeasures, Shield Probe, Cover Pulse, and Entrench.

LvL68
MaimOptional Stun 10m (short range) Level 68 Option 1/3

Hurl a virbroknife with debilitating precision, dealing energy damage and stunning the target for 4 seconds. When the effect wears off the target's movement speed is slowed by 75% for 3 seconds.

You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.

Solo Suggestion: You may find yourself wishing you had more stuns during solo content as a sniper to keep opponents off of you. Maim is a fine choice for that, but if you DON'T need a stun, Ballistic Shield is still a great defensive option even solo.

LvL68
HololocateOptional Teleport 60m Level 68 Option 2/3

Activating the ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when use to return to the marked location.

Activating the ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when use to return to the marked location.

LvL68
Ballistic ShieldOptional Defensive 10m (short range) Level 68 Option 3/3

Deploys a Ballistic Shield that spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 25 seconds.

Deploys a Ballistic Shield that spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 25 seconds.

Flashpoint Suggestion: Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed, especially considering Engineerss don't need to choose Orbital Strike in this tier like the other two snipers!

Operation Suggestion: Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed, especially considering Engineers don't need to choose Orbital Strike in this tier like the other two snipers!

LvL68
Scatter BombsPassive

Reduces the energy cost of Fragmentation Grenade by 5. In addition, when rolling with Covered Escape, you drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing kinetic damage and immobilizing any nearby targets for 3 seconds.

Reduces the energy cost of Fragmentation Grenade by 5. In addition, when rolling with Covered Escape, you drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing kinetic damage and immobilizing any nearby targets for 3 seconds.

LvL73
Augmented ShieldsOptional Passive Level 73 Option 1/3

Increases the amount of damage absorbed by Shield Probe by 30%. In addition, when taking damage while Entrench is active the cooldown on Meticulous Preperation is reduced by 2 seconds. This effect can only occur once every 3 seconds.

Increases the amount of damage absorbed by Shield Probe by 30%. In addition, when taking damage while Entrench is active the cooldown on Meticulous Preperation is reduced by 2 seconds. This effect can only occur once every 3 seconds.

Solo Suggestion: Augmented Shields takes the strongest defensive that snipers have and makes it better! This should be the default choice for any sniper taking damage.

LvL73
Calculated PursuitOptional Passive Level 73 Option 2/3

You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving. Each use of Snipe or Lethal Shot consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.

You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving. Each use of Snipe or Lethal Shot consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.

LvL73
Seek CoverOptional Passive Level 73 Option 3/3

When Entrench ends or you leave cover while Entrench is active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.

When Entrench ends or you leave cover while Entrench is active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.

Flashpoint Suggestion: If you aren't taking much damage and would rather some utility over Augmented Shields' increase to reduction, calculated pursuit is a great addition of mobility for snipers that may need help dodging area attacks or standing in the right place for mechanics.

Operation Suggestion: If you aren't taking much damage and would rather some utility over Augmented Shields' increase to reduction, calculated pursuit is a great addition of mobility for snipers that may need help dodging area attacks or standing in the right place for mechanics.

LvL73
Energy OverridesPassive

After activating EMP Discharge, the next Fragmentation Grenade costs no energy.

After activating EMP Discharge, the next Fragmentation Grenade costs no energy.

LvL78
Electrified ConduitPassive

When EMP Discharge damages a target, Electrified Conduit deals additional energy damage per stack of Electrified Railgun on the target. Additionally, EMP Discharge harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Electrified Railgun.

When EMP Discharge damages a target, Electrified Conduit deals additional energy damage per stack of Electrified Railgun on the target. Additionally, EMP Discharge harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Electrified Railgun.

Milestones

  • At Level 15 you will get your first exclusive ability only the Engineering Sniper has, it will be called Explosive Probe.
  • At Level 23 you will get to choose a way to change how Explosive Probe works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Engineering Ability Tree on the right.
  • At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
  • At Level 47 you will get your second exclusive ability only the Engineering Sniper gets, it will be called Interrogation Probe.
  • At Level 39 you will get to choose a way to change how Interrogation Probe works from three different options in your Ability Tree.
  • At Level 47 and 60 you will get your last two exclusive abilities only the Engineering Sniper has, Plasma Probe and EMP Discharge.
  • At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
  • At Level 43, 51, 64, 68 you will get to make additional choices for your Sniper.
  • All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.
Learn Your Class
Combat StyleDisciplineRoleDisciplineCombat Style
SentinelWatchman DOT DamageAnnihilationMarauder
Combat Burst DamageCarnage
Concentration Burst DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DOT (AOE) DamageVengeance
Focus Burst DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration Burst DamageDeception
Serenity DOT DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics Burst DamageLightning
Balance DOT DamageMadness
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DOT DamagePyrotech
Tactics
Burst DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery Burst DamageArsenal
Assault Specialist DOT DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper Burst DamageConcealment
Ruffian DOT DamageLethality
GunslingerSharpshooter Burst DamageMarksmanshipSniper
Saboteur DOT DamageEngineering
Dirty Fighting DOT DamageVirulence
Learn Your Mirror
Combat StyleDisciplineRoleDisciplineCombat Style
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DamagePyrotech
Tactics
DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery DamageArsenal
Assault Specialist DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper DamageConcealment
Ruffian DamageLethality
GunslingerSharpshooter DamageMarksmanshipSniper
Saboteur DamageEngineering
Dirty Fighting DamageVirulence
SentinelWatchman DamageAnnihilationMarauder
Combat DamageCarnage
Concentration DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DamageVengeance
Focus DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration DamageDeception
Serenity DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics DamageLightning
Balance DamageMadness

Thank you...

One:

Thank you to these players who have submitted cool screenshots of their Imperial Agent characters:

@saoirse_ie (Main Image & Operative), @MagSulDeruyter (Marksmanship), @MagSulDeruyter (Virulence), @kivurikardok (Operative), @Darth_Amarth (Medicine), @JacksonM95 (Engineering), @BeardMan_Roy (Sniper), @M3KON_ (Combat), @M3KON_ (Armor & Weapons), @loreleif, Swtorista (Concealment), Swtorista (Lethality), Swtorista (companions)

Thank you to these players who have submitted cool screenshots of their Trooper characters:

@Failtasmagoria (Main Image), @ravendas2_0 (blue armor red hair), Pathrik I think (aqua glow), @OurManOnEarth (Species), @agentcupholder (Gunnery), @phyreblade (Combat Medic), @agentcupholder (Story), @PanagiotisLial1 (Commando), @DBSaitre (Assault Specialist), @tomlewookie (Plasmatech), @Caelvin_Dulany (Vanguard), Swtorista (Shield Specialist), @tomlewookie (Armor & Weapons), @adsinmalgusland (Combat), @phyreblade (Companions)

Thank you to these players who have submitted cool screenshots of their Smuggler characters:

@AlexDGeslin (Gunslinger), @rebelrealcanon (Ruffian), @Kayeri (Scoundrel & Main Image), @adsinmalgusland (Story), @phyreblade (Sawbones), @Nathswtor (Saboteur), @PequeClonSW (Dirty Fighting), @MagSulDeruyter (Scrapper), @WardenVakarian (Species), @gh0uldude (Combat), @gh0uldude (Armor & Weapons), Swtorista (Sharpshooter), @MagSulDeruyter (Nar Shaddaa), Swtorista (Companions)

Thank you to these players who have submitted cool screenshots of their Bounty Hunter characters:

@M3KON_ (Main Image), @adsinmalgusland (Species), @ShintarCommando (Advanced Prototype), @rebelrealcanon (Combat), @Kayeri (Powertech), @DHGamerMR (Armor & Weapons), @JamieD1138 (Innovative Ordnance), @phyreblade (Bodyguard), @SkyKard (Shield Tech), @GatoHacker (Story),  @Nyethux (Purotech), Swtorista (Arsenal), Swtorista (Mercenary), Swtorista (Companions)

Thank you to these players who helped look over the summaries for their favorite tech disciplines:

@Eksys, @ASadiablo, @CT7056, PatrikOfHavoc, Daghdha, Aflixion Starr, @TodayinTor, @DumaarShay, @BinaryNine, @Duccisan, @gh0uldude, @Kagetheorc, @Encurez, @zer0_pe,

Thank you to Zahk for writing the initial round of 5-button rotations, Merlyn for providing first-look feedback, and Mark Biggs for giving a final lookover of the rotations.

  And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!