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.
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.
Updated for 7.2!
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.
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!
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.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
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
- Beginners Guide To Damage With The Engineering Sniper & Saotage Gunslinger by Terssus on YouTube (7.4)
- Engineering / Saboteur 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Engineering Sniper Guide by Biggs on YouTube (7.01)
- Engineering Sniper PvE Guide and Best Builds by Endonae on vulkk.com (7)
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.
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.
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
Increases the critical hit damage of Explosive Probe by 25%.
Increases the critical hit damage of Explosive Probe by 25%.
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.
Killing an enemy resets Explosive Probe's cooldown.
Killing an enemy resets Explosive Probe's cooldown.
Solo Single-Strong-Enemy 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!
Flashpoint 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!
Operation 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!
Multi-Enemy Solo Suggestion: Explosive Reset - Explosive probes cooldown is the main thing slowing down a leveling engineer, reset on kill is a great way to clear easy content much faster.
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.
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%.
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.
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: Takedown - 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.
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.
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.
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.
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.
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.
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.
Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired resets the cooldown of Targeting Systems.
Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired resets the cooldown of Targeting Systems.
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.
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.
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.
Reduces the cooldown of Entrench by 15 seconds. In addition, Cover Pulse knocks targets back an additional 5 meters and the final shot of Series of Shots and Penetrating Blast knocks targets back if they are within 10 meters.
Reduces the cooldown of Entrench by 15 seconds. In addition, Cover Pulse knocks targets back an additional 5 meters and the final shot of Series of Shots and Penetrating Blast knocks targets back if they are within 10 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 Vital Regulators, Ruthless Efficiency, and Over-Prepared.
While in cover, you heal for 3% of your total health every 2 seconds.
While in cover, you heal for 3% of your total health every 2 seconds.
Increases the damage dealt by Suppressive Fire by 25%.
Increases the damage dealt by Suppressive Fire by 25%.
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 Single-Strong-Enemy Suggestion: Over-Prepared - A reduced cooldown on meticulous prep enables you to use countermeasures more often, which can also allow you to roll more often, which is pretty fun mobility! 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. You'd be better off spreading your damage over time effects to multiple targets to do damage!
Multi-Enemy Solo Suggestion: Over-Prepared - A reduced cooldown on meticulous prep enables you to use countermeasures more often, which can also allow you to roll more often, which is pretty fun mobility! 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. You'd be better off spreading your damage over time effects to multiple targets to do damage!
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.
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.
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.
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 Single-Strong-Enemy 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.
Multi-Enemy 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.
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.
You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving.This effect lasts up to 15 seconds or until all 4 charges are consumed, but reentering cover removes the effect prematurely. Calculated Pursuit cannot be gained more than once every 20 seconds.
You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving.This effect lasts up to 15 seconds or until all 4 charges are consumed, but reentering cover removes the effect prematurely. Calculated Pursuit cannot be gained more than once every 20 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.
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 Single-Strong-Enemy 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.
Multi-Enemy 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.
Lvl | Icon | Ability |
---|---|---|
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. Solo Many-Enemy Suggestion: Explosive probes cooldown is the main thing slowing down a leveling engineer, reset on kill is a great way to clear easy content much faster. | |
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%. | |
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. 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 | 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 resets the cooldown of Targeting Systems. Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Target Acquired resets the cooldown of Targeting Systems. | |
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. | |
LvL43 | Reestablish RangeHidden Passive Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. | |
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. In addition, Cover Pulse knocks targets back an additional 5 meters and the final shot of Series of Shots and Penetrating Blast knocks targets back if they are within 10 meters. Reduces the cooldown of Entrench by 15 seconds. In addition, Cover Pulse knocks targets back an additional 5 meters and the final shot of Series of Shots and Penetrating Blast knocks targets back if they are within 10 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 | Vital RegulatorsOptional Passive Level 64 Option 1/3 While in cover, you heal for 3% of your total health every 2 seconds. While in cover, you heal for 3% of your total health every 2 seconds. | |
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. Solo Single-Enemy Suggestion: A reduced cooldown on meticulous prep enables you to use countermeasures more often, which can also allow you to roll more often, which is pretty fun mobility! 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. You'd be better off spreading your damage over time effects to multiple targets to do damage! Solo Many-Enemy Suggestion: A reduced cooldown on meticulous prep enables you to use countermeasures more often, which can also allow you to roll more often, which is pretty fun mobility! 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. You'd be better off spreading your damage over time effects to multiple targets to do damage! 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 Single-Enemy 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. Solo Many-Enemy 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 Single-Enemy 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. Solo Many-Enemy 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.This effect lasts up to 15 seconds or until all 4 charges are consumed, but reentering cover removes the effect prematurely. Calculated Pursuit cannot be gained more than once every 20 seconds. You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving.This effect lasts up to 15 seconds or until all 4 charges are consumed, but reentering cover removes the effect prematurely. Calculated Pursuit cannot be gained more than once every 20 seconds. | |
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.