
Sniper Marksmanship Basics Guide
Marksmanship
One perfect shot has the potential to change everything, and no one is more precise than the marksmanship Sniper. From the safety of cover, the Marksmanship Sniper ambushes the enemy and follows up with an encore of penetrating blasts that make extra sure the Sniper’s job is done.
Role: Damage
Type: Burst Damage
Weapon: Sniper Rifle
Distance: Long Range
Mirror: Gunslinger – Sharpshooter
Marksmanship for New Players
Marksmanship has you take cover and not move. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Marksmanship if you want as all but one ability can still be used out of cover.
Marksmanship 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.
Marksmanship is the simplest of the three Sniper disciplines – using a very basic move set, you can get away with using only five abilities if you aren’t worried about doing max damage.
I was originally intimidated by the number of abilities Marksmanship had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
I was originally intimidated by the number of abilities Marksmanship had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
How to play a Marksmanship Sniper
You can start playing Marksmanship at level 1. To start playing Marksmanship, 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 Marksmanship 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 Marksman until you’re ready to read and learn from a true level 80 guide.
Start your fight with Corrosive Dart. This damage-over-time ability weakens your enemy – you only need to apply it once every 18 seconds, do not use it over and over!
Ambush is going to be your main source of damage for most fights. Has bit of a cooldown and can be slow to cast, but you can speed it up by using Snipe twice before your next Ambush!
Penetrating Blasts is a channeled ability that does high damage and weakens your enemy’s defenses. Make sure this is done right after the opening Ambush to deal way more weapon damage!
Followthrough makes your Snipe more powerful and is a very inexpensive filler which is important because energy management can be hard for Marksmans. Use whenever it’s available.
Snipe is your standard spam-able filler for Marksmanship. Always do two Snipes in a row to buff your next Followthrough and make Ambush faster. If nothing else is glowing, or needs to be reapplied, or is off cooldown, or you’re just lost for a second, doing two snipes is pretty safe.
More than 3 Enemies
Suppressive Fire is a standard Area Attack that can deal great damage (especially if buffed by the tree choice Ruthless Efficiency at level 64) but is VERY expensive to cast, so be careful not to overdo it and run out of energy. You do need to be crouched to use it.
If you still need more area damage, Orbital Strike (a choice at level 68) can be taken for a huge amount of damage over a set area.
Extra Tips
Crouch and stay in cover as much as you can! You can be very far from your enemy and still hit them.
Sniper Volley is a really great buff to your energy management, cast times, and also resets the cooldown of Penetrating Blasts, so typically you’ll want to activate this buff right after using Penetrating Blasts, and then use Penetrating Blasts again!
Adrenaline Probe gives you energy if you run out.
Feeling spicy? Use your green Laze Target buff to do automatic critical damage with your next two Ambushes.
Takedown is an “Execute” ability that you can add to your rotation once your target is under 30% health. Using Ambush can make it glow, and it should only be used when glowing.
Before you start…
Compared to other classes: At the moment (update 7.0), Marksman is considered one of the weakest classes in the game at level 80. You will be able to easily do more than enough damage for all basic group content including Story Mode Operations and all Flashpoints with the 5-key rotation, so don’t be afraid to try this discipline if it looks fun. If you choose to try harder content, you will need to work twice as hard at doing high damage compared to playing on many other classes, and some fights will still be out of reach even if you’re playing this class to its highest capabilities. We are hoping this class gets a boost in future updates so it can play at a similar level to other classes.
Making your Corrosive Dart debuff more visible on your enemy can make it easier to know when it is about to fall off.
- Press ESC on your keyboard, choose Interface Editor from the menu
- Select the “Target Frame” box where the portrait of your enemy would appear
- In the center box, scroll down and check 🔲 Highlight Debuff, then scroll down more and check 🔲 Personal Debuffs
- Save. This will show your own debuffs highlighted in gold so you don’t mix them up with your groups’!
If you have 3,000 Tech Fragments, go and buy the Agitating Energies tactical item.
With the tactical item, Corrosive Dart 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!
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | ![]() | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | 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 | ![]() | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | ![]() | 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 | ![]() | 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 | ![]() | 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
- Marksmanship 7.2.0 by admiralnick on admiralnicksswtorgu (7.2)
- Marksmanship Sniper Guide by Biggs on YouTube (7.02)
- Marksman Sniper PvE Guide and Best Builds by Endonae on vulkk.com (7)
Attacks
Rifle Shot - Basic AttackLevel 1
Snipe - AttackLevel 1
Takedown - AttackLevel 1
Fragmentation Grenade - Area AttackLevel 4
Suppressive Fire - Area AttackLevel 7
Corrosive Dart - AttackLevel 7
Leg Shot - AttackLevel 10
Ambush - AttackLevel 15
Penetrating Blasts - AttackLevel 35 REPLACES Series of Shots at Level 35+
Series of Shots - AttackLevel 37
Followthrough - AttackLevel 47
Orbital Strike - Optional Area Attack Level 68 Option 2/3Level 68
Multiple Enemy Attack Abilities
These Marksmanship attacks are useful for attacking groups of enemies.
Fragmentation Grenade - Area AttackLevel 4
Suppressive Fire - Area AttackLevel 7
Orbital Strike - Optional Area Attack Level 68 Option 2/3Level 68
Buffs
You can combine your Marksmanship buffs with your attacks to create powerful combinations.
Coordination - Passive Class BuffLevel 1
Adrenaline Probe - BuffLevel 15
Laze Target - BuffLevel 15
Target Acquired - Optional Buff Level 43 Option 2/3Level 43
Sniper Volley - BuffLevel 60
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
Maim - Optional Stun Level 27 Option 2/3 - 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 27
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
Hololocate - Optional Teleport Level 68 Option 1/3 - 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 Marksmanship 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 Marksmanship 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 Marksmanship Sniper.
































































































Level 23 Choice: Ambush Change
Choose from one of three ways that you want Ambush to change at level 23. Your options are Shrap Shot, Relentless Ambush, and Targeted Ambush.

Fires a high-powered shot that deals weapon damage. Ambush ignores 20% of the targets armor.

Ambush deals splash damage to nearby targets and slows them by 30% for 6 seconds.
Ambush deals splash damage to nearby targets and slows them by 30% for 6 seconds.

The energy cost of Ambush is reduced by 5. Each use of Ambush grants Relentless Ambush, lowering the cooldown of your next Ambush by 1.5 seconds. Stacks up to 3 times.
The energy cost of Ambush is reduced by 5. Each use of Ambush grants Relentless Ambush, lowering the cooldown of your next Ambush by 1.5 seconds. Stacks up to 3 times.

Increases the critical hit damage of Ambush by 20%. Killing a target within 3 seconds after Ambush critically hits resets the cooldown of Laze Target and Ambush.
Increases the critical hit damage of Ambush by 20%. Killing a target within 3 seconds after Ambush critically hits resets the cooldown of Laze Target and Ambush.
Multi-Enemy Solo Suggestion: Shrap Shot - Excellent addition of cleave to your hard hitting abilities will make pulls of 3+ targets much better.
Solo Single-Strong-Enemy Suggestion: Relentless Ambush - Marksmanship Snipers probably have the most difficulty juggling their energy levels while doing damage; a choice to reduce costs is very helpful.
Flashpoint Suggestion: Relentless Ambush - Marksmanship Snipers probably have the most difficulty juggling their energy levels while doing damage; a choice to reduce costs is very helpful.
Operation Suggestion: Relentless Ambush - Marksmanship Snipers probably have the most difficulty juggling their energy levels while doing damage; a choice to reduce costs is very helpful.
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 Marksmanship Sniper for the Level 27 choice are Evasive Maneuvers, Maim, and Shatter Snipe.

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.

Hurl a virbroknife with debilitating precision, dealing energy damage and stunning the target for 4 seconds and allowing your next Takedown to be used regardless of the target's remaining health and deal 15% additional damage. Requires dual blasters.
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.

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: Shatter Snipe - Unfortunately at level 27 a damage increase is competing against a better defensive passive and an optional stun, and as a DPS-only combat style, you should really be taking the DPS increase. If you really need a 4 second stun for something, Maim is there, but ultimately, take Shatter Snipe by default.
Level 39 Choice: Penetrating Blasts Change
Choose from one of three ways that you want Penetrating Blasts to change at level 39. Your options are Penetrating Rounds, Energy Barrel, and Retargeting.

Fires a number of blasts that deal weapon damage and sunder the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Consumes 20 energy over the duration of the channel. Replaces Series of Shots.

Increases the armor penetration of Penetrating Blasts by 20% and Penetrating Blasts now immobilizes targets for the duration of the channel.
Increases the armor penetration of Penetrating Blasts by 20% and Penetrating Blasts now immobilizes targets for the duration of the channel.

Increases the energy cost of Penetrating Blasts by 10 energy and increases its critical hit damage and critical hit chance by 20%.
Increases the energy cost of Penetrating Blasts by 10 energy and increases its critical hit damage and critical hit chance by 20%.

Whenever Penetrating Blasts deals damage, the cooldown of Laze Target is reduced by 2 seconds.
Whenever Penetrating Blasts deals damage, the cooldown of Laze Target is reduced by 2 seconds.
General Suggestion: Energy Barrel - A good reason why marksmanship's rotation has an emphasis on energy conservation; this choice that makes it harder also does great damage. This is by far the best damage increase on the level 39 tier, but if you find yourself unable to keep your energy levels up, Penetrating Rounds is also free damage with no energy drawback.
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 Marksmanship Sniper for the Level 43 choice are Ballistic Redistribution, Target Acquired, and Lazer Focus.

Critically hitting with a weapon attack restores 2 energy.
Critically hitting with a weapon attack restores 2 energy.

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.

Dealing damage has a 50% chance to reduce Laze Target's cooldown by 2 seconds.
Dealing damage has a 50% chance to reduce Laze Target's cooldown by 2 seconds.
General Suggestion: Lazer Focus - This choice will result in the biggest increase to your damage over longer fights where multiple uses of Laze Target are possible, but if you find yourself forgetting to use Laze Target or running out of energy too much, Ballistic Redistribution can help for less damage.
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 Marksmanship 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 Marksmanship 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.
Flashpoint Suggestion: Ruthless Efficiency - Unlike the other two snipers, Marksmanship has fewer tools for dealing AoE damage: in any fight that has 3+ targets to hit, it's suggested to take this for a big boost.
Operation Suggestion: Ruthless Efficiency - Unlike the other two snipers, Marksmanship has fewer tools for dealing AoE damage: in any fight that has 3+ targets to hit, it's suggested to take this for a big boost.
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!
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!
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 Marksmanship Sniper for the Level 68 choice are Hololocate, Orbital Strike, and Ballistic Shield.

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.

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.

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: Orbital Strike - Orbital Strike is a great source of free damage even in single target scenarios if you drop it on the enemy right at the beginning of a fight. Open up with this if you take it! If you find you really dont need an extra Area Attack or maybe really need some group utility, Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed.
Multi-Enemy Solo Suggestion: Orbital Strike - Orbital Strike is a great source of free damage even in single target scenarios if you drop it on the enemy right at the beginning of a fight. Open up with this if you take it! If you find you really dont need an extra Area Attack or maybe really need some group utility, Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed.
Flashpoint Suggestion: Orbital Strike - Orbital Strike is a great source of free damage even in single target scenarios if you drop it on the enemy right at the beginning of a fight. Open up with this if you take it! If you find you really dont need an extra Area Attack or maybe really need some group utility, Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed.
Operation Suggestion: Ballistic Shield - Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed. If you find that you need a little more damage, you could take Orbital Strike instead and have it do some extra damage over time at the beginning of a fight.
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 Marksmanship 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 Marksmanship 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 | ![]() | TakedownAttack 35m 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. |
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 | ![]() | 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 | ![]() | HeadshotPassive Increases the critical chance of Takedown and Penetrating Blasts by 15% and reduces the energy cost of Takedown by 3. Increases the critical chance of Takedown and Penetrating Blasts by 15% and reduces the energy cost of Takedown by 3. |
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%. |
LvL1 | ![]() | Rapid FireHidden Passive Reduces the cooldown of Ambush and Penetrating Blasts by 3 seconds. Reduces the cooldown of Ambush and Penetrating Blasts by 3 seconds. |
LvL1 | ![]() | Between the EyesPassive Increases the critical hit chance of Snipe and Followthrough by 4%. Additionally increases armor penetration by 10%. Increases the critical hit chance of Snipe and Followthrough by 4%. Additionally increases armor penetration 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 | ![]() | Laze TargetBuff Increases the critical hit chance of your next Ambush by 100%. This ability has two charges. Increases the critical hit chance of your next Ambush by 100%. This ability has two charges. |
LvL15 | ![]() | AmbushAttack 35m Fires a high-powered shot that deals weapon damage. Ambush ignores 20% of the targets armor. Fires a high-powered shot that deals weapon damage. Ambush ignores 20% of the targets armor. |
LvL15 | ![]() | Sniper's NestPassive Increases the energy regeneration rate by 1 per second while in cover. Increases the energy regeneration rate by 1 per second while in cover. |
LvL15 | ![]() | Double LazePassive Laze Target gets two charges. Laze Target gets two charges. |
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 | ![]() | Zeroing ShotsPassive Snipe zeroes in your sights, reducing the activating time of your next Ambush by 0.25 seconds. Stacks up to 2 times. Snipe zeroes in your sights, reducing the activating time of your next Ambush by 0.25 seconds. Stacks up to 2 times. |
LvL23 | ![]() | Precision AmbushHidden Passive Ambush ignores 20% of the target's armor. Ambush ignores 20% of the target's armor. |
LvL23 | ![]() | Shrap ShotOptional Passive Level 23 Option 1/3 Ambush deals splash damage to nearby targets and slows them by 30% for 6 seconds. Ambush deals splash damage to nearby targets and slows them by 30% for 6 seconds. Solo Many-Enemy Suggestion: Excellent addition of cleave to your hard hitting abilities will make pulls of 3+ targets much better. |
LvL23 | ![]() | Relentless AmbushOptional Passive Level 23 Option 2/3 The energy cost of Ambush is reduced by 5. Each use of Ambush grants Relentless Ambush, lowering the cooldown of your next Ambush by 1.5 seconds. Stacks up to 3 times. The energy cost of Ambush is reduced by 5. Each use of Ambush grants Relentless Ambush, lowering the cooldown of your next Ambush by 1.5 seconds. Stacks up to 3 times. General Suggestion: Marksmanship Snipers probably have the most difficulty juggling their energy levels while doing damage; a choice to reduce costs is very helpful. |
LvL23 | ![]() | Targeted AmbushOptional Passive Level 23 Option 3/3 Increases the critical hit damage of Ambush by 20%. Killing a target within 3 seconds after Ambush critically hits resets the cooldown of Laze Target and Ambush. Increases the critical hit damage of Ambush by 20%. Killing a target within 3 seconds after Ambush critically hits resets the cooldown of Laze Target and Ambush. |
LvL27 | ![]() | Energy TanksPassive Increases maximum energy by 10. Increases maximum energy by 10. |
LvL27 | ![]() | Evasive ManeuversOptional Passive Level 27 Option 1/3 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. |
LvL27 | ![]() | MaimOptional Stun 10m (short range) Level 27 Option 2/3 Hurl a virbroknife with debilitating precision, dealing energy damage and stunning the target for 4 seconds and allowing your next Takedown to be used regardless of the target's remaining health and deal 15% additional damage. Requires dual blasters. 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. |
LvL27 | ![]() | Shatter SnipeOptional Passive Level 27 Option 3/3 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: Unfortunately at level 27 a damage increase is competing against a better defensive passive and an optional stun, and as a DPS-only combat style, you should really be taking the DPS increase. If you really need a 4 second stun for something, Maim is there, but ultimately, take Shatter Snipe by default. |
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 | ![]() | Penetrating BlastsAttack 35m Fires a number of blasts that deal weapon damage and sunder the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Consumes 20 energy over the duration of the channel. Replaces Series of Shots. Fires a number of blasts that deal weapon damage and sunder the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Consumes 20 energy over the duration of the channel. Replaces Series of Shots. |
LvL35 | ![]() | Heavy DiversionPassive Targets affected by your Diversion continue to be affected for 3 seconds after leaving the area of effect. Targets affected by your Diversion continue to be affected for 3 seconds after leaving the area of effect. |
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 | ![]() | Penetrating RoundsOptional Passive Level 39 Option 1/3 Increases the armor penetration of Penetrating Blasts by 20% and Penetrating Blasts now immobilizes targets for the duration of the channel. Increases the armor penetration of Penetrating Blasts by 20% and Penetrating Blasts now immobilizes targets for the duration of the channel. |
LvL39 | ![]() | Energy BarrelOptional Passive Level 39 Option 2/3 Increases the energy cost of Penetrating Blasts by 10 energy and increases its critical hit damage and critical hit chance by 20%. Increases the energy cost of Penetrating Blasts by 10 energy and increases its critical hit damage and critical hit chance by 20%. General Suggestion: A good reason why marksmanship's rotation has an emphasis on energy conservation; this choice that makes it harder also does great damage. This is by far the best damage increase on the level 39 tier, but if you find yourself unable to keep your energy levels up, Penetrating Rounds is also free damage with no energy drawback. |
LvL39 | ![]() | RetargetingOptional Passive Level 39 Option 3/3 Whenever Penetrating Blasts deals damage, the cooldown of Laze Target is reduced by 2 seconds. Whenever Penetrating Blasts deals damage, the cooldown of Laze Target is reduced by 2 seconds. |
LvL43 | ![]() | Ballistic RedistributionOptional Passive Level 43 Option 1/3 Critically hitting with a weapon attack restores 2 energy. Critically hitting with a weapon attack restores 2 energy. |
LvL43 | ![]() | Target AcquiredOptional Buff Level 43 Option 2/3 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 | ![]() | Lazer FocusOptional Passive Level 43 Option 3/3 Dealing damage has a 50% chance to reduce Laze Target's cooldown by 2 seconds. Dealing damage has a 50% chance to reduce Laze Target's cooldown by 2 seconds. General Suggestion: This choice will result in the biggest increase to your damage over longer fights where multiple uses of Laze Target are possible, but if you find yourself forgetting to use Laze Target or running out of energy too much, Ballistic Redistribution can help for less damage. |
LvL43 | ![]() | Honed ShotsPassive Snipe grants Honed Shots, increasing the critical hit chance and damage done by Snipe by 3% for 20 seconds. Stacks up to 3 times. Snipe grants Honed Shots, increasing the critical hit chance and damage done by Snipe by 3% for 20 seconds. Stacks up to 3 times. |
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 | ![]() | FollowthroughAttack 35m Fires a well-controlled follow-up shot at the target that deals weapon damage. Only usable within the 5 seconds immediately following a Snipe, Ambush, Takedown, or a complete Penetrating Blasts. Fires a well-controlled follow-up shot at the target that deals weapon damage. Only usable within the 5 seconds immediately following a Snipe, Ambush, Takedown, or a complete Penetrating Blasts. |
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 | ![]() | Recoil ControlPassive Firing Snipe twice in a row, firing Takedown or Ambush once, or completing a Penetrating Blasts now finishes the cooldown on Followthrough. Firing Snipe twice in a row, firing Takedown or Ambush once, or completing a Penetrating Blasts now finishes the cooldown on Followthrough. |
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 | ![]() | Sniper VolleyBuff Immediately finishes the cooldown of Penetrating Blasts, increases base energy regeneration by 2 per second, and increases alacrity by 10%. Lasts 15 seconds. Immediately finishes the cooldown of Penetrating Blasts, increases base energy regeneration by 2 per second, and increases alacrity by 10%. Lasts 15 seconds. |
LvL60 | ![]() | Muzzle FlutingPassive Followthrough reduces the energy cost of your next two Snipes by 5. Followthrough reduces the energy cost of your next two Snipes by 5. |
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%. Flashpoint Suggestion: Unlike the other two snipers, Marksmanship has fewer tools for dealing AoE damage: in any fight that has 3+ targets to hit, it's suggested to take this for a big boost. Operation Suggestion: Unlike the other two snipers, Marksmanship has fewer tools for dealing AoE damage: in any fight that has 3+ targets to hit, it's suggested to take this for a big boost. |
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! 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! |
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 | ![]() | HololocateOptional Teleport 60m Level 68 Option 1/3 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 | ![]() | Orbital StrikeOptional Area Attack 35m Level 68 Option 2/3 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. Solo Single-Enemy Suggestion: Orbital Strike is a great source of free damage even in single target scenarios if you drop it on the enemy right at the beginning of a fight. Open up with this if you take it! If you find you really dont need an extra Area Attack or maybe really need some group utility, Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed. Solo Many-Enemy Suggestion: Orbital Strike is a great source of free damage even in single target scenarios if you drop it on the enemy right at the beginning of a fight. Open up with this if you take it! If you find you really dont need an extra Area Attack or maybe really need some group utility, Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed. Flashpoint Suggestion: Orbital Strike is a great source of free damage even in single target scenarios if you drop it on the enemy right at the beginning of a fight. Open up with this if you take it! If you find you really dont need an extra Area Attack or maybe really need some group utility, Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed. |
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. Operation Suggestion: Ballistic Shield is a very strong group-wide defensive that should be taken whenever needed. If you find that you need a little more damage, you could take Orbital Strike instead and have it do some extra damage over time at the beginning of a fight. |
LvL68 | ![]() | Portable BunkerPassive Increases the duration of Entrench by 3 seconds. In addition, when you enter cover after using Covered Escape, you gain Entrench for the first 3 seconds. Increases the duration of Entrench by 3 seconds. In addition, when you enter cover after using Covered Escape, you gain Entrench for the first 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 | ![]() | Marksman's FinessePassive Snipe grants Marksman's Finesse, increasing the armor penetration and damage dealt by your next Followthrough by 10%. Stacks up to 2 times. Snipe grants Marksman's Finesse, increasing the armor penetration and damage dealt by your next Followthrough by 10%. Stacks up to 2 times. |
LvL78 | ![]() | Finish the JobPassive Dealing damage with Ambush to a target with less than 30% health grants Finish the Job, increasing the damage of your next Takedown by 20%. Dealing damage with Ambush to a target with less than 30% health grants Finish the Job, increasing the damage of your next Takedown by 20%. |
Milestones
- At Level 15 you will get your first exclusive ability only the Marksmanship Sniper has, it will be called Ambush.
- At Level 23 you will get to choose a way to change how Ambush 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 Marksmanship 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 Marksmanship Sniper gets, it will be called Penetrating Blasts.
- At Level 39 you will get to choose a way to change how Penetrating Blasts works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Marksmanship Sniper has, Followthrough and Sniper Volley.
- 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.