
Sniper Virulence Basics Guide
Virulence
Some Agents prefer a less direct method of eliminating a target, such as administering poison. Lethal toxins and all-consuming microbes are the domain of the walking biohazard known as the Virulence Sniper, who inflicts lethal shots and lobs corrosive grenades from a safe distance where they can witness the results of their handiwork.
Role: Damage
Type: Damage Over Time
Weapon: Sniper Rifle
Distance: Long Range
Mirror: Gunslinger – Dirty Fighting
Virulence for New Players
Virulence requires that you take cover and not move for many of your abilities to work. 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 Virulence if you want as all but one ability can still be used out of cover.
Virulence 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.
If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.
How to play a Virulence Sniper
You can start playing Virulence at level 1. To start playing Virulence, 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 Virulence 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 Virulence Sniper until you’re ready to read and learn from a true level 80 guide.
Corrosive Dart & Corrosive Grenade are your two main Damage over Time abilities, and it is vital that you have this debuffs on the target as close to 100% of the time as you possibly can. Use every 18 seconds, do not use them over and over!
Weakening Blast is a unique Virulence Ability. Use whenever it’s available if you’ve already applied your two DoTs, it causes extra damage every time your DoTS do damage!
Cull is a channeled attack and each time it deals damage it ticks every one of your dots, so as long as your DoTs are applied use it as much as possible.
Lethal Shot is your “filler” ability when you don’t have your other abilities ready.
More than 3 Enemies
Corrosive Dart followed by Grenade is still a great combo in situations with many enemies because Grenade can spread your Dart to every extra target nearby!
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.
Feeling spicy? Use your green Viral Targeting buff to do automatic critical damage – use it before Cull.
Want to add some extra damage? Takedown should be used whenever it’s sparkling! It will sparkle after using Cull.
Adrenaline Probe restores energy if you run out.
Before you play…
Making your Corrosive Dart and Corrosive Grenade debuffs more visible on your enemy can make it easier to know when they are 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’!
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
- Beginners Guide To Damage With The Virulence Sniper & Dirty Fighting Gunslinger by Terssus on YouTube (7.4)
- Virulence Sniper Quick PVP Guide by Ivano on YouTube (7.3.1)
- THE VIRU SNIPER | Swtor Virulence PVE Guide by TakesCooosh on YouTube (7.4)
- Virulence / Dirty Fighting 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Virulence Sniper Guide by Biggs on YouTube (7.01)
- Virulence 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
Corrosive Grenade - Area AttackLevel 15
Cull - AttackLevel 35
Series of Shots - AttackLevel 37
Weakening Blast - AttackLevel 47
Lethal Shot - AttackLevel 60 REPLACES Snipe at Level 60+
Orbital Strike - Optional Area Attack Level 68 Option 2/3Level 68
Multiple Enemy Attack Abilities
These Virulence attacks are useful for attacking groups of enemies.
Fragmentation Grenade - Area AttackLevel 4
Suppressive Fire - Area AttackLevel 7
Corrosive Grenade - Area AttackLevel 15
Orbital Strike - Optional Area Attack Level 68 Option 2/3Level 68
Buffs
You can combine your Virulence buffs with your attacks to create powerful combinations.
Coordination - Passive Class BuffLevel 1
Adrenaline Probe - BuffLevel 15
Viral Targeting - BuffLevel 15
Target Acquired - Optional Buff Level 43 Option 2/3Level 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
Maim - Optional Stun Level 27 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 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 Virulence 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 Virulence 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 Virulence Sniper.
































































































Level 23 Choice: Corrosive Grenade Change
Choose from one of three ways that you want Corrosive Grenade to change at level 23. Your options are Corrosive Technologies, Critical Grenade, and Corrosive Refund.

Hurls a grenade that spews poisonous acid in a 5-meter radius, dealing internal poison damage on impact and internal poison damage over 24 seconds to up to 8 targets. Targets damaged this way are slowed by 30% for the duration.

Corrosive Grenade deals 10% more initial damage. In addition, Corrosive Grenade extends the duration of Integrated Toxins by 1 second for each target it hits.
Corrosive Grenade deals 10% more initial damage. In addition, Corrosive Grenade extends the duration of Integrated Toxins by 1 second for each target it hits.

Corrosive Grenade increases the critical hit damage of your periodic poison effects to targets it affects by 10%.
Corrosive Grenade increases the critical hit damage of your periodic poison effects to targets it affects by 10%.

Corrosive Grenade refunds 2 energy when dealing periodic damage with Corrosive Grenade.
Corrosive Grenade refunds 2 energy when dealing periodic damage with Corrosive Grenade.
General Suggestion: Critical Grenade - As Virulence, most of your damage will come from periodic damage effects. Critical Grenade increasing the damage of their crits is by far the best boost to your damage you can take at 23.
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 Virulence Sniper for the Level 27 choice are Maim, Shatter Snipe, and Evasive Maneuvers.

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%.

Countermeasures grants Evasive Maneuvers, increasing your chance to dodge melee and ranged attacks by 200% and reducing the damage you take from Force and Tech attacks by 75% for 3 seconds. Additionally, activating Countermeasures resets the cooldown of Covered Escape.
Countermeasures grants Evasive Maneuvers, increasing your chance to dodge melee and ranged attacks by 200% and reducing the damage you take from Force and Tech attacks by 75% for 3 seconds. Additionally, activating Countermeasures resets the cooldown of Covered Escape.
General Suggestion: Shatter Snipe - 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: Cull Change
Choose from one of three ways that you want Cull to change at level 39. Your options are Corrosive Impair, Winnow, and Corrosive Targeting.

Fires a volley of bolts at the target, dealing weapon damage and spending 6 energy each second. When you deal damage with Cull, each of your poison effects on the target also deal damage.

Cull deals 10% more weapon damage and slows the target by 50% for 6 seconds.
Cull deals 10% more weapon damage and slows the target by 50% for 6 seconds.

Killing a target during Cull resets the cooldown of Cull and deals poison damage to nearby enemies if the target was affected by one of your poisons.
Killing a target during Cull resets the cooldown of Cull and deals poison damage to nearby enemies if the target was affected by one of your poisons.

The armor penetration, critical hit chance, and critical hit damage of Cull is increased by 20% while Integrated Toxins is active.
The armor penetration, critical hit chance, and critical hit damage of Cull is increased by 20% while Integrated Toxins is active.
Multi-Enemy Solo Suggestion: Winnow - This choice will naturally work very often when attacking groups of three. Put your dots on, use cull, and weak targets will typically die before it ends, giving you tons of damage value.
Solo Single-Strong-Enemy Suggestion: Corrosive Targeting - Increasing armor penetration on an attack that does weapon damage is a huge boost to damage, because unlike your internal poisons, weapon damage is stopped by armor. Top that off with extra crits and Corrosive Targeting is by far your biggest damage increase at 39. If you tend to forget to use Viral Targeting to boost your damage, Corrosive Impair is a nice flat 10% increase as well. Not as strong, but simpler!
Flashpoint Suggestion: Corrosive Targeting - Increasing armor penetration on an attack that does weapon damage is a huge boost to damage, because unlike your internal poisons, weapon damage is stopped by armor. Top that off with extra crits and Corrosive Targeting is by far your biggest damage increase at 39. If you tend to forget to use Viral Targeting to boost your damage, Corrosive Impair is a nice flat 10% increase as well. Not as strong, but simpler!
Operation Suggestion: Corrosive Targeting - Increasing armor penetration on an attack that does weapon damage is a huge boost to damage, because unlike your internal poisons, weapon damage is stopped by armor. Top that off with extra crits and Corrosive Targeting is by far your biggest damage increase at 39. If you tend to forget to use Viral Targeting to boost your damage, Corrosive Impair is a nice flat 10% increase as well. Not as strong, but simpler!
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 Virulence Sniper for the Level 43 choice are Focused Integration, Target Acquired, and Critical Compounds.

Viral Targeting's cooldown is extended by 30 seconds but its Integrated Toxins effect lasts twice as long.
Viral Targeting's cooldown is extended by 30 seconds but its Integrated Toxins effect lasts twice as long.

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 Viral Targeting.
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 Viral Targeting.

Critically hitting with periodic damage generates 1 energy.
Critically hitting with periodic damage generates 1 energy.
General Suggestion: Target Acquired - With the change to Target Acquired giving it an extra usage of Viral Targeting, you will get more use out of the buff taking Target Acquired than you would with Focused Integration's longer duration. Take Target Acquired and remember to use it!
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 Virulence 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 Virulence 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 Virulence 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 Virulence 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 - 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 Virulence even in AoE situations. You'd be better off spreading your damage over time effects to multiple targets to do damage!
Operation Suggestion: Over-Prepared - 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 Virulence even in AoE situations. You'd be better off spreading your damage over time effects to multiple targets to do damage!
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 Virulence 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 Virulence 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 Virulence 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 | ![]() | Lethal DosePassive Increases the critical hit chance of all periodic effects by 5%. Increases the critical hit chance of all periodic effects by 5%. |
LvL1 | ![]() | Adhesive CorrosivesHidden Passive Corrosive Grenade reduces the movement speed of all affected targets by 30% for its full duration. Corrosive Grenade reduces the movement speed of all affected targets by 30% for its full duration. |
LvL1 | ![]() | Lethal InjectorsHidden Passive Increases the duration of Corrosive Dart by 6 seconds. Increases the duration of Corrosive Dart by 6 seconds. |
LvL1 | ![]() | Razor RoundsHidden Passive Increases the critical chance of Cull and Series of Shots by 10%. Increases the critical chance of Cull and Series of Shots by 10%. |
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 | ![]() | Viral TargetingBuff Increases the critical hit chance of your next Cull or Takedown by 100%. When Viral Targeting is utilized it grants Integrated Toxins for 10 seconds, and causing poisons to automatically critically hit. Increases the critical hit chance of your next Cull or Takedown by 100%. When Viral Targeting is utilized it grants Integrated Toxins for 10 seconds, and causing poisons to automatically critically hit. |
LvL15 | ![]() | Corrosive GrenadeArea Attack 35m Hurls a grenade that spews poisonous acid in a 5-meter radius, dealing internal poison damage on impact and internal poison damage over 24 seconds to up to 8 targets. Targets damaged this way are slowed by 30% for the duration. Hurls a grenade that spews poisonous acid in a 5-meter radius, dealing internal poison damage on impact and internal poison damage over 24 seconds to up to 8 targets. Targets damaged this way are slowed by 30% for the duration. |
LvL15 | ![]() | Toxic RegulatorsPassive Your periodic damaging effects don't tick on targets affected by any of your sleep effects. In addition, you always take 30% reduced damage from periodic effects, and your damage reduction is increased by 15% for 6 seconds after Shield Probe ends. Your periodic damaging effects don't tick on targets affected by any of your sleep effects. In addition, you always take 30% reduced damage from periodic effects, and your damage reduction is increased by 15% for 6 seconds after Shield Probe ends. |
LvL15 | ![]() | Integrated ToxinsHidden Passive Viral Targeting grants Integrated Toxins to you after it is utilized, causing all poison effects to critically hit for 10 seconds. Viral Targeting grants Integrated Toxins to you after it is utilized, causing all poison effects to critically hit for 10 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 | ![]() | Corrosive TechnologiesOptional Passive Level 23 Option 1/3 Corrosive Grenade deals 10% more initial damage. In addition, Corrosive Grenade extends the duration of Integrated Toxins by 1 second for each target it hits. Corrosive Grenade deals 10% more initial damage. In addition, Corrosive Grenade extends the duration of Integrated Toxins by 1 second for each target it hits. |
LvL23 | ![]() | Critical GrenadeOptional Passive Level 23 Option 2/3 Corrosive Grenade increases the critical hit damage of your periodic poison effects to targets it affects by 10%. Corrosive Grenade increases the critical hit damage of your periodic poison effects to targets it affects by 10%. General Suggestion: As Virulence, most of your damage will come from periodic damage effects. Critical Grenade increasing the damage of their crits is by far the best boost to your damage you can take at 23. |
LvL23 | ![]() | Corrosive RefundOptional Passive Level 23 Option 3/3 Corrosive Grenade refunds 2 energy when dealing periodic damage with Corrosive Grenade. Corrosive Grenade refunds 2 energy when dealing periodic damage with Corrosive Grenade. |
LvL23 | ![]() | Corrosive DispersionPassive Corrosive Grenade spreads your Corrosive Dart to the targets it damages, as long as it damages at least one target already affected by your Corrosive Dart. Corrosive Grenade spreads your Corrosive Dart to the targets it damages, as long as it damages at least one target already affected by your Corrosive Dart. |
LvL27 | ![]() | Energy TanksPassive Increases maximum energy by 10. Increases maximum energy by 10. |
LvL27 | ![]() | MaimOptional Stun 10m (short range) Level 27 Option 1/3 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 2/3 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. |
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 | ![]() | CullAttack 35m Fires a volley of bolts at the target, dealing weapon damage and spending 6 energy each second. When you deal damage with Cull, each of your poison effects on the target also deal damage. Fires a volley of bolts at the target, dealing weapon damage and spending 6 energy each second. When you deal damage with Cull, each of your poison effects on the target also deal damage. |
LvL35 | ![]() | Lethal PurposePassive Reduces the cooldown of Adrenaline Probe by 15 seconds. In addition, dealing damage with a poison effect restores 1 energy. Reduces the cooldown of Adrenaline Probe by 15 seconds. In addition, dealing damage with a poison effect restores 1 energy. |
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 | ![]() | Corrosive ImpairOptional Passive Level 39 Option 1/3 Cull deals 10% more weapon damage and slows the target by 50% for 6 seconds. Cull deals 10% more weapon damage and slows the target by 50% for 6 seconds. |
LvL39 | ![]() | WinnowOptional Passive Level 39 Option 2/3 Killing a target during Cull resets the cooldown of Cull and deals poison damage to nearby enemies if the target was affected by one of your poisons. Killing a target during Cull resets the cooldown of Cull and deals poison damage to nearby enemies if the target was affected by one of your poisons. Solo Many-Enemy Suggestion: This choice will naturally work very often when attacking groups of three. Put your dots on, use cull, and weak targets will typically die before it ends, giving you tons of damage value. |
LvL39 | ![]() | Corrosive TargetingOptional Passive Level 39 Option 3/3 The armor penetration, critical hit chance, and critical hit damage of Cull is increased by 20% while Integrated Toxins is active. The armor penetration, critical hit chance, and critical hit damage of Cull is increased by 20% while Integrated Toxins is active. General Suggestion: Increasing armor penetration on an attack that does weapon damage is a huge boost to damage, because unlike your internal poisons, weapon damage is stopped by armor. Top that off with extra crits and Corrosive Targeting is by far your biggest damage increase at 39. If you tend to forget to use Viral Targeting to boost your damage, Corrosive Impair is a nice flat 10% increase as well. Not as strong, but simpler! |
LvL43 | ![]() | Focused IntegrationOptional Passive Level 43 Option 1/3 Viral Targeting's cooldown is extended by 30 seconds but its Integrated Toxins effect lasts twice as long. Viral Targeting's cooldown is extended by 30 seconds but its Integrated Toxins effect lasts twice as long. |
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 resets the cooldown of Viral Targeting. 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 Viral Targeting. General Suggestion: With the change to Target Acquired giving it an extra usage of Viral Targeting, you will get more use out of the buff taking Target Acquired than you would with Focused Integration's longer duration. Take Target Acquired and remember to use it! |
LvL43 | ![]() | Critical CompoundsOptional Passive Level 43 Option 3/3 Critically hitting with periodic damage generates 1 energy. Critically hitting with periodic damage generates 1 energy. |
LvL43 | ![]() | Corrosive MicrobesPassive Corrosive Dart and Corrosive Grenade have a 10% chance to deal their damage twice whenever they harm a target. In addition, Corrosive Grenade makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. Corrosive Dart and Corrosive Grenade have a 10% chance to deal their damage twice whenever they harm a target. In addition, Corrosive Grenade makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage. |
LvL43 | ![]() | Caustic SubstancesHidden Passive Weakening Blast deals 5% more damage and Corrosive Grenade has a 10% chance to deal its damage twice whenever it harms a target. Weakening Blast deals 5% more damage and Corrosive Grenade has a 10% chance to deal its damage twice whenever it harms a target. |
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 | ![]() | Weakening BlastAttack 35m Deals weapon damage and for the next 10 seconds causes the target to take additional weapon damage whenever it takes damage from one of your poison effects. Deals weapon damage and for the next 10 seconds causes the target to take additional weapon damage whenever it takes damage from one of your poison effects. |
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 | ![]() | Targeted DemolitionHidden Passive Increases the damage dealt by Corrosive Grenade by 5% and reduces the energy cost of Series of Shots by 1 per tick. Increases the damage dealt by Corrosive Grenade by 5% and reduces the energy cost of Series of Shots by 1 per tick. |
LvL51 | ![]() | DecayPassive Increases the damage dealt by Snipe, Lethal Shot, Cull, and Corrosive Grenade by 5% and reduces the energy cost of Series of Shots by 1 per tick. Additionally, when Corrosive Grenade and Corrosive Darts end they are replaced by a lingering version for 5 seconds that will only deal damage when Cull deals damage. Increases the damage dealt by Snipe, Lethal Shot, Cull, and Corrosive Grenade by 5% and reduces the energy cost of Series of Shots by 1 per tick. Additionally, when Corrosive Grenade and Corrosive Darts end they are replaced by a lingering version for 5 seconds that will only deal damage when Cull deals damage. |
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 | ![]() | Lethal ShotAttack 35m Shoots a target for weapon damage and internal poison damage. Replaces Snipe. Shoots a target for weapon damage and internal poison damage. Replaces Snipe. |
LvL60 | ![]() | Lethal TakedownPassive Damage dealt by Cull has a 80% chance to trigger Lethal Takedown, which finishes the cooldown of Takedown and makes your next Takedown usable on a target with any health level and cost 3 less energy. Damage dealt by Cull has a 80% chance to trigger Lethal Takedown, which finishes the cooldown of Takedown and makes your next Takedown usable on a target with any health level and cost 3 less energy. |
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 Virulence 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 Virulence 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 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 Virulence even in AoE situations. You'd be better off spreading your damage over time effects to multiple targets to do damage! Operation Suggestion: 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 Virulence even in AoE situations. You'd be better off spreading your damage over time effects to multiple targets to do damage! |
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 | ![]() | Devouring MicrobesPassive Increases the damage dealt by poisoning effects by 15% on targets below 30% of max health. In addition, if a target dies with Weakening Blast, it finishes the cooldown of Weakening Blast. Increases the damage dealt by poisoning effects by 15% on targets below 30% of max health. In addition, if a target dies with Weakening Blast, it finishes the cooldown of Weakening Blast. |
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 | ![]() | Corrosive MinePassive Increases the duration of your Ballistic Shield by 5 seconds. In addition, when you activate Covered Escape, you detonate an Corrosive Mine that deals internal damage to all nearby enemies over the duration. Targets that remain within are additionally slowed by 70% for the duration. Lasts 8 seconds. Does not affect sleeping or incapacitated targets. Increases the duration of your Ballistic Shield by 5 seconds. In addition, when you activate Covered Escape, you detonate an Corrosive Mine that deals internal damage to all nearby enemies over the duration. Targets that remain within are additionally slowed by 70% for the duration. Lasts 8 seconds. Does not affect sleeping or incapacitated targets. |
LvL78 | ![]() | Toxic SurgePassive Weakening Blast applies Toxic Surge to the target, which causes internal damage the next time the target takes damage from your Corrosive Grenade. Weakening Blast applies Toxic Surge to the target, which causes internal damage the next time the target takes damage from your Corrosive Grenade. |
Milestones
- At Level 15 you will get your first exclusive ability only the Virulence Sniper has, it will be called Corrosive Grenade.
- At Level 23 you will get to choose a way to change how Corrosive Grenade 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 Virulence 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 Virulence Sniper gets, it will be called Cull.
- At Level 39 you will get to choose a way to change how Cull works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Virulence Sniper has, Weakening Blast and Lethal Shot.
- 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.