Gunslinger Saboteur Basics Guide
Saboteur
One of the perks of being a Saboteur is access to all the latest tools of any trade – including the many high-tech charges and grenades in the Saboteur Gunslinger’s arsenal. Able to wreak havoc on their intended target from a safe distance, the Saboteur is a craft, resourceful and incendiary master of mayhem.
- Role: Damage
- Type: Damage Over Time
- Weapon: Double Blaster Pistols
- Distance: Long Range
- Mirror: Sniper – Engineering
Saboteur for New Players
- Saboteur requires that you take cover and not move for many of your abilities to work well. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around.
- Saboteur is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
- When I was learning Saboteur, I found it was easy to learn the basics of, but harder to fully learn than the other two Gunslinger disciplines.
How to play a Saboteur Gunslinger
You can start playing Saboteur at level 1. To start playing Saboteur, you will need to first create a Gunslinger 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 Saboteur 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 Saboteur until you’re ready to read and learn from a true level 80 guide.
- Explosive Charge is Saboteur’s first unique ability and quite a powerful one. Set it on your target first, then your follow-up abilities will trigger the explosions (meaning it does nothing on its own)!
- Speed Shot is a channeled ability that essentially acts as an explosive charge-popper. Explosive Charge will detonate each time a shot lands from Speed Shot, so pair these two attacks together.
- Incendiary Grenade is technically an area attack, and while it sure does do great AoE it’s also pretty important for single-target damage for its damage over time effect too! Double click or double tap the Incendiary Grenade key to place it immediately on your target’s location, instead of having to aim where it lands.
- Shock Charge is a damage over time ability, and it’s crucial to maintain it as your Sabotage ability is only usable on someone with your Shock Charge on them already. Keep this from falling off the target but don’t overuse it if it’s already there.
- Sabotage is a huge burst of energy damage only possible on targets with Shock Charge on them, so your rotation is pretty much “Explosive Charge, Speed Shot, Incendiary Grenade, Shock Charge, Sabotage” over and over, skipping Explosive Charge if it’s not available.
More than 3 Enemies
- Incendiary Grenade and Sabotage (as part of your normal rotation) both do great area-of-affect damage over time. If you need quick damage, use Sweeping Gunfire.
- If you still need more area damage, use Bombing Run! It’s got a big delay so if you know you’ll need to do some area damage, drop this pre-emptively.
Extra Tips
- Crouch and stay in cover as much as you can! You can be very far from your enemy and still hit them.
- Thermal Grenade is a really great filler to add to your rotation as Sabotage makes it free! You’ll see it glow on your bars when this happens, so always follow up Sabotage with a grenade before re-doing your rotation for great energy saving.
- Vital Shot is also a pretty useful filler move you can use interchangeably with Charged Burst. There will be moments after your chain of charges and other attacks where they don’t seem to be ready cooling down to do the combo again. This is when you should fill the time with applying vital shot or just bursting instead of waiting, or worse, using stuff out of order.
- Cool Head gives you energy if you run out.
- Feeling spicy? Use your gold Target Hack buff to make explosive charge automatically crit, and increase the damage of every charge!
Before you start…
If you have 3,000 Tech Fragments, go and buy the Ruthless Interrogation tactical item.
With the tactical item, Shock Charge will stay on the enemy almost automatically after you use it at the beginning of the fight. You won’t need to reapply it later as long as you are doing the rest of your rotation!
If possible, also pick up the Energy Regulators Package implant as it helps keep up your energy during longer fights.
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Beginners Guide To Damage With The Engineering Sniper & Saotage Gunslinger by Terssus on YouTube (7.4)
- Engineering / Saboteur 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Saboteur Gunslinger Guide by Biggs on YouTube (7.01)
- Saboteur Gunslinger PvE Guide and Best Builds by Endonae on vulkk.com (7)
Attacks
- Flurry of Bolts - Basic AttackLevel 1
- Charged Burst - AttackLevel 1
- Thermal Grenade - Area AttackLevel 4
- Sweeping Gunfire - Area AttackLevel 7
- Vital Shot - AttackLevel 7
- Leg Shot - AttackLevel 10
- Explosive Charge - AttackLevel 15
- Quickdraw - Optional Attack Level 27 Option 1/3Level 27
- Shock Charge - AttackLevel 35
- Speed Shot - AttackLevel 37
- Incendiary Grenade - Area AttackLevel 47
- Sabotage - AttackLevel 60
- Bombing Run - Area AttackLevel 60
Multiple Enemy Attack Abilities
These Saboteur attacks are useful for attacking groups of enemies.
- Thermal Grenade - Area AttackLevel 4
- Sweeping Gunfire - Area AttackLevel 7
- Incendiary Grenade - Area AttackLevel 47
- Bombing Run - Area AttackLevel 60
Buffs
You can combine your Saboteur buffs with your attacks to create powerful combinations.
- Lucky Shots - Passive Class BuffLevel 1
- Cool Head - BuffLevel 15
- Target Hack - BuffLevel 15
- Illegal Mods - Optional Buff Level 43 Option 2/3Level 43
- Bag of Tricks - BuffLevel 67
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Gunslinger has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Diversion - DefensiveLevel 35
- Hunker Down - DefensiveLevel 35
- Defense Screen - DefensiveLevel 47
- Scrambling Field - 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 Gunslingers 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
- Surrender - 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
- Pulse Detonator - Knockback - Pushes enemies back.Level 31
- Hightail It - 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
- Hideout - 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. Hideout goes on cooldown for 120 seconds when used to return to the marked location.Level 68
- Below the Belt - Optional Stun Level 68 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 68
Tree Choices
As you level up, you will be able to make choices about how you play your Saboteur Gunslinger 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 Saboteur Gunslinger, 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 Saboteur Gunslinger.
Level 23 Choice: Explosive Charge Change
Choose from one of three ways that you want Explosive Charge to change at level 23. Your options are Sequential Targeting, Hard Reset, and Trick Skip.
Attaches an explosive charge to the target that detonates when the target takes damage, dealing kinetic damage. Standard and weak targets are additionally knocked down and set on fire, dealing additional elemental damage over 3 seconds.
Increases the critical hit damage of Explosive Charge by 25%.
Increases the critical hit damage of Explosive Charge by 25%.
Killing an enemy resets Explosive Charge's cooldown.
Killing an enemy resets Explosive Charge's cooldown.
When Explosive Charge deals damage it extends your Sequence Break by 5 seconds if active and reduces the target's ranged and tech accuracy by 20% for 8 seconds. Operation bosses do not have their accuracy reduced.
When Explosive Charge deals damage it extends your Sequence Break by 5 seconds if active and reduces the target's ranged and tech accuracy by 20% for 8 seconds. Operation bosses do not have their accuracy reduced.
Solo Single-Strong-Enemy Suggestion: Sequential Targeting - Other passives on this tier like to reset cooldowns and extend the duration of buffs which may honestly just mess up the timing of your priority based rotation for damage as a saboteur. Sequential targeting is a free increase in damage with no rotational change and ends up doing more damage than the other options!
Flashpoint Suggestion: Sequential Targeting - Other passives on this tier like to reset cooldowns and extend the duration of buffs which may honestly just mess up the timing of your priority based rotation for damage as a saboteur. Sequential targeting is a free increase in damage with no rotational change and ends up doing more damage than the other options!
Operation Suggestion: Sequential Targeting - Other passives on this tier like to reset cooldowns and extend the duration of buffs which may honestly just mess up the timing of your priority based rotation for damage as a saboteur. Sequential targeting is a free increase in damage with no rotational change and ends up doing more damage than the other options!
Multi-Enemy Solo Suggestion: Hard Reset - Explosive charges cooldown is the main thing slowing down a leveling saboteur, reset on kill is a great way to clear easy content much faster.
Level 27 Choice
Choose from one of three Gunslinger abilities at Level 27, you can only have one of these options at any given time. Your options as a Saboteur Gunslinger for the Level 27 choice are Quickdraw, Flourish Burst, and Dodge Stance.
Fires off a round of lightning-quick shots that deals weapon damage. Only usable on targets at or below 30% max health. Requires dual blasters.
Fires off a round of lightning-quick shots that deals weapon damage. Only usable on targets at or below 30% max health. Requires dual blasters.
The critical hit damage of Charged Burst is increased by 20%. Dealing damage to a target with Charged Burst inflicts trauma for 10 seconds, reducing all healing the target receives by 20%.
The critical hit damage of Charged Burst is increased by 20%. Dealing damage to a target with Charged Burst inflicts trauma for 10 seconds, reducing all healing the target receives by 20%.
Surrender grants Dodge Stance, 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 Surrender resets the cooldown of Hightail It.
Surrender grants Dodge Stance, 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 Surrender resets the cooldown of Hightail It.
General Suggestion: Quickdraw - Quickdraw is a powerful ability that the other two gunslinger disciplines already have access to, but saboteurs must choose. This attack is responsible for a pretty good chunk of your overall damage once a target falls below 30% hp, and is definitely the biggest increase to damage on this tier. If you don't want another ability on your bar, Flourish Burst is still a free increase - just not the best.
Level 39 Choice: Shock Charge Change
Choose from one of three ways that you want Shock Charge to change at level 39. Your options are Shocking Blast, Aim Assist, and Calculated Measures.
Hurls an electric shock device that latches on to the target, dealing energy damage over 18 seconds and reduces their movement speed by 30%. Only one shock charge can be active at a time.
Thermal Grenade and Sabotage deal 20% more damage to targets affected by Shock Charge.
Thermal Grenade and Sabotage deal 20% more damage to targets affected by Shock Charge.
Your critical hit chance is increased by 10% against targets affected by your Shock Charge.
Your critical hit chance is increased by 10% against targets affected by your Shock Charge.
Whenever you deal weapon damage to a target affected by your Shock Charge, the duration of your Sequence Break is extended by 1 second.
Whenever you deal weapon damage to a target affected by your Shock Charge, the duration of your Sequence Break is extended by 1 second.
General Suggestion: Aim Assist - 10% crit chance on all abilities is going to be worth way more damage than the other choices in this tier. Just remember to keep shock charge going on your target at all times!
Level 43 Choice
Choose from one of three Gunslinger abilities at Level 43, you can only have one of these options at any given time. Your options as a Saboteur Gunslinger for the Level 43 choice are Kill Streak, Illegal Mods, and Hothead.
Critical hit damage is increased by 20%. Killing an enemy while Sequence Break is active resets the cooldown of Target Hack.
Critical hit damage is increased by 20%. Killing an enemy while Sequence Break is active resets the cooldown of Target Hack.
Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Illegal Mods resets the cooldown of Target Hack.
Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Illegal Mods resets the cooldown of Target Hack.
While Sequence Break is active, Explosive Charge, Shock Charge, and Incendiary Grenade deal 10% more damage and generate 1 energy whenever they deal damage. The energy generation effect cannot occur more than once per second.
While Sequence Break is active, Explosive Charge, Shock Charge, and Incendiary Grenade deal 10% more damage and generate 1 energy whenever they deal damage. The energy generation effect cannot occur more than once per second.
Surrender purges all movement-impairing effects when activated and grants Reset Engagement, increasing your movement speed by 75% for 6 seconds.
Surrender purges all movement-impairing effects when activated and grants Reset Engagement, increasing your movement speed by 75% for 6 seconds.
General Suggestion: Kill Streak - A 20% flat increase to critical hit damage is huge, especially if you took the increased chance at level 39 with Shock Charge. The cooldown reset of your Target Hack is just a bonus at that point! Definitely take this choice.
Level 51 Choice
Choose from one of three Gunslinger abilities at Level 51, you can only have one of these options at any given time. Your options as a Saboteur Gunslinger for the Level 51 choice are Snap Shot, Ballistic Dampers, and Lay Low.
Entering cover makes the next Charged Burst or Dirty Blast activate instantly. This effect cannot occur more than once every 6 seconds.
Entering cover makes the next Charged Burst or Dirty Blast 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 Hunker Down by 15 seconds. In addition, Pulse Detonator knocks targets back an additional 5 meters and the final shot of Speed Shot and Penetrating Rounds knocks targets back if they are within 10 meters.
Reduces the cooldown of Hunker Down by 15 seconds. In addition, Pulse Detonator knocks targets back an additional 5 meters and the final shot of Speed Shot and Penetrating Rounds 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 gunslinger 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 Gunslinger abilities at Level 64, you can only have one of these options at any given time. Your options as a Saboteur Gunslinger for the Level 64 choice are Cool Under Pressure, Perfect Scheme, and Efficient Ammo.
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.
Reduces the cooldown of Bag of Tricks by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Bag of Tricks.
Reduces the cooldown of Bag of Tricks by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Bag of Tricks.
Increases the damage dealt by Sweeping Gunfire by 25%.
Increases the damage dealt by Sweeping Gunfire by 25%.
Solo Single-Strong-Enemy Suggestion: Perfect Scheme - A reduced cooldown on bag of tricks enables you to use surrender more often, which can also allow you to roll more often, which is pretty fun mobility! You may wonder why a 25% increase to sweeping gunfire isnt suggested: It's simply not a big source of damage for saboteur 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: Perfect Scheme - A reduced cooldown on bag of tricks enables you to use surrender more often, which can also allow you to roll more often, which is pretty fun mobility! You may wonder why a 25% increase to sweeping gunfire isnt suggested: It's simply not a big source of damage for saboteur even in AoE situations. You'd be better off spreading your damage over time effects to multiple targets to do damage!
Flashpoint Suggestion: Perfect Scheme - Perfect Scheme will greatly increase your survivability in group content and make you easier to heal. You may wonder why a 25% increase to sweeping gunfire isnt suggested: It's simply not a big source of damage for Saboteur even in AoE situations. Your main rotation has a lot of AoE in it already!
Operation Suggestion: Perfect Scheme - Perfect Scheme will greatly increase your survivability in group content and make you easier to heal. You may wonder why a 25% increase to sweeping gunfire isnt suggested: It's simply not a big source of damage for Saboteur even in AoE situations. Your main rotation has a lot of AoE in it already!
Level 68 Choice
Choose from one of three Gunslinger abilities at Level 68, you can only have one of these options at any given time. Your options as a Saboteur Gunslinger for the Level 68 choice are Hideout, Below the Belt, and Scrambling Field.
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. Hideout goes on cooldown for 120 seconds when used 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. Hideout goes on cooldown for 120 seconds when used to return to the marked location.
Aim your sights low, dealing energy damage and stunning the target for 4 seconds. When the effect wears off the target's movement speed is reduced by 75% for 3 seconds. 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.
Deploys an acquired scrambling field that disrupts the energy signatures of conventional weapons. The field spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 25 seconds.
Deploys an acquired scrambling field that disrupts the energy signatures of conventional weapons. The field 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: Below the Belt - You may find yourself wishing you had more stuns during solo content as a gunslinger to keep opponents off of you. Below the Belt is a fine choice for that, but if you DON'T need a stun, Scrambling Field is still a great defensive option even solo.
Multi-Enemy Solo Suggestion: Below the Belt - You may find yourself wishing you had more stuns during solo content as a gunslinger to keep opponents off of you. Below the Belt is a fine choice for that, but if you DON'T need a stun, Scrambling Field is still a great defensive option even solo.
Flashpoint Suggestion: Scrambling Field - Scrambling Field is a very strong group-wide defensive that should be taken whenever needed, especially considering Saboteurs don't need to choose Bombing Run in this tier like the other two gunslingers!
Operation Suggestion: Scrambling Field - Scrambling Field is a very strong group-wide defensive that should be taken whenever needed, especially considering Saboteurs don't need to choose Bombing Run in this tier like the other two gunslingers!
Level 73 Choice
Choose from one of three Gunslinger abilities at Level 73, you can only have one of these options at any given time. Your options as a Saboteur Gunslinger for the Level 73 choice are Hotwired Defenses, Hot Pursuit, and Heads Up.
Increases the amount of damage absorbed by defense screen by 30%. In addition, when taking damage while Hunker Down is active the cooldown for Bag of Tricks is reduced by 2 seconds. This effect can only occur once every 3 seconds.
Increases the amount of damage absorbed by defense screen by 30%. In addition, when taking damage while Hunker Down is active the cooldown for Bag of Tricks is reduced by 2 seconds. This effect can only occur once every 3 seconds.
You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast 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. Hot Pursuit cannot be gained more than once every 20 seconds.
You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast 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. Hot Pursuit cannot be gained more than once every 20 seconds.
When Hunker Down ends or you leave cover while Hunker Down is active, you gain Heads Up, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.
When Hunker Down ends or you leave cover while Hunker Down is active, you gain Heads Up, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.
Solo Single-Strong-Enemy Suggestion: Hotwired Defenses - Hotwired defenses takes the strongest defensive that gunslingers have and makes it better! This should be the default choice for any gunslinger taking damage.
Multi-Enemy Solo Suggestion: Hotwired Defenses - Hotwired defenses takes the strongest defensive that gunslingers have and makes it better! This should be the default choice for any gunslinger taking damage.
Flashpoint Suggestion: Heads Up - If you aren't taking much damage and would rather some utility over Hotwired Defenses' increase to reduction, Heads up is a great addition of mobility for gunslingers that may need help dodging area attacks or standing in the right place for mechanics.
Operation Suggestion: Heads Up - If you aren't taking much damage and would rather some utility over Hotwired Defenses' increase to reduction, Heads up is a great addition of mobility for gunslingers that may need help dodging area attacks or standing in the right place for mechanics.
All Abilities
All your abilities for the Saboteur Gunslinger.
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 | Flurry of BoltsBasic Attack 35m Fires a flurry of bolts from your blaster, dealing weapon damage. Fires a flurry of bolts from your blaster, dealing weapon damage. | |
LvL1 | Charged BurstAttack 35m Fires a series of powerful blasts for weapon damage. Fires both blasters if dual wielding. Fires a series of powerful blasts for weapon damage. Fires both blasters if dual wielding. | |
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 | Lucky ShotsPassive Class Buff Increases critical hit chance by 5%. Increases critical hit chance by 5%. | |
LvL1 | Dealer's DiscountHidden Passive Reduces the energy cost of Explosive Charge, Shock Charge, and Incendiary Grenade by 5. Reduces the energy cost of Explosive Charge, Shock Charge, and Incendiary Grenade by 5. | |
LvL1 | Sapping ChargeHidden Passive Shock Charge reduces the target's movement speed by 30% for the duration. Shock Charge reduces the target's movement speed by 30% for the duration. | |
LvL1 | Accurized BlastersPassive Increases the critical chance of Sweeping Gunfire by 15% and increases its critical damage by 30%. Increases the critical chance of Sweeping Gunfire by 15% and increases its critical damage by 30%. | |
LvL1 | DeadeyePassive Increases the critical damage dealt by Aimed Shot, Penetrating Rounds, Trickshot, Charged Burst, and Quickdraw by 10%. Increases the critical damage dealt by Aimed Shot, Penetrating Rounds, Trickshot, Charged Burst, and Quickdraw by 10%. | |
LvL4 | Thermal 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 of 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 of 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 | Sweeping GunfireArea Attack 35m Sprays a wave of bolts over the target area, dealing weapon damage over the duration to up to 8 targets within 8 meters. Requires dual blasters. Can only be used from cover. Sprays a wave of bolts over the target area, dealing weapon damage over the duration to up to 8 targets within 8 meters. Requires dual blasters. Can only be used from cover. | |
LvL7 | Vital ShotAttack 35m Fires a shot that causes the target to bleed, dealing internal damage over 18 seconds. Fires a shot that causes the target to bleed, dealing internal 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 both blasters if dual wielding. 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 both blasters if dual wielding. | |
LvL15 | Cool HeadBuff Keeps a cool head, recovering 50 energy over 3 seconds. Keeps a cool head, recovering 50 energy over 3 seconds. | |
LvL15 | Crack ShotPassive 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, Vital Shot 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, Vital Shot marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks. | |
LvL15 | Target HackBuff Increases the critical hit chance of your next Explosive Charge by 100%. When Target Hack is utilized it applies Sequence Break to you for 20 seconds, increasing the damage done by your charges and Incendiary Grenade by 10%. Increases the critical hit chance of your next Explosive Charge by 100%. When Target Hack is utilized it applies Sequence Break to you for 20 seconds, increasing the damage done by your charges and Incendiary Grenade by 10%. | |
LvL15 | Explosive ChargeAttack 35m Attaches an explosive charge to the target that detonates when the target takes damage, dealing kinetic damage. Standard and weak targets are additionally knocked down and set on fire, dealing additional elemental damage over 3 seconds. Attaches an explosive charge to the target that detonates when the target takes damage, dealing kinetic damage. Standard and weak targets are additionally knocked down and set on fire, dealing additional elemental damage over 3 seconds. | |
LvL15 | ConflagrationHidden Passive Increases the critical chance of your area attacks by 10%. Increases the critical chance of your area attacks by 10%. | |
LvL15 | Saboteur's Utility BeltPassive Increases the critical hit chance of Thermal Grenade and your area attacks by 10% and when Thermal Grenade deals damage to its primary target, it restores 5 energy. Increases the critical hit chance of Thermal Grenade and your area attacks by 10% and when Thermal Grenade deals damage to its primary target, it restores 5 energy. | |
LvL15 | Sequence BreakHidden Passive Activating Target Hack grants Sequence Break to you, increasing the damage of all your Explosive Charges, Shock Charges, and Incendiary Grenades by 10% for 20 seconds. Activating Target Hack grants Sequence Break to you, increasing the damage of all your Explosive Charges, Shock Charges, and Incendiary Grenades by 10% for 20 seconds. | |
LvL19 | DistractionInterrupt 35m Interrupts the target's current action and prevents that ability from being used for 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL23 | SurrenderDetaunt Puts up the front of surrender, 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 | Ready for AnythingPassive 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 | Contingency ChargesPassive After Explosive Charge detonates, it drops 3 contingency charges on the target. A Contingency Charge explodes when damaged by blaster fire, dealing kinetic damage to the target and generating 6 energy. Contingency Charges cannot be detonated more than once every half second. After Explosive Charge detonates, it drops 3 contingency charges on the target. A Contingency Charge explodes when damaged by blaster fire, dealing kinetic damage to the target and generating 6 energy. Contingency Charges cannot be detonated more than once every half second. | |
LvL23 | InsurrectionHidden Passive Increases the number of Contingency Charges dropped by Explosive Charge by 1. In addition, when your Contingency Charges detonate, you recover 6 energy. Increases the number of Contingency Charges dropped by Explosive Charge by 1. In addition, when your Contingency Charges detonate, you recover 6 energy. | |
LvL23 | Sequential TargetingOptional Passive Level 23 Option 1/3 Increases the critical hit damage of Explosive Charge by 25%. Increases the critical hit damage of Explosive Charge by 25%. General Suggestion: Other passives on this tier like to reset cooldowns and extend the duration of buffs which may honestly just mess up the timing of your priority based rotation for damage as a saboteur. Sequential targeting is a free increase in damage with no rotational change and ends up doing more damage than the other options! | |
LvL23 | Hard ResetOptional Passive Level 23 Option 2/3 Killing an enemy resets Explosive Charge's cooldown. Killing an enemy resets Explosive Charge's cooldown. Solo Many-Enemy Suggestion: Explosive charges cooldown is the main thing slowing down a leveling saboteur, reset on kill is a great way to clear easy content much faster. | |
LvL23 | Trick SkipOptional Passive Level 23 Option 3/3 When Explosive Charge deals damage it extends your Sequence Break by 5 seconds if active and reduces the target's ranged and tech accuracy by 20% for 8 seconds. Operation bosses do not have their accuracy reduced. When Explosive Charge deals damage it extends your Sequence Break by 5 seconds if active and reduces the target's ranged and tech accuracy by 20% for 8 seconds. Operation bosses do not have their accuracy reduced. | |
LvL27 | BravadoPassive Increases maximum energy by 10. Increases maximum energy by 10. | |
LvL27 | QuickdrawOptional Attack 35m Level 27 Option 1/3 Fires off a round of lightning-quick shots that deals weapon damage. Only usable on targets at or below 30% max health. Requires dual blasters. Fires off a round of lightning-quick shots that deals weapon damage. Only usable on targets at or below 30% max health. Requires dual blasters. General Suggestion: Quickdraw is a powerful ability that the other two gunslinger disciplines already have access to, but saboteurs must choose. This attack is responsible for a pretty good chunk of your overall damage once a target falls below 30% hp, and is definitely the biggest increase to damage on this tier. If you don't want another ability on your bar, Flourish Burst is still a free increase - just not the best. | |
LvL27 | Flourish BurstOptional Passive Level 27 Option 2/3 The critical hit damage of Charged Burst is increased by 20%. Dealing damage to a target with Charged Burst inflicts trauma for 10 seconds, reducing all healing the target receives by 20%. The critical hit damage of Charged Burst is increased by 20%. Dealing damage to a target with Charged Burst inflicts trauma for 10 seconds, reducing all healing the target receives by 20%. | |
LvL27 | Dodge StanceOptional Passive Level 27 Option 3/3 Surrender grants Dodge Stance, 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 Surrender resets the cooldown of Hightail It. Surrender grants Dodge Stance, 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 Surrender resets the cooldown of Hightail It. | |
LvL31 | Pulse DetonatorKnockback 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 | Hunker DownDefensive Hunkers you down 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. Hunkers you down 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 | Shock ChargeAttack 35m Hurls an electric shock device that latches on to the target, dealing energy damage over 18 seconds and reduces their movement speed by 30%. Only one shock charge can be active at a time. Hurls an electric shock device that latches on to the target, dealing energy damage over 18 seconds and reduces their movement speed by 30%. Only one shock charge can be active at a time. | |
LvL35 | ArsonistHidden Passive Increases the critical damage dealt by Explosive Charge, Shock Charge, Sabotage, and all area effects by 10%. Increases the critical damage dealt by Explosive Charge, Shock Charge, Sabotage, and all area effects by 10%. | |
LvL35 | Independent AnarchyPassive Increases the damage dealt by Explosive Charge, Contingency Charges, Thermal Grenade, Incendiary Grenade, and Bombing Run by 10% and increases the critical damage dealt by Explosive Charge, Shock Charge, Sabotage, and all area effects by 10%. Increases the damage dealt by Explosive Charge, Contingency Charges, Thermal Grenade, Incendiary Grenade, and Bombing Run by 10% and increases the critical damage dealt by Explosive Charge, Shock Charge, Sabotage, and all area effects by 10%. | |
LvL37 | Speed ShotAttack 35m Unloads both blasters at a high rate of fire, dealing weapon damage over the duration. Consumes 20 energy over the duration of the channel. Requires dual blasters. Unloads both blasters at a high rate of fire, dealing weapon damage over the duration. Consumes 20 energy over the duration of the channel. Requires dual blasters. | |
LvL39 | Steady ShotsPassive Increases the damage dealt by Charged Burst, Dirty Blast, Speed Shot, and Penetrating Rounds by 5%. Increases the damage dealt by Charged Burst, Dirty Blast, Speed Shot, and Penetrating Rounds by 5%. | |
LvL39 | Shocking BlastOptional Passive Level 39 Option 1/3 Thermal Grenade and Sabotage deal 20% more damage to targets affected by Shock Charge. Thermal Grenade and Sabotage deal 20% more damage to targets affected by Shock Charge. | |
LvL39 | Aim AssistOptional Passive Level 39 Option 2/3 Your critical hit chance is increased by 10% against targets affected by your Shock Charge. Your critical hit chance is increased by 10% against targets affected by your Shock Charge. General Suggestion: 10% crit chance on all abilities is going to be worth way more damage than the other choices in this tier. Just remember to keep shock charge going on your target at all times! | |
LvL39 | Calculated MeasuresOptional Passive Level 39 Option 3/3 Whenever you deal weapon damage to a target affected by your Shock Charge, the duration of your Sequence Break is extended by 1 second. Whenever you deal weapon damage to a target affected by your Shock Charge, the duration of your Sequence Break is extended by 1 second. | |
LvL43 | Kill StreakOptional Passive Level 43 Option 1/3 Critical hit damage is increased by 20%. Killing an enemy while Sequence Break is active resets the cooldown of Target Hack. Critical hit damage is increased by 20%. Killing an enemy while Sequence Break is active resets the cooldown of Target Hack. General Suggestion: A 20% flat increase to critical hit damage is huge, especially if you took the increased chance at level 39 with Shock Charge. The cooldown reset of your Target Hack is just a bonus at that point! Definitely take this choice. | |
LvL43 | Illegal ModsOptional 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, Illegal Mods resets the cooldown of Target Hack. Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds and immediately restores 15 energy. In addition, Illegal Mods resets the cooldown of Target Hack. | |
LvL43 | HotheadOptional Passive Level 43 Option 3/3 While Sequence Break is active, Explosive Charge, Shock Charge, and Incendiary Grenade deal 10% more damage and generate 1 energy whenever they deal damage. The energy generation effect cannot occur more than once per second. While Sequence Break is active, Explosive Charge, Shock Charge, and Incendiary Grenade deal 10% more damage and generate 1 energy whenever they deal damage. The energy generation effect cannot occur more than once per second. | |
LvL43 | Jury-Rigged ModsPassive Reduces the cooldown of Speed Shot by 6 seconds, reduces the energy cost of Speed Shot by 1 per second, and reduces the energy cost of Charged Burst by 5. In addition, Charged Burst deals bonus elemental damage to targets with Shock Charge applied to them. Reduces the cooldown of Speed Shot by 6 seconds, reduces the energy cost of Speed Shot by 1 per second, and reduces the energy cost of Charged Burst by 5. In addition, Charged Burst deals bonus elemental damage to targets with Shock Charge applied to them. | |
LvL43 | Reset EngagementHidden Passive Surrender purges all movement-impairing effects when activated and grants Reset Engagement, increasing your movement speed by 75% for 6 seconds. Surrender purges all movement-impairing effects when activated and grants Reset Engagement, increasing your movement speed by 75% for 6 seconds. | |
LvL47 | Defense ScreenDefensive 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 | Incendiary GrenadeArea Attack 35m Throws an incendiary device that sets the target area on fire, dealing elemental damage over 9 seconds to up to 8 targets within 8 meters and slowing all affected targets by 50% while they remain in the target area. Only one incendiary grenade can be active at a time. Throws an incendiary device that sets the target area on fire, dealing elemental damage over 9 seconds to up to 8 targets within 8 meters and slowing all affected targets by 50% while they remain in the target area. Only one incendiary grenade can be active at a time. | |
LvL51 | Snap ShotOptional Passive Level 51 Option 1/3 Entering cover makes the next Charged Burst or Dirty Blast activate instantly. This effect cannot occur more than once every 6 seconds. Entering cover makes the next Charged Burst or Dirty Blast 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 gunslinger 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 | Lay LowOptional Passive Level 51 Option 3/3 Reduces the cooldown of Hunker Down by 15 seconds. In addition, Pulse Detonator knocks targets back an additional 5 meters and the final shot of Speed Shot and Penetrating Rounds knocks targets back if they are within 10 meters. Reduces the cooldown of Hunker Down by 15 seconds. In addition, Pulse Detonator knocks targets back an additional 5 meters and the final shot of Speed Shot and Penetrating Rounds knocks targets back if they are within 10 meters. | |
LvL51 | Blazing SpeedPassive Speed Shot burns the target, dealing elemental damage over 6 seconds. Stacks up to 3 times. Charged Burst, Quickdraw, and Thermal Grenade apply 1 stack of Blazing Speed's effect to the primary target. Speed Shot burns the target, dealing elemental damage over 6 seconds. Stacks up to 3 times. Charged Burst, Quickdraw, and Thermal Grenade apply 1 stack of Blazing Speed's effect to the primary target. | |
LvL51 | Hot ShotHidden Passive Charged Burst, Quickdraw, and Thermal Grenade apply 1 stack of Blazing Speed's effect to the primary target. Charged Burst, Quickdraw, and Thermal Grenade apply 1 stack of Blazing Speed's effect to the primary target. | |
LvL60 | Hightail ItMovement 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 | SabotageAttack 35m Deals energy damage to the enemy affected by your Shock Charge and stuns the enemy for 2 seconds if it is also affected by your Incendiary Grenade. Deals energy damage to the enemy affected by your Shock Charge and stuns the enemy for 2 seconds if it is also affected by your Incendiary Grenade. | |
LvL60 | Bombing RunArea Attack 35m Calls in support from your crew, dealing elemental damage over 9 seconds to up to 8 enemies within 8 meters of the targeted area. Additionally, standard and weak enemies are stunned by the flames. Calls in support from your crew, dealing elemental damage over 9 seconds to up to 8 enemies within 8 meters of the targeted area. Additionally, standard and weak enemies are stunned by the flames. | |
LvL60 | SpacerPassive Reduces the activation time of Bombing Run by 1 second and its cooldown by 15 seconds. In addition, Incendiary Grenade overwhelms the targets it damages for 45 seconds. Overwhelmed targets take 10% more damage from area attacks. Reduces the activation time of Bombing Run by 1 second and its cooldown by 15 seconds. In addition, Incendiary Grenade overwhelms the targets it damages for 45 seconds. Overwhelmed targets take 10% more damage from area attacks. | |
LvL64 | Cool Under PressureOptional 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 | Perfect SchemeOptional Passive Level 64 Option 2/3 Reduces the cooldown of Bag of Tricks by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Bag of Tricks. Reduces the cooldown of Bag of Tricks by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Bag of Tricks. Solo Single-Enemy Suggestion: A reduced cooldown on bag of tricks enables you to use surrender more often, which can also allow you to roll more often, which is pretty fun mobility! You may wonder why a 25% increase to sweeping gunfire isnt suggested: It's simply not a big source of damage for saboteur 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 bag of tricks enables you to use surrender more often, which can also allow you to roll more often, which is pretty fun mobility! You may wonder why a 25% increase to sweeping gunfire isnt suggested: It's simply not a big source of damage for saboteur even in AoE situations. You'd be better off spreading your damage over time effects to multiple targets to do damage! Flashpoint Suggestion: Perfect Scheme will greatly increase your survivability in group content and make you easier to heal. You may wonder why a 25% increase to sweeping gunfire isnt suggested: It's simply not a big source of damage for Saboteur even in AoE situations. Your main rotation has a lot of AoE in it already! Operation Suggestion: Perfect Scheme will greatly increase your survivability in group content and make you easier to heal. You may wonder why a 25% increase to sweeping gunfire isnt suggested: It's simply not a big source of damage for Saboteur even in AoE situations. Your main rotation has a lot of AoE in it already! | |
LvL64 | Efficient AmmoOptional Passive Level 64 Option 3/3 Increases the damage dealt by Sweeping Gunfire by 25%. Increases the damage dealt by Sweeping Gunfire by 25%. | |
LvL67 | Bag of TricksBuff Immediately finishes the active cooldowns on Surrender, Defense Screen, Pulse Detonator, and Hunker Down. Immediately finishes the active cooldowns on Surrender, Defense Screen, Pulse Detonator, and Hunker Down. | |
LvL68 | HideoutOptional 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. Hideout goes on cooldown for 120 seconds when used 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. Hideout goes on cooldown for 120 seconds when used to return to the marked location. | |
LvL68 | Below the BeltOptional Stun 10m (short range) Level 68 Option 2/3 Aim your sights low, dealing energy damage and stunning the target for 4 seconds. When the effect wears off the target's movement speed is reduced by 75% for 3 seconds. 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. Solo Single-Enemy Suggestion: You may find yourself wishing you had more stuns during solo content as a gunslinger to keep opponents off of you. Below the Belt is a fine choice for that, but if you DON'T need a stun, Scrambling Field is still a great defensive option even solo. Solo Many-Enemy Suggestion: You may find yourself wishing you had more stuns during solo content as a gunslinger to keep opponents off of you. Below the Belt is a fine choice for that, but if you DON'T need a stun, Scrambling Field is still a great defensive option even solo. | |
LvL68 | Scrambling FieldOptional Defensive 10m (short range) Level 68 Option 3/3 Deploys an acquired scrambling field that disrupts the energy signatures of conventional weapons. The field spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 25 seconds. Deploys an acquired scrambling field that disrupts the energy signatures of conventional weapons. The field spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 25 seconds. Flashpoint Suggestion: Scrambling Field is a very strong group-wide defensive that should be taken whenever needed, especially considering Saboteurs don't need to choose Bombing Run in this tier like the other two gunslingers! Operation Suggestion: Scrambling Field is a very strong group-wide defensive that should be taken whenever needed, especially considering Saboteurs don't need to choose Bombing Run in this tier like the other two gunslingers! | |
LvL68 | Scatter BombsPassive Reduces the energy cost of Thermal Grenade by 5. In addition, when rolling with Hightail It, you drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing kinetic damage and immobilizing any nearby targets for 3 seconds. Reduces the energy cost of Thermal Grenade by 5. In addition, when rolling with Hightail It, you drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing kinetic damage and immobilizing any nearby targets for 3 seconds. | |
LvL73 | Hotwired DefensesOptional Passive Level 73 Option 1/3 Increases the amount of damage absorbed by defense screen by 30%. In addition, when taking damage while Hunker Down is active the cooldown for Bag of Tricks is reduced by 2 seconds. This effect can only occur once every 3 seconds. Increases the amount of damage absorbed by defense screen by 30%. In addition, when taking damage while Hunker Down is active the cooldown for Bag of Tricks is reduced by 2 seconds. This effect can only occur once every 3 seconds. Solo Single-Enemy Suggestion: Hotwired defenses takes the strongest defensive that gunslingers have and makes it better! This should be the default choice for any gunslinger taking damage. Solo Many-Enemy Suggestion: Hotwired defenses takes the strongest defensive that gunslingers have and makes it better! This should be the default choice for any gunslinger taking damage. | |
LvL73 | Hot PursuitOptional Passive Level 73 Option 2/3 You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast 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. Hot Pursuit cannot be gained more than once every 20 seconds. You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast 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. Hot Pursuit cannot be gained more than once every 20 seconds. | |
LvL73 | Heads UpOptional Passive Level 73 Option 3/3 When Hunker Down ends or you leave cover while Hunker Down is active, you gain Heads Up, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds. When Hunker Down ends or you leave cover while Hunker Down is active, you gain Heads Up, 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 Hotwired Defenses' increase to reduction, Heads up is a great addition of mobility for gunslingers 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 Hotwired Defenses' increase to reduction, Heads up is a great addition of mobility for gunslingers that may need help dodging area attacks or standing in the right place for mechanics. | |
LvL73 | Seize the MomentPassive After activating Sabotage, the next Thermal Grenade costs no energy. After activating Sabotage, the next Thermal Grenade costs no energy. | |
LvL78 | Sow ChaosPassive When Sabotage damages a target, Sow Chaos deals additional energy damage per stack of Blazing Speed on the target. Additionally, Sabotage harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Blazing Speed. When Sabotage damages a target, Sow Chaos deals additional energy damage per stack of Blazing Speed on the target. Additionally, Sabotage harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Blazing Speed. |
Milestones
- At Level 15 you will get your first exclusive ability only the Saboteur Gunslinger has, it will be called Explosive Charge.
- At Level 23 you will get to choose a way to change how Explosive Charge 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 Saboteur 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 Saboteur Gunslinger gets, it will be called Shock Charge.
- At Level 39 you will get to choose a way to change how Shock Charge works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Saboteur Gunslinger has, Incendiary Grenade and Sabotage.
- 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 Gunslinger.
- 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.