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Marksmanship / Sharpshooter Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Gunslinger / Sniper
Marksmanship / Sharpshooter Set Bonuses and Tactical Items
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RikuvonDrake's Avatar


RikuvonDrake
04.20.2019 , 01:45 PM | #11
Hunker Down/Entrench still applies all effects while out of cover.

Bloodworthy - Tomb of Freedon Nadd - The Red Eclipse - Darth Malgus

Saga - FriendlyFire - Mango

SpleneticGamer's Avatar


SpleneticGamer
04.30.2019 , 10:05 PM | #12
Tactical Items:

Whenever Ambush hits a target affected by your Corrosive Dart, a chemical reaction occurs causing an explosion that damages all enemies within 8m of the primary target for the amount Corrosive Dart deals over its duration. (lets say Corrosive Dart is 10k damage over the course of the duration. Hitting a target, with Ambush, affected by Corrosive Dart would cause all enemies withing 8m to take 10k damage since it basically does all the DoT damage immediately. It can also crit. This makes MM AoE more than just Suppressive Fire spam with basic attack thrown in to prevent running out of resource).

All critical damage is increased by X% and all non-critical damage is decreased by Y%.

Using Sniper Volley increases the critical chance of Followthrough by 100%. In addition, Every time Followthrough critically hits a target, the cooldown of Sniper Volley is reduced by X seconds. (Makes Sniper Volley far more useful than just resetting the cooldown on Penetrating Rounds and easing energy management momentarily. While the alacrity boost provided is nice, it's underwhelming since alacrity works in thresholds in regard to the GCD making it extremely underwhelming)

Snipe no longer has a cast time. (maybe broken in PvP, but a much better alternative to the Calculated Pursuit utility since there is no cooldown. Maybe even give this 30% DR while stunned because why not...)

Set Bonus:

2pc: Dealing main hand (or else Gunslinger would benefit far more than Sniper) critical damage while Target Acquired is active reduced the cooldown of Target Acquired by X seconds. Can only occur once every GCD. In addition, activating Target Acquired immediately restores X energy (maybe leave it at 15 like it currently is with the current 4pc or raise it slightly to 20 if a new rotational ability is introduced - It was said all classes are getting new abilities I just don't know if their going to be rotational abilities provided in the skill tree - as I can't know how much resource it would consume).

4pc: Dealing damage with Ambush lowers the cooldown of Laze Target by X seconds. (I think 5 seconds is what would be needed to lower the cooldown by half essentially making this grant as many auto crits as the current 6pc does)

6pc: During Sniper Volley, the critical damage of Penetrating Rounds (and Followthrough - not sure if this should be included as well, but it goes really well with a Tactical Item I proposed) is increased by X%. (maybe like 15% or something. Allows for very controlled burst windows which is always awesome and appreciated in both PvE and PvP)

TheSpiceIsRIght's Avatar


TheSpiceIsRIght
05.02.2019 , 02:11 AM | #13
Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions

MARKSMANSHIP/SHARPSHOOTER

Tactical Suggestions:
  • Ambush is now a cleave, similar to Nahut’s Rail Gun.
    • Functions similar to dual saber throw
    • 35m centered on a target, hitting everything between you and the target and past that target in a 35m line.
    • Non primary targets do not benefit from armor penetration
  • Ambush grants Finish the Job regardless of health. Takedown is now useable on targets regardless of health


Set Bonus:
  • 2 set - increase crit % while using target acquired (similar to explosive fuel but a much lower percent increase)
  • 4 set - Increase duration of Sniper Volley by 5s
  • 6 set - Penetrating Blasts and Series of Shots reduces the cooldown of Laze Target by 12 seconds.
Spice
<FAILURE> - Satele Shan
World First Slayer of the Machine Gods

themasterofevil's Avatar


themasterofevil
05.03.2019 , 07:51 AM | #14
Tactical Gear Suggestions:

- Landing shots from Penetrating Rounds on a target affected by Vital Shot grants a stack of Buff Name Here. At 5 stacks, Aimed Shot consumes all 5 stacks of said buff, causing Aimed Shot to deal AOE damage around the target for 30% damage and causing the targets to burn for medium amount of damage over 5 seconds.

- Shots from Penetrating Rounds now ricochet to targets nearby the primary target, dealing 50% then 40% then 30% damage. Damage decreases per bounce.

- You have increased range on all attacks (~45m)
I feel like Marksman and Sharpshooter should be the go to discipline for staying way back and taking out enemies. A Sniper should FEEL like a sniper.

- Ambush interrupts and knocks down targets farther than 15m away.

- Flashbang is now a stasis charge and has its cooldown reduced to 45s. When hit by Aimed Shot, Penetrating Rounds, or Charged Burst, the target is slowed heavily and is knocked back 15 meters.

- Aimed Shot now has a 2.5s-3s cast time, but hits for 30% more damage.

- When a target is crit by Aimed Shot, their fortitude is shattered, causing them gain stacks of Smuggler's Misfortune. Smuggler's Misfortune reduces the target's armor by 1% per stack and is stacked every time the target takes damage from Penetrating Rounds or Aimed Shot. Can stack up to 15 times and lasts 30 seconds.
One Shôt - SS Slinger - Star Forge
One Shöt - MM Sniper - Star Forge
Änd - Medicine Operative - Star Forge

memerobot's Avatar


memerobot
05.20.2019 , 09:34 AM | #15
Quote: Originally Posted by TheSpiceIsRIght View Post
Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions

MARKSMANSHIP/SHARPSHOOTER

Tactical Suggestions:
  • Ambush is now a cleave, similar to Nahut’s Rail Gun.
    • Functions similar to dual saber throw
    • 35m centered on a target, hitting everything between you and the target and past that target in a 35m line.
    • Non primary targets do not benefit from armor penetration
    .
PvE only, I hope? Considering the short CD it has, it would simply be broken in PvP.

Delani's Avatar


Delani
05.24.2019 , 10:57 AM | #16
Sneaky/Stealthy Sniper gameplay

MM snipers no longer have to channel ambush.
When in cover they are cloaked until they do dmg or get are hit.
MM snipers get a smoke grenade that when thrown, displays thick gray smoke that enemies see but not your teamates.
Ambush no longer displays a reticle on the enemy target (so the enemy does not know they are going to get hit)
Diversion range is increased to 30 meters
Ballistic shield is increased to 30 meters
Ballisitic shield now deploys smoke grenades that makes it difficult for the enemies to see their targets.
Orbitial Strike is no longer channeled
Cover pulse now stuns all enemies instead of knocking them back.
Covered escape can be used twice in a row.

Delani's Avatar


Delani
05.24.2019 , 11:53 AM | #17
Sneaky Sniper Gamplay

Roll/exfiltrate grants 1 second of stealth.

Delani's Avatar


Delani
05.30.2019 , 09:35 PM | #18
Leg shot has no GCD and can be used on 2 targets at once

Kameki's Avatar


Kameki
06.16.2019 , 05:29 AM | #19
Some effects which I think could be cool:

- (While in cover,) increases the range of your attacks by 5 meters.
- Attacks from cover to targets at more than 30 meters range have an additional 10% chance to critically strike.
- While in cover, gain 1% alacrity every second, stacking up to 10 times. Stacks are lost upon leaving cover.
- Snipe (critical hits) applies a stack to the target which increases critical damage to that target by 3%. Stacks up to 5 times. Stacks are lost when Snipe hits a different target.
- Attacks that critically strike reduce the cooldown of Sniper Volley by 1 second.
- Attacks that consume 'Laze Target' have their damage increased by (a portion of) your critical hit chance.
- Laze Target has 2 charges and attacks that critically strike reduce the cooldown of Laze Target by 2 second. Additionally Laze Target now affects any Sniper Rifle ability (Anipe, Takedown, Series of Shots etc, but not Orbital Srike, Frag Grenade, Corrosive Dart etc)
- The first attack while 'Target Acquired' is active places a debuff on that target. Additional attacks to that target increase the duration of 'Target Acquired' by 2 seconds, up to a maximum of 20 seconds.
Legacy of Iskandar