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Marksman vs. Melee and utilities

STAR WARS: The Old Republic > English > Classes > Gunslinger / Sniper
Marksman vs. Melee and utilities

Lhancelot's Avatar


Lhancelot
04.18.2018 , 11:04 PM | #1
I am starting a new sniper. I am just curious what utilities you guys pick for your Marksman sniper. I also want to know what the rotation is when engaging a marauder or any melee for that matter.

Thanks in advance!
WHAT KILLED SWTOR?
Ignoring player feedback regarding what was fun in

the game, ruining conquest, gearing, and too many other things to list.

KumbayaGOD's Avatar


KumbayaGOD
04.22.2018 , 10:10 PM | #2
Quote: Originally Posted by Lhancelot View Post
I am starting a new sniper. I am just curious what utilities you guys pick for your Marksman sniper. I also want to know what the rotation is when engaging a marauder or any melee for that matter.

Thanks in advance!
marauder is i think the toughest opponent for sniper because they have so many tools to negate us. best way to fight them is to survive all their godly dcd and then maybe you can win

they have obfucate thay reduce accuracy by 90% , rutheless agresor 75% resist everything including stun, and fury have another ability force crush version that give cc immunity , vanish , leap for cover

so best way is to stall them by knock back , cc, flashbang leg shot, until he used all dcd
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memerobot's Avatar


memerobot
04.30.2018 , 01:50 AM | #3
Well, I use these 2 builds for marauders specifically:
https://i.gyazo.com/b1cc05bc2bcf91de...cc64dcfeda.png
https://i.gyazo.com/f8a5a91a3162bf6d...00113fc025.png

- Ambush + Takedown = +45k damage each time (Only with the utility, of course).
- Evasion on cover reduces 'yellow' damage that you take by 75%. Using shield here may help, as well, to mitigate some damage.
- Diversion whenever Obfuscate is off and when you have a "feeling" that the burst is coming.
- Roll frequently to keep distance. Rotate legshot with the knockbacks and stuns to keep the mara at that distance.
- Save Target Adquired for Saberward (1) or Obfuscate (2).
1) 130% Accuracy on your side vs 150% Defense Rating from marauder side. Only 20% chance to stop you, altogether.
2) -90% + 30% = 50%. You'll be gambling here.

Lhancelot's Avatar


Lhancelot
05.09.2018 , 12:14 PM | #4
Quote: Originally Posted by memerobot View Post
Well, I use these 2 builds for marauders specifically:
https://i.gyazo.com/b1cc05bc2bcf91de...cc64dcfeda.png
https://i.gyazo.com/f8a5a91a3162bf6d...00113fc025.png

- Ambush + Takedown = +45k damage each time (Only with the utility, of course).
- Evasion on cover reduces 'yellow' damage that you take by 75%. Using shield here may help, as well, to mitigate some damage.
- Diversion whenever Obfuscate is off and when you have a "feeling" that the burst is coming.
- Roll frequently to keep distance. Rotate legshot with the knockbacks and stuns to keep the mara at that distance.
- Save Target Adquired for Saberward (1) or Obfuscate (2).
1) 130% Accuracy on your side vs 150% Defense Rating from marauder side. Only 20% chance to stop you, altogether.
2) -90% + 30% = 50%. You'll be gambling here.
Thanks for this!

I got the marksman to 47, then decided to make a new engineer sniper, and find it really fun. I can still use a lot of the tips here for other specs it seems.

I am just trying to get a more solid rotation down on engi, which is a little more complex.

Thanks again.
WHAT KILLED SWTOR?
Ignoring player feedback regarding what was fun in

the game, ruining conquest, gearing, and too many other things to list.