Classes

Empire

Sniper

Fighting Style:  Long-range Blaster Rifles, Improved Probes

Tactical Role(s): Ranged Damage

Identified as the most elite sharpshooters in the galaxy, Snipers use their extensive training to eliminate sensitive targets and turn the tide of the battle in the Empire's favor.

  • Marksmanship

    Teaches the Sniper to strike down targets from long distances and from the safety of cover.

    • Reactive Shots

      Reactive Shots

      Passive

      Series of Shots and Snipe critical hits have a 100% chance to make your next Ambush instant.
    • Cover Screen

      Cover Screen

      Passive

      100% chance to receive a brief defensive bonus whenever you leave cover.
    • Sniper Volley

      Sniper Volley

      Passive

      Ambush has a 33% chance to grant Sniper Volley, increasing alacrity by 3% for 6 seconds. While Sniper Volley is active, each subsequent Snipe has a 33% chance to build an additional stack of Sniper Volley. Stacks up to 3 times. The initial Sniper Volley effect cannot be gained more than once every 30 seconds.
    • Followthrough

      Followthrough

      Cooldown: 9 sec
      Energy:10
      Range: 30m
      Fires a well-controlled follow-up shot at the target that deals 858 – 876 weapon damage. Only usable within the 4.5 seconds immediately following a Snipe or Ambush.
  • Engineering

    Empowers the Sniper's droids and probes to weaken enemies and give the Empire an advantage.

    • Cluster Bombs

      Cluster Bombs

      Passive

      After Explosive Probe is detonated, it drops an additional 3 cluster bombs on the target. When the target takes ranged damage, one cluster bomb explodes.
    • Electrified Railgun

      Electrified Railgun

      Passive

      Series of Shots has a 33% chance when dealing damage to electrify the target, dealing 111 elemental damage over 4 seconds. Stacks up to 4 times.
    • Energy Tanks

      Energy Tanks

      Passive

      Increases maximum energy by 5.
  • Lethality (shared)

    Leverages the toxic power of poisons to debilitate enemies over the course of a long fight.

    • Corrosive Microbes

      Corrosive Microbes

      Passive

      Corrosive Dart has a 12.5% chance to tick twice when it inflicts damage.
    • Corrosive Grenade

      Corrosive Grenade

      Cooldown: 12sec
      Energy: 20
      Range: 30m
      Hurls a corrosive grenade that spews acid in a 5-meter radius on impact, dealing 907 internal damage over 21 seconds to up to 3 targets.
    • Cull

      Cull

      Energy: 25
      Range: 10m
      Executes your Tactical Advantage to fire a volley of corrosive shots, dealing 454-465 weapon damage. For each of your poison effects present on the target, the target is culled for an additional 256 internal damage. Requires and consumes Tactical Advantage.
    • Combat Stims

      Combat Stims

      Passive

      Stim Boost immediately restores 5 energy when activated. Additionally reduces the cooldown of Stim Boost by 7.5 seconds.