Table of Contents
1. Introduction
2. Main Stats
3. Cover and Energy
4. Talent Specs
- 4.1. Engineering
- 4.2. Marksmanship
- 4.3. Lethality
5. Gear
6. Relics
7. Consumables
1. Introduction
Sniper is Imperial Agent’s long-range DPS Advanced Class. An IA Sniper can choose to specialize in one of the three available skill trees as follows:Marksmanship – heavily relies on cover mechanics and improves long range damage attacks; Engineering – focuses on damage dealing using probes and droids; Lethality – improves DoT abilities (toxins) and AoE damage.
2. Main Stats
The Sniper’s main stats are Cunning and Endurance (the primary stat that every class needs), just like for Operatives. Cunning is also the main stat for Smugglers (both Gunslingers and Scoundrels). What Cunning does is it basically increases both ranged/tech damage and critical chance. Endurance is needed by all classes because it increases health and health regeneration.
Besides the primary stats there are a few secondary ones important for the Sniper AC:
- Accuracy – Increases hit rate and armor penetration
- Alacrity – Reduces activation/channeling time for abilities
- Power – Increases damage
- Critical rating – The chance to deal 150% of the used ability’s damage
- Surge – Increases critical strike power (in other words increases the 150% damage that you deal when you crit) and it obviously becomes more significant once you have an acceptable Critical rating
As far as we know until now the stats ecuation looks like this:
Cunning > Power > Critical rating/Surge > Accuracy > Alacrity
3. Energy and Cover
Energy is the main resource of Imperial Agents, Snipers included. The maximum level of Energy is 100 and its regeneration rate increases/decreases depending on how high/low your current energy level is as follows:
Current Energy Level Regeneration per second 100% - 60% 5 60% - 20% 3 20% - 0% 2
Ideally you should try to remain within the 60%-100% range but even if you go below there are a few tricks to help you regain a decent energy level. First of all, there is the Energy Tanks skill in the Engineering skill tree which remains a viable option no matter which of the three skill trees you choose to specialize in as well as the Sniper’s Nest skill for those who choose to go on Marksmanship. Secondly there is Adrenaline Probe, the perfect ability to restore energy in emergency situations.
4. Talent Specs
As we all know a good leveling talent build for the Sniper might not suit your play style anymore once you get to level 50 but until then there are a couple of skills worth investing in, no matter which skill tree you choose.
These are Marksmanship from the Marksmanship skill tree (although sometimes giving up on one or two points to invest in other talents is a viable option), Gearhead from the Engineering skill tree and Lethality from the shared skill tree with the same name. These skills are all stat boosters and will improve both PvE and PvP DPS as you’ll get increased ranged/tech accuracy, cunning and ranged/ tech critical chance.
4.1. Engineering
PvP/PvE leveling build (7/31/3)
Engineering focuses on single target burst damage and provides defensive abilities which will make a Sniper “durable” especially towards level 50. In the build presented above there are four Engineering skills that don’t have points invested in: Engineer’s Tool Belt - reduced cooldowns on Flash Bang and Fragmentation Grenade are not worth spending 2 skill points, at least not for leveling -, Vital Regulators - also not worth spending the points for an unreliable 6% health regeneration that comes only when you need to recover energy through Adrenaline Probe - and Calculated Pursuit/Stroke of Genius, the two skills that make Snipe usable out of cover.
These skills are also not a good investment as the Sniper natively relies on cover and it would mean giving up Steady Shots (which boosts Series of Shots and makes it even deadlier since we already have Electrified Railgun that adds a stackable DoT to it) and Ballistic Dampers that grants damage absorption which remains viable even after you exit cover. Still, this build ….as all the others is in need of thorough testing so for example, if you feel that Cover Screen is important you can sacrifice two points used in Marksmanship for it.
PvE build (7/31/3)
This is a build that sacrifices the Ballistic Dampers defensive talent and the slow effect of Interrogation Probe added by the Inventive Interrogation Techniques talent to gain increased damage through Precision Ambush and the passive heal of Adrenaline Probe provided by the Vital Regulators talent.
PvP build (3/31/7)
Compared to the PvP/PvE leveling build in this one we have only one point invested in Marksmanship, no points in Ballistic Dampers and Inventive Interrogation Techniques to gain increased alacrity through Deadly Directive and an improved Flash Bang through the Engineer’s Tool Belt/Flash Powder talents combo.
This build will give you a more powerful CC but some might dislike the decreased survivability that comes from dropping Ballistic Dampers and go for the PvP/PvE leveling build or at least add some mobility by giving up on Flash Powder and invest in Slip Away to reduce the cooldown of Debilitate and get increased movement speed after using it.






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