SWTOR Sniper DPS Class guide

A guide to SWTOR Sniper Marksmanship, Lethality, and Engineering DPS specs for PvE. Written and edited by Invinc and Vindrik of Harbinger. Guide now updated for 2.7

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Overview

The Sniper class is the only ranged dps class whose only role is dps. They have access to an armor reduction debuff if needed, the best multi-target defensive cooldown in the game, and some of the most useful personal offensive and defensive cooldowns to use in boss fights. Sniper rotation difficulty varies based on spec, but even a mediocre player will be capable of dealing reasonable dps as a Sniper due to their high base damage.

A Sniper’s only real purpose is to dps, there is no other way to play them, and their main utility comes from knowing exactly how and when to use your cooldowns to avoid fight mechanics and mitigate incoming damage. There are currently 4 viable Sniper specs:

  1. Marksmanship is the most popular. It’s a faster-moving spec than the others and relies on utilising procs and internal cooldowns to maximise your damage output with as few wasted cast times as possible
  2. Lethality relies on dots and buffing its most powerful ability through a straightforward rotation. Due to recent changes it has become one of the highest damaging specs
  3. Hybrid Engineering / Lethality is also very popular. It also focuses on dots, however due to recent changes isn’t as spectacular as it has previously been
  4. Engineering is capable of being the highest single-target and aoe dps spec, however, the damage isn’t necessary reliable and, especially when AoEing groups of mobs, may end up getting you killed. That being said, when used well it does devastating damage

Offensive Cooldowns:

  1. Laze Target: Short CD, makes your next Snipe an automatic critical hit
  2. Target Acquired: Increase your Accuracy and armor penetration, also restores 15 Energy with the 2-piece set bonus
  3. Sniper Volley (Talent): Refresh Series of Shots CD, increase Alacrity and Energy regeneration
  4. EMP Discharge (Talent): Heal yourself for 5% HP, make your next Explosive Probe or Plasma Probe free, and finishes the cooldown of Entrench, Shield Probe, Adrenaline Probe and Covered Escape

Defensive Cooldowns:

  1. Shield Probe: Short CD that absorbs a moderate amount of incoming damage
  2. overed Escape: 20 second CD long-distance roll
  3. Ballistic Shield: Deploys a large shield that decreases all damage taken by friendly targets within it by 20%
  4. Evasion: 100% melee and ranged Defense for a few seconds, also purges all removable negative effects
  5. Entrench: Become immune to all stuns, snares, knockbacks and physics for a short while. Must be in cover to receive the benefits, but moving out of cover doesn’t remove the buff. Additionally, when specced as Marksmanship, reduces all AoE damage taken by 60%
  6. Ballistic Dampers (Talent): Reduces the damage of incoming attacks by 30%. Grants 3 stacks upon entering cover, however stacks cannot be removed more often than once every 1.5 seconds, with an internal cooldown of 6 seconds

Tricks of the Trade:

  1. Covered Escape: You a 100% chance to avoid any incoming damage during the roll animation
  2. Shatter Shot: Armor reduction debuff
  3. Leg Shot: Immobilises your target
  4. Cover Pulse: AoE knockback
  5. Diversion (Talent): Takes your target out of cover and reduces its Accuracy for a short time
  6. Adrenaline Probe: Instant Energy regeneration

Marksmanship

Marksmanship (36/3/7): http://www.torhead.com/skill-calc#400rcrbbRkRrfkzzZ0cZG0oz.3

swtor-marksmanship-sniper-class-guide-build

Note: For a less experienced Sniper who has trouble with Energy management, the two points in Corrosive Microbes and Lethal Injectors can instead be put into Energy Tanks in the Engineering tree (36 / 5 / 5).

1.1 Rates (1-10):


  • Single Target Dps: 7

  • AoE Damage: 5

  • Group Utility: 9

  • Rotation Difficulty: 6

  • RNG Dependant: No

  • Burst: 7

  • Sub 30% Talent or Ability Buffs: Yes

1.2 Gearing & Stats Priority:


  • **Must Have** Accuracy: 110% Tech & 100% ranged (1% from companion + 3% from talent = 6% required from gear)
  • *Must Have** 0 Alacrity
  • 68-74% Surge
  • 60-240 Critical Rating
  • All other secondary stats in Power
  • **Must Have** Augments: Cunning (Skill)
  • Relics: Serendipitous Assault & Focused Retribution
  • Alternate Relic: Boundless Ages
  • Set Bonus: 4 piece Field Tech PvE

1.3 Gearing Overview:


  • Reaching the Accuracy cap should be your highest priority
  • The dps bonus given by Alacrity rating is low enough that, even with the high amount of diminishing returns it will suffer, Surge rating will always be better
  • The difference in overall dps between 60 Critical rating and 240 Critical rating is minimal, but having a little bit will have a slight benefit on your overall dps, though stacking it is never a good idea due to high diminishing returns
  • Choice of relics should be made on a fight-to-fight basis. Serendipitous Assault and Focused Retribution will give you a greater overall damage increase, while Boundless Ages will allow you to focus your burst into a short window for fights with tight burn phases
  • Getting your set bonus as quickly as possible is highly recommended. It will increase your dps substantially enough that having lower item level armorings with the set bonus is still a better option than higher item level armorings without it

1.4 Ability Explanation:


  • Followthrough is the most important ability to use in this spec, as it costs almost no Energy, does a high amount of damage, and is triggered from your other important abilities. This ability should always be used when it is available. It is affected by a variety of talents:
    1. Between the Eyes: Increases critical chance by 4%
    2. Recoil Control: Firing Snipe twice in a row, using Ambush, Takedown or Series of Shots will refresh the CD of Followthrough
    3. Imperial Assassin: Increases critical damage dealt by 30%
    4. Muzzle Fluting: Reduces the cost of your next 2 snipes by 5
  • Series of Shots is your heaviest hitting ability, and should be used every time it comes off CD followed by a Followthrough. Using it in combination with Sniper Volley to get 2 consecutive combos is an important part of your burst rotation. It is affected by a variety of talents:
    1. Steady Shots: Increases damage dealt by 6%
    2. Between the Eyes: Increases critical chance by 4%
    3. Rapid Fire: Reduces the CD by 3 seconds
    4. Imperial Assassin: Increases critical damage dealt by 30%
    5. Headshot: Increases critical strike chance by 15% and reduces cost by 3
    6. Sniper Volley: Refresh Series of Shots’ CD
  • Corrosive Dart is another important ability, ticking for sustained damage while you are casting your other abilities. It is affected by two talents:
    1. 1. Corrosive Microbes: Has a 25% chance to tick twice
    2. 2. Lethal Injectors: Increases duration by 3 seconds
  • Ambush is a heavy hitting ability that should be used with 2 stacks of Zeroing Shots. It is your hardest hitting individual ability, and it should be used whenever it is available. It is affected by several talents:
    1. Precision Ambush: Increase armor penetration by 20%
    2. Zeroing Shots: Snipe reduce the cast time of your next Ambush by 20%, up to 2 stacks
    3. Rapid Fire: Reduces the CD of Ambush by 3 seconds      
  • Takedown is a sub 30% ability that should be used on CD. It has a very low Energy cost, but deals high damage and triggers Followthrough, as well as having a short CD. It should replace Snipe, Explosive Probe and Orbital Strike as your best filler under 30%. It is affected by 2 talents:
    1. Imperial Assassin: Increases critical damage dealt by 30%
    2. Headshot: Increases critical strike chance by 15% and reduces cost by 3
  • Snipe is your all-around filler ability. It doesn’t have a CD, and two consecutive Snipes refresh your Followthrough. It deals decent damage, but should generally only be used when your other abilities are on cooldown. It is affected by a variety of talents:
    1. Steady Shots: Increases damage dealt by 6%
    2. Snap Shot: Whenever you enter cover, your next Snipe will be instant cast. You can only gain this buff every 6 seconds
    3. Between the Eyes: Increases critical chance by 4%
    4. Muzzle Fluting: Reduces energy cost by 5
  • Explosive Probe is your best filler during Sniper Volley, considering you will have 1 open GCD to use during this period. Using it outside of this window is tricky, and without proper consideration it will drain most of your Energy.
  • Orbital Strike after 2.6 changes became just a useful Energy filler, dealing low damage for both single and multiple targets, with a quick cast, low cost and shorter CD. It is basically used if you have a GCD opening in your rotation, as well as in the opener or during transitions, as it deals more damage than a single Snipe. It is affected by 2 talents:
    1. Sector Ranger: Reduces casting time by 1 second
    2. Pillbox Sniper: Reduces CD by 15 seconds

1.5 Ability Nomenclature and Rotation Priority:


  1. Followthrough: FT
  2. Series of Shots: SoS
  3. Corrosive Dart: Dart
  4. Ambush: AB
  5. Takedown (under 30%): TD
  6. Snipe: SN
  7. Rifle Shot
  8. Explosive Probe: EP
  9. Orbital Strike: OS

Cooldowns:

  1. Laze Target: LT
  2. Target Acquired: TA
  3. Sniper Volley: SV
  4. Adrenaline Probe: AP

1.6 Opening Rotation:


Depending on the fight, you can pre-cast Orbital Strike and Ambush for increased initial damage before going into your regular rotation. This was a technique used especially during Nightmare TFB Dread Guards prior to the nerf in order to beat the incredibly tight Enrage timer. Orbital Strike pre-cast, however, takes priority.

Pre-cast LT / OS + Ambush + Dart + Relic / Adrenal / TA / SoS + FT + SV / EP + SoS + FT + SN + SN + FT + AB + Dart + FT + SoS + FT

swtor-marksmanship-sniper-dps-guide-opening-rotation

1.7 Rotation Strategy:


Marksmanship Snipers’ rotation focuses on getting as many Followthrough as possible due to its incredibly high damage, and it should always get priority above everything else. Series of Shots should be used on CD, and Ambush only cast with 2 stacks of Zeroing Shots. Corrosive Dart should have as close to 100% uptime on the target as possible, and it is better for the rotation, if you have a GCD available and roughly 2-5 seconds remaining on Dart, to reapply Dart and use Ambush or SoS right after, instead of using a Snipe in the filler GCD.

Orbital Strike, even with the reduced damage, should be used on your rotation if you have 1 GCD open, replacing a single Snipe for higher damage. It is also worth noting that Takedown also triggers Followthrough, so once your target is under 30%, with your set bonus Takedown becomes a very cheap and powerful ability making the sub 30% rotation far easier to control energy than the usual rotation. It should replace any Snipe, Orbital Strikes and Explosive Probes for higher dps.

15 – 20 second rotation (10 – 14 GCDs, no opener). Considering multiple possible cases:

Above 30%, regular rotation, Orbital Strike filler:

FT + SN + SN + OS + FT + AB + FT + SoS + FT + Dart + SN + SN + FT + AB

swtor-marksman-sniper-dps-guide-rotation

Above 30%, regular rotation, Explosive Probe filler:

AB + FT + SoS + FT + EP / SV + SoS + FT + Dart + SN + SN + FT + AB

swtor-marksman-sniper-dps-guide-rotation-2 

Above 30%, regular rotation, Rifle Shot / Explosive Probe filler:

SoS + FT + SN + SN + FT + Dart +AB + FT + SoS + FT + SN + SN + FT + Rifle Shot or EP + AB + FT + Dart

swtor-marksman-sniper-dps-guide-rotation-3

Under 30%, regular rotations based on above cases:

FT + SN + SN + TD + FT + AB + FT + SoS + FT + Dart + SN + TD + FT + AB

swtor-marksman-sniper-dps-guide-rotation-4

AB + FT + SoS + FT + TD / SV + SoS + FT + Dart + SN + SN + FT + AB + FT + TD

swtor-marksman-sniper-dps-guide-rotation-5

SoS + FT + SN + TD + FT + Dart +AB + FT + SoS + FT + SN + TD + FT + Rifle Shot or EP + AB + FT + Dart

swtor-marksman-sniper-dps-guide-rotation-6

Video showing rotation

1.8 AoE Rotation Priority:


  1. Orbital Strike (3-5+ mobs for full duration)
  2. Fragmentation Grenade
  3. Orbital Strike
  4. Suppressive Fire

1.9 Sample Parse Analysis:


swtor-marksman-sniper-dps-guide-sample-parse-analysis

  • The first section contains Followthrough and Series of Shots. Followthrough should always have highest damage dealt since it’s the main dps ability for the rotation, and Series of Shots should be right behind it due to its high damage, but low frequency of use.   
  • The second section has your Snipe, Corrosive Dart and Ambush. Snipe and Ambush damage varies based on their critical rate, so it generally doesn’t matter which is higher unless the difference is drastic, and you should have less than three times as many uses of Snipe than Ambush. Corrosive Dart should be following these two abilities, and should have as close to 100% uptime as possible to maximise dps.
  • The last section has your other fillers; Explosive Probe, Takedown and Rifle Shot. Explosive Probe is mainly used during Sniper Volley and burst phase situations, so as long as the use of this ability doesn’t drain your energy and delay other abilities, higher damage from this ability is good for your dps. This is similar for Takedown, being incredibly powerful and useful, it’s only limited by its under 30% utility, and the longer the fight the higher the damage it will do, replacing other fillers.
  • 1.10 Tips and Tricks:


  • Adrenaline Probe, just like other rapid resource gain abilities like Vent Heat, can be a little confusing as to how it functions due to the ability text. A 50 Energy gain plus a GCD’s worth of recovery means you are essentially gaining 55 – 60 Energy. Considering the fact that anywhere between 65 – 85 is the ‘comfort’ zone for dps, this means Adrenaline Probe should always be used at around 25-35 Energy to exploit its full potential.
  • Adrenaline Probe is one of the most useful and under-used CD’s. Like any other cooldown, you should be using it as much as possible in a boss fight to maximise your damage output. Also considering the opening burst rotation with relics, adrenals, Bloodthirst, and your other offensive cooldowns, it helps you get back to a balanced Energy state after taking the most advantage possible from the damage boost. In other words, use as much Energy as you can during the opening burn phases and use Adrenaline Probe as early as feasible. As with other offensive cooldowns, you should be doing the same every time it’s available.
  • Covered Escape grants you 100% damage reduction during the animation, so use this to your advantage to avoid specific fight mechanics to help out your healers. For an ability that allows you to avoid lethal damage with this little trick, as well as using it to move around the battlefield quickly at a moment’s notice, the cooldown is very short (20 seconds). Used correctly, this can be an incredibly efficient way to move around quickly while not losing valuable dps time, as well as helping to avoid predictable incoming damage.
  • Remember you have a variety of abilities that are useful in movement-heavy fights that you won’t use in your regular rotation. If you are kiting or moving around a lot during a transition while the boss is in melee range, should you not have a Followthrough or an instant Snipe available, you can use Shiv, and if the boss is at range, Fragmentation Grenade and Overload Shot are also useful. Keeping up your dots and using these abilities while you’re moving is far more useful than running around and not using any abilities at all.
  • Ballistic Shield is the most effective group defensive cooldown in the game, but in order to be effective at all it has to be used correctly. Depending on the fight it could be used in different ways or in different places, but in general remember that it has a 10 meter deployment radius around you, so if used in a straight line between tanks / melee and ranged / healers, you have 20 meters’ worth of shielded ground (10m in front of you and 10m behind you). You should always be doing your absolute best to get the positioning of your Ballistic Shield as perfect as possible. Just because you don’t want your dps numbers so suffer slightly for the extra GCD it might take to get into position doesn’t mean it’s acceptable to just drop your Ballistic Shield and only protect a third of the raid with it. Take the time to drop it in the right place for maximum effectiveness so that your healers can keep everyone alive, and give your ops the best chance at downing the boss.
  • Snap Shot makes your next Snipe an instant cast, however this doesn’t mean it is necessarily a straight up dps buff. On the contrary, an average GCD is 1.5 seconds, and an average Snipe is 1.4-1.5 seconds of casting time, so regardless of which you use you will have to wait almost exactly the same amount of time before you can activate your next ability, though the cast Snipe gives you an extra tick of Energy regeneration before the cost of the ability is activated. In contrast, the instant Snipe is more effective when used correctly for burn phases or moments of increased damage, so choose wisely as to whether you cast your Snipes or use Snap Shot, since neither is necessarily better than the other.
  • As a Marksmanship Sniper, one of your best talents increases your Energy regeneration rate by 1 while you’re in cover, so remember that the more time you spend in cover, the more effective your Energy regeneration will be.

Lethality

Lethality(5/5/36):http://www.torhead.com/skill-calc#400bcZkcZGMoRrMRRRshR.3

swtor-lethality-sniper-dps-guide-build

2.1 Rates (1-10):


  • Single Target Dps: 8.5

  • AoE Damage: 7

  • Group Utility: 6

  • Rotation Difficulty: 3

  • RNG Dependant: No

  • Burst: 6

  • Sub 30% Talent or Ability Buffs: Yes

2.2 Gearing & Stats Priority:


  • **Must Have** Accuracy: 110% Tech & 100% ranged (1% from companion + 3% from talent = 6% required from gear)
  • **Must Have** 0 Alacrity
  • 68-74% Surge
  • 100-300 Critical Rating
  • All other secondary stats in Power
  • **Must Have** Augments: Cunning (Skill)
  • Relics: Serendipitous Assault & Focused Retribution
  • Alternate Relic: Boundless Ages
  • Set Bonus: 4 piece Field Tech PvE

2.3 Gearing Overview:


  • Reaching the Accuracy cap should be your highest priority
  • The dps bonus given by Alacrity rating is low enough that, even with the high amount of diminishing returns it will suffer, Surge rating will always be better. In addition, as a Lethality Sniper your cooldown timers are reliant on a specific timing window, which is adversely affected by any Alacrity you may have. As such, Alacrity is actually harmful to your dps instead of beneficial
  • The difference in overall dps between 100 Critical rating and 300 Critical rating is minimal, but having a little bit will have a benefit on your overall dps, though stacking it is never a good idea due to high diminishing returns
  • Choice of relics should be made on a fight-to-fight basis. Serendipitous Assault and Focused Retribution will give you a greater overall damage increase, while Boundless Ages will allow you to focus your burst into a short window for fights with tight burn phases
  • Getting your set bonus as quickly as possible is highly recommended. It will increase your dps substantially enough that having lower item level armorings with the set bonus is still a better option than higher item level armorings without it

2.4 Ability Explanation:


  • Corrosive Dart is one of your two main dots, which should be active on the target at all times. It doesn’t tick on use, so its first instance of damage isn’t until 3 seconds after its application. It is affected by variety of talents:
    1. Lethal Injectors: Increases duration by 6 seconds
    2. Corrosive Microbes: Has a 25% chance to tick twice
    3. Lethal Dose: Increases critical chance by 12%
    4. Lethal Purpose: Critical hits regenerate 2 Energy
    5. Lingering Toxins: When the effect expires, it is replaced by a weaker version that deals 15% damage over 9 seconds, but doesn’t stack with the regular dot
    6. Devouring Microbes: Increases damage done by 15% to targets under 30% HP
  • Corrosive Grenade is the second of your two main dots, which should be active on the target at all times. Unlike Corrosive Dart, Corrosive Grenade deals damage on impact, and as such is not a dps loss when refreshing the dot before it expires. It is affected by a variety of talents:
    1. Targeted Demolition: Increases damage dealt by 8%
    2. Lethal Dose: Increases critical chance by 12%
    3. Lethal Purpose: Critical hits regenerate 2 Energy
    4. Lingering Toxins: When the effect expires, it is replaced by a weaker version that deals 15% damage over 9 seconds, but doesn’t stack with the regular dot
    5. Devouring Microbes: Increases damage done by 15% to targets under 30% HP
  • Weakening Blast puts a 10 stack debuff on the target that increases the damage done by your poison effects, including Cull. It should always be used before a Cull to maximize its increased damage effect.
  • Takedown can be triggered to allow you to use it on any target regardless of their HP, and as such should be used as often as possible. It is affected by one talent:
    1. Lethal Takedown: Cull has a 45% to finish the CD of Takedown, and makes your next Takedown usable on any target
  • Cull is your most important ability, as it has a low cost and deals the highest damage. It’s a 3 second channel that gets buffed by your poison effects (the damage calculated from it will only trigger if both the dots are currently on the target during the channel, if your dots runs out of time during the channel it will lose the extra poison ticks), and you should always use the majority of your Weakening Blast debuffs in conjunction with Cull to maximise its dps. It is affected by a variety of talents:
    1. Cut Down: Increases damage dealt by 6%
    2. Razor Rounds: Increases critical chance by 8%
    3. Lethal Takedown: Increases damage dealt by 3%
    4. Steady Shots: Increases damage dealt by 6%
  • Series of Shots is a powerful ability which should be used as filler after Cull whenever possible. Its high damage output and long channel time gives Cull time to come off CD while dealing good damage in the interim. It is affected by two talents:
    1. Razor Rounds: Increases critical chance by 8%
    2. Steady Shots: Increases damage done by 6%
  • Covered Escape due to Corrosive Mine becomes a really good free of cost filler used on almost all your dps Sections before or After Takedown and SoS. If you find a way to use this ability it will greatly increase your dps. It is affected by one talent:
    1. Corrosive Mine: Drops an AoE Corrosive Mine upon use, damaging all nearby enemies over 8 seconds
  • Snipe with Laze Target is a really good ability to use as a filler between Culls if you have a GCD opening, however it should not be used more than that. It is affected by one talent:
    1. Steady Shots: Increases damage dealt by 6%

2.5 Ability Nomenclature and Rotation Priority:


  1. Corrosive Dart: Dart
  2. Corrosive Grenade: CG
  3. Weakening Blast: WB
  4. Takedown: TD
  5. Cull
  6. Series of Shots: SoS
  7. Covered Escape: CE
  8. Rifle Shot
  9. Orbital Strike: OS
  10. Snipe: SN

Cooldowns:

  1. Laze Target: LT
  2. Target Acquired: TA
  3. Adrenaline Probe: AP

2.6 Opening Rotation:


Pre-cast OS + CG + Dart + WB + Relic / Adrenal / TA / Cull + TD + SoS + LT / SN + Cull + TD + CG + Dart + WB + Cull

swtor-lethality-sniper-dps-guide-opening-rotation

2.7 Rotation Strategy:


Lethality revolves around applying your dots and using Weakening Blast to buff your Cull damage, it isn’t a particularly complicated spec to play. Cull should be used on cooldown, both your dots should be up on the target 100% of the time, don’t let the weakened version of your dots stay on the target when you can re-apply instead.  Always use Weakening Blast immediately before a Cull, as Cull will take advantage of most of the charges to buff its damage, and always use Takedown immediately after Cull finishes channeling when it procs.

Full regular rotation, broken down into single rotation sections:

TD + CG + Dart + WB + Cull + CE + TD + SoS

swtor-lethality-sniper-dps-guide-rotation

TD + CG + Dart + WB + Cull + TD + CE + SoS

swtor-lethality-sniper-dps-guide-rotation-2

TD + CG + Dart + WB + Cull + TD + SoS + LT / SN

swtor-lethality-sniper-dps-guide-rotation-3

TD + CG + Dart + WB + Cull + CE + TD / AP + SoS

swtor-lethality-sniper-dps-guide-rotation-4

TD + CG + Dart + WB + Cull + CE + TD + SoS

swtor-lethality-sniper-dps-guide-rotation-5

TD + CG + Dart + WB + Cull + TA / TD + SoS + LT / SNswtor-lethality-sniper-dps-guide-rotation-6 

Video showing rotation

2.8 AoE Rotation Priority:


  1. Orbital Strike (3-5+ mobs full duration)
  2. Corrosive Grenade
  3. Fragmentation Grenade
  4. Orbital Strike
  5. Suppressive Fire

2.9 Sample Parse Analysis:


swtor-lethality-sniper-dps-guide-sample-parse-analysis

  • The first section is entirely due to Cull. Being your most damaging ability, regularly buffed and the core of your rotation, the only thing that can generally vary your Cull damage is its critical strike rate.
  • The second portion includes Takedown, both your dots and Series of Shots. Takedown is usually the highest of these due to its frequency of use, and Series of Shots is every other Cull. Since both your dots should have a 100% uptime as well, all of these abilities are used regularly throughout your rotation with little variance, and as such should remain stable across parses.
  • The final section contains your fillers. Snipe should always have a 100% critical rate, as you will only be using it when Laze Target is available. Weakening Blast, Corrosive Mine, Rifle Shot and Orbital Strike should all have relatively minor damage outputs, and should only vary if you alter your rotation to replace one with another, such as Corrosive Mine with Rifle Shot.

2.10 Tips And Tricks


  • Adrenaline Probe, just like other rapid resource gain abilities like Vent Heat, can be a little confusing as to how it functions due to the ability text. A 50 Energy gain plus a GCD’s worth of recovery means you are essentially gaining 55 – 60 Energy. Considering the fact that anywhere between 65 – 85 is the ‘comfort’ zone for dps, this means Adrenaline Probe should always be used at around 25-35 Energy to exploit its full potential.
  • Adrenaline Probe is one of the most useful and under-used CD’s. Like any other cooldown, you should be using it as much as possible in a boss fight to maximise your damage output. Also considering the opening burst rotation with relics, adrenals, Bloodthirst, and your other offensive cooldowns, it helps you get back to a balanced Energy state after taking the most advantage possible from the damage boost. In other words, use as much Energy as you can during the opening burn phases and use Adrenaline Probe as early as feasible. As with other offensive cooldowns, you should be doing the same every time it’s available, which as a Lethality Sniper will be much more often than as any other spec.
  • Covered Escape grants you 100% damage reduction during the animation, so use this to your advantage to avoid specific fight mechanics to help out your healers. For an ability that allows you to avoid lethal damage with this little trick, as well as using it to move around the battlefield quickly at a moment’s notice, the cooldown is very short (20 seconds). Used correctly, this can be an incredibly efficient way to move around quickly while not losing valuable dps time, as well as helping to avoid predictable incoming damage.
  • Remember you have a variety of abilities that are useful in movement-heavy fights that you won’t use in your regular rotation. If you are kiting or moving around a lot during a transition while the boss is in melee range, should you not have the time to Cull, you can use Shiv, and if the boss is at range, Fragmentation Grenade and Overload Shot are also useful. Keeping up your dots up with Weakening Blast and using these abilities while you’re moving is far more useful than running around and not using any abilities at all.
  • Ballistic Shield is the most effective group defensive cooldown in the game, but in order to be effective at all it has to be used correctly. Depending on the fight it could be used in different ways or in different places, but in general remember that it has a 10 meter deployment radius around you, so if used in a straight line between tanks / melee and ranged / healers, you have 20 meters’ worth of shielded ground (10m in front of you and 10m behind you). You should always be doing your absolute best to get the positioning of your Ballistic Shield as perfect as possible. Just because you don’t want your dps numbers so suffer slightly for the extra GCD it might take to get into position doesn’t mean it’s acceptable to just drop your Ballistic Shield and only protect a third of the raid with it. Take the time to drop it in the right place for maximum effectiveness so that your healers can keep everyone alive, and give your ops the best chance at downing the boss.
  • Cull gains bonus damage for each poison you have applied to the target at the beginning of the channel, even if the dot fades from the enemy while the channel is underway.
  • Weakening Blast charges should always be used with Cull whenever possible. If for some reason the CD difference between these two abilities is too long (which will only happen if your rotation is interrupted or altered for some reason), you can hold WB for a few seconds to use it properly and get it back on track, as the damage bonus Cull gets from the WB charges is far more substantial than the regular dot ticks would get.
  • Orbital Strike is only used as opener and specifically for AoE damage in Lethality spec, as you don’t get much of a damage increase from it. Also, as you won’t have the set bonus that the other specs have, it ends up being a waste of time, Energy and dps if target moves out of the radius even for one tick of damage
  • Corrosive Grenade does its first damage tick as it is applied, which means crippling your current CG to re-apply is never lost dps. Depending on the situation and your Energy management, using CG as a filler may be an option instead of using Snipe or Rifle Shot

Hybrid Engineering

Hybrid Engineering (5/18/23): http://www.torhead.com/skill-calc#400bcZrI0bRobZGMoRrMRoM.3

swtor-hybrid-engineering-sniper-dps-guide-build

3.1 Rates (1-10):


  • Single Target Dps: 8
  • AoE Damage: 7.5
  • Group Utility: 6
  • Rotation Difficulty: 8
  • RNG Dependant: No
  • Burst: 7
  • Sub 30% Talent or Ability Buffs: Yes

3.2 Gearing & Stats Priority:


  • **Must Have** Accuracy: 110% Tech & 100% ranged (1% from companion + 3% from talent = 6% required from gear)
  • **Must Have** 0 Alacrity
  • 68-74% Surge
  • 100-300 Critical Rating
  • All other secondary stats in Power
  • **Must Have** Augments: Cunning (Skill)
  • Relics: Serendipitous Assault & Focused Retribution
  • Alternate Relic: Boundless Ages
  • Set Bonus: 4 Piece Field Tech PvE

3.3 Gearing Overview:


  • Reaching the Accuracy cap should be your highest priority
  • The dps bonus given by Alacrity rating is low enough that, even with the high amount of diminishing returns it will suffer, Surge rating will always be better
  • The difference in overall dps between 100 Critical rating and 300 Critical rating is minimal, but having a little bit will have a benefit on your overall dps, though stacking it is never a good idea due to high diminishing returns
  • Choice of relics should be made on a fight-to-fight basis. Serendipitous Assault and Focused Retribution will give you a greater overall damage increase, while Boundless Ages will allow you to focus your burst into a short window for fights with tight burn phases
  • Getting your set bonus as quickly as possible is highly recommended. It will increase your dps substantially enough that having lower item level armorings with the set bonus is still a better option than higher item level armorings without it

3.4 Ability Explanation:


  • Corrosive Dart is one of your primary dots, which should be active on the target at all times. It doesn’t tick on use, so its first instance of damage isn’t until 3 seconds after its application. It is affected by variety of talents:
    1. Lethal Injectors: Increases duration by 6 seconds
    2. Corrosive Microbes: Has a 25% chance to tick twice
    3. Lethal Dose: Increases Critical chance by 12%
    4. Lethal Purpose: Critical hits regenerate 2 Energy
  • Corrosive Grenade is the second of your main dots which should be active on the target at all times. Unlike Corrosive Dart, Corrosive Grenade deals damage on impact, and as such is not a dps loss when refreshing the dot before it expires. It is affected by a variety of talents:
    1. Targeted Demolition: Increases damage dealt by 8%
    2. Lethal Dose: Increases Critical chance by 12%
    3. Lethal Purpose: Critical hits regenerate 2 Energy
  • Cull is your most important ability, as it has a low cost and deals the highest damage. It’s a 3 second channel that gets buffed by your poison effects, and you should always use the majority of your Weakening Blast debuffs in conjunction with Cull to maximise its dps. It is affected by a variety of talents:
    1. Cut Down: Increases damage dealt by 6%
    2. Razor Rounds: Increases Critical chance by 8%
    3. Steady Shots: Increases damage dealt by 6%
  • Interrogation Probe is the third useful dot in your spec, however it doesn’t affect Cull damage because it is not a poison effect. It should be kept on the target as much as possible for higher damage, but if both other dots are applied and Cull is available, it is wiser to hold it until after Cull to maximise damage. It is only affected by one talent:
    1. Efficient Engineering: Reduces cost by 4
  • Explosive Probe is very useful in this spec thanks to the Cluster Bombs talent. It will initially cost a large chunk of Energy, but you will recover most this from detonating the Cluster Bombs. Due to its high damage output and low Energy impact, using it whenever it is available is recommended, as long as doing so doesn’t starve you of Energy. In combination with other abilities, such as Cull, SoS or Orbital Strike, you can recover Energy throughout their casts / channels. Keep in mind that your dots and Orbital Strike will not cause the Cluster Bombs to detonate. It is affected by several talents:
    1. Explosive Engineering: Increases damage dealt by 15%
    2. Cluster Bombs: Drops 2 Scatter Bombs on the target after the Probe explodes which deal damage upon detonation. Can only be detonated every half a second.
    3. Imperial Methodology: Increases the number of Cluster Bombs by 2, and each Cluster Bomb detonation recovers 5 Energy.
  • Series of Shots is your best filler ability. Considering a case where Orbital Strike and Explosive Probe are on CD, all dots are applied and Cull has been used, SoS is your best choice for a high damage filler while waiting for your next Cull, as long as you don’t drain all your Energy by using it. Delaying dot reapplication or Cull due to lack of Energy after a Series of Shots is a common mistake. It is affected by several talents:
    1. Steady Shots: Increases damage dealt by 6%
    2. Cut Down: Increases damage dealt by 6%
    3. Razor Rounds: Increases Critical strike chance by 8%
  • Takedown is your sub 30% ability, and it should be replacing Snipe in your rotation and, depending on the fight, maybe SoS if you are looking for a quick kill or burst damage that doesn’t clip your SoS channel. However, this should never take priority over reapplying dots or Cull. Using it instead of immediately reapplying Interrogation Probe is a good idea, depending on your Energy and what abilities you will be following it up with. Using it as filler where you would Rifle shot is usually the best idea to fit in TakeDown in the rotation.
  • Orbital Strike is still an important ability to use, even with its vastly reduced damage, thanks to the buffs that it gets in this spec. Using it on CD with so many dots to reapply can be complicated, so it is recommended to have your dots already applied and combining with a Cull beforehand and with a Series of Shots or any other filler right after. Orbital Strike is affected by two talents:
    1. Explosive Engineering: Increases damage dealt by 15%
    2. Experimental Explosives: Increases Critical damage dealt by 30%
  • Snipe / Ambush are considered to be your other filler abilities. Snipe is considered a slightly better filler than Ambush thanks to Laze Target and faster cast time, considering that you don’t have much room to use either of these abilities in your rotation. Using these two abilities is rather tricky in your rotation and can often cause more of a dps loss than gain when used incorrectly. You should ensure that their use never starves you of Energy or delays the use of more important abilities, making them very dependant on the situation. Ambush is a better option if your choices are a Rifle Shot, Ambush, or Snipe at 75 Energy, because a quick Snipe at 75 Energy followed by a Cull or dot would often drain most of your Energy if not done well, while Ambush, thanks to its longer cast time, alleviates this Energy issue. That being said, its longer casting time should also be accounted for when considering your next action, so as not to delay the use of important abilities. Snipe is affected by two talents:
    1. Cut Down: Increases damage dealt by 6%
    2. Steady Shots: Increases damage dealt by 6%

3.5 Ability Nomenclature and Rotation Priority:


  1. Corrosive Dart: Dart
  2. Corrosive Grenade: CG
  3. Cull
  4. Interrogation Probe: IP
  5. Explosive Probe: EP
  6. Series of shots: SoS
  7. Takedown: TD
  8. Orbital Strike: OS
  9. Snipe: SN/Ambush: AB
  10. Rifle Shot

Cooldowns:

  1. Laze Target: LT
  2. Target Acquired: TA
  3. Adrenaline Probe: AP

3.6 Opening Rotation:


Pre-cast OS + AB + IP + CG + Relic / Dart + Adrenal / TA / Cull + EP + SoS + LT / SN + Cull + Rifle Shot + IP + CG + Dart + AP / Cull

swtor-hybrid-engineering-sniper-dps-guide-opening-rotation

Pre-cast OS + IP + CG + Relic / Dart + Adrenal / TA / Cull + EP + SoS + LT / SN + Cull + Rifle Shot + IP + CG + Dart + AP / Cull

swtor-hybrid-engineering-sniper-dps-guide-opening-rotation-2

                   

3.7 Rotation Strategy:


Hybrid Engineering / Lethality is a specialized and more complicated way of playing a Lethality Sniper, adding another dot to the rotation (although it doesn’t buff Cull), and few extra abilities. Dots, including Interrogation Probe, should always have a 100% uptime on the boss, and Cull should be used on CD, as should Explosive Probe, which is no longer an Energy loss thanks to Cluster Bombs and Imperial Methodology. Series of Shots is your best filler ability when high on Energy, and thanks to having 3 dots plus high overall damage, Rifle Shot to regenerate some Energy is always welcome in this spec.

Regular rotation, broken down into single rotation sections:

Above 30% HP:

SoS + AB + Cull + CG / AP + IP + EP + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation

Cull + OS + SoS + Cull + Rifle Shot + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-2

Cull + Rifle Shot + Rifle Shot + SoS + Cull + IP + EP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-3

Cull + Rifle Shot + SoS + Rifle Shot + Cull + Rifle Shot + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-4

Cull + OS + SoS + Cull + EP + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-5

TA / Cull + SoS + AB + Cull + LT / SN + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-6

Cull + SoS + EP + AP / SN + Cull + Rifle Shot + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-7

Cull + OS + SoS + Cull + Rifle Shot + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-8

Cull + EP + SoS + Rifle Shot + Cull + Rifle Shot + IP + CG + Dartswtor-hybrid-engineering-sniper-dps-guide-rotation-9 

Below 30%

Cull + OS + SoS + Cull + TD + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-10

Cull + Rifle Shot + TD + SoS + Cull + IP + EP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-11

Cull + Rifle Shot + SoS + Rifle Shot + Cull + TD + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-12

Cull + OS + SoS + Cull + EP + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-13

Cull + SoS + EP + AP / SN + Cull + TD + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-14

Cull + EP + SoS + Rifle Shot + Cull + TD + IP + CG + Dart

swtor-hybrid-engineering-sniper-dps-guide-rotation-15

Video showing rotation

3.8 AoE Rotation Priority:


  1. Orbital Strike (3-5+ targets, full duration)
  2. Corrosive Grenade
  3. Fragmentation Grenade
  4. Orbital Strike
  5. Suppressive Fire

3.9 Sample Parse Analysis:


swtor-hybrid-engineering-sniper-dps-guide-sample-parse

  • The first portion of your dps is entirely comprised of Cull, which is your hardest hitting ability even without Weakening Blast. Due to its frequency of use, it should only really vary due to critical strike rate.
  • The second section is comprised of Series of Shots and all three of your dots. This is a really straightforward section as well, as they all have regular use throughout your rotation that doesn’t really vary. This means that critical rates should be the only real cause of much variation between parses.
  • The third section contains all your fillers. Led by Explosive Probe and its Cluster Bombs, combined these two sources deal a large amount of damage that is only really limited by its lengthy cooldown. After recent changes, Orbital Strike has lost a lot of its damage output, though it’s still a useful ability. Takedown is very important under 30%, however it is not used on CD, and with your set bonus should replace Rifle Shot to increase your dps. Ambush and Snipe are usually in synergy with each other due to being used at similar points throughout the rotation. Rifle Shot in this spec is very important, even when it is usually a dps loss, in this spec it is your main method of managing your Energy efficiently

3. 10 Tips And Tricks


  • Adrenaline Probe, just like other rapid resource gain abilities like Vent Heat, can be a little confusing as to how it functions due to the ability text. A 50 Energy gain plus a GCD’s worth of recovery means you are essentially gaining 55 – 60 Energy. Considering the fact that anywhere between 65 – 85 is the ‘comfort’ zone for dps, this means Adrenaline Probe should always be used at around 25-35 Energy to exploit its full potential.
  • Adrenaline Probe is one of the most useful and under-used CD’s. Like any other cooldown, you should be using it as much as possible in a boss fight to maximise your damage output. Also considering the opening burst rotation with relics, adrenals, Bloodthirst, and your other offensive cooldowns, it helps you get back to a balanced Energy state after taking the most advantage possible from the damage boost. In other words, use as much Energy as you can during the opening burn phases and use Adrenaline Probe as early as feasible. As with other offensive cooldowns, you should be doing the same every time it’s available, which as a Lethality Sniper will be much more often than as any other spec.
  • Covered Escape grants you 100% damage reduction during the animation, so use this to your advantage to avoid specific fight mechanics to help out your healers. For an ability that allows you to avoid lethal damage with this little trick, as well as using it to move around the battlefield quickly at a moment’s notice, the cooldown is very short (20 seconds). Used correctly, this can be an incredibly efficient way to move around quickly while not losing valuable dps time, as well as helping to avoid predictable incoming damage.
  • Remember you have a variety of abilities that are useful in movement-heavy fights that you won’t use in your regular rotation. If you are kiting or moving around a lot during a transition while the boss is in melee range, should you not have the time to Cull, you can use Shiv, and if the boss is at range, Fragmentation Grenade and Overload Shot are also useful. Keeping up your dots up with Weakening Blast and using these abilities while you’re moving is far more useful than running around and not using any abilities at all.
  • Ballistic Shield is the most effective group defensive cooldown in the game, but in order to be effective at all it has to be used correctly. Depending on the fight it could be used in different ways or in different places, but in general remember that it has a 10 meter deployment radius around you, so if used in a straight line between tanks / melee and ranged / healers, you have 20 meters’ worth of shielded ground (10m in front of you and 10m behind you). You should always be doing your absolute best to get the positioning of your Ballistic Shield as perfect as possible. Just because you don’t want your dps numbers so suffer slightly for the extra GCD it might take to get into position doesn’t mean it’s acceptable to just drop your Ballistic Shield and only protect a third of the raid with it. Take the time to drop it in the right place for maximum effectiveness so that your healers can keep everyone alive, and give your ops the best chance at downing the boss.
  • Cull gains bonus damage for each poison you have applied to the target at the beginning of the channel, even if the dot fades from the enemy while the channel is underway.
  • Interrogation Probe can only be placed on 1 target at a time, so keep that in mind if trying to multi-dot targets, as applying it to a second target will remove it from the first.

Engineering

Engineering (7/36/3):http://www.torhead.com/skill-calc#400bcbZrI0bRorRrdGzZh.3

swtor-engineering-sniper-dps-guide-build

4.1 Rates (1-10):


  • Single Target Dps: 9
  • AoE Damage: 10
  • Group Utility: 2
  • Rotation Difficulty: 9
  • RNG Dependant: No
  • Burst: 10
  • Sub 30% Talent or Ability Buffs: Yes

4.2 Gearing & Stats Priority:


  • **Must Have** Accuracy: 110% Tech & 100% ranged (1% from companion + 3% from talent = 6% required from gear)
  •  **Must Have** 0 Alacrity
  • 68-74% Surge
  • 0-200 Critical Rating
  • All other secondary stats in Power
  • **Must Have** Augments: Cunning (Skill)
  • Relics: Serendipitous Assault & Focused Retribution
  • Alternate Relic: Boundless Ages
  • Set Bonus: 4 piece Field Tech PvE

4.3 Gearing Overview:


  • Reaching the Accuracy cap should be your highest priority
  • The dps bonus given by Alacrity rating is low enough that, even with the high amount of diminishing returns it will suffer, Surge rating will always be better
  • The difference in overall dps between 0 Critical rating and 200 Critical rating is minimal, having a little bit won’t harm your overall dps, though stacking it is never a good idea due to high diminishing returns
  • Choice of relics should be made on a fight-to-fight basis. Serendipitous Assault and Focused Retribution will give you a greater overall damage increase, while Boundless Ages will allow you to focus your burst into a short window for fights with tight burn phases
  • Getting your set bonus as quickly as possible is highly recommended. It will increase your dps substantially enough that having lower item level armorings with the set bonus is still a better option than higher item level armorings without it

4.4 Ability Explanation:


  • Covered Escape deals hugely destructive single target and AoE damage, but is also really unreliable and dependant on both the fight as well as specific positioning. Using it on CD is a must, and although it’s difficult to do, ensuring that all 5 bombs hit your target is essential. It is affected by several talents:
    1. Experimental Explosives: Increases Critical damage dealt by 30%
    2. Explosive Engineering: Increases damage dealt by 15%
    3. EMP Discharge: Refreshes the CD of Covered Escape
  • Series of Shots is a heavy hitting filler, but thanks to the Electrified Railgun talent has increased utility, as keeping this dot up as much as possible is a great dps increase. It is affected by several talents:
    1. Electrified Railgun: Each hit electrifies the target, dealing damage over time and stacking up to 3 times
    2. Imperial Auto Loader: Reduces CD by 4.5 seconds and Energy cost by 6
    3. Steady Shots: Increases damage dealt by 6%
  • Plasma Probe is a really good AoE and single target ability to maintain, and in combination with EMP Discharge can be free of cost for better Energy regeneration. Its damage is delivered faster over the first few seconds, so using it as a burst ability is also an option. It should be used as often as feasible, and is affected by a variety of talents:
    1. Explosive Engineering: Increases damage dealt by 15%
    2. Experimental Explosives: Increases Critical damage dealt by 30%
    3. Energy Overrides: After using EMP Discharge, the next Plasma Probe or Explosive Probe is free of cost
    4. Efficient Engineering: Reduces cost by 4
  • Interrogation Probe is one of your two main dots to keep up on the target. It deals high damage and provides great sustained damage while you are using other abilities. Using this specifically on CD can be difficult due to the many abilities and varying cooldown times in this spec, however keeping it up as much as possible is highly recommended. It is only affected by one talent:
    1. Efficient Engineering: Reduces cost by 4
  • Corrosive Dart is the second of your two dots to maintain. As with Interrogation Probe, it deals high damage and provides great sustained damage while you are using other abilities, but can also be difficult to refresh as it expires due to the many cooldown timers that the spec has to keep track of. It is also more efficient than Interrogation Probe, as you can use it on multiple targets.
  • Orbital Strike gets a couple of useful buffs from this spec which make it less underwhelming. You should aim to use it often, but keeping dots active during the cast is also important. Having both dots active, as well as Plasma Probe and Electrified Railgun helps you to maintain your dps, although this can be difficult. It is affected by two talents:
    1. Explosive Engineering: Increases damage dealt by 15%
    2. Experimental Explosives: Increases Critical damage dealt by 30%
  • Explosive Probe is a very important ability, as it does higher damage and has greater utility in this spec than many others thanks to your talents. Using it to maintain your Energy in combination with other abilities can greatly improve your performance in certain fights. Using it as soon as it is available is a must, so holding onto it to use in combination with a certain ability is not recommended. If you happen to have an Orbital Strike or Series of Shots following it, it’s a great combination, but never delay its use while waiting for the CD of other abilities. It is affected by a variety of talents:
    1. Explosive Engineering: Increases damage dealt by 15%
    2. Cluster Bombs: Drops 2 Scatter Bombs on the target after the Probe explodes which deal damage upon detonation. Can only be detonated every half a second.
    3. Imperial Methodology: Increases the number of Cluster Bombs by 2, and each Cluster Bomb detonation recovers 5 Energy.
    4. Imperial Auto Loader: Reduces CD by 4.5 seconds and cost by 6
  • Takedown is your sub 30% burst, but it is really tricky to find a proper use of this ability in this spec due to the many other abilities that you have to keep track of. It should replace Ambush, but Ambush is not an important part of your rotation and Takedown should be used more often than that. Trying to use it as often as possible as well as maintaining the Railgun dot with Snipe is important, so replacing a Snipe with Takedown is generally not a good idea. Using this ability properly in synergy with the rotation requires a great deal of practice.
  • Snipe is an important part of your rotation, as you will be using it to maintain Electrified Railgun. As a filler, Snipe takes priority over Ambush when it is required to refresh the Electrified Railgun dot, however Ambush will do more damage if this dot is not a concern. It is affected by two talents:
    1. Steady Shots: Increases damage dealt by 6%
    2. Electrified Blast: Applies a stack of Electrified Railgun to the target
  • Ambush deals heavy damage, with a long cast that can be used to your advantage. The long cast allows for a substantial amount of Energy to be recovered before the ability activates, making it almost Energy neutral, and synergising well with certain parts of your rotation. It is only affected by one talent:
    1. Precision Ambush: Increases armor penetration by 20%
  • Overload Shot should never be used in your regular single target rotation unless you have no Energy to spend, as Calculated Pursuit allows you to use this as a free filler 4 times every 20 seconds. It is generally used the most in fights where you don’t want to be stacked on top of the boss while you are moving, in combination with other instant abilities. Overload Shot is a great filler, especially if you are low on Energy with still a few seconds remaining on the CD for Adrenaline Probe or EMP Discharge, and moving out of cover to use this is always a better option than using Rifle Shot. It is affected by two talents:
    1. Calculated Pursuit: Moving out of cover makes your next 4 Overload Shots free of cost. Can only gain this buff every 20 seconds.
    2. Electrified Blast: Applies a stack of Electrified Railgun to the target

4.5 Ability Nomenclature and Rotation Priority:


  1. Covered Escape: CE
  2. Series of Shots: SoS
  3. Plasma Probe: PP
  4. Interrogation Probe: IP
  5. Corrosive Dart: Dart
  6. Orbital Strike: OS
  7. Explosive Probe: EP
  8. Takedown: TD
  9. Ambush: AB
  10. Snipe: SN
  11. Rifle Shot
  12. Overload Shot (while moving)

Cooldowns:

  1. Laze Target: LT
  2. Target Acquired: TA
  3. EMP Discharge: EMP
  4. Adrenaline Probe: AP

4.6 Opening rotation:


Pre-cast OS + IP + Dart + Relic / PP + Adrenal / TA / CE + EP + SoS + LT / SN + AB + Proceed to drain Energy + AP + Dart + IP + PP + SoS + Proceed to drain Energy + CE + EMP + AP

swtor-engineering-sniper-dps-guide-opening-rotation

4.7 Rotation Strategy:


Engineering is probably the spec that uses more abilities than any other in the game, but the fun thing is that most of its damage comes from Covered Escape and the Scatter Bombs that drop behind you when you use it. This makes it a really unreliable spec to raid with, as you will need to practice with Covered Escape + Jump mechanic to drop all of your Scatter Bombs in one place. Either way, you have to stand directly behind the boss to drop them as if you were a melee character. Covered Escape should be used on CD due to its enormous damage output, dots and Plasma Probe should always be kept up, Explosive Probe should be used on cooldown, and the dot from Series of Shots should be permanently maintained using Snipe. Ambush is the least used filler after Snipe, and free Overload Shots are can be utilised in movement-heavy fights.

To gain the most benefit from this spec, you have to exploit the use of EMP Discharge, which not only resets all of your defensive CDs and Covered Escape, but also resets Adrenaline Probe, meaning your opening rotation can utilise 2 Adrenaline Probes in the same elongated burst phase to regenerate your Energy. You should never use EMP discharge if the cooldown on Covered Escape is less than 10 seconds, as you should instead wait to use it so that you can get a second Covered Escape straight away. This spec without the Scatter Bombs from Covered Escape is pretty much useless compared to the other Sniper specs, and only utilising them occasionally during the fight won’t be good enough either. If you can’t use Covered Escape regularly for the entire length of the fight, you are generally better off using a different spec.

15-20 second rotation (10-14 GCDs, no opener):

SoS + CE + Dart + SN+ IP + PP + EP + SoS + AB + SN + Dart + SN + Overload shot or SN + IP + CE + SoS + PP + SN or OS

swtor-engineering-sniper-dps-guide-rotation

Video showing rotation

4.8 AoE Rotation Priority:


  1. Covered Escape
  2. Orbital Strike
  3. Plasma Probe
  4. Fragmentation Grenade
  5. Suppressive Fire

4.9 Sample Parse Analysis:


swtor-engineering-sniper-dps-guide-sample-parse

  • The first section is unsurprisingly due to your Scatter Bombs and Series of Shots. Scatter Bomb damage will basically dictate how well you parse, however, for boss fights, its damage dealt relies on the number of targets it can hit, fight duration and mechanics, so this will vary more than on a dummy parse. Regardless, having higher Scatter Bomb damage is generally indicative of a dps increase. Series of Shots is your second highest damaging ability due to its frequency of use throughout your rotation.
  • The second portion contains your Snipe, Plasma Probe and all three of your dots. This is a hard section to measure due to the proximity of the abilities, however Plasma Probe and Snipe generally deal the most, followed by Interrogation Probe. Corrosive Dart doesn’t always have a 100% uptime, but it still deals decent damage. The Electrified Railgun dot is the only damage that is generally variable in this section, and lower damage indicates you weren’t able to maintain it as much as you perhaps should have.
  • The last section contains the rest of your fillers. Explosive Probe and Cluster Bombs combined should be dealing the most, followed by Ambush, Orbital Strike and Takedown as your regular fillers. Even with its reduced damage, Orbital Strike is still useful, and depending on your play style Ambush will deal damage according to its frequency of use in your rotation. Being a below 30% ability, Takedown is entirely dependent on how long your targets are below 30% HP for. Rifle Shot in this spec is rarely used, and it’s usually better to use Overload Shot for free instead, however confusion, bugs or bad timing on Calculated Pursuit may force you to use Rifle Shot instead.

4. 10 Tips and Tricks:


  • Adrenaline Probe, just like other rapid resource gain abilities like Vent Heat, can be a little confusing as to how it functions due to the ability text. A 50 Energy gain plus a GCD’s worth of recovery means you are essentially gaining 55 – 60 Energy. Considering the fact that anywhere between 65 – 85 is the ‘comfort’ zone for dps, this means Adrenaline Probe should always be used at around 25-35 Energy to exploit its full potential.
  • Adrenaline Probe is one of the most useful and under-used CD’s. Like any other cooldown, you should be using it as much as possible in a boss fight to maximise your damage output. Also considering the opening burst rotation with relics, adrenals, Bloodthirst, and your other offensive cooldowns, it helps you get back to a balanced Energy state after taking the most advantage possible from the damage boost. In other words, use as much Energy as you can during the opening burn phases and use Adrenaline Probe as early as feasible. As with other offensive cooldowns, you should be doing the same every time it’s available, which as a Lethality Sniper will be much more often than as any other spec.
  • Covered Escape grants you 100% damage reduction during the animation, so use this to your advantage to avoid specific fight mechanics to help out your healers. For an ability that allows you to avoid lethal damage with this little trick, as well as using it to move around the battlefield quickly at a moment’s notice, the cooldown is very short (20 seconds). Used correctly, this can be an incredibly efficient way to move around quickly while not losing valuable dps time, as well as helping to avoid predictable incoming damage.
  • Remember you have a variety of abilities that are useful in movement-heavy fights that you won’t use in your regular rotation. If you are kiting or moving around a lot during a transition while the boss is in melee range, you can use Shiv, and if the boss is at range, Fragmentation Grenade and Overload Shot are also useful. Keeping up your dots up with Weakening Blast and using these abilities while you’re moving is far more useful than running around and not using any abilities at all.
  • Ballistic Shield is the most effective group defensive cooldown in the game, but in order to be effective at all it has to be used correctly. Depending on the fight it could be used in different ways or in different places, but in general remember that it has a 10 meter deployment radius around you, so if used in a straight line between tanks / melee and ranged / healers, you have 20 meters’ worth of shielded ground (10m in front of you and 10m behind you). You should always be doing your absolute best to get the positioning of your Ballistic Shield as perfect as possible. Just because you don’t want your dps numbers so suffer slightly for the extra GCD it might take to get into position doesn’t mean it’s acceptable to just drop your Ballistic Shield and only protect a third of the raid with it. Take the time to drop it in the right place for maximum effectiveness so that your healers can keep everyone alive, and give your ops the best chance at downing the boss.
  • Engineering is a terrible spec for team utility. Unless the content is easy, or you require the extra dps you gain from Scatter Bombs compared to another spec in order to beat an Enrage timer, you should not play Engineering in an Operation. Your healers will probably hate you forever, seeing a Sniper pretending it’s melee and eating a heap of unnecessary damage, not to mention the extra burst aggro you’ll generate that will likely either get you hit by the boss or by all the adds in a pack before the tanks can swear at you and taunt them all back.

How Taunts and Threat Drops Function:


It is unfortunately common for decent dps to not have a proper grasp of how taunts and threat drops work, which leads to mistimed use of abilities and a far more difficult job for the tanks. Although tanks should be capable of holding threat against any dps regardless of their skill, in some fights where taunts need to be strategically held for other mechanics, the dps understanding the mechanics behind threat helps a great deal. There are 4 types of threat drops in the game, and knowing which you have access to and when to use them is key to a successful raiding career.

  • Single-Target Threat Drop (E.g. Cloud Mind): This type of threat drop specifically functions only for your threat against your current target. If you use your Cloud Mind on a target, your threat on all other enemies will remain the same. Each use will lower your threat by a percentage of your total.
  • AoE Threat Drop (E.g. Chaff Flare | Diversion): Unlike targeted threat drops, using these abilities will lower your threat on all enemies and not only your current target. Similarly to single-target threat drops, each use will lower your threat by a percentage of your total, but calculated individually based on each enemy’s threat meter.
  • “It Wasn’t Me” Threat Drop (Force Camouflage): Marauders | Sentinels don’t have access to a standard threat reduction ability. Instead, they have a more powerful threat drop that will essentially reset your threat, making it very difficult for you to steal aggro again. This mechanic, however, only works for enemies that have previously targeted you at some point of the fight. Because of this, using Force Camouflage as a conventional threat drop is not suggested, and it should instead be saved until you either pull aggro and require an immediate threat drop, or to utilise its damage reduction utility.
  • Removal From Combat (E.g. Force Cloak): This is the most powerful threat drop in the game, and is subsequently one of the reasons why classes with this kind of threat drop should never steal aggro, taking advantage of this ability’s strength as part of their opening rotation. Activating this type of ability will remove you from combat, resetting your current threat on all targets to 0.

All taunts function in the same way; any target affected by a taunt will cause the user’s threat level to become 10% higher than the target’s highest current threat, in addition to forcing them to attack the user for the next 6 seconds. It will always put the user of the taunt at the top of the threat meter, but gains significantly more power as threat levels improve due to the 10% extra threat generated. Although the target is forced to attack the taunter for the next 6 seconds, threat generation continues regularly, and should another person have the highest threat level when the debuff wears off, they will become the new target

Dps knowing when to drop threat is an important skill. Whenever a tank taunts, the taunt icon will appear as a debuff on the target (the icon is always the same, regardless of class), so you will always know when a taunt has been used. A well timed threat drop is not necessarily used immediately after your best CDs or at the end of your opening rotation. You should always wait to use your threat drop until after you see that the tank has taunted the boss, and not necessarily the first time that they do (remember that they often use 3 taunts in a row as part of their opening rotation), as this signifies that their threat gain has been maximised. If you use your aggro drop as soon as you pull aggro on the boss but before the tank can taunt, their taunt will therefore become less effective and you may put yourself, or another player, at risk of pulling aggro again immediately afterwards. Also keep in mind that the higher your own threat is when you use your threat drop, the more significant the amount of threat lost will be.

Combat removal abilities such as Force Cloak should of course be used according to their place in your opening rotation, and not when you pull aggro, for the same reason as above. For Marauders | Sentinels, while it is also not recommended that you use Force Camouflage once you steal aggro in your first rotation, you have a slightly different timing window. Your threat drop will only actually work if you are being targeted when you use it, so you should save it until such time as you are targeted a second time and the tank can no longer instantly taunt off of you. Doing so will still help to maximise the tank’s threat, and will also drop your threat significantly enough that you shouldn’t have to worry about pulling aggro for the remainder of the fight.

About the Authors


Invinc and Vindrik are both members of <Hatred> on Harbinger, an endgame progression guild with world 3rd clear of Nightmare S&V, World 2nd clear of Nightmare TFB, world 1st speed clear (under 2 hrs) of Nightmare S&V, and numerous server firsts at the 8m level.

Invinc is the guild leader of <Hatred> and mains an operative DPS but plays pretty much every and all classes for operations. He currently leads the parses on operative lethality DPS on multiple boss fights and dummy parses. Also known as Carlenux, Carlenix (sniper), Carlenx (Sorcerer), Pyrotec (Powertech)

Vindrik mains an operative healer and is the raid leader for group B in <Hatred> (World 5th speed clear of Nightmare S&V). He is the former raid leader of <Notorious Synergy> on Dalborra, one of the world top guilds pre-2.0 (World 4th).

While the information here are mostly written by these two players, numerous other Hatred raid members and guides were consulted. Questions, comments, concerns will be answered by Invinc, who goes by the name of Carlos Eduardo Mata in the comments section below.

  • Frans

    Thanks for the amazing work. I’ve been reading up a lot of the guides, very useful information to maximize dps or threat output by chaning my rotation slightly, thanks :)
    I have one question about Evasion. You point it out as “100% melee and ranged Defense for a few seconds, also purges all removable negative effects”, but the tooltip actially says it’s a “100% increase”, which means if you’re base chance is 5% dodge, you only get a 10% chance to dodge attacks instead of 100%. I usually use Evasion for the Purge, but not for avoiding expected damage. Could you elaborate on this one?
    thanks again,

    • Y-Yorle?

      Using Evasion means you won’t be hit by attacks of the Melee and Ranged attack types while it is in effect aka “white damage” numbers. :)

    • Carlos Eduardo Mata

      what he said, its white dmg, you can use it to tank a boss melee attack for a few seconds that + roll while tank gets battle rez for example. however it is useful fo the purge too, and yeah 100% + 5%, considering bosses have 5% accuracy (reason why force shroud or saber reflect fail sometimes) this means 100 + 5 – 5 = 100% guaranteed to work… this is just made up in my mind right now from what u said and the accuracy statement, so someone might prove me wrong, however it does evade 100% of white dmg u are getting hit with :D

      • Frans

        Thanks, haven’t thought of the possibility of it being “+100% TO base number”, instead of “+100% OF base number”. I’m not native English, I guess my interpretation of the tooltip isn’t accurate enough :-)

  • Marn

    Maybe it would be useful for the writer to elaborate on that?
    I think the guide is very accurate but i only twink on my slinger.

    But maybe theres room for improvment in the guide, when you see some pls make an explanation to it instead of writing “this is so wrong”. More than just a few people probably worked on this and they do deserve betger critisism from the readers, cause what you do is very unproductive and in no way to be taken a serious critic

    • Ray

      You are right, I’m sorry for that.

      1. You will always skill the self heal as a sniper if you have a proc relic, because it will aktivate 2 times. One time from damage and the second time from the self heal. So you have 12 seconds of your proc.This goes for Marksman and Lethalityas well.

      2. The max dmg rotation for the Marksman skilltree is: Orbital strike>Acid Dart>(Adrenal or use Relic)>Laze Target>Snipe>Followthrough>Target Acquired>Series of Shots>Followthrough>Sniper Volley> Series of Shots>Followthrough>Acid Dart> Snipe>Snipe>Followthrough>Ambush>Followthrough.

      • Ray

        Sorry again for my bad English, i’m not an native english speaker.

        • Carlos Eduardo Mata

          hehe dont worry about it we are two with the same problem here :D

      • Cipy

        There’s currently an issue with the power proc relics (SA ones). Some of them live Arkanian, Underworld and Kell Dragon will proc like you say, for damage and heals independently, so you’ll have have higher uptime if you both do damage and heal. But the Obroan and Dread Forged don’t seem to do the same, they proc just for damage or healing.
        The main stat proc ones work like you said.
        So yes a point in self healing can be useful, but on the other hand it’s just one heal every 3 seconds, so a proc from heals is a a bit harder to get. Regardless, it’s clear that the relics are not working as intended and the writers said they don’t want to exploit such things in the guide.
        Regarding the rotation, it’s more or less the same thing, but in your opener you’ll still need an Adrenaline Probe as Orbital strike + Dart + Snipe (without energy reduction) + FT will drain your energy pretty bad. It’s a matter of energy management and preference.

        • Gardimuer

          I tested both the Serendipitous Assault and Focused Retribution Obroan relics after patch 2.5 and they both showed the same behavior of procing once for healing and once for damage in the same 20 seconds. Have they changed since then? The developers have said that having 2 SA relics procing together is a bug, but they never said a single relic procing for healing and damage in the same 20 seconds was wrong. Therefore, I would dissagree with your conclusion that ‘the relics are not working as intended’.

          As for the reliability of the 3 second interval heal proc, in my parses I have always seen both the heal and damage procs occur within 0.5-2.5 seconds of them coming off cooldown. That’s fairly reliable.

          • Cipy

            What I meant by not working as intended was the fact that some of them were double procing while others weren’t and I can assure you that this hapened before 2.5 and well, I assumed that the double proc was the faulty variant. Just to be clear I’m referring to the SA relic.
            Honestly I’ve not tested them after 2.5, but I haven’t seen the increased uptime, haven’t looked for it either, so could have missed it. I’ll check it soon enough, it would be cool to get the double proc on Dread Forged.

            As for the heal triggering the proc, I’ve not played with that spec, I was just making some assumptions, but if I think more about it, it doen’t take too much to get a proc, so I’ll take your word for it. Will check it of course.

          • Carlos Eduardo Mata

            look in the forums for oofalang relic guide, it has everything explained there and the dps increase, but like the guy say, it is an exploit i wont encourage, it should be fixed, because they know how, its just old relics that keep doing that, 1 maybe 2 new gear sets will probably have relics that do higher dps increase without exploit and not being able to exploit and at that point my guide will be wrong :(… and again i dont encourage my guildies or anyone in here to use exploits, never, i dont use them, and never ask a guildie too, so ill follow my own rule there :D

            • Gardimuer

              Unfortunately I couldn’t find that post in the SWTOR forums when I searched. Can you give me a link to it?

              Mostly I don’t understand why people think this is an exploit rather than an intended mechanic. Have the developers said it is a bug?

              • Cipy

                No, they have not said that, but if it is an exploit they won’t say anything about it, that’s the policy. Even with the stacking buff ffrom the same relics, they didn’t say much until the patch, at least I don’t remember it.

                And here’s the link:
                https://docs.google.com/spreadsheet/ccc?key=0AkzUO0ns_bnMdGQ2b0NIX3BLcXlwY0ZNMURqN0VHWUE&usp=drive_web#gid=6

                Don’t know if he has tested them after 2.5.

              • Gardimuer

                Actually, I could be wrong, but I seem to remember the stacking buff was at least mentioned in the ‘known issues’ thread. As far as I know this has never been listed there.

        • Ray

          To use the opener without enegie drain u need the PvE set bonus.

          • Cipy

            Even with PVE set bonus it will be pretty tight, you get +15 from TA and then SoS will eat 20. And SoS is your first channeled attack after OS in that opener, not a lot of space to recover energy.
            But as I said it’s a preference thingm if it works for you, it’s all good.

      • Carlos Eduardo Mata

        i used to do a similar opener, however people proved me wrong that snipe + FT is less dps than SoS + FoT + SV + SoS + FT :S

  • Thomas Gennaro Jeffers

    Marksman opener is drastically wrong. Precast orbital then Ambush>FT>sos>Snipervolley/FT>sos>CD>ft>snipe x2> ft

    And thats only if you dont plan on using coolhead in the opener in which case CD gets pushed farther back in favor for Explosive probe.

    • Sens

      Marksman part is perfect. Since you can’t always synchronize start time with rest of raid.
      And btw it is in guide – “Depending on the fight, you can pre-cast
      Orbital Strike and
      Ambush for increased initial damage before going into your regular rotation. “

    • Konoha the Wiper

      I’d always use the instant snipe first then followthrough because everything else basically clears the CD on followthrough

      instant snipe > FT > sos > FT > snipe > snipe > FT > Ambush (quickest cast)

      I rarely use the offensive CDs but thats just how the dps would go u can put the cds wherever you see fit

  • Thomas Gennaro Jeffers

    The hybrid builds dot aplication phase should be Ip>RS>CG>CD
    The listed dot aplication is almost guaranteeing a cull failure during its chanel by the dots falling off mid channel.

    • Carlos Eduardo Mata

      yeah smugling corrected me up there too, however like he said, and i shuld add in guide, cull take account the dots for dmg on start of cast, if dots falls off half cast, wont reduce dmg, however it will / might delay the re-dot 1 – GCD at most

      • Evrydayimsmggln

        No, for a sniper it DOES reduce the damage mid-cast. Cull looks for the dots 3 times per cast, if it falls off between the 1st and 2nd tick you won’t get the bonus damage on the 2nd and 3rd ticks.

        • Carlos Eduardo Mata

          fuck that make more sense i thought it worked the other way around now that makes more sense, ill make sure to fix that thanks!

  • Imber

    That happy moment you realize you’ve been doing it correctly, figuring most things on your own.
    Thank you for all these builds!
    Funny, I always thought Engineering was the most popular tree for Snipers. Whenever Gen chat or my friends mention tree choice, they always say Engineering. I’m like an outsider with Marksmanship. D:

  • Macewindy

    Again, nice written and good guide for beginning snipers/slinger for endgame.

    The remark about enginering only being viable with scatterbombs is
    something I personally disagree with. There are many heavy add boss
    fights where the AoE potential makes engineer/saboteur shine. It is true
    for single target dps I fear.

    For enginering I see also that you advocate the roll + jump. Since you said you didnt want to include bugs in your guide a wondered a bit why this part was included.

    If you take your time to pratice than you most often won’t need to glitch out on the scatterbombing.

    DF – Nevra
    big hitcircle

    DF – Draxus
    Draxus can be moved by the tank to a wall (you can influence his respwanlocation). Also the adds can we wallbanged.

    DF – Grobby
    has a very big ass

    DF – Master Zero
    can be wallbanged as can be the adds

    DF – Brontes
    This is the only boss in DF where you really can’t wallbang exept maybe in the last phase (wich is very tricky).

    DP – Bestia
    Adds or Bestia can be wallbanged if the tanks cooperate (dont see why they won’t in a hardcore progression guild)

    DP – Tyrans
    Well, I wouldnt want to even try to roll+jump here. If you fail you might hightail off the platforms :P

    DP – Calphays
    – Can be wallbanged in mainphase
    – adds in the 1st past phase can be wallbanged (the melee ones)
    rest is somewhat more trickier

    DP – Raptus
    Can be wallbanged with ease if the tanks are skilled

    DP – Council
    Never done this one on HM yet I fear. If I take my knowledge of SM than I would assume:
    – 1st phase
    either kiting Raptus, or
    wallbanging bestia/calphayus (alltough the frequent knockbacks of bestia might be a tad difficult to position for tanks)
    – 2nd phase
    styrak seems to be quite large? I’m not certain, else he could be wallbanged whilst still in range for AoE’ing Brontes
    – 3rd phase
    same as 1st
    – 4th phase
    no wallbanging, but the hitcircles are to small to hit all 4 bosses with a roll+jump

    The same list counts for Scum and TfB (I wont bore you with those). If you take the time and the tanks are co-operating you really don’t need to always roll+jump.
    And no, when I take Macewindy out for a stroll the tanks don’t helpout with a nice position, but thats besides the point.

    • Carlos Eduardo Mata

      i didnt consider the jump a bug, since it requires skills, if u master that skill u are really good and cant argue against that ( as long as no macro) however relics are bugs, that require no skills, just exploiting coding, so yeah i wont promote that, not sure if u agree with me as far as the jump skill.

      yeah i understand everything on the engineering big reticles, and it is (should) be explained in the spec somewhere that has more favor with big reticles, however this isnt exactly a benefit from the group, having a sniper rolling from side to side on a big boss, maybe stealing aggro or moving from high burst, or getting hit from mechanics u shouldnt, some people use it great, rhuarc or pewpew in my guild, however i dont encourage the use of it for progression unless it is specifically required for something.

      • Macewindy

        I can’t argue against the value of mastering roll+jump. It will always be better than wallbanging since its up 100% of the time and doesnt need tanks who position bosses correctly for you.
        But like you said, I do think of it as a bug. Its a complicated one to pull off, but a bug stays a bug ;-)

        As far as rolling into bad stuff, thats why I prefer wallbanging. I have rolled myself into messy shit indeed. Cough … Nevra droids :P

  • Evrydayimsmggln

    This must have taken forever to put together! Most of it is good for beginners, although there are a couple typos and mistakes, especially in the lethality section.

    In your ratings, you have MM, Hybrid, and Eng all at a 9/10 for ST damage and lethality as a 5. I have no idea what you’re basing your numbers off of, but you should list two numbers for ENG (roll and no roll), hybrid does more damage than MM, and the difference between MM and Leth is less than 100 dps, which doesn’t justify a 5 IMO. Your guide, your rankings, but I think you’re underselling the DPS of lethality. If your numbers were more like “Roll 10, Hybrid 8, MM 7, Leth 5, Non roll 3″ I’d understand it, but as is, if MM and hybrid are close enough together to have the same number Leth should only be 1 or 2 behind.

    Cull calculates extra damage when each tick happens, not at the beginning of the cast, so if the dots fall off during the cast you stop getting extra cull ticks.

    The mine left behind when a full leth sniper rolls is a damage boost over a rifle shot and should be a part of the normal single-target rotation. I may have missed it, but I don’t see the damaging portion of the roll mentioned anywhere.

    There’s a lingering toxins bug that may be worth mentioning but I didn’t see listed, if you reapply dots as they swap to the weak versions the weak version will take priority and you won’t get your new (strong) dot.

    You’re missing a GCD between your two culls in your Lethality rotation.

    Your hybrid priority list appears to be copy/pasted from the engineering section

    In the hybrid rotation, CD should always be the last dot you apply before cull. Lead with IP, since if it falls off you don’t lose cull damage. Leading with CD means any lag at all in your rotation and you’re losing the bonus on your last tick of cull at least.

    Your “regular rotation” for hybrid doesn’t work as listed because the EP cooldown is longer than the rotation. EDIT: After looking again I see what you did, you listed 3 culls. The thing is, anyone who doesn’t know the spec is going to look at that rotation and assume you hit the end and restart, meaning every time you apply dots you apply them again right away. You may want to add another set of SOS/Snipe/filler/Cull at the end.

    The idea engineering rotation will maintain a 3-stack of the “electrified” dot by spacing snipe and series of shots 2 GCDs apart always. Overload shot can be used in a pinch to maintain the dot if it’s about to fall off. Your rotation lets the stacks fall off in favor of refreshing dots.

    Have fun updating this when 2.6 comes out :)

    • Carlos Eduardo Mata

      yeah looking it better the ratings make sense, tbh this guides were started a few weeks ago most of the actual numbers were not updates as there were 0 leth parses and MM was top on Leaderboard so go figure lolol.

      the cull calculate dmg early is true i should add that on the tips and tricks, so used to operative i often forget that is something to remember /sigh.

      weak dot yeah that happeens in op too, however i find it happens more often in dummy than operative bosses, as i dont parse with it on dummy becaues it screw the rotation, but in boss almost never happen, havnt really given much in depth to make sure how it works different from dummy / boss.

      the roll, tbh i used it when testing, but like i said when writing this there was no leth parse, however if u read the parse analysis it is explained in its low section compared from the French to English parse, explaining its use if possible otherwise fill with Laze target + snipe.

      nice thx ill take a look at that on hybrid, i was actually expecting u or any of the other hybrid snipers to correct me on that as i have been a MM sniper most of my time, however this will all change now with 6 sec dot and no orbital ill have to edit this all again >..< sigh lol

  • Gardimuer

    Nice guide. My Sniper is Marksman right now, but I’ll probably use this guide as a resource when I want to test out the other specs.

    The only point in this guide which I would debate is the recomended skill tree for Marksman. I always figured I would get more benefit from placing a point in Vital Regulators instead of the Lethality tree. Having that steady HOT means that my Serendipitous Assault and Focused Retribution relics will both reliably proc twice in the same 20 second interval, giving their buffs greater than 50% uptime.

    I’d be interested to see a comparison of DPS between these specs if people have tested the tradeoffs.

    • Rafaello

      Yup, I also use Vital Regulators (my build: http://www.torhead.com/skill-calc#400rcrbdRkRRfkzzZrI.3), and It works well for me.

      • Carlos Eduardo Mata

        that is true, anyways thats “exploiting” something that might be fixed, and i never encourage my raiders neither anyone in my guide to follow an exploit :( but what you say is true

    • Cipy

      Posted earlier the same thing, but not all the SA relics work like that. Some of them live Arkanian, Underworld and Kell Dragon will proc like you say, but the Obroan and Dread Forged don’t seem to do the same, they proc just once for damage or healing. FR procs twice on all as far as I know. Also, you’ll have to take into consideration that it’s just one heal every 3 seconds, it’s not like the healing from an Anihilation Mara.
      But as you say it should be tested first, or they’ll fix the relics at some point.

      • Gardimuer

        I replied to your comment there.

  • Nakira

    Why do you pop out of cover in MM opener? That’s wasting your gcd on cover (1.5s) so it’s exactly the same timing wise if you stay in cover and don’t instantcast snipe (1.5s, less with alac). Plus staying in cover keeps up the higher energy regen. I don’t know any MM who still leave cover for the instasnipe unless they actually need to move.

    • Medievalhorde

      He states that in the guide that its better not to leave cover.

    • Carlos Eduardo Mata

      just out of habit pretty much lolol

    • Macewindy

      To refresh ballistic dampeners ;-)

  • force_unleasher

    A great guide! Special thanks to everyone who contributed! I’m very thaknful for what you’re doing :) Still waiting on the Sentinel guide :P Can’t wait to see what am I doing wrong

  • Shawn Brenchley

    What about the upcoming changes to the Field Tech PVP set bonus?? Does this need to be considered now?

    • Carlos Eduardo Mata

      yeap it will be updated

  • Bijan

    Are all 8 advanced class dps roles going to have guides? That would be stellar.

    • Carlos Eduardo Mata

      all Adv classes and all specs, hybrids, everything

      • Bijan

        Thanks man. That’s true gamer dedication.

      • Konoha the Wiper

        do the vigilance one i want to compare it to myself (self-proclaimed number 1 vigilance dps pvp/pve)

        • Carlos Eduardo Mata

          will be released soon :) will love some feedback + tips for it if something is missing :D.

  • Eric

    Really sucks that they are nerfing the 2pc PVE + 2pc pvp set bonus with 2.6! I might have to try out the MM tree and switch from Hybrid that I have been playing for 2+ years now. :(

  • Billy

    Can’t wait for the marauder guide to come out :p Otherwise great work and keep em coming!

  • Tenshi

    THere is mistake in hybrid priority list, it is the same as enginieering one.

    • http://dulfy.net/ Dulfy

      Corrected, ty

  • Soup

    For your marksman build, you recommend to put 1 point in the lethal injectors instead of 2 in corrosive microbes. IMO, its better to put the 2 points in corrosive microbes just out of experience running my rotation on my sniper. Using corrosive dart at the same point in your rotation (I was doing it before series of shots when up) you end up clipping the last tick every time, so I started to move it through my rotation (first before series, second before the followthrough after series, etc. When I had to through in orbital and sniper volley it seemed to fix it a little so it never got too skewed. I just feel like lethal injectors can mess with that a little, and I wouldn’t see quite the same fluidity in the rotation.

  • http://dulfy.net/ Dulfy

    Guide updated for 2.6 :)

    • Yoda79

      Thanks for the updated spec. I have been running Lethality spec since I created my Sniper a good many months back and am happy to see it get some love. Quick question though. I noticed that you have put a point into Vital Regulators and only have a single point in Energy Tanks in the Engineering tree. Can I ask why? I mean the healing from VR seems so minimal that it doesn’t seem worth it. Just wondering. Great guides and really looking forward to the Sentinal watchman spec guide. TYVM to all who took the time to investigate the specs and write the guide.

      • http://dulfy.net/ Dulfy

        Carl told me to tell you this since he isn’t at home atm: you dont need the extra 5 energy and the self heal will double proc your relics that can double proc to increase dps :)

        • Yoda79

          Ahhh,…makes sense. TYVM Dulfy and Carl.

  • Im a Newbie!

    I seem to only do 2.7k With Lethality. (In 72/78’s) So I know im doing something wrong. Just not sure what.

  • HybridSniper

    Is there a possible way to have a better explained section for Hybrid Engineering? I’m not sure how any newbie is supposed to learn the spec without any explanation for the multiple rows of single target rotations. I remember a swtor.com guide with an explanation for *why* certain abilities were activated in a certain order. For example, it was IP > GCD > CG > CD > Cull > SoS > GCD 1 > GCD 2 > Cull > Dot Application, and then had a priority list of what abilities to use in the spare GCDs. Compared to that, I can’t make heads or tails of what your current Hybrid section is trying to say.

    In addition, the actual talent tree is still from pre-2.6, as is the gearing guide (speaking about the 2-pc PvP bonus still).

    • http://dulfy.net/ Dulfy

      There is no change to the talent tree for snipers I think. The pvp set bonus in the gearing overview section was removed, thanks for spotting that.

    • http://dulfy.net/ Dulfy

      Also there are full length ability explanations above the single row rotations with information on which abilities should be used & when. There is also an ability priority list below there. The rotation is really just follow the priority and cooldowns and we provided a full rotation so not sure what else can be done to explain.

    • Carlos Eduardo Mata

      gearing nop (all uses 4 pc pve now RIP orbital), the Tree is still pre 2.6. however sniper trees got 0 changes on their talents at all, just 1 tooltip change on lethality that wont affect at all, the same exact point allocation and talent distribution as well as its the same image from 2.5 to 2.6, there shouldnt be any “confusion” with that, however we can update it with an updated one to anyone that will read the lethality tooltips to avoid this :D. hte only difference is injectors/microbes is 25% and 3/6 seconds on dart.

      as far as rotation, i honestly dont know what more detailed or simplified you want the rotation, i mean i understand the hybrid is VERY confusing, but i explained a full Rotation there.

      you go with opener, once opener ends you go to scenarios: do 1 then 2 then 3 then 4 then 5… following instructions until the rotation is done, i am basically telling you which specific ability to use on each specific case (because the cases change of course) to facilitate the tryout/learning curve.

      basically engineering rotation as you want it goes like this:
      1) IP + CG + Dart + filler + Cull + 2) Filer + filler + filler + filler + cull

      repeat 1, repeat 2 endless times… the only difference is with these ^ you have no idea what to use, what do you fill on each filler? following the “priorities and ability explanation” will give you a hint however, most of the new players will end up messing up and confusing, so to avoid that, i recorded my full 4min X dummy rotation and broke it part by part to explain every single detail and each ability that should be used, so you dont have to worry about it.

      so honestly idk how more “simplified you want it” :s IMO the way u want it explained is just more complicated, even explaining u what should and shouldnt go first (which is in the priority/explanation) 99% of the non top players will end up messing up rotation, because they didnt spend 1 entire week testing it for endless hours with their chars on dummy pts like i did or others guide writers did :D.

      So unless someone comes in and fix any part which is possible, anyone with a different idea or better idea for certain filler, which we would basically just replace something if its true. if you are BiS Geared, and you follow step by step this rotation, you will parse 3800-3850+ dummy like i did (pre2,5), after 2.6 should be 3600+ without orbital, because those are my numbers and i dont have any other secret :S.

      TL : DR : Hybrid rotation is: 1 round of redot + filler + cull.. 1 round of Fillers + Cull… repeating over and over if you want it explained that way, however that doesnt explain anything more detailed than an ability by ability rotation we have there :S.

      • HybridSniper

        Re: Talents – I guess I was just wondering if with the Orbital Strike nerf, if it was worth moving those two points in the +aoe damage talent in Engineering to something like +armor reduction in Ambush.

        Re: Hybrid Rotation – I was hoping for a more “logical” explanation for the rotation rather than “memorize these five lines and practice them until you’re used to it” I guess. Basically, what you wrote here: “what to use, what do you fill on each filler?” The old swtor.com post which got removed pending an update basically had tips for what to use at different energy levels and what abilities are available for each case (the 1 GCD filler, and the 2 GCD filler), and I felt it gave more understanding to the spec. I consider this simpler because it’s easier to understand than to memorize, but I guess the other readers must disagree.

        For example, I actually really liked your TL;DR

        “Hybrid rotation is: 1 round of redot + filler + cull.. 1 round of Fillers + Cull… repeating over and over if you want it explained that way”

        I used to practice with the rotation on a second screen but always ended up “forgetting” – but with this, it’s easier for me to go into a rhythm of abilitiies. Then I just need to make sure my priorities are right when it comes to using fillers.

        • Volksel

          I have no hard evidence, but 2 points in Ambush are worse than 2 points in surge for AoE. 2 main reasons:

          – AoE talent does increase damage from crits on corrosive grenade. With usually over 40% of its crit rate, it’s good chunk of dps.

          – Orbital Strike fully talented is almost as good as talented Ambush but costs 5 less energy. It doesn’t seem like much but for usual raid play it makes things a lot easier (especially with low crit gear).

  • shadowagent

    Does the double proc work off uw and pvp relic?

  • nitria

    Dear dulfy,

    i’ve been a sniper for quite some time and just got back from a vew months break so i might just be missing some points, however, i’ve been playing around with parses and the rotation again and i just wanted to propose an possible more optimized rotation for MMS snipers. (granted it could use some more exact testing)

    i theorize that if energy (and the boss fight) allows it you could replace 1 followthrough with orbital. now, granted, followthrough benefits from a number of talents(and shatter shot). i theorize orbital would still do more damage because it’s damage is internal. and replacing 1 followthrough with orbital doesnt screw up with your rotation either since it has the same cast time/gcd. while ‘pasting’ it smack in the middle of your rotation and ‘bumping’ every other skill a spot further might result in less damage done.

    the other thing i am curious about is that in your ” Under 30%, regular rotations based on above cases: ” you seem to just paste takedown right inbetween while again replacing followthrough with takedown might just be more benificial (as long as you keep just 1 followthrough in your rotation for muzzle fluting)

    on a side note; they swapped the PVP field tech bonuses (2 piece bonus is no longer 3 second increase on orbital) so best now is to get 4 piece set bonus of field tech PVE.

    if you have any data in regard of my proposal that would prove me wrong i would appreciate it if you could sent it to me.

    best regards,
    nitria

    • http://dulfy.net/ Dulfy

      The set bonus thingie is a something we forgot to update with the 2.6 revision, it should be 4 piece Field Tech PvE. As for the rest I will let Carl get in touch with you as I don’t play a sniper

  • Tyrånnos

    Why is Shatter Shot not used in any of the specs at all?

    • http://dulfy.net/ Dulfy

      You don’t use it if you have a merc/jug in the group for armor reduction and you don’t use it on dummies since there is an armor reduction module for the dummy. That is what carl told me to tell you

      • Tyrånnos

        Ok that makes sense, thanks so much! Very useful Sorcerer guide by the way helped boost my dps up getting those alacrity points in the corruption tree.

        • SpideyBry

          I don’t understand why you wouldn’t want to use shatter shot on the target when you have a merc/jugg in the group. I’m not trying to be argumentative, I just don’t know enough about merc/jugg to know why that either doesn’t help or has a negative effect. Could someone explain?

          • flies away

            Jugg and Arsenal merc (only arsenal, not pt) have armor debuff in their regular rotation. Meaning, if arsenal merc is throwing his tracers as it should be as part of its rotation (check the guide on merc arsenal), then you will never need to throw your shatter shot as tracers already provide armor debuff. Same as Jugg’s sundering assault…

            If on the other hand other dps in your raid are PT Merc, Mara and Sin, then you will need to utilize your shatter shot, as none of them will have armor debuff that can be used on the boss.

            • SpideyBry

              Thank you for the reply, flies away. I understand now.

          • MercyMerc

            Each one of those has an armor reduction ability, mercs with Tracer Missile (if they go arsenal) and juggs have sundering assault which builds rage and lowers armor. However, if you are raiding with a merc who is not arsenal build they do not have that, and if the jugg is bad they will use other rage generating abilities. I tend to use shatter shot no matter what just to cover all the bases.

  • Shovah

    Hey guys! Could you please enlighten me on the single target rankings? As I watch the parses it seems to me, that MM is doing more dps than Leth. Then why does it have a lower rating?

    Thank you for the guide, it is pretty deep, and helpful for everyone!

  • Trogdor

    Took a look at my lowbie sniper’s skill tree today and considered the future. Why is Marksmanship/Engineering not in the guide? The top tier talents in Marksmanship look a bit underwhelming, whereas procs from Marksmanship + cluster bombs from Engineering seems like it would be a good combination. I’m thinking 28/16/2.

    • Aron

      i’m actually running Marksman/Engineering Hybrid and it’s pretty awesome. I didn’t measure the output with parsec, as i’m only lvling at the moment, but on KDY I’m usually top DPS (in terms of aggro). I never run out of energy, nor use rifle shots, it’s also very mobile. Here’s my skill tree.

      http://www.torhead.com/skill-calc#400rcrbdMkkZbIMbRoroZh.3

  • Shivago Joe

    I absolutely am IN LOVE with your +30% rotations. Still polishing but am going to use it as a second to none base, see if we cant max out! Love it ! thanks!! Trying to figure out that “roll+jump” move still lol, im such a feeb at times =P it handicaps me. =/

  • jumanji

    Hiya Dulfy. As always your guides are such a help. Through I find it a little odd that you recommend a crit rating of 200. Previously we target for a 25-30% crit chance, which means the crit ratings gotta be waaay higher than 200 to achieve that. I know that changes have taken place since 2.6, and this has messed up tremendously with the specs, just I still wonder. Also im specced as engineering, and plasma probe is my most favourite toy, it also gives me identity from other specced snipers. Im just a little bit sad that u find engineering snipers not the best for ops. Is there anyway I can improve my dps for ops with my current spec. I dread relearning a new spec tree and most importantly, I enjoy playing my engineering sniper. Thx. Xxxx

    • Reid

      Honestly I disagree here with what dulfy says. Awareness is a very important thing here, giving the tanks sufficiebt time to grab agro before maximizing your dps on adds is fine, even considering the slight dps lag you will have. Even with being in melee range for a short moment to do your covered escape is fine if you just pay attention

  • Macewindy

    Very weird that I only found this one out yesterday. A guildy of mine asked for a gunslinger build and I decided to show him the dulfy one. However I noticed that diversion has been skipped in the SS – MM build. I don’t see why this has been done and really wonder why it is skipped.

    Diversion works wonders against hard hitting adds like kephes clones, dismantlers, fingers of brontes and in DF NiM also the grobthok adds. Take in mind that not all examples are my own so I can’t confirm them all. I do think my point is clear ;-)
    If I compare it against the skill you have chosen (100% chance on 20% defense while not in cover) I rather take diversion. Mainly because the times a SS/MM will run outside of cover isn’t very often.

  • Karen Long

    Update, please.

    • http://dulfy.net/ Dulfy

      There are no changes to snipers in 2.8..

  • Jonitor

    My MM-opener is like this:
    —–
    pre-cast OS+LT->Snipe->FT->EP->Snipe->Adrenal+TA+SoS->FT->SV->FT->AB->FT
    —-
    The goal of this opener is
    -to use Sniper Volley to increase your alacrity and so your 2 stacks making your Ambush a 1,5 seconds hit are still on you;
    -Target Aquired gives you back most of the energy you used for Explosive Probe
    Also I don’t need to use an Adrenalin Probe

    • Jonitor

      Forgot a SoS after SV

  • Eddye

    Rotation Difficulty: 9. WOW man. Guess I’m just gonna stick to my Sentinel for playing DPS.

  • WesleyKruise

    @dulfy:disqus can you tell me how I drop the scatterbombs in one place, I can’t get it to work, not even with macro’s!

    • Drasecun

      Doesnt work anymore, got fixed with 2.9

  • Fly

    Engineering spec playstyle changed on patch 2.10
    Covered Escape can only drops 2 bombs per target (deals 50% more damage, but its damage is still reduced comparing to previous version which is 5 bombs). Engineering/Saboteur can now spam Plasma probe since it doesn’t have cooldown anymore (combine with Interrogation Probe, it will stun the target/refresh every 18 seconds for the stun). Engineering now become more AoE centric, but it still deadly on PvP/Warzones.

  • Shyme

    Can u update this already awsome guide for 2.10 changes to engineering specc

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