SWTOR 3.0 Virulence Sniper DPS Guide by Yolo

SWTOR 3.0 Virulence Sniper DPS Guide by Yolo of Harbinger.

Intro to Virulence Sniper

My name is Yolo/Snickerr/Hashtag. I play on The Harbinger for the most part and do all of my raiding in Zorz. As far as we’ve been a guild, we have accomplished a world first in all content available to us (Gate Crasher, Deposer of the Dread Master, Dread Master, The Revanchist, etc.) I have been “maining” a Sniper since NiM Dread Fortress and have been enjoying every minute of it. I try to play as many different classes & specs as possible during all progression content to better myself as a player. I have been a subscriber since launch, enjoy end game raiding, & stream as much as I can! (You can catch me live @ www.twitch.tv/snickerr)

When 3.0 launched, many Specifications, or Disciplines, have altered a few rotations. Virulence has remained very similar to how Lethality pre 3.0 played. One great thing about this Discipline in particular is there is a few debatable & efficient ways to play the class, which I love!

“Virulence: Some Agents prefer a less direct method of eliminating a target, such as administering poison. Lethal toxins and all-consuming microbes are the domain of the walking biohazard known as the Virulence Sniper, who inflicts lethal shots and lobs of corrosive grenades from a safe distance where they can witness the results of their handiwork.” –Virulence Lore 3.0

“With 3.0’s new Discipline system, you will be optimized to full capacity. Pre 3.0, you had to level and buy skills in order to become a viable Sniper. This is no longer the case post 3.0. The difference is that you no longer need to purchase skills with credits. Instead, you are given a set amount of basic Sniper skills to start. This means abilities like Series of Shots, Orbital Strike, Suppressive Fire, and Shield Probe are automatically given to you once you commit to an advanced class (in this case, Snipers).” – Shulk 2014

Overall Rating

I will cover 5 areas: DPS: Survivability, Raid Viability, Rotation Difficulty, & Utility. Scores are rated from 1-10 followed by a brief explanation (1 being the worst & 10 being the best. For Rotation, 1 is the easiest and 10 is hardest).

DPS: 9/10

We are not the bottom of the barrel anymore ladies & gentlemen! Although we are not the highest parsing class in the game, we still do great numbers being a 35 meter ranged class (which gives us greater uptime on most boss fights).

Survivability: 7/10

To live a Sniper must remain in cover. We have a wide variety of defensive cooldowns to work with such as Shield Probe, Evasion, Covered Escape, Entrench, & Diversion. Shield Probe is used to mitigate moderate damage while Evasion (while in cover) would mitigate massive spikes. One of my favorite things about this class is being able to use Covered Escape at the perfect second to mitigate a high damaging ability 100% (think NiM Dread Guards).

Raid Viability: 9/10

Snipers have always been desired in main raid groups and this tier of content should be no different. With abilities like Diversion, Covered Escape, & especially Ballistic Shield, Snipers are perhaps the best ranged DPS to take in most raid scenarios.

Rotation Difficulty: 3/10 (2 Cull Rotation) & 7/10 (3 Cull Rotation)

2 Cull: For any existing Lethality Sniper the 2 Cull rotation is virtually the same thing, but with tighter energy management if you have the new 6 piece. Very straight forward rotation with very little deviation from the set rotation until you start to dip on energy.

3 Cull: Trying to master and perform with this rotation at the hardest difficulty while is raids is definitely fun, but a little trickier to pull off than the standard 2 Cull rotation. If you can do this however, the juice is worth the squeeze.

Sniper Passives

Courtesy of Shulk

energytanks Energy Tanks: Increases maximum energy by 10.This is great that every Discipline now get this as it helps the resource management a ton.
steadyshots Steady Shots: Increases the damage dealt by Snipe, Lethal Shot, Series of Shots, and Penetrating Blasts by 5%.Increases our skills across all specs. In this case for Virulence, Lethal Shots & Series of Shots.
holdposition Hold Position: While in cover, ranged defense is increased by 20%, you cannot be leaped to or pulled, and you are immune to interrupts and ability activation pushback. In addition, Evasion reduces the damage you take from Force and Tech attacks by 75% while in cover.Some very nice changes to this for 3.0. Very good to note that to obtain the 75% reduction from Evasion you do need to be in cover.
3539521663_2463348366 Imperial Targeting: Increases the range of Overload Shot, Flash Bang, and Distraction to 30 meters, and additionally increases the range of all rifle, probe, and dart attacks by 5 meters. In addition, Corrosive Dart marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks.This passive makes the Sniper unique. You have 5 extra meter range compared to other classes (35 over 30). On top of all this, Corrosive Dart is now a huge ability for this class. It was important for it to be up at all times whenever possible, but now it is a raid utility providing 5% damage increase from ranged attacks.
spotter Spotter: Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover.This is virtually useless in a PvE environment, but for PvP is where it shines (being able to spot all those sneaky Operative & Assassins).

Offensive Cooldowns

lazetarget Laze Target: Increased the critical hit chance of your next Ambush, Explosive Probe, or Cull by 100%. Lasts 20 seconds. (Cooldown: 1 minute)This is one of the main offensives for your rotation. In the case for Virulence, this makes your next Cull’s full weapon damage critically hit by 100%.
assassinate Target Acquired: Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds.Another great offensive cooldown. I personally use it in conjunction with2-3x Lethal Shots + Takedown.
antitoxinprobe Adrenaline Probe: Summons a probe that helps you recover 50 energy over 3 seconds.A resource gain cooldown that lets you gradually gain back 50 energy over time. Very good cooldown in a couple of scenarios:a.) Rotation complications that cause energy problemsb.) Burn phases in raid fights

Defensive Cooldowns

shieldprobe Shield Probe: Summons a probe that projects a shield around the Agent, absorbing a moderate amount of incoming damage for 10 seconds. Does not break stealth. (Cooldown: 30 seconds)This defensive cooldown is great for mitigating small to moderate incoming damage, regardless of any damage type. Only use this when you can predict miniscule damage, and be very efficient with it.
2179446386_482411044 Evasion: Increases your chance to dodge melee and ranged attacks by 200% for 3 seconds. Does not break stealth. (Cooldown: 1 minute)With Hold Position, Evasion gains the benefit of mitigating Force and tech attacks by 75%. Therefore, it is imperative that you use it only for massive incoming damage as well as staying in cover for maximum potential.
ballshield Ballistic Shield: Deploys a ballistic shield that spans 10 meters around you and reducing the damage taken by allies that remain inside by 20%. Lasts 20 seconds. (Cooldown: 3 minutes// 2 minutes 30 seconds if specced into Deployed Shields)Your raid wide cooldown for your operations group. A very situational, but powerful defensive. You would ideally save this for burn phases where damage gradually takes a toll on your group, and making healers’ lives easier.
entrench Entrench: Entrenches you into cover, becoming immune to all controlling effects. Only grants protection while in cover. Lasts 23 seconds (With Portable Bunker) (Cooldown: 1 minute // 45 seconds if specced into Pillbox Sniper)Entrench is your jack-of-all-trades cooldown with a myriad of utilities to support it. Immune to crowd control, movement-impairing effects, and physics, this cooldown is one of the best defensives a Sniper can have. There are plenty of utilities to list from:a.) Seek Cover: When Entrench ends or you leave cover while Entrench in active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.b.) Pillbox Sniper: Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 4 meters.c.) Siege Bunker: Reduces all area effect damage taken by 60% while Entrench is active.
countermeasures Countermeasures: Activates countermeasures, instantly lowering threat by a moderate amount.Your main threat dropping ability. You would want to use it immediately after you perform your MAX DPS Opening Rotation or if you somehow pull threat from your tanks. Really, don’t be a hero and expect to pull threat from tanks. Use it immediately.

Crown Control and Active Utilities

coverpulse Cover Pulse: Detonates an emergency charge that knocks all nearby targets back several meters and immobilizes them for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Only usable in cover. (Cooldown: 30 seconds)This is your CC defensive in case you want to escape from all NPCs bunching up on you. Very useful for knocking players and NPCs out of the edge into their own timely deaths.
3141251268_680637151 Flash Bang: Detonates a flash bang that blinds the target for 8 seconds. Damage causes this effect to end prematurely. (Cooldown: 1 minute)Your other CC ability that stuns the target for many moons (unless you damage it of course).
2289162421_3635850666 Debilitate: Deals X energy damage and stuns the target for 4 secondsYour “hard” CC stun ability (“Hard” means a stun that persists through damage). In certain PvE situations, this is useful. In PvP, this is one of your core CC abilities you want to save this for burning your opponents in ranked.
legshot Leg Shot: Fires a shot that deals X weapon damage and immobilizes the target for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.Often times, you want to use this to keep NPCs in place to prevent incoming damage or activating mechanics. This has more better use in PvP.
4027936044_1761461114 Covered Escape: Roll forward 18 meters, purging movement slowing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.Your anti-mechanic ability which allows you to be invulnerable in a short window of rolling. This has the best of both worlds, both PvE and PvP.
3253093786_3029878373 Diversion: Reduces the accuracy by 45% and exposes from cover up to 8 targets within 8 meters for 8 seconds. Cannot be used on Operation bosses.Diversion has been buffed to become an AoE utility skill, so this is a welcomed change. In certain raid fights with adds, this is a valued cooldown you need to save. In ranked, you should also save this to prevent incoming burn damage from other opponents.

Utility List

I have broken down these following utilities into PvE and PvP. I am not an expert PvP Sniper whatsoever, so any further input would be great! Do also note that my rating should not affect the way a player proceeds with the utility tree, but rather consider their choices in PvE and PvP situations.


  • Ballistic Dampers: Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 30% of the damage dealt by an incoming attack. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.
    • PvE Rating: 8/10
    • PvP Rating: 8/10
    • This utility has the best use in PvE by adding another layer of defensives in Hold Position. You will have the most use of it in many fights, and some moderate use in PvP.
  • Snap Shot: Entering cover makes the next Snipe or Lethal Shot activate instantly. This effect cannot occur more than once every 6 seconds
    • PvE Rating: 7/10
    • PvP Rating: 8/10
    • This utility is pretty situational. Every six seconds, you have the opportunity to gain an instant Lethal Shot which is pretty great if you need to kill of an add or boss quicker in burn phases.
    • However, the reason I give this a 7 is because it’s really not that great of a utility. A misconception is an instant channel ability would lead to a DPS increase. This is pretty wrong. It’s really an APM increase. A Lethal Shot takes a GCD to cast the ability regardless, so generally, I sort of undervalue this utility. However, I do use this utility to kill a target quickly quite often.
  • Cover Screen: When exiting cover, you gain Cover Screen, increasing ranged defense by 20% for 6 seconds.
    • PvE Rating: 3/10
    • PvP Rating: 4/10
    • It’s a pretty underwhelming utility. While the bonus to 20% ranged defense is nice outside of cover, it’s really lackluster. There really isn’t much variety to this utility in terms of other damage types. If there was such a thing (like reduces Force and Tech damage for example), I would definitely take it. But, as it stands, it’s pretty useless.
  • Flash Powder: Reduces target’s accuracy by 20% for 8 seconds after Flash Bang ends.
    • PvE Rating: 2/10
    • PvP Rating: 8/10
    • This utility has little situational use in PvE, so I won’t go too in-depth on that. In PvP though, this is good in terms of duration and accuracy loss. Combine this with Evacutate, it’s a decent soft stun to hold in ranked PvP. I would pretty much overvalue this utility, but some professional PvPers may disagree.
  • Vital Regulators: While in cover, you heal for 1% of your total health every 3 seconds.
    • PvE Rating: 8/10
    • PvE Rating; 7/10
    • You’re probably wondering, “Why the hell is this such a high rating?” The only, and I mean ONLY reason its rated so high is because currently (as of patch 3.0.1) the Focused Retribution Relic is proccing off of the self-heal from this ability resulting in a DPS increase. When this gets fixed, it will drop significantly.
  • Reestablish Range: Striking a target with Shiv grants Reestablish Range, increasing your movement speed by 50% for 3 seconds. Additionally, the final shot of Series of Shots and Penetrating Blasts knocks back the target if they are within 10 meters.
    • PvE Rating: 3/10
    • PvP Rating: 9/10
    • PvE will see little use with Reestablish Range. In PvP though, this is a beastly. Ranked arena is generally about CC control, and this takes the cake. Combine this with Series of Snares, this is almost mandatory to pick both utilities.
  • Imperial Efficiency: Increases the damage dealt by Suppressive Fire by 25%.
    • PvE Rating 9/10
    • PvP Rating: 7/10
    • For PvE with any add-intensive fights, this is the utility to go for. Of course you can dot spread with Corrosive Dart & Corrosive Grenade, but if the adds are at such a low HP, Suppressive Fire will do greater damage in burst. In PvP, this can be good to prevent objective captures ion Regs, and some great area of affect control in Ranked Arenas.


  • Seek Cover: When Entrench ends or you leave cover while Entrench in active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.
    • PvE Rating: 8/10
    • PvP Rating: 7/10
    • In some raid scenarios, this utility will allow you to infinitely abuse the Entrench’s duration by cover dancing, and resetting the Speed Boost duration. A pretty powerful utility in PvE. In PvP, you would certainly want to take this in case you need to escape from your opponents burning you down.
  • Augmented Shields: Increases the amount of damage absorbed by Shield Probe by 30%.
    • PvE Rating: 8/10
    • PvP Rating: 8/10
    • This utility allows Shield Probe to absorb even more damage, so at best, this allows the defensive itself to be used for moderate to slightly high damage. Both in PvE and PvP can benefit from this most of the time, so I would take this talent.
  • Counterstrike: Countermeasures will also purge all movement-impairing effects when activated.
    • PvE Rating: 3/10
    • PvP Rating: 6/10
    • I see this utility as very weak in PvE, so I will leave it at that. In PvP though, this has some decent use. However, I would argue that Seek Cover is a better alternative than Counterstrike mainly because that utility can also prevent movement-impairing effects during the duration. Still, I would see some use outside of the Entrench’s duration, so pick this one if you want to.
  • Stroke of Genius: Activating Cover Pulse makes the next Sniper or Lethal Shot activate instantly.
    • PvE Rating: 1/10
    • PvP Rating: 4/10
    • I have not used this ever. Again, I want to emphasize that an instant GCD really doesn’t make a difference other than short executes. That being said, I would definitely not touch this talent at all in PvE. Otherwise, why are you picking this Sniper class? In PvP, this is lightly better, but still much worse than other PvP utility top picks.
  • Pillbox Sniper: Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 4 meters.
    • PvE Rating: 8/10
    • PvP Rating: 9/10
    • This utility is pretty good both PvE and PvP wise. Entrench benefits much with its cooldown reduced by 15 seconds, thus allowing even more uptime of its defensives. PvP gets the added benefit of having Cover Pulse knock back targets by 4 more meters. Thus, it has a slightly higher rating than PvE, but both can benefit from this utility.
  • Calculated Pursuit: You gain 4 charges of Calculated Pursuit upon exiting cover, which reduces the energy cost of Overload Shot by 100%. Each use of Overload Shot consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts 15 seconds but is also removed by consuming all charges or reentering cover.
    • PvE Rating: 7/10
    • PvP Rating: 6/10
    • Calculated Pursuit is a pretty decent utility, mainly because in damage based boss fights, you would want to take this for better damage than Rifle Shot as well as a free 4 Overload Shots. In PvE, this is decent if you want to stay mobile in between boss phases. Outside of that though, I rated this a 7 because I personally believe it’s a waste of space. I would value survivability more than damage in HM/NiM fights for the sake of progression. Still, this is a worthy point to invest in.
    • In PvP, it has a slightly worse value. I can’t comment much how this can make a big difference in PvP, but this utility is more PvE than PvP.
  • Imperial Demarcation: Reduces the cooldown of Leg Shot by 3 seconds.
    • PvE Rating: 2/10
    • PvP Rating: 6/10
    • Yet again, this utility see rare uses in PvE scenarios. In PvP, this combined with Debilitating Shots is a decent utility to invest in. Outside of that, Leg Shot is sort of underused than other CCs in PvP.


  • Siege Bunker: Reduces all area effect damage taken by 60% while Entrench is active.
    • PvE Rating: 9/10
    • PvP Rating: 8/10
    • This adds another layer of defensives in Entrench, so with 60% AoE damage reduction, healers will laugh at how little of a damage you’re taking within the duration. Both PvE and PvP can benefit from this utility. I think in ranked Arena, AoE is fairly as common as CCs stuns, so this see’s almost a must-have to take this utility.
  • Deployed Shields: Reduces all damage taken while in cover by 6% and reduces the cooldown of Ballistic Shield by 30 seconds.
    • PvE Rating: 9/10
    • PvP Rating: 9/10
    • This further augments your defensives while in cover, so another reason why you should remain in cover as often as possible. A reduced cooldown in Ballistic Shield is a welcomed plus in PvE and PvP settings.
  • Debilitating Shots: Increases the Trauma duration of Shatter Shot by 6 seconds. In addition, when Leg Shot’s immobilize effect wears off the target’s movement is slowed by 70% for 3 seconds.
    • PvE Rating: 1/10
    • PvP Rating: 8/10
    • Overly useless in PvE, so therefore it has the lowest rating of 1. In PvP though, Shatter Shot is your primary ability to reduce the amount of healing done to a single player. Given that healing has been nerfed post 3.0, Trauma becomes a deadly ability for healers, so therefore, I rate this an 8. An additional effect of Leg Shot’s immobilize is welcomed, and combined with Imperial Demarcation, you can continue to immobilize players at a faster rate.
  • Hold Your Ground: Reduces the cooldown of Escape (or Escapa) by 30 seconds, Shield Probe by 4 seconds and Cover Pulse by 5 seconds.
    • PvE Rating: 7/10
    • PvP Rating: 9/10
    • Somewhat a decent utility for PvE since Escapa and Shield Probe are used often in raids. It has even more value in PvP because of Cover Pulse too. Stun breaks are very valued in ranked, so hence why it has a higher significance than PvE.
  • Evacuate: Reduces the cooldown of Debilitate and Flash Bang by 15 seconds.
    • PvE Rating: 4/10
    • PvP Rating: 9/10
    • In PvE, there is rarely enough targets to CC in raids. In PvP, this is your go to utility to invest in. You want to have as much stuns and CCs as quickly as possible, so go with this one.
  • Series of Snares: Each shot of Series of Shots and Penetrating Blasts slows the target by 20% for 3 seconds. This effect can stack up to 4 times.
    • PvE Rating: 4/10
    • PvP Rating: 10/10
    • Not much use for stacking slows in PvE. PvP on the other hand, Penetrating Blasts becomes a deadly ability among other players in ranked. The stacking slows that can total up to 80% of movement impairment for 3 seconds means it’s often a guaranteed death sentence for that slowed player. With Reestablish Range, it synergizes very well for knocking the target 10 meters away from you
  • Crippling Diversion: Diversion slows all targets by 50% for as long as they remain in the area.
    • PvE Rating: 3/10
    • PvP Rating: 7/10
    • As with other slow-based utilities, not much use in PvE. In PvP, it adds a bonus to Diversion where it slows all targets within its AoE range (like Kolto Missile). This is very good in regs. In Ranked, it sort of has a slight lower value, but it gets the job done.

Exclusive Abilities & Talents

Key Abilities

corrosivegrenade Corrosive Grenade (Level 10): Hurls a corrosive grenade that spews acid in a 5-meter radius on impact, dealing X internal damage over 24 seconds to up to 8 targets.One of the 2 main DoT’s in your rotation. I personally prioritize this ability after Corrosive Dart because applying a Corrosive Dart to a target first followed by a Corrosive Grenade spreads both DoT’s to enemies within 4 meters of the afflicted target.
191067277_1090849130 Cull (Level 26): Fires a volley of bolts at the target, dealing X weapon damage and spending 6 energy each second. When you deal damage with Cull, each of your poison effects on the target also deal damage.(Cooldown: 9 seconds)This ability truly defines a Virulence Sniper. Our entire rotation, and overall damage, are based off this ability. You only want to use this when you have your 2 DoTs on the target as well as using it off cooldown to maximize your DPS.
weakeningblast Weakening Blast (Level 41): Deals X weapon damage for the next 10 seconds causing the target to take X additional weapon damage whenever it takes damage from your Cull or a poison effect.(Cooldown: 18 seconds)This has changed as you may be able to tell. Weakening Blast is best used off CD and if possible used before your next Cull. At the same time, you do not want to delay this or Cull to maximize DPS. With the Weakening Blast debuff applied to the target you want to get as many Lethal Shots as possible without destroying your energy.
4192612752_362880071 Lethal Shot (Level 57): Shoots a target for X weapon damage and X internal poison damage.This is the replacement for Sniper from old Lethality, but better. The main reason I said above to prioritize Lethal Shot into Weakening Blast is because the Weakening Blast buff the internal poison damage Lethal Shot does. Using Lethal Shot outside of Weakening Blast will do less damage, but if you have spare energy it will do a lot more than a Rifle Shot or Corrosive Mine.

Key Talents

115639506_3181161847 Corrosive Dispersion (Level 12): Corrosive Grenade spreads your Corrosive Dart to the targets it damages, as long as it damages at least one target already affected by your Corrosive Dart.Finally, DoT spreading! Unfortunately this is only a 4 meter radius, but if there are 4+ targets this is great to take advantage of.
2431101870_2940300692 Lethal Dose (Level 16): Increases the critical chance of all periodic effects by 10%.This is a lot better than it seems. As a Virulence Sniper, your DoTs critically hitting is your source of energy regeneration once level 28.
1172017248_1435774430 Lethal Purpose (Level 28): Reduces the cooldown of Adrenaline Probe by 15 seconds. In addition, critical hits with poison effects restores 2 energy.Need I say more? All energy regeneration talents are amazing.
3875775189_4021545963 Corrosive Microbes (Level 32): Corrosive Dart has a 15% chance to tick twice when it inflicts damage. In addition, Corrosive Grenade makes its targets assailable for 45 seconds. Assailable targets take 7% more damage from elemental and internal damage.This is one of our Raid debuffs we can apply on a target which will help all others hitting the same target that also are dealing elemental & internal damage. Of course, Double Corrosive Dart ticks are nice.
2203546642_115423332 Hew (Level 36): Increases the damage dealt by Snipe, Lethal Shot, Series of Shots, and Cull by 5%. Additionally, when Corrosive Grenade and Corrosive Dart end they are replaced by a lingering version for 5 seconds that will only deal damage when Cull deals damage.This ability right here is the reason the 3 Cull rotation exists. Your 3rd Cull will be channeling while the lingering versions of the DoTs are applied and still dealing the same amount of damage.
4055875428_3076782913 Devouring Microbes (Level 48): Increases the damage dealt by poison effects by 15% on targets below 30% of max health. In addition, if a target dies with Weakening Blast, it finishes the cooldown of Weakening Blast.This is your execute range damge increase. Something new added with 3.0 is the finished cooldown of Weakening Blast which is one of my favorite add-ons as far as quality of life is concerned.
1750894533_3150754376 Lethal Takedown (Level 52): Damage dealt by Cull has an 80% chance to trigger Lethal Takedown, which finished the cooldown of Takedown and makes your next Takedown usable on a target with any health level.This has been in the rotation since Lethality Sniper and it is still RNG based. Rarely do I not get a Takedown proc from Cull, but when it happens I cry a little inside.
3368086149_3768121512 Corrosive Mine (Level 59):Increases the duration of your Ballistic Shield by 5 seconds. In addition, when you activate Covered Escape, you detonate a Corrosive Mine that deals X internal damage to all nearby enemies over the duration. Targets that remain within are additionally slowed by 70% for the duration. Lasts 8 seconds. Does not affect sleeping or incapacitated targets.A 5 second longer Ballistic Shield is something often overlooked and why I love this Discipline so much. Having your Raid Utility last 5 seconds longer than all of the other Disciplines is huge. Corrosive Mine is something I rarely use in raids, unless there are lots of adds stacked. I personally use is mostly for parsing as it does greater damage than Rifle Shot and costs 0 energy, but it is great for multiple targets to deal damage.

Gear & Stats

Here’s my current BiS 198 Sniper as of 1/6/2015


Resurrected Gear Set

1.) Accuracy:

  • a.) 777 Accuracy (7 Level 192 Initiative/Acute Enhancements)
  • b.) 710 Accuracy (6 Level 192 Initiative/Acute Enhancements + 1 Level 186 Accuracy Augment)

2.) Surge:

  • *a.) 401 Surge Rating (333 Surge Rating (from 3 Level 192 Adept/Battle Enhancements + 2 Level 186 Surge Augments) (71%)
  • (*Disclaimer: I honestly don’t care about Diminishing Returns graphs. I found this setup worked well for me in terms of parsing and raids.)
  • b.) 333 Surge Rating (68%)

3.) Critical:

  • 200-350 Critical Rating. I recommend a setup of 2 Level 192 Battle/Acute Enhancements and 2 Eviscerating Crystals as a good place to start (302 Crit Rating).

4.) Alacrity:

  • a.) 0 Alacrity
  • b.) 111 Alacrity
  • c.) 222 Alacrity

5.) Augments:

  • a.) All Mainstat (Level 186 Skill Augments)
  • b.) 13 Mainstat + 1 Accuracy (Level 186 Augments)

Set Pieces: Sniper 6-Set Bonus

Revanite Set

1.) Accuracy

  • a.) 772 Accuracy (6 Level 198 Initiative/Acute Enhancements + 1 Level 186 Accuracy Augment)
  • b.) 720 Accuracy (6 Level 198 Initiative/Acute Enhancements)
  • These are going to be the 2 most common accuracy builds for any class for 3.0. Many people posting high parses are running with 720 rating, but I am personally running with 772 to guarantee I will not miss any of my abilities (720 leaves you at 109.63% as opposed to 772 is 110.14%).

2.) Surge

  • a.) 480 Surge Rating (4 Level 198 Adept/Battle Enhancements)
  • b.) 360 Surge Rating (3 Level 198 Adept/Battle Enhancements)
  • As you can tell, I went the 480 Surge route as it posted higher results in my testing.

3.) Critical

  • 300-450 Critical Rating. I recommend a setup of 3 Level 198 Acute/Battle Enhancements & 1 level 198 Keen Mod, resulting in 423 Rating.

4.) Alacrity

  • a.) 0 Alacrity
  • b.) 120 Alacrity
  • c.) 240 Alacrity
  • As you can tell, I personally do not run any Alacrity as you lose too much of your secondary stats to add in Alacrity. Possibly adding a few Alacrity augments may be beneficial, but for Virulence running Mainstat gives you a higher Critical Chance from your Cunning, which critically hitting your DoTs restores energy allowing you to use higher energy abilities more often resulting in greater DPS.

Update 3/10/2015 – I am currently running 120 Alacrity (1 Enhancement) and I have obtained my                 best resulting parses using this.

5.) Augments

  • a.) All Mainstat (Level 186 Skill Augments)
  • b.) 13 Mainstat + 1 Accuracy (Level 186 Augments)

Set Pieces: Sniper 6-Set Bonus


1.) Revanite Relic of Focused Retribution (RECOMMENDED)

2.) Revanite Relic of Serendipitous Assault (RECOMMENDED)

3.) Revanite Relic of Bounless Ages (In case you need it for burstier fights)


To start, there’s 2 things we should go over: The 2 Cull and 3 Cull rotations. I will go over both as I personally use both for various reasons/fights and that they are both viable. Let’s start off with the 2 Cull.

2 Cull Rotation

Just as it sounds, your rotation is based of using Cull 2 times and then refreshing your dots. This is how Lethality pre-3.0 played except we have a new ability – Lethal Shot. Because of this, we pretty much have a set rotation here which goes a little something like:

Parsing Opener

Precast Orbital + Laze Target > (Wait 2 Seconds) Corrosive Dart > Corrosive Grenade > Weakening Blast > Adrenal + Cull > Lethal Shot > Lethal Shot > Lethal Shot > Takedown + Target Acquired > Cull > Takedown > Corrosive Dart > Corrosive Grenade > Weakening Blast > Cull > Lethal Shot + Adrenaline Probe > Series of Shots > Takedown > Cull > Takedown


Please note that depending on your dot crits you may be in situations where you’ll have to use Adrenaline Probe earlier or later in the rotation.

General Rotation

Corrosive Dart > Corrosive Grenade > Weakening Blast > Cull > Lethal Shot > Series of Shots > Takedown > Cull > Takedown


That’s the general rotation to follow when on boss fights/parsing, but because this does drain through your energy where ever there is a Takedown and you’re out of abilities to regenerate your energy (Target Acquired & Adrenaline Probe) you’ll want to replace Takedown with a Rifle Shot, so the more realistic rotation will look a little like:

Energy Management Rotation

Corrosive Dart > Corrosive Grenade > Weakening Blast > Cull > Lethal Shot > Series of Shots > Filler (Rifle Shot, Roll, or Takedown) > Cull > Filler (Rifle Shot, Roll, or Takedown)


Depending on how low you’re dipping on energy (a good rule of thumb is to not go below 60 unless you have Adrenaline Probe up) you’ll want to replace a TD with a RS, sometimes in each TD window. If you are parsing, it is better to use Roll over Rifle Shot as it does 2 thing for you:

a) Does slightly more damage compared to Rifle Shot

b) When using the Utility “Snap Shot” Roll takes you out of cover and puts you back in, giving you the Snap Shot buff to make your next Lethal Shot be instant as opposed to a 1.5s channel (Buff lasts 10 seconds).

3 Cull Rotation

This is something completely new to all you “Lethality Snipers” and it definitely makes the spec a little more interesting. Just like it sounds, it’s based around using 3 Culls within the same dot’s time window. We are now able to do this because of “Hew” in discipline tree. This rotation is based off of a priority system of abilities you want to use at certain times while also having to worry about energy management. The priority looks something like this:

  1. Corrosive Dart + Corrosive Grenade
  2. Weakening Blast off CD
  3. Cull off CD
  4. Lethal Shot (Primarily under Weakening Blast)
  5. Takedown
  6. Series of Shots
  7. Roll
  8. Rifle Shot

What does this translate to on a dummy? Well, here’s the opener:

Parsing Opener

Precast Orbital + Laze Target> (Wait 2 seconds) Corrosive Dart > Corrosive Grenade > Weakening Blast > Adrenal + Cull > Lethal Shot > Lethal Shot > Lethal Shot > Takedown + Target Acquired > Cull > Series of Shots > Takedown > Weakening Blast > Cull > Corrosive Dart > Corrosive Grenade > Lethal Shot > Takedown + Adrenaline Probe > Cull


Again like the 2 Cull rotation opener, you may have to use your Adrenaline Probe earlier in the rotation if you don’t get enough dot crits.

General Rotation

Corrosive Dart > Corrosive Grenade > Weakening Blast > Cull > Lethal Shot > Lethal Shot > Filler (Roll or Rifle Shot) > Takedown > Cull >Series of Shots >Takedown>Weakening Blast> Cull > Corrosive Dart > Corrosive Grenade >Filler (Lethal Shot, Rifle Shot, or Roll) >Takedown >Cull


This rotation can vary a little bit as Weakening Blast can move its placement in the rotation, but if you follow the priority system above, everything will fall into place.

Of course, you’re going to want to use your high energy abilities when you have Target Acquired and Adrenaline Probe up, but be conservative when they are on CD as it can be very tricky to burn through you energy without the old Sniper 4pc Set Bonus (1/2 cost Takedown).

This is (for the most part) my opening rotation. Your main source of getting any energy back is have your CG or CD ticks crit. Seeing as this is RNG based, your opener and overall rotation can vary and you have a few points where you can use fillers. A general priority system of abilities to use would be as many Lethal Shot’s, as energy permit, under Weakening Blast without delaying Cull, using Takedown as much as possible, & using Series of Shots outside of your Weakening Blast windows.

Data & Averages: Highest Parse so far


3 Cull Rotation Example Video


Raiding Tips

  • You are a Sniper – You have lots of raid utilizes so please use them (Diversion, Ballistic Shield, etc). Don’t just try and number pad when survivability is key.
  • Try and make sure your dots are always on the boss at all times. If there are fights where there’s a lot of movement I may find myself refreshing dots early or using Utilities like Snap Shot to let me have insta-cast abilities while roaming.
  • Use your defensives wisely. This mean don’t go pressing Shield Probe off CD or Evasion accidently. We may have very nice AOE damage reduction (if using the appropriate Utilities), but we have only a handful of defensives. Evasion is great for mitigating heavy damage (when in cover), Roll can be used to completely ignore/mitigate incoming damage (Load Lifters on Bulo, Lord Kurse’s Slam, etc), as well as Entrench for those times where you don’t like being thrown around.


Here I will talk about how I think Virulence plays on each of the new boss encounters of The Ravagers and Temple of Sacrifice. For use of this guide I will mainly be referring to Hard Mode. Before we get started I will list what Proficiencies I use on each fight and I will explain in more details below.

Ravagers: Sparky – Marksmanship, Bulo – Virulence, Torque – Marksmanship, Blaster/Master – Virulence, Coratanni – Virulence.

Temple: Malaphar – Virulence, Sword Squadron – Virulence, Underlurker – Marksmanship, Revanite Commanders – Marksmanship, Revan – Virulence.


Sparky – Virulence is about on an even playing field on this fight with all the Sniper specs. The benefits you have here is if your job is to deal with the doggies (please don’t kill Deshy or Jwizzix’Xthor!) you can have both of your dots still ticking on the boss. Also, if the adds are stacks the dot spreading works well for increased damage.

Rating: 8/10

Bulo – Once again, lots and lots of movement. Virulence is great as your dots are still on the target if you need to stop and worry about mechanics. Not much more to be said here as it’s just a single target boss fight from a DPS perspective.

Rating: 8/10

Torque – I personally don’t run Virulence on this fight for a few reasons. The main one being dot spreading. During this fight, you must be very very cautious about what and where you are DPSing and to not kill the FIX4-U droid. Even the slightest dot spread from your Corrosive Grenade will destroy the little guy. It is definitely doable with Virulence, but it makes you play a lot more cautiously then Marksmanship for example.

Rating: 3/10

Blaster/Master – Yet another fight which involves a lot of movement only this time there are 2 bosses that can have the benefit of your dots. Due to the extreme mobility of this fight, Virulence is a great choice. You will be running and rolling through Twinkies so might as well have your dots tick on the move!

Rating: 9/10

Coratanni – What a surprise, such movement much wow. See a pattern here? Same reasons as before Virulence shines. However, Marksmanship can also be a nice choice for this fight & I see no issue running either. The main benefit for Virulence is if in Phase 1 you are a “floater” you’re possibly going to be moving quite a bit on top of having to click if that is your job. Phase 2 it is great as well, but I can’t get into that..yet.

Rating: 8/10

Temple of Sacrifice

Malaphar–Any spec is fine. Virulence is nice because it does good damage, but so does all of the other Sniper proficiencies. Simple Tank and spank.

Rating: 7/10

Sword Squadron – Very mobile fight so this is a great spec to play. Even though you swap from Walkers 1 and 2 often, the rotation doesn’t really vary. As long as you spec into all of your important defensives in the Utilities, any spec can play perfectly fine.

Rating: 8/10

Underlurker – Lots and lots of target swapping. One of the main reasons I run Marksmanship as opposed to Virulence for this encounter. Don’t get me wrong, you can run Virulence, but depending on how adds are focused the raid would have to cater to you to deal optimal damage. A good benefit of Virulence is your dots ticking on the boss while you are behind the rock & getting knocked back, but that is the only real benefit.

Rating: 4/10

Revanite Commanders – Even more target swapping. I personally play Marksmanship for this fight due to have a stronger Suppressive Fire as well as being able to target swap easier. Virulence does have its advantages however. If adds are stacked, you can dot spread to them, but they’ll most likely die within seconds. Because of this I rate it..

Rating: 3/10

Revan – So many things happening it may be hard to keep up. Virulence overall allows more mobility to deal with mechanics. Running either the 2 or 3 Cull rotation is viable for this fight. During the Machine Core phase you can sit in Entrench while dots are ticking on the core while looking at the circles.

Rating: 10/10

Below is a Revan HM Virulence Sniper POV

Closing & Credits

I would like to thank Dulfy for hosting my guide.

I would also like thank all of my friends across SW:TOR, mainly my guildies in Zorz, for tolerating me in and outside of raids.

I strive to be the best player possible in all classes and roles. Any advice you guys have for me including questions or concerns please post below!

I end with this: “I wanna be the very best,
Like no one ever was.
To catch them is my real test,
To train them is my cause.

I will travel across the land,
Searching far and wide.
Each Pokémon to understand
The power that’s inside

Pokémon, (gotta catch them all) its you and me
I know its my destiny
Pokémon, oh, you’re my best friend
In a world we must defend

Pokémon, (gotta catch them all) a heart so true
Our courage will pull us through
You teach me and I’ll teach you
(Po-ké-mon) Gotta catch ’em all”

  • daray

    so ash ketchum gonna teach us sth, sounds good to me

  • Shulk

    This guide 10/10. Numbah #1 USA. POKEMON MASTER RACEZORZ! :DDDDD

    Seriously, good job, Yolo. Much luv. <3

    • Yolo

      Thanks, Shulk <3

  • Mazio

    Very nice guide, well written. Thanks for this

  • Cloake

    Good job Yolo. Nice to see it finally up

    • Yolo

      Thanks, man. Appreciate all of your help as well <3

  • I don’t see engineering recommendation for any of the fights…

    But otherwise, good guide. I’m going to have to experiment with the 3 cull rotation.

    • Yolo

      Engineering is definitely a viable spec, it’s just not one I’m as proficient with as MM & Viru (yet). I am working on bettering myself in Engi at the moment and once I fully test it in the new HM Operations I will update my information.

  • Havik79

    Dang, I should learn to read, I thought laze target was only for ambush, did they change it in 3.0?.
    Not that it matters, only group up for section x dailies, so only hurting myself.
    Will you also be covering virulence op?.

    What if one doesn’t do ops, and just did dailies, and HM50 for decos, would alacrity be worth taking then?.

    • deathmetalnightmare

      if youre just doing that for content – gear how you want. it’s not going to matter that much. all alacrity gear set. give your companions those gifts so fast!

      • Havik79

        OK thank you both for the info.

    • Tru

      If all you do is dailies and HM 50s, you can throw whatever gear you want into your set and it won’t matter. Strictly speaking though, alacrity would have very minimal benefit in the short fights you have.

      Laze target previously only worked on Snipe, it now works on Cull, Ambush, or Explosive Probe, depending on what spec you are in.

  • Qeto

    Whoa, Best Guide Ever! 🙂

    • Dan

      my half-sister makes $65 /hour on the computer . She has been fired for seven months but last month her paycheck was $21176 just working on the computer for a few hours. original site;.Yolo

  • Caitsith

    Excellent guide!As I saw in your sample parse Takedown has terrrible critical ratio here also. (My “best” was 4,4% crit from 23shot so far during 1M HP dummy parse).
    What about Cull + Laze target is it bugged or not? Compared to Ambush or Explosive probe they always crited if Laze target activated but Cull’s behavior is quiet strange. How should it work? All 4 white damage from Cull should be crited or just 1?

    • Yolo

      Hey, thanks! Cull should be critting on all white damage under LT and for me it has seemed to be working. I will being to grind parses more and see if I can find any inconsistencies.

      • Caitsith

        I did a sample just now. LT+cull did 2 crited shot from 4 so it is definetly not work

    • Tru

      All 4 ticks of white damage should crit from Cull. In addition to Cull’s already increased crit chance, that’s where you get such high crit percentages on Cull.

  • Kaiser

    When will a guide for Shadow/assasin tanks be available?

    • Ajoona

      Playing a Shadow Tank myself I’d advise you to look up the pre 3.0 guide. The Spec has not changend that much.

  • A really good guide ! Thank you so much my friend, for being so pedagogic in your way to teach things. I’ll definitely be practicing my sniper when i find some time. Cheers 🙂

  • Jeremy Holmes

    “the juice is worth the squeeze”, love it! lol

  • Meatwagon

    I have a rotation Yolo I’m hoping you could give me your input on and I’m afraid I will be speaking in Gunslinger terms 🙂

    Pre-cast flyby- Smuggler luck (wait 2secs) VS-SB-IM-HB-WS-QD-DB-SS-WS-QD

    Then rinse and repeat. Also Is using roll damage worth it any help would be great

    • Cloake

      That rotation is basically just the standard/classic 2-Wounding Shots rotation, with Dirty Blast in a filler spot.

  • Akumakazama

    If this is the mirror to “Dirty Fighting” Gunslinger spec, any reason it does not match the 3.0 guide already listed, other than it being done by another person?

    • Cloake

      The rotations Yolo uses here are more recently developed/tested than what was used at the time of writing my guide. However, we have been in much contact about said rotations and the Dirty Fighting guide will be updated to include them

      The other things aside that are more personal preference (ie, things like stats and such) of what works best between us

  • deathmetalnightmare

    quality guide, now put those Disturbed mp3’s in the trissh plz k thx

    • John Kosto

      Disturbed rock. But this isn’t Disturbed.

    • Yolo

      If you’re referring to the parsing video, that’s Sum41. I wanted to use a song that wouldn’t scare people 😛

  • Sindariel

    I honestly don’t know why you put Target Acquired at the end of the rotation (2-Cull rotation), right before you reapply your DoTs, where only a single Cull and Takedown gets benefit from it. You waste half of it’s duration this way.

    And in the ability description above you say you like to use Target Acquired in conjunction with 2-3 Lethal Shots and Takedown, but in both rotations below you use it AFTER your 3 Lethal Shots.

    • Sindariel

      PS: The video got removed from Youtube, it seems.

      • Yolo

        Video loaded fine on my other YT account

        But in regards to TA I mainly use it as an energy regen to fit as many LS’ as I can into my rotation. The 2 Cull rotation may not be perfect, but the way I fit TA in it allows me to use more energy intensive abilities early and delaying my AP a bit later.

        • Sindariel

          Ok. I figured it might be for energy management purposes but you didn’t mention it anywhere in the guide.

          PS. Youtube says “This video is not available” for me. Did you use copyright protected music that might get blocked? I’m watching from germany.

          • Yolo

            Possibly, my apologizes. I usually have music playing 24/7 when I play so I can edit the music out and reupload if you’d like. The same YouTube channel will be the host to any and all of my videos for boss fights, raids, etc (including all of my other guildies).

            • Sindariel

              That would be great.

        • JAD

          Couldn’t you use TA after the first lethal shot for the same energy regen plus it buffing the white damage of the two lethal shots and the takedown or does putting the energy regen before Cull help bring you better energy returns overall?

  • Tru

    I am reminded of a video series on YouTube where Yolo can be seen opening several boxes of Pokémon cards, a pack at a time.

  • xzenith

    Hey Yolo, great guide! Was just wondering about your experience with the old set bonus and 2-cull rotation vs. the new set bonus and 3-cull rotation. While my gear is not yet up to your lofty standards, I’ve found that my damage with the 2-cull (180/186 set bonus-best is around 4650 dps) is ~ the same as the 3-cull (192/198 set bonus-best is around 4580 dps) rotation (although, admittedly, my 3-cull was a bit different than the one you’ve posted…i’ll need to test yours).

    • Yolo

      Just did about 5 parses and my average seemed to be around 4600-4800 depending on crits. Seeing less than half of my regular Cull crit with the 6pc is a bit depressing though 🙁

      • Rint

        Just wondering, wouldn’t you want to use a lethal shot before cull with
        the new 2 set bonus? That’s how I have been rotating to get the max
        damage out of 2 culls, but I hate parsing so never sat down to see the
        differences on a dummy.

        • Yolo

          Very good question. My first rotation did have a LS before any dot application, but further testing proved, in my results, that it hurt my energy too much and didn’t prove to be a substantial DPS increase. In fact, I usually parsed a tad lower.

          • Rint

            Well I’m a clicker so usually my cull is back up without needing 3 LS shots before the TD. I was just curious.

  • Ivan

    Does this apply for PVP? Seems like Accuracy is not very useful in PVP in place of Surge and Power? Correct me if I am wrong.

    • Shulk

      Accuracy shouldn’t be that high in PvP. I believe the BiS standard for that realm is 95% ACC.

      • Ivan

        thanks, it’s a good guide but I wish it gave more pvp tips then.

        • Yolo

          My apologies. As you can tell in my picture of my toon’s stats I don’t PvP that often on my Sniper. I didn’t want to misinform you guys on a subject I didn’t know fully.

  • Sibek

    I’ve never played Vir before, even in 2.0, so this guide has helped out a lot. I have a question about parsing, though, I have 192 mods and enh with the rest being NiM DF and DP gear (186s), and i’m having trouble parsing 4.2k =/. With my gear, does anyone have an Idea of where I should be parsing?

  • KShrike

    I love it when I’m proved right about spec choice for Underlurker…

  • Z

    Very nice guide! Also, what gun are you using in the video? Ty 🙂

    • Yolo

      I am using the Tier 2 Season 3 PvP reward, “Furious Sniper Rifle.” It’s the same as the Revanite Sniper Rifle, but has cool animations (which are safe to assume the NiM versions will appear this way based on previous content).

  • Lymp-deeps

    Do you ever use engineering on any fight? Or is too roll / ground AoE based?

    • Lymp-deeps

      Nvm, should have read all the comments first.

  • Thrax is Kappa

    Virulence is Kappa

  • poisoner

    where is single target and AOE ratings ?

    • Yolo

      Apologizes for not giving a direct “Rating” of each.

      Single target would be a solid 8
      AOE would be about a 7

      MM & Engi a a bit better for AOE, but Virulence is still pretty solid.

      • poisoner

        Thank you very much )

  • A’shura

    Kind of a dumb question but which set piece gear should we pick? I mean…Enforcer, field tech or professional? In any case, Great guide, ty, i love this spec.

    • Yolo

      Fortunately with this class you have 2 different, but same set pieces. Just pick whichever has the stats you need at the time (Crit, Power, Accuracy, etc). Unfortunately there is only 1 Initiative Enhancement in all of the pieces which makes me 🙁

      • A’shura

        oohh i see, i though i was missing something lol. That sucks indeed 🙁 Thank you, yolo! <3

  • camelpockets

    My guide compared to the Zorz guides. You guys make me feel like a chump :3

  • MrsFalbo

    Great guide. Just got my Sniper to lvl 55 and pushing on for 60. I have a gearing question – what mods do you use? Asking because I saw the enhancements and augs listed, but no mods. I’m currently equipped with Keen and Artful mods and as I’m gearing up with the Rishi basics, I wanna be sure I’ll be good for the next 5 levels.

    • Yolo


      You’re mainly going to use only Artful or Keen mods. Unlettered Mods obviously. These only drop from Unassembled pieces from the new Operations in SM and or HM (192 or 198 gear).

      • MrsFalbo

        Thanks for the info. 🙂

  • Randomnub

    Hello, ty for the guide, the lethal shot spam after weakening blast was particularly useful info.

    I do, however, have one big problem. Laze target currently only makes the first tick of white dmg on cull auto crit for me. I do not have the 6 piece set bonus, running the 4 piece old one. I tested this several times on a dummy, just plain laze target then cull and never have I seen all four ticks crit, always only the first.

    I also tried this with dots on, then laze target then cull. I looked at my combat log and always only the same first tick of white dmg would auto crit. Parsec tells me that soon as that component crits I lose laze target.

    Is this expectation correct? Should all four white ticks of cull crit with laze target? Or just the first? I looked at ur vid here in slow motion and it looked like all 8 of ur white cull ticks crit in ur opener. Does this have something to do with having the 6 piece to make this happen? I do know it gives an additional charge, but maybe thats what makes the buff persist throughout the cull channel?

    Could u try this out/comment on this with and w/o the 6 piece set bonus? I find this remarkably frustrating to be honest.

    • Vader

      From what I found putting the 6pc makes all the white damage crit and without it only the first auto crits

      • Randomnub

        Well damn, no 6 piece virulence is pretty significantly gimped!! Just like 2.x without set bonus lol.

  • Marko

    Thanks for the info mate… Im currently running mixed gear with old 4 set bonus so that I can use Takedown on each proc. However, my main damage comes from Corrosive Grenade, and after that oddly enough Dart. Cull is on the third place with about 1.xx% less than dart which makes me go “hmmm”… Running with 4100 cunning, just shy from 1400 power if that matter at all, and using old rotation sans the filler with Lethal shot… Any thoughts why my Cull is not on the second place with damage done on dummy?

    • Yolo

      The main thing is the new 6pc Set Bonus gives you 2 Auto Critting Culls compared to just 1. Apparently the 6pc is bugged, but having it “auto crit” an additional time will give you more Cull damage and sometimes making it higher than the DoTs.

      I experimented with the old 4pc as well in my current gear and noticed a slight DPS loss mainly due to additional TDs not making up the damage from Cull auto critting (maybe a 100-200 DPS loss).

      Hope this helps!

      • Marko

        Cheers thanks… I though so that Laze target might be the reason, but didn’t want to go too deeply into it giving that I don’t have 394 unassembled lying around to test new 6pc set… Thanks for the reply mate, cheers

  • Question: Can the damage of Cull and Corrosive Grenade go back and forth depending on the parse, or does Cull have to deal more damage than the Grenade?

    • Marko

      In my particular case, 4 old 2 new set, its Grenade, Dart and then Cull. As Yolo explained, that is because with new 6pc set bonus, from one Laze target you get 2 stacks of Cull buff, thus pumping more damage into cull (and probably why his Cull is on 60% crit, which I personally find hilarious 🙂

  • Lunagazer

    This is a quick post from the SWTOR forums and was in response to Kwerty on the post

    A couple of things:
    1. I agree the 3 WS rotation is ideal. It does much more dps than the 2 WS rotation.
    2. This better rotation comes at an enormous sacrifice: terrible flexibility. Assault, Balance and Plasmatech can afford to have their dots run out (slight dps loss but one GCD or so isn’t too bad). On the other hand DF cannot use WS without the dots up (well, you *could*, but it’d be terrible dps loss). I guess movement on SpeedShot or WS would help not delay rotations on movement heavy parts of certain fights. Personally i think it has more to do with limitations on them not being able to handle gunslingers coming out of cover without interrupting a channel.

    Looking comparatively at both sets: The new one gives a second autocrit to WS (btw mine never seems to fail, even with the old bonus) and a little bit of extra mainstat (40 for the 4 pieces in 192s over 186s). That’s about 40*0.2*1.05=8.4 bonus damage. Since the coefficient on Shrap bomb is 0.3 the damage increase (per tick) is 2.52. In a minute we have about 21 dot ticks (9 ticks / 27s*54s + 3)~=53dmg ~= 1DPS .
    Vital shot is about the same (slightly higher since it has a change to double tick and has a coffee of 0.3075) but lets be generous and say 2DPS.
    Wounding Shots has a coefficient of 0.805 and 4ticks/activation (let’s ignore OH for now) and 7 activations in a min. That amounts to 189 Damage or 3DPS. Let’s take everything together (main 3 damaging abilities = 6DPS) and then quadruple it to be safe.
    Adding crit in there 40% 70% surge = 24*(1+0.4*0.7). That amounts to 30.72DPS gained from the main stat.

    Then comes the bonus from the second wounding shot crit. Because i don’t feel like dealing with procs and relics, i took them off for this little test. Wounding Shots (for me full 192s optimized + a couple of 198s) was hitting for ~1240 criting for 2180 on average (main hand only)(I run 2 alacrity pieces). Wounding Shots also has a 36% crit chance naturally for me 26%+10% from tree).
    That means that during one minute, on average, we can expect 10 crits and 18 non crits. Being generous I’ll say that the WS where we would’ve used smuggler’s luck would have only crit 25% of the time. Therefore, with the set bonus that would become:
    13 crits – 15 non crits with the old set bonus = 46940
    16 crits – 12 non crits with the new set bonus = 49760
    This is a 2820 damage difference or about 50 DPS (again, rounding up)

    This means that: assuming no energy gain from the old set bonus, you would gain about 81 DPS
    That 80 DPS is slightly below the 100 DPS lower limit from Yolo but realistically, he’s in 198s so (i can’t check the exact values at work) but i’m going to double the gain from mainstat and assume 62 DPS gain from that. We’re now looking at a 112 DPS gain over 186 pieces with no set bonus.

    In Yolo’s parse, he uses 3 rolls, 3 quick shots, 21 Dirty Blasts and 18 quickdraws.
    In the 3min 26 parse (not that i have a parse like that, just math), with an old set bonus, I would use 23 quickdraw, 22 Dirty Blasts and 0 of the rest. Using his numbers (and admittedly terrible Takedown crits):
    98632 Takedown
    + 116229 Lethal Shot
    + 12450 Corrosive Mine
    + 9272 Overload Shot
    + 1721 Rifle Shot
    – 23*(0.222*8203+0.778*4701) -> -126004.212 23 Takedowns at 22.2% crit
    – 2*22*(0.262*4091+0.738*2298)-> -121781.704 22 Lethal Shots at 26.2% crit
    – 21931 damage lost by having to use fillers instead of Takedown and lethal shot

    Over 3 mins and 27s, that is -105.95DPS

    I admit, there was some hand wavy math in there and not everything is super accurate but the point is.
    Only in 198s would you see a gain over 186 armorings. And even then the fact that you would only get the same numbers means i would probably use the old armorings as they would be easier to use in an actual fight

    i feel like i have biased most abilities in favour of the new set bonus and even then, they come neck in neck.

    In conclusion, I believe that both sets have very very similar damage outputs with an actual easier rotation to execute with the old set bonus. Either way, the supposed 100-200 DPS gain is something i do not see.

    ~Lunagazer – Sorry for the long post

    P.S. Again, i am not arguing 2WS vs 3WS. It is clear that the 3WS rotation is much higher DPS

    P.P.S if there is a bug in the new set bonus making WS crit even more than it’s supposed to be, that is something else entirely

  • Marko

    What would you advice regarding implants? Both Accuracy/power or any other combination? What would be better, 6 enhancements or 4 enhancements and 2 implants?

    • Marko

      … or 3 enhancements and 2 implants and ear piece?…

    • Yolo

      Any combination is fine. Personally, I like to put anything accuracy into the left side because Initiative Enhancements are harder to come by initially, but if you legacy gear between toons, it is very nice to have more Initiative Enhancements.. just in case.

      • Marko

        Cheers thanks mate, I though so, but wanted to check to be sure, without digging out stats of the implants and the enhancements and what not 😉

  • Meatwagon

    Hey Yolo which cull rotation pumps out the most damage in boss fights and parsing

    • Yolo

      The 3 Cull rotation, from all of my testing, does more DPS on average on boss fights & parsing. Sometimes in boss encounters you may find yourself in scenarios where reverting to the 2 cull rotation may be optimal, but going back to doing the 3 cull is best.

  • SupRun

    Wouldn’t alacrity make your DoTs tick faster? I know quite a few people who run DoT based spec such as Balance Sage and Assault Commando/Plasma VG love that alacrity because it makes your DoTs tick faster (I wouldn’t know this personally as I don’t run any of those specs)

    • Alivan

      In my PVP experience, getting accuracy to approx. 95 % and three alacrity pieces improves your dps. You should at least try imo.

      • SupRun

        I’m speaking from a strictly PvE standpoint, ops FPs, etc. I only PvP to get my buddies a laugh as I get slaughtered.

  • SupRun

    What is the general consensus on old 4 piece (Dread Forged/Dread Master) and the new 2 piece? Is it worth grinding DF/DP HM for those pieces?

    • Omises

      I can speak from the perspective of someone that plays that way since the launch of 3.0. Comparing to the guy who wrote this article, I would say I’m a fluke 🙂 so don’t take it for granted. That being said.

      Currently, with about 4300ish cunning on my sniper and about 1400ish power, I have been able to pull about 4,3k on dummy consistently (as in 4260 – 4350 range) with 4+2 set bonus (mostly 192 but not all min/maxed, 6 accuracy enhancements, 2 acc augments to make it up to 110% ranged). Old set is two 186 and two 180. You are losing some cunning on those, also some crit from mainstat, but also some power again from your mainstat. However, you will have very little to none resources issues with regular 2 cull rotation (and Takedown procs), and with some lucky crits very little issues with 3 cull one. On the other hand the new 6 set bonus brings you 2 stacks of cull buff, which is a lot. With rather same amount of crit, I usually have about 34-35% crits, while he has whooping 38 (and I suspect its from second stack of cull since its granted crit from Laze target).
      Hard to say really considering you will have to adopt your play-style as virulence to new set bonus. My humble advice would be to keep the old one all the way till you get full 6 to swap right away, since I don’t think you will benefit that much from increased damage on 2 set, and Target Acquired reduced cooldown on 4 set. I mean, you will, but you have TA cooldown already on 2 set old bonus, and reduced Takedown (as in you will never have to replace it with filler) with old 4 set bonus. So, my advice is keep 4 set old, and pair it with new 2pc one. Then after getting all new set to complete 6pc set, replace them all together.
      Hope it helps 🙂

      • SupRun

        It kinda does. I run 3 Cull rotation and never have problems with energy. I do forget to use TA all the time I usually use it in my opener then forget about it (which is probably not good. Might just grab a DF/DM 2 piece and see if I’m using TA more if I parse higher even with the less mainstat.

        • Omises

          3 cull rotation on new set is not an issue unless you plan using all 3 Takedown procs. If you do, it will probably eat you up. Apart from giving you accuracy buff, TA also helps you with energy management. For example, you can easily go Cull->Lethal shot spam x3->Takedown->Cull->SoS->Takedown and still be around 80-85-90 resources depending on your crtis. Without it, 3 Lethal shots spam would probably leave you below 70, making your return bit harder. But hey, if the new set is working for you, by all means go for it. I got last piece last night and will spin it up one of these days to check it out.

          • SupRun

            I always use all 3 TDs. Also after the first Cull, not sure if it’s my alacrity or something but I only need 2 Lethal Shots before Cull is off CD so I only use 2. I never really have a problem with energy especially on high movement fights.
            ATM I am only running new 2 piece.

            • Omises

              Wait, so you do Cull, then 2x Lethal shot and after your cull is off from CD? That sounds like a lot of alacrity. For me with 0 its Cull->3xLS->TD->Cull off CD.. Which makes sense as 3 second is channel, 3×1,5 sec for LS and 1,5sec for TD (GCD). Then I suppose you wont have any issues with 6pc set either if what are you talking is correct.

              • SupRun

                I actually went back and checked my stats and have 0 alacrity. Maybe it’s just the amazing lag on the Jedi Covenant server.

  • SupRun

    I’m at the accuracy cap, with my crit near yours. But my surge is down at like 68%. Is it worth putting in surge augment(s)? Mainstat augs will probably put my crit way too high, ugh, this is harder than i thought….

    • Yolo

      Here is an updated stat distribution I am currently running:


      423 Crit

      772 Acc

      360 Surge

      120 Alac

      Here is my current highest parse as well: http://parsely.io/parser/view/9357/0

      I have found this gear to be optimal thus far, but I welcome any and all advice!

      Also, I am still running 13 Mainstat augments with 1 Acc augment.

      • Sindariel

        Why are you still running an acc augment? With your gear, you should be able to hit ~109,70% without any augments.
        Personal preference, or did you test the difference?

        • Yolo

          Just a personal preference. In a raid scenario I will always run over 110% accuracy because you do not want ANYTHING to miss. I can think of countless pulls on bosses with less than 10,000 HP and seeing a log where someone missed even 1 ability which could make up for that. Parsing it would be better to run 109.70 I agree, but I parse in the same gear I raid with.

        • SupRun

          I hit 110.1 without any accuracy augments, nothing above 192 gear.

  • theReelPopthart


    I just started raiding again with my sniper and I’m trying to relearn virulence. As i’ve been pounding away at the dummy it feels 1.good or 2. super energy starved.

    Is this just me not having high enough crit (287 rating) or am i just not playing right since i have only been practicing for about 2 hrs so far? Also do cull crits return energy still like they did in 2.x or did they get rid of that?

    • Yolo

      Firstly, eph off t-rol.

      Second, I run 400~ crit rating and I found that to be best for energy regen from crits. Cull will only return energy is your dots crit. Your dots critting in general regen your energy on or off Cull. Glad to see you’re playing again, friend!

      • theReelPopthart

        Thanks m8,

        after a couple days of TCO like dummy dedication (well not that crazy) I think I have the 3 cull down pretty well now. Now just need to translate it to a raid environment and get some gear 🙂

  • Max de Sutter

    Does corosive mine also affect cull ?

    • Fauckers

      Corrosive Mine is not dot and thus does not buff Cull, although Corrosive Mine makes Weaking Blast ticks for weapon damage, much like Corrosive Grenade/Dart

  • Shadow

    Hi Yolo,

    Im thinking about making a sniper because it seems like a strong and fun class to play, my question is what spec should you pick for leveling and is the more “fun” spec to play?


    • Yolo

      For leveling I always go Marksmanship. The energy management is poor until around level 35~, but I find it to be the best for leveling.

      I personally enjoy Virulence the most for end game raiding, but MM and Engi are both fun in their own way.

  • Oxii

    Hello Yolo,

    I have read several post that from 4K main stat, wasn’t usefull to get higher cunning stat (with augments) and put other augments like power augments was more usefull ! my main is an operative heal and i find this is good for him. Is it usefull with a sniper ?

    what is the best 14 mainstats augments or 14 augments with power or other stat ???

    thx 😉 and sorry for my bad english

    • Yolo

      This is highly discussed with all classes & specs and the difference is very minute. I personally run Mainstat augments on all of my DPS & Heals classes as a personal preference.

  • Yolo

    Added a Virulence Sniper POV for Revan HM under Raiding.

    Working on adding updated 2 Cull rotation with old 186 Set Bonus as well.

    • Secundum

      Any advice on energy management using the two cull rotation? I keep seeming to run out, even with 300 crit.

  • Oxii

    Can u put a video with 3 cull rotation and the parse open for see ur dps during the fight ?

  • Random Raider

    First off, great guide Yolo, i’ve been trying to start DPSing more in raids, and I chose Gunslinger for it, and this has been immensely helpful in getting better at it. I’m curious if I could get a screenshot of your quickbars to help set mine up.

  • TheHarbingersKwerty

    Something i’ve been playing around with is trying to emulate the old 2-cull rotation in a 3-cull rotation, simply because Series of Shots is a much better ability for its cost than Lethal Shot. With that in mind, it ended up doing almost 2% more damage!

    The rotation over 54 seconds is:


    Orbital + Laze Target -> Corrosive Dart -> Corrosive Grenade -> Lethal Shot -> Weakening Blast -> Target Acquired + Cull -> Rotation


    Lethal Shot -> Takedown(Old Set Bonus)/Lethal Shot -> Series of Shots -> Cull ->
    Takedown -> Lethal Shot -> Lethal Shot -> Weakening Blast -> Cull ->

    Corrosive Dart -> Corrosive Grenade -> Series of Shots -> Cull ->
    Takedown -> Lethal Shot -> Lethal Shot -> Weakening Blast -> Cull ->

    Lethal Shot -> Takedown(Old Set Bonus)/Lethal Shot -> Series of Shots -> Cull ->
    Corrosive Dart -> Corrosive Grenade -> Takedown -> Weakening Blast -> Cull

    NOTE: In execute phase, Lethal Shot will do more damage than Takedown does, so unless you have the old set bonus and are using takedown for resources, you should drop Takedown from your rotation in the sub-30 phase in favour of Lethal Shot


    First off, the opener. Instead of going Orbital -> Lethal Shot, I’m sacrificing the damage boost on Orbital so I don’t waste 3 seconds of the buff on putting DoTs up.

    Second, changing the priority to have Series of Shots much higher. On average, Series of Shots hits 70% harder than lethal shot and 62% harder than Takedown, for an increase in cost of 1 energy. It also gets a 10% higher critical hit chance thanks to razor rounds. Its for this reason I put Series of Shots higher in the priority list, which results in far more Series of Shots uses over the duration.

    Finally, the execute change. The reason is because you fell victim to something that you shouldn’t have Yolo – Lethal Shot’s average damage includes its execute damage. This means that its increased somewhat by the target sometimes being below 30% health, so if we were to look at the actual damage, below 30% health, lethal shot will hit harder than takedown, even without weakening blast – making takedowns sole use sub-30 as a resource-management ability with the old set bonus

  • Veldix

    I’m just starting to learn virulence and have messed with the 3 cull rotation a bit. I have made a rotation that seems to work slightly better for me. It works by using series of shots once every 12 GCD’s rather than 18. My rotation is constructed in 6 gcd sets.
    Cull>Cull(cont.)>Takedown>poison effect>SoS or Weakening blast + lethal shot.
    Poison effects is ether Corrosive Dart, Corrosive Grenade, or covered escape.
    This way you get both your dots up for the same amount of time but use 1 more series of shots, 1 less leather shot, and 1 less rifle shot every 36 GCD’s.
    The full rotation winds up looking something like this (x refers to the first 3 gcd’s of cull>Takedown):

    • Veldix

      I’ve changed the rotation a bit due to low energy right before takedown a lot of the time. my rotation now goes like this:

      I don’t have an opener really, so i just start with OS, LT, and CD and go straight into the main rotation, skipping the first Takedown.

      • 34erfgvwae4rg

        So you do;
        OS&LT – CD – CG – WB? – cull – roll/auto – TD – SoS – cull – CD – TD – WB – LS – cull – CG – TD – SoS – cull – roll/auto – TD – WB – LS -cull – CD – TD- SoS – cull and then back at the start again, rinse and repeat?
        And this has given you more dps? Do you have parses showing this on a dummy?

        • Veldix

          my opener is OS>LS>CD>CG>WB>LS (have been too lazy to get a good opener put together) and then i start the main rotation of:

          the main rotation is 36 GCD’s long and then repeats.

          you can place a roll before a TD if you are coming out of cull with low energy.

          I parse 4450-4550 on average in 192 BiS set bonus gear with this rotation (192 barrel)

  • The RED Spy

    Being in Virulence also allows you to remain more mobile than the other classes, though not for very long durations due to all the defensive buffs you get while in cover. Also (in PVP), I’ve noticed that people usually try to kill the burst snipers before they try to get to me. Very fun.

  • j7evn


    Can anyone answer? is this man use 2-cull rotation? and if he do it,why he is top-sniper? why not 3-cull is top?

    • Sycaro

      He is not top sniper.

      • j7evn

        Yes, but few days ago he was top:)

        • Illuminarty

          Being a top parsing Sniper on a training dummy….yeah best Sniper indeed. ./slowclap

          • Sycaro G

            lol I have more than just training dummy parses on that website…

      • Honza Hladík

        hey sycaro, sorry but as long as you are top parsing sniper would you please state your stats main/pwr/crit/surge and how much do you parse with each spec on 1m dummy?

  • Maloha Gaming

    Tried reading through all the past patch notes, but didn’t find any mention of it. Did they ever fix Vital Regulators proccing the Focused Retribution Relic through the self heals?

    • Secundum

      No-looks like it might’ve been intentional.

  • fifth

    im a bit confused about the 3 cull rotation you clip your dots after 5 gcds or am i reading it wrong

  • Daklar

    Dak gaming! Get gud!

  • fuckyou

    youre a faggot dude “hashtäg” durrrrrrrrrrrrrrrr hashtah was taken so i took hashtäg.

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