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SWTOR 3.0 Marksmanship Sniper Guide by Shulk

SWTOR 3.0 Marksmanship Sniper Guide by Shulk of Harbinger

Contents

  • 1 Intro to Marksmanship Sniper
    • 1.1 Overall Rating
    • 1.2 Sniper Passives
    • 1.3 Offensive Cooldowns
    • 1.4 Defensive Cooldowns
    • 1.5 Crowd Control and Active Abilities
    • 1.6 Utility List
    • 1.7 What is Exclusive?
    • 1.8 What’s Changed/Removed/No Longer Accessible?
  • 2 Gear & Stats
    • 2.1 Resurrected Gear Set
  • 3 The Rotation
    • 3.1 Dummy Rotation
    • 3.2 Raid Rotation priority
    • 3.3 Analytical Rotation Breakdown
  • 4 Sample Parse
  • 5 Raiding Tips
  • 6 Raidzorz Situations (Updated as of Jan 24)
  • 7 About the Author


Intro to Marksmanship Sniper

"One perfect shot has the potential to change everything, and no one is more precise than the Marksmanship Sniper. From the safety of cover, the Marksmanship Snipe ambushes the enemy and follows up with an encore of penetrating blasts that make extra sure the Sniper’s job is done" - Marksmanship Lore 3.0

Marksmanship in 3.0 has gotten better than its 2.0 iteration. The best target switching spec in the game has been augmented with Penetrating Blasts and Honed Shots. Our single target DPS has improved its sustainability in raids, making us ideal choices in terms of raid compositions. Also, Suppressive Fire becomes our best AoE ability to use in add heavy fights with Accurized Rifle and Imperial Efficiency (overall utility), putting Orbital Strike in utter shame (hehe).

Overall Rating

I follow five areas: DPS, Surviability, Raid Viability, Rotation Difficulty, and Utility. Scores are rated between 1-10 followed by a brief but analytical explanation.(In all areas, 1 being the Worst, 10 being the Best. In Rotation Difficulty, 1 being the Easiest, 10 being the Hardest).

DPS: 9/10

Explanation: Our DPS has improved from 2.0’s iteration, especially when all changes are centered to augment our single-target rotation specifically. With no more reliance from Orbital Strike and Explosive Probe, those fillers are replaced by Snipe. Snipe becomes your 2nd/3rd highest damaging ability in your average parse. Moreover, Penetrating Blasts w/ Armor Sunder bonus is all the more reason Marksmanship Snipers are very viable in a raid setting.

Survivability: 7/10

Explanation: Our survivability relies on cover, Shield Probe, Evasion, Covered Escape, and Diversion. Our defensives are somewhat limited compared to other classes’s defensives. Fortunately, some of our defensives are very strong if used efficiently. Shield Probe is used to mitigate moderate damage while Evasion (in cover) is used to mitigate massive spike damage. Covered Escape is your anti-mechanic ability. If timed right, you can resist incoming damage 100% of the time. Lastly, Diversion can mitigate some damage from adds that are aggro’d on you for some time.

Raid Viability: 9/10

Explanation: Snipers have been heavily prized for raids, and the devs even acknowledge their popularity. With Diversion, Covered Escape, and especially Ballistic Shield, Snipers are perhaps the best ranged DPS to take in most of the raiding scenarios, and this still holds true in 3.0. You’d still almost always want to take one Sniper in every progression session.

Rotation Difficulty: 2/10 (for beginners). 6/10 (for advanced)

Explanation: For beginners trying out this spec, Marksmanship is very simple and straightforward. Anyone learning about this class would almost always try Marksmanship as their very first spec to pick. Great for leveling, and convenient to use in friendly casual raiding.

For advanced players who seek to maximize the potential of Marksmanship, it is slightly difficult when it comes to dummy parsing. Players who wish to make a name for themselves in the leaderboards would need to countlessly parse day and night to time their cooldowns (resource, offensive CDs, etc.) right. It isn’t as challenging as a Carnage Marauder, but it’s not as faceroll easy as a Madness Sorcerer.

Utility: 9/10

Explanation: All utilities help our Sniper become a defensive turret. Some of the utilities are centered around augmenting Entrench capabilities with 60% AoE Reduction, 50% Speed Boost, and reduced CD. Other utilities are centered around increasing Shield Probe damage absorption, cover defensives, and Ballistic Dampers. Imperial Efficiency is almost a must have to take for Marksmanship due to AoE talents associated with Suppresive Fire.

Sniper Passives

1.) Energy Tanks: Increases maximum energy by 10.

This is now one of the Sniper passives. A nice addition to our resource management.

2.) Steady Shots: Increases the damage dealt by Snipe, Lethal Shot, Series of Shots, and Penetrating Blasts by 5%.

A great passive that globally increases our core skills in all of our specs. In this case for Marksmanship, Snipe and Penetrating Blasts get the most benefit.

3.) 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.

In 3.0, we get some nice QoL buffs for Hold Position. This adds another layer of benefit for Evasion which is all the more reason for a Sniper to be in cover at all times within burn phases.

4.) 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 defines the Sniper class in a way our abilities can hit 35 meters as opposed to the traditional 30 meters from other classes. It also allows Corrosive Dart to be used more efficiently because it has a 5% increase in ranged attacks. In Marksmanship, you will be using Corrosive Dart a lot in your rotations, so hence this is a better change for this discipline.

5.) 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 passive is the best passive for PvP in case you need to track down stealth-based classes in warzones and ranked arena play. In PvE, this is somewhat useless to a degree unless you encounter NPCs with stealth.

Offensive Cooldowns

1.) Laze Target: Increases the critical hit chance of your next Ambush, Explosive Probe, or Cull by 100%. Lasts 20 seconds. (Cooldown: 1 minute)

This is one of your core offensive cooldowns in generally your Sniper rotations. In this case for Marksmanship, this buffs Ambush’s critical hit chance by 100%. For this, it is mandatory to pop Laze Target before opening up with Ambush in your MAX DPS rotations. With the 6-piece set bonus, Laze Target gives your two opportunities to crit Ambush which is definitely a plus.

2.) Target Acquired: Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds.

Another great offensive cooldown. Typically, you would only use with in conjunction with Sniper Volley (double Penetrating Blasts). With the set bonus, you will have more options to use TA in terms of energy management.

3.) 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:

  1. Rotation complications that cause energy problems
  2. Burn phases in raid fights

Defensive Cooldowns

1.) 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.

2.) 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.

3.) 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.

4.) 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-imparing effects, and physics, this cooldown is one of the best defensives a Sniper can have. There are plenty of utilities to list from:

  1. Portable Bunker (LEVEL 52 Talent) (Marksmanship Exclusive): Increases the duration of Entrench by 3 seconds. In addition, when you enter cover after using Covered Escape, you gain Entrench for the first 3 seconds.
  2. 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.
  3. Pillbox Sniper: Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 4 meters.
  4. Siege Bunker: Reduces all area effect damage taken by 60% while Entrench is active.
  5. 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.

Crowd Control and Active Abilities

1.) 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 escapa from all NPCs bunching up on you. Very useful for knocking players and NPCs out of the edge into their own timely deaths.

2.) 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).

3.) Debilitate: Deals X energy damage and stuns the target for 4 seconds

Your "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.

4.) 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.

5.) Covered Escape (Or Covered Escapa ^o^): 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.

6.) 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. Please note that I have no experience in Ranked PvP play, but I am looking in getting into it post 3.0! I invite the experienced PvP Marksmanship Snipers to share their input. 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.

Skillful

1.) 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: 9/10
  • 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.

2.) 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 Snipe 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 an 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 Snipe takes a GCD to cast the ability regardless, so generally, I sort of undervalue this utility.

Still, with Honed Shots, this is, at the most, good enough reason to take this talent, so I would pretty much take it in most (but not all) scenarios. In PvP, this is a slightly better pick as PvP is all about fast-paced control.

3.) 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.

4.) 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.

5.) Vital Regulators: While in cover, you heal for 1% of your total health every 3 seconds.

  • PvE Rating: 2/10
  • PvE Rating; 1/10

This utility is pretty much bad. Normally, you would spec into this if the glitch still existed. However, this is a pretty pathetic choice to take. 1% of restoring health every 3 seconds bears nothing in PvE and especially PvP.

6.) 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.

7.) Imperial Efficiency: Increases the damage dealt by Suppressive Fire by 25%.

  • PvE Rating 9/10
  • PvP Rating: 7/10

With the Marksmanship talent, you have Accurized Rifle which increases the Critical Hit Chance of Suppressive Fire by 15% and increases its critical damage by 30%. This is all the more reason for you to spam it in add phases, even more powerful than Orbital Strike. In PvP, this can be quick good to prevent objective captures in Regs, and some great area of affect control in Ranked Arenas.

Masterful

1.) 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.

2.) 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.

3.) 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.

4.) Stroke of Genius: Activating Cover Pulse makes the next Sniper or Lethal Shot activate instantly.

  • PvE Rating: 1/10
  • PvP Rating: 4/10

Wow! This utility is pretty garbage. 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 slightly better, but still much worse than other PvP utility top picks.

5.) 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.

6.) 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.

7.) 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.

Heroic

1.) 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.

2.) 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.

3.) 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.

4.) 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.

5.) 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.

6.) 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

7.) 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.

What is Exclusive?

Key Abilities:

1.) Ambush/Aimed Shot (LEVEL 10) – Fires a high powered shot that deals X weapon damage.

Ambush is officially a Marksmanship/Sharpshooter exclusive skill. Pre 3.0, this has been a global skill to use for all three specs. Now, this is (and has been) one of your primary burst skills in Marksmanship/Sharpshooter. Nothing has changed on this skill other than the fact that you will be using this as much often as the Pre 3.0 MM/SS rotation. (Cooldown 12 seconds)

2.) Penetrating Blasts (LEVEL 26) - Fires a number of blasts that deal X weapon damage and sunder the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Consumes 20 Energy over the duration of the channel. Shares a cooldown with Series of Shots. (Cooldown: 12 seconds)

The advanced "Series of Shots/Speed Shot" of Snipers/Gunslingers, except in Marksmanship/Sharpshooter only. A 2.0 second base cast over the course of 5 shots fired, an additional Armor Sunder debuff, and a 12 second CD makes this skill very lethal, and very critical to our rotation. Again, nothing has been changed in terms of priority, but this skill is an obviously replacement for Series of Shots/Speed Shot

3.) Followthrough/Trickshot (LEVEL 41) – Fires a well-controlled follow-up shot at the target that deals X weapon damage. Only usable within the 5 seconds immediately following a Snipe, Ambush, Takedown, or a complete Penetrating Blasts. (Cooldown: 9 seconds)

A powerful filler skill. This is your 2nd highest damaging ability in your optimal rotation.

4.) Sniper Volley/Burst Volley (LEVEL 57) – Immediately finishes the cooldown of Penetrating Blasts, increases base energy management rate by 2 per second, and increases Alacrity by 10%. Lasts 15 seconds. (Cooldown: 45 seconds)

The top tier talent ability of Marksmanship/Sharpshooter. You will use this all the time in terms of offense and resource management.

Key Talents:

**NEW**Accurized Rifle (LEVEL 12 PASSIVE): Increases the critical chance of Suppresive Fire by 15% and increases its critical damage by 30%.

With this talent, Suppresive Fire becomes your most lethal AoE ability in a Marksmanship Discipline.

**NEW**Heavy Diversion (LEVEL 24 PASSIVE): Targets affected by Diversion continue to be affected for 3 seconds after leaving area of affect.

A nice bonus to Diversion with Marksmanship discipline.

**NEW**Honed Shots (LEVEL 59 PASSIVE): Snipe grants Honed Shots, increasing the critical hit chance and damage done by Snipe by 5% for 20 seconds. Stacks up 3 times.

An excellent talent for Marksmanship. With this, this is more than enough reason to cast more Snipes in your rotation. Snipe also becomes your 2nd highest hitting ability in an average parse. This is the reason why Marksmanship is like playing Annihilation.

What’s Changed/Removed/No Longer Accessible?

Key Abilities:

1.) Diversion:

Diversion is no longer a Marksmanship Exclusive Utility skill, and this is a good thing. In add heavy fights, you would almost want to use this to benefit your raid group. I will stress that Diversion is like providing a defensive cooldown most for your tanks, but also for your raid group. With its improved effects that can hit up to multiple targets instead of one and its 45% Accuracy Reduction, Diversion is a very powerful utility skill to use.

2.) Explosive Probe:

Explosive Probe used to be our core filler skill where we ideally place this in our Sniper/Burst Volley windows. With 3.0, this ability is now exclusive to the Engineering Discipline. Although we lost one of our potentially damaging burst abilities, the void is filled by Snipe.

3.) Orbital Strike:

Previously our Orbital Strike is able to be casted in a GCD as well as our second viable filler in our rotations. Now with 3.0, this is (finally) redesigned per BioWare’s Stage 2 plan. With the base cast of 2.0 seconds, a 20 energy cost, a 60 second cooldown, and a slight damage buff, they have done an excellent job in discouraging its single target rotational use. With that said, Marksmanship is stripped of beneficial Orbital Strike talents (now in the Engineering Discipline), so we can no longer rely on this skill in our single-target rotations. This void is, yet again, filled by Snipe.

4.) Corrosive Dart

Corrosive Dart has a global effect where it provides the Marked debuff that makes targets susceptible to ranged attacks by 5%. That being said, you really want to provide this debuff as early as possible, not to mention the decent uptime of damage it provides.

5.) Shatter Shot

Shatter Shot is redesigned where it no longer gives its global armor penetration bonus. Instead, it’s changed to simply reduce the amount of healing by 20%. Honestly, this has much better use in PvP than PvE (which is very rare). With Penetrating Blasts taking care of the Armor Debuff, SS officially becomes a useless skill.

Talents:

1.) Recoil Control: Firing Snipe twice in a row, firing Takedown or Ambush once, or completing a Penetrating Blasts now finishes the cooldown on Followthrough.

Recoil Control is changed where it no longer provides the 30% Alacrity increase to Series of Shots. Not really much a worthy noting, but it is a major impact to leveling your Sniper to a degree.

2.) Zeroing Shots: Snipe zeroes in your sights, reducing the activation time of your next Ambush by 0.25 seconds. Stacks up to 2 times.

Previously, Zeroing Shots reduced the activation time of your next Ambush by 0.50 seconds per stack. With 3.0, this reduced the amount of seconds by 50%. However, this isn’t really a nerf considering that Ambush is now a 2 second cast for Marksmanship, so the change is generally negligible.

Gear & Stats

Order of Priority from Top to Bottom:

Resurrected Gear Set

1.) Accuracy: 710/777 Accuracy

2.) Surge: 333 Surge

3.) Critical: 300-350 Crit

4.) Alacrity: 111 Alacrity

5.) Augments: All Mainstat or Mainstat + Accuracy Augment

Set Pieces: Sniper 6-Set Bonus

Relics:

1.) Revanite Relic of Focused Retribution (RECCOMENDED)

2.) Revanite Relic of Serendipitous Assault (RECCOMENDED)

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

The Rotation

Dummy Rotation

MAX DPS Opener:

Laze Target / Orbital Strike -> Ambush -> Corrosive Dart / Attack Adrenal -> Followthrough / Target Acquired -> Penetrating Blasts -> Sniper Volley / Followthrough -> Penetrating Blasts -> Followthroughclip_image002

Now here you have a couple of routes to pick. Remember that without Orbital Strike and Explosive Probe being reliable fillers, the rotation is more heavily centered around filling those gaps with more Snipes. With that said…

a.) Snipe x2 -> FT -> Snipe -> Ambush -> FT -> Penetrating Blasts -> FT -> Corrosive Dart -> Snipe x2 -> FT -> Ambush -> FT -> Penetrating Blasts -> FT -> Corrosive Dart -> Snipe x2 -> FT -> Snipe -> Ambush -> FT -> Penetrating Blasts -> FT/SV -> Penetrating Blasts –> FT

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b.) Snipe x2 -> FT -> Snipe x2 -> Ambush -> FT -> Penetrating Blasts -> FT -> Corrosive Dart -> Snipe x2 -> FT -> Ambush -> FT -> Penetrating Blasts -> FT -> Corrosive Dart -> Snipe x2 -> FT -> -> Ambush -> FT -> Penetrating Blasts -> FT/SV -> Penetrating Blasts –> FT

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Generally, those two voids are filled with two Snipes. The reason is our rotation centers around Honed Shots, which stacks up 3 times in terms of damage and critical chance. You want to increase your frequency of Snipes as often as you can, but not too much or else you will overshot your energy resource and your timing of CDs.

The key thing about Corrosive Dart placement is you have to do a countless number of parses to know when to place Corrosive Dart or not in terms of energy management. In fact, though dummy parsing, you have to auto-attack (or Overload Shot if specced to Calculated Pursuit) once in order to continue with your flow of rotations. Unless you have Target Acquired or Adrenaline Probe ready to use, do NOT use Corrosive Dart in the third sequence. Doing so will result in risking your resource management below 60% as well as delaying your rotation a bit.

Raid Rotation priority

Unfortunately, dummy rotations do not equal raid rotations since every boss fight doesn’t act like a perfectly static simulation. I’ll leave you with this piece of advice:

MECHANICS > DPS.

If you perfectly apply the dummy rotation to boss fights, nearly 100% of the time, you’re going to fall rock bottom due to mechanics. The developers have stated that the current iteration of operations are going to be harder than the previous tier, so I want to stress this bolded fact.

For this, I have ordered the priority system for all Marksmanship Snipers to look out for.

Single Target Rotation

  1. Corrosive Dart (Reason: Marked Debuff)
  2. Penetrating Blasts // Sniper Volley/Burst Volley (Reason: PB is your highest hitting skill and it goes on CD for 12 seconds. If SV/BV is up, you should ALWAYS use it for a 2nd wave of PBs.)
  3. Takedown (Be wary of your energy management when using this)
  4. Followthrough
  5. Ambush (2 stacks of Zeroing Shots)
  6. Snipe

AoE Rotation

  1. Suppressive Fire (Spam it. With Accurized Rifle and Imperial Efficiency, this will hit like a chipotle-powered truck).
  2. Orbital Strike (If you can predict incoming uptime for add phases, use it. Otherwise, you should really use it strictly for pre-casting).

Analytical Rotation Breakdown

It is generally the same breakdown as with my old guide. However, there are new talents and skills I want to stress on.

Takedown:

With 3.0, there’s is one change. First, you’ll notice that our set bonus here:

"(4 Piece) Reduces the energy cost of Takedown or Quickdraw by 4.”

…no longer exists. While our new 3.0 set bonuses are better, faster, stronger than before, our Execute rotation now loses its "grit" to a degree. In fact, it’s a bit tougher to manage than having that set bonus.

However, let me remind everyone that we had to deal with this back when Orbital Strike did insane damage, and we had to take the 2-pc PvP set bonus (Additional 3 second duration of OS) for the sake of maximum OS damage output. Therefore, it was somewhat difficult to manage the execute rotation, but the gains were phenomenal at the end.

My point is, stick with replacing Takedown with Followthrough if you can. If you have high enough energy to justify that method, use it. Some alternate ways you can do are…

a.) Takedown > Followthough -> Next skill

b.) Followthrough > Takedown > Followthrough -> Next Skill

c.) Followthrough > Takedown -> Next Skill.

Generally you want to avoid method ‘b’ unless you’re in too deep with your energy.

Honed Shots:

This talent is a worthy LVL 59 Talent. With 5% Critical Chance and damage per stack, you’ll be dealing a total of +15% Additional damage and 15% Crit chance with every Snipe up to 3 stacks. A great Sniper once commented that this is the reason why Marksmanship plays like a Marauder’s Annihilation, and this is legitimately true! With 20 seconds to maintain, you have plenty of time in between boss phases to land another Snipe in order to maintain the stacks needed. That’s why Snipes fill the voids of the MM rotation where Explosive Probe and Orbital Strike previously filled.

Snipe:

You’ll find yourself using 2 more Snipes than the previous pre 3.0 rotation ever before. Thus, with Honed Shots, Snipe will find itself as the 2nd/3rd highest hitting ability in many average parses.

Sample Parse

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Above displays one of the parses I have done. Due to the intermittent lag currently in Harbinger, I wasn’t able to get close as accurate as possible. My APM should be around 41 when the parse above displays 40. Still, this should give you a good idea on how you should use your abilities accordingly.

Note that the parse was done without Vital Regulators, and it’s something I don’t recommend you do. Exploitation of additional numbers is something that would lead to unfair balance with other classes, data inaccuracies, and future out crying of this class needing buffs should the devs fix the relic problem. Outside of that, in 192s, Marksmanship can pull between 4.1k-4.3k and in 198s, I forsee it breaking into 4.5k – 4.6k (god forbid 4.7k).

Here is the video demonstrating the rotation:

Raiding Tips

  • You should ALWAYS make use of your utilities (Diversion and Ballistic Shield) whenever necessary to your raiders’ discretion. Don’t leave them off just because you want to e-peen and gain big numbers. Use them immediately.
  • Never meter pad during progression. EVER. I don’t care if you’re the best player in the world. Chances are, you’re going to be kicked off from your raid group, or even worse, your progression guild.
  • Keep your Honed Shots buff on at all times. Again, I’ll stress that this plays like Annihilation to a degree. If you find yourself running out of time with Honed Shots, try to cast a Snipe.
  • Corrosive Dart first to take advantage of the Marked debuff, then Penetrating Blasts to sunder the target (ideally should go to a boss who will last for many moons).
  • If there is a mechanic that will potentially kill you, cancel your rotation immediately. Often times, it’s human nature to have a form of tunnel vision when performing your rotation, so start to break that habit, and be mechanically aware. This reinforces Tip #2.
  • Always use your defensive cooldowns smartly. This means don’t go around spamming defensives like Shield Probe or Evasion carelessly. With so few in our arsenal, only use Shield Probe for moderate damage, Evasion for heavy damage (in cover), and roll in order to evade a mechanic or incoming unavoidable damage.

Raidzorz Situations (Updated as of Jan 24)

I’ve been very late apart from other guides who demonstrated which disciplines to use for certain boss fights. However, for the sake of the subject matter, I will list every possible advantage a Marksmanship Sniper should take in each scenario. In this case, we are going to discuss the Hard Mode strategies of The Ravagers and Temple of Sacrifice.

The Ravagers

Sparky

  • Skillful: Ballistic Dampers, Snap Shot, and Imperial Efficiency
  • Masterful: Pillbox Sniper and Seek Cover
  • Heroic: Siege Bunker and Deployed Shields

Sparky is particularly easy as an entry boss for Hard Mode. The mechanics are fairly flexible for Marksmanship Snipers to adapt. You’ll want to activate Entrench up when Sparky is about to perform her Rampage ability, so that you don’t have to get stunned by her impact the whole time. When adds are out (as indicated by Ruugar’s quotes), hard swap to them, and take them down immediately. (You should use Suppressive Fire if there are 2 or more adds) You’ll want to keep your distance from Sparky the whole time or else you may be in front of her Brutalize channeling ability. It should never be a problem since you are a RANGED class. At 20%, burn Sparky down to the ground, and clean-up adds afterwards.

Quartermaster Bulo

  • Skillful: Ballistic Dampers, Snap Shot, and Imperial Efficiency
  • Masterful: Pillbox Sniper, Seek Cover, and Augmented Shields
  • Heroic: Siege Bunker

Compared to Sparky, Quartermaster Bulo is a step-up in terms of difficulty. Depending on your role, you should be directly from either side of the boss in order to place the purple circle correctly. The loadout is set up in order to maximize a Sniper’s defense more efficiently. When Load Lifters and Exonium Carts spawn, they will typically go to the tanks. This is your chance to pop a Diversion on Bulo so that all carts will form towards him and the tank, and the latter will suffer minimal to no damage. When Mass Barrage comes, pop Entrench, and Speed Boost yourself in order to avoid the circles. Always pay attention to where Bulo moves to or else you will take massive damage in front of his Scatter Blaster conal attack.

Torch

  • Skillful: Ballistic Dampers, Snap Shot, and Imperial Efficiency
  • Masterful: Pillbox Sniper and Augmented Shields
  • Heroic: Siege Bunker and Deployed Shields

In a small room like this, there is particularly little movement involved, so Seek Cover is generally useless in favor of Augmented Shields. Depending on your role, you should pay attention to when adds spawn or when turrets spawn on either side. You should pop Entrench when Torch channels WOOKIEE RAGE in order to shield yourself from knockback effects allowing you to continue your burn (this will also prevent you from getting stunned from Torch’s occasional Magnetic Clamp). When turrets spawn, pre-cast your Orbital Strike and spam Suppressive Fire on the side where Torch didn’t WOOKIEE RAGE on, but be EXTREMELY careful! Repair droids will be killed if you are not vigilant, and one mistake of Tab-Targeting will increase your chances of enrage. Always pay attention to where Torch breaks, when Repair Droids are summoned, and when Shoots Lasers/Dangerous Fire Devices spawn.

Blaster and Master

  • Skillful: Ballistic Dampers, Snap Shot, and Imperial Efficiency
  • Masterful: Pillbox Sniper and Seek Cover
  • Heroic: Siege Bunker and Deployed Shields

Blaster and Master is probably one of the most difficult fights in terms of personal accountability, save for Coratanni and Revan. Without the knowledge of where yellow circles spawn, it can definitely kill off the raid group with a single mistake of a single raid member. In fact, it’s potentially a wall for average guilds to come across. For this reason, the loadout is setup to help you maximize mobility. I recommend you check the kill videos of Blaster and Master from the Zorz SWTOR YouTube site here in order to get the general idea of circle placements.

That being said, Marksmanship Snipers are brilliant in terms of hardswapping to the B055 droid, and KB immunity from the Resonant Explosive Probes. You should pop Entrench as much as possible when Blaster casts probes to make your life easier in transitioning each circle pattern. Every time Blaster shields, slip a Orbital Strike on him to maximize damage when he relents. Hard swap to the B055 droid after a few seconds on Blaster to give tanks time to generate threat. When B055 casts Rain of Fire, you should definitely pop Entrench + Seek Cover to make your transition easier in avoiding red lines. After 50%, de-click your Entrench and burn both bosses down. Never pop Entrench as the debuff provided from the little droid is imperative to avoid Blaster’s seismic knockback ability. Ballistic Shield whenever the raid calls it, and you will have yourself a kill.

Coratanni, Pearl (THE DEATH BIRD OF DOOM), and Ruugar

  • Skillful: Ballistic Dampers, Snap Shot, and Imperial Efficiency
  • Masterful: Pillbox Sniper and Seek Cover
  • Heroic: Siege Bunker and Deployed Shields

Soon™

Temple of Sacrifice

Malaphar the Savage

  • Skillful: Ballistic Dampers, Snap Shot, and Imperial Efficiency
  • Masterful: Pillbox Sniper and Seek Cover
  • Heroic: Siege Bunker and Deployed Shields

The Nefra of Temple of Sacrifice (get it?). All jokes aside, like Sparky, Malaphar is a easy entry boss for ToS. For a little fun, pre-cast Orbital Strike when adds spawn, and rip them to shreds with Suppresive Fire, and laugh at them maniacally. When red circles spawn on you, run away from the group (or put them on tanks to troll them) to ensure better survivability. Honestly, nothing to do other than fluff them AoE numbers. >_>

Sword Squadron

  • Skillful: Ballistic Dampers, Snap Shot, and Imperial Efficiency
  • Masterful: Pillbox Sniper and Seek Cover
  • Heroic: Siege Bunker and Deployed Shields

These pair of walkers are more difficult compared to Quartermaster Bulo of The Ravagers. The factors you need to pay attention to are the red circles, the occasional grenada that launches at you with a white AoE circle, Walker 1’s shielding, and the gravity mine. Remember to cancel your rotations for the sake of survivability if red lands on you. If you are picked for a grenada, you can time your Entrench right in order to negate the immobilize effect which will definitely help avoid an occasional red circle amidst the smoke. For gravity mines, I’d get out of cover just to play safe in letting myself get pulled in for a mine. The reason is you probably don’t want Entrench up in case a red circle lands on you. The pull-in will “stun” you for a few seconds allowing the reds to massively damage you.

Other than that, pay attention to when Walker 1 shields, so that you can switch to Walker 2. Use your Shield Probe after every Gravity Mine to negate the continuous missile damage.

The Underlurker

  • Skillful: Ballistic Dampers, Snap Shot, and Imperial Efficiency
  • Masterful: Pillbox Sniper and Seek Cover
  • Heroic: Siege Bunker and Deployed Shields

Underlurker is generally a simple fight to learn, but possibly hard to execute (in terms of the cross-mechanic). The loadout is set up in order to optimize quick burst via Snap Shot and high mobility to hide behind rocks during Rage Storm. The first thing you should do when it comes to Lurkerlings is to land a Corrosive Dart on them, and open up your Penetrating Blasts rotation to ensure a good few seconds on a quick kill. When nearly all adds are dead, pop Entrench and Speed Boost to your respective rock cover. In this mode, Rage Storm will kill you if you are not quick enough, so use it whenever appropriate. In case your group messes up on the cross order, you can always pop Evasion in cover to prevent potential one-shot damage to yourself (but unfortunately not for others).

Revanite Commanders: Lord Kurse, Sano Thrica, and Deron Cadoruso

  • Skillful: Ballistic Dampers, Snap Shot, and Imperial Efficiency
  • Masterful: Pillbox Sniper and Seek Cover
  • Heroic: Siege Bunker and Deployed Shields

Revanite Commanders, outside of the final burn phases, are similarly easy like Story Mode. The notable difference is that adds hit much harder than before, so CCing definitely helps. However, I recommend this type of loadout mostly because personal defense is more important than having shorter CC cooldowns. Your tool of trade is Diversion in this fight, so use it very wisely. Ballistic Shield whenever applicable, and Suppressive Fire those poor peasants. When boss leaps down, your priority is burning him real fast over adds.

Revan (aka The Returned)

  • Skillful: Ballistic Dampers, Snap Shot, and Imperial Efficiency
  • Masterful: Pillbox Sniper and Seek Cover
  • Heroic: Siege Bunker and Deployed Shields

Soon™

About the Author

Introduction

I am Shulk, a member of <Zorz> and a former raider of <Intrepid>. My in-game toon name is Lumyne, my Sniper Imperial Side (or Prompto, my Gunslinger Republic Side). I have cleared 5/5 DF and 4/5 DP with Intrepid Republic Side, and have finished off the Dread Council (as well as obtaining Gate Crasher and Dread Master) with Zorz Imperial Side.

I previously mained a Mercenary since launch, but have re-rolled to my Sniper in 2.2 where I have fallen in love with the Marksmanship spec. Since then, I have learned from the best Marksmanship Snipers of the game, and have gotten to where I wanted to be. I hope this new guide will be of great use for people who are looking to optimize their new rotations in 3.0 or for people who are looking to re-roll to this awesome class.

Fun fact: I was originally from the Bastion server where I enjoyed PvE competition around the time SuckaFish existed. With PvE gradually dying, I’ve decided to transfer to the Harbinger in order to sate my thirst for progression. I am also a fun troll, so look out for me preaching the joys of Chipotle Mexican Grill. :)

Credits and Acknowledgements

Fellow Snipers who have shaped my gameplay:

Yolo, Thrax, Zahik, Gomerik, Claimed, Shay’m, Zejim, Aksana.

I also want to thank other contributors who have helped me with additional info for this guide:

Waratte (for translating my guide to Sharpshooter terms)

Kamiinnouuu (for converting my DPS rotations into visual images)