6.0 Sniper Changes, Set Bonuses and Tactical Items

Listing of all the Set Bonuses and Tacticals Items available for Snipers.

Updated for Onslaught.



New Ability

Hololocate – Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Holo-locate goes on cooldown for 120 seconds when used to return to the marked location. You get this ability at level 72.


New Utility Changes

Instead of 4 Tiers, Utilities are now divided into 3 Tiers (Skillful, Masterful and Heroic) and there are now a total of 9 points to spend. You have to spend at least 3 points to access the next Tier up. To access the Masterful Tier you have to spend 3 points in Skillful. To access the Heroic Tier you have to spend 6 points in Skillful and/or Masterful. There are 8 Utilities in each Tier.

Click on image to enlarge.

Skillful

UTILITYDESCRIPTION
Ballistic DampersEntering Cover grants 3 charges of Ballistic Dampers. Each Charge Absorbs 30% of the damage dealt by an incoming attack This effect cannot occur more that once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.
Snap ShotEntering Cover makes the next Snipe or Lethal Shot activate instantly. This effect cannot occur more than once every 6 seconds.
Imperial DemarcationReduced the cooldown of Leg Shot by 3 seconds.
Vital RegulatorsWhile in cover, you heal dfor 2% of your total health every 3 seconds.
Imperial EfficiencyIncreases the damage dealt by Suppressive Fire by 25%.
Calculated PursuitYou gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving. Each use of Snipe or Lethal Shot consumes 1 charge, and consuption of the first charge triggers a 20 second rate-lmit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.
Crippling DiversionDiversion slows all targets by 50% for as long as they remain in the area.
Lumbering ImpactShatter Shot reduces the movement speed of the target by 50% for 10 seconds. In addition, when Flashbang ends at leaves behind Flash Powder that reduces the target’s accuracy by 20% for 8 seconds.

Masterful

UTILITYDESCRIPTION
Seek CoverWhen Entrench ends or you leave cover while Entrnech is active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement imapriing effects. Lasts 6 seconds.
Stroke of GeniusActivating Cover Pulse makes the next Snipe or Lethal Shot activate instantly and increases your chance to resist Force and Tech attacks by 20% for 6 seconds.
Reestablish RangeCountermeasures purges all movement-imparing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Series of Shots and Penetarting Blasts knocks back the target if they are in within 10 meters.
Series of SnaresEach shot fo Series of Shots and Penetrating Blasts slwos the target by 20% for 3 sweconds. The effect can only stack up to 4 times.
Augmented ShieldsIncreases the amount of damage absorbed by Shield Probe by 30%.
Debilitating ShotsIncreases the duration of any effects applied by Shatter Shot by 5 seconds. In addition, when Lag Shot’s immobilise effect wears off the target’s movement is slwoed by 75% for 3 seconds.
Hold your GroundReduces the cooldown of Shield Probe and Cover Pulse by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover SCreen that increases your ranged defence by 20% for 6 seconds.
EvacuateReduces the cooldown of Main and Flash Bang by 15 seconds.

Heroic

UTILITYDESCRIPTION
ExecutionerFlashbang and Maim grant Executioner, allowing your next Takedown within 10 seconds to be used regradless of the target’s remaining health and deal 15% addtional damage.
Controlled ChaosFor every target initially affected beyond the first Diversion grants a charge of Controlled Chaos, inceasing armor penetration by 10% per charge. This effect alsts 8 seconds.
Defensive SafeguardsWhen Ballistic Shield is activated you gain a charge of Defensive Safegaurds for each enemy inside your Ballsitc Shield, up to 4. This effect alsts 20 seconds and each charge increases your damage reduction by 5%, In addition, while inside your Ballsitic Shield, you heal for 1% of your maximum health every second and youa re immune to being pulled or knocked back.
Pillbox SniperReduces the cooldwon of Entrench by 15 seconds and Cover Pulse knocks targets back an addtional 5 meters.
Tactical RetreatCovered Escape heals you for 10% of your maximum health. Additionally, the duration of Evasion is increased by 2 seconds.
Siege BunkerReduces all reas affect taken by 60% when entrnch is active.
Deployed ShieldsReduces all damage taken while in cover by 5% and reduces the cooldown of Ballsitic Shield by 30 seconds.
Over-preparedReduces the cooldown of Imperial Preparation by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Imperial Preparation.

Tacticals

Engineering

TACTICALDESCRIPTION SOURCE
MG-2 Polygrade Dispersal CapsCluster Bombs deal damage to all enemies around their target
Operation Bosses
T0-R0 Ionic DischargeExplosive Probe now only triggers from EMP Discharge and deals 50% more damage
Daily/Weekly Mission Bosses
Ruthless InterrogationSeries of Shots refreshes Interrogation Probe and ticks its damage every time it hits. Electrified Railgun does 50% more damage
Flashpoint Bosses

Marksman

TACTICALDESCRIPTION SOURCE
Refraction PointPenetrating Blast does splash damage to targets around the primary target and causes your next Followthrough to deal splash damage as wellFlashpoint Bosses
B-0 Differential Targeting SystemActivating Covered Escape or returning to your marker with Hololocate makes your next Ambush activate instantly and deal 30% more damage
Fllashpoint Bosses
Agitating EnergiesCorrosive Dart deals more damage and dealing damage with Followthrough and Penetrating Blast refreshes its bleed effect on its target and ticks its damage
Operations Bosses

Virulence

TACTICALDESCRIPTIONSOURCE 
Ultraviolet BlastWeakening Blast finishes off all of your poison effects at once, dealing all their remaining damage. Weakening Blast’s cooldown is increased by 6 seconds
Daily/Weekly Mission Crates
Airborne AgentsCorrosive Grenade spreads Weakening Blast’s effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade
Flashpoint Bosses
Exploited WeaknessWeakening Blast deals 100% more damage. Dealing damage with Lethal shot causes the target to take poison damage over 18 seconds
Operation Bosses

 

All Sniper Specs

TACTICALDESCRIPTIONSOURCE 
Sniper SiegeEnemies take 10% more damage while under Suppressive Fire. Does not affect Operation bosses
Daily/Weekly Mission Crates
Kolto BombardmentOrbital Strike heals allies in the area whenever it ticks
Conquest Crates
Technical DebtShatter Shot applies Tech Debt to its target. Whenever the target is healed, so are you for a small amountCrafted – Artifice
CS-3 Velocity Holo-DampenerHololocate increases your damage reduction by 15% for 10 seconds when you returnPvP Crates

Gear Sets and Bonuses

Imperial Agent

GEAR2 SET4 SET6 SET
The Slow RoadMaster +2%Frag Grenade slows its primary target and all targets around it by 30% for 6 seconds 
Quick ThinkerMaster +2%Any enemy who attacks you during Adrenaline Probe is stunned for 2 seconds 
Probe TechEndurance +2%Shield Probe creates a small shield around surrounding allies 
Escape ArtistAlacrity +2%Flash Bang now heals any allies nearby for a small amount and resets the cooldown of countermeasures 

Sniper

GEAR2 SET4 SET6 SET
Established FootholdMastery +2%The cooldown of Entrench is reduced by 10 seconds. You gain 2 energy per second while Entrench is activeWhile Entrenched, you build stacks of Entrenched Offense, increasing damage by 3% per stack while you remain Entrenched. Stacks up to 5 times. Breaking cover or Entrench being removed removes this
Outlaws ParlayMastery +2%The energy cost of Takedown is reduced by 3Killing an enemy within 3 seconds of damaging them with Takedown resets the cooldown of Takedown and gives you a 5% damage buff. This stacks up to 3 times and lasts 10 seconds
Precise Targeter’sMastery +2%Reduces the cooldown of Target Acquired by 15 seconds and activating Target Acquired restores 15 energyLaze Target gets 3 charges and its cooldown is reduced by 15 seconds
RepositioningAlacrity +2%Reduces the cooldown of Cover Pulse by 5 secondsEvasion finishes the cooldown of Covered Escape and increases you and your allies movement speed by 50% for 6 seconds

Sources

Where to get the new Set Bonuses (besides Vendors).

NAMESPECSOURCE
Escape ArtistImperial AgentCrafted – Armourmech
Established FootholdSniperOperation Bosses
Outlaws ParlaySniperDxun Operation Bosses
Precise Targeter’sSniperConquest Crates
Probe TechImperial AgentDaily/Weekly Mission Crates
Quick ThinkerImperial AgentPvP Crates
RepositioningSniperPvP Crates
The Slow RoadImperial AgentConquest Crates

Charges

Charges basically allow you to use select Abilities more than once, depending on the number of Charges they have. For example, if an ability has 2 charges on it, you can use the Ability twice. 
You have to have at least 1 Charge to be able to use an Ability with Charges.

When you use an Ability with a Charge once, it uses up one Charge and the Charge timer goes on ‘cooldown’. When the cooldown timer is up, you will gain another ‘Charge’. If you use all the Charges the Ability has, you have to wait for the cooldown timer to complete to be able to use the Ability again.

Snipers have a Set Bonus with Charges.

CLASSABILITY/SET BONUS/TACTICALCHARGESBASE COOLDOWN
Sniper6 Set Bonus –Precise Targeter (Laze Target)31 minute

Special Thanks

I’d like to thank Andynul for helping me gather all the info to put into this Guide.

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