Listing of all the Set Bonuses and Tacticals Items available for Snipers on the PTS.
PTS Testing Phase – 1.5 (13th August Update)
NOTE – Since this is from the Onslaught PTS, this is all subject to change. It is not currently known how any of these items will be obtained.
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. Hololocate goes on cooldown for 120 seconds when used to return to the marked location.
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.
|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 that once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.|
|Snap Shot||Entering Cover makes the next Snipe or Lethal Shot activate instantly. This effect cannot occur more than once every 6 seconds.|
|Imperial Demarcation||Reduced the cooldown of Leg Shot by 3 seconds.|
|Vital Regulators||While in cover, you heal dfor 2% of your total health every 3 seconds.|
|Imperial Efficiency||Increases the damage dealt by Suppressive Fire by 25%.|
|Calculated Pursuit||You 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 Diversion||Diversion slows all targets by 50% for as long as they remain in the area.|
|Lumbering Impact||Shatter 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.|
|Seek Cover||When 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 Genius||Activating 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 Range||Countermeasures 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 Snares||Each 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 Shields||Increases the amount of damage absorbed by Shield Probe by 30%.|
|Debilitating Shots||Increases 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 Ground||Reduces 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.|
|Evacuate||Reduces the cooldown of Main and Flash Bang by 15 seconds.|
|Executioner||Flashbang 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 Chaos||For 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 Safeguards||When 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 Sniper||Reduces the cooldwon of Entrench by 15 seconds and Cover Pulse knocks targets back an addtional 5 meters.|
|Tactical Retreat||Covered Escape heals you for 10% of your maximum health. Additionally, the duration of Evasion is increased by 2 seconds.|
|Siege Bunker||Reduces all reas affect taken by 60% when entrnch is active.|
|Deployed Shields||Reduces all damage taken while in cover by 5% and reduces the cooldown of Ballsitic Shield by 30 seconds.|
|Over-prepared||Reduces the cooldown of Imperial Preparation by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Imperial Preparation.|
|MG-2 Polygrade Dispersal Caps||
Cluster Bombs deal damage to all enemies around their target
|T0-R0 Ionic Discharge||
Explosive Probe now only triggers from EMP Discharge and deals 50% more damage
Series of Shots refreshes Interrogation Probe and ticks its damage every time it hits
Penetrating Blast does splash damage to targets around the primary target and causes your next Followthrough to deal splash damage as well
|B-0 Differential Targeting System||
Activating Covered Escape or returning to your marker with Hololocate makes your next Ambush activate instantly and deals 20% more damage
Corrisve Dart deals more damage and Followthrough refreshes its bleed effect on an target it damages
Weakening Blast finishes off all your poison effects at once dealing all their remaining damage Weakening Blast’s cooldown is increased by 6 seconds
Corrosive Grenade spreads Weakening Blast’s effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade
Weakening Blast deals 50% more damage
All Sniper Specs
Enemies take 10% more damage while under Suppresive Fire. Does not affect Ops bosses.
Orbital Strike heals allies in the area for X whenever it ticks.
Shatter Shot applies Tech debt to its target. Whenever the target is healed so are you for a small amount.
|CS-3 Velocity Holo-Dampener||
Hololocate increases your melee and ranged defense by 30% for 10 seconds when you return.
Gear Sets and Bonuses
|GEAR||2 SET||4 SET||6 SET|
|The Slow Road||Master +2%||
Frag Grenade slows its primary target and all targets around it by 30% for 6 seconds
|Quick Thinker||Master +2%||
Any enemy who attacks you during Adrenaline Probe is stunned for 2 seconds
|Probe Tech||Master +2%||
Shield Probe creates a small shield around surrounding allies
|Escape Artist||Alacrity +2%||
Flash Bang now heals any allies nearby for a small amount and resets the cooldown of countermeasures
|GEAR||2 SET||4 SET||6 SET|
|Established Foothold||Accuracy Rating +2%||The cooldown of Entrench is reduced by 10 seconds||
While Entrenched you build stacks of Entrenched Offense, increasing damage by 1% per stack while you remain Entrenched stacks up to 5 times. Breaking cover or Entrench being removed removes this.
|Outlaws Parlay||Mastery +2%||The energy cost of Takedown is reduced by 3||
Killing 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’s||Endurance +2%||Reduces the cooldown of Target Acquired by 15 seconds and activating Target Acquired restores 15 energy||
Laze Targets gets 3 charges and its cooldown is reduced by 15 seconds
|Repositioning||Mastery +2%||Reduces the cooldown of Cover Pulse by 5 seconds||
Envasion finishes the cooldown of Covered Escape and increases you and your allies movement speed by 50% for 6 seconds
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.
|CLASS||ABILITY/SET BONUS/TACTICAL||CHARGES||BASE COOLDOWN|
|Sniper||6 Set Bonus –Precise Targeter(Laze Target)||3||1 minute|
I’d like to thank Andynul for helping me gather all the info to put into this Guide.