Written by Respen, Edited by Xam Xam.


Hello, I would like to start with a brief introduction of my self, my name is Chris and or Respen, many of you know me already and some don’t which is okay! I am a veteran PvPer in the PvP community and just recently started to actually take the game seriously as far as PvP rankings go in this game, I currently hold a top 3 group ranked rating for sniper as of last season, so keep in mind as I go through this guide, these are things I’ve learned and picked up from other reputable snipers I have played alongside with. Please don’t take what I put into this guide to heart this is what I have found that works for me and what I’ve learned to play with as far as sniper goes. I will cover everything you need to know about Sniper and then some keep in mind this will be primarily a PVP guide with some things PVE that will carry over.

Some things to keep in mind when it comes to playing as a sniper in any situation is going to be situational you do not have the best chances as far as survivability goes so always remember to do your best to place yourself in the fight but also far enough out of it to run away if needed, you need to kite if you start getting tunnelled which means you pop evasion and countermeasures and run away to the nearest LOS (Line of Sight) Object that you can find and hide from the damage. Always remember you will die and that okay as long as you can get a kill first before you die you did a good job in that encounter!! Keep in mind that being good at sniper will come over time as you play it more and more, it just takes time and dedication. So stick to it!!!


Rotational Abilities
Corrosive Dart Energy: 15
Range: 35m
Fires a dart at the target that deals x internal poison damage over 18 seconds.
Corrosive Grenade Energy: 10
Range: 35m
Hurls a grenade that spews poisonous acid in a 5-meter radius, dealing x internal poison damage on impact and x internal damage over 24 seconds to up to 8 targets.

Cooldown: ~7s
Range: 35m

Fires a volley of bolts at the target, dealing x – 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.
Laze Target Cooldown: 1min Increases the critical hit chance of your next Cull by 100%.
Leg Shot Energy: 12
Fires a shot that deals x – x weapon damage and immobilises the target for 5 seconds. Direct daamge dealt after 2 seconds ends the effect  prematurely.
Lethal Shot Energy: 15
Range: 35m
Shoots a target for x – x weapon damage and x internal poison damage.
Orbital Strike Energy: 20
Cooldown: ~24
Range: 35m
Calls in support from oriting warshps deal x elemental damage over 9 seconds to up to 8 enemies with8 meters of the target area. 
Series of Shots Cooldown: ~7s
Range: 35m
Unleashes a seres of shots that deals x – x weapon damage and uses 20 energy over the duration.
Takedown Energy: 15
~9s Range: 35m
Attempts to take the target down with a single powerful shot that deals x –  weapon damage. Only useable on targets at or below 30% max health.
Target Acquired Cooldown: ~1m 39s Increases rangedand tech accuracy by 30% and armour penetration by 15% for 10 seconds.
Weakening Blast Energy: 5
Cooldown: ~14
Range: 35m
Deals x – x weapon damage and for the next 10 seconds causes the target to take x – x additional weapon damage whenever t takes damage from your poison effects.

~ Cooldown affected by Alacrity.

Other Abilities
Distraction Cooldown: 18s
Range: 35m
Interrupts that target’s current action and prevents that ability from being used for 4 seconds.
Flash Bang Cooldown: ~49s
Range: 35m
Detonates a flash bang that blinds thetarget for8 econds. Damage causes this effect  to end prematurely. 
Maim Energy: 10
Cooldown: ~37s
Range: 10m
Hurl a vibroknife with debiliating precision, dealing x – x energy damage an sstunningthe target for 4 seconds.
Adrenaline Probe Cooldown: ~1m 39s Summons a droid that helps you recover 50 energy over 3 seconds.
Escape Cooldown: 2m Purges all incpacitating and movement-impairing effects.
Covered Escape Cooldown: 20s Roll forward 18 meters, purging movement-impairing effects and landing crouchedbehind cover. While rolling your chacne to dodge attacks is increased by 100%.

~ Cooldown affected by Alacrity.

Key Defensive Cooldowns and how to use them

Cooldown images provided by the author.


Shield Probe

Cooldown: 30s Summons a probe droid that projects a shieled  around the Agent, absorbing a mooderate amount of incoming damage for 10 seconds.

Cooldown: 1m Increase your chance to dodge meleee and ranged attacks by 200% or 3 seconds.

Ballistic Shield
Cooldown: 3m Deploys a ballistic shield theat spans 1o metrs around you, reducing the fdamage taken by all allies that remain inside by 20%. Lasts 20 seconds.

Cooldown: 1m Entrenches you into cover, becoming immune to all controlling effects. Only grants protection whiile in cover. Lasts 20 seconds.

Cooldown: 1.5s  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. 

Cooldown: ~53s
Range: 35m
Reduces the accuracy by 45% and exposes from cover up to 8 enemies within 8 meters for 8 seconds.
Imperial Preparation Cooldown: 3m Immediately finishestheactive cooldowns on Evasion, Countermeasures, Shield Probe, Cover Pulse and Entrench.

Cover Pulse
Cooldown: 30s Detonates an emergency charge that knocks all nearby targets back several meters and immobilises them for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Only useable in cover.

Cooldown: 45s Activates countermeasues, instantly lowering threat by a moderate amount.

~ Cooldown affected by Alacrity.

  • Shield Probe: This is the first cool down I use if I notice damage coming my way.
  • Evasion: If I notice a lot of Damage coming my way this is my next cooldown I pop. This is great to use when you have a melee on you to prevent them from doing damage for 7 seconds.
  • Ballistic Shield: This is more of an AOE or group cooldown if you notice that you or your team on taking damage in a match or an Operation go ahead and use this and your team and healers will be forever grateful.
  • Entrench: This cooldown prevents you from being interrupted, stun, knocked back, and taken out of cover, this is one Defensive you need to always have up.
  • Hololocate: This skill is used to position yourself better on the field, to get out of cleave and save your own ass if you are getting tunnelled. ALWAYS USE YOUR HOLOLOCATE!!!
  • Diversion: This is a great utility for when melee are on top of you and just tunnelling you throw this on you and you will watch them run away from you. You need to use this on your teammates when you notice that they don’t have any DCD’s left or when your healer is getting tunnelled to Africa.
  • Imperial Preparation: HOLD OFF ON USING THIS AS LONG AS POSSIBLE TRY TO KITE AWAY! Try to allow your DCD’s to naturally come off cooldown before using this skill.
    • You need to use this ability when Countermeasures, Evasion, Shield Probe, Cover Pulse, and Entrench are all on cooldown and you need CD’s
  • Cover Pulse: Knocks people away from you to give you a break to get away and prepare for them to get back!
  • Countermeasures: This acts as a root break and speed boost (see utilities below) for you to take this is an amazing ability. Make sure to use it when you need to!!


Ballistic Dampers Entering cover grants 3 charges off 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 gaind 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.
Vital Regulators While in cover, you heal 2% of your total health every 3 seconds.

The reason I take utilities that I do in Skillful is because Ballistic Dampers automatically gives you 30% Damage Reduction, I take Snap Shot for the instant Lethal Shot. Lastly, I take Vital Regulators because well it’s more healing while you are in cover because you are not always going to have a healer nearby to save you, this also helps with prolonged fights.

Seek Cover When Entrench nds or you leave cover while ntrench is active, you gain Seek Cover, which increases your movement sped by 50% and grants immunity to mvoement impairing effects. Lasts 6 seconds.
Reestablish Range Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. Additionally, rgw final shot of eries of Shots and PenetratingBlasts knocks back the target if they are within 10 meters.
Augmented Shields Increases the amount of damage aborbed by Shield Probe by 30%.

The Reason I take the utilities I do in MASTERFUL is because Seek Cover gives you 50% more movement speed when you leave cover which means more time to kite away and faster!!!! The next utility I take is Reestablish Range which makes your countermeasures cleanse any roots so you can run away!!! Last but not least is Augmented Shields which increases the damage shield probe absorbs by 30%!!!

Executioner Flash Bang and Maim grant Executioner, allowing yor enxt Takedown within 10 seconds to be used regardless of the  target’s remaining ealth and deal 15% additionaldamage.
Pillbox Sniper Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 5 meters.
Tactical Retreat Covered Escape heals you for 10% of your maximum health. Additionally, the duration of Evasion is increasedby 2 seconds.

The reason I take the utilities I do in HEROIC is because Executioner which makes your maim or Flashbang proc takedown and makes it usable at any health and does 15% more damage upon use. The next Utility I take is Pillbox Sniper which lowers the cooldown on Cover Pulse (5 secs) and Entrench (15 secs) The last utility I take is Tactical Retreat which makes your Cover Pulse heal you for 10% and increases Evasion by 2 seconds!! 

Basic Rotation

We all know that there is no set rotation in PVP, however, in PVE the rotation I use is I hard cast Target Acquired  > Orbital Strike > Corrosive Dart > Corrosive Grenade > Weakening Blast > Laze Target > Cull > Series of Shots > Lethal Shot > Cull (when procs) just rinse and repeat.

Gearing and Set Bonus/Tactical


  • Critical Rating – 3,389
  • Alacrity – 1,256
  • Accuracy – 1,318


  • Enhancements – Superior Adept 80

Periodic Intensity
Increases the damage dealt by periodic effects


These two tacticals are ones I swap between depending on the fights or team comps that I’m going against.

Airborne Agents Corrosive Grenade spreads Weakening Blast’s effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade
Flashpoint Bosses
Exploited Weakness Weakening Blast deals 100% more damage. Dealing damage with Lethal shot causes the target to take poison damage over 18 seconds
Operation Bosses
  • Airborne Agents – AOE Damage
  • Exploited Weakness – Single Target Damage

Set Bonus
Precise Targeter’s Mastery +2% Reduces the cooldown of Target Acquired by 15 seconds and activating Target Acquired restores 15 energy Laze Target gets 3 charges and its cooldown is reduced by 15 seconds


This concludes my guide for virulence sniper, please give me your feedback on discord and if you have any questions feel free to DM me on discord. I look forward to hearing from you guys/gals!!

Turrible Sniper#3700 this is my Discord Username!

About Xam Xam

Owner of MMO Bits, and formerly the owner of Xam Xam Says, Xam Xam is an Aussie who has been playing MMO's for over 5 years and can't get enough of them. She mainly plays Healing Classes but will also DPS and reluctantly Tank (if she has one). She prefers to PvP but doesn't mind doing all the other 'MMO bits' as well.

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