Guide: Imperial Agent Sniper - Marksman

 

Unlike their sneakier cousins the Operatives, Imperial Snipers eschew up close and personal combat for the flexibility and advantages that a good rifle and long range can offer. Among the ranks of these Snipers are those who work to master their weapon skills, putting aside the gadgetry and poisons they naturally have access to, becoming Marksmen. Ideally situated from a steady perch and without interruption, a specialized Marksman can rain death on his foes with relative impunity.

Attributes

Primary Attribute: Cunning
Secondary Attribute: Endurance
Combat Ratings: Alacrity (Cast/Channeled Time Reduction), Power (Damage/Healing), Critical Rating, Surge Rating (Critical Damage/Healing), Accuracy Rating (+Hit Chance)

As with all Agents, a Marksman will prefer Cunning as his primary stat, increasing both his ranged damage and his chance of landing a critical hit with ranged attacks. While Cunning also increases Tech Power and Tech Critical chance, a Marksman has very few abilities that benefit from those advantages.

There are two main schools of thought when it comes to Combat Ratings: pure Power or Critical Rating and Surge Rating. Power based Marksmen will hit reliably harder than those who prefer Crit and Surge, but they generally lack the burst potential of a Marksman heavily invested in Crit and Surge. Until we have access to damage parsers it is something of a toss-up between the two styles, but in good hands, they can both be equally devastating. On a personal note, this author prefers a Crit and Surge heavy stat build. There really is nothing quite like dropping three targets with four bullets.

Most Marksmen disregard Alacrity, as the Marksman's energy regen relies on keeping his energy pool above 60%. While Alacrity will allow the Marksman to output damage faster, it will also rapidly deplete his energy faster than it can refill, forcing players to utilize Rifle Shot as filler while they wait. The consensus is that this approach, in the long run, is nowhere near as efficient as a Power or Crit and Surge based stat build.


The Skill Tree 

* Note, this is a sample PvE oriented skill setup.  Player preferences may dictate some minor changes for other content types.

The Marksman skill tree is based, for the most part, around buffing existing Sniper abilities; of the three active abilities in the entire tree only one, Followthrough, is a must have. Included in the passive bonuses a Marksman can acquire are significant bonuses to their Cover ability, most notably those that increase the Sniper's energy regeneration rate via Sniper's Nest. A single energy per second may not sound significant, but it is one of four game changing skills available to the Marksman.

Snap Shot: This skill allows the Sniper to fire off their Snipe ability without an activation time after taking cover. Attainable at level 20, this gives Marksmen their first taste of this tree’s burst damage potential. Once lower level Snipers receive Snap Shot, one of the more popular openers begins with an Ambush followed immediately by an instant Snipe.

Reactive Shot: While perhaps not impressive at first glance, this skill will drastically reduce in-combat downtime for Marksmen against enemies who survive their initial burst. Reactive Shot’s synergy with Series of Shots also allows for diminished wait times during long fights. Some players prefer to open with a Snipe for the explicit purpose of firing off the hasted Ambush in situations where they cannot engage at their leisure, such as during PvP.

Sniper's Nest: I cannot emphasize how important this skill is for a Marksman. Following this skill tree means a player is going to spend a great deal of time in cover, and having a dramatically increased energy regeneration rate means everything, especially with the amount of energy Snipe consumes in the long term.

Followthrough: While Sniper's Nest is important, Followthrough is absolutely critical to a Marksman's success. This ability, once upgraded by Recoil Control--decreasing cooldown and energy cost--and Imperial Assassin--increasing critical damage--will become the single greatest contributor to a Marksman's damage output.  

Beyond these four abilities, Marksmen should make judicious use of Shatter Shot, the Marksman's armor debuff. Not only will it increase player damage, but is also a great skill to use in a group setting, and carries a significant duration. Additionally, Fragmentation Grenade and Orbital Strike allow for some serious AoE output when necessary.

The primary drawback to the Marksman skill tree, and to the Sniper AC as a whole, is its reliance on weapon-based damage. Because of the way the combat system in The Old Republic works, melee and ranged defense, Shield rating, Absorption rating, and armor mitigate melee and ranged damage. Players can stack these stats quite easily, obtaining very noticeable levels of those defensive stats and becoming very tough nuts to crack. Players cannot shield against Tech and Force abilities, and as far as this author is aware, there is no possible way to increase passive Force or Tech defense. Marksmen will have to deal with the fact that, for now, this skill tree is not great against defensively minded targets.


Companions

  

 

Kaliyo Djannis
Combat Style: Ranged Tank


Kaliyo is both the first companion Marksmen get, and the one they will be fighting beside for the majority of their leveling curve. She is a ranged tank, and does a very good job of corralling foes while players blast away from relative safety. Like all tanking companions, however, she suffers from a lack of durability, and relies on the Marksman to take down targets before they overrun her meager defensive capabilities. Keeping her in medium to high quality gear is an absolute must, as her two most important stats are her armor rating--allowing her to survive longer--and her weapon damage--so she can hold agro.

Kaliyo takes care of herself in combat; she handles taunts and threat fairly well. The only problems she faces in that regard is that for some reason Ambush, Snipe, Followthrough and Series of Shots will not cause her, or any companion, to auto-engage. Rifle Shot, Shatter Shot and Fragmentation Grenade on the other hand will cause her to attack the enemy, so keep in mind players may need to manually command her to engage depending on their preferred ability rotation.



Vector Hyllus
Combat Style: Melee DPS


Vector is not a great companion choice for a soloing Marksman. He does not hold threat, is incredibly squishy and must get up close and personal with his victims, which is not always easy to do, even with a charge ability. However, properly geared he is an absolute beast in a duo or trio. Despite not being a Jedi or Sith, Vector relies on the Willpower attribute as his primary Stat. Behind upgrading his primary weapon, keeping Willpower as high as possible should be a priority.

Tactics with Vector are quite simple: give him a target and let him slice and dice away. As noted above, many of the Marksman's primary attack abilities will not cause companions to auto-engage, so be mindful of this when utilizing Vector. This author prefers Vector's Armor Piercing stance, as many opponents die too quickly for his internal damage stance to have an impact. However, in longer group fights there is an absolute potential for this stance to shine.

 



Doctor Lokin
Combat Style: Healer / Melee DPS

Doctor Lokin is the healer for the Agent class, and a popular choice in the mid to later game when NPC difficulty begins to ramp up. While he cannot heal through everything, the good Doctor is quite capable of keeping a Marksman up through just about any solo encounter, or provide adequate healing for a two-person group. Gearing up Lokin is quite simple since he uses Cunning as his primary stat, allowing the Marksman to give him hand-me down gear and fill in any empty slots as necessary.

The Doctor is the simplest of the Agent's companions to manage: simply get shot, and he will respond with heals. To make things even easier, his damage abilities are available only in his DPS stance, and as such, his AI will not inadvertently activate them while Lokin is in his healing stance, giving the good Doctor even more time to heal. The only point of concern is his channeled CC ability Carbonize Stream, which he likes activate at every opportunity. Because it is a channeled ability, the Marksman will not receive any healing in the interim, which, when facing multiple enemies, may be an issue.



Ensign Raina Temple
Combat Style: Ranged DPS

As the Agent's Ranged DPS companion, Ensign Temple is, for lack of a better description, the Mini-Me to the Marksman. She outputs an incredible amount of damage at range, but while she has only slightly less durability than Kaliyo, Temple is by no means a tank, as she lacks any kind of threat generation capability. Just like Doctor Lokin, Temple utilizes Cunning as her primary stat, and can very effectively use hand-me down gear from the Marksman, the only difference being that she prefers pistols to sniper rifles.

Utilizing Temple is mostly about forethought, as she has two types of abilities: single target and AoE. Activating and deactivating certain abilities is the key to maximizing the Ensign's output, as AoE abilities will drastically diminish her effectiveness against powerful targets, while single target skills are not always the best choice when facing down hordes of weaker enemies. Beyond ability choice, the Ensign suffers from the same clunky AI as all companions when it comes to engaging the enemy, requiring manual direction at some points.

 


SCORPIO
Combat Style: Melee Tank

While players obtain SCORPIO last, she is perhaps the best choice when it comes to tanking for the Marksman. Because of the way BioWare implemented droid equipment; she will have, at least for the moment, higher stats and slightly higher armor values than Kaliyo ever will. The only concern in regards to gearing SCORPIO up come with the fact that her primary stat is Aim, not Strength, as one might expect from a melee tank. This is somewhat mitigated by the fact that all of her initial gear is moddable, so one can simply obtain a few Commando Armorings and be in business. In addition, SCORPIO's primary weapons, the techblade and techstave, are often quite difficult to find.


In combat SCORPIO functions almost identically to Kaliyo, the only difference being that she has to close distance to her targets. Because of all of her abilities having no cast time, SCORPIO's damage output is considerably higher than that of Kaliyo's, meaning fights end faster and she is better able to hold threat.



Crew Skills

Since the Sniper shares the exact same companion bonuses with the Operative, the crafting recommendations are nearly identical between the two advanced classes.  As a result, it would be quite redundant of me to rehash what my colleague put together in this guide for the Operative's healing tree.


Conclusion

At the end of the day, Marksmen focus on one thing: putting energized plasma through the heads of the good guys, bad guys and anyone else that gets in their way. It is not the most mobile class, it is not the flashiest class, but it gets the job done, and it is very fun to play in the process.

Comments

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  • #18 SeaLynx

    Nice guide. I'm a 50 lvl sniper and i agree with most of the advices...

    Problem is the coming surge recalibration..... which might make the power version more viable...

    Also do you know which is the awesome head gear of the IA on the headline picture? (heven't come across of it)

  • #17 Bulverk

    This is basically my build I have on my sniper, except for this guide not taking the top marksman skill, which I don't really understand.

  • #12 Sunravenma

    Not a bad guide but why in your PVE build do you not take the top tier marksmanship talent? Readiness is really very good. Series of Shots does alot of damage for little energy as you regen it's cost as you make the attack. Being able to use SoS 3 times in a row is some good steady DPS in PVE.

    As to companions I tried most of them but stuck with Kaliyo pretty much all the way to level 50. She does all I need which is keep mobs off of me whileIi kill them. Her damage isn't too bad. Yes she will die but thats the point by the time she dies the mobs are either all dead or in the case of some elites close to dead. I had no problem in any of the quests or planets and did not die overly much at all.

    For crew skills  went biochem. The medpacks that heal you and your companion are very usefull with Kaliyo tanking. Also the Rakata stims are wonderfull at level 50 for both PVP and Operations and save me a fortune as the blue 2 hour stims go for 20k or more on my server.

    For the guy dieing repeatedly on Taris I can't help but feel you are either doing something wrong or your gear or companions gear is terrible. The only times I remember dieing are when I got lazy or careless and pulled 2 groups at once and even then not always.

    Last edited by Sunravenma on 1/26/2012 10:10:38 AM
  • #14 Shadowlance

    If you'll notice my notation under the skill tree example, that is just one of several Marksman skill tree variants available to players.  I personally found that the burst associated with a hasted Ambush > Followthrough and/or Snipe > Followthrough combinations yielded not only greater damage, but also more energy efficiency than burning 60 energy with three Series of Shots.  Especially once a player gets their hands on the 4-piece PvE bonus (which I know is more or less laughable at the moment compared to most classes, but still, you work with what you have), you'll rarely if ever have to pop Adrenaline Probe.

  • #16 Sunravenma

    Yes for burst hasted ambush>followthrough is great especially if they both crit. However to say that 60 energy is alot for 3 series of shots is not quite accurate. It is 20 energy per SoS in 3 seconds you will regen 18 energy thus a net loss of 2 energy and a loss of 6 energy over 3 SoS.

    Ambush>followthrough>snipe cast over the same 3 second timeframe costs 41 energy over which you will also regen 18 energy a net loss of 23 energy.

    Yes the burst damage of the AM>FT>Snipe is better but the SoS is more energy efficient and can also put up good damage. I do not find myself lacking in DPS or energy eitherway. I always find it is usefull to weave SoS into my rotation as it is so energy efficient especially on long fights. If burst is the key then obviously Ambush>followthrough is better such as in PVP for example.

    And yes the PVE set bonuses are pretty much pointless. The 2 piece is not so good as the 10 energy is pointless at the start of the fight as you will be at max energy usually anyway whe you use TA. ALso you are most often going to use TA at the start of a fight. The 4 piece is also laughably bad as well. It is a minor energy cost reduction to an attack that costs little anyway that you can only use at the end of the fight and if you are carefull you never run out of energy anyway. Maybe they will come up with better set bonuses for the next set of gear. The PVP set bonuses are at least it seems usefull.

    Last edited by Sunravenma on 1/26/2012 5:57:13 PM
  • #11 Seyenne93

    Excellent Guide thank you. My main on Imperial will be a Marksman Sniper. I tried Sniper during Thanksgiving Beta and I loved the story and the Combat. I haven't got time to start that one again since I've been playing Republic.

    Imperial Agent: Check, Trooper: Check, Bounty Hunter: Check, Smuggler: Check!!

    Who needs force powers when you got a Blaster at your side. Cool

  • #9 gamingfossil

    I got a Marksman Sniper up to level 35, every so often Kaliyo died in Alderaan but for the most part I smashed through a lot of missions (although one 'class mission' elite was very tough and I had to learn the mechanics of that fight). Even with Vector, Alderaan was challenging but far from insurmountable.

    Then I hit the brick wall known as Imperial TARIS.

    I didn't even set foot on Taris until I was level 35. And Imperial Taris is supposed to be level 32-36. I was completely unable to get past the very first step in the class mission where I meet Dr. Lokin for the first time, before he becomes a companion. Taris was crawling with elites who were far stronger than anything I'd encountered. Even if it was alone, when I pulled it, at least two "standard" adds would spawn. Ambush -> Snipe -> Followthrough destroys any standard mob even on Taris in a couple of seconds, but by the time I got those two adds down Kaliyo was at no higher than 10% health, that's how fast the elite ripped through her, and Snipers have little to no healing ability for their companion. Worse, every single ability I had that was designed to knock back mobs or incapacitate them for a few seconds had NO, I repeat *NO,* effect whatsoever on these elites.

    I died FIFTEEN TIMES... yes you read that right... in a mere ten minutes, there was another elite every few steps-- and Marksman Snipers, as the guide points out correctly, suffer from a major lack of mobility. Not that mobility would have helped me in Rakghoul tunnels infested with swarm after swarm of the buggers. I was able to take out a six-Rakghoul swarm as long as they were all "standard" strength. If a strong was in there, it was very tough but I got hrough some of them. A single elite was as invincible as one could get against me and my companion. Forget bringing Vector, he'd have gone down before I could even get off my first attack.

    Right now I'm not even active in the game, I needed the break to keep from becoming physically ill. When and even IF I do return, I have no idea how I'm going to get past the literal carpet of elites on Imperial Taris. A single one of them was just plain impossible for me to defeat. My record against them is something, Me 0, they 25 or more, including the 15 in ten minutes. The IA story was my favorite of all the classes and I loved the little surprise waiting at the beginning of Chapter Two. But unless I find out how to finish the class mission on Taris, this is as far as I go.

    The worst part is, I can't hope to read any useful replies to this post-- I'll be lucky if all I get is a mere few replies filled with "retard," "l2p nublet," or just the leter L followed by enough OL's to overload this website's bandwidth. This is not an appeal for help, it's a warning to anyone else. Marksman Sniper was fantastic up to a point. Then I ran smack into a completely impassable barrier that ruined it as completely as could be.

     

  • #13 Jaspor

    Quote from gamingfossil »

    I didn't even set foot on Taris until I was level 35. And Imperial Taris is supposed to be level 32-36. I was completely unable to get past the very first step in the class mission where I meet Dr. Lokin for the first time, before he becomes a companion. Taris was crawling with elites who were far stronger than anything I'd encountered. 

    Could it be you stumbled into a "Heroic" area and not noticed? Sometimes they are very close to normal "solo" questing areas. Or the shortest path between two quest objectives will take you right through one. I can't remember encountering big groups of elite mobs on Taris. That sounds like it would kick the poop out of most players.

     

  • #10 RogueJedi86

    Try Quillx's thread on the Agent sub-forum on DH forums. I imagine he could help you out with useful replies. His thread is long and full of info, and he still posts in it.

  • #6 ManiacZX

    My main is a Sniper (currently 41) and I have been enjoying it a lot both in story and game mechanics.

    As far as crafting, I went armstech as I felt that my most important piece of my character would be my gun and I wanted to keep it top notch.  Every two levels I craft a new blue barrel to go in my gun and on occasion a purple barrel. To this day I haven't come across a mission reward, random loot or commendation vendor weapon that was within my level range and had better damage and stats then the gun I maintain by crafting.  I can also keep my companions weapons up.

    Around the time I got Vector I was starting to get annoyed by Kaliyo as she would die in all but the easiest of fights even though I had gotten her into mostly all Orange armor and had it modded up.  So I switched to Vector (crafted him a Blue staff to use) and was able to go through more difficult fights with his extra DPS and switching aggro between us. (He can take aggro from you if you hide behind cover and let him beat on the mob a little, it will switch then you can go back to firing, and later you get countermeasures to drop aggro too).

    I then switched to Doctor Lokin when I got him as having a healer makes things much safer of course, however it considerably slowed down combat.  I could take on harder encounters, keeping the aggro on myself and "cover tanking" but as I said it is much slower.

    Now that I have Ensign Temple I use her for most fights but switch to Lokin for Elite encounters.  The DPS of the two of us together is remarkable, especially having 3 blue/purple barrels matching our level equipped between us.  I even accidentally went into a fight against an Elite Jedi a couple levels higher than me with her and we ripped through.

    Looking forward to trying Scorpio also.

    Overall, I think the Sniper gets a nice set of companions that work well with the class.

  • #4 RogueJedi86

    Wouldn't a Sniper's crew skill choices be slightly different compared to Operative? I'm mainly thinking in that unlike Operative, Sniper has no in-combat heals, so an emphasis on Biochem would be good for them. My 17 Sniper has Biochem.

  • #5 Shadowlance

    Not necessarily true.  Lethality and Concealment Ops have minimal healing, and to be honest, outside of a tiny handful of quest NPCs (here's looking at you Avatar of Sel Makor) I've not encountered a situation where I used a medpack and it was the tide turner. 

    I can understand someone who PvPs heavily wanting to have BioChem for consumables, but that's something that would be true for ALL classes, not just Marksmen.  In general vendor bought, or dropped, medpacks more than suffice for most occasions.

  • #3 Ender Roarke

    As I like to enjoy both PvE and PvP on my Gunslinger (the parallel class to Sniper), I have a Saboteur(Engineering) based specilization http://db.darthhater.com/skill_calc/smuggler/gunslinger/#::f34efe2fede2fefe13: that is based around sustained damage with energy regeneration, aoe damage, and damage mitigation.

    I have found it a very effective spec because although it doesn't have quite the burst that marksman does, it can deal more damage over a longer period of time. (*note: without meters I can't properly test this, but I do tend to out damage marksman specced gunslingers in warzones).  It is of course, somewhat more mobile than the marks spec, but we're still pretty reliant on cover (especially with the absorption shield from the marks tree).

    Leveling up as a saboteur was pretty nice.  I obviously used a tank companion at first, but once I obtained my dps companion I just rolled over pretty much everything (except multiple elites, those are difficult) with the high dps and my damage mitigation/regenerative abilities.  If you keep your gear up, you'll probably have a...well, it won't be easy (you're not a tank+healer companion), but at least it's doable, and that makes the challenge fun.

  • #1 Knighthammer

    My Marksman is my Empire side "main" and I love him - more then the Jedi Guardian who's my real main. He's story is compelling and unlike my Guardian, I can pretty much solo everything I've ran against yet. I'm not sure how a Guardian is squishy, but it sure seems like it.

  • #2 bigdeadbug

    The same can be said about the Jugg and I assume the problem is the same. As a DPS spec the Jugg feels more like a gimped Light armour class in terms of survivability. The best way to get around it currently is to spec tank and uses a DPS companion for any normal/silver/easy gold mobs. With decent gear on the companion most things will die reasonably fast. If you run into any hard mobs then pull out a healer and be prepared for what feels like a 5min fight. You will eventually win though which is the main thing.     

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