Gunslinger Skill Tree Calculator

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Skill Tree - Gunslinger
01
Burst Volley
Instant
Cooldown:45 secs
0/1Next Rank:Immediately finishes the cooldown on Speed Shot and increases alacrity by 10% and energy regeneration by 50% for 10 seconds.Left click to add a point
03
DeadeyePassive0/3Next Rank:Increases the critical damage dealt by Speed Shot, Quickdraw and Trickshot by 10%.Left click to add a point
02
Holed UpPassive0/2Next Rank:Reduces all area effect damage taken by 30% while Hunker Down is active.Left click to add a point
02
Recoil ControlPassive0/2Next Rank:Reduces the energy cost of Trickshot by 2 and reduces its cooldown by 1.5 seconds.Left click to add a point
01
Trickshot
Energy:10
Instant
Cooldown:9 secs
0/1Next Rank:Fires a wild follow-up shot at the target that (x) - (y) weapon damage. Only usable within the 5 seconds immediately following a Charged Burst or Aimed Shot. Fires both blasters if dual wielding.

Range: 30 m
Left click to add a point
02
Lay LowPassive0/2Next Rank:Reduces the cooldown of Hunker Down and XS Freighter Flyby by 7.5 seconds.Left click to add a point
02
Slick ShooterPassive0/2Next Rank:Increases the critical hit chance of Charged Burst, Speed Shots and Trickshot by 2%.Left click to add a point
01
SpacerPassive0/1Next Rank:Pulse Detonator knocks target back an additional 2 meters. Additional reduces the activation time of XS Freighter Flyby by 1 second.Left click to add a point
03
Rapid FirePassive0/3Next Rank:Reduces the cooldown of Aimed Shot and Speed Shot by 1 second.Left click to add a point
01
FoxholePassive0/1Next Rank:Increases the energy regeneration rate by 1 per second while in cover.Left click to add a point
02
Snap ShotPassive0/2Next Rank:Entering cover has a 50% chance to make the next Charged Burst activate instantly. This effect cannot occur more than once every 6 seconds.Left click to add a point
01
Diversion
Instant
Cooldown:1 min
0/1Next Rank:Throw a smoking canister at the targets, reducing its accuracy by 45% for 9.0 seconds and exposing the target from cover for 6.0 seconds. Cannot be used on Operation Bosses.Left click to add a point
02
Quick AimPassive0/2Next Rank:Charged Burst and Speed Shot's critical hits have a 50% chance to reduce the activation time of the next Aimed Shot by 1 second.Left click to add a point
01
Percussive ShotPassive0/1Next Rank:When Aimed Shot strikes a target within 10 meters, the target is knocked back several meters.Left click to add a point
02
Ballistic DampersPassive0/2Next Rank:Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 15% of the damage dealt by incoming attacks. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.Left click to add a point
02
Sharp AimPassive0/2Next Rank:Aimed Shots ignores 10% of the target's armor.Left click to add a point
02
Trip ShotPassive0/2Next Rank:Reduces the cooldown of Leg Shot by 1.5 seconds.Left click to add a point
02
Cover ScreenPassive0/2Next Rank:When exiting cover, you have a 50% chance to gain Cover Screen, increasing ranged defense by 20% for 6 seconds.Left click to add a point
02
Steady ShotsPassive0/2Next Rank:Increases the damage dealt by Charged Burst, Speed Shot and Wounding Shots by 3%.Left click to add a point
03
SharpshooterPassive0/3Next Rank:Increases ranged and tech accuracy by 1%.Left click to add a point
0Sharpshooter (Damage)
01
Incendiary Grenade
Enegry:20
Instant
Cooldown:18 secs
0/1Next Rank:Throws an incendiary device that sets the target area on fire, dealing (x) elemental damage over 18 seconds to up to 3 targets within 5 meters and slows all affected targets by 50% for 3 seconds. Damage is delivered faster within the first few seconds. If the initial hit strikes a target affected by your Shock Charge, that target is stunned for 2 seconds.Left click to add a point
02
Riot ScreenPassive0/2Next Rank:Reduces all damage taken while in cover by 3% and reduces the cooldown of Scrambling Field by 15 seconds.Left click to add a point
03
Blazing SpeedPassive0/3Next Rank:Speed Shot has a 33.3% chance when dealing damage to burn the target, dealing (x) elemental damage over 4.0 seconds. Stacks up to 4 times.Left click to add a point
02
Seize the MomentPassive0/2Next Rank:After activating Sabotage, the next Sabotage Charge or Incendiary Grenade activated costs 50% less energy.Left click to add a point
01
Sabotage
10
Instant
Cooldown:1 mins
0/1Next Rank:Detonates an active Shock Charge on the target, immediately dealing x - y kinetic damage to the affected target. Also immediately finishes the cooldown on Cool Head and Defense Screen. This ability does not respect the global cooldown and does not require line of sight with the target.Left click to add a point
02
Hotwired DefensesPassive0/2Next Rank:Increases the amount of damage absorbed by Defense Screen by 15%.Left click to add a point
01
InsurrectionPassive0/1Next Rank:Increases the number of Contingency Charges dropped by Sabotage Charge by 2. In addition, when your Contingency Charges detonates, you recover 5 energy.Left click to add a point
02
Hot PursuitPassive0/2Next Rank:You have a 50% chance to gain Hot Pursuit upon exiting cover, which reduces the energy cost of Quick Shot by 100% for 6 seconds. This effect cannot occur more than once every 20 seconds.Left click to add a point
02
ArsonistPassive0/2Next Rank:Increases the critical damage dealt by all area effects by 15%.Left click to add a point
02
Contingency ChargesPassive0/2Next Rank:After Sabotage Charge detonates, it drops 1 contingency charges on the target. A Contingency Charge explodes when damaged by blaster fire, dealing (x) kinetic damage to the target. Contingency Charges cannot be detonated more than once every seconds.Left click to add a point
02
Dealer's DiscountPassive0/2Next Rank:Reduces the energy cost of Sabotage Charge, Shock Charge and Incendiary Grenade by 2.

Requires: 1 point in Shock Charge
Left click to add a point
01
Shock Charge
Energy:20
Instant
Cooldown:18 secs
0/1Next Rank:Hurls an electric shock device that latches on to the target, dealing (x) energy damage over 18.0 seconds. If the target is defeated or the effect is removed prematurely, Shock Charge immediately becomes available for use again.

Range: 30 m
Left click to add a point
02
Sapping ChargePassive0/2Next Rank:Shock Charge reduces the target's movement speed by 15% for the duration.Left click to add a point
03
Independent AnarchyPassive0/3Next Rank:Increases the damage dealt by Sabotage Charge and all area effects by 5%.Left click to add a point
02
Cool Under PressurePassive0/2Next Rank:Cool Head now heals you for 3% of your total health over 3 seconds.Left click to add a point
02
PandemoniumPassive0/2Next Rank:Activating Pulse Detonator has a 50% chance of making the next Charged Burst activate instantly.Left click to add a point
02
Underworld HardshipsPassive0/2Next Rank:Increases total Endurance by 2%Left click to add a point
02
Saboteur's Utility BeltPassive0/2Next Rank:Reduces the cooldown of Flash Grenade by 7.5 seconds and Thermal Grenade by 1.5 seconds.Left click to add a point
02
BravadoPassive0/2Next Rank:Increases your maximum energy by 5.Left click to add a point
03
StreetwisePassive0/3Next Rank:Increases Cunning by 3%.Left click to add a point
0Saboteur (Damage)
01
Hemorrhaging Blast
Energy:10
Instant
Cooldown:15 secs
0/1Next Rank:Deals (x) - (y) weapon damage and causes the target to take 30% additional damage from the Smuggler's next 10 bleed effects. Lasts 15.0 seconds. Fires both blasters if dual wielding.

Range: 10 m
Left click to add a point
03
Cold BloodedPassive0/3Next Rank:Increases the damage dealt by bleeding effects by 5% on targets below 30% of max health.Left click to add a point
02
Nice TryPassive0/2Next Rank:Reduces the damage taken by periodic effects by 7.5%. In addition, when Vital Shot or Shrap Bomb end, they have a 50% chance to be replaced by a weaker version of that same effect that deals 15% of the original effect's damage over 9 seconds.Left click to add a point
01
Wounding Shots
Energy:25
Channeled3 sec
Cooldown:9 secs
0/1Next Rank:Fires a wave of bolts at the target each second, dealing (x) - (y) weapon damage. For each of your bleed effects present on the target during each wave, the target hemorrhages for an additional (x) internal damage. Fires both blasters if dual wielding.

Range: 10 m
Left click to add a point
02
Re-Open WoundsPassive0/2Next Rank:Increases the critical chance of Wounding Shots and Speed Shot by 4%.Left click to add a point
02
Dirty TricksterPassive0/2Next Rank:Surrender has a 50% chance to remove all movement impairing effects when activated.Left click to add a point
02
Fighting SpiritPassive0/2Next Rank:Reduces the cooldown of Cool Head by 15 seconds. In addition, critical hits with bleed effects restore 1 energy.Left click to add a point
02
Feelin' WoozyPassive0/2Next Rank:Shrap Bomb has a 50% chance to reduce the movement speed of all targets by 30% for 6 seconds.Left click to add a point
02
Hold Your GroundPassive0/2Next Rank:Reduces the cooldown of Escape by 15 seconds, Defense Screen by 7.5 seconds and Pulse Detonator by 2.5 seconds.Left click to add a point
03
Black Market EquipmentPassive0/3Next Rank:Increases the critical hit chance of all periodic effects by 4%.Left click to add a point
01
Shrap Bomb
Energy:20
Instant
Cooldown:12 secs
0/1Next Rank:Hurls a shrap bomb that explodes with razor-sharp shrapnel on impact, causing up to 3 targets with 5 meters to bleed for (x) internal damage over 21 seconds.

Range: 30 m
Left click to add a point
02
BombasticPassive0/2Next Rank:Increases the damage dealt by Thermal Grenade and Shrap Bomb by 4%.Left click to add a point
02
Cheap ShotsPassive0/2Next Rank:Increases the damage dealt by Quick Shot, Speed Shot and Wounding Shots by 3%.Left click to add a point
02
Dirty EscapePassive0/2Next Rank:Reduces the cooldown of Dirty Kick by 7.5 seconds, and increases movement speed by 15% for 4.0 seconds after activating Dirty Kick.Left click to add a point
02
Flash PowderPassive0/2Next Rank:Reduces all targets accuracy by 10% for 8 seconds after Flash Grenade ends.Left click to add a point
02
Mortal WoundPassive0/2Next Rank:Vital Shot has a 12.5% chance to tick twice when it inflicts damage.Left click to add a point
01
Open WoundPassive0/1Next Rank:Increases the duration of Vital Shot by 3 seconds.Left click to add a point
02
Black Market ModsPassive0/2Next Rank:Increases alacrity by 2%Left click to add a point
03
No Holds BarredPassive0/3Next Rank:Increases ranged and tech critical chances by 2%Left click to add a point
02
Holdout DefensePassive0/2Next Rank:Increases the damage dealt by Blaster Whip by 4%.Left click to add a point
0Dirty Fighting (Damage)
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User Submitted / Approved Builds
Gunslinger - Master of the trick shot and willing to take advantage of every opportunity, the Gunslinger learns how to fire two blaster at once, specializing in long-range combat.
- Class Role: Damage
- Weapon: 2 Blaster Pistols
- Armor: Medium
- Resource: Energy


Recommended Crew Skills:

Crafting: (one of the following)
Armormech - Good for making Armor pieces for Non-force users.
Armstech - Good for making Blasters, Cannons, Rifles, Blaster mods, melee weapons.

Gathering:
Scavenging - Assists with gathering scavenged metals, compounds and other special items required for Armormech, Armstech.

Missions: (one of the following)
Underworld Trading - Goes with Armormech, gets you underworld metals and luxury frabrics.
Armstech - Goes with Armstech, gets you researched compounds and misc schematics.

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