Sniper Skill Tree Calculator

Other skilltree calculators: Assassin - Commando - Guardian - Gunslinger - Juggernaut - Marauder - Mercenary - Operative - Powertech - Sage - Scoundrel - Sentinel - Shadow - Sniper - Sorcerer - Vanguard

Skill Tree - Sniper
01
Sniper Volley
Instant
0/1Next Rank:Immediately finishes the cooldown on Series of Shots and increases alacrity by 10% and energy regeneration by 50% for 10 seconds.Left click to add a point
03
Imperial AssassinPassive0/3Next Rank:Increases the critical damage dealt by Series of Shots, Takedown, and Followthrough by 10%.Left click to add a point
02
Siege BunkerPassive0/2Next Rank:Reduces all area effect damage taken by 30% while Entrench is active.Left click to add a point
02
Recoil ControlPassive0/2Next Rank:Reduces the energy cost of Followthrough by 2 and reduces its cooldown by 1.5 seconds.Left click to add a point
01
FollowthroughPassive0/1Next Rank:Fires a well-controlled follow-up shot at the target that deals (x) - (y) weapon damage. Only usable within the 5 seconds immediately following a Snipe or Ambush.

Range: 30 m
Left click to add a point
02
Pillbox SniperPassive0/2Next Rank:Reduces the cooldown of Entrench and Orbital Strike by 7.5 seconds.Left click to add a point
02
Between the EyesPassive0/2Next Rank:Increases the critical hit chance of Snipe, Series of Shots and Followthrough by 2%.Left click to add a point
01
Sector RangerPassive0/1Next Rank:Cover Pulse knocks targets back an additional 2 meters. Additionally reduces the activation time of Orbital Strike by 1 second.Left click to add a point
03
Rapid FirePassive0/3Next Rank:Reduces the cooldown of Ambush and Series of Shots by 1 second.Left click to add a point
01
Sniper's NestPassive0/1Next 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 Snipe activate instantly. This effect cannot occur more than once every 6 seconds.Left click to add a point
01
Diversion
Range:35 m
instant
Cooldown:1 min
0/1Next Rank:Throw a smoking canister at the target, reducing accuracy by 45% for 9 seconds and exposing the target from cover for 6 seconds. Cannot be used on Operation bosses.Left click to add a point
02
Reactive ShotPassive0/2Next Rank:Snipe and Series of Shots critical hits have a 50% chance to reduce the activation time of the next Ambush by 1 second.Left click to add a point
01
Heavy ShotPassive0/1Next Rank:When Ambush 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 an incoming attack. 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
Precision AmbushPassive0/2Next Rank:Ambush ignores 10% of the target's armor.Left click to add a point
02
Imperial DemarcationPassive0/2Next 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 Snipe, Series of Shots and Cull by 3%.Left click to add a point
03
MarksmanshipPassive0/3Next Rank:Increases ranged and tech accuracy by 1%.Left click to add a point
0Marksman (Damage)
01
Plasma Probe
Energy:20
Instant
Cooldown:18 secs
0/1Next Rank:Deploys a plasma that attacks the target area, dealing (x) elemental damage over 18 seconds to up to 5 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 Interrogation Probe, that target is stunned for 2 seconds.Left click to add a point
02
Deployed ShieldsPassive0/2Next Rank:Reduces all damage taken while in cover by 3% and reduces the cooldown of Ballistic Shield by 15 seconds.Left click to add a point
05
Electrified RailgunPassive0/5Next Rank:Series of Shots has a 33.3% chance when dealing damage to electrify the target, dealing (x) elemental damage over 4 seconds. Stacks up to 4 times.Left click to add a point
02
Energy OverridesPassive0/2Next Rank:After activating EMP Discharge, the next Explosive Probe or Plasma Probe used costs 50% less energy.Left click to add a point
01
EMP Discharge
Instant
Cooldown:1 min
0/1Next Rank:Discharges an electromagnetic pulse from an active Interrogation Probe on the target, immediately dealing (x) - (y) energy damage to the affected target. Also immediately finishes the cooldown on Adrenaline Probe and Shield Probe. This ability does not respect the global cooldown and does not require line of sight with the target.

Range: 60 m
Left click to add a point
02
Augmented ShieldsPassive0/2Next Rank:Increases the amount of damage absorbed by Shield Probe by 15%.Left click to add a point
01
Imperial MethodologyPassive0/1Next Rank:Increases the number of cluster bombs dropped by Explosive Probe by 2. In addition, when the cluster bombs detonate, you recover 5 energy.Left click to add a point
02
Calculated PursuitPassive0/2Next Rank:You have a 50% chance to gain Calculated Pursuit upon exiting cover, which reduces the energy cost of Overload Shot by 100% for 6 seconds. This effect cannot occur more than once every 20 seconds.Left click to add a point
02
Experimental ExplosivesPassive0/2Next Rank:Increases the critical damage dealt by all area effects by 15%.Left click to add a point
02
Cluster BombsPassive0/2Next Rank:After Explosive Probe detonates, it drops an additional 1 cluster bomb on the target. A cluster bomb explodes when damaged by blaster fire, dealing (x) kinetic damage to the target. Cluster bombs cannot be detonated more than once every second.Left click to add a point
02
Efficient EngineeringPassive0/2Next Rank:Reduces the energy cost of Explosive Probe, Interrogation Probe and Plasma Probe by 2.

Requires 1 point in Interrogation Probe
Left click to add a point
01
Interrogation Probe
Energy:20
Instant
Cooldown:18 secs
0/1Next Rank:Summons an interrogation probe that clings to the target and deals (x) energy damage over 18 seconds. If the target is defeated or the effect is removed prematurely, Interrogation Probe immediately becomes available for use again.

Range: 30 m
Left click to add a point
02
Inventive Interrogation TechniquesPassive0/2Next Rank:Interrogation Probe reduces the target's movement speed by 15% for the duration.Left click to add a point
03
Explosive EngineeringPassive0/3Next Rank:Increases the damage dealt by Explosive Probe and all area effects by 5%.Left click to add a point
02
Vital RegulatorsPassive0/2Next Rank:Adrenaline Probe heals you for 3% of your total health over 3 seconds.Left click to add a point
02
Stroke of GeniusPassive0/2Next Rank:Activating Cover Pulse has a 50% chance of making the next Snipe activate instantly.Left click to add a point
02
Vitality SerumPassive0/2Next Rank:Increases total Endurance by 2%.Left click to add a point
02
Engineer's Tool BeltPassive0/2Next Rank:Reduces the cooldown of Flash Bang by 7.5 seconds and Fragmentation Grenade by 1.5 seconds.Left click to add a point
02
Energy TanksPassive0/2Next Rank:Increases maximum energy by 5.Left click to add a point
03
GearheadPassive0/3Next Rank:Increases total Cunning by 3%.Left click to add a point
0Engineering (Damage)
01
Weakening Blast
Instant
Cooldown:15 secs
0/1Next Rank:Deals (x) - (y) weapon damage and causes the target to take 30% additional damage from the Agent's next 10 poison effects. Lasts 15 seconds.Left click to add a point
03
Devouring MicrobesPassive0/3Next Rank:Increases the damage dealt by poison effects by 5% on targets below 30% of max health.Left click to add a point
02
Lingering ToxinsPassive0/2Next Rank:Reduces the damage taken by periodic effects by 7.5%. In addition, when Corrosive Dart or Corrosive Grenade 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
Cull
Energy:25
Channeled:3 sec
Cooldown:9 secs
0/1Next Rank:Fires a volley of bolts at the target, dealing (x) - (y) weapon damage each second. For each of your poison effects present on the target, the target is culled for an additional (z) internal damage each second.

Range: 10 m
Left click to add a point
02
Razor RoundsPassive0/2Next Rank:Increases the critical chance of Cull and Series of Shots by 4%.Left click to add a point
02
CounterstrikePassive0/2Next Rank:Countermeasures has a 50% chance to remove all movement-impairing effects when activated.Left click to add a point
02
Lethal PurposePassive0/2Next Rank:Reduces the cooldown of Adrenaline Probe by 15 seconds. In addition, critical hits with poison effects restore 1 energy.Left click to add a point
02
Adhesive CorrosivesPassive0/2Next Rank:Corrosive Grenade 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, Shield Probe by 7.5 seconds and Cover Pulse by 2.5 seconds.Left click to add a point
03
Lethal DosePassive0/3Next Rank:Increases the critical hit chance of all periodic effects by 4%.Left click to add a point
01
Corrosive Grenade
Energy:20
Instant
Cooldown:12 secs
0/1Next Rank:Hurls a corrosive grenade that spews acid in a 5-meter radius on impact, dealing (x) internal damage over 21 seconds to up to 3 targets.Left click to add a point
02
Targeted DemolitionPassive0/2Next Rank:Increases the damage dealt by Fragmentation Grenade and Corrosive Grenade by 4%.Left click to add a point
02
Cut DownPassive0/2Next Rank:Increases the damage dealt by Overload Shot, Series of Shots and Cull by 3%.Left click to add a point
02
Slip AwayPassive0/2Next Rank:Reduces the cooldown of Debilitate by 7.5 seconds, and increases movement speed by 15% for 4 seconds after activating Debilitate.Left click to add a point
02
Flash PowderPassive0/2Next Rank:Reduces all targets' accuracy by 10% for 8 seconds after Flash Bang ends.Left click to add a point
02
Corrosive MicrobesPassive0/2Next Rank:Corrosive Dart has a 12.5% chance to tick twice when it inflicts damage.Left click to add a point
01
Lethal InjectorsPassive0/1Next Rank:Increases the duration of Corrosive Dart by 3 seconds.Left click to add a point
02
Deadly DirectivePassive0/2Next Rank:Increases alacrity by 2%.Left click to add a point
03
LethalityPassive0/3Next Rank:Increases ranged and tech critical chance by 1%.Left click to add a point
02
Razor EdgePassive0/2Next Rank:Increases the damage dealt by Shiv by 4%.Left click to add a point
0Lethality (Damage)
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User Submitted / Approved Builds
Sniper - Identified as the most elite sharpshooters in the galaxy, Snipers use their extensive training to eliminate sensitive targets and turn the tide of the battle in the Empire's favor.
- Class Role: Damage
- Weapon: Sniper Rifle, Vibroknife
- 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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