Disciplines
Dirty Fighting (DPS)
Saboteur (DPS)
Sharpshooter (DPS)
Republic
Fighting Style: Dual Pistols
Tactical Role(s): Ranged Damage
Empire Mirror: Sniper
Description: Master of the trick shot and willing to take advantage of every opportunity, the Gunslinger learns how to fire two blasters at once, specializing in long-range combat.
Disciplines
Saboteur (DPS)
Teaches the Gunslinger to use explosives and advanced tech to sustain a longer assault.
Sharpshooter (DPS)
The Gunslinger focuses on precise, high damage attacks from the safety of cover.
Dirty Fighting (DPS)
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
Abilities
Class Abilities
Name | Description | Type |
Fires a flurry of bolts from your blaster, dealing <<1>> weapon damage. | Instant | |
Keeps a cool head, recovering 50 energy over 3 seconds. | Instant | |
Interrupts the target's current action and prevents that ability from being used for 4 seconds. | Instant | |
Increases the target's critical hit chance by 5% for 60 minutes. If the target is a group member, all other group members are also affected. | Instant | |
Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground. | Instant | |
Puts up the front of surrender, instantly lowering your threat by a moderate amount. | Instant | |
Lobs a flash grenade that blinds the target for 8 seconds. Damage causes this effect to end prematurely. | Instant | |
Projects a defense field around yourself, which absorbs a moderate amount of incoming damage for 10 seconds. Does not break stealth. | Instant | |
Purges incapacitating and movement-impairing effects. | Instant | |
Fires a shot that causes the target to bleed, dealing <<1>> internal damage over 18 seconds. | Instant | |
Increases your chance to dodge melee and ranged attacks by 200% for 3 seconds. Does not break Stealth. | Instant | |
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds. | Instant |
Advanced Class Abilities
Name | Description | Type |
Allows you to wield two one-handed weapons. | Passive | |
Fires off a round of lightning-quick shots that deals <<1>> weapon damage. Only usable on targets at or below 30% max health. Fires both blasters if dual wielding. | Instant | |
Fires a series of powerful blasts for <<1>> weapon damage. Fires both blasters if dual wielding. | Casted | |
Fires high-impact shots that deal <<1>> weapon damage and inflict trauma for 10 seconds, reducing all healing the target receives by 20%. Requires dual blasters. | Instant | |
Immediately finishes the active cooldowns on Dodge, Surrender, Defense Screen, Pulse Detonator, Hunker Down, and Hightail It. | Instant | |
Detonates an emergency charge that knocks all nearby targets back several meters and immobilizes them for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Only usable in cover. | Instant | |
Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover. | Passive | |
Hunkers you down into cover, becoming immune to all controlling effects. Only grants protection while in cover. Lasts 20 seconds. | Instant | |
Roll forward 18 meters, purging movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%. | Instant | |
Fires a shot that deals <<1>> weapon damage and immobilizes the target for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Fires both blasters if dual wielding. | Instant | |
Aim your sights low, dealing <<1>> energy damage and stunning the target for 4 seconds. | Instant | |
Roll into the selected cover point. If no cover point is available, you will crouch in place. Taking cover enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead. | Instant | |
Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead. | Instant | |
Increases ranged and tech accuracy by 30% and armor penetration by 15% for 10 seconds. | Instant | |
Sprays a wave of bolts over the target area, dealing <<1>> weapon damage over the duration to up to 8 targets within 8 meters. Requires dual blasters. Can only be used from cover. | Channeled | |
Deploys an acquired scrambling field that disrupts the energy signatures of conventional weapons. The field spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 20 seconds. | Instant | |
Unloads both blasters at a high rate of fire, dealing <<1>> weapon damage over the duration. Consumes 20 energy over the duration of the channel. Requires dual blasters. | Channeled | |
Increases the critical hit chance of your next Aimed Shot, Explosive Charge, or Wounding Shots by 100%. | Instant | |
Calls in support from your crew, dealing <<1>> elemental damage over 9 seconds to up to 8 enemies within 8 meters of the targeted area. Additionally, standard and weak enemies are stunned by the flames. Can only be used from cover. | Casted | |
Reduces the accuracy by 45% and exposes from cover of up to 8 enemies within 8 meters for 8 seconds. Cannot be used on Operation bosses. | Instant |