Gunslinger

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

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