This military marksman is master of long ranged warfare and striking from cover. Delivering devastating surprise attacks on hostiles, snipers are the scourge of the enemy.
Snipers enter tier four from the ranger line. Training focuses on engaging enemies at long range. It’s difficult for snipers to deliver as much damage as spies, but snipers avoid direct enemy engagement and thus enjoy greater survivability. Beyond this, snipers master squad-friendly abilities as part of their training, raising allies’ chances to score critical hits and reducing enemy damage output and survivability.
Crit Wave
- Adds a 50% bonus toward the chance of making critical hits against targets for the sniper and all group members; this effect lasts for two minutes
- Requires a full level of adrenaline to activate
Target Painting
- Used against very powerful enemies to undermine their defensive and survival techniques; target painting is doubly effective in a group environment
- Limits enemy ground cover, improves targeting, and can even interfere with the enemy’s armor regeneration and movement
- Power cost is moderate, and the effect lasts for 15 seconds
Shredder Ammo
- Adds special Logos power to each shot fired; this contributes a second damage type to the sniper’s normal ammo
- Further training provides more damage type options (i.e. Physical, EM, Sonic, Energy, and Laser damage can be added)
- The effect lasts for only 20 seconds, and its power cost is somewhat high
Called Shot
- Snipers use this to make called shots on their enemies; the attack must be made within 20 seconds of preparing the called shot
- Possible effects include a lowered attack rate for enemies, damage over time, or double damage applied to the fired shot
- The cost is very low, making the ability ideal for frequent use
Torqueshell Gun
- Increases the damage inflicted by torqueshell rifles
- Advanced training also improves these weapons’ armor penetration
- Torqueshell rifles boast high range, and their general properties are similar to pistols and rifles