Something you should notice here is that a great deal of emphasis is placed on defensive utilities. The Marksmanship Sniper is not a squishy class per-se, but it definitely isn't topping any survivability charts and the vast majority of your defensive potential comes from clever Utility choices - aside of Entrench, of course. Skillful Ballistic Dampers: Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 30% of the damage dealt by an incoming attack. This effect cannot occur more than once every 1.5 seconds and Ballistic Dampers can only be gained once every 6 seconds. Remember what we said about defensive utilities? This is a perfect example. Vital Regulators: While in cover, you heal for 2% of your total health every 3 seconds. Once again, perfect defensive, especially since you'll spend most of your time in cover anyway. You won't notice the benefits of this when you are leveling your character through story content, but the moment you hit PvP or raiding it will become apparent. Imperial Efficiency: Increases the damage dealt by Suppressive Fire by 25%. Contributes to your situational AoE wallop. Masterful Seek Cover: When Entrench ends or you leave cover while Entrench is active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement impairing effects for 6 seconds. The important part here is synergy with your reliance on Entrench due to the Set Bonus. Stroke of Genius: Activating Cover Pulse makes the next Snipe activate instantly and increases your chance to resist Force and tech attacks by 20% for 6 seconds. This is another good defensive Utility, and helps with cooldowns too. Reestablish Range: Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for 6 seconds. Additionally, the final shot of Penetrating Blasts knocks the target back if they are within 10 meters. The movement speed boost helps with mobility, but be careful with that knockback effect, as it can be annoying in some cases (but funny in others). Heroic Pillbox Sniper: Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 5 meters. Absolutely necessary due to Entrench synergy. Siege Bunker: Reduces all AoE damage taken by 60% while Entrench is active. Again, Entrench synergy and a defensive effect! Deployed Shields: Reduces all damage taken while in cover by 5% and reduces the cooldown of Ballistic Shield by 30 seconds. This can be a life saver in the right situations, and further improves your survivability. Rotations The Marksmanship Sniper needs to pay attention to some pre-casting in the opener phase of their rotation before moving into the main rotation. The main rotation is fairly easy and doesn't consist of many different elements, but there is some situational flexibility involved depending on your longer cooldowns. There's also a bit of a global cooldown gap in it which you'll either leave as it is or find creative ways to fill it that don't muck up your sequence. Opener Your opener will start with the suitably long-lasting Laze Target followed by an Orbital Strike pre-cast, which is handy because there is a 3 second delay between the ending of the cast and the first damage tick which actually begins combat, giving you time to get into cover before even the possibility of incurring damage presents itself. Laze Target Orbital Strike Enter Cover Ambush Corrosive Dart Followthrough Penetrating Blast Followthrough Sniper Volley Penetrating Blast Followthrough Snipe or Countermeasures Snipe (2x if step 12 is Countermeasures) Followthrough Switch to main Main Here you are basically constantly repeating three sets of ability sequences after one another bookended by Followthroughs. This is also where the gaps come into play. Ambush Followthrough Penetrating Blast Followthrough Snipe Snipe Followthrough Gap + Repeat until enemy at 30% health, at which switch to Finisher The most prominent option for the gap in the rotation is to just... leave it alone. It isn't a significant enough span of time to truly impact your overall damage dealing. Cooldowns allowing, an Orbital Strike or Sniper Volley can be slotted in there. Finisher The finisher rotation is the same as your main rotation with a fourth 'block' added to it due to the sub 30% health making Takedown possible. Ambush Followthrough Penetrating Blast Followthrough Snipe Snipe Followthrough Takedown Followthrough Gap + repeat until dead