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2 Blaster Pistols
- "Master of the trick shot, the first to dive for cover and able to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. There’s a right target for ending every disagreement, and the Gunslinger knows enemy vulnerabilities like the inside of his ship. All Gunslingers learn how to fire two blasters at once, specializing in long-range combat and methods to keep enemies at a distance. Gunslingers can also opt to learn the skills of the Saboteur, using grenades and demolitions technology that cause fire damage and ignore enemy armor; the Sharpshooter, shooting from cover and focusing on precise, high-damage attacks; and Dirty Fighting, crippling and bleeding opponents using underhanded tactics."
- ―In-game Codex (Game Rules)
- Dual Pistols
- Quickdraw / Fast Attacks
- Ranged DPS
Another specific upgrade is that the Sweeping Gunfire can be used while the player moves the cone of fire, although this requires a certain amount of care.
Teaches the Gunslinger to use explosive and advanced tech to sustain a much longer assault.
The Gunslinger focuses on precise, high damage attacks from the safety of cover.
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
Abilities through Level
Below is a list of the abilites that a Gunslinger can learn. Please note that the Gunslinger is still a Smuggler as well, so remember to see what other abilites they will learn from their Smuggler ability list.
|Name||Level Learned||Cast Time||Cooldown||Energy Cost||Range||Description|
|Crack Shot||10||Passive||Passive||None||Self||Increases the range of Quick Shot, Flash Grenade, Distraction, Hemorrhaging Blast and Wounding Shots to 30 meters, and additionally increases the range of all blaster attacks by 5 meters.|
|Dual Wield||10||Passive||Passive||None||Self||Allows you to wield two one-handed weapons.|
|Hold Position||10||Passive||Passive||None||Self||While in cover, ranged defense is increased by 20% and you are immune to interrupts and ability activation pushback.|
|Smuggler's Luck||10||Instant||1m||None||Self||Increases the critical hit chance of your next Charged Burst by 100%.|
|Leg Shot||12||Instant||15s||12||30m||Fires a shot that deals X weapon damage and immobilizes the target for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely. Fires both blasters if dual wielding.|
|Pulse Detonator||16||Instant||30s||None||Self||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.|
|Hunker Down||20||Instant||1m||None||Self||Hunkers down, becoming immune to all controlling effects. Only usable in cover. Ends prematurely if cover is exited. Lasts 20 seconds.|
|Sweeping Gunfire||22||4s (Channeled)||None||35||30m||Sprays a wave of bolts over the target area, dealing X weapon damage over the duration to up to 3 targets within 5 meters. Requires dual blasters.|
|Flourish Shot||28||Instant||4.5s||10||30m||Fires a high-impact shot that deals X weapon damage and reduces the target's armor by 20% for 45 seconds. Additionally inflicts trauma for 9 seconds, reducing all healing the target receives by 20%. Fires both blasters if dual wielding.|
|Speed Shot||36||3s (Channeled)||15s||20||30m||Unloads both blasters at a high rate of fire, dealing X weapon damage over the duration. Requires dual blasters. Must be in cover to use.|
|Scrambling Field||42||Instant||3m||None||Self + 10m||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 15 seconds. Can only be used from cover, and exiting cover ends the effect.|
- For information on this subject beyond The Old Republic, see: Gunslinger on Wookieepedia