For 7s after hitting a fully-charged weapon shot, your next fully-charged shot will deal an additional 30% damage.
Increase the range of Oppressor Mine beams by 20-100%.
Increase the number of targets affected by Oppressor Mines by 1-5.
Reduce scope-in and scope-out time by 20-100%.
Hitting an enemy with a fully-charged Sniper Mode shot Heals you for 100-500.
Hitting an enemy with a fully-charged Sniper Mode shot generates 1-5 Ammo.
The point of this build is to cause as much damage to an enemy team while maintaining a solid sniping position. This is especially useful when throwing oppressor mines around flank points; it gives you a solid heads up when someone is coming from a further range and more time to aim and prepare to meet them with a fully charged shot. If you get creative it the placement of your mines, throwing them higher up on walls behind the gathered enemy team, you'll start dealing about 40 damage a second to 4 targets, and throwing a second mine on the other side of them will tag the fifth, and provides coverage. In the middle of a team fight, this damage is often quick to add up, as people will not disengage from the tank or damage class in front of them to remove the mine. It allows you to track them approximately from behind cover as you'll see the damage pop ups and prepare for a full charged body shot. Quick Scope, True Grit, and Open Season allow for higher sustainability of sniping, and using a little patience and connecting your shots allow Steady Aim to burn through the beefiest of enemy targets. Utilizing your mines like this is seemed as counter intuitive to the role of a sniper, but you'll be amazed how often and easily you break 100K damage as Kinessa. This build lets you soften up the enemy team for easy kills by your team, and is meant to secure your sniping position. With the range of them near flank points, you can often double up damage using the mine and carbine rifle to burn down enemy flanks before they do it to you. The deck lacks close range survivability; the notion is you have higher capacity to kill incoming threats, but once they are close to you, it will be a closer fight. Ability to escape versus damage trade off.