Swtor mercenary dps build

This build basically skips Critical reaction and Med tech, and instead will put your Jet Boost on a 15 second cool down which is amazing for PvP with the 2 PvP set bonus. Don't bother with alacrity at all, the 1. Even the Jet Swtor mercenary dps build buffs from talents are slightly useful in PvE when trying to get adds off a healer or yourself and other situational uses.

SWTOR 7. The guide is up-to-date for Patch 7. Arsenal Mercenary is capable of dealing gargantuan amounts of damage with individual missile attacks and high-velocity blaster bolts that can penetrate armor. Unfortunately, these massive bursts are inconsistent and do not translate to high sustained DPS. Yes, you will have to work a bit harder compared to your mDPS peers in group content to pull viable numbers, but you should still be able to clear almost all content with Arsenal, and even without massive crits, throwing out missiles like candy is still extremely fun. The Thermonuclear Fusion tactical from 6. Utility points are gone!

Swtor mercenary dps build

The plan is to focus on those combat styles most in need of adjustment for 7. Balance is, and always will be, an ongoing process, and we want to take our time to do our due diligence before making any changes. With 7. The goal here is to bring these combat styles closer to their intended experiences and make disciplines more competitive with one another. It is important to note that these changes will be available for testing in an upcoming phase of PTS! What some of these changes look like:. To reiterate, all of you will have a chance to try out the above changes on PTS soon! Please play around with the class changes and new Tactical items and give us your thoughts. While I can appreciate a buff is a buff I am very disappointed at the size of buff you felt appropriate and would like to demonstrate how short it falls. Arsenal gets a small increase and Innovative Ordinance gets about half of that.

Slows slow the enemy down, making it hard for them to run away. Electro Dart Fires an electro dart, dealing energy damage and stunning the target for 4 seconds.

The Arsenal Mercenary specializes in distance attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating missile-fire combinations and relentless blaster volleys generate a spectacle of explosive brilliance and transform the Bounty Hunter into a virtual artillery platform. You can start playing Arsenal at level 1. To start playing Arsenal, you will need to first create a Mercenary character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents. Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Arsenal from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina. If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.

Also how should I build this class? Lastly last time I played a smuggler I noticed when I wore gear that boosted aim I was like level 3, I had no cunning gear at the time the aim stat seemed to of been boosting my ranged damage so if I were a gunslinger should I increase both aim and cunning. For just about all the classes though with the same role, there isn't that much difference in effectiveness. Aim technically will boost your ranged damage, but cunning does that and more. Since you have to choose, cunning is always better. Aim datacrons are helpful, but that's the only time aim is worth getting.

Swtor mercenary dps build

The Arsenal Mercenary specializes in distance attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating missile-fire combinations and relentless blaster volleys generate a spectacle of explosive brilliance and transform the Bounty Hunter into a virtual artillery platform. You can start playing Arsenal at level 1. To start playing Arsenal, you will need to first create a Mercenary character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents. Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Arsenal from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina. If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.

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That would clearly be burst while the previous 2 paragraphs would be clearly a sustained output. Vent Heat Buff Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it. Increases the range of Rail Shot by 20 meters. Connect with D. Replaces Unload. The key is to start walking in the direction you want to go and then quickly rotate your camera and character degrees using your mouse holding right click , then as soon as you finish rotating, activate your ability and rotate back during the animation. Posted July 13, Shield Tech. I would rather see "Unstable Fusion" enhance Death From Above, being an iconic 30m ability and not further bloat the aoe buttons with another situational aoe. Inline Feedbacks.

Cons - Umm.. None of the 2nd Tier abilities in the Combat Medic or Assault trees really lend themselves to Gunnery gameplay either, aside from possibly Parallactic Combat Stims, which just isn't a good payoff for the point cost. Flexibility - If you have no intention of PVP'ing, there are plenty of points here that you could reallocate elsewhere.

Marked Priming Shot marks its target. Toggle navigation. L Customised Warhead or Tracing Residue. Tag and Bag. From the looks of it mercs should be put on the endangered species list. Posted July 4, edited. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Power Shot Attack 30m long range Charges up both blasters and fires off two powerful shots that deal weapon damage. Link to comment Share on other sites More sharing options It also makes you take no damage from the next 2 single-target Force or Tech attacks. Expansion Expansion Legacy of the Sith 7. I just looked through some of the Parsely raid statistics and found that even in HM ops there are several fights where mercs are not even listed. Heatseeker Missiles fires additional quarter-strength missiles at nearby targets affected by your Heat Signature. Inline Feedbacks. Trash mob encounters rarely last more than a few seconds while boss fights and PvP typically last at least a few minutes, requiring you to make use of far more abilities!

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