3 ranks.ĭecreases the cooldown of Rail Shot by 1 second and increases the damage is dealt by 2%. Power Shot has a 33% chance to grant a barrier that reduces damage taken by 2% Stacks up to 5 times. Increases critical bonus damage of Missile Blast, Tracer Missile and Heatseeker Missiles by 15%. Your Riddle has a 50% chance to slow the target's movement by 50% for 6 seconds. Increases the crit chances of Rail Shot by 10%. Increases healing received by 1% and healing done by 1%. The damage is amplified by 5% per heat signature. Tracer Missile adds two heat signature stacks to a target instead of one.įires several homing missiles at a target. When you vent heat you regen 7% of your health over 10 seconds.2 ranks. Grants a 50% chance to remove immobilizing and movement impairing effects when you activate Energy Shield. Lowers the cooldown of Energy Shield by 10 seconds. Your Power Shot and Tracer Missile have a 20& chance to finish the cooldown on Riddle and makes the next Riddle cost 8 less heat. Increases the damage of Powershot and Tracer Missiles by 6%. This can occur only once every 10 seconds. Incendiary Missile has a 30% chance to finish on Rail Shot and to remove its heat cost. This effect can only occur every 8 seconds. When you get stunned you have a 50% chance to dissipate 8 heat. This effect can only happen once every 3 seconds. When you get a critical with a tech attack you have a 10% chance to vent 8 heat. Rapid Shots and Rail Shots deal 3% more damage to burning targets. This effect can only occur every 9 seconds. 2 ranks.ĥ0% chance when you are the victim of a critical to regenerate 6% of your health over 9 seconds. Increases the damage of rocket punch by 2% and lowers its cooldown by 1.5 seconds. 2 ranks.ĭeals elemental fire damage, exploding on contact, to an enemy at up to 30m, and deals burn damage every three seconds for 18 seconds afterward. Missile Blast has a 50% chance to vent 8 heat. Increases the damage of fire damage over time effects by 5%.
Increases the duration of Energy Shield by 2 seconds and reduces its cooldown by 5 seconds. Increases the duration of Combustion Gas Cylinder burn by 1 second and increases the burn proc chance by 2%. Lowers the cooldown of Jet Boost by 2 seconds. Jet Boost impulse is stronger and pushes enemies 20% farther away when used. Increases Ranged and Tech accuracy by 1%.
If it's a class that likes to get all up in your grill, like a melee class, Use Jet boost to knock them away and gives you some free attacking time. Use Energy Shield and Kolto Overload as defenses and then start unleashing Boss rotation shown above. PvP - Electro Dart is always a good way to start, stuns the enemy for 4 secs and you can set up your attack. When there is a strong enemy with 2 normal enemies, do Electro Dart, DFA, Sweeping Blasters, and if the strong mob lives tracer missile him to death. If DFA is on Cooldown, Fusion Missile, Sweeping Blasters also does the trick. Weaknesses - Lacking in melee damage (because it's a ranged advanced class), relies heavily on chance to maximize damage (no guarantee that you'll do the most possible damage during a given fight), not a lot of in-combat mobility (most skills have a cast-channel time).īosses - Tracer Missile x3 (for max armor reduction debuff), Unload (when the buff pops from using tracer missile), Rail Shot (After using tracer Missile x5, each missile gives a buff for rail shot that stacks up to 5X), mix in rapid shots to keep Heat resource at a manageable level to sustain combat, Heatseeker Missiles (when other attacks are on cooldown), Tracer Missile (make sure the armor debuff doesn't wear off the boss).Ĭrowds = Area of Effect Fun! - Death from Above (DFA), Sweeping Blasters combo will take out normal enemy groups. Strengths - Good Area of Effect Damage, Multiple forms of Crowd Control, Enemy Armor Debuff to help allies deal more damage, good survivability for a Damage Per Second class (wears heavy armor, has a lot of health regen abilities). See: Star Wars: The Old Republic Mercenary Skill Builder Builds
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