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, swtor mercenary dps build. With 7. The goal here is to bring these combat styles closer to their intended experiences and make disciplines more competitive with one another.

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.

Swtor mercenary dps build

This guide explains the best builds for Mercenary DPS disciplines that are optimized to perform extremely well in solo content. The guide is up-to-date for Patch 7. 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! I believe this disconnect was responsible for making skipping trash via stealth and cheese such a popular approach to playing PvE in SWTOR. BioWare clearly understood this and mostly solved it by introducing extremely powerful new ability tree buffs and legendary implants that synergize with existing tactical items. These ridiculously potent effects form the basis of the solo builds and are able to exist without causing too many balance issues in group content because they are short-lived and only reliably trigger off of combat events that are fairly unique to and common when fighting trash mobs. Please refer to the 7. The damage and multi-target potential of your missiles is dependent on whether or not the enemies are affected by your Heat Signature debuff. Heatseeker Missiles and Death from Above deal more damage to targets affected by your Heat Signature and Heatseeker Missiles fires additional weaker missiles at secondary targets affected by your Heat Signature. You are slightly limited by ability cooldowns being too long, though you should be able to do this against most groups of trash.

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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.

This guide explains the best builds for Mercenary DPS disciplines that are optimized to perform extremely well in solo content. The guide is up-to-date for Patch 7. 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! I believe this disconnect was responsible for making skipping trash via stealth and cheese such a popular approach to playing PvE in SWTOR. BioWare clearly understood this and mostly solved it by introducing extremely powerful new ability tree buffs and legendary implants that synergize with existing tactical items. These ridiculously potent effects form the basis of the solo builds and are able to exist without causing too many balance issues in group content because they are short-lived and only reliably trigger off of combat events that are fairly unique to and common when fighting trash mobs. Please refer to the 7. The damage and multi-target potential of your missiles is dependent on whether or not the enemies are affected by your Heat Signature debuff. Heatseeker Missiles and Death from Above deal more damage to targets affected by your Heat Signature and Heatseeker Missiles fires additional weaker missiles at secondary targets affected by your Heat Signature. You are slightly limited by ability cooldowns being too long, though you should be able to do this against most groups of trash.

Swtor mercenary dps build

They excel in target swapping. They do well in fights with mobility. With proper utilities, every Arsenal ability is instant or can be used on the move except for Tracer Missile. Unfortunately, Tracer Missile is the most frequently used ability in the rotation. In fights with lots of mobility, a Arsenal player may have to use a basic attack occasionally but generally can maintain very good DPS on the move with practice.

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The Arsenal Mercenary specializes in distance attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. A lot. Merc, sorc, operative and slightly Mara is not being allowed that AOE DR so the scene is set for horrific imbalance of taking damage. Signature Shot. Which ability do I use right now that will provide me the most DPS? Just keep adding one augment at a time until you reach the desired percentage. What some of these changes look like:. An additional GCD of movement potential per rotation will be created by this also. Vent Heat no longer triggers until an ability is activated that would consume Heat or a channel finishes. In addition, many extremely situational abilities were pruned entirely. Posted June 21, Alacrity is crap, by the time you stack enough of it to make a difference you've gimped damage. This is your knockback. Heat signatures leave targets vulnerable to Rail Shot and increase the damage they take from Heatseeker Missiles for 45 seconds. Unless the debuff is going out to many members of your group at the same time, your healers are responsible for cleansing you.

SWTOR 7. The guide is up-to-date for Patch 7.

Tracer Missile with Triple Trace is enough for groups of trash that have 3 enemies or fewer, but sometimes you need to include Fusion Missile to spread it to everything, especially if there are more than 3 targets. You're welcome to message me with any comments about my guides or with questions about the game! Why is it that important? Posted July 13, edited. Whether you care or not isn't a factor by the way. If you have 3, Tech Fragments, go and buy the Primed Ignition tactical item. Standard and weak targets are sometimes knocked back by the sweeping bolts. Use it on the strongest enemy that is furthest from the group. Same thing with operative only its damage actually is on par, it just has next to zero dcds and brings nothing to the table compared to marauder. Heatseeker Missiles and Death from Above deal more damage to targets affected by your Heat Signature and Heatseeker Missiles fires additional weaker missiles at secondary targets affected by your Heat Signature. This implant is a redesign of Random Charge and helps to make Supercharge generation more consistent and better integrate Priming Shot into the rotation. Well it hasn't and I'm very sure about that. Buckle up! You are slightly limited by ability cooldowns being too long, though you should be able to do this against most groups of trash.

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