- Détails
- Catégorie : Discipline Guides
- Mis à jour : samedi 10 juin 2017 15:11
- Publication : dimanche 1 janvier 2017 17:04
- Écrit par Bant & Hayward
SWTOR Innovative Ordnance Mercenary 5.x DPS SWTOR class guide.
Gearing & Stats
The tables on this page were generated using optimizer scripts created by Bant aka Goblin_Lackey. The stats were calculated to give the maximum theoretical DPS/HPS/DTPS for each discipline, however you may wish to alter the builds depending on your play style or what content you are facing in SWTOR. Each table assumes you have a full set of the specified gear.
Suggested Best-in-Slot Stats
Name | GEMINI MK-5 Tier 4: Legendary (248) |
GEMINI MK-3 Tier 4: Artifact (246) |
Iokath MK-5 Tier 3: Legendary (242) |
Iokath MK-2 Tier 3: Artifact (240) |
Eternal Commander MK-15 Tier 2: Legendary (236) |
Eternal Commander MK-13 Tier 2: Artifact (234) |
Mastery | 6884 | 6662 (1xC) | 6536 (1xC) | 6579 (2xC) | 6342 (1xA) | 6259 (1xA, 1xC) |
Power | 3964 | 3776 | 3694 | 3694 | 3506 | 3424 |
Critical | 1831 (2xE, 11xA, 2xC) | 1760 (2xE, 11xA, 1xC) | 1742 (6xE, 2xA, 1xC) | 1724 (7xE) | 1678 (3xE, 8xA, 2xC) | 1634 (5xE, 4xA, 1xC) |
Alacrity | 1617 (7xE) | 1540 (7xE) | 1509 (3xE, 9xA) | 1486 (2xE, 11xA) | 1422 (6xE, 2xA) | 1368 (3xE, 8xA) |
Accuracy | 759 (1xE, 3xA, Stim) | 748 (1xE, 3xA, Stim) | 743 (1xE, 3xA, Stim) | 743 (1xE, 3xA, Stim) | 733 (1xE, 3xA, Stim) | 736 (2xE, 1xA, Stim) |
Absorb | 0 | 0 | 0 | 0 | 0 | 0 |
Defense | 0 | 0 | 0 | 0 | 0 | 0 |
Shield | 0 | 0 | 0 | 0 | 0 | 0 |
"E" = Enhancement or Implant or Earpiece
"A" = Advanced _ Augment 45
"C" = Advanced _ _ Color Crystal (+41 ones)
Discipline Statistics
Name | GEMINI MK-5 Tier 4: Legendary (248) |
GEMINI MK-3 Tier 4: Artifact (246) |
Iokath MK-5 Tier 3: Legendary (242) |
Iokath MK-2 Tier 3: Artifact (240) |
Eternal Commander MK-15 Tier 2: Legendary (236) |
Eternal Commander MK-13 Tier 2: Artifact (234) |
DPS | 10,432 +/- 414 | 10,023 +/- 391 | 9,775 +/- 377 | 9,698 +/- 373 | 9,307 +/- 352 | 9,007 +/- 336 |
APM | 44 | 43.8 | 43.7 | 43.6 | 43.5 | 43.3 |
DPS Rankings
Note: DPS rankings assume best-in-slot 242-rating gear.
Suggested Best-in-Slot Gear & Items
Type | Quantity | Name |
Augment | 11 | (228) |
Augment | 3 | (228) |
Enhancement Earpiece Implant | 7 | or or (248) |
Enhancement Earpiece Implant | 2 | or or (248) |
Enhancement Earpiece Implant | 1 | or or (248) |
Color Crystal | 2 | (136) |
Mod | 9 | (248) |
Relic | 1 | (248) |
Relic | 1 | (248) |
Armoring | 8 | (248) |
Barrel | 1 | (248) |
Stim | 1 | |
Medpac | N/A | |
Adrenals | N/A | or or |
Set Bonuses
Pieces | Set Bonus |
2 | Heatseeker Missiles and Serrated Shot or Demolition Round and Serrated Bolt increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 of seconds. |
4 | Energy Shield or Reactive Shield's cooldown is reduced by 15 seconds. |
6 | Activating Unload and Blazing Bolts or Full Auto and Boltstorm will grant Eliminator's Critical Bonus making your next Heatseeker Missiles and Mag Shot or Demolition Round and Mag Bolt critically hit. This effect can only occur once a minute. |
PvE
Suggested PvE Utility Build
Unknown - please email us one at admin@torcommunity.com!
Suggested PvE Utilities
Unknown - please email us one at admin@torcommunity.com!
PvP
Suggested PvP Utility Build
Unknown - please email us one at admin@torcommunity.com!
Suggested PvP Utilities
Unknown - please email us one at admin@torcommunity.com!
Abilities
Innovative Ordnance Discipline Abilities
Name | Description | Type |
Hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for <<1>> kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates. | Instant | |
Fires a missile that explodes on contact, igniting the target for <<1>> elemental damage and an additional <<2>> elemental damage over 15 seconds. | Instant | |
Fires special serrated bolts at the target that deal <<1>> weapon damage and cause the target to bleed for <<2>> internal damage over 15 seconds. Requires two blasters. | Casted | |
Fires a very powerful shot at the target that deals <<1>> weapon damage. Requires two blasters. Replaces Rail Shot. | Instant |
Mercenary Advanced Class Abilities
Name | Description | Type |
Instantly heals a friendly target for <<1>>. | Instant | |
Unload, Blazing Bolts, Rail Shot, and Mag Shot ignore 30% of the target's armor. In addition, the critical chance of Rapid Scan and Emergency Scan are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for 6 seconds. | Passive | |
Allows you to wield two one-handed weapons. | Passive | |
Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. The explosion deals <<1>> kinetic damage to up to 8 nearby enemies when it detonates. Standard and weak targets are knocked back from the blast. | Instant | |
Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds. | Instant | |
Cleanses a friendly target of up to 2 negative tech or physical effects. | Instant | |
Fires waves of blaster bolts at up to 8 targets within 5 meters of the target area, dealing <<1>> weapon damage over the duration. Standard and weak targets are sometimes knocked back by the sweeping bolts. Requires two blasters. Builds 32 heat over the duration. | Channeled | |
Activating Rapid Shots, Kolto Shot, Power Shot, Tracer Missile, or Rapid Scan generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds. | Passive | |
Blasts 8 nearby enemies back and away. Targets hit by this take <<1>> elemental damage and have their movement slowed by 50% for 4 seconds. | Instant | |
Reduces threat towards all current enemies. | Instant | |
Rains death from above, firing a volley of missiles that deal <<1>> kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration. | Channeled | |
Interrupts the target's current action and prevents that ability from being used for 4 seconds. | Instant | |
Fires a missile at the target that knocks it out for up to 60 seconds. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage to the target causes this effect to end prematurely. | Casted | |
Heals a friendly target for <<1>>. | Instant | |
Jet backward 20 meters, gaining immunity to controlling effects while jetting. Cannot be used while immobilized or hindered. Requires two blasters. | Instant | |
Fires a fusion missile that detonates on contact, dealing <<1>> kinetic damage to up to 8 targets within 8 meters and searing all targets with radiation burns that deal <<2>> additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames. | Casted | |
Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. | Instant | |
Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<1>> energy damage over 9 seconds. While affected, a target that moves takes 20% more damage from electro net, and this effect can stack up to 10 times on enemy players or 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 seconds. | Instant | |
Requires and converts 10 stacks of Supercharge to vent 10 heat and empower your passive cylinder: Combat Support Cylinder: Increases healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat. Combustible Gas Cylinder: Increases periodic damage dealt by 10% for 8 seconds and causes the next successful ranged attack on a target affected by your Incendiary Missile's burn to apply Supercharged Burn to the target, which deals <<3>> elemental damage over 4 seconds. High Velocity Gas Cylinder: Increases armor penetration by 10% for 8 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Blazing Bolts, and Priming Shot grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times. | Instant | |
Activates an advanced response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned. | Instant | |
Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground. | Instant | |
Heals a friendly target for <<1>>. | Casted | |
Charges up both blasters and fires off two powerful shots that deal <<1>> weapon damage. Requires two blasters. | Casted | |
Unloads your blaster into the target, dealing <<1>> weapon damage and generating 24 heat over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding. | Channeled | |
Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes. | Casted |
Bounty Hunter Class Abilities
Name | Description | Type |
Rapidly vents 50 heat over 3 seconds. | Instant | |
Increases the target's Endurance by 5% for 60 minutes. If the target is a group member, all other group members are also affected. | Instant | |
Loads your blaster with combustible gas, giving all of your blaster attacks a 25% chance to deal <<1>> additional elemental damage over 6 seconds. This effect cannot occur more than once per second. | Passive | |
Grants 6 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%. | Instant | |
Your next ability generates no heat. Effect lasts 15 seconds. | Instant | |
Fires a quick stream of bolts, causing <<1>> weapon damage. | Instant | |
Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. | Instant | |
Fires a very powerful shot at the target that deals <<1>> weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding. | Instant | |
Fires an electro dart, dealing <<2>> energy damage and stunning the target for 4 seconds. | Instant | |
Increases damage reduction by 25% for 12 seconds. | Instant | |
Purges all incapacitating and movement-impairing effects. | Instant | |
Fires off probes that scan the area for stealthed opponents. Probes last for 10 seconds. | Instant | |
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds. | Instant |
Rotation
Rotation
Thermal Detonator > Mag Shot > Power Shot > Mag Shot > Serrated Shot > Incendiary Missile > Filler > Unload > Unload* > Filler
Filler: Electronet (8%) / Missile Blast (0%/50%) / Power Shot (42%/8%) / Rapid Shots (50%/33%)
Minor Rotation:
Major Rotation: 10 GCDs
Comments:
References: Gyronamics