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Mercenary Ability, Tactical Item, and Set Bonus Feedback

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Mercenary Ability, Tactical Item, and Set Bonus Feedback
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EricMusco's Avatar


EricMusco
08.08.2019 , 03:09 PM | #1 Click here to go to the next staff post in this thread. Next  
Hey folks,

Let's talk about what Spoils of War has in store for the Mercenary! Below you will find the Mercenary's new ability, the set bonuses that are planned for them, and a list of their new Tactical items. You may see bonuses which refer to charges. We are introducing new tech in Onslaught which will allow abilities to have multiple charges, meaning you can use them more then once (per charge) and the cooldown will simply add a charge up to the maximum.

Keep in mind that all of this is subject to change

New Ability - In lieu of a new ability, Mercenaries will now have two charges on Rocket Out

Set Bonuses
These bonuses will likely have the high end of piece requirements, such as requiring 4 or 6 pieces. The smaller piece bonuses will be more passive in nature (stat benefits, etc).
  • Critical Charge - (4) Gaining a stack of Supercharge increases your critical chance by 10% for 10 seconds. This effect can only occur once every 10 seconds. (6) Doing damage or healing an ally has a 5% chance to build a Supercharge and can only happen once per 3 seconds.
  • Power Step - (4) Activating Power Shot, Tracer Missile or Rapid Scan increases the critical chance of your next Power Shot, Tracer Missile or Rapid Scan by 3%. Stacks up to 5 times. - (6) Power Shot, Tracer Missile and Rapid Scan grant a stack of Power Step, stacking up to 5 times. At 5 stacks, your next Power Shot, Tracer Missile or Rapid Scan is more effective and costs no Heat.
  • Surging Power - (4) Power Surge grant Precision Targeting, increases armor penetration by 10% for 6 seconds. This effect cannot occur more than once peryh minute. (6) Power Surge gets an additional charge
  • Technical Medic - (4) Onboard AED becomes instant-cast. (6) Chaff Flare heals all allies around you.

Tactical Items
This a new item slot coming in Onslaught. You can only wear one Tactical Item at a time.

Mercenary
  • Cool Your Jets - Rocket Out vents 20 heat and immobilzes enemies around you for 1 second.
  • Jettison - Jet Boost increases your movement speed by 50% for 3 seconds. For each enemy you hit with Jet Boost the cooldown of Hydraulic Overrides reduced by 3 seconds.
  • Missile Back - Missile Blast knocks its target back and refunds some heat.
  • Power Cycle - When you use an ability with Power Surge, that ability is not put on cooldown.

Arsenal
  • Hot Shot - Fusion Missile spreads Heat Signature. Heatseeker Missiles fire additional missiles to nearby targets affected by Heat Signature.
  • Priming Bolts - Dealing damage with Blazing Bolts increases the damage of your next Priming Shot, stacking up to 8 times to 100%.
  • Burning Shot - Priming Shot causes its target to burn. Blazing Bolts, Heatseeker Missiles, and Tracer Missile all tick its damage.

Innovative Ordnance
  • Sweeping Carnage - Sweeping Blasters and Death From Above refresh and tick your Incendiary Missile burn and Serrated Shot bleed. This effect can only occur once every 2.5 seconds.
  • Magnetic Trigger - Explosive Dart now remains dormant on the target for 12 seconds. Mag Shot detonates it, dealing double its standard damage to the primary target.
  • Energzier - The duration of Supercharge Gas and Supercharged Burn are doubled.

Bodyguard
  • Supercharged Burst - Kolto Missile grants a stack of Supercharge Gas for each target it hits. Supercharged Gas heals all nearby allies for the same amount as Kolto Missile's initial heal when activated. Kolto Missile's cooldown is extended by 4 seconds.
  • Alacrity Scan - Rapid Scan can be cast while moving and heals an additional 10%.
  • Kolto Time - Kolto Shot applies a lingering heal over time effect to its target.

As a note, if you are a Commando player, you can expect to see these set bonuses mirrored for you as well, they are still in process.

Let us know your thoughts! Here are the types of feedback we are looking for. XX seems too strong or too weak. XX Set Bonus combined with XX Tactical seems too strong or too weak. I wish there was a Set Bonus or Tactical that had a specific effect or modified a specific ability not listed. Be as specific as possible in your feedback.

-eric
Eric Musco | Community Manager
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benmas's Avatar


benmas
08.08.2019 , 03:29 PM | #2
Quote: Originally Posted by EricMusco View Post
Hey folks,
New Ability - In lieu of a new ability, Mercenaries will now have two charges on Rocket Out
Everyone gets a cool new ability and we get...that
Waythuk

The Red Eclipse-->Darth Malgus

JediMasterAlex's Avatar


JediMasterAlex
08.08.2019 , 03:31 PM | #3
Quote: Originally Posted by benmas View Post
Everyone gets a cool new ability and we get...that
Yeah, because volt rush is a really cool new ability that does a lot of damage! /s

benmas's Avatar


benmas
08.08.2019 , 03:32 PM | #4
Quote: Originally Posted by JediMasterAlex View Post
Yeah, because volt rush is a really cool new ability that does a lot of damage! /s
well atleast you got something

and isn't there a tactical that makes it aoe?
Waythuk

The Red Eclipse-->Darth Malgus

Floplag's Avatar


Floplag
08.08.2019 , 03:47 PM | #5
As a Merc main since beta thru good and bad, Im actually ok with this.
We didn't need anything else, you could argue we got a bonus last time in some ways, these should even the playing field, and i for one thing the added mobility would be a godsend with all the leaps and gap closers PvP wise.
How the cooldowns work will determine the reality of it of course and thats not listed.
Floplag - Merc/Mando
Referral link, cause why not: http://www.swtor.com/r/wdLxth

ZionHalcyon's Avatar


ZionHalcyon
08.08.2019 , 04:02 PM | #6
I'd rather have a second charge for Heatseaker missles or Death from Above than Rocket out...

Darthanimus's Avatar


Darthanimus
08.08.2019 , 04:09 PM | #7
Seems pretty good, two charges of rocket out will certainly be useful. The tactical items and set bonuses seem good. Can't wait to test them out!
Scorpio finds the starforge, becomes an immortal AI god, and gets worshiped by Ewoks.

Red Eclipse

Floplag's Avatar


Floplag
08.08.2019 , 04:11 PM | #8
Quote: Originally Posted by ZionHalcyon View Post
I'd rather have a second charge for Heatseaker missles or Death from Above than Rocket out...
IDK i mean you say that now, but a lot of new gap closers coming, we might be better off. Were fine rotationally and that would cause heat issues unless it was free then were OP again and im kinda tired of that song.
Floplag - Merc/Mando
Referral link, cause why not: http://www.swtor.com/r/wdLxth

Graygorij's Avatar


Graygorij
08.08.2019 , 04:21 PM | #9
*YAWN*. You can do better BW.

Randor's Avatar


Randor
08.08.2019 , 05:10 PM | #10
Quote: Originally Posted by EricMusco View Post
Hey folks,

New Ability - In lieu of a new ability, Mercenaries will now have two charges on Rocket Out

-eric
..............really? I'm sure this is probably useful in PVP, but completely worthless in PVE/OPs. How about a new offensive ability like some of the other classes, or something to help mitigate the heat we'll be creating with all these new power surge/no CD bonuses?

Considering Arsenal is in dead last place when it comes to DPS parsing over long PVE OPs boss fights, the new no CD/Power Surge abilities look tasty...... but I'm already dreading the heat nightmare it's going to create. How about something besides 1 Tracer after 5 stacks vents no heat?

Can't wait to get on PTS and tear into these sets!
I AM RANDOR

ASBESTOS