Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer

Innovative Ordnance / Assault Specialist Set Bonuses and Tactical Items

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Innovative Ordnance / Assault Specialist Set Bonuses and Tactical Items
First BioWare Post First BioWare Post

SlimPikinz's Avatar

04.22.2019 , 07:34 PM | #11
Tactical Item:
  • Explosive Dart roots all enemies hit for x second(s) and applies a trauma debuff, reducing all healing received.
  • Supercharged Gas causes all burns and bleeds to tick twice as fast and extends their duration by x seconds.
  • Mag Shot consumes all damage over time effects and causes them to do their full duration damage instantly.
  • Fusion Missile no longer has a channel and has increased radius to 8 meters but no longer does damage.

Set Item Bonuses:
  • Reduces Energy Shield cooldown by x seconds.
  • Hydraulic Overrides speed increased by x% and duration by x seconds
  • Your damaging or healing abilities cause your next dmage or heal ability to critically hit. Once every 60 seconds.

SpleneticGamer's Avatar

04.27.2019 , 01:53 PM | #12
Realistically, this spec doesn't need much, if anything, because it happens to be in a really good spot right now.

Tactical Items:

all critical damage is reduced by X% (10% or something), but all non-critical damage is increased by Y% (maybe 40%). (makes your damage less dependent on crits which would be nice for all sustained specs)

Relentless Assault and Explosive Round both have their sub-30% effects regardless of the health of the target.

Activating Supercharged Cell immediately ends the cooldown of Electro Net.

Assault Plastique now spreads your Serrated Bolt and Incendiary Round in a 5m raidus of the target it damages. In addition, Assault Plastique now damages all targets within 5m (Plasma Grenade is fine in my opinion honestly as the heat cost isn't terrible, but people seem to really want this for some reason. So I present the choice of a 5m DoT spread in Assault Plastique - even though this exists in Sticky Grenade - or the 8m DoT spread in Plasma Grenade. Perhaps double the damage of the Plasma Grenade DoT to make it more appealing despite the higher resource cost).

Set Bonus:

2pc: Full Auto increases all DoT damage by X% (maybe 50%) for 15 seconds. Can only occur once every 2 uses.

2pc: Acticating Full Auto or Carged Bolts makes your next Mag Bolt critically hit once every X seconds (lets go with 60 because I like the current 6pc set bonus. I wouldn't mind seeing it lowered honestly, but this spec is already really powerful.)

4pc: Charged Bolts generates an additional stack of Supercharge while Plasma Grenade and Explosive round generate 1 stack each when used. (helps with resource even though I like the difficulty where it's at currently)

6pc: Supercharged Cell now lasts X (4, 7, or something else to keep it balanced) seconds longer. In addition, all DoT damage is increased by an additional Y% (let's say 40%) for the duration. In addition, Supercharged Cell restores an additional X energy cells. (this may not be needed honestly, but 2 give or take 1 if it is)

TheSpiceIsRIght's Avatar

05.02.2019 , 02:06 AM | #13
Link to Main Forum Post with Google Doc of Failure's Set Bonus and Tactical Item suggestions


Tactical Suggestions:
  • Fusion missileís periodic damage now lasts 3s longer consumes 8 heat.
  • Explosive Dart now remains dormant in a target for 12.5 seconds. The next Power Shot or Mag Shot detonates the Explosive Dart.Innovative Particle Accelerator now applies to Explosive Dart.
  • Dealing periodic damage to any target grants Volatile Warhead, which reduces the heat generated by your next Missile Blast by 10 and increased the damage it deals by 75%. This effect cannot occur more than once every 15 seconds. If a targeted is affected by your burning affect, Missile Blast will refresh the affect and spread to all targets within 5 meters of the primary target. Combustible Gas Cylinder now has in increased chance (50%) to deal 2734 additional elemental damage over 6 seconds.
  • Death from Above generates 15 heat over the duration and is now a 1.5 second cast. Reduces the cooldown on Death from Above by 50% and decreases the damage dealt by 50% (same damage as current DFA for 1.5 seconds). Additionally, all targets affected by Death from Above will have their periodic damage affects refreshed each time they are affected by it.
  • Targets affected by Incendiary Missile and Serrated Shot for their entire durations grant an additional stack of Supercharged Gas. This effect can only occur once every 15 seconds. Supercharged Gas now vents 20 heat, and increases periodic damage dealt by 15% for 8 seconds.
  • Hitting a targeted with a Serrated Shot benefitting from Speed to Burn grants Volatile Warhead. This effect cannot occur more than once every 30 seconds.
  • Mag Shot now deals 50% of itís damage on hit and the remainder of itís a damage as an Internal/elemental dot over 4.5s
  • *Concept idea* Some sort of tactical item to encourage holding 10 stacks of supercharge for increased sustained DPS and only activating supercharge for burst windows.

Set Bonus:
  • 2 set - Power shot or Rapid shot generate two stacks of supercharge can only occur once every 15s.
  • 4 set - Increases Supercharged Gas duration by 3 seconds
  • 6 set - Activating Thermal Detonator damage is increased by X% per periodic effect on the target.
<FAILURE> - Satele Shan
World First Slayer of the Machine Gods

theDCx's Avatar

05.31.2019 , 06:23 AM | #14
I agree to some statements here that the spec doesnt need that much.. One thing I'd love to see:

- Explosive Dart / Sticky Grenade and Fusion Missile / Plasma Grenade can build a stack of Supercharge (Maybe with a internal cooldown?)
This makes both abilities more viable in normal rotations and not only for dot spreading.

I think the spec is a good example of easy to learn, hard to master.. mostly because of the ammo / heat management. Especially when you start adding dot spreads and aoe damage. In general I'd like to see other things build on that idea. For example:

- Gaining the tenth and last stack of Supercharge through Koltoshot / Koltodart buffs the Supercharge duration to some amount (3-5 Seconds maybe?)
- Spreading both dots to more then three enemies grants [Creative Name Here] which reduces the cost of the channeled Aoe attacks by 20% or some amount.
- After the activation of Kolto Overload / Adrenalin Rush but before the health trigger.. the players can cast Medical Probe on itself which creates a stack of [Creative Name Here] which increases the duration of Overload/Rush for like 1 Second per Stack (Up to x Stacks]

Mechanics that reward players for oversight of the fight/class and clutch gameplay. But also not necessarily being something you need to do. Like the first example you loose a gdc to a non-offensive ability, but profit after. Or the thrid exampe using your Overload/Rush preemtively.
< TBJT > Jawa Squad - totally not Dave
Darth Andeddu - T3-M4 - Tulak Hord
Founder. Slinger. Mando.

ViktorBarney's Avatar

06.18.2019 , 04:05 PM | #15
I'd like to see a set bonus for Innovative Ordnance that would reduce the heat cost of Unload after using Thermal Detonator, heat management for IO is more difficult than Arsenal and the rotation is quite punishing if you mess up heat management.

For a tactical item I think both specs could use a bit of AoE love. Perhaps allowing Thermal Detonator to deal AoE damage for IO and Heatseeker missiles hitting multiple targets (albeit at reduced damage) after hitting them with Death from Above or Sweeping Blasters.

On a side note, I find the amount of abilities that Bounty Hunters get that utilize their jetpack animation to be quite lacking, for Mercenaries outside of Death from Above and Jet Boost there isn't much there aesthetically with the bounty hunter jet pack and fulfilling that side of the class fantasy. Tracer Missile used to be cast from the backpack, kind of miss that.

Iymurra's Avatar

06.18.2019 , 04:25 PM | #16
Can we switch that around or make the buff last 15 seconds? Unload makes TD heat less?
Unload is pretty efficient as-is, builds 24 over the course of 3s so vents 15 making it a gain of 3h/s.
Besides which, TD explodes from PS or Mag so you usually see TD following an Unload and preceding either Mag or PS.
And tacking heat reduction to Unload make TSO less worthwhile as if heat generation is reduced to... say... 20h/3s then TSO is 4h/s less valuable.

foxmob's Avatar

07.06.2019 , 02:47 PM | #17
Quote: Originally Posted by pigbriggs View Post
Please make it so Assault Plastique is a dot spread...
Also, I would love if you would make it so that our serrated bolt is an instant cast. The other 2 ranged dot specs have 2 instant cast dots, and since melee all have instant cast abilities, AS is still the only dot spec with a cast dot...
Quote: Originally Posted by TUXs View Post
^^ please! Spreading dots is an ammo/heat killer!!
I agree, but doesn't our dot tic break mezz/sap? AP is so vital to single target that I wouldn't want to make that sacrifice.

Missile Blast
In any case, Missile Blast is kinda useless outside of ammo management and doing something on the run. I would love to spread with missile blast. That would make its lackluster direct dmg worth the tradeoff in resources.

Tech Override
another thing that might be interesting is messing with Tech Override. I use it all the time in pvp, but it's an ammo siv. you don't even use it in basic pve roto b/c it borks resource management. how about something that makes tech override replenish ammo at the cost of making the next cast an instant? that would be an interesting tradeoff. basically you can have two Recharge Cells at the sacrifice of your instant cast.

xXSistros's Avatar

07.08.2019 , 03:58 PM | #18
I agree to the other posts that it is hard to find good Set Bonusses and Tactical, since Merc has a very well rounded Gameplay-mechanic. Just some suggestions to lower the amount of auto-shots used in a fight (because we use it much more than other classes):

1. Missile Blast (and perhaps Fusion Missile, perhaps only when it hits more than one target) grants 1 stack of Supercharge (This would make the Burn Phase damage higher while making the heat Management and AoE Potential more comfortable.

2. Electro Net activates the Proc on Missile Blast (This would allow a more deliberate use of Electro Net in some Situations, to create a littlebit more Burst Potential. Furthermore it is a simple DPS Increase.

Thermal Missiles: Missile Blast causes the TD Dot

Sharp Clusters: TD spreads its Dot in 5m range (not its dmg)

Extinction from Above: Death from Above hits 10% harder for every burning dot on the target

Efficient Hydraulics: Taking Damage during Hydraulic override grants 2 ammo, can only occur once per second.

Super Overcharge: Every 3 seconds, while you have 10 stacks of overcharge, you get one Stack of Super Overcharge, to a maximum of 3. When you activate Supercharge, the stacks will be consumed and every stack extends the Duration of Supercharge by 2 (or 3) seconds

Steady feet, steady aim: hydraulic override grants you 35m range

Lucidlongevity's Avatar

12.05.2019 , 02:41 AM | #19
Quote: Originally Posted by Thaladan View Post
Tactical Item : mag shot now has the visual/animation of rail shot, with the color of your main hand weapon crystal.

this tactical item gives no other bonus but you know, style > all

Yes please I second this! I'll take a tactical that does nothing but give me RAIL SHOT back. I'd even be willing to give up an implant spot for it.
|╡█▓▓▓▓▓▓≡≡{|Batteries Not Included