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3.0 Mercenary/Commando DPS by Hotwired

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
3.0 Mercenary/Commando DPS by Hotwired

Gyronamics's Avatar


Gyronamics
02.21.2017 , 08:41 PM | #271
Quote: Originally Posted by lilhobojoe View Post
When you realize this thread is 3 years old Kappa
When you realise the Gunnery/Arsenal guide is still valid
Hotwired

Niman, Tomb of Freedon Nadd, The Red Eclipse, Darth Malgus

The Immortals, The Lumberjacks, Nano, Not Good Enough, Disciples of Babylon, Salt Miners

GAMER_NOW's Avatar


GAMER_NOW
03.04.2017 , 09:39 PM | #272
May I ask what changed for Assault Specialist/Innovative Ordinance? I know we got Preemptive strike (the extra dot from Assault Plastique/Thermal Detonator). Does that change the rotation/opener/when to use stims/etc.?

The latest rotation I can find is the one used in Bant's gear guide. Should I be using that?

Gyronamics's Avatar


Gyronamics
06.13.2017 , 11:10 AM | #273
Hmm?

Oh nothing happened to Innovative Ordinance/Assault either. 3.0 is still with us today.

Pre-Emptive Strike grants extra damage even if you don't hit the AP/TD. The only thing that changed is that you can hit it to make it go off early.

Boosted Bolts is yet another one of these BS procs with a tiny effect you can't do anything about but they wanted to get fancy with a trivial damage buff by cluttering the buff bar with another icon.
Hotwired

Niman, Tomb of Freedon Nadd, The Red Eclipse, Darth Malgus

The Immortals, The Lumberjacks, Nano, Not Good Enough, Disciples of Babylon, Salt Miners

Gyronamics's Avatar


Gyronamics
07.03.2017 , 08:49 AM | #274
On the not actually negative side as opposed to a positive note, nothing changes to mechanics in 5.3 despite opportunities for it to improve.

Damage is being taken away everywhere but no mechanical changes.
Hotwired

Niman, Tomb of Freedon Nadd, The Red Eclipse, Darth Malgus

The Immortals, The Lumberjacks, Nano, Not Good Enough, Disciples of Babylon, Salt Miners

Cilet's Avatar


Cilet
08.04.2017 , 06:44 AM | #275
The Mercenary is my main character and i appreciate this post. A verry good guide and excellent work.

Thank you Hotwired
Please use My Referral Link i'll be grateful

7 days of FREE subscription time, a FREE server transfer + some goodies.
Always pay tribute to the Dark Side

Idaho-D's Avatar


Idaho-D
09.22.2017 , 06:59 AM | #276
I am back after two years off. I don't see Gas Cylinders or Mag Shot (or is Mag Shot from Commando?). I started a new Merc- Arsenal character to re-learn some things since my old characters were missing lots of abilities from 2 years ago. There are less buttons to press, less heat, companion heals better. Accelerated XP at low levels of course. Is that about right? What are the major changes to be aware of?
Idaho, Duncan

AdjeYo's Avatar


AdjeYo
09.23.2017 , 03:59 PM | #277
Quote: Originally Posted by Idaho-D View Post
I am back after two years off. I don't see Gas Cylinders or Mag Shot (or is Mag Shot from Commando?). I started a new Merc- Arsenal character to re-learn some things since my old characters were missing lots of abilities from 2 years ago. There are less buttons to press, less heat, companion heals better. Accelerated XP at low levels of course. Is that about right? What are the major changes to be aware of?
Cylinders are gone now, well sort off. Rather than being a active ability that you have to click to get the buff, you just get it as a passive now. Mag Shot is still, there, but it's the Innovative Ordnance replacement for Rail Shot, so you won't see it playing Arsenal.