Empire
Mercenary
Fighting Style: Dual Pistols, Improved Rockets
Tactical Role(s): Ranged Damage, Medicine/Healing
If the best defense is a good offense, the Mercenary’s got the most intimidating defense in the galaxy. Heavily-modded blasters and deadly heatseeking missiles make the Mercenary a mobile heavy weapons platform. There’s no problem extra firepower can’t solve, and no one who knows what he’s doing gets between a Mercenary and his target.
-
Arsenal
Uses advanced rocketry and specializes in taking down their targets quickly.
Light Em Up
Passive
Tracer Missile has a 100% chance to add 2 heat signature stacks to a target instead of 1.
Heatseeker Missiles
Instant
- Cooldown: 15 secs
- Range: 30m
Fires several missiles that home in on the target and do 1131-1141 damage. This damage is increased by 3% per heat signature on the target.
Tracer Missile
- Activation: 5 sec
- Range: 30m
Launches a missile at the target that deals 1135 – 1182 kinetic damage and applies a heat signature, reducing the target’s armor rating by 4% for 15 seconds. Stacks up to 5 times. Heat signatures leave the target vulnerable to Rail Shot.
Barrage
- Activation: 5 sec
- Range: 30m
Power Shot and Tracer Missile has a 10% chance to finish the cooldown on Unload and increase the damage dealt by the next Unload by 25%. This effect cannot occur more than once every 6 seconds.
-
Bodyguard
Gives the Bounty Hunter skills and technology to heal and restore his allies.
Kolto Shell
Instant
- Range: 30m
A shell of kolto energy surrounds the target. When the target takes damage they are healed for 151. 10 charges lasts 5 min. Heal can only happen every 3 seconds.
Reactive Armor
Passive
Proactive medicine now provides 10% armor while active.
Power Shield
Passive
Energy Shield now further decreases ability activation pushback by 30% and makes you immune to interrupts.
Kolto Missile
- Cooldown: 6 sec
- Range: 30m
Heals up to 3 allies within 8 meters of the targeted area for 403 – 505.
-
Firebug (shared)
Upgrades the Bounty Hunter's weapons to deal more damage to his enemies.
Incendiary Missile
Instant
- Cooldown: 12 secs
- Range: 30m
Fires a missile at an enemy doing 547-559 elemental damage and applying a burn that deals 106-107 damage every 3 seconds for 15 seconds.
Prototype Particle Accelerator
Passive
Your incendiary missile damage has a 30% chance to finish the cooldown on Rail Shot and to remove its heat cost. This effect can only happen every 10 seconds.
Superheated Rail
Passive
Rail Shot ignores 15% of the target’s armor. In addition, if Rail Shot hits a burning target, it has a 50% chance to vent 8 heat and refresh the duration of your Combustible Gas Cylinder’s burn effect if present.
Bursting Flame
Passive
Flame Burst has a 33% chance to trigger your Combustible Gas Cylinder if active.