Mercenary

If the best defense is a good offense, the Mercenary's got the most intimidating defense in the galaxy; heavily modified blasters and deadly heat-seeking missiles make the Mercenary a mobile heavy weapons platform. There's no problem extra firepower can't solve, and no one with sense gets between a Mercenary and his or her target.

All Mercenaries learn how to fire two blasters at once, and can opt to learn the skills of a Bodyguard, using state-of-the-art medical technologies to heal and protect allies; acquire an Arsenal of advanced rockets to rapidly deal damage; and access Advanced Prototypes including fiery missiles and darts to reduce an enemy's survivability and regenerative capacity.

  • Class Role: Heal, Damage
  • Weapon: 2 Blaster Pistols
  • Armor: Heavy
  • Resource: Heat

Related

60 abilities found (50 displayed) – Try filtering your results
NameLevelClassCostRangeCooldown
Electro Net
51Mercenary8 Energy30 meters90 secs
Onboard AED
50Mercenary30 meters300 secs
Power Surge
46Mercenary60 secs
Cure
24Mercenary8 Energy30 meters4.5 secs
Concussion Missile
22Mercenary8 Energy30 meters60 secs
Kolto Missile
20Mercenary16 Energy30 meters6 secs
Disabling Shot
18Mercenary30 meters12 secs
Fusion Missile
18Mercenary33 Energy30 meters30 secs
Healing Scan
16Mercenary16 Energy30 meters12 secs
Combat Support Cylinder
14Mercenary
Jet Boost
14Mercenary8 Energy30 secs
High Velocity Gas Cylinder
12Mercenary
Sweeping Blasters
12Mercenary33 Energy30 meters
Dual Wield
10Mercenary
Hired Protection
10Mercenary
Missile Salvo
10Mercenary
Power Shot
10Mercenary19 Energy30 meters
Propulsion Systems
10Mercenary
Rapid Scan
10Mercenary25 Energy30 meters
Emergency Scan
1Mercenary30 meters21 secs
Heatseeker Missiles
1Mercenary16 Energy30 meters15 secs
Incendiary Missile
1Mercenary16 Energy10 meters
Kolto Shell
1Mercenary10 Energy30 meters
Supercharged Gas
1Mercenary1.5 secs
Thermal Detonator
1Mercenary16 Energy10 meters15 secs
Tracer Missile
1Mercenary19 Energy30 meters
Afterburners
Mercenary
Automated Defenses
Mercenary
Barrage
Mercenary
Critical Efficiency
Mercenary
Critical Reaction
Mercenary
Cure Mind
Mercenary
Decoy
Mercenary
Degauss
Mercenary
Energy Rebounder
Mercenary
Gyroscopic Alignment Jets
Mercenary
Improved Vents
Mercenary
Integrated Systems
Mercenary
Jet Rebounder
Mercenary
Kolto Jets
Mercenary
Kolto Pods
Mercenary
Kolto Residue
Mercenary
Light 'Em Up
Mercenary
Muzzle Fluting
Mercenary
Peacekeeper
Mercenary
Pinning Fire
Mercenary
Power Barrier
Mercenary
Power Shield
Mercenary
Powered Insulators
Mercenary
Proactive Medicine
Mercenary
16 comments found
+8
By Sinsavz at 2011-11-24 09:06:02

The Mercenary has 3 skill trees that you can spec into. Here's a little description of them (leaning towards pvp)

Bodyguard - Healing tree, don't know that much about it, supposedly decent but not quite on par with inquisitor/consular healers atm.

Arsenal - High DPS "caster" class. Has very high burst damage and good AoE damage, but is lacking in mobility and cc. If you want to play Arsenal well, then you need to be standing still casting (Tracer Missile) whenever you have the chance, basically a static turret. Has some problems dealing with melee classes and contrary to what a few people think, it is not a good kiting class, as you don't have enough stuns snares or movement impairing effects, and you need to channel a lot, so people can just move out of LoS or interrupt you. But overall extremely good damage and one of the best DPS specs right now.

Pyrotech - This is a DoT tree that is more mobile than Arsenal but has much less burst damage. You want your target to be burning at all times (Incendiary Missile) as this does decent damage over time and increases the damage of a lot of your abilities. It is more of an instant ability class rather than casting like Arsenal, however some abilities will still need channelling such as Power Shot and Unload, but overall it does have more mobility and you can fire off your attacks on the run. The general consensus is that this tree is inferior to Arsenal, however it is more balanced in terms of blaster to missile usage, so if you dislike the missile spam of Arsenal and want to use your duel blasters more, whilst lighting stuff up, then Pyrotech is an option for you.

+7
By BlizzardJDC at 2011-11-30 09:24:37
One of the key selling points of playing as a Mercenary Bounty Hunter is that you get to Dual Wield Blasters and shoot Rockets.
+7
By Ravenborne777 at 2011-11-30 20:49:30

A lot of people (in various forums) seem to be debating which healer is going to be best, so to break it down a bit based off their skills and skill trees I feel its safe to say:
Once you choose an Advance Class (AC), it cant be undone, but you CAN respec your skill trees for any one AC. keep this in mind when choosing. All of the healer classes have different resource systems, but each of them has at least one small, spammable, "free" heal that doesn't use any resources. It won't be enough to get through tight spots, but it will make resource management tolerable.

SI sorcs will have castable damage shields (think wow priest PW shield) and channeled or cast timed heals (mostly reactionary) with a recharging, mana-esque resource. It has a battle res. Its dps respec is a typical caster: cast timed burst spells, as well as some channeled DoTs and large aoes.

IA opers will have a single target HoT heal and then cast timed and reactionary instant heals with a constantly recharging energy system (think wow rogues). It has the ability to stealth and it has a battle res as well. Its dps respec is a melee class that can specialize in burst damage or poisons. It has some ranged skills, but not enough to keep it out of melee range effectively.

BH mercs will have a reactionary healing shield castable with multiple charges on a single target (think shammy earth shield from wow). and then the typical healing skill set. It uses a heat system that builds up with skills and dissipates over time, with a few mechanics to help lower it back down and a number of heat-less skills to keep it low. It does NOT have a battle res. Its dps spec is a ranged class that has some CCs and can either burn through all its heat in a quick burst or use a more sustained rotation to keep heat low (pvp vs pve maybe?)

It appears you can pick and choose from the specialization trees, but i doubt you will see such a mix too much in pve, but will likely be prevalent in pvp for a mix of survivability and dps.
I know some people only care about numbers, but for those who care about how a class plays, I hope this helped.

+2
By Zerosaiko at 2011-12-18 10:43:27
Biochem is hugely useful once you grind a recipe to purple. Having a constant stim is a good 16+ points in your primary stat and a reusable medpac is fantastic for taking down tougher enemies. I haven't gotten any implant recipes, but I can imagine keeping up to date on those would be a significant boost as well.
+1
By JimH at 2011-11-23 21:16:28
The mercenary is really fun. I played it last beta and will be doing the same this time around. I enjoyed his ability to kite and take down targets quickly with some nice burst dps. It is now my weapon of choice once the game comes out.
0
By FatEdd at 2012-10-28 01:45:47

THE WRITE UP:

If the best defense is a good offense, the Mercenary's got the most intimidating defense in the galaxy; heavily modified blasters and deadly heat-seeking missiles make the Mercenary a mobile heavy weapons platform. There's no problem extra firepower can't solve, and no one with sense gets between a Mercenary and his or her target.

THE REALITY:

In PVP the Mercenary Arsenal has been nerfed and tampered with so much, that to PVP as an Arsenal Mercenary really is an art form now. PVE great, PVP hard and not for the faint hearted. The only way to play a Merc in PVP is total aggressive attacking, in the face of anything that is laid before you with no fear. Basically a Marauder or Jedi with 2 blasters, the only difference is, because your damage has been nerfed and this class specifically in PVP has suffered from the nerfing, best to have a healing Operative or Sorcer with you to survive the endless Pub and to a certain extent Imperial buffs that sometimes seem impenetrable to break.

Many will tell you to bulk your Mercenary armor out with POWER augs. Answer to that is, don't it actually is seriously detrimental and any so called experienced PVP merc telling you this is talking a load of old bollocks. Some say go all AIM and ENDURANCE augs, again becomes detrimental. What you actually need is a combination of the both, more so on Aim and Endurance obviously, with several power augs to compliment the armor.

PVP Expertise ideally needs to be around the 1250 - 1290 mark, not maxed out to around the 1380 mark, again from what I understand if your expertise is over 1300 on your PVP armor it has a minus effect, and this I think is probably right.

Arsenal class even though nerfed to buggery, and which needs some work to get it on par with pretty much all the other classes, can be ruthlessly a pain in the arse to any other class, bar PowerTech Firebugs, BUT ONLY if you are total all out aggressive with your attacks and do not sit thinking your unload and explosive darts will save you, cause trust me they wont.

If you want the easy option, simply go healing, which most seem to have done now. I will always stay DPS Merc, it has a certain kind of aura about it now e.g. "if you can PVP with a Merc DPS, then any other class is a walk in the park to PVP with", is the short and curly's of it.

Cheers





0
By Ravenborne777 at 2011-12-04 22:41:44

"I am wanting to play a merc bounty hunter as my main and a sniper as an alt. I am torn on who to give Armormech and Armstech. Has anyone in beta found one of those crew skills that is hands-down better for a bounty hunter? "

They have already announced that crafted items will not be better than gear from operations (instances) or pvp, so I would sooner recommend biochem or cybertech for consumables and gear mods if you plan on doing either. It might be convenient crafting gear to start with, but long term it will have less and less personal use. (can still sell to lower level characters who don't want to work for it i suppose)

-1
By XxBoyxX at 2011-11-26 10:08:58
The obvious Ideal to this game is to provide all that you might want in a few classes through the specs of course there is the Pure PvE Build the PvP build but this class also has a nice CC(Crowd Control Build as does most of the other classes)
-1
By celebrochan at 2011-11-30 15:44:34
Note that your second blaster does about 1/10th the damage as your primary.
-1
By Ravenborne777 at 2011-12-04 22:37:56
"Note that your second blaster does about 1/10th the damage as your primary."
I think it will be more about the stats on the blaster, not the blaster's damage
-1
By geneocide at 2011-12-04 23:15:34
@Ravenborn777 I don't really know from personal experience, but I'd say if you're going tank armor would be more important, but if you're going dps then weapons might be.
-1
By Ravenborne777 at 2011-12-05 13:08:28
well that is a given, what i am saying is that anything crafted will only be used as a transition or springboard into better gear, it will never be the best of the best. whereas crafted accessories and consumables will be less likely to be replaced, immediately if at all.
-2
By ciggs at 2011-12-27 08:03:01

I'm palying with my bro currently lvl 24 and he went power tech side and I was going body guard but he's more of a body guard type than I am as he deflects up too 50% of damage very mobile, best to play as a stationary turret chess piece, there's really not enough healing can be done when your being interupted and the firing is reduced to just a positional operation as in pvp senerios, you want play the in the back ground assisting, aiding others snaging, clearing, and dumping additional damage. and aid in healing a damaged toon. Now I have my skill in armour smithing so I have some stats to play with. for my bro's char aim+ and (defence) when optional, works best for what he likes in game play. I tried this as well, It works well but I don't think it quite brings out the toons ability.
I'm going to make a few suits to play with and try endurance as the primary focus perhaps defence or power. The crafting of armour is huge as the tree of unlocks expand, the consumption of credits and resourses is huge, esp in the begging as you only have the one companion and your scavaging resourses. I wanted to focus on crafting earlier on but ended up too high of a lvl for the area of missions, as gathering resourses requires lots of combat. I ended up rolling through the missions with ease, to obtain 5% exp :) but made up for it in pvp.

I think the options are great in the game, and there is alot of room for different types of playing and templates I might also re-skill my tree around as well. I won't put down this build as it's finding the right senerio's to operate within in.

-2
By Kirska at 2011-11-26 19:43:21
Like any other specialization, you have to be level 10 before you can get the quest to pick a specialization.
-2
By Korazee at 2011-11-30 11:05:37
I am wanting to play a merc bounty hunter as my main and a sniper as an alt. I am torn on who to give Armormech and Armstech. Has anyone in beta found one of those crew skills that is hands-down better for a bounty hunter?
-5
By Delphwind at 2011-11-23 20:30:11

In the last beta weekend I played a commando, my friends are going dark side this time so I will likely be playing a Bounty Hunter: Mercenary as they are very similar.

Run-n-Gun tactics, lots of on the move AoE knockdown effects and the ability to heal in a pinch in a group makes for one HELL of a class.

I dominated the first 2 flashpoints on my commando, I really look forward to seeing how the Mercenary does!

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