Arsenal Mercenary 5.x DPS Class Guide

Arsenal Mercenary 5.x DPS SWTOR class guide.

Change Discipline:

Gearing & Stats

The tables on this page were generated using optimizer scripts created by Bant aka Goblin_Lackey. The stats were calculated to give the maximum theoretical DPS/HPS/DTPS for each discipline, however you may wish to alter the builds depending on your play style or what content you are facing in SWTOR. Each table assumes you have a full set of the specified gear.

Suggested Best-in-Slot Stats

Name GEMINI MK-5
Tier 4: Legendary
(248)
GEMINI MK-3
Tier 4: Artifact
(246)
Iokath MK-5
Tier 3: Legendary
(242)
Iokath MK-2
Tier 3: Artifact
(240)
Eternal Commander MK-15
Tier 2: Legendary
(236)
Eternal Commander MK-13
Tier 2: Artifact
(234)
Mastery 6927 (1xC)6662 (1xC)6579 (2xC)6594 (1xA)6385 (1xA, 1xC)6317 (2xA)
Power 396437763694369435063424
Critical 1850 (6xE, 2xA, 1xC)1788 (3xE, 9xA, 1xC)1751 (4xE, 7xA)1760 (5xE, 4xA, 2xC)1689 (7xE, 1xC)1651 (2xE, 10xA, 2xC)
Alacrity 1557 (3xE, 9xA)1512 (6xE, 2xA)1459 (5xE, 4xA)1436 (4xE, 6xA)1370 (2xE, 10xA)1296 (6xE, 1xA)
Accuracy 759 (1xE, 3xA, Stim)748 (1xE, 3xA, Stim)743 (1xE, 3xA, Stim)743 (1xE, 3xA, Stim)733 (1xE, 3xA, Stim)736 (2xE, 1xA, Stim)
Absorb 000000
Defense 000000
Shield 000000

"E" = Enhancement or Implant or Earpiece
"A" = Advanced _ Augment 45
"C" = Advanced _ _ Color Crystal (+41 ones)

Discipline Statistics

Name GEMINI MK-5
Tier 4: Legendary
(248)
GEMINI MK-3
Tier 4: Artifact
(246)
Iokath MK-5
Tier 3: Legendary
(242)
Iokath MK-2
Tier 3: Artifact
(240)
Eternal Commander MK-15
Tier 2: Legendary
(236)
Eternal Commander MK-13
Tier 2: Artifact
(234)
DPS 10,054 +/- 5169,667 +/- 4889,431 +/- 4719,359 +/- 4668,987 +/- 4408,703 +/- 420
APM42.342.242.14241.841.7

DPS Rankings

Current
Rank
Previous
Rank
Rank
Change
DPS Standard
Error
vs Average DPS
(9,991)
Imperial Class Republic Class
5 5 - 10,336 +/- 284 +3.46% Annihilation Marauder Watchman Sentinel
8 8 - 10,150 +/- 299 +1.6% Carnage Marauder Combat Sentinel
12 8 4 9,828 +/- 351 -1.63% Fury Marauder Concentration Sentinel
10 10 - 10,027 +/- 372 +0.36% Vengeance Juggernaut Vigilance Guardian
11 15 4 9,857 +/- 488 -1.34% Rage Juggernaut Focus Guardian
7 7 - 10,157 +/- 582 +1.67% Deception Assassin Infiltration Shadow
14 13 1 9,640 +/- 346 -3.51% Hatred Assassin Serenity Shadow
18 18 - 9,327 +/- 304 -6.64% Lightning Sorcerer Telekinetics Sage
16 16 - 9,520 +/- 268 -4.71% Madness Sorcerer Balance Sage
9 9 - 10,054 +/- 516 +0.64% Arsenal Mercenary Gunnery Commando
4 4 - 10,432 +/- 414 +4.42% Innovative Ordnance Mercenary Assault Specialist Commando
13 12 1 9,679 +/- 505 -3.12% Advanced Prototype Powertech Tactics Vanguard
15 14 1 9,556 +/- 383 -4.35% Pyrotech Powertech Plasmatech Vanguard
17 17 - 9,448 +/- 461 -5.43% Marksmanship Sniper Sharpshooter Gunslinger
3 3 - 10,441 +/- 270 +4.51% Engineering Sniper Saboteur Gunslinger
2 2 - 10,467 +/- 161 +4.77% Virulence Sniper Dirty Fighting Gunslinger
6 6 - 10,157 +/- 526 +1.67% Concealment Operative Scrapper Scoundrel
1 1 - 10,754 +/- 322 +7.64% Lethality Operative Ruffian Scoundrel

Note: DPS rankings assume best-in-slot 242-rating gear.


Suggested Best-in-Slot Gear & Items


Set Bonuses

Pieces Set Bonus
2Heatseeker Missiles and Serrated Shot or Demolition Round and Serrated Bolt increase damage dealt by 2% for 15 seconds. Cannot occur more than once every 30 of seconds.
4Power Surge or Tech Override's cooldown is reduced by 5 seconds.
6Activating Unload and Blazing Bolts or Full Auto and Boltstorm will grant Eliminator's Critical Bonus making your next Heatseeker Missiles and Mag Shot or Demolition Round and Mag Bolt critically hit. This effect can only occur once a minute.

Suggested Utility Skills

PvE

Suggested PvE Utility Build

Unknown - please email us one at admin@torcommunity.com!

Suggested PvE Utilities

Unknown - please email us one at admin@torcommunity.com!

PvP

Suggested PvP Utility Build

Unknown - please email us one at admin@torcommunity.com!

Suggested PvP Utilities

Unknown - please email us one at admin@torcommunity.com!

Abilities

Arsenal Discipline Abilities

Name Description Type
Fires a priming shot that deals <<1>> weapon damage, and if it successfully hits the target, allows your next Tracer Missile to activate instantly. Requires two blasters.Instant
Fires several missiles that deal <<1>> kinetic damage. This damage is increased by 25% if the target is affected by your heat signature.Instant
Requires and converts 10 stacks of Supercharge to vent 10 heat and increase armor penetration by 10% for 8 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Blazing Bolts, and Priming Shot grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.Instant
Fires a continuous blaze of blaster bolts at the target, dealing <<1>> weapon damage and generating 16 heat over the duration. Weak and standard enemies caught in the blaze of bolts are stunned for the duration. Requires two blasters. Replaces Unload.Channeled
Launches a missile at the target that deals <<1>> kinetic damage, sunders the target, and leaves a Heat Signature on them. Sundered targets have their armor reduced by 20% for 45 seconds. Heat signatures leave targets vulnerable to Rail Shot and increase the damage they take from Heatseeker Missiles for 45 seconds. Replaces Power Shot.Casted

Mercenary Advanced Class Abilities

Name Description Type
Instantly heals a friendly target for <<1>>.Instant
Unload, Blazing Bolts, Rail Shot, and Mag Shot ignore 30% of the target's armor. In addition, the critical chance of Rapid Scan and Emergency Scan are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for 6 seconds.Passive
Allows you to wield two one-handed weapons.Passive
Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. The explosion deals <<1>> kinetic damage to up to 8 nearby enemies when it detonates. Standard and weak targets are knocked back from the blast.Instant
Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds.Instant
Cleanses a friendly target of up to 2 negative tech or physical effects.Instant
Fires waves of blaster bolts at up to 8 targets within 5 meters of the target area, dealing <<1>> weapon damage over the duration. Standard and weak targets are sometimes knocked back by the sweeping bolts. Requires two blasters. Builds 32 heat over the duration.Channeled
Activating Rapid Shots, Kolto Shot, Power Shot, Tracer Missile, or Rapid Scan generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds.Passive
Blasts 8 nearby enemies back and away. Targets hit by this take <<1>> elemental damage and have their movement slowed by 50% for 4 seconds.Instant
Reduces threat towards all current enemies.Instant
Rains death from above, firing a volley of missiles that deal <<1>> kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.Channeled
Interrupts the target's current action and prevents that ability from being used for 4 seconds.Instant
Fires a missile at the target that knocks it out for up to 60 seconds. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage to the target causes this effect to end prematurely.Casted
Heals a friendly target for <<1>>.Instant
Jet backward 20 meters, gaining immunity to controlling effects while jetting. Cannot be used while immobilized or hindered. Requires two blasters.Instant
Fires a fusion missile that detonates on contact, dealing <<1>> kinetic damage to up to 8 targets within 8 meters and searing all targets with radiation burns that deal <<2>> additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.Casted
Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds.Instant
Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<1>> energy damage over 9 seconds. While affected, a target that moves takes 20% more damage from electro net, and this effect can stack up to 10 times on enemy players or 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 seconds.Instant
Requires and converts 10 stacks of Supercharge to vent 10 heat and empower your passive cylinder: Combat Support Cylinder: Increases healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat. Combustible Gas Cylinder: Increases periodic damage dealt by 10% for 8 seconds and causes the next successful ranged attack on a target affected by your Incendiary Missile's burn to apply Supercharged Burn to the target, which deals <<3>> elemental damage over 4 seconds. High Velocity Gas Cylinder: Increases armor penetration by 10% for 8 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Blazing Bolts, and Priming Shot grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.Instant
Activates an advanced response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.Instant
Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.Instant
Heals a friendly target for <<1>>.Casted
Charges up both blasters and fires off two powerful shots that deal <<1>> weapon damage. Requires two blasters.Casted
Unloads your blaster into the target, dealing <<1>> weapon damage and generating 24 heat over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding.Channeled
Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.Casted

Bounty Hunter Class Abilities

Name Description Type
Rapidly vents 50 heat over 3 seconds.Instant
Increases the target's Endurance by 5% for 60 minutes. If the target is a group member, all other group members are also affected.Instant
Loads your blaster with combustible gas, giving all of your blaster attacks a 25% chance to deal <<1>> additional elemental damage over 6 seconds. This effect cannot occur more than once per second.Passive
Grants 6 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.Instant
Your next ability generates no heat. Effect lasts 15 seconds.Instant
Fires a quick stream of bolts, causing <<1>> weapon damage.Instant
Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health.Instant
Fires a very powerful shot at the target that deals <<1>> weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding.Instant
Fires an electro dart, dealing <<2>> energy damage and stunning the target for 4 seconds. Instant
Increases damage reduction by 25% for 12 seconds. Instant
Purges all incapacitating and movement-impairing effects.Instant
Fires off probes that scan the area for stealthed opponents. Probes last for 10 seconds.Instant
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds.Instant

Rotation

Rotation

Tracer Missile > Heartseeker Missile > Priming Shot > Blazing Bolts > Blazing Bolts* > Tracer Missile
Tracer Missile > Rail Shot > Tracer Missile > Blazing Bolts > Blazing Bolts* > Heartseeker Missile
Tracer Missile > Tracer Missile > Priming Shot > Blazing Bolts > Blazing Bolts* > Rail Shot
Tracer Missile > Filler > Tracer Missile > Heartseeker Missile > Blazing Bolts > Blazing Bolts*
Tracer Missile > Filler > Priming Shot > Rail Shot > Blazing Bolts > Blazing Bolts*
Tracer Missile > Heartseeker Missile > Filler > Blazing Bolts > Blazing Bolts* > Tracer Missile
Tracer Missile > Rail Shot > Priming Shot > Blazing Bolts > Blazing Bolts* > Heartseeker Missile
Tracer Missile > Tracer Missile > Tracer Missile > Blazing Bolts > Blazing Bolts* > Rail Shot
Tracer Missile > Filler > Priming Shot > Heartseeker Missile > Blazing Bolts > Blazing Bolts*
Tracer Missile > Filler > Tracer Missile > Rail Shot > Blazing Bolts > Blazing Bolts*

Filler: Electronet (20%) / Tracer Missile (40%) / Rapid Shots (40%)

Minor Rotation: 6 GCDs
Major Rotation: 60 GCDs

Comments:

References: Gyronamics

Advanced Tactics

Advanced Tactics

No advanced tactics have been written yet for this guide. If you would like to write this section, please email us at admin@torcommunity.com. Thanks!

About the Author
Hayward
Author: Hayward
Hayward founded TORCommunity in 2008 the day after SWTOR was announced. Engineer by day, software dev by night, he does his best to keep the site up to date.