Mercenary Arsenal Basics Guide
Arsenal
The Arsenal Mercenary specializes in distance attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating missile-fire combinations and relentless blaster volleys generate a spectacle of explosive brilliance and transform the Bounty Hunter into a virtual artillery platform.
- Role: Damage
- Type: Burst Damage
- Weapon: Blaster Pistols
- Distance: Long Range
- Mirror: Commando – Gunnery
Arsenal for New Players
- Arsenal is long-range, making it easier to hit moving targets compared to melee disciplines for new players
- Your main ability requires you stand still while you use it, like a turret, but you can choose to make it activate instantly
- Most abilities can simply be used, you don’t need to activate them in any way first
- Arsenal is pretty simple to pick up the basics of with a guide
How to play a Arsenal Mercenary
You can start playing Arsenal at level 1. To start playing Arsenal, you will need to first create a Mercenary character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Arsenal from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Arsenal Mercenary until you’re ready to read and learn from a true level 80 guide.
- Tracer Missile is great to start off with, as it will apply a debuff to your target that makes it weak to the rest of your moves. Start your fights with Tracer Missile, and after that if you don’t have anything else in this list left, use Tracer Missile as your filler ability.
- Priming Shot makes your next Tracer Missile instant, so use Priming Shot as often as it is available.
- Blazing Bolts is your heaviest hitting move as a Arsenal Merc and it can be reset every 8 seconds by using Tracer Missile. You can use 2-3 other abilities, then use Tracer Missile again to reset Blazing Bolts again.
- Heatseeker Missiles is your next heaviest hitter. Make sure you’ve used your Tracer Missile first!
- Rail Shot makes you hit harder when it’s glowing, so wait for it to glow, then use it.
Multiple Enemies
- Use Fusion Missile to deal damage to multiple targets. Arsenal struggles with attacking multiple enemies. Thermonuclear Fusion (level 39 tree choice) will let you spread your Tracer Missile with Fusion Missile and make Heatseeker throw mini missiles at nearby targets.
- For even more Area Damage, Death from Above does excellent area damage after your Fusion Missile has already been used.
Extra Tips
- Feeling spicy? Use your yellow High Velocity Supercharged Gas as soon as it glows to weaken your target’s defenses. If you have time before the fight, use your health regeneration ability Recharge and Reload to pre-load your Supercharged Gas, which will help you do a lot more damage!
- Use Vent Heat before Blazing Bolts to cool down if you run out of energy. If you are running out of energy, start using Rapid Shots between abilities.
Before you start…
If you have 3,000 Tech Fragments, go and buy the Primed Ignition tactical item.
With the Primed Ignition tactical, Priming Shot also adds damage-over-time that ticks every time your other moves are used!
Making your Ability Timers visible on your quickbars can make it easier to know when you can use Tracer missile to reset Blazing Bolts. (This becomes less necessary as you gear up.)
- Press ESC on your keyboard, choose Preferences from the menu
- Click User Interface on the left
- Scroll down and check 🔲 Show Cooldown Text in the Cooldown Settings section
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Beginners Guide To Damage With The Arsenal Mercenary & Special Assault Commando by Terssus on YouTube (7.4)
- Arsenal Mercenary PVP Guide by Ivano on YouTube (7.3.1)
- Gunnery & Arsenal Guide For Filthy Casuals by Intergalactic Sociopaths on YouTube (7.4)
- Gunnery / Arsenal 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Arsenal Mercenary Guide by Biggs on Youtube (7.02)
- Arsenal Mercenary PvE Guide and Best Builds by Endonae on vulkk.com (7)
Attacks
- Rapid Shots - Basic AttackLevel 1
- Missile Blast - Area AttackLevel 1
- Power Shot - AttackLevel 4
- Death from Above - Area AttackLevel 10
- Rail Shot - AttackLevel 15
- Tracer Missile - AttackLevel 15 REPLACES Power Shot at Level 15+
- Sweeping Blasters - Area AttackLevel 19
- Fusion Missile - Area AttackLevel 23
- Sticky Dart - Optional Area Attack Level 27 Option 1/3Level 27
- Unload - AttackLevel 27
- Heatseeker Missiles - AttackLevel 35
- Priming Shot - AttackLevel 47
- Electro Net - Attack SlowLevel 60
- Blazing Bolts - AttackLevel 60 REPLACES Unload at Level 60+
Multiple Enemy Attack Abilities
These Arsenal attacks are useful for attacking groups of enemies.
- Missile Blast - Area AttackLevel 1
- Death from Above - Area AttackLevel 10
- Sweeping Blasters - Area AttackLevel 19
- Fusion Missile - Area AttackLevel 23
- Sticky Dart - Optional Area Attack Level 27 Option 1/3Level 27
Buffs
You can combine your Arsenal buffs with your attacks to create powerful combinations.
- Hunter's Boon - Passive Class BuffLevel 1
- Vent Heat - BuffLevel 4
- High Velocity Supercharged Gas - BuffLevel 15
- Supercharged Celerity - Optional Operation Buff Level 43 Option 2/3Level 43
- Power Surge - BuffLevel 56
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Mercenary has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Kolto Shot - HealLevel 7
- Energy Shield - DefensiveLevel 15
- Rapid Scan - HealLevel 19
- Emergency Scan - HealLevel 31
- Chaff Flare - Optional Detaunt Defensive Level 43 Option 1/3Level 43
- Kolto Overload - DefensiveLevel 47
- Responsive Safeguards - Optional Defensive Level 68 Option 2/3Level 68
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Mercenarys in combat to turn the tide of a fight.
- Recharge and Reload - Regeneration - Regain health out of battle.Level 1
- Determination - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Disabling Shot - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
- Jet Boost - Knockback - Pushes enemies back.Level 23
- Hunter Killer Droid - Optional Stealth Detection Level 27 Option 3/3 - Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.Level 27
- Concussion Missile - Crowd Control - Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.Level 35
- Cure - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 39
- Hydraulic Overrides - Movement - Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.Level 39
- Chaff Flare - Optional Detaunt Defensive Level 43 Option 1/3 - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 43
- Electro Net - Attack Slow - Slows slow the enemy down, making it hard for them to run away.Level 60
- Rocket Out - Optional Movement Level 68 Option 1/3 - Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered.Level 68
- Electro Dart - Optional Stun Level 68 Option 3/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Arsenal Mercenary with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.
You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Arsenal Mercenary, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Arsenal Mercenary.
Level 23 Choice: Tracer Missile Change
Choose from one of three ways that you want Tracer Missile to change at level 23. Your options are Triple Trace, Signature Shot, and Proficient Tracing.
Launches a missile at the target that deals 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.
Tracer Missile fires up to two additional half-strength missiles at other enemies within 5 meters of the primary target.
Tracer Missile fires up to two additional half-strength missiles at other enemies within 5 meters of the primary target.
Priming Shot deals 50% more damage to targets affected by your Heat Signature
Priming Shot deals 50% more damage to targets affected by your Heat Signature
Reduces the activation time of Tracer Missile by 0.2 seconds and the heat it generates by 2.
Reduces the activation time of Tracer Missile by 0.2 seconds and the heat it generates by 2.
Multi-Enemy Solo Suggestion: Triple Trace - This adds a decent amount of cleave to your rotation if you're constantly fighting groups of 3+.
Solo Single-Strong-Enemy Suggestion: Proficient Tracing - Regardless of the situation, Tracer Missile is a very frequently spammed ability for Arsenal. You'll see the best benefit making it faster and cheaper.
Flashpoint Suggestion: Proficient Tracing - Regardless of the situation, Tracer Missile is a very frequently spammed ability for Arsenal. You'll see the best benefit making it faster and cheaper.
Operation Suggestion: Proficient Tracing - Regardless of the situation, Tracer Missile is a very frequently spammed ability for Arsenal. You'll see the best benefit making it faster and cheaper.
Level 27 Choice
Choose from one of three Mercenary abilities at Level 27, you can only have one of these options at any given time. Your options as a Arsenal Mercenary for the Level 27 choice are Sticky Dart, Power Barrier, and Hunter Killer Droid.
Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. When it detonates, the explosion deals kinetic damage to up to 8 nearby enemies and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.
Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. When it detonates, the explosion deals kinetic damage to up to 8 nearby enemies and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.
Power Shot and Rapid Scan generate a Power Barrier, which increases damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times.
Power Shot and Rapid Scan generate a Power Barrier, which increases damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times.
Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.
Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.
General Suggestion: Power Barrier - With stealth scan being a rather niche/PvP centric skill, and Sticky Dart not being a very worthwhile stun/aoe filler, the best choice in this tier is this constant free damage reduction. Always useful in all situations and easy to trigger!
Level 39 Choice: Heatseeker Missiles Change
Choose from one of three ways that you want Heatseeker Missiles to change at level 39. Your options are Customized Warhead, Tracing Residue, and Thermonuclear Fusion.
Fires several missiles that deal kinetic damage. This damage is increased by 25% if the target is affected by your heat signature.
Increases the critical chance and critical damage of Heatseeker Missiles by 10%.
Increases the critical chance and critical damage of Heatseeker Missiles by 10%.
Heatseeker Missiles apply a residue to the target, increasing your Tracer Missile damage against the target by 10%.
Heatseeker Missiles apply a residue to the target, increasing your Tracer Missile damage against the target by 10%.
Fusion Missile spreads your Tracer Missile's Heat Signature to the targets it damages, if it damages at least one target already affected by your Heat Signature. Heatseeker Missiles fires additional quarter-strength missiles at nearby targets affected by your Heat Signature.
Fusion Missile spreads your Tracer Missile's Heat Signature to the targets it damages, if it damages at least one target already affected by your Heat Signature. Heatseeker Missiles fires additional quarter-strength missiles at nearby targets affected by your Heat Signature.
Solo Single-Strong-Enemy Suggestion: Tracing Residue - Tracer Missile is worth more of your total damage overall than Heatseeker Missiles is, so using Heatseeker Missiles to increase Tracer Missile is the best choice. Remember do always have Heatseeker Missiles on your main target for the increase!
Flashpoint Suggestion: Tracing Residue - Tracer Missile is worth more of your total damage overall than Heatseeker Missiles is, so using Heatseeker Missiles to increase Tracer Missile is the best choice. Remember do always have Heatseeker Missiles on your main target for the increase!
Operation Suggestion: Tracing Residue - Tracer Missile is worth more of your total damage overall than Heatseeker Missiles is, so using Heatseeker Missiles to increase Tracer Missile is the best choice. Remember do always have Heatseeker Missiles on your main target for the increase!
Multi-Enemy Solo Suggestion: Thermonuclear Fusion - Without a doubt a great debuff to be spreading if your're purely AoEing, pull lots to make this useful!
Level 43 Choice
Choose from one of three Mercenary abilities at Level 43, you can only have one of these options at any given time. Your options as a Arsenal Mercenary for the Level 43 choice are Chaff Flare, Supercharged Celerity, and Power Overrides.
Reduces threat towards all current enemies, and for 6 seconds after use it increases melee and ranged defense chance by 35%, provides interrupt immunity, and grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs 1 incoming Force or tech attack.
Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.
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. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.
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. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.
Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second charge, making your next two abilities with an activation time activate instantly.
Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second charge, making your next two abilities with an activation time activate instantly.
Solo Single-Strong-Enemy Suggestion: Chaff Flare - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Power Overrides for a better Power Surge if having aggro isn't a big issue.
Multi-Enemy Solo Suggestion: Chaff Flare - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Power Overrides for a better Power Surge if having aggro isn't a big issue.
Flashpoint Suggestion: Chaff Flare - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead.
Operation Suggestion: Chaff Flare - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead.
Level 51 Choice
Choose from one of three Mercenary abilities at Level 51, you can only have one of these options at any given time. Your options as a Arsenal Mercenary for the Level 51 choice are Improved Vents, Energy Rebounder, and Jet Escape.
Vent Heat now immediately vents an additional 15 heat and grants 10% alacrity for 6 seconds.
Vent Heat now immediately vents an additional 15 heat and grants 10% alacrity for 6 seconds.
When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.
When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.
Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds.
Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds.
General Suggestion: Energy Rebounder - Arsenal certainly doesn't run into heat issues as easily as other styles might, and Energy Rebounders is a really great defensive boost in all content. Take by default.
Level 64 Choice
Choose from one of three Mercenary abilities at Level 64, you can only have one of these options at any given time. Your options as a Arsenal Mercenary for the Level 64 choice are Kolto Surge, Power Shield, and Thrill of the Hunt.
Kolto Overload triggers at, and can heal you up to, 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much each time it restores health.
Kolto Overload triggers at, and can heal you up to, 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much each time it restores health.
Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
Allows Unload, Blazing Bolts, and Progressive Scan to be activated while moving.
Allows Unload, Blazing Bolts, and Progressive Scan to be activated while moving.
General Suggestion: Thrill of the Hunt - This choice singlehandedly makes mercenaries much more mobile than they normally are, making it much easier to position correctly and stay safe while remaining effective. If you find yourself remaining pretty still or moving in short bursts where this choice is less useful, Kolto Surge is a really good self-healing boost.
Level 68 Choice
Choose from one of three Mercenary abilities at Level 68, you can only have one of these options at any given time. Your options as a Arsenal Mercenary for the Level 68 choice are Rocket Out, Responsive Safeguards, and Electro Dart.
Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered.
Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered.
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.
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.
Fires an electro dart, dealing energy damage and stunning the target for 4 seconds.
You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.
General Suggestion: Responsive Safeguards - This reflect ability also absorbs all damage and heals you, making it one of the best defensive cooldowns in the game. Keep this as default unless you find yourself really needing the movement of Rocket Out or the 4 second stun from Electro Dart.
Level 73 Choice
Choose from one of three Mercenary abilities at Level 73, you can only have one of these options at any given time. Your options as a Arsenal Mercenary for the Level 73 choice are Afterburners, Gyroscopic Alignment Jets, and Trauma Regulators.
Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away.
Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away.
You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.
You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.
While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health.
While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health.
Solo Single-Strong-Enemy Suggestion: Gyroscopic Alignment Jets - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Gyroscopic Alignment Jets. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Regulators in solo fights to stay alive.
Multi-Enemy Solo Suggestion: Gyroscopic Alignment Jets - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Gyroscopic Alignment Jets. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Regulators in solo fights to stay alive.
Flashpoint Suggestion: Gyroscopic Alignment Jets - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Gyroscopic Alignment Jets. The energy regeneration and damage boost are the best choice in the tier.
Operation Suggestion: Gyroscopic Alignment Jets - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Gyroscopic Alignment Jets. The energy regeneration and damage boost are the best choice in this tier.
All Abilities
All your abilities for the Arsenal Mercenary.
Lvl | Icon | Ability |
---|---|---|
LvL1 | Rapid ShotsBasic Attack 30m (long range) Fires a quick stream of bolts, causing weapon damage. Fires a quick stream of bolts, causing weapon damage. | |
LvL1 | Hired ProtectionPassive Reduces the cooldown of Revive by 100%. Reduces the cooldown of Revive by 100%. | |
LvL1 | Propulsion SystemsHidden Passive Increases the range of Rail Shot by 20 meters. Increases the range of Rail Shot by 20 meters. | |
LvL1 | Combustible Gas CylinderPassive Ranged weapon attacks have a 25% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second. Ranged weapon attacks have a 25% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second. | |
LvL1 | Missile BlastArea Attack 30m (long range) Deals kinetic damage to the primary target and 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. Deals kinetic damage to the primary target and 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. | |
LvL1 | Hunter's BoonPassive Class Buff Increases Endurance by 5%. Increases Endurance by 5%. | |
LvL1 | Burst ModeHidden Passive Armor penetration granted by Supercharged Gas is increased by 5%, and Supercharged Velocity stacks build twice as fast and can build 3 additional stacks. Armor penetration granted by Supercharged Gas is increased by 5%, and Supercharged Velocity stacks build twice as fast and can build 3 additional stacks. | |
LvL1 | Honed LockHidden Passive Tracer Lock increases the critical chance of the next Rail Shot or Rapid Scan by 3% per stack. Tracer Lock increases the critical chance of the next Rail Shot or Rapid Scan by 3% per stack. | |
LvL1 | IronsightsHidden Passive Increases the damage dealt by dart attacks, missile attacks, and Priming Shot by 10%. Additionally, Priming Shot marks its target. Marked targets take 5% more damage from ranged weapon attacks. Increases the damage dealt by dart attacks, missile attacks, and Priming Shot by 10%. Additionally, Priming Shot marks its target. Marked targets take 5% more damage from ranged weapon attacks. | |
LvL1 | Light 'Em UpHidden Passive Tracer Missile now applies an additional stack of Tracer Lock and Power Barrier, if applicable. Tracer Missile now applies an additional stack of Tracer Lock and Power Barrier, if applicable. | |
LvL1 | Power LauncherHidden Passive Increases the damage dealt by Rail Shot, Tracer Missile, Heatseeker Missiles, and Electro Net by 10%. Increases the damage dealt by Rail Shot, Tracer Missile, Heatseeker Missiles, and Electro Net by 10%. | |
LvL1 | Recharge and ReloadRegeneration Regenerates health and vents heat while channeling. Not usable in combat. Regain health out of battle. | |
LvL4 | Vent HeatBuff Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it. Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it. | |
LvL4 | Power ShotAttack 30m (long range) Charges up both blasters and fires off two powerful shots that deal weapon damage. Requires two blasters. Charges up both blasters and fires off two powerful shots that deal weapon damage. Requires two blasters. | |
LvL7 | Kolto ShotHeal 30m (long range) Heals a friendly target. Heals a friendly target. | |
LvL10 | Death from AboveArea Attack 30m (long range) Rains death from above, firing a volley of missiles that deal 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. Rains death from above, firing a volley of missiles that deal 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. | |
LvL10 | DeterminationStun Break Purges all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL15 | Rail ShotAttack 30m (long range) Fires a very powerful shot at the target that deals weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding. Fires a very powerful shot at the target that deals weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding. | |
LvL15 | High Velocity Supercharged GasBuff Requires and converts 10 stacks of Supercharge to vent 10 heat and increase armor penetration by 15% for 12 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Priming Shot, and Blazing Bolts grant two stacks of Supercharged Velocity, increasing alacrity by 1% per stack. This effect cannot occur more than once per second and can stack up to 6 times. Requires and converts 10 stacks of Supercharge to vent 10 heat and increase armor penetration by 15% for 12 seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Priming Shot, and Blazing Bolts grant two stacks of Supercharged Velocity, increasing alacrity by 1% per stack. This effect cannot occur more than once per second and can stack up to 6 times. | |
LvL15 | Tracer MissileAttack 30m (long range) Launches a missile at the target that deals 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. Launches a missile at the target that deals 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. | |
LvL15 | High Velocity Gas CylinderPassive Loads your blaster with a high velocity gas cylinder. While active, armor penetration is increased by 35% and alacrity is increased by 3%. Replaces Combustible Gas Cylinder. Loads your blaster with a high velocity gas cylinder. While active, armor penetration is increased by 35% and alacrity is increased by 3%. Replaces Combustible Gas Cylinder. | |
LvL15 | Energy ShieldDefensive Increases damage reduction by 25% for 12 seconds. Increases damage reduction by 25% for 12 seconds. | |
LvL15 | SuperchargePassive Activating Rapid Shots, Kolto Shot, Power Shot, Tracer Missile, or Rapid Scan generates a stack of Supercharge. While channeled, Recharge and Reload generates stacks of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds. Activating Rapid Shots, Kolto Shot, Power Shot, Tracer Missile, or Rapid Scan generates a stack of Supercharge. While channeled, Recharge and Reload generates stacks of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds. | |
LvL19 | Disabling ShotInterrupt 30m (long range) Interrupts the target's current action and prevents that ability from being used for 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL19 | Rapid ScanHeal 30m (long range) Heals a friendly target. Heals a friendly target. | |
LvL19 | Sweeping BlastersArea Attack 30m (long range) Fires waves of blaster bolts at up to 8 targets within 5 meters of the target area, dealing 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. Fires waves of blaster bolts at up to 8 targets within 5 meters of the target area, dealing 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. | |
LvL23 | Jet BoostKnockback Blasts 8 nearby enemies back and away. Targets hit by this take elemental damage and have their movement slowed by 50% for 4 seconds. Pushes enemies back. | |
LvL23 | Fusion MissileArea Attack 30m (long range) Fires a fusion missile that detonates on contact, dealing kinetic damage to up to 8 targets within 8 meters and searing all targets with radiation burns that deal additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames. Fires a fusion missile that detonates on contact, dealing kinetic damage to up to 8 targets within 8 meters and searing all targets with radiation burns that deal additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames. | |
LvL23 | Tracer LockPassive Tracer Missile grants two stacks of Tracer Lock, increasing the damage dealt by the next Rail Shot by 6% or reducing the activation time and increasing the healing dealt by the next Rapid Scan by 20% and increasing the critical chance of both abilities by 3% per stack. Stacks up to 5 times. Tracer Missile grants two stacks of Tracer Lock, increasing the damage dealt by the next Rail Shot by 6% or reducing the activation time and increasing the healing dealt by the next Rapid Scan by 20% and increasing the critical chance of both abilities by 3% per stack. Stacks up to 5 times. | |
LvL23 | Triple TraceOptional Passive Level 23 Option 1/3 Tracer Missile fires up to two additional half-strength missiles at other enemies within 5 meters of the primary target. Tracer Missile fires up to two additional half-strength missiles at other enemies within 5 meters of the primary target. Solo Many-Enemy Suggestion: This adds a decent amount of cleave to your rotation if you're constantly fighting groups of 3+. | |
LvL23 | Signature ShotOptional Passive Level 23 Option 2/3 Priming Shot deals 50% more damage to targets affected by your Heat Signature Priming Shot deals 50% more damage to targets affected by your Heat Signature | |
LvL23 | Proficient TracingOptional Passive Level 23 Option 3/3 Reduces the activation time of Tracer Missile by 0.2 seconds and the heat it generates by 2. Reduces the activation time of Tracer Missile by 0.2 seconds and the heat it generates by 2. General Suggestion: Regardless of the situation, Tracer Missile is a very frequently spammed ability for Arsenal. You'll see the best benefit making it faster and cheaper. | |
LvL27 | Sticky DartOptional Area Attack 30m (long range) Level 27 Option 1/3 Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. When it detonates, the explosion deals kinetic damage to up to 8 nearby enemies and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast. Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. When it detonates, the explosion deals kinetic damage to up to 8 nearby enemies and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast. | |
LvL27 | Power BarrierOptional Passive Level 27 Option 2/3 Power Shot and Rapid Scan generate a Power Barrier, which increases damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times. Power Shot and Rapid Scan generate a Power Barrier, which increases damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times. General Suggestion: With stealth scan being a rather niche/PvP centric skill, and Sticky Dart not being a very worthwhile stun/aoe filler, the best choice in this tier is this constant free damage reduction. Always useful in all situations and easy to trigger! | |
LvL27 | Hunter Killer DroidOptional Stealth Detection 30m (long range) Level 27 Option 3/3 Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. | |
LvL27 | UnloadAttack 30m (long range) Unloads your blaster into the target, dealing 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. Unloads your blaster into the target, dealing 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. | |
LvL31 | Emergency ScanHeal 30m (long range) Instantly heals a friendly target. Instantly heals a friendly target. | |
LvL35 | Heatseeker MissilesAttack 30m (long range) Fires several missiles that deal kinetic damage. This damage is increased by 25% if the target is affected by your heat signature. Fires several missiles that deal kinetic damage. This damage is increased by 25% if the target is affected by your heat signature. | |
LvL35 | Concussion MissileCrowd Control 30m (long range) 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. Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up. | |
LvL35 | Blazing BarrelsPassive Increases the critical chance of Sweeping Blasters by 15% and its critical damage bonus by 30%. Increases the critical chance of Sweeping Blasters by 15% and its critical damage bonus by 30%. | |
LvL39 | Advanced TargetingPassive 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. 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. | |
LvL39 | Customized WarheadOptional Passive Level 39 Option 1/3 Increases the critical chance and critical damage of Heatseeker Missiles by 10%. Increases the critical chance and critical damage of Heatseeker Missiles by 10%. | |
LvL39 | Tracing ResidueOptional Passive Level 39 Option 2/3 Heatseeker Missiles apply a residue to the target, increasing your Tracer Missile damage against the target by 10%. Heatseeker Missiles apply a residue to the target, increasing your Tracer Missile damage against the target by 10%. General Suggestion: Tracer Missile is worth more of your total damage overall than Heatseeker Missiles is, so using Heatseeker Missiles to increase Tracer Missile is the best choice. Remember do always have Heatseeker Missiles on your main target for the increase! | |
LvL39 | Thermonuclear FusionOptional Passive Level 39 Option 3/3 Fusion Missile spreads your Tracer Missile's Heat Signature to the targets it damages, if it damages at least one target already affected by your Heat Signature. Heatseeker Missiles fires additional quarter-strength missiles at nearby targets affected by your Heat Signature. Fusion Missile spreads your Tracer Missile's Heat Signature to the targets it damages, if it damages at least one target already affected by your Heat Signature. Heatseeker Missiles fires additional quarter-strength missiles at nearby targets affected by your Heat Signature. Solo Many-Enemy Suggestion: Without a doubt a great debuff to be spreading if your're purely AoEing, pull lots to make this useful! | |
LvL39 | CureCleanse 30m (long range) Cleanses a friendly target of up to 2 negative tech or physical effects. Your cleanse can help remove harmful effects from you or other players. | |
LvL39 | Hydraulic OverridesMovement 20m Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%. Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%. | |
LvL43 | Chaff FlareOptional Detaunt Defensive Level 43 Option 1/3 Reduces threat towards all current enemies, and for 6 seconds after use it increases melee and ranged defense chance by 35%, provides interrupt immunity, and grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs 1 incoming Force or tech attack. Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank. Solo Single-Enemy Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Power Overrides for a better Power Surge if having aggro isn't a big issue. Solo Many-Enemy Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Power Overrides for a better Power Surge if having aggro isn't a big issue. Flashpoint Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead. Operation Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead. | |
LvL43 | Supercharged CelerityOptional Operation Buff Level 43 Option 2/3 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. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes. 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. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes. | |
LvL43 | Power OverridesOptional Passive Level 43 Option 3/3 Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second charge, making your next two abilities with an activation time activate instantly. Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second charge, making your next two abilities with an activation time activate instantly. | |
LvL43 | Terminal VelocityPassive You passively vent 2 heat every 1.5 seconds. In addition, the heat generated by Rail Shot is reduced by 10. You passively vent 2 heat every 1.5 seconds. In addition, the heat generated by Rail Shot is reduced by 10. | |
LvL47 | Kolto OverloadDefensive 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. 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. | |
LvL47 | Priming ShotAttack 30m (long range) Fires a priming shot that deals weapon damage, allowing your next Tracer Missile to activate instantly and marking the target, if it hits. Marked targets take 5% more damage from ranged weapon attacks. Requires two blasters. Fires a priming shot that deals weapon damage, allowing your next Tracer Missile to activate instantly and marking the target, if it hits. Marked targets take 5% more damage from ranged weapon attacks. Requires two blasters. | |
LvL51 | Upgraded ArsenalPassive Reduces the pushback suffered while activating Power Shot, Tracer Missile, Concussion Missile, Fusion Missile, and Serrated Shot by 75%. Reduces the pushback suffered while activating Power Shot, Tracer Missile, Concussion Missile, Fusion Missile, and Serrated Shot by 75%. | |
LvL51 | Improved VentsOptional Passive Level 51 Option 1/3 Vent Heat now immediately vents an additional 15 heat and grants 10% alacrity for 6 seconds. Vent Heat now immediately vents an additional 15 heat and grants 10% alacrity for 6 seconds. | |
LvL51 | Energy RebounderOptional Passive Level 51 Option 2/3 When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds. When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds. General Suggestion: Arsenal certainly doesn't run into heat issues as easily as other styles might, and Energy Rebounders is a really great defensive boost in all content. Take by default. | |
LvL51 | Jet EscapeOptional Passive Level 51 Option 3/3 Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds. Reduces the cooldown of Jet Boost by 5 seconds and Determination by 30 seconds. In addition, the duration of Hydraulic Overrides is increased by 4 seconds. | |
LvL51 | Pinning FirePassive Unload and Blazing Bolts slow the target's movement speed by 70% for 3 seconds with each hit. Unload and Blazing Bolts slow the target's movement speed by 70% for 3 seconds with each hit. | |
LvL56 | Power SurgeBuff 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. 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. | |
LvL60 | Electro NetAttack Slow 30m (long range) Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing 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. Slows slow the enemy down, making it hard for them to run away. | |
LvL60 | Blazing BoltsAttack 30m (long range) Fires a continuous blaze of blaster bolts at the target, dealing weapon daamge 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. Fires a continuous blaze of blaster bolts at the target, dealing weapon daamge 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. | |
LvL60 | Target TrackingPassive Increases the critical damage bonus of Rail Shot, Heatseeker Missiles, and Priming Shot by 30%. Increases the critical damage bonus of Rail Shot, Heatseeker Missiles, and Priming Shot by 30%. | |
LvL64 | Kolto SurgeOptional Passive Level 64 Option 1/3 Kolto Overload triggers at, and can heal you up to, 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much each time it restores health. Kolto Overload triggers at, and can heal you up to, 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much each time it restores health. | |
LvL64 | Power ShieldOptional Passive Level 64 Option 2/3 Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts. Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts. | |
LvL64 | Thrill of the HuntOptional Passive Level 64 Option 3/3 Allows Unload, Blazing Bolts, and Progressive Scan to be activated while moving. Allows Unload, Blazing Bolts, and Progressive Scan to be activated while moving. General Suggestion: This choice singlehandedly makes mercenaries much more mobile than they normally are, making it much easier to position correctly and stay safe while remaining effective. If you find yourself remaining pretty still or moving in short bursts where this choice is less useful, Kolto Surge is a really good self-healing boost. | |
LvL67 | Fuel ReservesPassive Rocket Out gets an additional charge. Rocket Out gets an additional charge. | |
LvL68 | Rocket OutOptional Movement Level 68 Option 1/3 Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered. Jet backward 20 meters, gaining immunity to controlling effects while jetting. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Rocket Out. This effect can only occur once every 40 seconds. Cannot be used while immobilized or hindered. | |
LvL68 | Responsive SafeguardsOptional Defensive Level 68 Option 2/3 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. 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. General Suggestion: This reflect ability also absorbs all damage and heals you, making it one of the best defensive cooldowns in the game. Keep this as default unless you find yourself really needing the movement of Rocket Out or the 4 second stun from Electro Dart. | |
LvL68 | Electro DartOptional Stun 10m (short range) Level 68 Option 3/3 Fires an electro dart, dealing energy damage and stunning the target for 4 seconds. You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. | |
LvL68 | BarragePassive Tracer Missile and Sweeping Blasters finish the cooldown on Blazing Bolts. This effect cannot occur more than once every 8 seconds. Tracer Missile and Sweeping Blasters finish the cooldown on Blazing Bolts. This effect cannot occur more than once every 8 seconds. | |
LvL73 | AfterburnersOptional Passive Level 73 Option 1/3 Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away. Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away. | |
LvL73 | Gyroscopic Alignment JetsOptional Passive Level 73 Option 2/3 You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing. You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing. Solo Single-Enemy Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Gyroscopic Alignment Jets. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Regulators in solo fights to stay alive. Solo Many-Enemy Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Gyroscopic Alignment Jets. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Regulators in solo fights to stay alive. Flashpoint Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Gyroscopic Alignment Jets. The energy regeneration and damage boost are the best choice in the tier. Operation Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Gyroscopic Alignment Jets. The energy regeneration and damage boost are the best choice in this tier. | |
LvL73 | Trauma RegulatorsOptional Passive Level 73 Option 3/3 While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health. While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health. | |
LvL73 | BlowbackPassive Being interrupted grants Blowback, which makes your next Blazing Bolts immune to interruption. This effect cannot occur more than once every 8 seconds. Being interrupted grants Blowback, which makes your next Blazing Bolts immune to interruption. This effect cannot occur more than once every 8 seconds. | |
LvL78 | RiddlePassive Increases the critical hit chance for Blazing Bolts and Priming Shot by 10%. Increases the critical hit chance for Blazing Bolts and Priming Shot by 10%. |
Milestones
- At Level 15 you will get your first exclusive ability only the Arsenal Mercenary has, it will be called Tracer Missile.
- At Level 23 you will get to choose a way to change how Tracer Missile works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Arsenal Ability Tree on the right.
- At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
- At Level 47 you will get your second exclusive ability only the Arsenal Mercenary gets, it will be called Heatseeker Missiles.
- At Level 39 you will get to choose a way to change how Heatseeker Missiles works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Arsenal Mercenary has, Priming Shot and Blazing Bolts.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your Mercenary.
- All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.