Mercenary Innovative Ordnance Basics Guide

Innovative Ordnance

Taking advantage of chaos they’ve created is what the Innovative Ordnance Mercenary is all about. With an arsenal of explosives and piercing munitions, the I.o. Merc’s barrage of missiles, grenades and weapon blasts cause lasting, destructive damage to all their enemies.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Pistols
  • Distance: Long Range
  • Mirror: Commando – Assault Specialist

Innovative Ordnance for New Players

  • Innovative Ordnance is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
  • Of all the long-range classes, I.O. is the most mobile! You don’t need to stand still for a large majority of your abilities.
  •  If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide, however it is harder to learn than its other Mercenary damage option, Arsenal.
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How to play a Innovative Ordnance Mercenary

You can start playing Innovative Ordnance at level 1. To start playing Innovative Ordnance, 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 Innovative Ordnance 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.

Below Level 80

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.

Level 80

5 Ability Basic Rotation

Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Innovative Ordnance Mercenary until you’re ready to read and learn from a true level 80 guide.

  • Incendiary Missile and Serrated Shot are your important Damage over Time (DoT) abilities – consider them like a single combined ability. Always make sure these are on your target every 15 seconds, but do not apply them over and over.
  • Unload makes another ability free – but to help with timing, before you use Unload, first use Power Shot (mentioned below), and then after Unload is done, use Power Shot again.
  • Thermal Detonator can be thrown and then exploded with your next ability, Mag Shot!
  • Mag Shot is free when it’s sparkling. This ability is your biggest hitter, and the more times you can use it – even if it’s not sparkling – the better your damage will be!
  •  Power Shot is free to use after Mag Shot – so use it when it’s sparkling! If you have no other abilities left at all, alternate between using the non-sparkling Power Shot and your Rapid Shots ability so you don’t overheat.

The Innovative Ordnance rotation can be memorized quite easily unlike many other disciplines.
1) Apply your two DOTS 2) Power Shot-Unload-Power Shot 3) throw a grenade, and then follow the sparkling Mag Shot – Power Shot – Mag Shot.

 

Multiple Enemies 

  • Use Fusion Missile to spread your DoTs from one target to the rest after applying them to one target, and deal quite a large amount of passive damage to a large group even while you continue firing on just one target.
  • For even more Area Damage, Death from Above does excellent area damage after your Fusion Missile has already spread your DoTs.

Extra Tips

  • Feeling spicy? Use your Supercharged Gas when it glows to add an extra DoT to the target and increase damage of all DoTs! If you have time before the fight, use your health regeneration ability Recharge and Reload to pre-load it, apply both your dots, then use Supercharged Gas immediately afterwards to amplify them!
  • Use Vent Heat before using Unload to help keep your heat low. For longer fights, instead of always using non-sparkling Power Shot, alternate it out for your heat-free Rapid Shots every other rotation round.
  • When your enemy is below 30% health, Missile Blast will sparkle, making it almost free and do extra damage. Use it instead of Power Shot when it’s sparkling!
  • Is Electro Net available? Use it instead of your non-sparkling Power Shot for bonus damage.
Level 80

Before you Begin…

Compared to other classes: At the moment (update 7.0), I.O. is considered one of the weakest classes in the game at level 80. You will be able to easily do more than enough damage for all basic group content including Story Mode Operations and all Flashpoints with the 5-key rotation, so don’t be afraid to try this discipline if it looks fun. If you choose to try harder content, you will need to work twice as hard at doing high damage compared to playing on many other classes, and some fights will still be out of reach even if you’re playing this class to its highest capabilities. We are hoping this class gets a boost in future updates so it can play at a similar level to other classes.

If you have 3,000 Tech Fragments, go and buy the Energized Charges tactical item.

With the Energized Charges tactical, Supercharged Gas and it’s DoT effect last twice as long and work better!


Making your Serrated Shot and Incendiary Missile (every 15 seconds) debuffs more visible on your enemy can make it easier to know when they are about to fall off.

 

  1. Press ESC on your keyboard, choose Interface Editor from the menu
  2. Select the “Target Frame” box where the portrait of your enemy would appear
  3. In the center box, scroll down and check 🔲 Highlight Debuff, then scroll down more and check 🔲 Personal Debuffs
  4. Save. This will show your own debuffs highlighted in gold so you don’t mix them up with your groups’!

Level 80 Gear Recommendations
More Information:
Level 80 In-Depth Community Guides

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

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
  • Incendiary Missile - AttackLevel 15
  • Sweeping Blasters - Area AttackLevel 19
  • Fusion Missile - Area AttackLevel 23
  • Unload - AttackLevel 27
  • Sticky Dart - Optional Area Attack Level 27 Option 1/3Level 27
  • Thermal Detonator - AttackLevel 35
  • Serrated Shot - AttackLevel 47
  • Electro Net - Attack SlowLevel 60
  • Mag Shot - AttackLevel 60 REPLACES Rail Shot at Level 60+

Multiple Enemy Attack Abilities

These Innovative Ordnance 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 Innovative Ordnance buffs with your attacks to create powerful combinations.

  • Hunter's Boon - Passive Class BuffLevel 1
  • Vent Heat - BuffLevel 4
  • 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.

  • Energy Shield - DefensiveLevel 15
  • 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
  • Stealth Scan - Optional Stealth Detection Level 27 Option 3/3 - Fires off probes that scan the area for stealth opponents for 15 seconds and grants a charge of Battlefield Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges.Level 27
  • Concussion Missile - Crowd Control - Your crowd control (CC) is a special type of stun you can only use 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
  • Rocket Out - Movement - Jet backward 20 meters, gaining immunity to controlling effects while jetting. Cannot be used while immobilized or hindered. Requires two blasters.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
  • Hydraulic Overrides - Optional Movement Level 68 Option 1/3 - Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.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 Innovative Ordnance 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 Innovative Ordnance 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 Innovative Ordnance Mercenary.

Solo Suggestions
73
68
64
51
43
39
27
23
Flashpoint Suggestions
73
68
64
51
43
39
27
23
Operation Suggestions
73
68
64
51
43
39
27
23

Level 23 Choice: Incendiary Missile Change

Choose from one of three ways that you want Incendiary Missile to change at level 23. Your options are Eruptive Flames, Incendiary Ignition, and Volatile Cinders.

Incendiary Missile

Fires a missile that explodes on contact igniting the target for elemental damage and additional elemental damage over 15 seconds.

Eruptive Flames

Periodic damage from Incendiary Missile has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target.

Periodic damage from Incendiary Missile has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target.

Incendiary Ignition

Targets affected by your Incendiary Missile's periodic damage take 35% more damage from your Combustible Gas Cylinder.

Targets affected by your Incendiary Missile's periodic damage take 35% more damage from your Combustible Gas Cylinder.

Volatile Cinders

Periodic damage from Incendiary Missile has a 50% chance to trigger Volatile Warhead, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds.

Periodic damage from Incendiary Missile has a 50% chance to trigger Volatile Warhead, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds.

General Suggestion: Volatile Cinders - Volatile Cinders will result in the highest damage bonus over time.

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 Innovative Ordnance Mercenary for the Level 27 choice are Sticky Dart, Power Barrier, and Stealth Scan.

Sticky Dart

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 Barrier

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.

Stealth Scan

Fires off probes that scan the area for stealth opponents for 15 seconds and grants a charge of Battlefield Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges.

Fires off probes that scan the area for stealth opponents for 15 seconds and grants a charge of Battlefield Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges.

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: Thermal Detonator Change

Choose from one of three ways that you want Thermal Detonator to change at level 39. Your options are Impact Explosives, Heavy Shrapnel, and Slow Burn.

Thermal Detonator

Hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage, then burning the target for elemental damage over the next 12 seconds. Power Shot and Mag Shot cause the thermal detonator to detonate immediately. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.

Impact Explosives

Thermal Detonator deals 50% more kinetic damage but no longer deals elemental damage, and Power Shot and Mag Shot cannot detonate it early.

Thermal Detonator deals 50% more kinetic damage but no longer deals elemental damage, and Power Shot and Mag Shot cannot detonate it early.

Heavy Shrapnel

Thermal Detonator can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target.

Thermal Detonator can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target.

Slow Burn

Periodic damage from Thermal Detonator is 30% stronger and burns for 6 seconds longer.

Periodic damage from Thermal Detonator is 30% stronger and burns for 6 seconds longer.

General Suggestion: Slow Burn - This choice is by far the strongest increase to Thermal Detonator, turning it into a serious damage over time effect that you should remember to keep up.

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 Innovative Ordnance Mercenary for the Level 43 choice are Chaff Flare, Supercharged Celerity, and Power Overrides.

Chaff Flare

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.

Supercharged Celerity

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.

Power Overrides

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 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 Innovative Ordnance Mercenary for the Level 51 choice are Improved Vents, Energy Rebounder, and Jet Escape.

Improved Vents

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.

Energy Rebounder

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.

Jet Escape

Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds and Determination by 30 seconds.

Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds and Determination by 30 seconds.

General Suggestion: Improved Vents - IO can be extremely heat intensive, take Improved Vents for all content.

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 Innovative Ordnance Mercenary for the Level 64 choice are Kolto Surge, Power Shield, and Thrill of the Hunt.

Kolto Surge

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.

Power Shield

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.

Thrill of the Hunt

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 Innovative Ordnance Mercenary for the Level 68 choice are Hydraulic Overrides, Responsive Safeguards, and Electro Dart.

Hydraulic Overrides

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%.

Responsive Safeguards

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.

Electro Dart

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 speed boost of Hydraulic Overrides 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 Innovative Ordnance Mercenary for the Level 73 choice are Afterburners, Gyroscopic Alignment Jets, and Trauma Regulators.

Afterburners

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.

Gyroscopic Alignment Jets

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.

Trauma Regulators

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 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. If not applicable, take Trauma Regulators.

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 the tier. If not applicable, take Trauma Regulators.

All Abilities

All your abilities for the Innovative Ordnance Mercenary.

LvlIconAbility
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
Early IgnitionHidden Passive

Mag Shot and Power Shot cause targets with a primed Thermal Detonator to combust early, dealing additional damage over 12 seconds.

Mag Shot and Power Shot cause targets with a primed Thermal Detonator to combust early, dealing additional damage over 12 seconds.

LvL1
Power BarrelsHidden Passive

Reduces the cooldown of Fusion Missile by 6.5 seconds and lowers the heat it generates by 5.

Reduces the cooldown of Fusion Missile by 6.5 seconds and lowers the heat it generates by 5.

LvL1
Rapid VentingHidden Passive

Reduces the cooldown of Vent Heat by 30 seconds and the heat Rapid Scan generates by 5.

Reduces the cooldown of Vent Heat by 30 seconds and the heat Rapid Scan generates by 5.

LvL1
Superheated GasHidden Passive

Increases the damage deat by Combustible Gas Cylinder by 10% and its chance to be triggered by 5%.

Increases the damage deat by Combustible Gas Cylinder by 10% and its chance to be triggered by 5%.

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
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
Supercharged GasBuff

Requires and converts 10 stacks of Supercharge to vent 10 heat, increase periodic damage dealt by 10% for 8 seconds, and cause the next successful ranged attack on a target affected by your Incendiary Missile's burn to apply Supercharged Burn to the target, which deals elemental damage over 4 seconds.

Requires and converts 10 stacks of Supercharge to vent 10 heat, increase periodic damage dealt by 10% for 8 seconds, and cause the next successful ranged attack on a target affected by your Incendiary Missile's burn to apply Supercharged Burn to the target, which deals elemental damage over 4 seconds.

LvL15
Incendiary MissileAttack 30m (long range)

Fires a missile that explodes on contact igniting the target for elemental damage and additional elemental damage over 15 seconds.

Fires a missile that explodes on contact igniting the target for elemental damage and additional elemental damage over 15 seconds.

LvL15
Volatile WarheadPassive

Dealing periodic damage to a target with less than 30% max health grants Volatile Warhead, which reduces the heat generated by your next Missile Blast by 10 and increases the damage it deals by 75%, and generates two stacks of Supercharge. This effect cannot occur more than once every 15 seconds.

Dealing periodic damage to a target with less than 30% max health grants Volatile Warhead, which reduces the heat generated by your next Missile Blast by 10 and increases the damage it deals by 75%, and generates two stacks of Supercharge. This effect cannot occur more than once every 15 seconds.

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
Superheated ShotPassive

Rail Shot and Mag Shot ignore 30% of the target's armor and dealing damage with either ability will always trigger your Combustible Gas Cylinder. In addition, if Rail Shot or Mag Shot is used against a burning target, you vent 5 heat.

Rail Shot and Mag Shot ignore 30% of the target's armor and dealing damage with either ability will always trigger your Combustible Gas Cylinder. In addition, if Rail Shot or Mag Shot is used against a burning target, you vent 5 heat.

LvL23
Eruptive FlamesOptional Passive Level 23 Option 1/3

Periodic damage from Incendiary Missile has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target.

Periodic damage from Incendiary Missile has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target.

LvL23
Incendiary IgnitionOptional Passive Level 23 Option 2/3

Targets affected by your Incendiary Missile's periodic damage take 35% more damage from your Combustible Gas Cylinder.

Targets affected by your Incendiary Missile's periodic damage take 35% more damage from your Combustible Gas Cylinder.

LvL23
Volatile CindersOptional Passive Level 23 Option 3/3

Periodic damage from Incendiary Missile has a 50% chance to trigger Volatile Warhead, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds.

Periodic damage from Incendiary Missile has a 50% chance to trigger Volatile Warhead, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds.

General Suggestion: Volatile Cinders will result in the highest damage bonus over time.

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.

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
Stealth ScanOptional 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 a charge of Battlefield Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges.

Fires off probes that scan the area for stealth opponents for 15 seconds and grants a charge of Battlefield Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges.

LvL31
Emergency ScanHeal 30m (long range)

Instantly heals a friendly target.

Instantly heals a friendly target.

LvL35
Thermal DetonatorAttack 30m (long range)

Hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage, then burning the target for elemental damage over the next 12 seconds. Power Shot and Mag Shot cause the thermal detonator to detonate immediately. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.

Hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage, then burning the target for elemental damage over the next 12 seconds. Power Shot and Mag Shot cause the thermal detonator to detonate immediately. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.

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 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
Sweltering HeatPassive

Incendiary Missile reduces the movement speed of the target by 30% while it burns them. Additionally, Incendiary Missile makes the target Assailable for 45 seconds. Assailable targets take 7% more internal and elemental damage.

Incendiary Missile reduces the movement speed of the target by 30% while it burns them. Additionally, Incendiary Missile makes the target Assailable for 45 seconds. Assailable targets take 7% more internal and elemental damage.

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
Impact ExplosivesOptional Passive Level 39 Option 1/3

Thermal Detonator deals 50% more kinetic damage but no longer deals elemental damage, and Power Shot and Mag Shot cannot detonate it early.

Thermal Detonator deals 50% more kinetic damage but no longer deals elemental damage, and Power Shot and Mag Shot cannot detonate it early.

LvL39
Heavy ShrapnelOptional Passive Level 39 Option 2/3

Thermal Detonator can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target.

Thermal Detonator can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target.

LvL39
Slow BurnOptional Passive Level 39 Option 3/3

Periodic damage from Thermal Detonator is 30% stronger and burns for 6 seconds longer.

Periodic damage from Thermal Detonator is 30% stronger and burns for 6 seconds longer.

General Suggestion: This choice is by far the strongest increase to Thermal Detonator, turning it into a serious damage over time effect that you should remember to keep up.

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
Rocket OutMovement 20m

Jet backward 20 meters, gaining immunity to controlling effects while jetting. Cannot be used while immobilized or hindered. Requires two blasters.

Jet backward 20 meters, gaining immunity to controlling effects while jetting. Cannot be used while immobilized or hindered. Requires two blasters.

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 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
Innovative Particle AcceleratorPassive

Power Shot, Unload, and Sweeping Blasters finish the cooldown on Rail Shot and Mag Shot and make the next Rail Shot or Mag Shot generate no heat. This effect cannot occur more than once every 7.5 seconds.

Power Shot, Unload, and Sweeping Blasters finish the cooldown on Rail Shot and Mag Shot and make the next Rail Shot or Mag Shot generate no heat. This effect cannot occur more than once every 7.5 seconds.

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
Serrated ShotAttack 30m (long range)

Fires special serrated bolts at the target that deal weapon damage and cause the target to bleed for internal damage over 15 seconds. This bleed marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks. Requires two blasters.

Fires special serrated bolts at the target that deal weapon damage and cause the target to bleed for internal damage over 15 seconds. This bleed marks its target for 45 seconds. 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.

General Suggestion: IO can be extremely heat intensive, take Improved Vents for all content.

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.

LvL51
Jet EscapeOptional Passive Level 51 Option 3/3

Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds and Determination by 30 seconds.

Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds and Determination by 30 seconds.

LvL51
Collateral DamagePassive

Fusion Missile deals 25% more damage and speards your Incendiary Missile burn and Serrated Shot bleed effects to targets it hits if it hits a target with those effects.

Fusion Missile deals 25% more damage and speards your Incendiary Missile burn and Serrated Shot bleed effects to targets it hits if it hits a target with those effects.

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
Mag ShotAttack 30m (long range)

Fires a very powerful shot at the target that deals weapon damage. Requires two blasters. Replaces Rail Shot.

Fires a very powerful shot at the target that deals weapon damage. Requires two blasters. Replaces Rail Shot.

LvL60
Relentless OrdnancePassive

Elemental attacks deal 5% more damage to bleeding targets, and periodic effects deal 30% more damage to targets below 30% max health. In addition, once every 10 seconds, gaining a stack of Supercharge grants Relentless Ordnance, increasing your critical chance by 10% for 10 seconds.

Elemental attacks deal 5% more damage to bleeding targets, and periodic effects deal 30% more damage to targets below 30% max health. In addition, once every 10 seconds, gaining a stack of Supercharge grants Relentless Ordnance, increasing your critical chance by 10% for 10 seconds.

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
Hydraulic OverridesOptional Movement Level 68 Option 1/3

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%.

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 speed boost of Hydraulic Overrides 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
Speed to BurnPassive

Damage dealt by Mag Shot makes your next Power Shot, Serrated Shot, or Rapid Scan activate instantly. This effect cannot occur more than once every 15 seconds.

Damage dealt by Mag Shot makes your next Power Shot, Serrated Shot, or Rapid Scan activate instantly. This effect cannot occur more than once every 15 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 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. If not applicable, take Trauma Regulators.

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 the tier. If not applicable, take Trauma Regulators.

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
Ordnance ExpertPassive

Increases ranged critical chance by 5% and the critical damage bonus for Unload, Power Shot, Thermal Detonator, and Mag Shot by 15%.

Increases ranged critical chance by 5% and the critical damage bonus for Unload, Power Shot, Thermal Detonator, and Mag Shot by 15%.

LvL78
Surging ShotsPassive

Dealing periodic damage grants Surging Shots, increasing the damage dealt by your next Power Shot or Sweeping Blasters by 1%. This effect can stack up to 10 times and lasts up to 15 seconds.

Dealing periodic damage grants Surging Shots, increasing the damage dealt by your next Power Shot or Sweeping Blasters by 1%. This effect can stack up to 10 times and lasts up to 15 seconds.

Milestones

  • At Level 15 you will get your first exclusive ability only the Innovative Ordnance Mercenary has, it will be called Incendiary Missile.
  • At Level 23 you will get to choose a way to change how Incendiary 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 Innovative Ordnance 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 Innovative Ordnance Mercenary gets, it will be called Thermal Detonator.
  • At Level 39 you will get to choose a way to change how Thermal Detonator works from three different options in your Ability Tree.
  • At Level 47 and 60 you will get your last two exclusive abilities only the Innovative Ordnance Mercenary has, Serrated Shot and Mag Shot.
  • 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.
Learn Your Class
Combat StyleDisciplineRoleDisciplineCombat Style
SentinelWatchman DOT DamageAnnihilationMarauder
Combat Burst DamageCarnage
Concentration Burst DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DOT (AOE) DamageVengeance
Focus Burst DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration Burst DamageDeception
Serenity DOT DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics Burst DamageLightning
Balance DOT DamageMadness
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DOT DamagePyrotech
Tactics
Burst DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery Burst DamageArsenal
Assault Specialist DOT DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper Burst DamageConcealment
Ruffian DOT DamageLethality
GunslingerSharpshooter Burst DamageMarksmanshipSniper
Saboteur DOT DamageEngineering
Dirty Fighting DOT DamageVirulence
Learn Your Mirror
Combat StyleDisciplineRoleDisciplineCombat Style
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DamagePyrotech
Tactics
DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery DamageArsenal
Assault Specialist DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper DamageConcealment
Ruffian DamageLethality
GunslingerSharpshooter DamageMarksmanshipSniper
Saboteur DamageEngineering
Dirty Fighting DamageVirulence
SentinelWatchman DamageAnnihilationMarauder
Combat DamageCarnage
Concentration DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DamageVengeance
Focus DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration DamageDeception
Serenity DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics DamageLightning
Balance DamageMadness

Thank you...

One:

Thank you to these players who have submitted cool screenshots of their Imperial Agent characters:

@saoirse_ie (Main Image & Operative), @MagSulDeruyter (Marksmanship), @MagSulDeruyter (Virulence), @kivurikardok (Operative), @Darth_Amarth (Medicine), @JacksonM95 (Engineering), @BeardMan_Roy (Sniper), @M3KON_ (Combat), @M3KON_ (Armor & Weapons), @loreleif, Swtorista (Concealment), Swtorista (Lethality), Swtorista (companions)

Thank you to these players who have submitted cool screenshots of their Trooper characters:

@Failtasmagoria (Main Image), @ravendas2_0 (blue armor red hair), Pathrik I think (aqua glow), @OurManOnEarth (Species), @agentcupholder (Gunnery), @phyreblade (Combat Medic), @agentcupholder (Story), @PanagiotisLial1 (Commando), @DBSaitre (Assault Specialist), @tomlewookie (Plasmatech), @Caelvin_Dulany (Vanguard), Swtorista (Shield Specialist), @tomlewookie (Armor & Weapons), @adsinmalgusland (Combat), @phyreblade (Companions)

Thank you to these players who have submitted cool screenshots of their Smuggler characters:

@AlexDGeslin (Gunslinger), @rebelrealcanon (Ruffian), @Kayeri (Scoundrel & Main Image), @adsinmalgusland (Story), @phyreblade (Sawbones), @Nathswtor (Saboteur), @PequeClonSW (Dirty Fighting), @MagSulDeruyter (Scrapper), @WardenVakarian (Species), @gh0uldude (Combat), @gh0uldude (Armor & Weapons), Swtorista (Sharpshooter), @MagSulDeruyter (Nar Shaddaa), Swtorista (Companions)

Thank you to these players who have submitted cool screenshots of their Bounty Hunter characters:

@M3KON_ (Main Image), @adsinmalgusland (Species), @ShintarCommando (Advanced Prototype), @rebelrealcanon (Combat), @Kayeri (Powertech), @DHGamerMR (Armor & Weapons), @JamieD1138 (Innovative Ordnance), @phyreblade (Bodyguard), @SkyKard (Shield Tech), @GatoHacker (Story),  @Nyethux (Purotech), Swtorista (Arsenal), Swtorista (Mercenary), Swtorista (Companions)

Thank you to these players who helped look over the summaries for their favorite tech disciplines:

@Eksys, @ASadiablo, @CT7056, PatrikOfHavoc, Daghdha, Aflixion Starr, @TodayinTor, @DumaarShay, @BinaryNine, @Duccisan, @gh0uldude, @Kagetheorc, @Encurez, @zer0_pe,

Thank you to Zahk for writing the initial round of 5-button rotations, Merlyn for providing first-look feedback, and Mark Biggs for giving a final lookover of the rotations.

  And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!