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.
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.
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 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.
Before you Begin…
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.
- Press ESC on your keyboard, choose Interface Editor from the menu
- Select the “Target Frame” box where the portrait of your enemy would appear
- In the center box, scroll down and check 🔲 Highlight Debuff, then scroll down more and check 🔲 Personal Debuffs
- Save. This will show your own debuffs highlighted in gold so you don’t mix them up with your groups’!
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 Ordnance Mercenary & Special Assault Commando by Terssus on YouTube (7.4)
- Assault Specialist / I.O. 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Innovative Ordnance Mercenary Quick PVP Guide by Ivano on YouTube (7.3.1)
- Innovative Ordnance Mercenary Guide by Biggs on YouTube (7.01)
- Preliminary 7.0 Innovative Ordnance PvE Guide by Rekui on Theorycrafters (7)
- Innovative Ordnance 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
- 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.
- 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 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.
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.
Fires a missile that explodes on contact igniting the target for elemental damage and additional elemental damage over 15 seconds.
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.
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.
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.
Multi-Enemy Solo Suggestion: Eruptive Flames - This sees the most use with extra enemies, so if you can survive pulling two groups at a time, this choice will speed things up for sure.
Solo Single-Strong-Enemy Suggestion: Volatile Cinders - Volatile Cinders will result in the highest damage bonus over time.
Flashpoint Suggestion: Volatile Cinders - Volatile Cinders will result in the highest damage bonus over time.
Operation 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 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: 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.
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.
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.
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.
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.
Multi-Enemy Solo Suggestion: Heavy Shrapnel - Turning thermal detonator into an AoE is sure to speed up your trash fighting.
Solo Single-Strong-Enemy 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.
Flashpoint 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.
Operation 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.
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 Innovative Ordnance 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: 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 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 Innovative Ordnance 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 Innovative Ordnance 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. 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.
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 | 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. Solo Many-Enemy Suggestion: This sees the most use with extra enemies, so if you can survive pulling two groups at a time, this choice will speed things up for sure. | |
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 | 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%. | |
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 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 | 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. Solo Many-Enemy Suggestion: Turning thermal detonator into an AoE is sure to speed up your trash fighting. | |
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 | 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 | 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 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 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 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 | 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 | 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 | 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 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. 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.