![]() ![]() Presence of debuff increases DPS by approximately In order to deal maximum damage, Arsenal requires 2 DPS debuffs provided by other disciplines: DPS Debuff How can I do as much damage as possible in each GCD (global cooldown, 1.5 second duration before you can activate another ability) given the constraints of the fight? Which ability do I use right now that will provide me the most DPS? How can I maximize my uptime? If I’m not activating an ability right now, why not? Can I finish this cast before I need to move? What happens if I don’t have time to finish a cast before moving? Can the healers deal with it without too much stress? Group Composition Tips Guarding is now a tank-only ability, which is the logical next step since the nerf to Guard for DPS partway through 6.0 was ineffective at stopping its ubiquity in PvP. Thermal Sensor Override was the only ability that was fully removed from the Combat Style and there aren’t any new baseline effects, but 7 abilities were locked away behind 3 choices instead of the usual 5.īattle rezzes in general are now healer-only (so Onboard AED is now restricted to Bodyguard), but there is no longer a global 5 min lockout on those abilities, so it’s treated just like any other ability, albeit with a much longer cooldown. Mercenary is one of the exceptions here though. In addition, many extremely situational abilities were pruned entirely. This means almost all disciplines had 5 abilities locked away behind choices with the option for players to keep up to 3 of them. ![]() The 3 abilities are almost always the same for each discipline. The third option is less consistent, it seems to be there as an extra balance lever for BioWare since some abilities that got locked away are more impactful than others. Another of the abilities is the movement ability with the longest cooldown. One of the abilities is always one of your primary CCs, either the 8s mez or 4s hard stun. 1 choice where you’re picking 1 of 3 abilities.The other seems to be related to PvP balance, but there isn’t a clear pattern beyond the choice forcing players to decide which of 3 capabilities they want to keep. One of the ability choices tends to be an offensive cooldown (OCD). 2 choices where you’re picking between 1 ability or 1 of 2 passives.These choices are almost always the same for all disciplines. 3 choices which are just old Utility effects.2 choices buff a discipline-specific ability (2 abilities, 1 choice each).The options have several similarities across the Combat Styles: Each discipline has 8 choices where they pick 1 of 3 options. Utility points are gone! Instead, there is a new system called the Ability Tree. You can check at the top of the guide to see if the guide has been updated for the most recent patch. In terms of survivability, Mercenaries got nerfed slightly thanks to the complete removal of their AoE RDT and effective loss Kolto Surge (65% Kolto Overload), though Chaff Flare now has both the effects of Arsenal and IO baseline while Trauma Regulators (Energy Shield heal stacks) and Energy Rebounder (Energy Shield CD reduction) remain accessible, so Mercenaries should still be able to handle anything that comes their way.īioWare will likely be making balance changes throughout the first few patches, so be sure to check back to this guide after each update. The Thermonuclear Fusion tactical from 6.0 was integrated into the ability tree, and combined with the fact that Arsenal has weaker single-target ability tree buffs than many other disciplines, it effectively has easier access to fairly potent rotational AoE, particularly compared to other burst DPS specs which lost a ton of AoE power in 7.0. Yes, you will have to work a bit harder compared to your mDPS peers in group content to pull viable numbers, but you should still be able to clear almost all content with Arsenal, and even without massive crits, throwing out missiles like candy is still extremely fun. Don’t let this discourage you from playing what you want. SWTOR 7.0 Arsenal Mercenary PvE Guide (DPS) for beginners and more experienced veterans: Skills, Choices, Rotations, Gearing, Builds, Tips!Īrsenal Mercenary is capable of dealing gargantuan amounts of damage with individual missile attacks and high-velocity blaster bolts that can penetrate armor including being able to deal over 100k damage with a single shot! Unfortunately, these massive bursts are inconsistent and do not translate to high sustained DPS.Īrsenal does have a build that works much better for sustained damage, though it isn’t as exciting, and even with the buffs in 7.1, it remains one of the weakest DPS specs in the game.
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