While waiting for my EGA invite i decided to write a guide for Mercenary Bounty Hunters and Commando Troopers, which are essentially the same, to help my fellow BH/Troopers.
Please notice this thread is still WIP and it is mostly based on theorycrafting rather than on experience (only played BH untill early 30's during the beta) But the info here should be pretty accurate
Out of the 2 available DPS specs Arsenal (Bounty Hunter) / Gunnery (Trooper) is clearly the best, Pyrotech/Assault Specialist is the obvious PvP tree. Since this is thread is focussed on DPS i'll focus on the 1st mentioned trees. For the rest of the guide i'll use the Bounty Hunter as example, you can find the resembling talents for the Trooper on a site like http://knotor.com.
This list only include the dps abilities that will be used, not survival, healing etc.
High Velocity Gas Cylinder - Cylinders are comparable to stances in wow, which means you can have only 1 active. The gas cylinder gives additional armor penetration and with the improvements from multiple talents its the obvious choice.
Tracer Missle - Your primary attack. It stacks armor penetration, as well as buffing your Rail Shots. With talents this becomes a very heat efficient, with decent damage and no cooldown!
Heartseeker Missile - A very high damage ability with a 15s cooldown. You want to use this as soon as its off CD and ur at 5 stacks of tracer missles.
Unload - A 3 sec channeled ability with a 15s cd. It has pretty decent DPS by default, but with a Barrage proc it's without a doubt a strong ability.
Rail shot - Also a fairly strong ability with a 15s cd and has a very low heat costs.
Rapid Shots - The filler ability. Costs no heat but has very low damage.
Mandalorian Iron Warheads - Required
Integrated Systems - Next to useless
Ironsights - Required
Stabilizers - Required
Muzzle Fluting - Required
Upgraded Arsenal - Required
Custom Enviro Suit - Optional / Recommended
Power Barrier - Required (if you skip this one you better stop playing)
Afterburners - Optional
Tracer Missile - Required
Target Tracking - Required
Jet Escape - Optional
Light 'Em Up - Required
Termal Velocity - Required
Pinning Fire - Optional
Riddle - Required
Tracer Lock - Required
Kolto Vents - Optional / Recommended
Barrage - Required
Power Overrides - Optional / Recommended
Heartseeker Missle - Required
Improved Vents - Optional / Recommended
Med Tech - Avoid it
Hired Muscle - Required
Empowered Scans - You aren't a healer
Surgical Precision System - Same as above
Supercharged Gas - Useless
Critical Reaction - Optional
Advanced Targeting - Optional / Recommended
System Calibrations - Optional
Integrated Cardio Package - Optional
Superheated Gas - Useless
Sweltering Heat - Useless
Gyroscopic Alignment Jets - Optional
The spec i'll be using myself: 5/31/5
Down here you can find the list with stat priorities, listed from most important to least important. I also added a short description of what the stat exactly does.
Aim - Your primary stat that increases damage, much like strength, agility and intellect in wow.
Accuracy - Basicly hit rating untill you reach 100%, and then turns into armor/spel penetration. Loses value after you reach 100%
Crit - Increases critical strike chance
Power - Increases melee, ranged, force and tech damage
Tech Power - Increases tech damage (found on weapons)
Surge - Increases crit damage, might become more usefull with higher crit rates.
Alacrity - Haste
Presence - Increases companion health, damage and healing, only usefull while leveling or doing solo content.
I listed Alacrity last because all it essentially does is making more room to add in an additional Rapid Shots once in a while, which is nothing but a poor filler. That means the DPS increase is minimal and not worth it.
Before discussing the the rotations there is one very important thing that i should notice. The more heat you got, the slower it cools down. That means you dont want to go all-out, you will need to manage your heat to optimize DPS.
Here is a table of how heat regenerates:
At the start of a fight you can start nuking untill you reach 60 heat. At that point activate vent heat and then start managing your heat. You should try to stay below 30 heat, but if a long CD ability is ready don't wait to long and activate it. Try not to go over 40 heat though, unless vent heat is ready.
Merc/Com uses a priority system rather than a rotation, and is highly dependable on Buffs and Debuffs.
These are the general rules, followed in the same order as below. If the statement is false or the ability is on CD go to the next step.
1. Heat over 30 > Rapid Shots
2. Heat Signature debuff stacked up 5 times > Heartseeker Missile
3. Target Lock stacked up 5 times > Rail Shot
4. Barrage Procced > Unload
5. If none of the above is true use Tracer Missile