Best Weapons and Armor for Melee Merc?

BlackTarot

Member
Sep 12, 2019
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So I'm planning on playing as a Melee-focused mercenary, and I'm wondering what the best items to try for are. Usually I try to speed for the vibroblade and trilaser, with Goo-armor, but I was wondering if there's anything better I could be focusing on?
 

null_blank

Well-Known Member
Oct 29, 2015
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Joke answer: reroll a new Steele because melee mercs are a joke

Real answer: Dancing Flashblade from Akane, Gauntlets from Shizuya or Samurian War hammer from Charizard.
 

BlackTarot

Member
Sep 12, 2019
6
2
26
Joke answer: reroll a new Steele because melee mercs are a joke

Real answer: Dancing Flashblade from Akane, Gauntlets from Shizuya or Samurian War hammer from Charizard.
Heh, I'd reroll if it wasn't a story based character. A nerdy, thin, geeky Steele who grows into a powerful amazon and makes the entire galaxy ride her meat-bicycle.
 

null_blank

Well-Known Member
Oct 29, 2015
2,752
3,429
Some people swear by the Saumarian war hammer but personally I just find the accuracy malus too much to be worth it.
Melee merc doesn't get any perks that increase base accuracy unlike Tech specialists, so the additional penalty from your second attack really adds up. I wind up wearing the aim eyepiece and aim eyepiece mark II just to deal with it.
 

Theron

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Nov 8, 2018
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I haven't really played Mercenaries much, so most of this is theory crafting, but:
Ramshackle Power Armor gives +10 Accuracy, but -10 Evasion. It also has 20% Kinetic Resistance (35% total from Tough 2) and 20 Defense.
Pump King's Platemail has the highest Fortification right now at +50, but slightly lower defense than the Power Armor, and no extra Kinetic Resistance. No Evasion penalty.

I've found the Custom Shock Gear to be really good on my Melee Tech Specialist. Stun Chance, Bonus Hit Rate, a small amount of Fortification and 6% extra Crit chance is a great combination. While it doesn't qualify for Low Tech Solutions, the +20% only applies to base weapon damage.

You might consider the FZR Fire Suppression System in your Ranged slot. It inflicts Deep Freeze, which lasts 4 rounds, reduces Evasion by 50 and causes Crushing damage to automatically be Critical Hits. FZR doesn't benefit from Second Shot, so it's not really a good weapon for Ranged primaries. The Evasion penalty may make the Saurmorian Hammer more viable as well.

Picking up the Salamander Defense System might be worth it, since you more or less expect your Shield to go down.
Santa Hat gives +50 Fortification, if you just want a massive HP total.
Signet of Bravery gives +25 Fortification, but also increases Physique by 5 (only 2.5 more damage).

Note: While the Codex currently doesn't show your Evasion below 1%, you do take extra damage when you have negative Evasion, so -20% (-10 Power Armor, -5 Saurmorian Hammer, -5 FZR) might not be worth it, I don't know.
 
Last edited:

Theron

Well-Known Member
Nov 8, 2018
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20 Fortification and 5 Evasion are good, sure. 4 rounds (up to 8 attacks) of 2x damage attacks and increased accuracy is insane.

Keeping a Warden Shield for Uveto is a decent idea, since the Deep Freeze chance is decreased vs targets with Freezing Resistance.
 
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