Optimal Mercenary Build?

Ranma

Well-Known Member
Mar 26, 2016
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Not counting for slow gain, what is the best Mercenary build in the latest version of the game?
Is it still better to go Melee or did Ranged become better for them?
Its been a while since i last played mercenary and I'm curious cause i seem to remember reading something about ranged mercenary and machine guns/minigun/railgun(something like that) that was suposed to be really broken?
 

Evil

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Jul 18, 2017
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Ranged mercenaries really do just power through everything right now. So stick with perks from that branch, aim for kinetic weapons like the Stormbull shotgun or the Saurmorian railgun (both work well, it’s just down to preference)
 

Ranma

Well-Known Member
Mar 26, 2016
205
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I had to ask cause i have this image in my head of a treated amazon Steele butchering anything in her way with a minigun type thing team fortress 2 heavy style.
 
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Evil

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Jul 18, 2017
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I mentioned the shotgun and the railgun because they are the top tiered weapons for Mercenaries, due to their high kinetic damage, which is really benefit from the Merc's bonuses to kinetics. Probably the closest to the minigun is the chainlaser, which as an energy weapon is good, but not the most effective for a mercenary.
 

sumgai

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Jul 17, 2017
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I think the Railgun is better overall. With concentrate and the rail guns bonus hit rate, what you lack in crits you make up for in sustained damage. Not much can handle 3 or 4 Rapid Fires.
 

Evil

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Conversely, I much prefer the Stormbull. I prefer the accuracy over the crit, especially when using Rapid Fire.

But then again, it comes down to personal preference. The enemies get taken down regardless.
 

Darkwarpalg6

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Aug 28, 2015
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I still say melee all the friggin' way. A free and highly effective cleave ability that allows you space to pick up Detonation Charge, lunge to attack flyers which is the only real counter to your melee (ranged has a few 'range dodging' enemies, like dollmaker or the jumper), and just generally taking less of a penalty against blind or being able to use the ranged slot for the Warden Shield.

But really, either merc is effective at what they do, melees are great in most situations and ranged has incredible single-target output. You can get by with either.
 
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sumgai

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Jul 17, 2017
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That Hammer from Chaurmine... it's pure evil... to the people it hits. Nothing like Stunlocking a Juggernaut.
 

Azrael9986

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Jun 13, 2018
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one thing about the merc is it just me or are all the explosives we get kinda underwhelming for class features for it?
 

Evil

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Jul 18, 2017
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Thats the point, the explosives aren't meant to be overpowering. They're support for the Mercenary's main focus and they fill in a gap where the Merc isn't that strong. Melee Mercs can do damage to a couple of enemies using Cleave, but a single flying enemy can be a pain in the hole, so use the single explosive with the chance to set them on fire. Likewise, ranged Mercs are great at single enemy damage, but left open to multiple enemies. But wait, what's this? Cluster grenades? Boom, you're damaging several enemies at once and still maintaining excellent single enemy damage.
 

Kodoku

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Sep 10, 2015
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Build I typically use for Mercenary class:

Items:
Armor: Frostbane Plate
Undertop: Magnetic harness
Underwear: zip pouch or Hardlight Anti-Grav Jock
Shield: jumper shield, or Reaper Armaments Mark I Shield
Melee weapon: Frozen spire, plasma hawk, or widow's kiss
Ranged weapon: Warden Shield
Accessory: Salamander longcoat

Perks, by level:
2. Blood thirsty
3. Power strike
4. take cover of riposte, though riposte maybe better for this build
5. Carpet genades
6. Low tech solutions
7. Cleave
8. Second attack
9. Rending attacks
10. Lunge
 

Sir Scotch

Active Member
May 31, 2017
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I run the old ranged merc with the stormbull and gray goo armor, with my accessory being a travel cloak, jet pack, or salamander long coat depending on the situation. I like it the most though I have started creating new builds, and I have this nasty idea for a tech specialist using Emmy's Tweaked Vamp blade... Seriously, that thing is a monster of a weapon. I picked it up on a whim over her rifle (what I usually get and never use), and it makes your shields stay up for as long as their shield lasts. Combine that with an shield capacity focused build and become the juggernaut!
 

ScarletteKnight

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Dec 19, 2015
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I have this nasty idea for a tech specialist using Emmy's Tweaked Vamp blade... Seriously, that thing is a monster of a weapon. I picked it up on a whim over her rifle (what I usually get and never use), and it makes your shields stay up for as long as their shield lasts. Combine that with an shield capacity focused build and become the juggernaut!
The enemy shields don't last long enough on a Melee Tech, though I did use Emmy's Vamp Blade until the Phasic Whip was released. And a Shield Tech's shielding with Urbolg's prototype is amazing.
 

OldHickory

Well-Known Member
Jun 27, 2018
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I run the old ranged merc with the stormbull and gray goo armor, with my accessory being a travel cloak, jet pack, or salamander long coat depending on the situation. I like it the most though I have started creating new builds, and I have this nasty idea for a tech specialist using Emmy's Tweaked Vamp blade... Seriously, that thing is a monster of a weapon. I picked it up on a whim over her rifle (what I usually get and never use), and it makes your shields stay up for as long as their shield lasts. Combine that with an shield capacity focused build and become the juggernaut!
I run basically that with the Hirudo Devourer for what almost amounts to total self-sustain.
Made the Frost Wyrm super easy, slash until its psy-shield, which is completely vulnerable to draining, gives out, and then shoot at it until it goes down.
Split focus necessitated some gym time, though.
 

Azrael9986

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Jun 13, 2018
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How does the Hirudo Devourer actually work out damage wise? is it just as good as say the railgun or does the sustain make it better? healing more then most things can realistically deal?
 

ScarletteKnight

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Dec 19, 2015
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How does the Hirudo Devourer actually work out damage wise? is it just as good as say the railgun or does the sustain make it better? healing more then most things can realistically deal?
Sustain, Railgun is best for Merc. The healing when damage is dealt to HP is strong.
 

OldHickory

Well-Known Member
Jun 27, 2018
48
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How does the Hirudo Devourer actually work out damage wise? is it just as good as say the railgun or does the sustain make it better? healing more then most things can realistically deal?
As for exact numbers:
Railgun: 41(Kinetics), penetrating/bullet, -3 evasion
Hirudo: 32(16 kinetic, 16 corrosive), penetrating/draining, 5 crit, -15 fotification
So, that's a rather sizable difference.

I remember that it kept me in the fight against a lot of the tougher things without having to use Second Wind.
You can outlast basically anything, between 50% HP drain from the Devourer and 90% shield drain from the tweaked Vamp Blade
It worked against the Frostwyrm, Juggernaut, and let me actually fight Amara Faell, instead of going for a lust win. Made short work of all the Bothrioc due to their corrosion weakness.
Haven't tried it on Lash.

The idea is to Power Strike turn 1 to apply sunder, do normal attacks or more Power Strikes to break shields, and then clean up with Second Shot feeding the Consecutive Fire damage boost.