Heal, Ranged Damage
2 Blaster Pistols
- "If the best defense is a good offense, the Mercenary’s got the most intimidating defense in the galaxy; heavily modified blasters and deadly heat-seeking missiles make the Mercenary a mobile heavy weapons platform. There’s no problem extra firepower can’t solve, and no one with sense gets between a Mercenary and his or her target. All Mercenaries learn how to fire two blasters at once, and can opt to learn the skills of a Bodyguard, using state-of-the-art medical technologies to heal and protect allies; acquire an Arsenal of advanced rockets to rapidly deal damage; and access Advanced Prototypes including fiery missiles and darts to reduce an enemy’s survivability and regenerative capacity."
- ―In-game Codex (Game Rules)
The Mercenary is one of the two Advanced Classes for the Bounty Hunter, It is the "DPS" (Damage-Dealing) AC for the Bounty Hunter, and focuses heavily on dual wielding and use of the wrist-mounted Rocket Launcher. They can also be healers if leveled into Bodyguard.
If the best defense is a good offense, the Mercenary’s got the most intimidating defense in the galaxy. Heavily-modded blasters and deadly heatseeking missiles make the Mercenary a mobile heavy weapons platform. There’s no problem extra firepower can’t solve, and no one who knows what he’s doing gets between a Mercenary and his target.
- Dual Wield Guns
- Ranged DPS
The two Mercenary skill trees are Arsenal and Bodyguard. The shared Mercenary and Powertech skill tree is Pyrotech.
Uses advanced rocketry and specializes in taking down their targets quickly.
Gives the Bounty Hunter skills and technology to heal and restore his allies.
The Bounty Hunter utilizes elemental based attacks and range to gain the upper-hand in combat.
Dual Wield (Passive)
Allows you to wield two one-handed weapons.
Reduces the cool down of Revive by 100%
Combat Support Cylinder (Active)
Activation 1.50 seconds
Concussion Missile (Active)
Activation: 2 seconds
Cooldown: 1 Min
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 whilst knocked out.