User talk:118.208.46.28/Mercenary

== '''Strategy ''' == I'll start by saying; this build is primarily made for a SMG using Mercenary Siren. This strategy involves the uses of both the Assassin and Controller trees. Firstly, I’m going to assume that you’ve read up about mercenary sirens now, and you realise that I don’t have Girl Power selected as a skill. This would be because you don’t need it for this strategy. Try to pick up a Merc class mod that involves SMG damage, SMG ammo regen, High Velocity and Quicksilver. Rare, but I’ve seen some good ones lying about, and I’ve got one.

The primary strategy for this class is close to medium quarters, but thankfully, there is never a need for long range combat because of the way it’s used. As it is such a versatile build, it suits any situation and easily. Standing medium distance? Well now, you have an extremely fast firing, high velocity SMG that shoots 1 in 4 daze bullets. And assuming you have a decent SMG, that’s about 12-14 bullets per second, causing 3-4 daze bullets a second, and rendering any enemy at range completely helpless.

At close quarters, we have quicksilver, which makes your gun blaze into an enemy, doubling with Mind Games to slow them and reduce their accuracy severely. However, faced with multiple enemies, you could potentially get hurt right? Wrong. Because of Phase Walk. Once these upgrades are in play, you stay in phase walk for 9.5 seconds, in which time you could retreat, hide, or just heal for 66.5% of your health and for about the last 4.5 seconds your shield recharge kicks in and helps that as well, and you only have a 20 second cooldown minus the 2.4 seconds per kill that blackout offers.

This means, you can also be at long range and I mean really long, and because of the extended phase walk time, you can be within phase exit range of any turret or sniper that shoots at you. There is never need for long range combat.

This strategy is especially effective against the tougher enemies such as brutes, as because of the daze, and 25% extra critical hit damage, absolutely demolishes them.

Also helpful, because of phase walks reduced cooldown and extended time, if you’re ever caught out then running is almost as fast as driving