From Star Wars: The Old Republic Wiki
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Vanguard is a Trooper advanced class.
Unstoppable and utterly fearless, Vanguards are the first and best line of defense in the Republic Military.
Ability Rotations
for standard mobs, using the blaster and healing companion is fine
for groups, using harpoon and positioning yourself to use pulse cannon takes down groups well
For strongs/elites - burning cooldowns seems to work the best. Using the sticky grenade and shockstrike. Adrenaline rush and reactive shield allow for health regen. Especially for elites, using cyro grenade then No Retreat at the beginning will provide additional healing during the fight.
some fun combo attacks i use are
1) Cyro nade + Full auto so you get the full cast
2) Explosive round + high impact bolt
Abilities
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Name
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Level
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Cast Time
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Cooldown
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Ammo Cost
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Range
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Description
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Armor Proficiency: Power Generator
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10
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Passive
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Passive
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None
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Self
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Able to equip a power generator in your off-hand.
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Armor Proficiency: Shield Generator
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10
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Passive
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Passive
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None
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Self
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Able to equip a personal shield generator in your off-hand.
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| Ion Pulse
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10
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Instant
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None
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2
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10m
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Fires an ion pulse at the target, dealing elemental damage.
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| Guard
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14
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Instant
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None
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None
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30m
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Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Cell.
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| Ion Cell
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14
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1.5 secs
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None
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None
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Self
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Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal additional energy damage. Increases armor by 60%, decreases all damage taken by 5% and increases shield chance by 15%. While Ion Cell is active, threat generated is increased by 50%. Only one cell can be active at a time. Ion Jolts can only occur once every 1.5 seconds.
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| Neural Jolt
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16
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Instant
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15 secs
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None
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30m
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Shocks the target at long range, taunting it to attack. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6.0 seconds.
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| Riot Strike
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18
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Instant
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8 secs
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1
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4m
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Interrupts the target's current action and prevents that ability from being used for the next 4 seconds.
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| High Energy Cell
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20
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1.5 secs
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None
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None
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Self
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Loads your rifle with a high-energy powercell. While active, all internal and elemental damage dealt is increased by 5%. Only one cell can be active at a time.
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| Harpoon
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22
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Instant
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45 secs
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None
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10-30m
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Fires a harpoon line that pulls the target to your location and generates a high amount of threat. Cannot be used on targets in cover.
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| Explosive Surge
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24
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Instant
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None
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3
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5m
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Emits an explosive surge, dealing elemental damage to up to 5 enemies within 5 meters.
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| Sonic Round
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30
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Instant
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45 secs
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None
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30m
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Firs a sonic round that taunts your target and all nearby targets to attack for 6.0 seconds. Enemy players have their damage reduced for 6 seconds unless they attack you.
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| Neural Surge
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46
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Instant
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45 secs
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1
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8m
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Stuns up to 5 enemies within 8 meters for 2.5 seconds.
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| Battle Focus
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50
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Instant
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2 mins
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None
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Self
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Increases ranged and tech critical hit chance by 25% for 15.0 seconds.
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Skill Trees
- Tactics - Trains the Vanguard how to more effectively deal with close range combatants.
- Shield Specialist - Powers up the Vanguard’s shield generator to absorb firepower and protect their allies.
- Assault Specialist - Teaches explosives and grenades to complement either rifles or heavy cannons.
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