Classes

Republic

Commando

Fighting Style:  Massive Assault Cannon

Tactical Role(s): Ranged Damage, Medicine/Healing

Trained in advanced assault tactics and weaponry, Commandos charge into battle with massive assault cannons, overwhelming their enemies with brute firepower.

  • Gunnery

    Focuses on maximizing the assault cannon's destructive power.

    • Grav Round

      Grav Round

      Casting Time:2.5 secs

      Cooldown:
      9 secs
      Range:
      30m
      Fires a round that creates a gravity vortex on the target that causes 1580-1590 kinetic damage.
    • Charged Barrel

      Charged Barrel

      Passive

      Charged Rounds increase the damage of your next Hammer Shot by 10%. Lasts 6 seconds.
    • Cell Charger

      Cell Charger

      Passive

      While Armor-piercing Cell is active, critical hits with rounds and Full Auto have a 50% chance to generate 1 energy cell. This effect cannot occur more than once every 3 seconds.
    • Charged Barrier

      Charged Barrier

      Passive

      Charged Bolts and Grav Rounds have a 50% chance to build a Charged Barrier that reduces damage taken by 2% for 15 seconds. Stacks up to 5 times.
  • Combat Medic

    Trains the Commando to provide expert first aid to wounded comrades in the heat of battle.

    • Trauma Probe

      Trauma Probe

      Instant

      Range:
      30m
      Summon a probe that heals the target for 123 every 3 seconds for 30 seconds.
    • Supercharge Cells

      Supercharge Cells

      Cooldown:
      1.5 secs
      Converts 30 charges of Combat Support Cell to supercharge your blaster, restoring 2 energy cells and increasing all damage and healing dealt by 10% of for 10 seconds. While active, the following abilities gain Supercharge effects:Charged Bolts: Cost reduced by 2. Full Auto: Cost reduced by 1. Advanced Medical Probe: Cooldown reduced by 100%. Kolto Bomb: Places a shield on all targets, reducing damage taken by 10% for 15 seconds.
    • First Responder

      First Responder

      Passive

      Critical results with damage and healing abilities have a 50% chance to grant First Responder, increasing alacrity by 5% for 6 seconds.
    • Field Medicine

      Field Medicine

      Passive

      Increases the healing done by Medical Probe and Advanced Medical Probe by 3%. In addition, Medical Probe builds 3 charges of Combat Support Cell.
  • Assault Specialist (shared)

    Teaches explosives and grenades to complement either rifles or heavy cannons.

    • Assault Plastique

      Assault Plastique

      Instant

      Cooldown:
      30 secs
      Range:
      30m
      Throw a sticky grenade that will detonate after several seconds. Weaker targets enter a state of panic when the grenade is active. The explosion deals 915-929 damage to the primary target and 261-270 damage to nearby enemies. Weaker targets are knocked back from the blast.
    • High Friction Bolts

      High Friction Bolts

      Passive

      High Impact Bolt ignores 15% of the target’s armor. In addition, if High Impact Bolt hits a burning target, it has a 50% chance to generate 1 energy cell and refresh the duration of your Plasma Cell’s burn effect if present.
    • Ionic Accelerator

      Ionic Accelerator

      Passive

      Ion Pulse has a 10% chance and Stockstrike has a 15% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free.
    • Nightvision Scope

      Nightvision Scope

      Passive

      Increases stealth detection by 1, melee and ranged defense by 1% and reduces the cooldown of Stealth Scan by 2.5 seconds.
    • Adrenaline Fueled

      Adrenaline Fueled

      Passive

      Critical hits have a 50% chance to reduce the active cooldown on Adrenaline Rush and Reserve Powercell by 3 seconds. This effect cannot occur more than once every 1.5 seconds.