Classes

Republic

Vanguard

Fighting Style:  Assault Rifle, Heavy Armor

Tactical Role(s): Ranged Tank; Close-Quarters Damage

Unstoppable and utterly fearless, Vanguards are the first and best line of defense in the Republic Military.

  • Tactics

    Trains the Vanguard how to more effectively deal with close range combatants.

    • Gut

      Gut

      Instant

      Cooldown: 9 secs
      Range: 4m
      Close range attack causes 606-613 damage and a short bleed for 44 damage every second for 6 seconds.
    • Blaster Augs

      Blaster Augs

      Passive

      Increases the effect of your cells while they are active: Plasma Cell: Increases the tech critical hit chance by 3% High Energy Cell: Further increases all internal and elemental damage dealt by 3% Ion Cell: Increases the damage dealt by Ion Cell by 8%.
    • Pulse Generator

      Pulse Generator

      Passive

      Ion Pulse and Explosive Surge have a 50% chance to grant Pulse Generator, increasing the damage dealt by your next Pulse Cannon by 10%. Stacks up to 5 times.
    • Hold the Line

      Hold the Line

      Cooldown: 30 secs
      Grants 8 seconds of immunity from all movement-impairing effects, knockdowns and physical attacks and increases movement speed by 30%.
  • Shield Specialist

    Powers up the Vanguard’s shield generator to absorb firepower and protect their allies.

    • Storm

      Storm

      Cooldown: 15 secs
      Range: 10-30m
      Storms up to a distant target, dealing 411 kinetic damage, interrupting the target’s current action and immobilizing the target for 3 seconds. Cannot be used against targets in cover.
    • Static Shield

      Static Shield

      Passive

      10% chance that blocks will increase the crit chance of your next Pulse Round or Explosive Surge by 100%. Effect lasts 10 seconds and cannot occur more than once every 10 seconds.
    • Shield Cycler

      Shield Cycler

      Passive

      Increases the shield chance by 1%. In addition, shielding an attack has a 25% chance to generate 1 energy cell. This effect cannot occur more than once every 6 seconds.
    • Energy Blast

      Energy Blast

      Cooldown: 15 secs
      Range: 10 m
      Fires a shot that deals 408-463 elemental damage and generates 1 energy 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.