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.
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Gunnery
Focuses on maximizing the assault cannon's destructive power.
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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.
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Charged Barrel
Passive
Charged Rounds increase the damage of your next Hammer Shot by 10%. Lasts 6 seconds.
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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.
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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.
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Combat Medic
Trains the Commando to provide expert first aid to wounded comrades in the heat of battle.
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Trauma Probe
Instant
- Range:
- 30m
Summon a probe that heals the target for 123 every 3 seconds for 30 seconds.
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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.
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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.
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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.
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Assault Specialist (shared)
Teaches explosives and grenades to complement either rifles or heavy cannons.
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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.
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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.
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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.
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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.
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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.
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