Commando

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Galactic Republic Commando Galactic Republic
Trooper - 2 Commando.png
Faction Galactic Republic
Base Class Trooper
Starting Planet Ord Mantell
Advanced Class Commando
Vanguard

Commando is a Trooper advanced class.

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

Abilities

Core abilities

Name

Level

Cast Time

Cooldown

Ammo Cost

Range

Description

Armor Proficiency:
Power Generator
10 Passive Passive None Self Able to equip a power generator in your off-hand.
Charged Bolts 10 1.5 secs None 3 30m Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for weapon damage. Requires Assault Cannon.
Frontline Physician 10 Passive Passive None Self Reduces the cooldown of Revive by 100%.
Medical Probe 10 2.5 secs None 3 30m Summons a probe that heals for X.
Weapon Proficiency:
Assault Cannon
10 Passive Passive None Self Able to equip assault cannons and other heavy ranged weapons.
Armor-piercing Cell 12 1.5 secs None None Self Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 35%. Only one cell can be active at a time.
Hail of Bolts 12 3 secs
(channeled)
None 4 30m Launches waves of blaster fire at up to 5 targets within 5 meters of the target area, dealing weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon.
Combat Support Cell 14 1.5 secs None None Self While active, Hammer Shot charges your powercell with each use. Charges increase all damage and healing dealt, up to a maximum of 3% at 30 charges. In addition, targeting an ally with Hammer Shot will heal the target for 100% of your tech bonus healing. Only one cell can be active at a time.
Concussion Charge 14 Instant 30 secs 2 None Deals elemental damage and pushes up to 5 nearby enemies back away from the Trooper. Targets have their movement speed reduced for 4.0 seconds after being knocked back.
Advanced Medical Probe 16 1.5 secs 12 secs 2 30m Summons a probe that heals for X.
Plasma Grenade 18 1.5 secs 30 secs 4 30m Lobs a plasma grenade that detonates on contact, dealing kinetic damage to up to 3 targets within 5 meters and igniting the targets in fiery plasma, dealing additional elemental damage over 6.0 seconds. Standard and weak targets enter a state of panic from the flames.
Concussive Round 22 2 secs 1 min 1 30m Fires a round at the target that knocks it out for up to 60.0 seconds. Non-player targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely.
Field Aid 24 Instant 4.5 secs 2 30m Cleanses a friendly target of up to 2 negative tech or physical effects.
Diversion 30 Instant 45 secs None Self Reduces the threat towards all current enemies.
Tech Override 50 Instant 2 mins None Self Your next ability with an activation time will activate instantly. This effect lasts for up to 15.0 seconds.

Skill Trees

  • Gunnery - Focuses on maximizing the assault cannon's destructive power.
  • Combat Medic - Trains the Commando to provide expert first aid to wounded comrades in the heat of battle.
  • Assault Specialist - Teaches explosives and grenades to complement either rifles or heavy cannons.
Advanced Classes
Republic logo guild.png Jedi SageJedi ShadowJedi GuardianJedi SentinelGunslingerScoundrelCommandoVanguard Republic logo guild.png
Rebel logo guild.png MercenaryPowertechOperativeSniperSith AssassinSith SorcererSith JuggernautSith Marauder Rebel logo guild.png
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