Republic
Fighting Style: Assault Rifle, Heavy Armor
Tactical Role(s): Ranged Tank; Close-Quarters Damage
Empire Mirror: Powertech
Description: Unstoppable and utterly fearless, Vanguards are the first and best line of defense in the Republic Military.
Disciplines
Tactics (DPS)
Trains the Vanguard how to more effectively deal with close range combatants.
Shield Specialist (Tank)
Powers up the Vanguard’s shield generator to absorb firepower and protect their allies.
Plasmatech (DPS)
Teaches explosives and grenades to complement either rifles or heavy cannons.
Abilities
Class Abilities
Name | Description | Type |
Grants 6 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%. | Instant | |
Recharges 50 energy cells over 3 seconds. | Instant | |
Increases damage reduction by 25% for 12 seconds. | Instant | |
Ranged weapon attacks have a 25% chance to deal <<1>> additional elemental damage over 6 seconds. This effect cannot occur more than once per second. | Passive | |
Fires a series of hammering shots that deals <<1>> weapon damage to the target. | Instant | |
Activating this ability makes you Fired Up for up to 60 seconds, which triggers an Adrenaline Rush when your health is reduced to 35% or less. If your health is already 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. | Instant | |
Hurls a cryo grenade that freezes the target, dealing <<2>> energy damage and stunning it for 4 seconds. | Instant | |
Purges incapacitating and movement-impairing effects. | Instant | |
Fires a very powerful round at the target, dealing <<1>> weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage. | Instant | |
Increases the target's Endurance by 5% for 60 minutes. If the target is a group member, all other group members are also affected. | Instant | |
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds. | Instant | |
Fires off probes that scan the area for stealthed opponents. The probes last for 10 seconds. | Instant | |
Your next ability depletes no energy cells. Effect lasts 15 seconds. | Instant |
Advanced Class Abilities
Name | Description | Type |
Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals <<1>> kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes. | Instant | |
Fires an ion pulse at the target, dealing <<1>> elemental damage. | Instant | |
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. | Instant | |
Emits an explosive surge, dealing <<1>> elemental damage to up to 8 enemies within 5 meters. | Instant | |
Fires a high impact shell that instantly explodes on contact with the target, spraying the area with searing bits of slag that deal <<1>> kinetic damage to up to 8 enemies within 8 meters of the initial target. | Instant | |
Storm a distant target, dealing <<1>> kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover. | Instant | |
Interrupts the target's current action and prevents that ability from being used for the next 4 seconds. | Instant | |
Blasts everything in a 10-meter cone with ionized energy, dealing <<1>> elemental damage to up to 8 targets. | Instant | |
Fires a sonic round that taunts your target and all nearby enemies, forcing them to attack you for 6 seconds, if Ion Cell is active. If Ion Cell is not active, threat towards all current enemies is immediately reduced. Enemy players have their damage reduced by 30% for 6 seconds unless they attack you. | Instant | |
Deals <<2>> internal damage to up to 8 enemies within 8 meters, stunning them for 2.5 seconds. | Instant | |
Call in a strike while unloading your own plasma blitz upon an area dealing <<1>> kinetic damage and <<1>> elemental damage over the duration to up to 8 enemies. Standard and weak targets are knocked down by the blasts. Can be used while moving. | Channeled | |
Increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area attacks regenerates 2 energy cells and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds. | Passive | |
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 seconds. | Instant | |
Increases ranged and tech critical hit chance by 25% for 15 seconds. | Instant | |
Strikes the target with the butt of the rifle, dealing <<1>> kinetic damage. | Instant | |
While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. | Instant |