Unstoppable and utterly fearless, the Vanguards wade into battle wearing advanced heavy armor and weapons at their disposal. They are the first, and best line of defense in the Republic military. These steadfast soldiers ignore personal risk, deliberately stepping into the line of fire to divert danger from allies and innocents. Though their tactical role is inherently dangerous, Vanguards have an uncanny survivability in combat due to their expert defensive tactics and the advanced technology at their disposal.A Vanguard
Teaches explosives and grenades to complement either rifles or heavy cannons.
Abilities through Level
Below is a list of the abilites that a Vanguard can learn. Please note that the Vanguard is still a Trooper as well, so remember to see what other abilites they will learn from their Trooper ability list.
Name
Level Learned
Cast Time
Cooldown
Ammo
Range
Description
Armor Proficiency: Power Generator
10
Passive
Passive
None
Self
Able to equip a power generator in your off-hand.
Armor Proficiency: Shield Generator
10
Passive
Passive
None
Self
Able to equip a personal shield generator in your off-hand.
Ion Pulse
10
Instant
None
2
10m
Fires an ion pulse at the target, dealing Y elemental damage.
Ion Cell
14
1.5s
None
None
Self
Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal 253 additional energy damage. Increases armor by 60%, decreases all damage taken by 5% and increases shield chance by 15%. While Ion Cell is active, threat generated is increased by 50%. Only one cell can be active at a time. Ion Jolts can only occur once every 1.5 seconds.
Guard
14
Instant
None
None
30m
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. Requires Ion Cell.
Neural Jolt
16
Instant
15s
None
30m
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.
Riot Strike
18
Instant
8s
None
4m
Interrupts the target's current action and prevents that ability from being used for the next 4 seconds.
High Energy Cell
20
1.5s
None
None
Self
Loads your rifle with a high-energy powercell. While active, all internal and elemental damage dealt is increased by 5%. Only one cell can be active at a time.
Harpoon
22
Instant
45s
None
30m
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.
Explosive Surge
24
Instant
None
3
Self + 5m
Emits an explosive surge, dealing Y elemental damage to up to 5 enemies within 5 meters.
Sonic Round
30
Instant
45s
None
30m
Fires a sonic round that taunts your target and all nearby enemies, forcing them to attack for 6 seconds. Enemy players have their damage reduced for 6 seconds unless they attack you.
Neural Surge
46
Instant
45s
1
Self + 8m
Stuns up to 5 enemies within 8 meters for 2.5 seconds.
Battle Focus
50
Instant
2m
None
Self
Increases ranged and tech critical hit chance by 25% for 15 seconds.