- "Unstoppable and utterly fearless, Vanguards wade into battle wearing advanced heavy armor. They are the first and best line of defense in the Republic military, ignoring personal risk and stepping into the line of fire to divert danger from allies and innocents. Though their tactical role is inherently dangerous, Specialists have an uncanny survivability due to their expert defensive tactics and technology. All Vanguards learn to use personal shield generators and can opt to acquire the skills of an Assault Specialist, relying on shield power surges and energy blade attacks to do damage at short range and prevent an enemy from fleeing; the skills of a Shield Specialist, further training in advanced armor and defenses in order to absorb damage and protect allies; and Tactics, specializing in explosives and weapons that penetrate a target’s armor."
- ―In-game Codex (Game Rules)
- Blaster Rifle
- Energy Shields and Defense
- Close range DPS
The two Vanguard skill trees are Tactics and Shield Specialist. The shared Vanguard and Commando skill tree is Assault Specialist.
Trains the Vanguard how to more effectively deal with close range combatants.
Powers up the Vanguard’s shield generator to absorb firepower and protect their allies.
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||
|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.|
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- For information on this subject beyond The Old Republic, see: Vanguard on Wookieepedia