The Trooper Classic Venture in Star Wars: The Old Republic is a fun, challenging, long-term way of playing the game and exploring all its facets while levelling up a brand new Trooper from level 1 on Ord Mantell, all the way up to level 50 on Ilum. You’ll be expected to fight, explore, gear up, and hunt down unique foes, all while taking extra damage during fights and levelling up at a pace that’s more in line with levelling up at the launch of the game. This mode also introduces a bunch of new special items you’ll pick up off of glowing golden enemies that will give you special boosts or temporary challenges as you play in Classic mode, and of course has unique rewards just for the Imperial Agent.
All of this information is from the Public Test Server. There is a good chance much of it may change before the Classic Ventures system is released in 8.0 which the developers are aiming to release at the end of 2026! Many of the screenshots are also from the unfinished Public Test Server – you can see many unfinished graphics, labels, and objectives there. My favorite is the pie image placeholders.
How to Start

To start a new Classic Venture, choose Classic when you go to create a character (rather than the Full Campaign, which is what you would pick for a normal new character.)

Ventures are only available to subscribers, and that includes the Trooper Classic Venture. Free-to-play players will not be able to start venture characters, and preferred players will not be able to continue playing any venture characters they have made until they re-subscribe.
Choose a Combat Style

When you go to create a Classic Venture Trooper, you will notice that you only have two options for your Combat Style – the Vanguard or the Commando. In the normal game, you have a lot more options, but these were the two options available at the launch of the game, and during a Classic Venture, you’ll only be able to pick between these two styles. This means you can not play a Trooper as a Operative, Sniper, Scoundrel, Gunslinger, Mercenary or Powertech while playing a classic venture.





























How to Craft
Choose a Crew Skill
Armormech
Armstech
Artifice
Biochem
Cybertech
Synthweaving

Gathering Guide
Rare Materials Guide
White Materials Guide
Jawa Junk
Augments
Medpacs, Stims and Adrenals
Synthweaving Crafting Tree




Crafted Decorations
Crafted Mounts
Crafted Dyes
Crafted Crystals
Galactic Seasons
PvP Seasons
Bounty Event
Double XP Event
Feast of Prosperity
Gree Event
Life Day
Nightlife Event
Pirate Incursion Event
Rakghoul Event
Spring Abundance Festival
Swoop Event



Jedi Knight
Jedi Consular
Trooper
Smuggler
Sith Warrior
Sith Inquisitor
Bounty Hunter
Imperial Agent
Bounty Hunter
Imperial Agent
Jedi Consular
Jedi Knight
Sith Inquisitor
Sith Warrior
Smuggler
Trooper
Legacy Gear
Questions or comments? Feel free to send me a message on Twitter 



Combat Medic is a healer discipline, which makes it harder to learn than a damage class for most new players
Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
Combat Medic has an easy to use free heal and all the abilities are clickable right away
But it can be harder to learn to keep your energy up compared to other healing disciplines
Gunnery is long-range, making it easier to hit moving targets compared to melee disciplines for new players
Your main ability requires you stand still while you use it, like a turret, but you can choose to make it activate instantly
Most abilities can simply be used, you don’t need to activate them in any way first
Gunnery is pretty simple to pick up the basics of with a guide
Assault Specialist is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
Combat Medics are the most flexible type of healer, great for healing groups or single characters.
Med Shot, green beam of love heal, very visible and fun
Kolto Bomb, giant green healing splat on the ground
Echoing Deterrence, reflective super shield with a heal (optional)
Propulsion Round, jump backwards quickly
Concussion Charge, push enemies back
Concussive Round, knock an enemy out of the fight
Hold the Line, fast movement speed and immunity to knockbacks (optional)
Cryo Grenade, short stun (optional)
Stealth Scan, find hidden enemies (optional)
Boltstorm, flashy blaster fire that changes color based on your weapon’s color crystal
Assault Specialist is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over, and getting free abilities by throwing a bomb then shooting it to blow it up.



Shield Specialist is a tank style, which means it does less damage, but can stay alive more easily
Most players recommend to level as a damage style, then switch to tank when you are ready for group content
In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
Shield Specialist is the simplest to learn of the three tanking styles
Vanguard tanking is my favorite Combat Style and main character!
Plasmatech is very mobile and very easy to jump and move around with while playing.
It is a short-range class, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All of your abilities can just be used right away, you don’t need to activate them first in any way.
Plasmatech is a DOT or damage-over-time class, which means you set things on fire – then let them burn over time. So to do big damage you need to learn to not simply set your enemy on fire over and over.
Tactics is very mobile and very easy to jump and move around with while playing.
All but one of your abilities can just be used right away, you don’t need to activate them first in any way.
Tactics for me was not too hard to learn – it has a few more steps and things to watch for compared to Plasmatech, but wasn’t too bad!
Shoulder Cannon, fast mini missiles with an optional heal
Taunts, causes enemies to focus on you
Impact Charge, leap to an enemy
Harpoon, pull an enemy to you
Riot Gas, defensive gas cannister
Plasmatech definitely felt like one of the easiest classes to learn how to play the basics of for me so far with a guide! It’s pretty simple and rotates through key abilities. Even just pressing random buttons worked pretty good, though it didn’t do a ton of damage.,
Gut, guts the target with a vibroblade, dealing additional damage over time








And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!
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