Commando Assault Specialist Basics Guide
Assault Specialist
Using the chaos of the battlefield to their advantage is the Assault Specialist Commando’s forte. Loaded to the brim with incendiary ordnance and perforating bolts, the Assault Specialist’s volleys and explosions add to the pandemonium – causing massive damage to their enemies all the while.
- Role: Damage
- Type: Damage Over Time
- Weapon: Blaster Cannon
- Distance: Long Range
- Mirror: Mercenary – Innovative Ordnance
Assault Specialist for New Players
- Assault Specialist is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
- Of all the long-range classes, Assault Specialist is the most mobile! You don’t need to stand still for a large majority of your abilities.
- If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide, however it is harder to learn than its other Mercenary damage option, Gunnery.
How to play a Assault Specialist Commando
You can start playing Assault Specialist at level 1. To start playing Assault Specialist, you will need to first create a Commando character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Assault Specialist from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Assault Specialist until you’re ready to read and learn from a true level 80 guide.
- Incendiary Round and Serrated Bolt are your important Damage over Time (DoT) abilities – consider them like a single combined ability. Always make sure these are on your target every 15 seconds, but do not apply them over and over.
- Full Auto makes another ability free – but to help with timing, before you use Full Auto, first use Charged Bolts (mentioned below) and then after Full Auto is done, use Charged Bolts again.
- Assault Plastique can be thrown and then exploded with your next ability, Mag Bolt!
- Mag Bolt is free when it’s sparkling. This ability is your biggest hitter, and the more times you can use it – even if it’s not sparkling – the better your damage will be!
- Charged Bolts is free to use after Mag Bolt – so use it when it’s sparkling! If you have no other abilities left at all, alternate between using the non-sparkling Charged Bolts and your Hammer Shot ability so you don’t run out of ammo.
The Assault Specialist rotation can be memorized quite easily unlike many other disciplines.
1) Apply your two DOTS 2) Charged Bolts-Full Auto-Charged Bolts 3) throw a plastique, and then follow the sparkling Mag Bolt – Charged Bolts – Mag Bolt.
Multiple Enemies
- Use Plasma Grenade to spread your DoTs from one target to the rest after applying them to one target, and deal quite a large amount of passive damage to a large group even while you continue firing on just one target.
- For even more Area Damage, Mortar Volley does excellent area damage after your plasma grenade has already spread your DoTs.
Extra Tips
- Feeling spicy? Use your white Supercharged Cell to add an extra DoT to the target and increase damage of all DoTs! If you have time before the fight, use your health regeneration ability Recharge and Reload to pre-load it, apply both your dots, then use Supercharged Cell immediately afterwards to amplify them!
- Use Recharge Cells before using Full Auto to get ammo back when you’re running out. For longer fights, instead of always using non-sparkling Charged Bolts, alternate it out for your ammo-free Hammer Shot every other rotation round.
- When your enemy is below 30% health, Explosive Round will sparkle, making it almost free and do extra damage. Use it instead of Charged Bolts when its sparkling!
- Is Electro Net available? Use it instead of your non-sparkling Charged Bolts for bonus damage.
Before you Begin…
If you have 3,000 Tech Fragments, go and buy the Energized Charges tactical item.
With the Energized Charges tactical, Supercharged Cell and it’s DoT effect last twice as long and work better!
Making your Serrated Bolt and Incendiary Round (every 15 seconds) debuffs more visible on your enemy can make it easier to know when they are about to fall off.
- Press ESC on your keyboard, choose Interface Editor from the menu
- Select the “Target Frame” box where the portrait of your enemy would appear
- In the center box, scroll down and check 🔲 Highlight Debuff, then scroll down more and check 🔲 Personal Debuffs
- Save. This will show your own debuffs highlighted in gold so you don’t mix them up with your groups’!
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | Grit Teeth Jaw Breaker, Hord’s Makashi Strike and Leviathan’s Hide are good alternatives | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | Hemophilic Slash (Single Target), Cut to Pieces (AoE) | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | Cauterized Coronary | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | Spiteful Saber | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | Shard of Mortis | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | Cauterized Conary | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | Stormwatch | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | One for All | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | Tempest of Rho | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | Two Cloaks, The Life Warden, Ancient Tome of Wrath and Shroud of a Shadow as potential alternatives | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | The Awakened Flame | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | Two Time Trouble | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | SC-4 Treatment Scanner | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | Primed Ignition (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | Energized Charges (Single Target) | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | Thermal Screen (Single Target), Oil Fire (AoE), The Life Warden | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | Superheated Fuel | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | Overwhelming Offense | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | Agitating Energies | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | Ruthless Interrogation | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | Exploited Weakness (Single Target), Airborne Agents (AoE) | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | Critical Surgery and Diagnostics Probe are both viable alternatives | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | Acid Lash (Single Target), Explosive Cells (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | Synox Shots (Single Target), Viral Elements (AoE) | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Beginners Guide To Damage With The Ordnance Mercenary & Special Assault Commando by Terssus on YouTube (7.4)
- Assault Specialist / I.O. 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Assault Specialist Commando PvE Guide and Best Builds by Endonae on vulkk.com (7.2)
- Assault Specialist Commando Guide by Biggs on YouTube (7)
Attacks
- Hammer Shot - Basic AttackLevel 1
- Explosive Round - Area AttackLevel 1
- Charged Bolts - AttackLevel 4
- Mortar Volley - Area AttackLevel 10
- High Impact Bolt - AttackLevel 15
- Incendiary Round - AttackLevel 15
- Hail of Bolts - Area AttackLevel 19
- Plasma Grenade - Area AttackLevel 23
- Full Auto - AttackLevel 27
- Sticky Grenade - Optional Area Attack Level 27 Option 2/3Level 27
- Assault Plastique - AttackLevel 35
- Serrated Bolt - AttackLevel 47
- Electro Net - Attack SlowLevel 60
- Mag Bolt - AttackLevel 60 REPLACES High Impact Bolt at Level 60+
Multiple Enemy Attack Abilities
These Assault Specialist attacks are useful for attacking groups of enemies.
- Explosive Round - Area AttackLevel 1
- Mortar Volley - Area AttackLevel 10
- Hail of Bolts - Area AttackLevel 19
- Plasma Grenade - Area AttackLevel 23
- Sticky Grenade - Optional Area Attack Level 27 Option 2/3Level 27
Buffs
You can combine your Assault Specialist buffs with your attacks to create powerful combinations.
- Fortification - Passive Class BuffLevel 1
- Recharge Cells - BuffLevel 4
- Supercharged Cell - BuffLevel 15
- Supercharged Celerity - Optional Operation Buff Level 43 Option 2/3Level 43
- Tech Override - BuffLevel 56
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Commando has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Med Shot - HealLevel 7
- Reactive Shield - DefensiveLevel 15
- Medical Probe - HealLevel 19
- Bacta Infusion - HealLevel 31
- Diversion - Optional Detaunt Defensive Level 43 Option 1/3Level 43
- Adrenaline Rush - DefensiveLevel 47
- Echoing Deterrence - Optional Defensive Level 68 Option 1/3Level 68
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Commandos in combat to turn the tide of a fight.
- Recharge and Reload - Regeneration - Regain health out of battle.Level 1
- Tenacity - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
- Disabling Shot - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 19
- Concussion Charge - Knockback - Pushes enemies back.Level 23
- Advanced Recon Droid - Optional Stealth Detection Level 27 Option 3/3 - Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.Level 27
- Concussive Round - Crowd Control - Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up.Level 35
- Field Aid - Cleanse - Your cleanse can help remove harmful effects from you or other players.Level 39
- Hold The Line - Movement - Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.Level 39
- Diversion - Optional Detaunt Defensive Level 43 Option 1/3 - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 43
- Electro Net - Attack Slow - Slows slow the enemy down, making it hard for them to run away.Level 60
- Propulsion Round - Optional Movement Level 68 Option 2/3 - Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered.Level 68
- Cryo Grenade - Optional Stun Level 68 Option 3/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Assault Specialist Commando with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.
You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Assault Specialist Commando, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Assault Specialist Commando.
Level 23 Choice: Incendiary Round Change
Choose from one of three ways that you want Incendiary Round to change at level 23. Your options are Hyper Cinders, Eruptive Flames, and Incendiary Ignition.
Launches an incendiary projectile, setting the target ablaze for elemental damage and additional elemental damage over 15 seconds.
Periodic damage from Incendiary Round has a 50% chance to trigger Hyper Assault Rounds, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds.
Periodic damage from Incendiary Round has a 50% chance to trigger Hyper Assault Rounds, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds.
Periodic damage from Incendiary Round has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target.
Periodic damage from Incendiary Round has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target.
Targets affected by your Incendiary Round's periodic damage take 35% more damage from your Plasma Cell.
Targets affected by your Incendiary Round's periodic damage take 35% more damage from your Plasma Cell.
Solo Single-Strong-Enemy Suggestion: Hyper Cinders - Hyper Cinders will result in the highest damage over time.
Flashpoint Suggestion: Hyper Cinders - Hyper Cinders will result in the highest damage over time.
Operation Suggestion: Hyper Cinders - Hyper Cinders will result in the highest damage over time.
Multi-Enemy Solo Suggestion: Eruptive Flames - This sees the most use with extra enemies, so if you can survive pulling two groups at a time, this choice will speed things up for sure.
Level 27 Choice
Choose from one of three Commando abilities at Level 27, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 27 choice are Charged Barrier, Sticky Grenade, and Advanced Recon Droid.
Charged Bolts and Medical Probe build a Charged Barrier that reduces damage taken by 2% per stack for 15 seconds. Stacks up to 3 times.
Charged Bolts and Medical Probe build a Charged Barrier that reduces damage taken by 2% per stack for 15 seconds. Stacks up to 3 times.
Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals kinetic damage to up to 8 enemies when it detonates and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.
Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals kinetic damage to up to 8 enemies when it detonates and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast.
Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.
Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%.
General Suggestion: Charged Barrier - With stealth scan being a rather niche/PvP centric skill, and Sticky Grenade not being a very worthwhile stun/aoe filler, the best choice in this tier is this constant free damage reduction. Always useful in all situations and easy to trigger!
Level 39 Choice: Assault Plastique Change
Choose from one of three ways that you want Assault Plastique to change at level 39. Your options are Impact Explosives, Slow Burn, and Heavy Shrapnel.
Throws a moldable plastic explosive that sticks to the target and explodes after several seconds, dealing kinetic damage and then burning the target for elemental damage over the next 12 seconds. Charged Bolts and Mag Bolt cause the plastique to detonate immediately. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.
Assault Plastique deals 50% more kinetic damage but no longer deals elemental damage, and Charged Bolts and Mag Bolt cannot detonate it early.
Assault Plastique deals 50% more kinetic damage but no longer deals elemental damage, and Charged Bolts and Mag Bolt cannot detonate it early.
Periodic damage from Assault Plastique is 30% stronger and burns for 6 seconds longer.
Periodic damage from Assault Plastique is 30% stronger and burns for 6 seconds longer.
Assault Plastique can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target.
Assault Plastique can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target.
Solo Single-Strong-Enemy Suggestion: Slow Burn - This choice is by far the strongest increase to Assault Plastique, turning it into a serious damage over time effect that you should remember to keep up.
Flashpoint Suggestion: Slow Burn - This choice is by far the strongest increase to Assault Plastique, turning it into a serious damage over time effect that you should remember to keep up.
Operation Suggestion: Slow Burn - This choice is by far the strongest increase to Assault Plastique, turning it into a serious damage over time effect that you should remember to keep up.
Multi-Enemy Solo Suggestion: Heavy Shrapnel - Turning assault plastique into an AoE is sure to speed up your trash fighting.
Level 43 Choice
Choose from one of three Commando abilities at Level 43, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 43 choice are Diversion, Supercharged Celerity, and Overclock.
Reduces threat towards all current enemies, and for 6 seconds after use it increases melee and ranged defense chance by 35%, provides interrupt immunity, and grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs 1 incoming Force or tech attack.
Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.
Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.
Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes.
Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly.
Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly.
Solo Single-Strong-Enemy Suggestion: Diversion - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Overclock for a better Tech Override if having aggro isn't a big issue.
Multi-Enemy Solo Suggestion: Diversion - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Overclock for a better Tech Override if having aggro isn't a big issue.
Flashpoint Suggestion: Diversion - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead.
Operation Suggestion: Diversion - Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead.
Level 51 Choice
Choose from one of three Commando abilities at Level 51, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 51 choice are Reflexive Shield, Cell Capacitor, and Tenacious Defense.
When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.
When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.
Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds.
Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds.
Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds.
Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds.
General Suggestion: Cell Capacitor - Assault Specialist can be extremely ammo hungry - take Cell Capacitor in all scenarios.
Level 64 Choice
Choose from one of three Commando abilities at Level 64, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 64 choice are Forced March, Combat Shield, and Adrenal Surge.
Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.
Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.
Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
Adrenaline Rush triggers at, and can heal you up to, 60% of your maximum health. Additionally, Adrenaline Rush lasts 2 seconds longer and heals for twice as much each time it restores health.
Adrenaline Rush triggers at, and can heal you up to, 60% of your maximum health. Additionally, Adrenaline Rush lasts 2 seconds longer and heals for twice as much each time it restores health.
General Suggestion: Forced March - This choice singlehandedly makes commandos much more mobile than they normally are, making it much easier to position correctly and stay safe while remaining effective. If you find yourself remaining pretty still or moving in short bursts where this choice is less useful, Adrenal Surge is a really good self-healing boost.
Level 68 Choice
Choose from one of three Commando abilities at Level 68, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 68 choice are Echoing Deterrence, Propulsion Round, and Cryo Grenade.
Activates a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.
Activates a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.
Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered.
Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered.
Hurls a cryo grenade that freezes the target, dealing energy damage and stunning it for 4 seconds.
You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.
General Suggestion: Echoing Deterrence - This reflect ability also absorbs all damage and heals you, making it one of the best defensive cooldowns in the game. Keep this as default unless you find yourself really needing the movement of Propulsion Round or the 4 second stun from Cryo Grenade.
Level 73 Choice
Choose from one of three Commando abilities at Level 73, you can only have one of these options at any given time. Your options as a Assault Specialist Commando for the Level 73 choice are Concussive Force, Parallactic Combat Stims, and Trauma Stabilizers.
Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.
Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.
You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.
You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.
While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 10 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 4% of your maximum health.
While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 10 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 4% of your maximum health.
Solo Single-Strong-Enemy Suggestion: Parallactic Combat Stims - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Stabilizers in solo fights to stay alive.
Multi-Enemy Solo Suggestion: Parallactic Combat Stims - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Stabilizers in solo fights to stay alive.
Flashpoint Suggestion: Parallactic Combat Stims - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier. If not applicable, take Trauma Stabilizers.
Operation Suggestion: Parallactic Combat Stims - Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier. If not applicable, take Trauma Stabilizers.
All Abilities
All your abilities for the Assault Specialist Commando.
Lvl | Icon | Ability |
---|---|---|
LvL1 | Hammer ShotBasic Attack 30m (long range) Fires a series of hammering shots that deals weapon damage to the target. Fires a series of hammering shots that deals weapon damage to the target. | |
LvL1 | Frontline PhysicianPassive Reduces the cooldown of revive by 100%. Reduces the cooldown of revive by 100%. | |
LvL1 | Plasma CellPassive Ranged weapon attacks have a 25% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second. Ranged weapon attacks have a 25% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second. | |
LvL1 | Mass AcceleratorHidden Passive Increases the range of High Impact Bolt by 20 meters. Increases the range of High Impact Bolt by 20 meters. | |
LvL1 | Hyper BarrelHidden Passive Reduces the cooldown of Plasma Grenade by 6.5 seconds and lowers the number of energy cells it depletes by 5. Reduces the cooldown of Plasma Grenade by 6.5 seconds and lowers the number of energy cells it depletes by 5. | |
LvL1 | Pre-Emptive StrikeHidden Passive Mag Bolt and Charged Bolts cause targets with a primed Assault Plastique to combust early, dealing additional damage over 6 seconds. Mag Bolt and Charged Bolts cause targets with a primed Assault Plastique to combust early, dealing additional damage over 6 seconds. | |
LvL1 | Rapid RechargeHidden Passive Reduces the cooldown of Recharge Cells by 30 seconds and the number of energy cells Medical Probe depletes by 5. Reduces the cooldown of Recharge Cells by 30 seconds and the number of energy cells Medical Probe depletes by 5. | |
LvL1 | Superheated PlasmaHidden Passive Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 5%. Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 5%. | |
LvL1 | Explosive RoundArea Attack 30m (long range) Fires a heavy round that deals kinetic damage to the primary target and kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground. Fires a heavy round that deals kinetic damage to the primary target and kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground. | |
LvL1 | FortificationPassive Class Buff Increases Endurance by 5%. Increases Endurance by 5%. | |
LvL1 | Recharge and ReloadRegeneration Regenerates health and recharges your energy cells while channeling. Not usable in combat. Regain health out of battle. | |
LvL4 | Recharge CellsBuff Your next ability depletes no energy cells, and you recharge 50 energy cells over 3 seconds after using it. Your next ability depletes no energy cells, and you recharge 50 energy cells over 3 seconds after using it. | |
LvL4 | Charged BoltsAttack 30m (long range) Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for weapon damage. Requires Assault Cannon. Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for weapon damage. Requires Assault Cannon. | |
LvL7 | Med ShotHeal 30m (long range) Fires a quick stream of bolts, causing healing. Fires a quick stream of bolts, causing healing. | |
LvL10 | Mortar VolleyArea Attack 30m (long range) Launches a volley of mortar shells at the target area, dealing kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Depletes 30 energy cells over the duration. Launches a volley of mortar shells at the target area, dealing kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Depletes 30 energy cells over the duration. | |
LvL10 | TenacityStun Break Purges all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL15 | High Impact BoltAttack 30m (long range) Fires a very powerful round at the target, dealing weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Fires a very powerful round at the target, dealing weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. | |
LvL15 | Supercharged CellBuff Requires and converts 10 stacks of Supercharge to recharge 10 energy cells, increase periodic damage dealt by 10% for 8 seconds, and cause the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals elemental damage over 4 seconds. Requires and converts 10 stacks of Supercharge to recharge 10 energy cells, increase periodic damage dealt by 10% for 8 seconds, and cause the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals elemental damage over 4 seconds. | |
LvL15 | Incendiary RoundAttack 30m (long range) Launches an incendiary projectile, setting the target ablaze for elemental damage and additional elemental damage over 15 seconds. Launches an incendiary projectile, setting the target ablaze for elemental damage and additional elemental damage over 15 seconds. | |
LvL15 | Hyper Assault RoundsPassive Dealing periodic damage to a target with less than 30% max health grants Hyper Assault Rounds, which reduces the energy cells depleted by your next Explosive Round by 10 and increases the damage it deals by 75%, and causes it to generate 2 stacks of supercharge. This effect cannot occur more than once every 15 seconds. Dealing periodic damage to a target with less than 30% max health grants Hyper Assault Rounds, which reduces the energy cells depleted by your next Explosive Round by 10 and increases the damage it deals by 75%, and causes it to generate 2 stacks of supercharge. This effect cannot occur more than once every 15 seconds. | |
LvL15 | Reactive ShieldDefensive Increases damage reduction by 25% for 12 seconds. Increases damage reduction by 25% for 12 seconds. | |
LvL15 | SuperchargePassive Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. While channeled, Recharge and Reload generates stacks of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds. Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. While channeled, Recharge and Reload generates stacks of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts 60 seconds. | |
LvL19 | Disabling ShotInterrupt 30m (long range) Interrupts the target's current action and prevents that ability from being used for 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! | |
LvL19 | Medical ProbeHeal 30m (long range) Summons a probe that heals. Summons a probe that heals. | |
LvL19 | Hail of BoltsArea Attack 30m (long range) Launches waves of blaster fire at up to 8 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. Spends 32 energy cells over the duration. Launches waves of blaster fire at up to 8 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. Spends 32 energy cells over the duration. | |
LvL23 | Concussion ChargeKnockback Deals elemental damage and pushes up to 8 nearby enemies back away from the Trooper. Targets have their movement speed reduced by 50% for 4 seconds after being knocked back. Pushes enemies back. | |
LvL23 | Plasma GrenadeArea Attack 30m (long range) Lobs a plasma grenade that detonates on contact, dealing kinetic damage to up to 8 targets within 8 meters and igniting all the targets in fiery plasma, dealing additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames. Lobs a plasma grenade that detonates on contact, dealing kinetic damage to up to 8 targets within 8 meters and igniting all the targets in fiery plasma, dealing additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames. | |
LvL23 | Scorching BoltsPassive High Impact Bolt and Mag Bolt ignore 30% of the target's armor and dealing damage with either ability will always trigger your Plasma Cell. In addition, if High Impact Bolt or Mag Bolt is used against a burning target, you regenerate 5 energy cells. High Impact Bolt and Mag Bolt ignore 30% of the target's armor and dealing damage with either ability will always trigger your Plasma Cell. In addition, if High Impact Bolt or Mag Bolt is used against a burning target, you regenerate 5 energy cells. | |
LvL23 | Hyper CindersOptional Passive Level 23 Option 1/3 Periodic damage from Incendiary Round has a 50% chance to trigger Hyper Assault Rounds, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds. Periodic damage from Incendiary Round has a 50% chance to trigger Hyper Assault Rounds, regardless of the target's health percentage. This effect cannot occur more than once every 10 seconds. General Suggestion: Hyper Cinders will result in the highest damage over time. | |
LvL23 | Eruptive FlamesOptional Passive Level 23 Option 2/3 Periodic damage from Incendiary Round has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target. Periodic damage from Incendiary Round has a 60% chance to erupt, burning up to 4 additional targets within 5 meters of the primary target. Solo Many-Enemy Suggestion: This sees the most use with extra enemies, so if you can survive pulling two groups at a time, this choice will speed things up for sure. | |
LvL23 | Incendiary IgnitionOptional Passive Level 23 Option 3/3 Targets affected by your Incendiary Round's periodic damage take 35% more damage from your Plasma Cell. Targets affected by your Incendiary Round's periodic damage take 35% more damage from your Plasma Cell. | |
LvL27 | Full AutoAttack 30m (long range) Fires a continuous stream of bolts that deals weapon damage and depletes 24 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires a continuous stream of bolts that deals weapon damage and depletes 24 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. | |
LvL27 | Charged BarrierOptional Passive Level 27 Option 1/3 Charged Bolts and Medical Probe build a Charged Barrier that reduces damage taken by 2% per stack for 15 seconds. Stacks up to 3 times. Charged Bolts and Medical Probe build a Charged Barrier that reduces damage taken by 2% per stack for 15 seconds. Stacks up to 3 times. General Suggestion: With stealth scan being a rather niche/PvP centric skill, and Sticky Grenade not being a very worthwhile stun/aoe filler, the best choice in this tier is this constant free damage reduction. Always useful in all situations and easy to trigger! | |
LvL27 | Sticky GrenadeOptional Area Attack 30m (long range) Level 27 Option 2/3 Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals kinetic damage to up to 8 enemies when it detonates and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast. Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals kinetic damage to up to 8 enemies when it detonates and slows their movement speed by 60% for 10 seconds. Standard and weak targets are knocked down by the blast. | |
LvL27 | Advanced Recon DroidOptional Stealth Detection 30m (long range) Level 27 Option 3/3 Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. Fires off probes that scan the area for stealth opponents for 15 seconds and grants Droid Overwatch which increases your damage reduction while stunned by 30%. Revealed targets are immobilized and all enemies within the field are slowed by 30%. | |
LvL31 | Bacta InfusionHeal 30m (long range) Instantly heals a friendly target. Instantly heals a friendly target. | |
LvL35 | Assault PlastiqueAttack 30m (long range) Throws a moldable plastic explosive that sticks to the target and explodes after several seconds, dealing kinetic damage and then burning the target for elemental damage over the next 12 seconds. Charged Bolts and Mag Bolt cause the plastique to detonate immediately. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates. Throws a moldable plastic explosive that sticks to the target and explodes after several seconds, dealing kinetic damage and then burning the target for elemental damage over the next 12 seconds. Charged Bolts and Mag Bolt cause the plastique to detonate immediately. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates. | |
LvL35 | Concussive RoundCrowd Control 30m (long range) Fires a round at the target that knocks it out for up to 60 seconds. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely. Your crowd control (CC) is a special type of stun you can only use when your enemy is outside of combat. You use it before a fight, to temporarily knock an opponent out of the fight while you deal with the other enemies. Accidentally damaging your crowd control'd target will wake them up. | |
LvL35 | Sweltering HeatPassive Incendiary Round reduces the movement speed of the target by 30% while it burns them. Additionally, Incendiary Round makes the target Assailable for 45 seconds. Assailable targets take 7% more internal and elemental damage. Incendiary Round reduces the movement speed of the target by 30% while it burns them. Additionally, Incendiary Round makes the target Assailable for 45 seconds. Assailable targets take 7% more internal and elemental damage. | |
LvL39 | Target LockPassive Full Auto, Boltstorm, High Impact Bolt, and Mag Bolt ignore 30% of the target's armor. In addition, the critical chance of Medical Probe and Bacta Infusion are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for 6 seconds. Full Auto, Boltstorm, High Impact Bolt, and Mag Bolt ignore 30% of the target's armor. In addition, the critical chance of Medical Probe and Bacta Infusion are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for 6 seconds. | |
LvL39 | Impact ExplosivesOptional Passive Level 39 Option 1/3 Assault Plastique deals 50% more kinetic damage but no longer deals elemental damage, and Charged Bolts and Mag Bolt cannot detonate it early. Assault Plastique deals 50% more kinetic damage but no longer deals elemental damage, and Charged Bolts and Mag Bolt cannot detonate it early. | |
LvL39 | Slow BurnOptional Passive Level 39 Option 2/3 Periodic damage from Assault Plastique is 30% stronger and burns for 6 seconds longer. Periodic damage from Assault Plastique is 30% stronger and burns for 6 seconds longer. General Suggestion: This choice is by far the strongest increase to Assault Plastique, turning it into a serious damage over time effect that you should remember to keep up. | |
LvL39 | Heavy ShrapnelOptional Passive Level 39 Option 3/3 Assault Plastique can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target. Assault Plastique can hit up to 8 additional enemies within 8 meters of the primary target for a quarter of the damage it deals to the primary target. Solo Many-Enemy Suggestion: Turning assault plastique into an AoE is sure to speed up your trash fighting. | |
LvL39 | Field AidCleanse 30m (long range) Cleanses a friendly target of up to 2 negative tech or physical effects. Your cleanse can help remove harmful effects from you or other players. | |
LvL39 | Hold The LineMovement 20m Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%. Grants 10 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%. | |
LvL43 | DiversionOptional Detaunt Defensive Level 43 Option 1/3 Reduces threat towards all current enemies, and for 6 seconds after use it increases melee and ranged defense chance by 35%, provides interrupt immunity, and grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs 1 incoming Force or tech attack. Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank. Solo Single-Enemy Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Overclock for a better Tech Override if having aggro isn't a big issue. Solo Many-Enemy Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Overclock for a better Tech Override if having aggro isn't a big issue. Flashpoint Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead. Operation Suggestion: Adding a detaunt with defensive elements is usually most important on a DPS discipline. You may also take Supercharged Celerity for group utility but generally it's better that a healing Commando/Mercenary take it instead. | |
LvL43 | Supercharged CelerityOptional Operation Buff Level 43 Option 2/3 Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes. Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts 10 seconds. Those affected by Supercharged Celerity become Exhausted and cannot regain Supercharged Celerity for 5 minutes. | |
LvL43 | OverclockOptional Passive Level 43 Option 3/3 Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly. Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly. | |
LvL43 | Ionic AcceleratorPassive Charged Bolts, Full Auto, and Hail of Bolts finish the cooldown on High Impact Bolt and Mag Bolt and make the next High Impact Bolt or Mag Bolt deplete no energy cells. This effect cannot occur more than once every 7 seconds. Charged Bolts, Full Auto, and Hail of Bolts finish the cooldown on High Impact Bolt and Mag Bolt and make the next High Impact Bolt or Mag Bolt deplete no energy cells. This effect cannot occur more than once every 7 seconds. | |
LvL47 | Adrenaline RushDefensive 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. 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. | |
LvL47 | Serrated BoltAttack 30m (long range) Fires special serrated bolts at the target that deal weapon damage and cause the target to bleed for internal damage over 15 seconds. This bleed marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks. Fires special serrated bolts at the target that deal weapon damage and cause the target to bleed for internal damage over 15 seconds. This bleed marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks. | |
LvL51 | Special MunitionsPassive Reduces the pushback suffered while activating Charged Bolts, Grav Round, Concussive Round, Plasma Grenade, and Serrated Bolt by 75%. Reduces the pushback suffered while activating Charged Bolts, Grav Round, Concussive Round, Plasma Grenade, and Serrated Bolt by 75%. | |
LvL51 | Reflexive ShieldOptional Passive Level 51 Option 1/3 When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds. When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt. which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds. | |
LvL51 | Cell CapacitorOptional Passive Level 51 Option 2/3 Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds. Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds. General Suggestion: Assault Specialist can be extremely ammo hungry - take Cell Capacitor in all scenarios. | |
LvL51 | Tenacious DefenseOptional Passive Level 51 Option 3/3 Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds. Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds. In addition, the duration of Hold the Line is increased by 4 seconds. | |
LvL51 | Explosive DisseminationPassive Plasma Grenade deals 25% more damage and spreads your Incendiary Round burn and Serrated Bolt bleed effects to targets it hits if it hits a target with those effects. Plasma Grenade deals 25% more damage and spreads your Incendiary Round burn and Serrated Bolt bleed effects to targets it hits if it hits a target with those effects. | |
LvL56 | Tech OverrideBuff Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds. Your next ability used within 15 seconds with an activation time will activate instantly and then grant immunity to pushback and interrupts for 6 seconds. | |
LvL60 | Electro NetAttack Slow 30m (long range) Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing energy damage over 9 seconds. While affected, a target that moves takes 20% more damage from electro net, and this effect can stack up to 10 times on enemy players or 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 seconds. Slows slow the enemy down, making it hard for them to run away. | |
LvL60 | Mag BoltAttack 30m (long range) Fires a very powerful shot at the target that deals weapon damage. Replaces High Impact Bolt. Fires a very powerful shot at the target that deals weapon damage. Replaces High Impact Bolt. | |
LvL60 | Relentless AssaultPassive Elemental attacks deal 5% more damage to bleeding targets, and periodic effects deal 30% more damage to targets below 30% max health. In addition, once every 10 seconds, gaining a stack of Supercharge grants Relentless Assault, increasing your critical chance by 10% for 10 seconds. Elemental attacks deal 5% more damage to bleeding targets, and periodic effects deal 30% more damage to targets below 30% max health. In addition, once every 10 seconds, gaining a stack of Supercharge grants Relentless Assault, increasing your critical chance by 10% for 10 seconds. | |
LvL64 | Forced MarchOptional Passive Level 64 Option 1/3 Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving. Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving. General Suggestion: This choice singlehandedly makes commandos much more mobile than they normally are, making it much easier to position correctly and stay safe while remaining effective. If you find yourself remaining pretty still or moving in short bursts where this choice is less useful, Adrenal Surge is a really good self-healing boost. | |
LvL64 | Combat ShieldOptional Passive Level 64 Option 2/3 Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts. Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts. | |
LvL64 | Adrenal SurgeOptional Passive Level 64 Option 3/3 Adrenaline Rush triggers at, and can heal you up to, 60% of your maximum health. Additionally, Adrenaline Rush lasts 2 seconds longer and heals for twice as much each time it restores health. Adrenaline Rush triggers at, and can heal you up to, 60% of your maximum health. Additionally, Adrenaline Rush lasts 2 seconds longer and heals for twice as much each time it restores health. | |
LvL67 | Extra RoundsPassive Propulsion Round gets an additional charge. Propulsion Round gets an additional charge. | |
LvL68 | Echoing DeterrenceOptional Defensive Level 68 Option 1/3 Activates a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned. Activates a defensive response system that absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned. General Suggestion: This reflect ability also absorbs all damage and heals you, making it one of the best defensive cooldowns in the game. Keep this as default unless you find yourself really needing the movement of Propulsion Round or the 4 second stun from Cryo Grenade. | |
LvL68 | Propulsion RoundOptional Movement Level 68 Option 2/3 Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered. Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. In addition, you cannot be leapt to, pulled, and are immune to pushback and interrupts for 4 seconds. Taking melee or tech damage within those 4 seconds refreshes the cooldown on Propulsion Round. This effect can occur once every 40 seconds. Cannot be used while immobilized or hindered. | |
LvL68 | Cryo GrenadeOptional Stun 10m (short range) Level 68 Option 3/3 Hurls a cryo grenade that freezes the target, dealing energy damage and stunning it for 4 seconds. You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. | |
LvL68 | Blazing CelerityPassive Damage dealt by Mag Bolt makes your next Charged Bolts, Serrated Bolt, or Medical Probe activate instantly. This effect cannot occur more than once every 15 seconds. Damage dealt by Mag Bolt makes your next Charged Bolts, Serrated Bolt, or Medical Probe activate instantly. This effect cannot occur more than once every 15 seconds. | |
LvL73 | Concussive ForceOptional Passive Level 73 Option 1/3 Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away. Explosive Round immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away. | |
LvL73 | Parallactic Combat StimsOptional Passive Level 73 Option 2/3 You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing. You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing. Solo Single-Enemy Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Stabilizers in solo fights to stay alive. Solo Many-Enemy Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier, except for maybe using Trauma Stabilizers in solo fights to stay alive. Flashpoint Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier. If not applicable, take Trauma Stabilizers. Operation Suggestion: Many tougher fights in the game regardless of content type include some kind of stun, immobilization or knockdown that will trigger Parallactic Combat Stims. The energy regeneration and damage boost are the best choice in the tier. If not applicable, take Trauma Stabilizers. | |
LvL73 | Trauma StabilizersOptional Passive Level 73 Option 3/3 While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 10 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 4% of your maximum health. While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 10 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 4% of your maximum health. | |
LvL73 | Assault TrainingPassive Increases ranged critical chance by 5% and the critical damage bonus for Full Auto, Charged Bolts, Assault Plastique, and Mag Bolt by 15%. Increases ranged critical chance by 5% and the critical damage bonus for Full Auto, Charged Bolts, Assault Plastique, and Mag Bolt by 15%. | |
LvL78 | Boosted BoltsPassive Dealing periodic damage grants Boosted Bolts, increasing the damage dealt by your next Charged Bolts or Hail of Bolts by 1%. This effect can stack up to 10 times and lasts up to 15 seconds. Dealing periodic damage grants Boosted Bolts, increasing the damage dealt by your next Charged Bolts or Hail of Bolts by 1%. This effect can stack up to 10 times and lasts up to 15 seconds. |
Milestones
- At Level 15 you will get your first exclusive ability only the Assault Specialist Commando has, it will be called Incendiary Round.
- At Level 23 you will get to choose a way to change how Incendiary Round works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Assault Specialist Ability Tree on the right.
- At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
- At Level 47 you will get your second exclusive ability only the Assault Specialist Commando gets, it will be called Assault Plastique.
- At Level 39 you will get to choose a way to change how Assault Plastique works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Assault Specialist Commando has, Serrated Bolt and Mag Bolt.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your Commando.
- All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.