Vanguard Plasmatech Basics Guide
Plasmatech
Vanguards adamant on burning their way through hostile forces can do so effectively with the latest in weaponized plasma technology. The Plasmatech Vanguard stands their own, striking their enemy with waves and rounds of raw incendiary power that persists in their searing destruction.
- Role: Damage
- Type: Damage Over Time
- Weapon: Blaster Rifle
- Distance: Short Range
- Mirror: Powertech – Pyrotech
Plasmatech for New Players
- 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.
How to play a Plasmatech Vanguard
You can start playing Plasmatech at level 1. To start playing Plasmatech, you will need to first create a Vanguard 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 Plasmatech 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 Plasmatech Vanguard until you’re ready to read and learn from a true level 80 guide.
- Plasmatize is your biggest damage over time (DoT) ability and lasts a long time. Start with applying this!
- Incendiary Round is your other DoT skill, and having both it and Plasmatize on the target will increase the rest of your damage. Watch your debuffs to see when it’s going to run out of time as it will run out sooner than Plasmatize!
- Shockstrike does a ton of damage.
- Plasma Flare is another great attack to use while your damage over time stuff is applied, and can be buffed by another move covered below. Plasma Flare makes Ion Pulse glow and cost no ammo.
- Ion Pulse will be your main attack when Shockstrike is down and your DoTs are already applied. You will run out of ammo fast – so alternate between using Hammer Shot instead of Ion Pulse to reduce ammo consumption.
Multiple Enemies
- Use Artillery Blitz to do tons of damage to up to 8 targets. It can be very expensive ammo-wise, but well worth it in large packs of enemies.
- Ion Wave is a great ability both single target (mentioned in the Extra Tips) and AoE, as it can spread your Incendiary Round to all targets caught in the cone with it!
- Explosive Surge is your area-damage version of Ion Surge. Use this when artillery blitz is used up.
Extra Tips
- Use Recharge Cells to get ammo back.
- Feeling spicy? Use Ion Wave after Ion Pulse makes it glow and it will give Plasma Flare extra damage!
- Feeling EXTRA spicy? Use High Impact Bolt when it’s glowing – it will always glow after Shockstrike.
- Feeling SUPER SPICY? Durasteel Armor and Battle Focus boost your damage. Use them as often as possible after your damage over time abilities are applied but before you start using Shockstrike.
- Feeling SUPER EXTRA spicy? Use your orange Shoulder Cannon to do burst damage. It doesn’t respect the global cooldown, so keep it on a spam-able key and do it alongside everything else!
- Feeling SO SPICY YOU JUST CAN’T STOP? If you’re waiting for a fight to start, stand far way from your enemy and use Explosive Surge twice to boost your damage early!
Plasmatech is a class that can have a lot of additional layers of complexity if you want to add them.
Before you play…
Making your Plasmatize (every 30 seconds) 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
- Plasma / Pyrotech 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- 7.0 Plasmatech Vanguard PvE Guide and Best Builds by Endonae on vulkk.com (7.2)
- Best Tank Killer: Pyrotech / Plasmatech SWTOR PVP Guide by Ivano on YouTube (7.3.1)
- Plasmatech Vanguard Guide by Biggs on YouTube (7.01)
Attacks
- Hammer Shot - Basic AttackLevel 1
- Stockstrike - AttackLevel 1
- Ion Pulse - AttackLevel 1
- High Impact Bolt - AttackLevel 4
- Ion Wave - Area AttackLevel 5
- Explosive Surge - Area AttackLevel 7
- Shockstrike - AttackLevel 15 REPLACES Stockstrike at Level 15+
- Artillery Blitz - Area AttackLevel 19
- Incendiary Round - AttackLevel 35
- Armor Piercing Round - Optional Attack Level 39 Option 3/3Level 39 REPLACES Incendiary Round at Level 39+
- Plasma Flare - AttackLevel 47
- Shoulder Cannon - AttackLevel 60
- Plasmatize - AttackLevel 60
Multiple Enemy Attack Abilities
These Plasmatech attacks are useful for attacking groups of enemies.
- Ion Wave - Area AttackLevel 5
- Explosive Surge - Area AttackLevel 7
- Artillery Blitz - Area AttackLevel 19
- Neural Surge - Area StunLevel 56
Buffs
You can combine your Plasmatech buffs with your attacks to create powerful combinations.
- Fortification - Passive Class BuffLevel 1
- Recharge Cells - BuffLevel 13
- Durasteel Armor - Buff and DefensiveLevel 15
- Battle Focus - BuffLevel 40
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Vanguard has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
- Durasteel Armor - Buff and DefensiveLevel 15
- Reactive Shield - DefensiveLevel 17
- Adrenaline Rush - DefensiveLevel 32
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Vanguards 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
- Riot Strike - 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 12
- Harpoon - Pull - Pull an enemy to you. Doesn't work on stronger enemies.Level 25
- Storm - Optional Leap Level 27 Option 2/3 - Jump to a faraway enemy.Level 27
- Sonic Round - Detaunt - 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 31
- Suppression Droid - Optional Detection Level 43 Option 3/3 - Fires off a Suppression Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed for 30%.Level 43
- Neural Surge - Area Stun - Stun many enemies to keep them out of the fight temporarily.Level 56
- Cryo Grenade - Optional Stun Level 68 Option 2/3 - 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
- Hold the Line - Optional Movement Level 68 Option 3/3 - Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Plasmatech Vanguard 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 Plasmatech Vanguard, 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 Plasmatech Vanguard.
Level 23 Choice: Shockstrike Change
Choose from one of three ways that you want Shockstrike to change at level 23. Your options are Suppressive Heat, Heavy Plasma Round, and Tactical Strike.
Strikes the target with an overcharged rifle butt, dealing kinetic damage and releasing a powerful discharge that deals elemental damage. Replaces Stockstrike.
Shockstrike builds a stack of Suppresive Heat increasing the damage of your Plasma Cell by 25% per stack. Lasts for 15 seconds. This effect can stack up to 4 times.
Shockstrike builds a stack of Suppresive Heat increasing the damage of your Plasma Cell by 25% per stack. Lasts for 15 seconds. This effect can stack up to 4 times.
Shockstrike leaves a shock charge on the target causing your next Plasma Flare or Ion Pulse to set off the charge dealing 30% more damage. This effect can only occur once every 30 seconds.
Shockstrike leaves a shock charge on the target causing your next Plasma Flare or Ion Pulse to set off the charge dealing 30% more damage. This effect can only occur once every 30 seconds.
Shockstrike deals damage to up to 4 enemies within 5 meters of the primary target.
Shockstrike deals damage to up to 4 enemies within 5 meters of the primary target.
Solo Single-Strong-Enemy Suggestion: Suppressive Heat - Shockstrike is your big melee hit ability, and Plasma Cell is a passive damage source thats working in the background all the time as you fight. Suppressive heat will be free extra damage without having to change the way you play Plasmatech at all!
Flashpoint Suggestion: Suppressive Heat - Shockstrike is your big melee hit ability, and Plasma Cell is a passive damage source thats working in the background all the time as you fight. Suppressive heat will be free extra damage without having to change the way you play Plasmatech at all!
Operation Suggestion: Suppressive Heat - Shockstrike is your big melee hit ability, and Plasma Cell is a passive damage source thats working in the background all the time as you fight. Suppressive heat will be free extra damage without having to change the way you play Plasmatech at all!
Multi-Enemy Solo Suggestion: Tactical Strike - This is a pretty good amount of cleave damage for attacking big groups of trash.
Level 27 Choice
Choose from one of three Vanguard abilities at Level 27, you can only have one of these options at any given time. Your options as a Plasmatech Vanguard for the Level 27 choice are Blazing Harpoon, Storm, and Reserved Cables.
Harpoon cable is engulfed in fire and places Blazing Harpoon on the target. This deals elemental damage and slows the target over 6 seconds.
Harpoon cable is engulfed in fire and places Blazing Harpoon on the target. This deals elemental damage and slows the target over 6 seconds.
Storm a distant target, dealing kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover. Using Storm grants Battering Blitz, resetting the cooldown of Storm and increasing movement speed by 30% for 6 seconds. While Battering Blitz is active, Storm may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.
Jump to a faraway enemy.
Harpoon gets 2 charges and finishes the cooldown of Stockstrike.
Harpoon gets 2 charges and finishes the cooldown of Stockstrike.
General Suggestion: Storm - Taking Storm and adding a leap to your vanguard makes you 100% more mobile and this one can be re-cast right away for additional damage! This also has an added benefit of not being a passive that relies on Harpoon - which would generate high threat.
Level 39 Choice: Incendiary Round Change
Choose from one of three ways that you want Incendiary Round to change at level 39. Your options are Primed Det Packs, Heated Bolt, and Armor Piercing Round.
Launches an incendiary projectile, setting the target ablaze for elemental damage and an additional elemental damage over 15 seconds.
Incendiary Round deals damage to up to 4 targets and applies a detonator to each target it hits. When the targets are hit by Ion Wave each detonator explodes dealing damage to each target.
Incendiary Round deals damage to up to 4 targets and applies a detonator to each target it hits. When the targets are hit by Ion Wave each detonator explodes dealing damage to each target.
When you deal damage with Incendiary Round, your next High Impact Bolt applies Burning Bolt, dealing elemental damage over 12 seconds. This effect can occur once every 10 seconds.
When you deal damage with Incendiary Round, your next High Impact Bolt applies Burning Bolt, dealing elemental damage over 12 seconds. This effect can occur once every 10 seconds.
Fires a missile that explodes on contact, igniting the target for elemental damage. In addition, Armor Piercing Round will apply Assailable to targets it damages. Assailable targets take 7% more elemental and internal damage. Replaces Incendiary Round.
Fires a missile that explodes on contact, igniting the target for elemental damage. In addition, Armor Piercing Round will apply Assailable to targets it damages. Assailable targets take 7% more elemental and internal damage. Replaces Incendiary Round.
Multi-Enemy Solo Suggestion: Primed Det Packs - Ion Wave should already be trying to spread incendiary round - this added dps will make your AoE on large groups much better without much extra thinking.
Solo Single-Strong-Enemy Suggestion: Heated Bolt - Plasmatech is a damage over time-based damage discipline. A talent that gives you an additional damage over time effect is invaluable as it is what you specialize in already. Remember to press your glowing high impact bolt after every Incendiary round for 12 seconds of burn damage!
Flashpoint Suggestion: Heated Bolt - Plasmatech is a damage over time-based damage discipline. A talent that gives you an additional damage over time effect is invaluable as it is what you specialize in already. Remember to press your glowing high impact bolt after every Incendiary round for 12 seconds of burn damage!
Operation Suggestion: Heated Bolt - Plasmatech is a damage over time-based damage discipline. A talent that gives you an additional damage over time effect is invaluable as it is what you specialize in already. Remember to press your glowing high impact bolt after every Incendiary round for 12 seconds of burn damage!
Level 43 Choice
Choose from one of three Vanguard abilities at Level 43, you can only have one of these options at any given time. Your options as a Plasmatech Vanguard for the Level 43 choice are Elite Vanguard, Reactive Plating, and Suppression Droid.
When activating Reactive Shield you gain 25% movement speed and immunity from incapacitating effects for 6 seconds. In addition when taking damage from direct attacks your cooldown on Neural Surge is reduced by 2 seconds. This can occur once every 3 seconds.
When activating Reactive Shield you gain 25% movement speed and immunity from incapacitating effects for 6 seconds. In addition when taking damage from direct attacks your cooldown on Neural Surge is reduced by 2 seconds. This can occur once every 3 seconds.
When activating Adrenaline Rush you gain Reactive Plating. This allows your next Durasteel Armor to gain an additional stack and return damage to attackers or your next Sonic Round will heal allies and grant you 10% damage reduction.
When activating Adrenaline Rush you gain Reactive Plating. This allows your next Durasteel Armor to gain an additional stack and return damage to attackers or your next Sonic Round will heal allies and grant you 10% damage reduction.
Fires off a Suppression Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed for 30%.
Fires off a Suppression Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed for 30%.
General Suggestion: Reactive Plating - Adding an extra stack to one of your most important buffs and allowing it to reflect damage is very powerful, not to mention the ability to turn your detaunt into a defensive that heals allies! Only Plasmatech vanguards have access to this and it's pretty good!
Level 51 Choice
Choose from one of three Vanguard abilities at Level 51, you can only have one of these options at any given time. Your options as a Plasmatech Vanguard for the Level 51 choice are Electro Shield, Parallactic Combat Stims, and Iron Will.
When activated, your Reactive Shield charges with electricity, zapping attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
When activated, your Reactive Shield charges with electricity, zapping attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
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.
Reduces the cooldown of Tenacity by 30 seconds and the cooldown of Recharge Cells by 15 seconds.
Reduces the cooldown of Tenacity by 30 seconds and the cooldown of Recharge Cells by 15 seconds.
General Suggestion: Electro Shield - Choose Electro Shield to do some free damage to your enemy every time you get hit!
Level 64 Choice
Choose from one of three Vanguard abilities at Level 64, you can only have one of these options at any given time. Your options as a Plasmatech Vanguard for the Level 64 choice are Reflective Armor, Frontline Defense, and Entangling Tools.
When Into The Fray is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.
When Into The Fray is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.
Reduces the cooldown of Riot Strike by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Round is activated.
Reduces the cooldown of Riot Strike by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Round is activated.
Tactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Jolt slows the target by 50% for 6 seconds.
Tactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Jolt slows the target by 50% for 6 seconds.
General Suggestion: Frontline Defense - The reduced damage from area attacks makes this very useful for staying alive in any content with area-wide damage (which is almost all). Combined with a reduced interrupt cooldown, and this choice makes any fight with mechanics a little easier to survive! If you feel you don't need the damage reduction, Reflective Armor is a good option for some free damage.
Level 68 Choice
Choose from one of three Vanguard abilities at Level 68, you can only have one of these options at any given time. Your options as a Plasmatech Vanguard for the Level 68 choice are Guard Cannon, Cryo Grenade, and Hold the Line.
Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.
Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.
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.
Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.
Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.
General Suggestion: Hold the Line - All three choices here are good, but Hold the Line should be your default to help make vanguard feel a little more mobile. If extra survivability is needed, swap to Guard Cannon, and Cryo Grenade is a great 4 second stun if your enemies aren't immune to such effects.
Level 73 Choice
Choose from one of three Vanguard abilities at Level 73, you can only have one of these options at any given time. Your options as a Plasmatech Vanguard for the Level 73 choice are Paralytic Augs, Efficient Tools, and Sonic Rebounder.
Increases the stun durations of Cryo Grenade by 1 second and Neural Surge by 0.5 seconds.
Increases the stun durations of Cryo Grenade by 1 second and Neural Surge by 0.5 seconds.
Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge most stun effects when activated. In addition, Efficient Tools increases the range of Harpoon and Shoulder Cannon by 10 meters and eliminates the energy cost of Cryo Grenade and Neural Surge.
Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge most stun effects when activated. In addition, Efficient Tools increases the range of Harpoon and Shoulder Cannon by 10 meters and eliminates the energy cost of Cryo Grenade and Neural Surge.
Sonic Round protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.
Sonic Round protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.
Solo Single-Strong-Enemy Suggestion: Efficient Tools - Choose Efficient Tools to let you use Adrenaline Rush when you are stunned, and make your Shoulder Cannon and Harpoon reach farther!
Multi-Enemy Solo Suggestion: Efficient Tools - Choose Efficient Tools to let you use Adrenaline Rush when you are stunned, and make your Shoulder Cannon and Harpoon reach farther!
Flashpoint Suggestion: Efficient Tools - Choose Efficient Tools to let you use Adrenaline Rush when you are stunned, and make your Shoulder Cannon and Harpoon reach farther!
Operation Suggestion: Sonic Rebounder - Sonic Rebounder is incredibly powerful in group content - when you use your detaunt, everyone nearby except you will get a protective shield that bounces damage back at the enemy! This is a fan-favorite ability for the Vanguard Style! Remember that if you took Reactive Plating at 43, this will also heal allies and reduce your damage taken!
All Abilities
All your abilities for the Plasmatech Vanguard.
Lvl | Icon | Ability |
---|---|---|
LvL1 | Recharge and ReloadRegeneration Regenerates health and recharges your energy cells while channeling. Not usable in combat. Regain health out of battle. | |
LvL1 | Hammer ShotBasic Attack 30m (long range) Fires a series of hammering shots that deal weapon damage to the target. Fires a series of hammering shots that deal weapon damage to the target. | |
LvL1 | StockstrikeAttack 4m (melee range) Strikes the target with the butt of the rifle, dealing kinetic damage. Strikes the target with the butt of the rifle, dealing kinetic damage. | |
LvL1 | FortificationPassive Class Buff Increases Endurance by 5%. Increases Endurance by 5%. | |
LvL1 | Plasma CellPassive Ranged weapon attacks have a 30% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second. Ranged weapon attacks have a 30% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second. | |
LvL1 | Hazardous HeatPassive Increases the damage of Plasmatize by 20%. Increases the damage of Plasmatize by 20%. | |
LvL1 | Ion PulseAttack 10m (short range) Fires an ion pulse at the target, dealing elemental damage. Fires an ion pulse at the target, dealing elemental damage. | |
LvL4 | High Impact BoltAttack 10m (short range) Fires a very powerful round at the target, dealing weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage. Fires a very powerful round at the target, dealing weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage. | |
LvL5 | Ion WaveArea Attack 10m (short range) Blasts everything in a 10-meter cone with ionized energy, dealing elemental damage to up to 8 targets. Blasts everything in a 10-meter cone with ionized energy, dealing elemental damage to up to 8 targets. | |
LvL7 | Explosive SurgeArea Attack 5m (melee range) Emits an explosive surge, dealing elemental damage to up to 8 enemies within 5 meters. Emits an explosive surge, dealing elemental damage to up to 8 enemies within 5 meters. | |
LvL10 | TenacityStun Break Purges incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. | |
LvL12 | Riot StrikeInterrupt 4m (melee range) Interrupts the target's current action and prevents that ability from being used for the next 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! | |
LvL13 | 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. | |
LvL15 | ShockstrikeAttack 4m (melee range) Strikes the target with an overcharged rifle butt, dealing kinetic damage and releasing a powerful discharge that deals elemental damage. Replaces Stockstrike. Strikes the target with an overcharged rifle butt, dealing kinetic damage and releasing a powerful discharge that deals elemental damage. Replaces Stockstrike. | |
LvL15 | Durasteel ArmorBuff and Defensive Applies a stack of Durasteel armor to you, increasing your armor by 40% and your damage done by 2% for 10 seconds. Whenever you take damage, an additional stack of Durasteel Armor is applied, up to 5 times. This lasts up to 30 seconds. Applies a stack of Durasteel armor to you, increasing your armor by 40% and your damage done by 2% for 10 seconds. Whenever you take damage, an additional stack of Durasteel Armor is applied, up to 5 times. This lasts up to 30 seconds. | |
LvL15 | Heated ToolsHidden Passive Reduces the cooldown of Ion Wave by 3 seconds and causes Shockstrike to root its target for 2 seconds. Reduces the cooldown of Ion Wave by 3 seconds and causes Shockstrike to root its target for 2 seconds. | |
LvL15 | Ionized IgnitionPassive Shockstrike, Ion Pulse, and Explosive Surge trigger Plasma Cell on all affected targets. Reduces the cooldown of Ion Wave by 3 seconds and causes Shockstrike to root its target for 2 seconds. Shockstrike, Ion Pulse, and Explosive Surge trigger Plasma Cell on all affected targets. Reduces the cooldown of Ion Wave by 3 seconds and causes Shockstrike to root its target for 2 seconds. | |
LvL17 | Reactive ShieldDefensive Increases damage reduction by 25% for 15 seconds. Increases damage reduction by 25% for 15 seconds. | |
LvL19 | Artillery BlitzArea Attack 10m (short range) Calls down artillery strikes while unleashing plasma blasts that deal kinetic damage and elemental damage to up to 8 enemies in the targeted area while depleting 30 energy cells over the duration of the channel. Standard and weak targets are knocked down by the blasts. Can be used while moving. Calls down artillery strikes while unleashing plasma blasts that deal kinetic damage and elemental damage to up to 8 enemies in the targeted area while depleting 30 energy cells over the duration of the channel. Standard and weak targets are knocked down by the blasts. Can be used while moving. | |
LvL23 | Neural JoltTaunt 30m (long range) 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. 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. | |
LvL23 | Suppressive HeatOptional Passive Level 23 Option 1/3 Shockstrike builds a stack of Suppresive Heat increasing the damage of your Plasma Cell by 25% per stack. Lasts for 15 seconds. This effect can stack up to 4 times. Shockstrike builds a stack of Suppresive Heat increasing the damage of your Plasma Cell by 25% per stack. Lasts for 15 seconds. This effect can stack up to 4 times. General Suggestion: Shockstrike is your big melee hit ability, and Plasma Cell is a passive damage source thats working in the background all the time as you fight. Suppressive heat will be free extra damage without having to change the way you play Plasmatech at all! | |
LvL23 | Heavy Plasma RoundOptional Passive Level 23 Option 2/3 Shockstrike leaves a shock charge on the target causing your next Plasma Flare or Ion Pulse to set off the charge dealing 30% more damage. This effect can only occur once every 30 seconds. Shockstrike leaves a shock charge on the target causing your next Plasma Flare or Ion Pulse to set off the charge dealing 30% more damage. This effect can only occur once every 30 seconds. | |
LvL23 | Tactical StrikeOptional Passive Level 23 Option 3/3 Shockstrike deals damage to up to 4 enemies within 5 meters of the primary target. Shockstrike deals damage to up to 4 enemies within 5 meters of the primary target. Solo Many-Enemy Suggestion: This is a pretty good amount of cleave damage for attacking big groups of trash. | |
LvL23 | 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%. | |
LvL23 | Assault FramePassive Reduces the damage taken from all periodic effects by 30%. Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 5%. Reduces the damage taken from all periodic effects by 30%. Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 5%. | |
LvL25 | HarpoonPull 10-40m Fires a harpoon line that pulls the target to your location and generates a high amount of threat. Targets are immobilized for 3 seconds. Cannot be used on targets in cover. Pull an enemy to you. Doesn't work on stronger enemies. | |
LvL27 | Into the FrayPassive 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. 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. | |
LvL27 | Blazing HarpoonOptional Passive Level 27 Option 1/3 Harpoon cable is engulfed in fire and places Blazing Harpoon on the target. This deals elemental damage and slows the target over 6 seconds. Harpoon cable is engulfed in fire and places Blazing Harpoon on the target. This deals elemental damage and slows the target over 6 seconds. | |
LvL27 | StormOptional Leap 10-30m Level 27 Option 2/3 Storm a distant target, dealing kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover. Using Storm grants Battering Blitz, resetting the cooldown of Storm and increasing movement speed by 30% for 6 seconds. While Battering Blitz is active, Storm may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds. Jump to a faraway enemy. General Suggestion: Taking Storm and adding a leap to your vanguard makes you 100% more mobile and this one can be re-cast right away for additional damage! This also has an added benefit of not being a passive that relies on Harpoon - which would generate high threat. | |
LvL27 | Reserved CablesOptional Passive Level 27 Option 3/3 Harpoon gets 2 charges and finishes the cooldown of Stockstrike. Harpoon gets 2 charges and finishes the cooldown of Stockstrike. | |
LvL31 | Sonic RoundDetaunt 30m (long range) Fires a sonic round, immediately reducing threat towards all current enemies by a moderate amount. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you. 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. | |
LvL32 | 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. Once triggered, Adrenaline Rush rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Does not go on cooldown until Fired Up is triggered. 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. Once triggered, Adrenaline Rush rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Does not go on cooldown until Fired Up is triggered. | |
LvL35 | Incendiary RoundAttack 30m (long range) Launches an incendiary projectile, setting the target ablaze for elemental damage and an additional elemental damage over 15 seconds. Launches an incendiary projectile, setting the target ablaze for elemental damage and an additional elemental damage over 15 seconds. | |
LvL35 | Cell GeneratorHidden Passive Increases the critical hit chance of elemental attacks by 3% and regenerates 2 energy cells every 1.5 seconds. Increases the critical hit chance of elemental attacks by 3% and regenerates 2 energy cells every 1.5 seconds. | |
LvL35 | Insulated AugsPassive Increases elemental and internal damage reduction by 5% and reduces the cooldown on Sonic Round by 10 seconds. Increases the critical hit chance of elemental attacks by 3% and regenerates 2 energy cells every 1.5 seconds. Increases elemental and internal damage reduction by 5% and reduces the cooldown on Sonic Round by 10 seconds. Increases the critical hit chance of elemental attacks by 3% and regenerates 2 energy cells every 1.5 seconds. | |
LvL39 | Primed Det PacksOptional Passive Level 39 Option 1/3 Incendiary Round deals damage to up to 4 targets and applies a detonator to each target it hits. When the targets are hit by Ion Wave each detonator explodes dealing damage to each target. Incendiary Round deals damage to up to 4 targets and applies a detonator to each target it hits. When the targets are hit by Ion Wave each detonator explodes dealing damage to each target. Solo Many-Enemy Suggestion: Ion Wave should already be trying to spread incendiary round - this added dps will make your AoE on large groups much better without much extra thinking. | |
LvL39 | Heated BoltOptional Passive Level 39 Option 2/3 When you deal damage with Incendiary Round, your next High Impact Bolt applies Burning Bolt, dealing elemental damage over 12 seconds. This effect can occur once every 10 seconds. When you deal damage with Incendiary Round, your next High Impact Bolt applies Burning Bolt, dealing elemental damage over 12 seconds. This effect can occur once every 10 seconds. General Suggestion: Plasmatech is a damage over time-based damage discipline. A talent that gives you an additional damage over time effect is invaluable as it is what you specialize in already. Remember to press your glowing high impact bolt after every Incendiary round for 12 seconds of burn damage! | |
LvL39 | Armor Piercing RoundOptional Attack 30m (long range) Level 39 Option 3/3 Fires a missile that explodes on contact, igniting the target for elemental damage. In addition, Armor Piercing Round will apply Assailable to targets it damages. Assailable targets take 7% more elemental and internal damage. Replaces Incendiary Round. Fires a missile that explodes on contact, igniting the target for elemental damage. In addition, Armor Piercing Round will apply Assailable to targets it damages. Assailable targets take 7% more elemental and internal damage. Replaces Incendiary Round. | |
LvL40 | Battle FocusBuff Increases ranged and tech critical hit chance by 25% for 15 seconds. Increases ranged and tech critical hit chance by 25% for 15 seconds. | |
LvL43 | Focused ImpactPassive High Impact Bolt ignores 60% of the target's armor and Stockstrike or Shockstrike deals 10% more damage. High Impact Bolt ignores 60% of the target's armor and Stockstrike or Shockstrike deals 10% more damage. | |
LvL43 | Plasmatic AssaultHidden Passive Increases the critical bonus damage of Ion Wave, Shockstrike, Plasmatize, and Plasma Flare by 15%. Increases the critical bonus damage of Ion Wave, Shockstrike, Plasmatize, and Plasma Flare by 15%. | |
LvL43 | Hyper Assault CellPassive Activating Shockstrike makes your next High Impact Bolt an automatic critical hit. Increases the critical bonus damage of Ion Wave, Shockstrike, Plasmatize, and Plasma Flare by 10%. Activating Shockstrike makes your next High Impact Bolt an automatic critical hit. Increases the critical bonus damage of Ion Wave, Shockstrike, Plasmatize, and Plasma Flare by 10%. | |
LvL43 | Elite VanguardOptional Passive Level 43 Option 1/3 When activating Reactive Shield you gain 25% movement speed and immunity from incapacitating effects for 6 seconds. In addition when taking damage from direct attacks your cooldown on Neural Surge is reduced by 2 seconds. This can occur once every 3 seconds. When activating Reactive Shield you gain 25% movement speed and immunity from incapacitating effects for 6 seconds. In addition when taking damage from direct attacks your cooldown on Neural Surge is reduced by 2 seconds. This can occur once every 3 seconds. | |
LvL43 | Reactive PlatingOptional Passive Level 43 Option 2/3 When activating Adrenaline Rush you gain Reactive Plating. This allows your next Durasteel Armor to gain an additional stack and return damage to attackers or your next Sonic Round will heal allies and grant you 10% damage reduction. When activating Adrenaline Rush you gain Reactive Plating. This allows your next Durasteel Armor to gain an additional stack and return damage to attackers or your next Sonic Round will heal allies and grant you 10% damage reduction. General Suggestion: Adding an extra stack to one of your most important buffs and allowing it to reflect damage is very powerful, not to mention the ability to turn your detaunt into a defensive that heals allies! Only Plasmatech vanguards have access to this and it's pretty good! | |
LvL43 | Suppression DroidOptional Detection 30m (long range) Level 43 Option 3/3 Fires off a Suppression Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed for 30%. Fires off a Suppression Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed for 30%. | |
LvL47 | Plasma FlareAttack 10m (short range) Emits an energetic plasma burst, dealing elemental damage to the target. Emits an energetic plasma burst, dealing elemental damage to the target. | |
LvL51 | Pulse GeneratorPassive Ion Pulse, Explosive Surge, and Plasma Flare grant Pulse Generator, increasing the damage dealt by your next Ion Wave by 50% and causing it to slow affected targets by 45% for 3 seconds. This effect stacks up to 2 times. Ion Pulse, Explosive Surge, and Plasma Flare grant Pulse Generator, increasing the damage dealt by your next Ion Wave by 50% and causing it to slow affected targets by 45% for 3 seconds. This effect stacks up to 2 times. | |
LvL51 | Electro ShieldOptional Passive Level 51 Option 1/3 When activated, your Reactive Shield charges with electricity, zapping attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second. When activated, your Reactive Shield charges with electricity, zapping attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second. General Suggestion: Choose Electro Shield to do some free damage to your enemy every time you get hit! | |
LvL51 | Parallactic Combat StimsOptional Passive Level 51 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. | |
LvL51 | Iron WillOptional Passive Level 51 Option 3/3 Reduces the cooldown of Tenacity by 30 seconds and the cooldown of Recharge Cells by 15 seconds. Reduces the cooldown of Tenacity by 30 seconds and the cooldown of Recharge Cells by 15 seconds. | |
LvL56 | Neural SurgeArea Stun 8m (short range) Deal internal damage to up to 8 enemies within 8 meters, stunning them for 2.5 seconds. Stun many enemies to keep them out of the fight temporarily. | |
LvL60 | Shoulder CannonAttack 20m 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 20 meters, launching 1 missile that deals 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. 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 20 meters, launching 1 missile that deals 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. | |
LvL60 | PlasmatizeAttack 10m (short range) Drenches the target with a blast of plasma, melting them for elemental damage over 30 seconds. Plasmatize also makes the target Susceptible for 45 seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Plasmatize dies, Plasmatize spreads to the closest enemy target within 10 meters that is not already affected by your Plasmatize. Drenches the target with a blast of plasma, melting them for elemental damage over 30 seconds. Plasmatize also makes the target Susceptible for 45 seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Plasmatize dies, Plasmatize spreads to the closest enemy target within 10 meters that is not already affected by your Plasmatize. | |
LvL60 | Rain of FirePassive Increases the damage dealt by Incendiary Round and Armor Piercing Round by 10%. In addition, Ion Wave spreads your periodic Incendiary Round effect to the targets it damages, as long as it damages targets already affected by your Incendiary Round. Increases the damage dealt by Incendiary Round and Armor Piercing Round by 10%. In addition, Ion Wave spreads your periodic Incendiary Round effect to the targets it damages, as long as it damages targets already affected by your Incendiary Round. | |
LvL64 | Reflective ArmorOptional Passive Level 64 Option 1/3 When Into The Fray is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters. When Into The Fray is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters. | |
LvL64 | Frontline DefenseOptional Passive Level 64 Option 2/3 Reduces the cooldown of Riot Strike by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Round is activated. Reduces the cooldown of Riot Strike by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Round is activated. General Suggestion: The reduced damage from area attacks makes this very useful for staying alive in any content with area-wide damage (which is almost all). Combined with a reduced interrupt cooldown, and this choice makes any fight with mechanics a little easier to survive! If you feel you don't need the damage reduction, Reflective Armor is a good option for some free damage. | |
LvL64 | Entangling ToolsOptional Passive Level 64 Option 3/3 Tactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Jolt slows the target by 50% for 6 seconds. Tactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Jolt slows the target by 50% for 6 seconds. | |
LvL68 | Adrenaline FueledPassive While Adrenaline Rush is active, your damage reduction is increased by 30%. Additionally, the active cooldown of Adrenaline Rush is reduced by 6 seconds when you are attacked. This effect cannot occur more than once per second. While Adrenaline Rush is active, your damage reduction is increased by 30%. Additionally, the active cooldown of Adrenaline Rush is reduced by 6 seconds when you are attacked. This effect cannot occur more than once per second. | |
LvL68 | Guard CannonOptional Passive Level 68 Option 1/3 Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health. Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health. | |
LvL68 | Cryo GrenadeOptional Stun 10m (short range) Level 68 Option 2/3 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 | Hold the LineOptional Movement Level 68 Option 3/3 Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%. Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%. General Suggestion: All three choices here are good, but Hold the Line should be your default to help make vanguard feel a little more mobile. If extra survivability is needed, swap to Guard Cannon, and Cryo Grenade is a great 4 second stun if your enemies aren't immune to such effects. | |
LvL73 | Plasma BarragePassive Plasma Flare makes your next Ion Pulse or Explosive Surge deplete no energy cells. Additionally, Ion Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks. Plasma Flare makes your next Ion Pulse or Explosive Surge deplete no energy cells. Additionally, Ion Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks. | |
LvL73 | Paralytic AugsOptional Passive Level 73 Option 1/3 Increases the stun durations of Cryo Grenade by 1 second and Neural Surge by 0.5 seconds. Increases the stun durations of Cryo Grenade by 1 second and Neural Surge by 0.5 seconds. | |
LvL73 | Efficient ToolsOptional Passive Level 73 Option 2/3 Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge most stun effects when activated. In addition, Efficient Tools increases the range of Harpoon and Shoulder Cannon by 10 meters and eliminates the energy cost of Cryo Grenade and Neural Surge. Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge most stun effects when activated. In addition, Efficient Tools increases the range of Harpoon and Shoulder Cannon by 10 meters and eliminates the energy cost of Cryo Grenade and Neural Surge. Solo Single-Enemy Suggestion: Choose Efficient Tools to let you use Adrenaline Rush when you are stunned, and make your Shoulder Cannon and Harpoon reach farther! Solo Many-Enemy Suggestion: Choose Efficient Tools to let you use Adrenaline Rush when you are stunned, and make your Shoulder Cannon and Harpoon reach farther! Flashpoint Suggestion: Choose Efficient Tools to let you use Adrenaline Rush when you are stunned, and make your Shoulder Cannon and Harpoon reach farther! | |
LvL73 | Sonic RebounderOptional Passive Level 73 Option 3/3 Sonic Round protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker. Sonic Round protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker. Operation Suggestion: Sonic Rebounder is incredibly powerful in group content - when you use your detaunt, everyone nearby except you will get a protective shield that bounces damage back at the enemy! This is a fan-favorite ability for the Vanguard Style! Remember that if you took Reactive Plating at 43, this will also heal allies and reduce your damage taken! | |
LvL78 | Overcharged PlasmaHidden Passive Ion Wave causes the next Plasma Flare to deal 40% more damage. In addition, increases the critical chance of Plasma Flare by 10%. Ion Wave causes the next Plasma Flare to deal 40% more damage. In addition, increases the critical chance of Plasma Flare by 10%. | |
LvL78 | BurnoutPassive Increases the damage dealt by elemental attacks by 10% on targets below 30% max health. Additionally, Plasmatize costs 5 less energy cells. Ion Wave causes the next Plasma Flare to deal 30% more damage. In addition, increases the critical chance of Plasma Flare by 10%. Increases the damage dealt by elemental attacks by 10% on targets below 30% max health. Additionally, Plasmatize costs 5 less energy cells. Ion Wave causes the next Plasma Flare to deal 30% more damage. In addition, increases the critical chance of Plasma Flare by 10%. |
Milestones
- At Level 15 you will get your first exclusive ability only the Plasmatech Vanguard has, it will be called Shockstrike.
- At Level 23 you will get to choose a way to change how Shockstrike 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 Plasmatech 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 Plasmatech Vanguard gets, it will be called Incendiary Round.
- At Level 39 you will get to choose a way to change how Incendiary Round works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Plasmatech Vanguard has, Plasma Flare and Plasmatize.
- 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 Vanguard.
- 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.