Vanguard Shield Specialist Basics Guide
Shield Specialist
Storming to the front line with a powerful charge, the Shield Specialist Vanguard can withstand any incoming offensive. The Shield Specialist boldly takes the brunt of the attack while employing a wide range of tech-based attacks to gas, blast and jolt their enemies into oblivion.
- Role: Tank
- Weapon: Blaster Rifle
- Distance: Short Range
- Mirror: Powertech- Shield Tech
Shield Specialist for New Players
- Shield Specialist is a tank style, which means it does less damage, but can stay alive more easily
- Most players recommend to level as a damage style, then switch to tank when you are ready for group content
- In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
- Shield Specialist is the simplest to learn of the three tanking styles
- Vanguard tanking is my favorite Combat Style and main character!
How to play a Shield Specialist Vanguard
You can start playing Shield Specialist at level 1. To start playing Shield Specialist, 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 Shield 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 Vanguard Tank until you’re ready to read and learn from a true level 80 guide. The goal for this rotation is to build up threat and reduce damage taken.
- Energy Blast is a great defensive ability and should be used as often as it’s available. It does not share a global cooldown with your other abilities, so you can use another ability immediately after using Energy Blast!
- Stock Strike should be your most used damaging ability – use it whenever it’s available.
- High Impact Bolt does a ton of damage – use it when it’s available!
- Ion Storm / Pulse Cannon – you may have either one of these, use the one you have when it’s sparkling which makes it free to use!
- Ion Pulse is your filler ability when you don’t have anything else left to use, it helps build threat.
More than 3 Enemies
- Ion Storm / Pulse Cannon is your heaviest hitting multi enemy attack and hits everything in front of you.
- Artillery Blitz is a large circle damage ability that knocks weak enemies down.
- You can spam Explosive Surge in a circle around you over and over!
Extra Tips
- Start with Harpoon to gain a bunch of threat! Even better if you can start by using double harpoon then jumping in. Double Harpoon is a choice on your ability tree at level 27 called “Reserved Cables”.
- After you’ve used your Harpoon, use Impact Charge to quickly get to your enemy!
- Run out of energy? Your red Recharge Cells lets you get energy back.
- Still out of energy? Use your free Hammer Shot!
- Feeling spicy? Shoulder Cannon is a great tool to build a bunch of threat at the beginning and help do some damage! The first press of the ability will start to load missiles. Every press afterwards is an attack off the global cooldown so you may spam it alongside everything else without interruption (even while stunned)! Keep it on an easy keybind so you can do it simultaneously with other moves.
Taunts
Your taunts cause your enemy to pay attention to only you for a short time, and help build threat.
- Neural Jolt is your single-enemy taunt ability. Never start a fight with a taunt! After a few seconds of doing your high threat attacks on a boss, it is good to make sure you’ll keep threat by using a taunt. You can continue to use your taunt through-out the fight to build up threat. If you notice you have lost the attention of the boss, this should be the first thing you use. Some Operation fights require a “tank swap” that will require you save your taunt for a specific time.
- Sonic Round is your AoE Taunt ability. This has the same effect as Neural, but it applies to every enemy in a large radius around your initial target (NOT around you). This is great to use during Flashpoints or fights with many additional weaker enemies (adds). Make sure your target is the one in the center of all the enemies you’d like to pick up, followed by your AoE attacks. In Operations, be careful when using this ability if you are not the tank assigned to the boss, because if the boss is close enough to your target, this will also taunt the boss.
- Sonic Rebounder is an optional choice at level 73 that is considered very desirable in Operations groups with Vanguards in them. Certain abilities used to attack the group in Operations are blockable by using Sonic Round just before it happens! It is only usable by using sonic round with everyone gathered near you, so keep in mind activating rebounders for your team will also give you threat.
- Guard allows you to place a guard on an ally, reducing their threat and damage taken. Guard your team-mate who hits the hardest – they’ll be the one accidentally stealing the boss from you during the fight.
Defensives
As a tank, in addition to building threat, you also need to use your defensive abilities to keep yourself alive.
- Battle Focus acts as both a damage boost and a defensive boost. This should be used right away in all fights and then whenever it is available. If you have chosen the “Cortosis Weave Armor ” option on your ability tree at level 43, you’ll want to use Battle Focus as often as possible, as taking damage while Battle Focus is up will help reduce the cooldown on Infused Kolto Packs.
- Infused Kolto Packs is a great defensive by itself, but gets even stronger when you combine it with end-game gear for the Vanguard tank. In its standard form needs to be used early to slowly build defensive stacks and reach full effectiveness, however, combining with the Supercommando legendary implant turns this into a preventative cooldown used just before a large spike of damage to completely negate damage! This implant adds a huge absorb shield for the first three seconds that brushes off certain attacks that would otherwise kill you immediately. Infused Kolto Packs has a short cooldown that can be shortened further by Battle Focus, so try using it 3 or 4+ times a fight, when it matters most.
- Reactive Shield is a flat general-use defensive to use during periods of sustained damage over a period of time. If infused kolto packs is on cooldown or it’s 3 second absorb won’t be enough, reactive shield is a great choice for any source of damage.
- Adrenaline Rush is a fantastic rapidly-working self-heal ability. If you’re very low on health, it’s a great emergency heal, otherwise it will heal a chunk of your health over time – but it will only heal up to 35% of your health, so don’t use it when you have a mostly-full healthbar. Adrenaline has a long cooldown, so try to only use it in emergencies where you are falling dangerously low in HP.
- Riot Gas is a great defensive tool when your vanguard is assigned to tank many smaller enemies or an enemy with very rapid basic attacks. By creating a pool of red gas around you, staying inside of it will make 50% of the basic attacks aimed at you miss completely. Note that as an accuracy reduction it may not work well on most Operation bosses, but does great in AoE situations with lots of smaller enemies.
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
- Shield Specialist / Shield Tech 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Shield Specialist Vanguard Guide by Biggs on YouTube (7.02)
Attacks
- Hammer Shot - Basic AttackLevel 1
- Stockstrike - AttackLevel 1
- Ion Pulse - AttackLevel 1
- High Impact Bolt - AttackLevel 4
- Explosive Surge - Area AttackLevel 7
- Ion Storm - Area AttackLevel 15
- Artillery Blitz - Area AttackLevel 19
- Pulse Cannon - Optional Area Attack Level 23 Option 1/3Level 23
- Energy Blast - AttackLevel 35
- Disruptor Rifle - Optional Attack Level 39 Option 1/3Level 39 REPLACES Energy Blast at Level 39+
- Flak Shell - Area AttackLevel 47
- Shoulder Cannon - AttackLevel 60
Multiple Enemy Attack Abilities
These Shield Specialist attacks are useful for attacking groups of enemies.
- Explosive Surge - Area AttackLevel 7
- Ion Storm - Area AttackLevel 15
- Artillery Blitz - Area AttackLevel 19
- Pulse Cannon - Optional Area Attack Level 23 Option 1/3Level 23
- Sonic Round - Area TauntLevel 31
- Flak Shell - Area AttackLevel 47
- Neural Surge - Area StunLevel 56
Taunts
Taunts help the Shield Specialist Vanguard generate threat and keep the attention of the enemy on them.
- Neural Jolt - TauntLevel 23
- Sonic Round - Area TauntLevel 31
Buffs
You can combine your Shield Specialist buffs with your attacks to create powerful combinations.
- Fortification - Passive Class BuffLevel 1
- Recharge Cells - BuffLevel 13
- Infused Kolto Packs - BuffLevel 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.
- Reactive Shield - DefensiveLevel 17
- Adrenaline Rush - DefensiveLevel 32
- Riot Gas - DefensiveLevel 60
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
- Extraction Plan - Optional Pull Level 27 Option 1/3 - Fires a harpoon line that pulls the target to the Vanguard and generates a high amount of threat. In addition, the harpoon can also pull allies. Cannot be used on targets in cover. Replaces Harpoon.Level 27 REPLACES Harpoon at Level 27+
- Guard - Guard - Protect another player / companionLevel 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
- Impact Charge - Leap - Jump to a faraway enemy.Level 47
- 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 Shield Specialist 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 Shield Specialist 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 Shield Specialist Vanguard.
Level 23 Choice: Ion Storm Change
Choose from one of three ways that you want Ion Storm to change at level 23. Your options are Pulse Cannon, Pointman, and Defensive Armor.
Sprays waves of ionizing energy in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%.
Shocks everything in a 10-meter cone with a Pulse Cannon, dealing elemental damage to up to 8 targets and depleting 28 energy cells over the duration. Affected targets are impaired for 45 seconds, reducing their Force and Tech damage by 5%. Can not be interrupted.
Shocks everything in a 10-meter cone with a Pulse Cannon, dealing elemental damage to up to 8 targets and depleting 28 energy cells over the duration. Affected targets are impaired for 45 seconds, reducing their Force and Tech damage by 5%. Can not be interrupted.
Ion Storm grants you a stack of Point Man, increasing the damage of your Tech and Elemental attacks by 3% per stack. Lasts for 10 seconds and stacks up to a max of 8 stacks.
Ion Storm grants you a stack of Point Man, increasing the damage of your Tech and Elemental attacks by 3% per stack. Lasts for 10 seconds and stacks up to a max of 8 stacks.
Shielding an attack grants Defensive Armor, increasing the damage of your next High Impact Bolt by 10%. This effect can occur once every 10 seconds.
Shielding an attack grants Defensive Armor, increasing the damage of your next High Impact Bolt by 10%. This effect can occur once every 10 seconds.
General Suggestion: Pulse Cannon - Pulse Cannon replaces your purple Ion Storm ability with this choice - it's now channeled so make sure to stay still while it fires or you'll interrupt it - but of the three choices this is the best upgrade to your damage in any situation.
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 Shield Specialist Vanguard for the Level 27 choice are Extraction Plan, Transpose, and Reserved Cables.
Fires a harpoon line that pulls the target to the Vanguard and generates a high amount of threat. In addition, the harpoon can also pull allies. Cannot be used on targets in cover. Replaces Harpoon.
Fires a harpoon line that pulls the target to the Vanguard and generates a high amount of threat. In addition, the harpoon can also pull allies. Cannot be used on targets in cover. Replaces Harpoon.
Swap Places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players.
Swap Places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players.
Harpoon gets 2 charges and finishes the cooldown of Stockstrike.
Harpoon gets 2 charges and finishes the cooldown of Stockstrike.
Solo Single-Strong-Enemy Suggestion: Reserved Cables - Pull two enemies to you, instead of just one!
Multi-Enemy Solo Suggestion: Reserved Cables - Pull two enemies to you, instead of just one!
Flashpoint Suggestion: Reserved Cables - Pull two enemies to you, instead of just one!
Operation Suggestion: Reserved Cables - While you can't pull bosses, you can use your harpoon twice at the beginning of a fight to build threat.
Level 39 Choice: Energy Blast Change
Choose from one of three ways that you want Energy Blast to change at level 39. Your options are Disruptor Rifle, Frontline Soldier, and High Impact Shot.
Fires a shot that consumes all Power Screens to deal elemental damage, regenerate 10 energy cells, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Power Screens, generates 25% additional threat, and does not respect the global cooldown. Shielding an attack or triggering your Ion Cell generates a Power Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. In addition, each time you build a Power Screen or refresh your Power Screen stacks, the active cooldown of Energy Blast is reduced by 1 second.
Fires a shot that consumes all Power Screens to deal elemental damage, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Power Screens, generates 25% additional threat, and does not respect the global cooldown. This ability only deals damage to a single target but does increased damage. In addition it grants 3% shield chance and reduces the cooldown of Neural Jolt by 3 seconds. Replaces Energy Blast.
Fires a shot that consumes all Power Screens to deal elemental damage, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Power Screens, generates 25% additional threat, and does not respect the global cooldown. This ability only deals damage to a single target but does increased damage. In addition it grants 3% shield chance and reduces the cooldown of Neural Jolt by 3 seconds. Replaces Energy Blast.
Firing Energy Blast grants you a stack of Frontline Soldier. This increases your shield chance by 1% per stack. In addition Ion Pulse and Explosive Surge also generate a stack of Frontline Soldier. Max stack of 5.
Firing Energy Blast grants you a stack of Frontline Soldier. This increases your shield chance by 1% per stack. In addition Ion Pulse and Explosive Surge also generate a stack of Frontline Soldier. Max stack of 5.
Grants a stack of Impact for every target hit by Energy Blast. Each stack increases Shield Rating by 1%. Max stacks of 4 for 10 seconds. In addition targets are slowed by 20% for 6 seconds.
Grants a stack of Impact for every target hit by Energy Blast. Each stack increases Shield Rating by 1%. Max stacks of 4 for 10 seconds. In addition targets are slowed by 20% for 6 seconds.
General Suggestion: Frontline Soldier - Choose Frontline Soldier for an easy boost to your defenses as long as you are using Energy Blast, one of your key abilities!
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 Shield Specialist Vanguard for the Level 43 choice are Reactive Round, Cortosis Weave Armor, and Suppression Droid.
When receiving redirected damage from guard, the cooldown on Sonic Round is decreased by 2 seconds. This effect can only occur once every 3 seconds.
When receiving redirected damage from guard, the cooldown on Sonic Round is decreased by 2 seconds. This effect can only occur once every 3 seconds.
Taking damage during Battle Focus reduces the cooldown on Infused Kolto Packs by 2 seconds. In addition taking direct damage builds a stack of Cortosis, increasing your damage reduction by 1%. Stacks up to 3 times. This effect can only occur once every 1.2 seconds.
Taking damage during Battle Focus reduces the cooldown on Infused Kolto Packs by 2 seconds. In addition taking direct damage builds a stack of Cortosis, increasing your damage reduction by 1%. Stacks up to 3 times. This effect can only occur once every 1.2 seconds.
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: Cortosis Weave Armor - Choose Cortosis Weave Armor to boost your defenses for free!
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 Shield Specialist 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 Shield Specialist 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, damage taken while stunned is reduced by 30%.
Reduces the cooldown of Riot Strike by 2 seconds. Additionally, damage taken while stunned is reduced by 30%.
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: Reflective Armor - Choose Reflective Armor to do some free damage to your enemy every time you get hit by an area attack!
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 Shield Specialist 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%.
Solo Single-Strong-Enemy Suggestion: Guard Cannon - Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hold the Line to run around fast for fun.
Multi-Enemy Solo Suggestion: Guard Cannon - Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hold the Line to run around fast for fun.
Flashpoint Suggestion: Guard Cannon - Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hold the Line to run around fast for fun.
Operation Suggestion: Hold the Line - Hold the Line allows you to run fast during combat - very useful as a tank! If you don't need to move fast, and instead need to die less from damage, choose Guard Cannon for some free healing.
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 Shield Specialist 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 group taunt, 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 Tank!
All Abilities
All your abilities for the Shield Specialist 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 | 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. | |
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 | Ion StormArea Attack 10m (short range) Sprays waves of ionizing energy in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. Sprays waves of ionizing energy in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. | |
LvL15 | Infused Kolto PacksBuff Applies a stack of Tactical Armor to you, increasing your armor by 40% and your damage done by 2% for 15 seconds. Whenever you take damage, an additional stack of Tactical Armor is applied, up to 5 times. In addition you gain a stack of Infused Kolto Packs. Each stack heals you for 6% of your health. Applies a stack of Tactical Armor to you, increasing your armor by 40% and your damage done by 2% for 15 seconds. Whenever you take damage, an additional stack of Tactical Armor is applied, up to 5 times. In addition you gain a stack of Infused Kolto Packs. Each stack heals you for 6% of your health. | |
LvL15 | Ion CellPassive Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal additional energy damage once every 1.5 seconds. In addition, when Ion Cell deals damage, it will also shock the target for additional energy damage over 9 seconds. While this cell is active, armor rating is increased by 61.5%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 150%, accuracy is increased by 10%, and all damage dealt is reduced by 10%. Replaces Plasma Cell. Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal additional energy damage once every 1.5 seconds. In addition, when Ion Cell deals damage, it will also shock the target for additional energy damage over 9 seconds. While this cell is active, armor rating is increased by 61.5%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 150%, accuracy is increased by 10%, and all damage dealt is reduced by 10%. Replaces Plasma Cell. | |
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 | Pulse CannonOptional Area Attack Level 23 Option 1/3 Shocks everything in a 10-meter cone with a Pulse Cannon, dealing elemental damage to up to 8 targets and depleting 28 energy cells over the duration. Affected targets are impaired for 45 seconds, reducing their Force and Tech damage by 5%. Can not be interrupted. Shocks everything in a 10-meter cone with a Pulse Cannon, dealing elemental damage to up to 8 targets and depleting 28 energy cells over the duration. Affected targets are impaired for 45 seconds, reducing their Force and Tech damage by 5%. Can not be interrupted. General Suggestion: Pulse Cannon replaces your purple Ion Storm ability with this choice - it's now channeled so make sure to stay still while it fires or you'll interrupt it - but of the three choices this is the best upgrade to your damage in any situation. | |
LvL23 | PointmanOptional Passive Level 23 Option 2/3 Ion Storm grants you a stack of Point Man, increasing the damage of your Tech and Elemental attacks by 3% per stack. Lasts for 10 seconds and stacks up to a max of 8 stacks. Ion Storm grants you a stack of Point Man, increasing the damage of your Tech and Elemental attacks by 3% per stack. Lasts for 10 seconds and stacks up to a max of 8 stacks. | |
LvL23 | Defensive ArmorOptional Passive Level 23 Option 3/3 Shielding an attack grants Defensive Armor, increasing the damage of your next High Impact Bolt by 10%. This effect can occur once every 10 seconds. Shielding an attack grants Defensive Armor, increasing the damage of your next High Impact Bolt by 10%. This effect can occur once every 10 seconds. | |
LvL23 | Ion OverloadPassive Dealing damage with Stockstrike triggers Ion Cell on the target and dealing damage with High Impact Bolt triggers Ion Cell on the target and up to 7 additional enemies within 5 meters. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat. Dealing damage with Stockstrike triggers Ion Cell on the target and dealing damage with High Impact Bolt triggers Ion Cell on the target and up to 7 additional enemies within 5 meters. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat. | |
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 | Extraction PlanOptional Pull 10-30m Level 27 Option 1/3 Fires a harpoon line that pulls the target to the Vanguard and generates a high amount of threat. In addition, the harpoon can also pull allies. Cannot be used on targets in cover. Replaces Harpoon. Fires a harpoon line that pulls the target to the Vanguard and generates a high amount of threat. In addition, the harpoon can also pull allies. Cannot be used on targets in cover. Replaces Harpoon. | |
LvL27 | TransposeOptional Swap Locations 5-30m Level 27 Option 2/3 Swap Places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players. Swap Places with a group member and bestow a benign presence upon them for up to 6 seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players. | |
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. Solo Single-Enemy Suggestion: Pull two enemies to you, instead of just one! Solo Many-Enemy Suggestion: Pull two enemies to you, instead of just one! Flashpoint Suggestion: Pull two enemies to you, instead of just one! Operation Suggestion: While you can't pull bosses, you can use your harpoon twice at the beginning of a fight to build threat. | |
LvL31 | GuardGuard 30m (long range) While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Protect another player / companion | |
LvL31 | Sonic RoundArea Taunt 30m (long range) Fires a sonic round that taunts your target and all nearby enemies, forcing them to attack you for 6 seconds. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you. Fires a sonic round that taunts your target and all nearby enemies, forcing them to attack you for 6 seconds. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you. | |
LvL32 | Deflective GuardsPassive Increases damage reduction by 2%. Increases melee and ranged defense by 4%. Increases damage reduction by 2%. Increases melee and ranged defense by 4%. | |
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 | Power ScreenHidden Passive Shielding an attack or triggering your Ion Cell generates a Power Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. In addition, each time you build a Power Screen or refresh your Power Screen stacks, the active cooldown of Energy Blast is reduced by 1 second. Shielding an attack or triggering your Ion Cell generates a Power Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. In addition, each time you build a Power Screen or refresh your Power Screen stacks, the active cooldown of Energy Blast is reduced by 1 second. | |
LvL35 | Energy BlastAttack 10m (short range) Fires a shot that consumes all Power Screens to deal elemental damage, regenerate 10 energy cells, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Power Screens, generates 25% additional threat, and does not respect the global cooldown. Shielding an attack or triggering your Ion Cell generates a Power Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. In addition, each time you build a Power Screen or refresh your Power Screen stacks, the active cooldown of Energy Blast is reduced by 1 second. Fires a shot that consumes all Power Screens to deal elemental damage, regenerate 10 energy cells, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Power Screens, generates 25% additional threat, and does not respect the global cooldown. Shielding an attack or triggering your Ion Cell generates a Power Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. In addition, each time you build a Power Screen or refresh your Power Screen stacks, the active cooldown of Energy Blast is reduced by 1 second. | |
LvL35 | Pulse EngineHidden Passive Direct Damage attacks have a 75% chance to trigger Pulse Engine, which finishes the cooldown on Ion Wave or Ion Storm and causes your next Ion Wave or Ion Storm to deplete no energy cells and deal 50% more damage. This effect cannot occur more than once every 15 seconds. Direct Damage attacks have a 75% chance to trigger Pulse Engine, which finishes the cooldown on Ion Wave or Ion Storm and causes your next Ion Wave or Ion Storm to deplete no energy cells and deal 50% more damage. This effect cannot occur more than once every 15 seconds. | |
LvL35 | Static FieldPassive Ion Pulse and Explosive Surge cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds. Direct damage attacks have a 75% chance to trigger Pulse Engine, which finishes the cooldown on Ion Wave, Ion Storm, and Pulse Cannon, and increases their damage by 50%, while reducing their cell depletion by 100%. This effect cannot occur more than once every 15 seconds. Ion Pulse and Explosive Surge cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds. Direct damage attacks have a 75% chance to trigger Pulse Engine, which finishes the cooldown on Ion Wave, Ion Storm, and Pulse Cannon, and increases their damage by 50%, while reducing their cell depletion by 100%. This effect cannot occur more than once every 15 seconds. | |
LvL39 | Disruptor RifleOptional Attack 10m (short range) Level 39 Option 1/3 Fires a shot that consumes all Power Screens to deal elemental damage, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Power Screens, generates 25% additional threat, and does not respect the global cooldown. This ability only deals damage to a single target but does increased damage. In addition it grants 3% shield chance and reduces the cooldown of Neural Jolt by 3 seconds. Replaces Energy Blast. Fires a shot that consumes all Power Screens to deal elemental damage, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Power Screens, generates 25% additional threat, and does not respect the global cooldown. This ability only deals damage to a single target but does increased damage. In addition it grants 3% shield chance and reduces the cooldown of Neural Jolt by 3 seconds. Replaces Energy Blast. | |
LvL39 | Frontline SoldierOptional Passive Level 39 Option 2/3 Firing Energy Blast grants you a stack of Frontline Soldier. This increases your shield chance by 1% per stack. In addition Ion Pulse and Explosive Surge also generate a stack of Frontline Soldier. Max stack of 5. Firing Energy Blast grants you a stack of Frontline Soldier. This increases your shield chance by 1% per stack. In addition Ion Pulse and Explosive Surge also generate a stack of Frontline Soldier. Max stack of 5. General Suggestion: Choose Frontline Soldier for an easy boost to your defenses as long as you are using Energy Blast, one of your key abilities! | |
LvL39 | High Impact ShotOptional Passive Level 39 Option 3/3 Grants a stack of Impact for every target hit by Energy Blast. Each stack increases Shield Rating by 1%. Max stacks of 4 for 10 seconds. In addition targets are slowed by 20% for 6 seconds. Grants a stack of Impact for every target hit by Energy Blast. Each stack increases Shield Rating by 1%. Max stacks of 4 for 10 seconds. In addition targets are slowed by 20% for 6 seconds. | |
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 | Ion ShieldPassive Further increases damage reduction by 2%. Additionally, Energy Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies. Increases melee and ranged defense by 4%. Further increases damage reduction by 2%. Additionally, Energy Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies. Increases melee and ranged defense by 4%. | |
LvL43 | Reactive RoundOptional Passive Level 43 Option 1/3 When receiving redirected damage from guard, the cooldown on Sonic Round is decreased by 2 seconds. This effect can only occur once every 3 seconds. When receiving redirected damage from guard, the cooldown on Sonic Round is decreased by 2 seconds. This effect can only occur once every 3 seconds. | |
LvL43 | Cortosis Weave ArmorOptional Passive Level 43 Option 2/3 Taking damage during Battle Focus reduces the cooldown on Infused Kolto Packs by 2 seconds. In addition taking direct damage builds a stack of Cortosis, increasing your damage reduction by 1%. Stacks up to 3 times. This effect can only occur once every 1.2 seconds. Taking damage during Battle Focus reduces the cooldown on Infused Kolto Packs by 2 seconds. In addition taking direct damage builds a stack of Cortosis, increasing your damage reduction by 1%. Stacks up to 3 times. This effect can only occur once every 1.2 seconds. General Suggestion: Choose Cortosis Weave Armor to boost your defenses for free! | |
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 | Flak ShellArea Attack 10m (short range) Fires a high impact shell that instantly explodes on contact with the target, spraying the area with searing bits of slag that deal kinetic damage to up to 8 enemies within 8 meters of the initial target. Fires a high impact shell that instantly explodes on contact with the target, spraying the area with searing bits of slag that deal kinetic damage to up to 8 enemies within 8 meters of the initial target. | |
LvL47 | Static SurgePassive Increases the damage dealt by Explosive Surge by 15%. Increases the damage dealt by Explosive Surge by 15%. | |
LvL47 | Impact ChargeLeap 10-30m 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. Impact Charge grants 2 charges of Static Surge, which makes Ion Pulse and Explosive Surge deplete no energy cells. In addition, up to 4 targets within 10 meters are immobilized. Jump to a faraway enemy. | |
LvL51 | Static ShieldPassive Increases the critical chance of Stockstrike and Explosive Surge by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Stockstrike. This effect cannot occur more than once every 7.5 seconds. Increases the critical chance of Stockstrike and Explosive Surge by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Stockstrike. This effect cannot occur more than once every 7.5 seconds. | |
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 | Riot GasDefensive Throws down a canister of Riot Gas over 10 meters for 10 seconds. Enemies that enter and remain within the riot gas are slowed by 70% and suffer a 15% melee and ranged accuracy loss. Throws down a canister of Riot Gas over 10 meters for 10 seconds. Enemies that enter and remain within the riot gas are slowed by 70% and suffer a 15% melee and ranged accuracy loss. | |
LvL60 | Power ArmorHidden Passive Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Cell by 5%. Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Cell by 5%. | |
LvL60 | Shield CyclerPassive Increases shield chance by 2%. In addition, shielding or defending an attack generates 1 energy cell. This effect cannot occur more than once every 1.5 seconds. Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Cell by 10%. Increases shield chance by 2%. In addition, shielding or defending an attack generates 1 energy cell. This effect cannot occur more than once every 1.5 seconds. Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Cell by 10%. | |
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. General Suggestion: Choose Reflective Armor to do some free damage to your enemy every time you get hit by an area attack! | |
LvL64 | Frontline DefenseOptional Passive Level 64 Option 2/3 Reduces the cooldown of Riot Strike by 2 seconds. Additionally, damage taken while stunned is reduced by 30%. Reduces the cooldown of Riot Strike by 2 seconds. Additionally, damage taken while stunned is reduced by 30%. | |
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 | Soldier's GritPassive Adrenaline Rush now heals you for 2% of your total health every second while above 35% of your maximum health. Additionally, Battle Focus increases defense chance by 35% while active. Adrenaline Rush now heals you for 2% of your total health every second while above 35% of your maximum health. Additionally, Battle Focus increases defense chance by 35% while active. | |
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. Solo Single-Enemy Suggestion: Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hold the Line to run around fast for fun. Solo Many-Enemy Suggestion: Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hold the Line to run around fast for fun. Flashpoint Suggestion: Turn your Shoulder Cannon into a bonus heal to help keep you alive in harder fights! If you aren't dying, choose Hold the Line to run around fast for fun. | |
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%. Operation Suggestion: Hold the Line allows you to run fast during combat - very useful as a tank! If you don't need to move fast, and instead need to die less from damage, choose Guard Cannon for some free healing. | |
LvL73 | Shield EnhancersPassive Stockstrike and High Impact Bolt grant Shield Enhancers when activated, increasing shield chance by 1% for 15 seconds. Stacks up to 3 times. Stockstrike and High Impact Bolt grant Shield Enhancers when activated, increasing shield chance by 1% for 15 seconds. Stacks up to 3 times. | |
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 group taunt, 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 Tank! | |
LvL78 | Ceramic PlatingHidden Passive Increases shield absorption by 4%. Increases shield absorption by 4%. | |
LvL78 | Energized AbsorbersPassive Energy Blast increases shield absorption by an additional 5%. Increases shield absorption by 4%. Energy Blast increases shield absorption by an additional 5%. Increases shield absorption by 4%. |
Milestones
- At Level 15 you will get your first exclusive ability only the Shield Specialist Vanguard has, it will be called Ion Storm.
- At Level 23 you will get to choose a way to change how Ion Storm 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 Shield 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 Shield Specialist Vanguard gets, it will be called Energy Blast.
- At Level 39 you will get to choose a way to change how Energy Blast works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Shield Specialist Vanguard has, Impact Charge and Riot Gas.
- 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.