Vanguard Tactics Basics Guide
Tactics
The Tactics Vanguard is a pro at executing a focused line of attack on a hostile target with great efficiency. From up-close vibroblades in the gut to deadly charges of explosive plastique thrown from a distance, all manner of effective strategies for eliminating enemies are at the Tactics Vanguard’s disposal.
- Role: Damage
- Type: Burst Damage
- Weapon: Blaster Rifle
- Distance: Short Range
- Mirror: Powertech – Advanced Prototype
Tactics for New Players
- Tactics is very mobile and very easy to jump and move around with while playing.
- It is a short-range class as you need to occasionally be within stabbing distance, 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 but one of your abilities can just be used right away, you don’t need to activate them first in any way.
- Tactics for me was not too hard to learn – it has a few more steps and things to watch for compared to Plasmatech, but wasn’t too bad!
How to play a Tactics Vanguard
You can start playing Tactics at level 1. To start playing Tactics, 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 Tactics 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 Tactics Vanguard until you’re ready to read and learn from a true level 80 guide.
- Gut helps your target take more damage from the rest of your attacks via passives and does constant damage. Lasts for 18 seconds and can be refreshed by other moves so don’t spam it! Just set it once and forget it.
- Stockstrike does a ton of damage and can make High Impact Bolt available. Has a shorter range and longer cooldown than most other stuff, so remember to run in really close for it.
- High Impact Bolt should only be used when it’s glowing. Glowing High Impact Bolt is free and will keep your Gut effect on the target so you don’t need to re-apply Gut.
- Tactical Surge has a chance of making High Impact Bolt useable and glow, so use Tactical Surge whenever you have nothing else left.
- Cell Burst, your heaviest hitting ability that should only be used when it’s glowing, which happens you build up 4 Energy Lodes from High Impact Bolt usages. As soon as you see it glow, use it immediately!
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.
- Your next biggest area attack is Flak Shell. Shorter range and a long-ish cooldown, think of it like your Stockstrike for 3+ enemies.
- Explosive Surge is spam-able, and can set you up for more High Impact Bolts, meaning you can build energy lodes even while doing area damage! Use this when the other two are used up.
Extra Tips
- Use Recharge Cells to get ammo back when you run extremely low. This may happen due to using Tactical Surge too much.
- You will run out of ammo fast – so alternate in Hammer Shot instead of Tactical Surge early on in your “1,2,3, Impact Bolt” pattern to save ammo.
- Have time before the fight? Use your regeneration ability Recharge and Reload early to make Cell Burst glow and be useable early!
- Feeling spicy? Use your Balmorran Advanced Weaponry and Battle Focus to give yourself 4 energy loads immediately and make you do more damage! Remember to use this when you’re at ZERO energy lodes. Extra loads will be wasted upon hitting 4, so try to time this for right after your first cell burst.
- Feeling 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!
This is what your Energy Lodes look like – they are a buff that looks like a red eyeball, and you are trying to build them up to 4. Only more advanced players need to watch them – otherwise just look for Power Lode when it’s sparkling!
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
- Tactics / A.P. 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- Tactics Vanguard Quick PVP Guide by Ivano on YouTube (7.4)
- Ivano’s AP PT PVP Guide | Advanced Prototype PowerTech / Tactics Vanguard by Ivano on YouTube (7.3.1)
- Tactics & Advanced Prototype Quick Guide for PvP by Cease_faith on YouTube (7.2)
- Tactics 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
- Gut - AttackLevel 15
- Artillery Blitz - Area AttackLevel 19
- Cell Burst - AttackLevel 35
- Assault Plastique - AttackLevel 47
- Flak Shell - Area AttackLevel 50
- Shoulder Cannon - AttackLevel 60
- Tactical Surge - AttackLevel 60 REPLACES Ion Pulse at Level 60+
Multiple Enemy Attack Abilities
These Tactics attacks are useful for attacking groups of enemies.
- Explosive Surge - Area AttackLevel 7
- Artillery Blitz - Area AttackLevel 19
- Flak Shell - Area AttackLevel 50
- Neural Surge - Area StunLevel 56
Buffs
You can combine your Tactics buffs with your attacks to create powerful combinations.
- Fortification - Passive Class BuffLevel 1
- Recharge Cells - BuffLevel 13
- Balmorran Advanced Weaponry - 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
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 1/3 - 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 Tactics 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 Tactics 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 Tactics Vanguard.
Level 23 Choice: Gut Change
Choose from one of three ways that you want Gut to change at level 23. Your options are Tactical Knife, Serrated Blade, and Ricochet Rounds.
Guts the target with a knuckle-plate vibroblade, dealing kinetic damage and causing the target to bleed for internal damage over 18 seconds.
When Gut ticks, you gain a stack of Tactical Draw. Each stack increases the damage done by your next initial hit with Gut by 25%. Max stacks 4. This effect can only occur once every 3 seconds.
When Gut ticks, you gain a stack of Tactical Draw. Each stack increases the damage done by your next initial hit with Gut by 25%. Max stacks 4. This effect can only occur once every 3 seconds.
When the bleed effect from Gut is refreshed, the target takes bonus kinetic damage.
When the bleed effect from Gut is refreshed, the target takes bonus kinetic damage.
When the bleed effect from Gut is refreshed, you deal additional damage to 4 targets within 5 meters.
When the bleed effect from Gut is refreshed, you deal additional damage to 4 targets within 5 meters.
Solo Single-Strong-Enemy Suggestion: Serrated Blade - Tactics excels at single target burst. Taking Serrated Blade will make your high impact bolt hit harder so long as you're doing it on a target with Gut. So remember to do Gut once, then refresh it with bolts whenever you can!
Flashpoint Suggestion: Serrated Blade - Tactics excels at single target burst. Taking Serrated Blade will make your high impact bolt hit harder so long as you're doing it on a target with Gut. So remember to do Gut once, then refresh it with bolts whenever you can!
Operation Suggestion: Serrated Blade - Tactics excels at single target burst. Taking Serrated Blade will make your high impact bolt hit harder so long as you're doing it on a target with Gut. So remember to do Gut once, then refresh it with bolts whenever you can!
Multi-Enemy Solo Suggestion: Ricochet Rounds - Gut is refreshed pretty often - this choice is great for pulling whole rooms while leveling.
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 Tactics Vanguard for the Level 27 choice are Storm, Pull and Pummel, and Reserved Cables.
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 deals tech damage to pulled targets and grants Pull and Pummel, causing your next Stockstrike against the pulled target to deal 20% additional damage and stun the target for 3 seconds. This effect lasts for 6 seconds.
Harpoon deals tech damage to pulled targets and grants Pull and Pummel, causing your next Stockstrike against the pulled target to deal 20% additional damage and stun the target for 3 seconds. This effect lasts for 6 seconds.
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: Cell Burst Change
Choose from one of three ways that you want Cell Burst to change at level 39. Your options are High Yield Explosives, Superheated Cells, and Kill Zone.
Unleashes your High Energy Cell's stored energy to decimate the target, dealing energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once. Cell Burst causes the target to burn for elemental damage over 3 seconds. This effect can stack up to 4 times on the target, and each Energy Lode unleashed generates 1 stack.
Cell Burst grants you High Yield Explosives, increasing the damage of Ion Pulse or Assault Plastique by 4% per Energy Lode. Max stacks grant a 16% damage increase to Ion Pulse and Assault Plastique.
Cell Burst grants you High Yield Explosives, increasing the damage of Ion Pulse or Assault Plastique by 4% per Energy Lode. Max stacks grant a 16% damage increase to Ion Pulse and Assault Plastique.
Cell Burst applies an additional burn dealing elemental damage over 12 seconds.
Cell Burst applies an additional burn dealing elemental damage over 12 seconds.
When Cell Burst deals damage to a target, it hits up to 3 additional targets with Cell Burst's initial damage within 5 meters.
When Cell Burst deals damage to a target, it hits up to 3 additional targets with Cell Burst's initial damage within 5 meters.
Solo Single-Strong-Enemy Suggestion: High Yield Explosives - When you first get access to this choice, it only buffs the damage of your next Ion Pulse. But at level 47 when you learn Assault Plastique, it turns into a huge source of extra burst damage! If your first target is almost dead it's recommended to throw your assault plastique on to something with higher HP remaining - it takes a few seconds to explode. If you find your plastiques exploding late often, Supercharged Cells is a good choice for extra damage over time as well.
Flashpoint Suggestion: High Yield Explosives - When you first get access to this choice, it only buffs the damage of your next Ion Pulse. But at level 47 when you learn Assault Plastique, it turns into a huge source of extra burst damage! If your first target is almost dead it's recommended to throw your assault plastique on to something with higher HP remaining - it takes a few seconds to explode. If you find your plastiques exploding late often, Supercharged Cells is a good choice for extra damage over time as well.
Operation Suggestion: High Yield Explosives - When you first get access to this choice, it only buffs the damage of your next Ion Pulse. But at level 47 when you learn Assault Plastique, it turns into a huge source of extra burst damage! If your first target is almost dead it's recommended to throw your assault plastique on to something with higher HP remaining - it takes a few seconds to explode. If you find your plastiques exploding late often, Supercharged Cells is a good choice for extra damage over time as well.
Multi-Enemy Solo Suggestion: Kill Zone - Another choice great for those groups of 3-4 enemies you typically fight through while leveling through story.
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 Tactics Vanguard for the Level 43 choice are Advanced Infantry Tactics, War Machine, and Suppression Droid.
Increases the range of Ion Pulse, Tactical Surge, Flak Shell, Artillery Blitz, Cell Burst, and High Impact Bolt to 15 meters. In addition, Gut ticks decrease the cooldown of Balmorran Advanced Weaponry by 1 second. This effect can occur once every 10 seconds.
Increases the range of Ion Pulse, Tactical Surge, Flak Shell, Artillery Blitz, Cell Burst, and High Impact Bolt to 15 meters. In addition, Gut ticks decrease the cooldown of Balmorran Advanced Weaponry by 1 second. This effect can occur once every 10 seconds.
When activating Reactive Shield you gain War Machine, making your next Adrenaline Rush heal up to 45% health or your next Balmorran Advanced Weaponry last for 15 seconds.
When activating Reactive Shield you gain War Machine, making your next Adrenaline Rush heal up to 45% health or your next Balmorran Advanced Weaponry last for 15 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: Advanced Infantry Tactics - Advanced Infantry Tactics increases the range on pretty much all your main attacks except for Stockstrike, making it very easy to deal damage from mid-range on your trooper without having to stay on top of your target so much. The refreshing effect on Balmorran Advanced Weaponry from Gut also makes this the best damage option for longer fights!
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 Tactics 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 Tactics 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 Tactics 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 Tactics 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!
All Abilities
All your abilities for the Tactics 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 | Riot AugsHidden Passive Increases the damage dealt by Stockstrike, Ion Pulse, High Impact Bolt, Tactical Surge, Explosive Surge, Gut, Assault Plastique, and Cell Burst by 10%. Increases the damage you deal to bleeding targets by 5% and further increases all energy and kinetic damage dealt by 2%. Increases the damage dealt by Stockstrike, Ion Pulse, High Impact Bolt, Tactical Surge, Explosive Surge, Gut, Assault Plastique, and Cell Burst by 10%. Increases the damage you deal to bleeding targets by 5% and further increases all energy and kinetic damage dealt by 2%. | |
LvL1 | PowerlodeHidden Passive Energy Burst's critical hit chance is increased by 100%. Power Yield instantly builds 4 Energy Lodes and getting critically hit while under Power Yield builds an Energy Lode. Energy Burst's critical hit chance is increased by 100%. Power Yield instantly builds 4 Energy Lodes and getting critically hit while under Power Yield builds an Energy Lode. | |
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 | GutAttack 4m (melee range) Guts the target with a knuckle-plate vibroblade, dealing kinetic damage and causing the target to bleed for internal damage over 18 seconds. Guts the target with a knuckle-plate vibroblade, dealing kinetic damage and causing the target to bleed for internal damage over 18 seconds. | |
LvL15 | Balmorran Advanced WeaponryBuff Applies 5 stacks of Power Yield to you, each stack increases your armor by 40% and your damage done by 2% for 10 seconds. In addition, Cell Burst's critical hit chance is increased by 100%. Balmorran Advanced Weaponry instantly builds 4 Energy Lodes and getting critically hit while under Power Yield builds an Energy Lode. This effect can occur once every 2 seconds. Applies 5 stacks of Power Yield to you, each stack increases your armor by 40% and your damage done by 2% for 10 seconds. In addition, Cell Burst's critical hit chance is increased by 100%. Balmorran Advanced Weaponry instantly builds 4 Energy Lodes and getting critically hit while under Power Yield builds an Energy Lode. This effect can occur once every 2 seconds. | |
LvL15 | High Energy CellPassive Loads your rifle with a high-energy powercell. While active, all energy and kinetic damage dealt is increased by 5%. Replaces Plasma Cell. Loads your rifle with a high-energy powercell. While active, all energy and kinetic damage dealt is increased by 5%. 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 | Tactical KnifeOptional Passive Level 23 Option 1/3 When Gut ticks, you gain a stack of Tactical Draw. Each stack increases the damage done by your next initial hit with Gut by 25%. Max stacks 4. This effect can only occur once every 3 seconds. When Gut ticks, you gain a stack of Tactical Draw. Each stack increases the damage done by your next initial hit with Gut by 25%. Max stacks 4. This effect can only occur once every 3 seconds. | |
LvL23 | Serrated BladeOptional Passive Level 23 Option 2/3 When the bleed effect from Gut is refreshed, the target takes bonus kinetic damage. When the bleed effect from Gut is refreshed, the target takes bonus kinetic damage. General Suggestion: Tactics excels at single target burst. Taking Serrated Blade will make your high impact bolt hit harder so long as you're doing it on a target with Gut. So remember to do Gut once, then refresh it with bolts whenever you can! | |
LvL23 | Ricochet RoundsOptional Passive Level 23 Option 3/3 When the bleed effect from Gut is refreshed, you deal additional damage to 4 targets within 5 meters. When the bleed effect from Gut is refreshed, you deal additional damage to 4 targets within 5 meters. Solo Many-Enemy Suggestion: Gut is refreshed pretty often - this choice is great for pulling whole rooms while leveling. | |
LvL23 | TriumphPassive Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%. Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%. | |
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 | StormOptional Leap 10-30m Level 27 Option 1/3 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 | Pull and PummelOptional Passive Level 27 Option 2/3 Harpoon deals tech damage to pulled targets and grants Pull and Pummel, causing your next Stockstrike against the pulled target to deal 20% additional damage and stun the target for 3 seconds. This effect lasts for 6 seconds. Harpoon deals tech damage to pulled targets and grants Pull and Pummel, causing your next Stockstrike against the pulled target to deal 20% additional damage and stun the target for 3 seconds. This effect lasts for 6 seconds. | |
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 | Cell BurstAttack 10m (short range) Unleashes your High Energy Cell's stored energy to decimate the target, dealing energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once. Cell Burst causes the target to burn for elemental damage over 3 seconds. This effect can stack up to 4 times on the target, and each Energy Lode unleashed generates 1 stack. Unleashes your High Energy Cell's stored energy to decimate the target, dealing energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once. Cell Burst causes the target to burn for elemental damage over 3 seconds. This effect can stack up to 4 times on the target, and each Energy Lode unleashed generates 1 stack. | |
LvL35 | Sonic DefenseHidden Passive Activating Sonic Round increases your defense chance by 30% for 6 seconds. Activating Sonic Round increases your defense chance by 30% for 6 seconds. | |
LvL35 | Cell BurnHidden Passive Cell Burst causes the target to burn for elemental damage over 3 seconds. This effect can stack up to 4 times on the target, and each Energy Lode generates one stack. Cell Burst causes the target to burn for elemental damage over 3 seconds. This effect can stack up to 4 times on the target, and each Energy Lode generates one stack. | |
LvL35 | Tactical ArmorPassive Taking critical damage grants Tactical Armor, increasing damage reduction by 2% for 15 seconds. Stacks up to 3 times. In addition, activating Sonic Round increases your defense chance by 30% for 6 seconds. Taking critical damage grants Tactical Armor, increasing damage reduction by 2% for 15 seconds. Stacks up to 3 times. In addition, activating Sonic Round increases your defense chance by 30% for 6 seconds. | |
LvL39 | High Yield ExplosivesOptional Passive Level 39 Option 1/3 Cell Burst grants you High Yield Explosives, increasing the damage of Ion Pulse or Assault Plastique by 4% per Energy Lode. Max stacks grant a 16% damage increase to Ion Pulse and Assault Plastique. Cell Burst grants you High Yield Explosives, increasing the damage of Ion Pulse or Assault Plastique by 4% per Energy Lode. Max stacks grant a 16% damage increase to Ion Pulse and Assault Plastique. General Suggestion: When you first get access to this choice, it only buffs the damage of your next Ion Pulse. But at level 47 when you learn Assault Plastique, it turns into a huge source of extra burst damage! If your first target is almost dead it's recommended to throw your assault plastique on to something with higher HP remaining - it takes a few seconds to explode. If you find your plastiques exploding late often, Supercharged Cells is a good choice for extra damage over time as well. | |
LvL39 | Superheated CellsOptional Passive Level 39 Option 2/3 Cell Burst applies an additional burn dealing elemental damage over 12 seconds. Cell Burst applies an additional burn dealing elemental damage over 12 seconds. | |
LvL39 | Serrated BladesPassive Increases the damage dealt by Gut's bleed effect by 15% and causes targets damaged by your Stockstrike to become Sundered, reducing their armor by 20% for 45 seconds. Increases the damage dealt by Gut's bleed effect by 15% and causes targets damaged by your Stockstrike to become Sundered, reducing their armor by 20% for 45 seconds. | |
LvL39 | Kill ZoneOptional Passive Level 39 Option 3/3 When Cell Burst deals damage to a target, it hits up to 3 additional targets with Cell Burst's initial damage within 5 meters. When Cell Burst deals damage to a target, it hits up to 3 additional targets with Cell Burst's initial damage within 5 meters. Solo Many-Enemy Suggestion: Another choice great for those groups of 3-4 enemies you typically fight through while leveling through story. | |
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 | High Friction BoltsPassive High Impact Bolt may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, High Impact Bolt ignores 30% of the target's armor, regenerates 6 energy cells if it hits a bleeding target, and refreshes the duration of your Gut's bleed effect, if present. Increases the damage dealt by Gut's bleed effect by 5% and causes targets damaged by your Stockstrike to become Sundered, reducing their armor by 20% for 45 seconds. High Impact Bolt may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, High Impact Bolt ignores 30% of the target's armor, regenerates 6 energy cells if it hits a bleeding target, and refreshes the duration of your Gut's bleed effect, if present. Increases the damage dealt by Gut's bleed effect by 5% and causes targets damaged by your Stockstrike to become Sundered, reducing their armor by 20% for 45 seconds. | |
LvL43 | Advanced Infantry TacticsOptional Passive Level 43 Option 1/3 Increases the range of Ion Pulse, Tactical Surge, Flak Shell, Artillery Blitz, Cell Burst, and High Impact Bolt to 15 meters. In addition, Gut ticks decrease the cooldown of Balmorran Advanced Weaponry by 1 second. This effect can occur once every 10 seconds. Increases the range of Ion Pulse, Tactical Surge, Flak Shell, Artillery Blitz, Cell Burst, and High Impact Bolt to 15 meters. In addition, Gut ticks decrease the cooldown of Balmorran Advanced Weaponry by 1 second. This effect can occur once every 10 seconds. General Suggestion: Advanced Infantry Tactics increases the range on pretty much all your main attacks except for Stockstrike, making it very easy to deal damage from mid-range on your trooper without having to stay on top of your target so much. The refreshing effect on Balmorran Advanced Weaponry from Gut also makes this the best damage option for longer fights! | |
LvL43 | War MachineOptional Passive Level 43 Option 2/3 When activating Reactive Shield you gain War Machine, making your next Adrenaline Rush heal up to 45% health or your next Balmorran Advanced Weaponry last for 15 seconds. When activating Reactive Shield you gain War Machine, making your next Adrenaline Rush heal up to 45% health or your next Balmorran Advanced Weaponry last for 15 seconds. | |
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 | Assault PlastiqueAttack 30m (long range) Throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates. Throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates. | |
LvL50 | 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. | |
LvL51 | GrenadiershipPassive Reduces the cooldown of Artillery Blitz by 5 seconds. In addition, Flak Shell deals 25% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Gut's bleed on the affected target, if present. Reduces the cooldown of Artillery Blitz by 5 seconds. In addition, Flak Shell deals 25% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Gut's bleed on the affected target, if present. | |
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 | Tactical SurgeAttack 10m (short range) Fires a concentrated surge of energy at an enemy target, dealing energy damage. Replaces Ion Pulse. Fires a concentrated surge of energy at an enemy target, dealing energy damage. Replaces Ion Pulse. | |
LvL60 | Reflexive ShieldPassive When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds. When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds. | |
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 | Tactical AcceleratorPassive Stockstrike, Tactical Surge, Flak Shell, Ion Pulse, and Explosive Surge finish the cooldown on High Impact Bolt and make the next High Impact Bolt deplete no energy cells. This effect cannot occur more than once every 6 seconds. Stockstrike, Tactical Surge, Flak Shell, Ion Pulse, and Explosive Surge finish the cooldown on High Impact Bolt and make the next High Impact Bolt deplete no energy cells. This effect cannot occur more than once every 6 seconds. | |
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 | Nightvision ScopePassive Increases your melee and ranged defense chance by 3% and your stealth detection level by 3. Increases your melee and ranged defense chance by 3% and your stealth detection level by 3. | |
LvL73 | Charged LoadersPassive Increases the damage dealt by Shoulder Cannon by 15%, and immediately loads 3 additional missiles. Additionally, this increases the critical strike chance of Stockstrike and Assault Plastique by 5%. Increases ranged and tech critical chance by 2% and reduces the cooldowns of Recharge Cells and Reserve Powercell by 30 seconds. In addition, Recharge and Reload builds Energy Lodes. Increases the damage dealt by Shoulder Cannon by 15%, and immediately loads 3 additional missiles. Additionally, this increases the critical strike chance of Stockstrike and Assault Plastique by 5%. Increases ranged and tech critical chance by 2% and reduces the cooldowns of Recharge Cells and Reserve Powercell by 30 seconds. In addition, Recharge and Reload builds Energy Lodes. | |
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! | |
LvL78 | Critical RechargeHidden Passive Increases ranged and tech critical hit chance by 2% and reduces the cooldowns of Recharge Cells and Reserve Powercell by 30 seconds. In addition, Recharge and Reload builds Energy Lodes. Increases ranged and tech critical hit chance by 2% and reduces the cooldowns of Recharge Cells and Reserve Powercell by 30 seconds. In addition, Recharge and Reload builds Energy Lodes. | |
LvL78 | Havoc TrainingPassive Increases the critical strike damage bonus of Stockstrike, High Impact Bolt, Tactical Surge, Gut, Assault Plastique, and Cell Burst by 15%. Additionally, when Assault Plastique damages a target, the target will become Susceptible, increasing the damage it takes from tech attacks by 5% for 45 seconds. Increases the critical strike damage bonus of Stockstrike, High Impact Bolt, Tactical Surge, Gut, Assault Plastique, and Cell Burst by 15%. Additionally, when Assault Plastique damages a target, the target will become Susceptible, increasing the damage it takes from tech attacks by 5% for 45 seconds. |
Milestones
- At Level 15 you will get your first exclusive ability only the Tactics Vanguard has, it will be called Gut.
- At Level 23 you will get to choose a way to change how Gut 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 Tactics 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 Tactics Vanguard gets, it will be called Cell Burst.
- At Level 39 you will get to choose a way to change how Cell Burst works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Tactics Vanguard has, Assault Plastique and Tactical Surge.
- 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.