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Commando - SWTOR Guide - IGN

  • ️Thu Feb 16 2012

Commandos are masters of heavy ranged weaponry. For those that want to run into battle with guns blazing and overwhelm their opponents with sheer firepower, the Commando is the best there is.

Commando Skills

The following is a list of publically confirmed skills. More will be added as information becomes public.

Skill Builder

Build out your Commando's skill tree with IGN's skill builder tool and share your favorite builds with a simple link.

See: Star Wars: The Old Republic Commando Skill Builder

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Assault Specialist

Skill Name
Usage
Description
Adrenaline Fueled Passive Critical hits have a 6% chance to reduce the active cooldown on Adrenaline Rush and Reserve Powercell by 3 seconds. This effect cannot occur more than once every 1.5 seconds. 2 ranks.
Assault Plastique Instant Throws a moldable plastic explosive that sticks to the target and detonates after several seconds. Standard and weak enemies enter a sate of panic while the explosive is active. The explosion deal 304 kinetic damage when it detonates. Standard and weak targets are knocked back from the blast. Shares a 15 second cooldown with Sticky Grenade.
Assault Trooper Passive Increases the critical bonus damage of Plasma Cell, High Impact Bolt, Incendiary Round and Assault Plastique by 15%. 2 ranks.
Burnout Passive Increases tech critical chance by 1% and increases the damage dealt by periodic elemental effects by 10% on targets below 30% max health. 3 ranks.
Chain Reaction
Passive
Recharges an energy cell when you land a critical hit with a Tech attack
Degauss Passive Reactive Shield has a 50% chance to remove all movement-impairing effects when activated. 2 ranks.
High Friction Bolts Passive High Impact Bolts ignore 15% of the target's armor. In addition if High Impact Bolts hits a buring target, it has a 10% chance to generate 1 energy cell and refresh the duration of your Plasma Cell's burn effect if present.
Incendiary Round Instant Launches and incendiary projectile, setting the target abalze for 60 elemental damage and an additional 45 elemental damage over 12 second.
Ionic Accelerator Passive Charged Bolts has a 6% chance and Full Auto has a 3% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. 3 ranks.
Nightvision Scope Passive Increases stealth detection by 1, melee and ranged defense by 1% and reduces the cooldown of Stealth Scan by 2.5 seconds. 2 ranks.
Parallactic Combat Stims Passive you have a 6% chance to recharge 1 energy cell when stunned, immobilized, knocked down or otherwise incapacitated. 2 ranks.
Rapid Recharge Passive Reduces the cooldown of Recharge Cells by 15 seconds. 2 ranks.
Rain of Fire Passive Hammer Shot, Charged Bolts, High Impact Bolt, Full Auto and Hail of Bolts deal 3% additional damage to burning targets. 3 ranks.
Reflexive Shield Passive When you take damage, you have a 50% chance to reduce the active cooldown of Reactive Shield by 1.5 seconds. This effect cannot occur more than once every 1.5 seconds. 2 ranks.
Soldier's Endurance Passive Increases Endurance by 3%. 3 ranks.
Sticky Grenade
Instant
Throw a grenade that will detonate after several seconds. Can also deal splash damage to secondary targets.
Superheated Plasma Passive Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 2%. 3 ranks.
Sweltering Heat Passive Plasma Cell has a 3% chance when it applies its effects to reduce the movement speed of the target by 50% for 6 seconds. 2 ranks.
Target Lock Passive Increases ranged and tech accuracy by 1%. 3 ranks.
Weapon Calibrations Passive Increases alacrity by 2%. 2 ranks.

Gunnery

Skill Name
Usage
Description
Advanced Tech Passive Increases healing received by 1% and all healing done by 1%. 2 ranks.
Cell Charger Passive While Armor-piercing Cell is active, critical hits with rounds and Full Auto have a 10% chance to generate 1 energy cell. This effect cannot occur more than once every 3 seconds. 2 ranks.
Charged Barrel
Passive
Charged rounds increase the damage of your next Hammer shot by 10% for six seconds.
Charged Barrier Passive Charged Bolts and Grav Round have a 3% chance to build a Charged Barrier that reduces damage taken by 2% for 1 second. Stacks up to 5 times. 2 ranks.
Concussive Force Passive Stockstrike has a 4% chance to knock the target back several meters. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 2 meters further away. 2 ranks.
Cover Fire Passive Full Auto has a 6% chance to slow the target's movement speed by 50% for 2 seconds. 2 ranks.
Curtain of Fire Passive Charged Bolts and Grav Round have a 3% chance to finish the cooldown on Full Auto and increase the damage dealt by the next Full Auto by 25%. This effect cannot occur more than once every 6 seconds. 3 ranks.
Deadly Cannon Passive Increases the critical bonus damage of Full Auto and Demolition Round by 15%. 2 ranks.
Demolition Round Instant Fires a demolition round that explodes on contact, dealing 236 - 250 kinetic damage. This damage is increased by 5% per gravity vortex on the target.
Grav Round
Instant
Create a Gravity Vortex projectile that deals kinetic damage
Gravity Surge Passive Grav round now applies an additional gravity vortex.
Havoc Rounds Passive Increases the damage dealt by all rounds and Charged Bolts by 3% and increases the healing dealt by Kolta Bomb by 10%. 2 ranks.
Heavy Trooper Passive Increases Endurance by 1% and all healing received by 3%. 2 ranks.
Ironsights Passive Increases Aim by 3%. 3 ranks.
Kolto Recharge Passive Recharge Cells regenerate 7% of your maximum health over 10 seconds.
Muzzle Fluting Passive Reduces the cost of Charged Bolts and Grav Rounds by 1.
Rotary Cannon Passive Increases the damage dealt by Full Auto by 33%.
Reserve Round Passive Reduces the cooldown of Concussive Round by 7.5 seconds and Reserve Powercell by 15 seconds.
Special Munitions Passive Increases the effect of your cells while they are active. Plasma Cell: Inreases tech critical chance by 3%. Armor Piercing Cell: Reduces the cost of High Impact Bolt by 1. Combat Support Cell: Increases tech critical hit chance by 3%.
Steadied Aim Passive Reduces the pushback suffered while activating Charged Bolts, Concussive Round, Grav Round and Full Auto by 25%. 3 ranks.
Tenacious Defense Passive Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 15 seconds. 2 ranks.

Combat Medic

Skill Name
Usage
Description
Armor Screen Passive Preventative Medicine now also provides 10% armor while active.
Bacta Infusion Instant Instantly heals a friend target for 246 - 279.
Cell Capacitor Passive Recharge Cells now immediately recharges 3% additional cells. 2 ranks.
Combat Shield Passive Reactive Shield now further decreases ability activation pushback by 30% and makes you immune to interrupts.
Efficient Conversions Passive Reduces the cost of Concussion Charge, Concussive Round and Cryo Grenade by 1.
Field Medicine Passive Increases the healing done by Medical Probe and Advanced Medical Probe by 3%. In addition, Medical Probe builds 3 charges of Combat Support Cell. 2 ranks.
Field Training Passive Increases ranged and tech critical chance by 2%. 3 ranks.
Field Triage Passive Advanced Medical Probe has a 2% chance to reduce the cost of your Medical Probe by 2. 3 ranks.
First Responder Passive Critical results with damage and healing abilities have a 5% chance to grant First Responder, increasing alacrity by 5% for 1 second.
Kolto Bomb Instant Lobs a kolto bomb at the target area, exploding on impact. Heals up to 3 allies within 8 meters of the targeted area for 56.
Kolto Residue Passive Kolto Bomb has a 5% chance to leave Kolto Residue on affected targets, increasing all healing received by 5% for 5 seconds.
Med Zone Passive Increases all healing received by 10% while Reactive Shield is active. 2 ranks.
Potent Medicine Passive Increases the critical healing bonus of all heals by 3%. 5 ranks.
Preventative Medicine Passive Advanced Medical Probe has a 5% chance to apply Preventative Medicine to the target, healing for an additional 5 over 1 second. 2 ranks.
Psych Aid Passive Reduces teh cost of Field Aid by 1. In addition, Field Aid now removes negative mental effects.
Quick Thinking Passive Reduces the activation time of Medical Probe by 0.25 seconds and reduces the cooldown of Advanced Medical Probe by 1.5 seconds. 2 ranks.
Steady Hands Passive Reduces the pushback suffered while activating healing abilities by 35% and reduces the threat generated by healing abilities by 5%. 2 ranks.
Supercharge Cells Instant Coverts 30 charges of Combat Support Cell to supercharge your blaster, restoring 2 energy cells and increasing all damage and healing dealt by 10% for 1 second. While active, the following abilities gain Supercharge effects: Charged Bolts: Cost reduced by 2, Full Auto: Cost reduced by 1: Advanced Medical Probe: Cooldown reduced by 100%, Kolto Bomb: Places a shield on all targets, reducing damage taken by 10% for 15 seconds.
Trauma Probe
Instant
Deploys a trauma probe with 10 charges that lasts 5 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for x. This effect cannot occur more than once every 3 seconds. Only one trauma probe can be deployed at a time.
Treated Wound Dressings Passive Reduces all damage taken by 2% while Combat Support Cell is active. 2 ranks.

Up Next: Vanguard

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Star Wars: The Old Republic