This article is a stub. You can help Star Wars: The Old Republic Wiki by expanding it. |
Star Wars: The Old Republic | |
---|---|
Developer(s) | BioWare Austin |
Publisher(s) | Electronic Arts |
Director(s) | James Ohlen |
Producer(s) | Dallas Dickinson |
Designer(s) | Damien Schubert Georg Zoeller |
Programmer(s) | Thomas Boyd Ken Shuck |
Artist(s) | Jeff Dobson |
Writer(s) | Drew Karpyshyn[1] Daniel Erickson |
Composer(s) | Mark Griskey Gordy Haab |
Series | Star Wars: Knights of the Old Republic |
Engine | HeroEngine[2] |
Platform(s) | Microsoft Windows |
Release |
|
Genre(s) | Massive multiplayer online role-playing game |
Mode(s) | Multiplayer |
|
Reception | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||
|
Star Wars: The Old Republic takes place more than 3,500-3,600 years before the rise of Darth Vader.
Wikiquote has quotations related to: Star Wars: The Old Republic |
Commando class.jpg | |
Commando | |
Faction Starting Class Armor Type Weapons Primary Stat Roles | Galactic Republic Trooper Heavy Armor Heavy Weapons Aim Ranged DPS, Healer |
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. |
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. |
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. |
Star Wars: The Old Republic | |
---|---|
Developer(s) | BioWare Austin |
Publisher(s) | Electronic Arts |
Director(s) | James Ohlen |
Producer(s) | Dallas Dickinson |
Designer(s) | Damien Schubert Georg Zoeller |
Programmer(s) | Thomas Boyd Ken Shuck |
Artist(s) | Jeff Dobson |
Writer(s) | Drew Karpyshyn[1] Daniel Erickson |
Composer(s) | Mark Griskey Gordy Haab |
Series | Star Wars: Knights of the Old Republic |
Engine | HeroEngine[2] |
Platform(s) | Microsoft Windows |
Release |
|
Genre(s) | Massive multiplayer online role-playing game |
Mode(s) | Multiplayer |
|
Reception | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||
|
Star Wars: The Old Republic takes place more than 3,500-3,600 years before the rise of Darth Vader.
Wikiquote has quotations related to: Star Wars: The Old Republic |