Trooper Class Story Summary

Posted by on Sep 16, 2015 in trooper | 0 comments

BioWare posted a Developer Blog yesterday named A Dangerous Betrayal. What you are about to read is an excerpt from the official Star Wars™: The Old Republic™ Encyclopedia. It will describe an overview of all 3 Acts of the Republic Trooper Class story. Although we try to avoid them wherever possible, this excerpt will contain spoilers. Please read at your own risk… Prologue Tensions between the Republic and the Sith Empire are nearing the breaking point. Havoc Squad faces its toughest challenge yet: to ensure the Republic triumphs over its ancient enemy once and for all. Their latest battlefront is the war-torn world of Ord Mantell, where guerilla forces wage a destructive battle to divide the planet from the Republic. These violent separatists have stolen a ZR-57 orbital strike bomb from the Republic, which is capable of incinerating hundreds of square kilometers in the blink of an eye. Havoc Squad is ordered to locate and retrieve this devastating weapon. However, their newest member, a determined sergeant, uncovers an entirely different threat to the people of the Republic – a mass defection in the Special Forces ranks! Chapter One: A Dangerous Betrayal The defections start with Havoc Squad itself. The team’s heroic leader, Commander Harron Tavus, becomes convinced that the Republic has betrayed its best warriors. Seeking revenge, Tavus leads his closest allies in Havoc Squad, along with many other allies, in secretly joining the Sith Empire. The traitors put their plan into motion on Ord Mantell, where they intend to hand the deadly ZR-57 bomb over to the Empire as proof of their sincerity. But the plan is revealed by the one member of Havoc Squad who remains loyal: the skilled new sergeant who had tracked down the bomb in the first place. Although Tavus and the rest of the traitors manage to escape, the unyielding sergeant is promoted to command Havoc Squad. Now a lieutenant, this elite warrior sets out to rebuild the Republic’s best fighting team and to hunt down Tavus and his followers. One after another, the traitors are brought to justice, until the dogged lieutenant finally locates Tavus himself. The former war hero fights with tremendous skill, but in the end, he is no match for the battle-hardened new commander of Havoc Squad. Tavus falls, and the lieutenant must make a choice: should the traitor die for his crimes, or be returned to Republic custody alive in exchange for information on the Empire’s plans for war. Chapter Two: The Return of Havoc Just as the SpecForce defections are dealt with, the Republic’s Strategic Information Service uncovers a new Imperial threat: a prototype superweapon, codenamed Gauntlet, which is capable of targeting and destroying ships as they travel through hyperspace. In the hands of the Sith Empire, such devastating power could utterly crush the Republic’s military. Havoc Squad is called upon to destroy the Gauntlet before it can enter service. Now a captain, the team’s seasoned commander scours the galaxy to find the manpower needed to carry out the offensive. A renegade explosives expert, an exotic technical specialist, and an entire platoon of bunker-busting infantrymen all join the mission just in time for the assault on the Gauntlet to begin. Backed by a full Republic assault fleet, Havoc Squad boards the Gauntlet and sabotages the massive superweapon from the inside. Despite overwhelming odds, the mission is a success, and the Gauntlet is completely destroyed. However, the mastermind responsible for the weapon’s development, the brilliant Imperial General Rakton, manages to escape and vows revenge. Chapter Three: Final Showdown Enraged by the destruction of his Gauntlet superweapon, General Rakton launches a merciless campaign into the Core Worlds. Newly promoted to the rank of major, Havoc Squad’s celebrated commander brings the Republic’s top forces to bear against Rakton’s conquering legions. Battles between the two armies tear across the galaxy, until Havoc Squad and Rakton’s personal forces enter a final showdown on the planet Corellia. The veteran major locates Rakton’s fortress headquarters and besieges it with an elite group of Republic allies, eventually facing down the infamous Imperial general himself. Rakton is a master of personal combat with decades of bloody experience, but in the end, he’s still no match for the Republic’s most elite soldier. The major emerges victorious, bringing an end to the Empire’s campaign into the Core Worlds, and finally turning the tide of the war in the Republic’s favor. Source:...

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Commando/Mercenary Top 3 Answers

Posted by on Apr 3, 2014 in bounty hunter, Commando, Mercenary, trooper | 0 comments

Eric Musco started a new “top 3 Answers” thread on the official forums. This time about Commando/Mercenary. Here is a Summary made by bstr413: 1: Sustained DPS for Gunnery Assault. Gunnery/Assault will get a (small) boost to its sustained damage after all AC’s have at least 1 good sustained damage spec. (Commando/Mercs have Assault Specialist/Pyrotech already.) Devs are looking for feedback on how to do this. Being able to heal should not decrease DPS. Many off-healer DPS specs are able to do great sustained DPS. 2: Defense in PvP. No new “emergency defense” move for Commandos/Mercs. Instead, current defensive moves will be improved. Devs are asking for inputs on how this should be done. Devs are looking to make Commandos/Mercs better in Ranked Arenas. 3: Assault Specialist / Pyrotech suggestions. Thank you for your suggestions for changing Assault Specialist / Pyrotech. We do not want to do the first few due to the reasons given. Sweltering Heat’s duration may increase. Some talents may slightly increase AOE damage for this spec. Alacrity reducing internal cooldowns might happen in the future. Combustible Gas Cylinder / Plasma Cell has a 6-second cooldown on purpose. There is a bug with the tooltip in that it does not state this. And here is the official post: EricMusco Commando/Mercenary Top 3 Answers | 04.03.2014, 09:21 AM Hey folks, Here are your top 3 answers, returned from the Combat Team! Question #1 PvE: Overall, Commando is in a pretty good place in PvE right now, and is at least viable at most levels of content. However, Gunnery is under performing in comparison to the other turret-based ranged DPS classes by a significant, but not enormous, margin. Testing on PTS has shown that this performance gap will still exist even after the changes to Gunnery in 2.7. Most often, I see the developers hold up Commando’s ability to off-heal as some kind of reasoning as to why it might possible have lower output. The idea of this is absurd, as using global cooldowns on healing abilities rather than DPS in PvE is only going to further reduce DPS output, at the cost of a marginal-at-best benefit to the group. If a class is lacking in its primary role, it will be ruled out in most cases, regardless of what its secondary strengths might be. It is the community’s belief that this lack of DPS in Gunnery spec is likely tied to the ammo cost of High Impact Bolt. Several ideas were brainstormed, but it is widely believed that returning HIB to the 0 ammo cost it possessed pre-2.0 would allow Gunnery to compete against the other ranged turret DPS classes. Are the devs aware that Gunnery is lagging behind other ranged turret DPS specs, and have they considered the possible methods of bringing Gunnery up to a place where it is competitive with the other ranged turret DPS specs? We are aware that Gunnery/Arsenal is lagging a bit behind some of the other “ranged turret”, damage-dealing skill trees and bringing its sustained damage up to match that of Assault Specialist/Pyrotech Commandos/Mercenaries is on our “to-do” list. That said, giving Vanguards/Powertechs and Shadows/Assassins at least one skill tree each to provide competitive sustained damage in Operations is currently much higher on our “to-do” list, because Commandos/Mercenaries already have one skill tree that puts out excellent sustained damage in Operations. We are slowly developing away from the idea that off-healing capabilities should lower the sustained damage output of skill trees that focus on dealing damage. For example, you can currently observe that Scrapper/Concealment Scoundrels/Operatives and Assault Specialist/Pyrotech Commandos/Mercenaries put out some of the best sustained damage in the game, and as you already know, both of these classes can heal. This also goes for classes that can off-tank as well, and an example of that can be seen in the improvements given to Vigilance/Vengeance Guardians/Juggernauts not too long ago. We will not guarantee that High Impact Bolt/Rail Shot will become free for Gunnery/Arsenal Commandos/Mercenaries (but we might further reduce its cost – possibly to the point of making it free or nearly free). Please feel free to make other suggestions for how you might like to see this gain in Gunnery/Arsenal sustained damage implemented – we will be reading and considering your suggestions. Question #2 PvP: There are many people that believe that Commando is in a terrible place for PvP, especially at a higher level. While I believe that the situation is not nearly as bad as that, it is far from ideal. One of the reasons for this belief is Commando’s lack of any real “OH S**T”/”get out of dodge” defensive ability. The recent changes to Sniper/Slinger defensive cooldowns prompted this response from one of the devs: Quote: Gang, One of the changes that has generated the most vocal feedback is the change to the Sniper and ‘Slingers defensive cooldown, Evasion/Dodge. We firmly believe that these Classes are lacking in a distinct emergency survive button, something that each other Advanced Class has (either via escapes like a Vanish, or more brute force mans like an Undying Rage) It is clear that the design intent is to provide particularly vulnerable classes with means to either quickly extricate themselves from dangerous situations, or to straight up mitigate a crap-ton of damage for a few precious seconds. With this statement in mind, Commando has no such ability. Heavy Armor does not provide anywhere near as significant as an advantage as past devs have claimed, and Commando has a very limited set of tools to escape from sustained pressure. Hold the Line appears to make an attempt to fill that role, but it fails to provide the ability to quickly out-distance opponents who are in hot pursuit. Based on this, it is my belief that Commando would benefit from a ‘disengage’ type ability. Similar to Gunslinger’s ‘High Tail It’, the idea would be to quickly create distance between the Commando and his/her opponents. A tool such as a disengage would round out Commando’s set of...

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Commando / Mercenary Changes Coming in 2.7

Posted by on Feb 26, 2014 in bounty hunter, Commando, patch 2.7, trooper | 0 comments

Eric Musco have been updating the community on the official forums, about the changes that are coming to Commando’s and Mercenary  in game update 2.7.  And I have to say this is great changes. Evening out the Full auto ticks was something I’ve wanted for so long too! I never understood how you open up with full auto and have shot probably 15 bolts at the target already and no damage has registered! If I had it my way (and I know this isn’t Burger King), I would have it do damage every .5 seconds so that even if you get interrupted in any way, you get as much damage possible on the target up to the moment you get interrupted. Hopefully this brings us up to par with the new shiny assault spec. Check out the full announcement below: Commando Source EricMusco Commando Changes Coming in 2.7 | 02.26.2014, 10:03 AM Hey folks, Here is a list of the currently planned changes for the Commando in 2.7: General Tech Override now has a base cooldown of 60 seconds. Full Auto will now deal 4 ticks of damage instead of 3, with the first tick of damage occurring at ability activation. The total damage of the ability is unchanged, so each new tick of damage will do slightly less than before. Combat Medic Combat Shields is now a Tier 2 Skill. Efficient Conversions is now a Tier 3 Skill. Gunnery Overclock now reduces the cooldown of Tech Override by 7.5/15. Steadied Aim now prevents 50%/100% of pushbacks towards Full Auto, Charged Bolts and Grav Rounds. Curtain of Fire now has a 33%/67%/100% chance to occur when using Grav Round or Charged Bolts. Special Munitions will now reduce the cost of High Impact Bolt by 3/6/9 Heat/Ammo while in Armor Piercing Cell. Thanks everyone, see you on PTS! -eric Mercenary Source EricMusco Mercenary Changes Coming in 2.7 | 02.26.2014, 10:03 AM Hey folks, Here is a list of the currently planned changes for the Mercenary in 2.7: General Power Surge now has a base cooldown of 60 seconds. Unload will now deal 4 ticks of damage instead of 3, with the first tick of damage occurring at ability activation. The total damage of the ability is unchanged, so each new tick of damage will do slightly less than before. Bodyguard Power Shields is now a Tier 2 Skill. Heat Dampening is now a Tier 3 Skill. Arsenal Power Overrides now reduces the cooldown of Power Surge/Tech Override by 7.5/15. Stabilizers now prevents 50%/100% of pushbacks towards Unload, Power Shots and Tracer Missiles. Barrage now has a 33%/67%/100% chance to occur when using Tracer Missile or Power Shot. Upgraded Arsenal will now reduce the cost of Rail Shot by 3/6/9 Heat while in High Velocity Gas Cylinder. Thanks everyone, see you on PTS!...

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SWTOR Trooper Vanguard Leveling Build 2.0

Posted by on May 9, 2013 in build, trooper | 0 comments

In this post we have another build from and this time we are focusing on the Trooper and the Vanguard advanced class that makes an excellent tank! A SWTOR Vanguard is one tough SOB.  His main purpose is to soak up damage and dish it back out.  The SWTOR Vanguard makes an awesome tank because he has a nice mix of single target and AOE attacks to help him keep aggro on multiple mobs. His primary stats are Aim for offense (threat) and Endurance for Defense (health pool), along with Defense Rating, Shield Rating and Absorption Rating.  These are super important because you will be taking the most direct hits of anyone in your party so you need the health pool to stay alive and you need the mitigating stats to reduce the number of hits you take and the amount of damage they do when you are hit.  So don’t just stack endurance. A good balance of the other mitigation stats is essential to staying alive. Check out the build below: 3/3 Ionized Ignition 2/2 Heavy Stock 3/3 Superheated Plasma 2/2 Sweltering Heat 2/2 Paralytic Combat Stims 2/2 High Friction Bolts 2/2 Electro Shield 1/1 Incendiary Round 1/1 Ionic Accelerator 2/2 Assault Frame 2/2 Hyper Assault Cell 3/3 Rain of Fire 2/2 Assault Trooper 3/3 Burnout 2/2 Degauss 2/2 Rapid Recharge 1/1 Riot Augs 1/1 Assault Plastique 3/3 Focused Impact 2/2 Demolition 2/2 Brutal Impact 3/3 Steely Resolve Stat Priority: Aim > Accuracy (110%) > Power > Surge (75%) > Crit (30%) Single Target: High Impact Bolt > Incendiary Round > Mortar Volley > Pulse Cannon > Stockstrike > Ion Pulse > Hammer Shot Try and max ammo regen by staying above 8 ammo as much as you can. Use High Impact Bolt on each cool down. Multiple Target AoE Rotation: Mortar Volley > Pulse Cannon > Sticky Grenade Survival Options: Reactive Shield Adrenaline Rush Tenacity If you play a different class and are after builds for all playstyles such as fast leveling, PVP, raids etc… then you should check out It is the top SWTOR guide and it also includes a leveling guide that should get you to level 55 well before the Patch 2.1 so you are all up to date with the best...

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SWTOR Trooper Commando Leveling Build For 2.0

Posted by on May 2, 2013 in build, trooper | 0 comments

Today we have another build from and this one is a leveling  build for the Trooper Commando. It is a DPS build and you can actually play as either DPS or healing as a Trooper but we are told that a healing build will follow shortly! Here is the build: SWTOR Trooper Commando Build: 3/3 Ironsights 2/2 Havoc Rounds 2/2 Steadied Aim 3/3 Special Munitions 2/2 Heavy Trooper 2/2 Charged Barrier 1/1 Grav Round 2/2 Deadly Cannon 1/1 Charged Barrel 2/2 Cell Charger 2/2 Tenacious Defence 1/1 Rotary Cannon 1/1 Gravity Surge 1/1 Advance The Line 3/3 Curtain Of Fire 2/2 Overclock 3/3 Charged Launcher 2/2 Reflexive Shields 1/1 Demolition Round 3/3 Field Training 2/2 Cell Capacitor 3/3 Target Lock 2/2 Weapon Calibrations If you play a different class and are after builds for all playstyles such as fast leveling, PVP, raids etc… then you should check out It is the top SWTOR guide and it also includes a leveling guide that should get you to level 50 well before the Patch 2.1 so you are all up to date with the best...

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