Commando Skill Tree Calculator

Other skilltree calculators: Assassin - Commando - Guardian - Gunslinger - Juggernaut - Marauder - Mercenary - Operative - Powertech - Sage - Scoundrel - Sentinel - Shadow - Sniper - Sorcerer - Vanguard

Skill Tree - Commando
01
Bacta Infusion
Range:30 m
Instant
Cooldown:21 secs
0/1Next Rank:Instantly heals a friendly target for (x) - (y).Left click to add a point
03
Potent MedicinePassive0/3Next Rank:Increases the critical healing bonus of all heals by 5%Left click to add a point
02
Frontline MedicPassive0/2Next Rank:While affected by your own Trauma Probe, firing Hammer Shot at an enemy has a 50% chance to trigger your Trauma Probe. This effect cannot occur more than once every 3 seconds, but this rate limit is seperate from Trauma Probe's rate limit. This effect will not occur at full healthLeft click to add a point
01
Armor ScreenPassive0/1Next Rank:Preventative Medicine now also provides 10% armor while active.Left click to add a point
02
Preventative MedicinePassive0/2Next Rank:Advanced Medical Probe has a 50% chance to apply Preventative Medicine to the target, healing for an additional (x) over 9 seconds.Left click to add a point
01
Trauma Probe
Ammo:2
Instant
0/1Next Rank: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) - (y). This effect cannot occur more than once every 3 seconds. Only one trauma probe can be deployed at a time.Left click to add a point
01
Psych AidPassive0/1Next Rank:Field Aid now removes negative mental effects and heals the target for (x) - (y).Left click to add a point
02
Treated Wound DressingsPassive0/2Next Rank:Reduces all damage taken by 2% while Combat Support Cell is activeLeft click to add a point
03
Field TriagePassive0/3Next Rank:Advanced Medical Probe has a 33.3% chance to reduce the cost of your next Medical Probe by 1.Left click to add a point
02
Med ZonePassive0/2Next Rank:Increases all healing received by 10% while Reactive Shield is active.Left click to add a point
01
Efficient ConversionsPassive0/1Next Rank:Reduces the cost of Concussion Charge, Concussion Round and Cryo Grenade by 1.Left click to add a point
02
Kolto ResiduePassive0/2Next Rank:Kolto Bomb has a 50% chance to leave Kolto Residue on affected targets, increasing all healing received by 3% for 15 seconds for allies and reducing movement speed by 50% for 3 seconds for up to 5 enemies.Left click to add a point
01
Kolto Bomb
Ammo:2
Instant
Cooldown:6 secs
0/1Next Rank:Lobs a Kolto Bomb at the target area, exploding on impact. Heals up to 4 allies within 8 meters of the targeted area for (x) - (y).

Range: 30 m
Left click to add a point
01
Combat ShieldPassive0/1Next Rank:Reactive Shield now further decreases ability activation pushback by 30% and makes you immune to interrupts.Left click to add a point
02
Field MedicinePassive0/2Next Rank:Increases the healing done by Medical Probe and Advanced Medical Probe by 3%. In addition, Medical Probe builds 3 charges of Combat Support Cell.Left click to add a point
02
Steady HandsPassive0/2Next Rank:Reduces the pushback suffered while activating healing abilities by 35% and reduces the threat generated by healing abilities by 5%Left click to add a point
01
Supercharge Cells
Instant
Cooldown:1.50 seconds
0/1Next Rank:Converts 30 charges of Combat Support Cell to Supercharge your blaster, restoring 1 energy cells and increasing all damage and healing dealt by 5% for 10 seconds. 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 5% for 15 seconds.
Left click to add a point
02
First ResponderPassive0/2Next Rank:Critical results with damage and healing abilities have a 50% chance to grant First Responder, increasing alacrity by 5% for 6 seconds.Left click to add a point
02
Cell CapacitorPassive0/2Next Rank:Recharge Cells now immediately recharge 1 additional cell.Left click to add a point
02
Quick ThinkingPassive0/2Next Rank:Reduces the activation time of Medical Probe by 0.3 seconds and reduces the cooldown of Advanced Medical Probe by 1.5 seconds.Left click to add a point
03
Field TrainingPassive0/3Next Rank:Increases ranged and tech critical chance by 1%Left click to add a point
0Combat Medic (Healing)
01
Demolition Round
Ammo:2
Instant
Cooldown:15 seconds
0/1Next Rank:Fires a demolition round that explodes on contact, dealing (x) - (y) kinetic damage. This damage is increases by 5% per gravity vortex on the target.

Range: 30 m
Left click to add a point
03
Curtain of FirePassive0/3Next Rank:Charged Bolts and Grav Round have a 15% 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.Left click to add a point
02
Reserve RoundPassive0/2Next Rank:Reduces the cooldown of Concussive Round by 7.5 seconds and Reserve Powercell by 15 seconds.Left click to add a point
02
Cover FirePassive0/2Next Rank:Full Auto has a 50% chance to slow the targets movement speed by 70% for 2 seconds with each hit.Left click to add a point
01
Rotary CannonPassive0/1Next Rank:Increases the damage dealt by Full Auto by 33%.Left click to add a point
01
Gravity SurgePassive0/1Next Rank:Grav Round now applies an additional stack of Gravity Vortex, Charged Barrier, and Charged Barrel, if applicable.Left click to add a point
01
Kolto RechargePassive0/1Next Rank:Recharge Cells regenerates 7% of your maximum health over 10 seconds.Left click to add a point
02
Tenacious DefensePassive0/2Next Rank:Reduces the cooldown of Concussion Charge by 2.5 seconds and Tenacity by 15 seconds.Left click to add a point
01
Charged BarrelPassive0/1Next Rank:Grav Round grants Charged Barrel, increasing the damage dealt by the next High Impact Bolt by 6% and reducing the activation time of the next Advanced Medical Probe by 20%. Stacks up to 5 times.Left click to add a point
02
Cell ChargerPassive0/2Next Rank:While Armor-piercing Cell is active, you have a 50% chance to generate 1 energy cell every 6 seconds.Left click to add a point
02
Charged BarrierPassive0/2Next Rank:Charged bolts and Grav Round has a 50% chance to build Charged Barrier that reduces damage taken by 1% for 15 seconds. Stacks up to 5 times.Left click to add a point
02
Concussive ForcePassive0/2Next Rank:Stockstrike has a 50% chance to immobilize the target for 4 seconds. Damage caused after 2 seconds ends the effect. In addition, Concussion Charge's Knockback effect is stronger and pushes enemies 2 meters further away.Left click to add a point
01
Grav Round
Ammo:2
2 seconds
0/1Next Rank:Fires a round that creates a gravity vortex on the target, dealing (x) - (y) kinetic damage, crushes the target's armor and reducing the armor rating by 4% for 15.0 seconds. Stacks up to 5 times. Gravity vortices leave the target vulnerable to High Impact Bolt.

Range 30 m
Left click to add a point
02
Deadly CannonPassive0/2Next Rank:Increases the critical bonus damage of Full Auto and Demolition Round by 15%.Left click to add a point
03
Steadied AimPassive0/3Next Rank:Reduces the pushback suffered while activating Charged Bolts, Concussive Round, Grav Round and Full Auto by 25%.Left click to add a point
01
Muzzle FlutingPassive0/1Next Rank:Reduces the activation time of Charged Bolts and Grav Round by 0.5 seconds.Left click to add a point
01
Special MunitionsPassive0/1Next Rank:Increases the effect of your cells while they are active:
Plasma Cell: Increases 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%.
Left click to add a point
02
Heavy TrooperPassive0/2Next Rank:Increases Endurance by 1% and all healing received by 1%.Left click to add a point
02
Havoc RoundPassive0/2Next Rank:Increases the damage dealt by all rounds and Charged Bolts by 3% and increases the healing dealt by Kolto Bomb by 10%Left click to add a point
02
Advanced TechPassive0/2Next Rank:Increases healing received by 1% and all healing done by 1%Left click to add a point
03
IronsightsPassive0/3Next Rank:Increases Aim by 3%.Left click to add a point
0Gunnery (Damage)
01
Assault Plastique
Ammo:2
Instant
Cooldown:15 secs
0/1Next Rank:Throws a moldable plastic explosive that sticks to the target and detonates after several seconds. Standard and Weak enemies enter a state of panic when the explosive is active. The explosion deals (x) - (y) kinetic damage when it detonates. Standard and weak targets are knocked back from the blast.Left click to add a point
02
Adrenaline FueledPassive0/2Next Rank:Critical hits have a 50% 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.Left click to add a point
03
BurnoutPassive0/3Next Rank:Increases tech critical chance by 1% and increases the damage dealt by periodic elemental effects by 10% on targets below 30% max health.Left click to add a point
02
Reflexive ShieldPassive0/2Next Rank:When you take damage, you have 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.Left click to add a point
03
Rain of FirePassive0/3Next Rank:Hammer Shot, Charged Bolts, High Impact Bolt, Full Auto and Hail of Bolts deal 3% additional damage to burning targets.Left click to add a point
02
Assault TrooperPassive0/2Next Rank:Increases the critical bonus damage of Plasma Cell, High Impact Bolt, Incendiary Round and Assault Plastique by 15%.Left click to add a point
02
Rapid RechargePassive0/2Next Rank:Reduces the cooldown of Recharge Cells by 15 seconds.Left click to add a point
03
Ionic AcceleratorPassive0/3Next Rank:While Plasma Cell is active, Charged Bolts has a 15% chance and Full Auto has a 25% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. This effect cannot occur more than once every 6 seconds.Left click to add a point
02
DegaussPassive0/2Next Rank:Reactive Shield has a 50% chance to remove all movement impairing effects when activated.Left click to add a point
02
High Friction BoltsPassive0/2Next Rank:High Impact Bolt ignores 15% of the target's armor. In addition, if High Impact Bolt hits a burning target, it has a 50% chance to generate 1 energy cell and refresh the duration of your Plasma Cell's burn effect if present.Left click to add a point
01
Incendiary Round
Ammo:3
Instant
0/1Next Rank:Launches an incendiary projectile, setting the target ablaze for (x) - (y) elemental damage and an additional (x) elemental damage over 18 seconds.Left click to add a point
02
Nightvision ScopePassive0/2Next Rank:Increases stealth detection by 1, melee and ranged defense by 1% and reduces the cooldown of Stealth Scan by 2.5 seconds.Left click to add a point
03
Superheated PlasmaPassive0/3Next Rank:Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 2%Left click to add a point
02
Sweltering HeatPassive0/2Next Rank:Plasma Cell has a 50% chance when it applies its effects to reduce the movement speed of the target by 30% for 2.0 seconds.Left click to add a point
02
Parallactic Combat StimsPassive0/2Next Rank:You have a 50% chance to recharge 1 energy cell when stunned, immobilized, knocked down or otherwise incapacitated.Left click to add a point
03
Target LockPassive0/3Next Rank:Full Auto and High Impact Bolt ignore 10% of the target's armor.Left click to add a point
02
Weapon CalibrationsPassive0/2Next Rank:Increase alacrity by 2%.Left click to add a point
03
Soldier's EndurancePassive0/3Next Rank:Increases Endurance by 1%Left click to add a point
0Assault Specialist (Dam)
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User Submitted / Approved Builds
Commando - Trained in advanced assault tactics and weaponry, Commandos charge into battle with massive assault cannons, overwhelming their enemies with brute firepower.
- Class Role: Heal, Damage
- Weapon: Assault Cannon
- Armor: Heavy
- Resource: Energy Cells


Recommended Crew Skills:

Crafting: (one of the following)
Armormech - Good for making Armor pieces for Non-force users.
Armstech - Good for making Blasters, Cannons, Rifles, Blaster mods, melee weapons.

Gathering:
Scavenging - Assists with gathering scavenged metals, compounds and other special items required for Armormech, Armstech.

Missions: (one of the following)
Underworld Trading - Goes with Armormech, gets you underworld metals and luxury frabrics.
Armstech - Goes with Armstech, gets you researched compounds and misc schematics.

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