Use it to spam corridors and groups of enemies. Your Blaster has the most ammo-per-clip of all the classes.Use high places to attack Knights/Marauders without them being able to reach you with their Beamsword.This class is particularly effective for those who are good with PVP but also want benefits of the Beamsword. Their Pistol allows them to deal minor damage at long range and their Dash ability allows them to close large distances in seconds. Their Beamsword can tear enemies apart in three blows, be thrown in front of them for ranged damage and reflect enemy projectiles against them.
The Knight/Marauder is the melee class of the Attackers/Defenders.
Flashbang Grenade - Throws a grenade that blinds enemies within a large radius.Rocket Launcher - Shoots a rocket that deals 35? damage within a small radius.Blaster - Shoots a laser projectile that deals 15 damage per successful hit.The Defenders win when the game timer reaches zero and the Droid has not reached the 4th checkpoint of the map. To win the game, the Attackers must escort the droid to the 4th and final checkpoint in the map.
The Droid stops moving when there are no Attackers near it or when there are more Defenders than Attackers near it.The Droid moves when an Attacker is near it or when there are more Attackers than Defenders near it.
The Defender's objective is to prevent the Attackers from escorting the droid and taking their checkpoints. The Attackers must escort the Droid and allow it to proceed across all four checkpoints in the map. Each checkpoint requires a total of one minute and fourty seconds to get to. The game starts with a six minute timer, which extends by three minutes everytime the Droid passes a checkpoint. Two teams, the Attackers (based on the Rebel Alliance) and the Defenders (based on the Galactic Empire) fight each other using a mix of ranged & melee weapons and activated abilities.