Sarcan’s WildStar Guide

Basic Guide to Classes

ORIGINALLY POSTED ON wildstarfans.net on December 29, 2013

Before you begin your journey, you need to have a basic understanding of each class so I put together this guide to help you on your way. For each class, I will cover the basic elements, class roles, innate abilities and class techniques.


ENGINEER

Role: Ranged DPS, Ranged Tank

Equipment: Launcher

Armor Weight: Heavy Armor
Optimal Range: Mid to Long

Ability Resources: Volatility

  • Generated while in combat by abilities such as Pulse Blast and consumed by powerful abilities such as Electrocute. Starts empty and dissipates out of combat.
  • Has a default max value of 100

Primary Attributes: Finesse (DPS), Tech (Tank)

Milestone Priority for Stats:

DPS: Finesse (7), Brutality (5), Moxie (3)

Tanking: Tech (7), Grit (5), Insight (3)

 

ESPer

Role: Ranged DPS, Healer

Equipment: Psyblade

Armor Weight: Light Armor

Ability Resources: Psi Point (DPS) and Focus (Healing)


Psi Points

  • Generated while in combat by abilities such Telekinetic Strike and consumed by Finisher abilities such as Mind Burst. Start  empty and, while out of combat, degenerate over time.
  • Can build up to 5 Psi Points

Focus

  • Starts full, and while in combat regenerates based on your Focus Recovery Rate.

 

Primary Attributes: Moxie (DPS), Insight (Healing)

Milestone Priority for Stats:

DPS: Moxie (7), Finesse (5), Brutality (3)

Healing: Insight (7), Grit (5), Tech (3)

 

MEDIC

Role: Ranged DPS, Healer

Equipment: Resonators

Armor Weight: Medium Armor

Optimal Range: Mid to Short

Ability Resources: Actuators (DPS) and Focus (Healing)

Actuators

  • Consumed by powerful abilities such as Gamma Rays and generated by abilities such as Discharge. Start full and regenerates while out of combat.
  • Has a default max value of 4 Actuator cores.

Focus

  • Starts full, and while in combat regenerates based on your Focus Recovery Rate.

Primary Attributes: Tech (DPS), Insight (Healing)

Milestone Priority for Stats:

DPS: Tech (7), Moxie (5), Brutality (3)

Healing: Insight (7), Grit (5), Finesse (3)

 

SPELLSLINGER

Role: Ranged DPS, Healer

Equipment: Mag Pistols

Armor Weight: Light Armor

Ability Resources: Spell Power (DPS)  and Focus (Healing)

 Spell Power

  • Has an automatic, base regeneration rate that continues as long as Spell Surge is not active.
  • Has a default max value of 100.

Focus

  • Starts full, and while in combat regenerates based on your Focus Recovery Rate.

Primary Attributes: Finesses (DPS), Insight (Healing)

Milestone Priority for Stats:

DPS: Finesse (7), Moxie (5), Brutality (3)

Healing: Insight (7), Grit (5), Tech (3)

 

STALKER

Role: Melee DPS, Tank

Equipment: Claws

Armor Weight: Medium Armor

Ability Resources: Suit Power

  • Consumed by most abilities. Starts full and regenerates over time.

Primary Attribute: Brutality (DPS), Tech (Tank)

Milestone Priority for Stats:

DPS: Brutality (7), Finesse (5), Moxie (3)

Tanking: Tech (7), Grit (5), Insight (3)

 

WARRIOR

Role: Melee DPS, Tank

Equipment: Power Sword

Armor Weight: Heavy Armor

Ability Resources: Kinetic Energy

  • Built by abilities such as Relentless Strikes and required for powerful abilities such as Power Strike. Starts empty and decays over time.

Primary Attribute: Brutality (DPS), Tech (Tank)

Milestone Priority for Stats:

DPS: Brutality (7), Finesse (5), Moxie (3)

Tanking: Tech (7), Grit (5), Insight (3)

 

CLASS ROLES

Each Class comes equipped with the ability to fill two roles, one always being DPS. In early game you will mainly be in the DPS role with abilities of the other role to be slowly gained as you level and gain Ability Points. There are no Ability Points to acquire or spend. Keep in mind you will be limited by how many abilities you can equip on you action bar (8 Class Abilities, 1 Gadget and 1 Path ability), but will open more slots as you level. You can however change out the equipped abilities at any time out of combat. So buy all the abilities you can and swap them often to get the feel for your class.

We also have Milestones which augment your abilities and capabilities. These are unlocked by hitting certain values with your stats and gear (30 for first Milestone, 75 for the second and so on). Pay attention to your abilities and what the Milestone bonuses they unlock as you build more of that stat into your gear. Milestones are linear, you earn them as you get more points in you stat and gear.

 

INNATE ABILITIES

Each class has Innate Abilities (Choose which to have equipped) that has its own key binding (Default is “R”) that you can hit to trigger the activate aspect of the ability.

ENGINEER 

Mode: Eradicate 

Increases Damage Dealt by 35% and all decreases all Resistances by 12%.

Activate: Enters the Eradication ExoSuit for 20.0s

Eradication ExoSuit: Gain 10 Volatility per second. When dealing direct damage deal an additional 40 technology damage, once per 1.0s, to 3 foes within 5m of your victim.

Reduces Movement Speed by 25%.


Mode: Provoke 

Increases all Resistances by 5%, Max Health by 70, and Threat Generation increased by 150%.
Activate: Enter the Provocation ExoSuit for 20.0s.
Provocation ExoSuit: Gain 10 Volatility per second and reduce Damage Taken by 58%.

Reduces Movement Speed by 25%, Endurance by 50%, and Dash Regeneration by 50%.

 

ESPER

Spectral Form

Increase Damage Mitigation by 60% and generate 1 Psi Point every 1.0s for 10.0s. Movement is prevented for the duration.

MEDIC

Energize

Fills all Cores and gain a buff for for 8.0s.

Above 30% Health you cannot consume Cores and gain Empower and Snare.

Empower: Increases Assualt and Support Power by 10%.

Snare: Reduces Movement Speed by 40%.

Below 30% Health gain Defense and Weaken.

Defense: Reduces Damage Taken by 70%.

Weaken: Reduces Outgoing Healing and Damage Dealt by 10%.

SPELLSLINGER

Spell Surge

Requires 50 Spell Power to activate.

While Spell Surge is active, your Assault and Support abilities receive a Surge bonus.

STALKER

Nano Skin: Agile

Increases Dash Regeneration by 10%, Endurance by 10%, and Lifesteal by 5%. Exiting Stealth in combat increases Movement Speed by 20% for 4.0s.

Active: Enter Stealth, making you invisible to foes unless detected. No cooldown while out of combat.


Nano Skin: Lethal

Passive: Assault Power increased by 25% but Armor is reduced by 60%. While in Stealth, your attacks have a 100% chance to land as a Critical Hit.

Active: Enter Stealth – Invisible to foes unless detected. Reduces Movement Speed by 20%.

Nano Skin: Evasive

Passive: Deflect Chance increased by 20%, Threat Generation increased by 150%, but Assault Power reduced by 24%. While in Stealth, Deflect Chance increased by additional 15%.

Active: Enter Stealth – Invisible to foes unless detected. Reduces Movement Speed by 20%.

WARRIOR

Stance: Juggernaut

Increases all Resistances by 5%, increases Max Shields by 3%, and increases Threat Generation by 150%.

Activate: Triggers Bulwark for 10.0 seconds.

Bulwark: Prevents Kinetic Energy decay, reduces Damage Taken by 70%, increases threat Generation by 75%, and reduces Damage Dealt by 25%.

Stance: Onslaught

Increases Damage Dealt by 35% and reduces Damage Mitigation by 2%.

Activate: Reset Assault and Support ability coolddowns and trigger Overdrive for 8.0s.

Overdrive: Prevents Kinetic Energy decay, increases Damage Dealt by 25%, increases Damage Taken by 14.9%, and reduces Incoming Healing by 40%.

CLASS TECHNIQUES

Now let’s take a look at each class description and techniques on how to use the class.

ENGINEER

The Engineer is a ranged caster that generates and uses Volatility to rain death upon their enemies.

Mechanics

The Engineer uses Volatility as resources to power their abilities

Volatility

  • Volatility is built up and consumed by the use of abilities.
  • Debuffs a large part of the Engineers skills

Equipment & Attributes

  • The Engineer carries a Heavygun, commands Bots and wears Heavy armor.
  • Their most important attributes are Finesse (DPS) and Tech (Tanking).

 

ESPER

The Esper is a ranged caster that uses Psi Point fueled psychic spells to damage their foes or Focus to heal their allies. When completely focused, they are able to unleash incredibly powerful mental onslaughts or sustain the health and shields of their allies. The abilities that use Psi Points (1-5) where the number of Psi Points available increases the effectiveness of the ability used.

Mechanics

The Esper uses both Psi Points (DPS) and Focus (Healing) as resources to cast their spells:

Focus

  • Focus is required to cast Support abilities such as Mind Over Body. It regenerates slowly over time while in combat, and faster while out of combat.
  • At low levels, you shouldn’t have to worry about resource management and won’t often run out of Focus. However, at higher levels, you’ll be using more Focus-consuming abilities.

Psi Points

  • Psi Points are generated by Builder abilities such as Telekinetic Strike and are used to cast Consumers such as Mind Blast. These degenerate when out of combat.
  • Psi Point abilities scale up with the more Psi Points you have available (Up to 5). Casting Psi Point ability will always consume all Psi Points.

Equipment & Attributes

  • The Esper wields a Psyblade and wears light armor.
  • Their most important attributes are Moxie (DPS) and Insight (Healing).

Tips

  • Learn early which abilities require you to stand still and which you can move during casting or immediately after casting.
  • Crush is your friend while learning tip one, knock them enemies down and move when needed.
  • Lead of combat with two Concentrated Blades when you can, this will allow you to cast another ability by the time the first hits and move before the second hits when do correctly. Lot of damage done up front before they even respond to your activities.

MEDIC

The Medic is a ranged class that uses Power Cell fueled abilities to damage their foes or Focus to heal their allies. Position within their some of their abilities can increase or decrease damage done or healing received.

Mechanics

The Medic uses both Actuators (DPS) and Focus (Healing) as resources to cast their abilities:

Focus

  • Focus is required to cast Support abilities such as Shield Surge. It regenerates slowly over time while in combat, and faster while out of combat.

Actuators

  • Actuator Cores are generated by Builder abilities such as Discharge and are used to cast Consumers such as Gamma Rays. These regenerate when out of combat.
  •        Actuatorabilities scale up with the more Actuator Cores you have available (Up to 4). Casting Actuator Core ability will always consume all Cores.

Equipment & Attributes

  • The Medic wields a Dual Power Gloves and wears Medium armor.
  • Their most important attributes are Tech (DPS) and Insight (Healing).

 

SPELLSLINGER

The Spellslinger is a damage and utility focused class with a suite of abilities that allow him to deal damage on the move or keep some distance between himself and his enemies. They tend to be confident to the point of cocky, flying around the battlefield just out of the reach of their foes. Not only is he a crack shot with his matched pistols, but he’s a potent mage who understands the complex symbolic language of sigils. Combining the two makes him a supremely deadly fighter or capable Healer.

Mechanics

The Spellslinger uses both Spell Power (DPS) and Focus (Healing) as resources to fire their guns:

Focus

  • Focus is required to cast all Support abilities.

Spell Power

  • Used to power Spell Surge which increases the potency of all non-utility abilities. Starts full and while Spell Surge inactive, regenerates over time.
  •         Consumed when you activate your Innate Ability and a Spell is used that has a Surge Bonus.

Equipment & Attributes

  • The Spellslinger wields Dual Pistols and wears light armor.
  • Their most important attributes are Finesse (DPS) and Insight (Healing).

Tips

  • Learn early which abilities require you to stand still and which you can move during casting or immediately after casting. Movement is the key to an effective Spellslinger.
  • While many of your abilities are instant, you have some with a cast time or a charge effect; learn which is which to manage your movement needs.
  • Many of your more powerful abilities have a cool down timer, learning them early will also add to your effectiveness.

 

WARRIOR

The Warrior is a hard-hitting class who uses his massive energy sword and powerful tech armor to tear his opponent’s limb from limb. Everything about a warrior screams rough and tough. From their bulky industrial tech armor, to their massive two-handed weapon and an arsenal of high-tech gadgets, Warriors are the in your face class.

Mechanics

The Warrior uses Kinetic Energy as resource to Power up their Sword:

Kinetic Energy

  • Kinetic Energy is built up as you use abilities. You can expend it on Kinetic consumer abilities for deadly effect.

Equipment & Attributes

  • The Warrior wields Two Handed Swords, an Arm Cannon and wears Heavy armor.
  • Their most important attributes are Brutality (DPS) and Tech (Tank).
  • The damage a Warrior deals can be based off their Assault Power and their Brutality Rating. Tech adds to your Shield Capacity.

Tips

  • Learn early utilize your interrupts (Kick or Wallop) and your gap closers (Leap and Plasma Whip) to control your enemy.
  • Many of your abilities appear to have the same effect. This is due to the stat associated and the role desired. Be aware of which direction you are going and use the corresponding abilities to maximize your capability.
  • While you are tougher than most, standing in the red is still a good way to die, moving when needed not only saves you but makes the healers job easier. Tank and spank is not a phase used much Wildstar.
  • Learning how to manage Agro on the move is a skill all on its own.

 

STALKER

The Stalker is a close-combat class that utilizes stealth to gain positioning over his target as well as pre-combat tactics such as placing treacherous landmines on the battlefield to gain the upper hand over his target(s). Don’t let the high tech capabilities of the Stalker fool you, the Stalker is a formidable opponent when engaged in open combat. The Stalker can shut down his opponent’s shields, disarm, stun and root them ensuring that he always has the upper hand in close quarter combat. Also Stalkers are highly effective Tanks with their Suit Modes and Threat generation mechanics.

Mechanics

The Stalkers uses Suit Power as resources to Power up their Claws:

Suit Power

  • Suit Power is consumed by most abilities. Starts full and regenerates over time.

Equipment & Attributes

The Stalker wields Claws and Medium armor.

  • Their most important attributes are Brutality (DPS) and Tech (Tank).

Tips

  • Learn early utilize your position to maximize your DPS. Constantly moving and controlling you enemy allows you to strike in the tender spots of the enemy.
  • Emergency Stealth is a great way to dump agro.
  • Sprint and Dash do not break Stealth so Stealth up and get into position.

I hope you found this guide useful in getting started in your amazing journey within Wildstar. You can review my Wildstar Beta streams to see everything discussed here in action.