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WildStar Guide: Chief Sarcan's Everything You Need to Know Class Guide

By Guest Writer on January 25, 2014

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
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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%.
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