There are six classes in WildStar to choose from. Each class has a different playstyle and can perform two of the three possible trinity (DPS, healer, tank) roles. Each class can DPS efficiently and solo extremely well. Most classes have certain racial restrictions but all classes are open to both factions.
Here is a summary of all six classes as well as their roles and racial limitations:
Warrior
Warriors are fierce sword-swinging powerhouses that can either be a tank or damage dealer. They wield gigantic two-handed swords and use an arm cannon that multitasks as an electronic shield. They get a wide range of crowd control abilities in the form of stomps, charges and leaps.
Roles: Melee DPS or Tank
Races available: Human, Granok, Mordesh, Cassian, Mechari, Draken
Spellslinger
Spellslingers wield dual mag pistols and sling bullets as well as perform acrobatics and put up magical sigils to either deal damage or heal their allies. They are extremely quick and mobile.
Roles: Ranged DPS or Healer
Races available: Human, Aurin, Mordesh, Cassian, Draken, Chua
Esper
Espers conjure powerful illusions to aid them in combat as well as wield an awesome-looking psy-blade that tosses out projections. They also use dark magic to manipulate their foes and cause them to have nightmares.
Roles: Ranged DPS or Healer
Races available: Human, Aurin, Cassian, Chua
Engineer
Engineers wield gigantic rocket launchers and can control mechanical robots to do their bidding mid-fight. They also get a powerful exo-suit that allows them to either DPS efficiently or even serve as a ranged tank for their group.
Roles: Ranged DPS or Tank
Races available: Human, Granok, Mordesh, Cassian, Mechari, Chua
Stalker
Stalkers dual wield claw weapons to slice and dice their enemies into tiny pieces. They also utilize stealth, nano-darts, mines and a handy nano-skin to make any battlefield their playground. Stalkers can perform well as either a damage dealer or a tank that specializes in avoidance.
Roles: Melee DPS or Tank
Races available: Human, Aurin, Mordesh, Cassian, Mechari, Draken
Medic
Medics use dual-wielded resonator weapons to heal their allies as well as damage any enemies that dare cross their path. They also utilize electronic fields and friendly probes to provide large-scale healing, support and field-wide utility. They are a very flexible class.
Roles: Ranged DPS or Healer
Races available: Human, Granok, Mordesh, Cassian, Mechari, Chua
Showing posts with label esper. Show all posts
Showing posts with label esper. Show all posts
Thursday, May 1, 2014
Wednesday, April 30, 2014
WildStar Innate Abilities for All Classes
WildStar is an upcoming MMORPG that will be released July 2013 for Microsoft Windows platforms. WildStar has six playable classes that include Warrior, Esper, Spellslinger, Stalker, Medic, and Engineer. Each of the six classes has access to at least one extremely powerful ability, called an innate ability. The innate ability does not count towards the eight other abilities a player may have access to at any given time..
Innate abilities often help a player with his or her choices in specialization, which is performed by using the AMP chart.
Warrior
The Warrior class’ innate ability is divided into two separate stances called bulwark and juggernaut. Bulwark increases threat generation, decreases incoming damage, and removes the possibility of kinetic energy reserves depleting for eight seconds. Bulwark is an obvious choice for Warriors who have decided to specialize as tanks and is certainly an ideal ability for larger trash pulls and boss encounters. Juggernaut is activated by triggering the overdrive for approximately six seconds. The juggernaut stance increases assault power by thirty-three percent. The stance also reduces resistances by twenty percent.
Esper
The Esper’s innate ability is spectral form, which grants the Esper one-hundred percent damage immunity and an addition of one psi-point every .5 to eight seconds. Spectral form is extremely useful if a player must do a massive amount of burst damage and may take aggro.
Spellslinger
Spell surge, which is the Spellslinger’s innate ability, applies a massive damage buff to the next spell used. While there are four uses of spell surge before it is depleted, spell surge can be toggled on and off to allow the Spellslinger the ability to choose which attacks will be buffed.
Stalker
The Stalker’s innate abilities are by far the most varied and complicated. However, all three are extremely useful. There are three versions of the same ability: agile, evasive, and lethal. All of the abilities have no cooldown if used while out of combat. Agile was previous known as standard.
Agile increases dash regeneration, endurance, and lifesteal, making it the perfect ability for utility builds. Evasive increases deflection chance, resistances, and threat generation, which makes it a must-have for Stalker-tanks. Lastly, lethal provides a one-hundred percent critical chance from stealth while increasing damage and decreasing resistances.
Medic
Energize increases either damage or healing output by eighty percent for eight seconds. This ability is invaluable for instance where spike healing or damage is necessary.
Engineer
The Engineer has two innate abilities. The first is called eradication mode, which buffs assault power by thirty-five percent and applies a reduction to all resistances by twenty percent. The second ability is called is called provocation mode. Provocation mode increases threat generation by one-hundred-fifty percent and also applies an area-of-effect skill to three separate targets.
Innate abilities often help a player with his or her choices in specialization, which is performed by using the AMP chart.
Warrior
The Warrior class’ innate ability is divided into two separate stances called bulwark and juggernaut. Bulwark increases threat generation, decreases incoming damage, and removes the possibility of kinetic energy reserves depleting for eight seconds. Bulwark is an obvious choice for Warriors who have decided to specialize as tanks and is certainly an ideal ability for larger trash pulls and boss encounters. Juggernaut is activated by triggering the overdrive for approximately six seconds. The juggernaut stance increases assault power by thirty-three percent. The stance also reduces resistances by twenty percent.
Esper
The Esper’s innate ability is spectral form, which grants the Esper one-hundred percent damage immunity and an addition of one psi-point every .5 to eight seconds. Spectral form is extremely useful if a player must do a massive amount of burst damage and may take aggro.
Spellslinger
Spell surge, which is the Spellslinger’s innate ability, applies a massive damage buff to the next spell used. While there are four uses of spell surge before it is depleted, spell surge can be toggled on and off to allow the Spellslinger the ability to choose which attacks will be buffed.
Stalker
The Stalker’s innate abilities are by far the most varied and complicated. However, all three are extremely useful. There are three versions of the same ability: agile, evasive, and lethal. All of the abilities have no cooldown if used while out of combat. Agile was previous known as standard.
Agile increases dash regeneration, endurance, and lifesteal, making it the perfect ability for utility builds. Evasive increases deflection chance, resistances, and threat generation, which makes it a must-have for Stalker-tanks. Lastly, lethal provides a one-hundred percent critical chance from stealth while increasing damage and decreasing resistances.
Medic
Energize increases either damage or healing output by eighty percent for eight seconds. This ability is invaluable for instance where spike healing or damage is necessary.
Engineer
The Engineer has two innate abilities. The first is called eradication mode, which buffs assault power by thirty-five percent and applies a reduction to all resistances by twenty percent. The second ability is called is called provocation mode. Provocation mode increases threat generation by one-hundred-fifty percent and also applies an area-of-effect skill to three separate targets.
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