Category: Class

Article below is based on the Beta and not get any updates yet. However, for a more updated and in-depth information on advanced leveling strategies for the esper, you should consider getting a copy of the manual here. This was what made “level cap in a week” possible for my esper.

Determining the champion of magical DPS between the Spellslinger and Esper is a hard task. Both characters have a high amount of output damage, equal primary attributes and effective Interrupt Armor skills. Through research and the examination of recent patches, mid-level Spellslingers are a better magical DPS class than mid-level Espers.

Espers have an attack system based around Psi-points. The more points Espers have built up, the more damage they are capable of dealing. Despite their ability to release high concentrations of damage in one or two moves, certain important skills like Telekinetic Strike, Spectral Form and Haunt are stationary. An Esper’s ability to avoid attacks suffers because of their stationary offense. Espers must create a method to counteract their immobility. One method is the allocation of skill-types. This means Espers need to allocate two to three moves for CC, to equalize the playing field with other competitors. If Espers are unable to CC the enemy, then the enemy will win based on mobility and agility. Finally an Esper’s mitigation is lower than the Spellslinger. Spectral Form allows nineteen absorb, but the Spellslinger’s Innate matched with Runes of Protection proves to be a stronger shield buff.

Spellslingers have an attack system based on ranged gun gear. All skills are mobile except for the pre-buff Gather Focus and Charged Shot, a skill mostly used to begin battle as a pre-emptive strike. The catalog of a Spellslinger is deeper than that of the Esper. During raid bosses where magical DPS is an important effect, Espers tend to only use Telekinetic Strike, Mind Burst, Telekinetic Storm and Psychic Frenzy. Spellslingers often use a variety of skills including Rapid Fire, Quick Draw, Flame Burst, Assassinate, True Shot and Charged Shot. All of the aforementioned attacks are the characters strongest opening skills, yet the Esper has four high damage attacks and the Spellslinger has six.

esper gameplay

Although this looks like a deal breaker for Espers, their lack of a large attack catalog works as an advantage. Of the first ten attacks made available to the Esper, a total of fifty-three cooldown seconds exists. Of the first ten attacks made available to the Spellslinger, a total of eighty-four cooldown seconds exists. This means the Esper can release damage faster than Spellslingers. Also Espers can shoot off less attacks than the Spellslinger and still perform a higher damage output. Since the Esper needs less attacks to overpower Spellslingers, more room is available for CC skills. CC skills equalize the playing field for Espers. This is why the competition is so close. Unfortunately, when the Esper’s output damage is recorded to its every detail, players notice that the Esper’s damage output is slightly higher than the Spellslinger’s instead of greatly higher.

Spellslingers have a more effective Innate Ability. The Spellslinger’s Innate is called Spell Surge. This Innate strengthens Assault Power and Support Power. The Esper’s Innate strengthens Assault Power, but also makes the character immobile. An Esper’s most used mid-level skill Telekinetic Strike, also activates immobility. In a game centered around telegraphs, the Spellslinger’s expertise for mobility and almost equal damage output, makes them the best mid-level magical DPS.

Article above is based on the Beta and not get any updates yet. However, for a more updated and in-depth information on advanced leveling strategies for the esper, you should consider getting a copy of the digital book here. This was what made “level cap in a week” possible for my esper.

WildStar Class Esper AMP Explained

Most of the information in the below post is a bit outdated. However, this KillerGuides’ Wildstar manual has more exhaustive and up-to-date information. One of the more helpful sections of the guide is on leveling. Unlike most guides I have seen online, this is pure expert advice that have helped me a lot in leveling up my esper twice as fast. I also write a review of the guide in this post.

WildStar Esper’s attack system is based around Psi-points. Players who are able to pick the right combination of builders and finishers in conjunction with Tier One attribute boosts, will prove to be a deadly force in the game. Espers must use five AMP points specific to one of the six categories in the first Tier of the AMP system in order to gain access to Tier Two. Seven points must be spent in Tier Two in order to reach Tier Three. When players reach Tiers Two and Three, special skills are made available. The relationships between the three Tiers will determine the success of players. Espers can be played as a Healer or as a DPS. The decision of what type of Esper is being played, drastically determines what features of the AMP tree are to be strengthened.

Players who desire to make a DPS Esper should pay attention to primary statistics. Finesse plays an important role because it esper skillsdetermines Critical Hit Chance. An AMP called “The Power!” is available in Tier Two. “The Power!” is activated when a Critical Hit lands on an enemy. When the critical lands, an Empower buff boosts Moxie by sixteen percent for three seconds. If Espers combine “The Power!” with an AMP skill available in Tier Three called “Quick Response,” cooldowns will decrease by fifty-five percent. This means the Esper can deal attack output twice as fast and for more damage! This relationship of specials is possible only when players understand how Tier One attributes relate to Tiers Two and Three. In order for “The Power!” and “Quick Response” to be activated a lot during battle, max out Critical Hit Chance in Tier One for a total of six percent. This is just one example of AMP point allocation. Espers need to decide early which specials they will use.

Players who desire to make a Healer Esper should pay attention to how Focus is allocated. If Tier One attributes for Focus Cost and Focus Recovery are maxxed out, “Focus Mastery” is no longer an essential skill to obtain. This is because the Tier One attributes are able to produce enough Focus without “Focus Mastery.” Healer Espers who want to cast big heals will diminish the Focus bar faster. Maxxing the Support Power by 7% in Tier One and neglecting Focus attributes, causes the Esper to need “Focus Mastery” located in Tier Two. If WildStar Esper class cast a skill with less than seventeen percent Focus, “Focus Mastery” generates 147 Focus. “Focus Mastery” is dependent on what type of a Medic players decide to create. Espers become a formidable force when they understand that specific AMP skills and attributes complement each other.

Most of the information in the above post is a bit outdated. However, this KillerGuides’ Wildstar manual has more exhaustive and up-to-date information. One of the more helpful sections of the guide is on leveling. Unlike most guides I have seen online, this is pure expert advice that have helped me a lot in leveling up my esper twice as fast. I also write a review of the guide in this post.

Most of the information in the below post is a bit outdated. However, this KillerGuides’ Wildstar manual has more exhaustive and up-to-date information. One of the more helpful sections of the guide is on leveling. Unlike most guides I have seen online, this is pure expert advice that have helped me a lot in leveling up my esper twice as fast. I also write a review of the guide in this post.

When it comes to choosing the perfect class and racial combo in WildStar, there thankfully isn’t too much to worry about when it comes to choosing your race. There are no racial bonuses or abilities whatsoever in the game. This means that there is no “best” race at all. Originally the developers planned to add small racial passives but decided to scrap that idea during the last year of the game’s development.

All this means is that when you choose your class and race, you should simply go by which race appeals to you the best. Races are split between the factions and some classes cannot be all races, so take this into consideration as well. For Espers, specifically, you will have to choose between the following races:

Exiles:

Human and Aurin

Dominion:

Cassian and Chua

Espers, unfortunately, get one of the smaller pools of races to choose from. Humans and Cassians are both extremely similar. Cassians are simply the Dominion’s version of a human. Chua and Aurin are both the “smaller” races in WildStar, but are dramatically different in appearance and lore characteristics.

One thing to keep in mind is that if you plan on PvPing at all in WildStar, you may want to think about trying out Aurin and/or Chua simply due to the fact that smaller races are often less noticeable during a hectic PvP battle. This is a guide to pvp in wildstar. All classes will be noticeable when it comes to their spells and animations, but the actual character models themselves being smaller can sometimes help a character stay undetected for a little longer and be more difficult for enemies to target. This will enable you to survive longer and aid your team to victory whether you are a DPS Esper or a healer. Smarter players will still be able to easily find and track you, however, so choosing a smaller race is in no way a guarantee of anything.

The final choice is yours, however. With no racial bonuses and abilities in WildStar whatsoever, all you need to do to create the perfect Esper is create the character that fits you best. There is no “best” race for any class. Cosmetics, aesthetics, animations, faction, character model size, lore and the general appearances of each race are the only things that need to be taken into consideration. This simplifies the character creation process in WildStar significantly.

aurin_cg

Most of the information in the above post is a bit outdated. However, this KillerGuides’ Wildstar manual has more exhaustive and up-to-date information. One of the more helpful sections of the guide is on leveling. Unlike most guides I have seen online, this is pure expert advice that have helped me a lot in leveling up my esper twice as fast. I also write a review of the guide in this post.

What Path Should I Choose for the Esper?

Most of the information in the below post is a bit outdated. However, this KillerGuides’ Wildstar manual has more exhaustive and up-to-date information. One of the more helpful sections of the guide is on leveling. Unlike most guides I have seen online, this is pure expert advice that have helped me a lot in leveling up my esper twice as fast. I also write a review of the guide in this post.

It takes a certain kind of player to get the most of the Esper class. Espers are considered a “glass cannon” class, that is, a class that relies on high powered long range attacks and powerful healing spells. They can be a powerful class in the right hands and the right party. Understanding the path you should take with the Esper makes sure you get the most out of this character.

Lets start by understanding the Esper’s weapons and style of attack. The Esper’s main mode of physical attack is a Psy-Blade. The Esper is fairly strong with this weapon, but it is primarily a last resort weapon. Most of the Esper’s strongest attacks will rely on summon magic. You will summon giant beasts, independent firing weapons, and other magically resistant offensive items throughout a battle.

However, the Esper is certainly not the kind of class that is fit for the soldier path. Sure, you could make it work if you were very careful, but the kind of heavy battling that comes with the soldier path makes it harder to use the Esper class as a soldier.

The scientist path is the path that makes the most sense with the Esper class. Scientists rarely see the kind of heavy battling that comes with the soldier path. Instead, they focus on researching new scientific ideas, such as archaeology and botany. They create new items and spells that are useful for themselves and any other traveler in the game.

If you choose the scientist path with your Esper, make sure to heavily focus on building stats related to intelligence, focus, and magic. As a scientist, you will need a keen eye and a keen mind as well as potential test subjects. Here’s where your summoning skills will be so handy. Summon up powerful beasts and items, which you can test your new items on later.

What Path Should I Choose for the Esper?

Although the scientist is usually the best option for an Esper, some players really enjoy being a settler. Settlers focus on expansion, improving towns, building new town areas, and creating a civil defense squad. The Esper shouldn’t do the heavy fighting during civil defense situations. Instead, he should use his summoning abilities to create powerful beasts and weapons on the outskirts of the town. The Esper always does best when serving other people, making it the perfect choice in either of these fun and exciting game paths.

Most of the information in the above post is a bit outdated. However, this KillerGuides’ Wildstar manual has more exhaustive and up-to-date information. One of the more helpful sections of the guide is on leveling. Unlike most guides I have seen online, this is pure expert advice that have helped me a lot in leveling up my esper twice as fast. I also write a review of the guide in this post.

Article below is based on the Beta and not get any updates yet. However, for a more updated and in-depth information on advanced leveling strategies for the esper, you should consider getting a copy of the manual here. This was what made “level cap in a week” possible for my esper.

The WildStar Online Esper class functions like a stationary turret of destruction, hurling beautiful and deadly illusions at its foes.

If you would like to top the DPS charts in that dungeon or raid, there are certain skills that should be part of your limited action set, or LAS. The WildStar Online Esper class uses Psi Points in order to cast massively damaging skills. The Esper can build up to 5 Psi Points through the use of it’s 2 builder options. First we have the ranged builder Telekinetic Strike, which is a stationary cast, however it always outperforms the melee builder Psychic Frenzy in PVE DPS situations. Always take Telekinetic Strike to DPS in a raid, dungeon, adventure or any group content. It is best to enhance Telekinetic Strike with a skill in the AMP tree, known as BINGO. This skill causes your builder to create an additional 2 Psi Points when it crits, so that you can cast a 5 point finisher ability more rapidly, thus increasing your DPS exponentially.

Now that we have chosen our builder, we need to flesh out the rest of our LAS. It is suggested to take the skill, Concentrated Blade, to increase your Psi Point generation. This skill summons up to 2 spinning blades, that will attack the nearest target after 4.4 seconds, and each blade will generate a Psi Point once it makes contact with a target. It is a fantastic skill that is useful in every PVE situation. Psi Point generation can be further increased through the use of Spectral Swarm, which is a skill that is also unlocked in the AMP tree. This particular skill summons 3 illusionary creatures that attack your target for 10 seconds, and generates a Psi Point. More damage, more Psi Points, it’s a win win!

Mental DPS with the WildStar Online Esper Class!

Now what to do with all these Psi Points? Spend them on the finisher Mind Burst, which hurls a beautiful blue phoenix at your target. This ability, when cast with 5 Psi Points, does massive damage! It is quite possibly the highest damaging ability in the game! The final 4 skills of your LAS are determined by your personal flavor, but always be sure to take an interrupt such as Crush, which knocks down your target, and sets them up to get wailed on!

That’s all there is to it, now get out there you psionic duelist and melt some enemies with your mind! If you require a support class to accompany you, you can always call on the stealth of the Stalker. More on that is being discussed at Wildstarstalker.com.

Article above is based on the Beta and not get any updates yet. However, for a more updated and in-depth information on advanced leveling strategies for the esper, you should consider getting a copy of the digital book here. This was what made “level cap in a week” possible for my esper.

Wildstar Online Esper Class Gear

Most of the information in the below post is a bit outdated. However, this KillerGuides’ Wildstar manual has more exhaustive and up-to-date information. One of the more helpful sections of the guide is on leveling. Unlike most guides I have seen online, this is pure expert advice that have helped me a lot in leveling up my esper twice as fast. I also write a review of the guide in this post.

Wildstar Online Esper Class Gear

Wildstar gaming and aiming gears are undergoing an incredible series of upgrades due to the openness of the developers to the opinions of long-time gamers and fans. The opinions about combat gear are posted on numerous forums and surprisingly, have been taken into consideration by main online mods and game developers.

The Wildstar platform is a present day modern military combat setting. Each player must devise ways to conserve ammunition and stack armor while memorizing the most efficient path through an array of exotic locations. Most players will find Wildstar play to be similar to the Star Wars series of role playing games, but with noticeably faster controls and incredibly life-like enemies. Building armor in Wildstar is difficult, but worth it. The agility and abilities of the Espers are just as difficult to build as standard warriors, but once gears are acquired, they are many times more useful than first impressions would suggest.

The Esper class is a completely unique brand of warrior possessing the strengths and propensities for higher-realm powers than other races in Wildstar. Espers have moderate attack and defense capabilities, but also have extreme potential for non-physical aptitudes.

Espers are uniquely endowed with the traits of mental combat similar to conjurers in other games. They advance slowly in strength and armor, but grow rapidly in their ability to interact via mental powers. The main job of a Wildstar Esper is to gain enough experience and knowledge to both paralyze enemies with confusion and assist allies with alertness and positive encouragement.

A high level Esper can easily detract and enemy hoard from their goal with a gear known as Terrifying Nightmares. This causes confusion and the illusion of being confronted by a greater power. After using this gear, the Esper can take advantage of a stronger enemy and dispatch their lives, or end-run hoards to sneak into places normally inaccessible without successful combat.

Espers are useful sometimes for offensive strategies, but they are most useful as morale boosters for team members. Diverse psychological tools are both used to confuse enemies and to enhance the life and morale of their cohorts. The Benevolent Illusions gear redirects player energies from remote locations. Strong and experienced Espers are vital for prolonged combat and the advancement of an entire team.

An Esper is a class that prefers mental powers over brute strength. They do however, have the ability to acquire weapons of incredible power that are intimately tied with their extra-sensory evolution. The weapons that Espers carry are known as Psy-Blades. Espers are extremely adept at defending themselves with a combination of enemy confusion and lightning-quick execution of fatal attacks using psy-blades. Players choosing to adopt an Esper persona will find their job as team motivator and strategist to be unending and extremely rewarding!

Most of the information in the above post is a bit outdated. However, this KillerGuides’ Wildstar manual has more exhaustive and up-to-date information. One of the more helpful sections of the guide is on leveling. Unlike most guides I have seen online, this is pure expert advice that have helped me a lot in leveling up my esper twice as fast. I also write a review of the guide in this post.

Article below is based on the Beta and not get any updates yet. However, for a more updated and in-depth information on advanced leveling strategies for the esper, you should consider getting a copy of the manual here. This was what made “level cap in a week” possible for my esper.

In Wildstar Online, Esper is known as an intelligent and cerebral class, more prone to strategic thinking than brute force. The primary role for Esper are as support or focus target healer. While Esper can deal damage, their capabilities are more attuned to strengthening the team or weakening and confusing opponents. In a healing role, they are a long range healer who can focus on a single target for large heals or AOE heals for team effect.

Playing an Esper requires patience and strategic thought on how to engage. Wading into the fray is a quick way to get dead. Depending on which role, either support dps or healer, there are certain things that have to be kept in mind.

Using combo points, called Psy-points, are the main strength behind Esper attacks. There are two types of attacks concerning generating and using combo points. Building attacks are those that build psy-points. Finishing attacks are the alpha strike of the Esper, typically dealing significant damage and occasionally, area of effect. Using builders to generate points and using a finisher attack to seal the deal is the best way to knock down opponents.

Psy-Points apply to healing as well. Building, with an ability that enhances the healing output of the group, generates psy-points for use to cast stronger heals that are area effect, thereby healing the group. Psy-points do not cross schools from dps to heals, as each school has a different finisher. The healing build is more suitable for the Medic class in Wildstar Online.

There is also Focus, which builds slowly during combat but quickly when no longer in combat. Focus is primarily used for healing effects and should be used sparingly as regen is slow. All healing spells use an amount of focus so it is vital that the player keep track. Concentrate on gaining the most amount of healing for the lowest focus cost.

Guide to Gameplay for the Esper in Wildstar Online

Espers also cast illusions and these illusions deal damage and are considerable damage dealers. The advantage is that illusions can be used to distract and confuse opponents and this does not just mean in pvp. These illusions can change the initiative in combat, causing it to shift to the player or group. Espers do have the ability to cast the Psy-Blade but that is more of a secondary with illusions and powers being the main attack forms.

Esper Class is a glass cannon but should not be underestimated. Flexible, with the ability to heal or dealing and enhancing group damage, the Esper has a familiar feel with other support classes a player might have played.

Article above is based on the Beta and not get any updates yet. However, for a more updated and in-depth information on advanced leveling strategies for the esper, you should consider getting a copy of the digital book here. This was what made “level cap in a week” possible for my esper.

Class Overview for the WildStar Esper

Most of the information in the below post is a bit outdated. However, this KillerGuides’ Wildstar manual has more exhaustive and up-to-date information. One of the more helpful sections of the guide is on leveling. Unlike most guides I have seen online, this is pure expert advice that have helped me a lot in leveling up my esper twice as fast. I also write a review of the guide in this post.

The Esper is a psychic magician who uses illusions to control both enemies’ and allies’ minds alike as well as fighting with a honed psy-blade that can be controlled with telekinesis.

Eligible Races

With only two races to choose from on each side, the Esper class is the most discriminating. There’s the choice of Humans and Aurins on the Exiles, and for the Dominion it is the Cassians and Chua.

Weapons and Armor

Every class has their own unique equipment and traits that sets them apart from the others. Espers have Psy-blades, Light Armor, Benevolent Illusions, and Terrifying Nightmares.

While Psy-blades do look like melee weapons, don’t let that fool you. They’re a physical extension of the Esper’s mind, and they can be used from a distance with telekinesis. While they’re able to do physical damage, Espers really excel at mind manipulation. Benevolent Illusions are used by inserting dreams into allies’ heads to aid them with heals and bolster their defense. Terrifying Nightmares deal with filling enemies’ minds with awful visions that can paralyze them with fear.

Class Overview for the WildStar Esper

Ability Resources

Espers use Psi Points as their primary resource. This splits their abilities into two main types. There are builder abilities, and there are finisher abilities.

Builder abilities will build up Psi Points to a set limit of five. Finisher abilities will use up all the Psi Points gotten so far to unleash devastating attacks that can finish enemies off quickly or empower buffs with even more healing capacity. Using a finisher uses all available Psi Points

Ability trees

Espers will primarily draw from the Assault tree for damage, the Support tree for healing, and the Utility tree for crowd control, although each tree has some very strong exceptions.

Assault

Telekinetic Strike – Level 1 – Deals magic damage while generating a Psi Points

Mind Burst – Level 2 – Deals magic damage based on the amount of Psi Points currently available

Concentrated Blade – Level 4 – Charges up a blade that will deal magic damage to the nearest enemy while generating a Psi Point

Blade Dance – Level 6 – Channeled ability that deals magic damage over time while increasing your movement speed. It will generate a Psi Point at the beginning and end of the channeling process

Telekinetic Storm – Level 9 – Creates a storm that will explode upon impact while dealing magic damage to enemies based on the amount of Psi Points used

Illusionary Blades – Level 11 – A chargeable attack that deals magic damage while generating a Psi Point

Psychic Frenzy – Level 15 – Three blades are summoned that deal magic damage to enemies while generating a Psi Point

Spectral Swarm – Level 20 – Three phantoms deal magic damage over time while generating a Psi Point

Haunt – Level 24 – Deals magic damage to and reduces the magic resistance of an enemy while generating a Psi Point

Reap – Level 27 – Summons a Reaper that attacks enemies at target location, dealing damage based on the amount of Psi Points used

Support

Mind Over Body – Level 6 – Heals yourself or an ally while giving them a Spectral Lantern that increases their outgoing healing

Bolster – Level 9 – A stackable healing over time ability that generates a Psi Point

Reverie – Level 9 – Heals you and up to nine party members based on the amount of Psi Points used

Phantasmal Armor – Level 11 – Grant absorb and one interrupt armor to yourself and up to nine allies

Soothe – Level 13 – A chargeable heal that is applied to you and your four most badly injured allies while generating a Psi Point. The healing done is based on the charge used.

Mending Banner – Level 15 – Heals you or a party member based on the amount of Psi Points used

Mirage – Level 20 – Designate a targeted area to heal the first ally that walks through it for a considerable amount while generating a Psi Point for yourself

Pyrokinetic Flame – Level 21 – Apply a debuff to an enemy that deals magic damage while healing nearby allies

Mental Boon – Level 24 – Restore health to yourself and four allies over time while increasing their dash regeneration based on the amount of Psi Points used

Warden – Level 27 – Summons a warden that directly restores the health of you or an ally while providing a lesser amount of health over time to nearby allies. Generates a Psi Point

Class Overview for the WildStar Esper

Utility

Crush – Level 3 – Deals magic damage while knocking down foes

Geist – Level 6 – Creates a geist that does magic damage over time while generating a high amount of threat

Restraint – Level 13 – Designates a targeted location that deals magic damage to enemies while rooting them to the ground. Generates a Psi Point.

Catharsis – Level 15 – Restore health while cleansing debuffs from yourself and allies

Meditate – Level 18 – Directly restore some focus while regenerating more focus over time for a short duration

Shockwave – Level 18 – Deals magic damage while knocking back foes

Fixation – Level 20 – Reduces all cooldowns while generating 3 Psi Points

Incapacitate – Level 21 – Deals magic damage to enemies while preventing them from using their abilities

Fade Out – Level 31 – Break all crowd control debuffs while jumping backwards while reducing damage dealt to you for a short duration

Projected Spirit – Level 31 – Run forward while restoring your health and the health of your allies

Stats

Healing Espers will want to focus on getting Insight as their primary stat. The primary stat for ranged DPS Espers is Moxie. Both types of Espers will also want to get Finesse and Brutality as their secondary stats. They increase Crit Chance and Strikethrough respectively.

Most of the information in the above post is a bit outdated. However, this KillerGuides’ Wildstar manual has more exhaustive and up-to-date information. One of the more helpful sections of the guide is on leveling. Unlike most guides I have seen online, this is pure expert advice that have helped me a lot in leveling up my esper twice as fast. I also write a review of the guide in this post.

WildStar Online Class Overviews

Article below is based on the Beta and not get any updates yet. However, for a more updated and in-depth information on advanced leveling strategies for all classes, you should consider getting a copy of the manual here. This was what made “level cap in a week” possible for me.

WildStar presents their players with six classes of characters to play, giving them an infinite amount of possibilities; Stalker, Esper, Medic, Warrior, Spellslinger, and Engineer, with each class bringing their own unique style of game play to the table based on what the player chooses. Each class of characters come with their own kinds of weapons, resource, pros and cons. Whether you want to play your character as a healer, damaged dealer, tank, or even a combination of all three, all six of WildStar’s classes offer an exciting way to explore the upcoming sci-fi MMORPG game.

Esper
Espers have the job of handling ranged DPS and sometimes acting as healers for their team when needed. Depending on what kind of player you are, Espers have access to stationary nuke spells as well as mobile-cast spells and can be mix and matched. Espers who focus on healing should keep an eye out for projected spirit and mental boon which can cause aid. They’re usually dressed in light armor, are talented in mental illusion skills (both offensive and defensive), and obtain a “Psyblade” which is a flexible tool. Using their Phantasmal armor spell, they can temporarily interrupt armor to their allies as well as grant a requisite absorption shield. Their illusion skills allow them to monitor crowd control against their enemies and make buffs for their allies. During fights, they can also use their illusion skills to conjure ghostly minions for a short period of time to fight on their behalf. Choose the dominion or exile faction and then a race; human, aurin, cassian, or chua.

esper

Stalker
During attacks, Stalkers can use their lethal claws and their invisibility skill in order to ambush their enemies and cause a massive amount of Melee DPS doing so. Their armor is specially equipped with “nanoskin” that enhances the armor with cool powers. Their suit power is a stalker’s primary class-based resource which can continuously regenerate either naturally through combat or acquired through abilities. Whether by speed or the use of technology, stalkers can handle taking on the tank role or playing straight DPS. Those that favor a tank build will excel with the decoy and cripple abilities while those who are playing to be a DPS assassin will find the staggering strike and the nano virus more beneficial to their advantage. When creating a stalker, you must first pick a faction (Exile or Dominion), then pick a race; which can be human, aurin, mordesh, cassian, mechari, or draken.

stalker

Warrior
Warrior players can either be geared towards DPS game play or tank positions. Warriors have a power sword, arm cannon, and brute force. Their power sword consists of being a long hooking blade connected to a fusion accelerator which is a weapon that’s made for slaughterhouse heaven. Kinetic energy is a warrior’s primary class-based resource which can be generated by executing normal attacks; kinetic energy allows warriors to perform their most powerful attacks which needs massive amounts of stored energy. Tank warriors can use the plasma wall and cannon volley abilities to their advantage while assault warriors can use the power strike and whirlwind abilities more towards their advantage. Warriors can exist in either the exile or dominion faction and be either human, granok, or mordesh, cassian, mechari, or draken.

warrior

Spellslinger
WildStar Spellslinger have the ability to use dual pistols which can inflict ranged DPS while also having the ability to use magical siqils in order to crowd control or heal their allies. Their armor is light but has the capability of dodging enemy attacks due to a special “void” which even allows them to retreat back to their personal dimension so they can recuperate which is a pretty big advantage to have during combat. Their primary resource of a spellslinger is spell surges and focus; they have a finesse for pistol skill, exceptional agility, and an insight for magic. Healing spellslinger will want to obtain such abilities as the regenerative pulse and sustain while DPS spellslinger would prefer to obtain the arcane missile and the flame burst abilities. Spellslinger can be in either of the exile or dominion faction while being either human, aurin, mordesh, cassian, draken, or chua.

spellslinger

Medic
Medic players are either hybrid healers or DPS assassins. They’re equipped with medium armor, resonators that heal or deal damage directly, fields that leave either healing or damaging areas in the surrounding location, and probes that can attach to enemies or allies depending on if the intention is to heal or damage. Power cores are Medic’s primary resource; they always start fully charged and can be used to give out powerful attacks or cause healing. Using their basic attack, Medic’s can recharge a deplenished power core either by using it to attack an enemy or heal an ally. Medic DPS players will want to seek for the atomize and gamma rays skills while healing medics will prefer to focus on finding the healing nova and the repair station abilities. However, power cores will also fully regenerate once combat is left. Being in either the exile or dominion faction, medic’s can either be human, granok, mordesh, cassian, mechari, or chua.

medic

Engineer
Engineer players are fit to be either DPS assassins or take on tank roles just like Stalkers can. Their armor consists of heavy material and obtains rocket launchers (Launch-O-Matic) which can be used in combat. They can create Exo suits that are used to temporarily boost all stats; they also have bots which are specialized to create damage, to heal, monitor crowd control, and use in tanking. An engineer’s main resource type lies in volatility which they receive exclusively by their launcher. For players who are favoring the tank style of play for their engineer will want bruiser bot and unsteady miasma while those engineer players taking on more of a DPS role will want the artillery bot and the target acquisition for their desired game play. The same factions consist for engineer players while having them be either human, granok, mordesh, cassian, mechari, or chua.

engineer

Article above is based on the Beta and not get any updates yet. However, for a more updated and in-depth information on advanced leveling strategies for all classes, you should consider getting a copy of the digital book here. This was what made “level cap in a week” possible for me.