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Most of the information in the below post is a bit outdated.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.