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Messages - Einzo

#151
Part 5: Choosing Your Path

In addition to your faction, race, and class - you also get to choose your character's Path. There are four separate Paths you can choose from:



The Explorer path is all about "going where no one has gone before - in a very long time" ;) They find secret locations, navigate dangerous areas, complete jumping puzzles, etc. There are currently 8 different mission types for the Explorer:

Cartography: Making maps has never been more fun... or more dangerous! Travel into the untamed wilds of Nexus and chart territory for your faction.
Exploration: Nexus is chock full of secret places, and you'll find every one! Use a combination of technology and agility to access hidden locations!
Expedition: The uncharted frontier awaits! Strike out into the great unknown, making sure to explore every last inch of the map. Cowards need not apply.
Operations: Exploring isn't just about climbing mountains. Sometimes you gotta gear up, buckle down, and get a job done. Skills definitely pay the bills.
Scavenger Hunt: Ancient artifacts? Check. Remote, inaccessible locations? Check. Fearless explorers who laugh in the face of danger? Oh yeah.
Staking Claim: Nexus ain't big enough for everyone, and second place sucks. So get out there, plant your flag, and claim this planet for your allies.
Surveillance: Get your secret agent on! There's a war out there, and you need to set up remote surveillance devices to keep an eye on the enemy.
Tracking: Ready to hunt? Track enemies, creatures and strange anomalies through the unforgiving terrain of planet Nexus. Epic rewards? You know it.



The Soldier path is pretty straightforward... You get a mission, and then you go blow something up or smash someone. ;) In general, if you like the combat system in Wildstar - The Soldier path is going to be your best bet. There are currently 8 different mission types for the Soldier:

Assassination: Ever dreamed of being a hit man? Channel your inner assassin as you track down targets, put them in your sights, and rack up the body counts!
Demolition: Most problems can be solved with the right amount of explosives. Blow stuff up using bombs, grenades and other weapons of mass destruction. BOOM!
Rescue Op: Listen up, Soldier! We have civilians that have been taken hostage by the enemy, and we need you to get 'em out of there! Are we clear? Get moving!
SWAT: SWAT: Special Weapons And Tactics. Know what it really means? Shiny new toys! Test advanced military hardware on your foes. Mercy? Not part of the equation.
Holdout- Conquer: Are you ready to lock, load, and start taking care of business? Defend your territory against waves of hostile enemies. No guts, no glory!
Holdout- Security: No one likes a thief. That's where you come in. Defend your loot against dirty underhanded criminals, and crack some skulls with the hammer of justice!
Holdout- First Strike: Hit 'em hard, and hit 'em fast! Strike your targets and destroy them before they call in reinforcements, then bask in the glow of your badassitude!
Holdout- Protect: Being a hero ain't easy... but it's time to step up. Defend allies against incoming waves of hostiles, ensuring they survive another day!



The Settler path is for players who want to develop cities / temporary sanctuaries and place buff stations that help other players (and yourself). Having a Settler in the zone provides some very important buffs that make the questing or gameplay in the area faster and more fun. There are currently 5 different mission types for the Settler:

Expansion: That town ain't going to improve itself.
Civil Defense: Town guards can handle the small stuff. But when the biggest, meanest monsters on Nexus come a-knocking, you'll step up and save the day!
Supply Cache: Who has time to sit around and wait for vital supplies to show up on a platter? Put on those boots and bring home the bacon!
Infrastructure: Are you ready for some serious real estate development? Then do your civic duty and build hospitals, taverns, and spaceports for your friends and allies.
Public Service: Some people just don't have the grit and backbone to get the job done. Good thing you do. Achieve tasks for the greater good, and get rewarded for it.



Equipped with their trusty Scanner Probe, the Scientist strives to discover the scientific secrets of Nexus. Of the four paths, only the Scientist gets an additional pet (the probe) that serves as a constant reminder to further their chosen path. To make it even more entertaining, you can customize your probe's appearance, name, etc. There are currently 8 different mission types for the Scientist:

Analysis: Time to put that big brain of yours to work! Whether it's a bug-eyed monster or the enemy's databanks, it's up to you to scan it.
Archaeology: The Eldan left behind a whole planet full of awesome. So start scanning those relics, robots, and radical machines!
Biology: Nexus is home to the craziest critters this side of the Fringe! You and your trusty scanbot better get crackin'.
Botany: Studying plants on Nexus is cool. Especially when those plants are trying to chew your face off. Stopping to smell the flowers? Not recommended.
Catalog: Knowledge is power. Which is good, because Nexus has a lot of knowledge that needs to be collected and catalogued. Time to power up!
Chemistry: Nexus is full of exotic materials and alien compounds just waiting to be studied. Are some of them ridiculously dangerous? No doubt about it.
Diagnostics: You're a scientist, and that means you can fix stuff. Whether it's a broken leg or a busted bot, you'll diagnose the problem and take care of it.
Field Study: Who knows what evil lurks in the hearts of hostile alien lifeforms? You do. Study behavior patterns among the natives. And try not to get killed.

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Part 6: Character Customization

Customization! One of the leading focuses for Wildstar from the development standpoint has been how much customization the player can control for their character. This includes everything from the character, their mounts, housing, etc. There are a wide variety of options you can choose from when creating your character. You can access all of the available options by clicking the "Customize" button on the left side of your character screen.



The "Face Style" allows you to try various options for your characters head. There are different looks that usually include various accessories / unique parts, so I'd highly recommend going through all of these options to see what you have available. Directly underneath Face Style is a section where you can further customize your characters face, via a large number of sliders for each part of the head.

The rest of the options are fairly self-explanatory, and include the following different options:

Skin Color
Hair Style
Hair Color
Eye Color
Body Type

There is also one or two special customization options that are different for each race. For example, in the Mordesh pictured above there is a customization option for "Facial Accessories". In this same slot when creating a Draken character you will have options for "Horn Style". Some races, such as the Granok, have two different special options.

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Part 7: The Combat System

Telegraphs

The combat system in WIldstar is easily one of the most exciting parts about the game. The developers have taken cues from some other successful combat systems, add a few new features of their own, and ultimately put together a combat system that is really fun to play. If you've watched any gameplay videos or tested Wildstar yourself, the first feature of the combat system that you probably noticed is the "telegraphs". Everything in Wildstar combat revolves around the telegraphs. What I mean by "telegraph" is a visual representation of where your attacks / heals / etc. will land, and any enemy attacks as well (show up as red). Furthermore, the telegraphs will show up as different colors on your UI:

Blue: Abilities that you are in the process of casting
Green: Healing / Buff abilities casted by you or an ally
Orange: Abilities being casted by your allies
Red: Enemy attacks that you want to avoid
Purple: Enemy healing / debuff abilities

The telegraphs themselves even serve as status bars for when any timed abilities will go off. If you look at a telegraph, such as the one in the screenshot below - you will see a darker area and a lighter area.



Basically, the way this works is that the lit up area will start at the skill's origin (you or your enemy) and slowly spread until it reaches the farthest side away from the source. As soon as the telegraph is "filled" the skill goes off and either causes damage / heals / etc. This system encourages you to actively move around to avoid enemy attacks - and aim to make sure that your attacks / heals hit. In Wildstar, you can usually see exactly where the incoming attacks are coming from. You also will learn what types of attacks your enemy is using, so you will know how to get out of danger.

There is also an interesting new twist to the timing of combat telegraphs in Wildstar. If you interrupt or stun an enemy while they are in the middle of an attack (while it is being telegraphed) - they will be temporarily stunned and unable to use abilities. Their nameplate will automatically change to a purple color to show this special "stunned" status.

Crowd Control

One of the more innovative mechanics in WIldstar combat is the Crowd Control system. As opposed to most other MMORPG's where crowd control effects are represented by a little icon next to the target's nameplate - in Wildstar you literally see the effects in your UI and how your character operates. For the sake of explanation, I will go over each of the different effects as if your character was being affected by them:

Blind: Your screen will darken until you can only see a very small portion of your UI / screen. You can either wait or out, or it can be removed with a "cleanse" ability.
Disorient: This effect will cause your movements to be reversed. In other words, if you press left - your character will move right. This effect can be cleansed.
Knockback: This status will push you away from the caster and prevent you from casting. You can dash to remove this status.
Knockdown: Exactly as the name says - you get knocked down onto the ground. You can use your dash ability to stand back up.
Root: When rooted you will be unable to move. There are special abilities for breaking out of root effects, and they are labeled as such.
Stun: As expected, a stunned character will not be able to move or use abilities. If you rapidly tap "F" you can break out of a stun.
Subdue: This is equivalent to being "disarmed", but in Wildstar you literally will drop your weapon and you have to run over to it to pick up the weapon again.
Tether: Your character will be anchored to one specific spot on the ground. You can only move in the direction towards the anchor. You can attack the anchor to destroy it, freeing you to move.

Some of the crowd control abilities mentioned above can really ruin your day, but there is some good news! There are a number of self-buff and group-buff abilities in Wildstar that give your character(s) "Interrupt Armor". Essentially what this means is that for each stack of Interrupt Armor on your character, you will ignore one incoming crowd control ability. Not only does this come into play for normal PvE or PvP, but it is even more important for larger PvE group encounters and raids where managing stacks of Interrupt Armor will be necessary to your survival. Also, one thing that many people might not expect is that enemy mobs utilize the Impact Armor mechanic in regards to mob scaling. For example, say you have a boss mob that is intended as a 5-man encounter. The more characters that join in the fight beyond 5 will scale the mob to make it harder and harder to defeat. Wildstar handles this scaling by adding more and more stacks of Impact Armor to the mob as more players join the battle.



The Action Bar

Say goodbye to cluttered UI's with hundreds of buttons to organize and memorize where everything is - Wildstar instead chooses to go with a simpler idea. There are 8 ability slots (#1- 8), one slot for your innate class special ability, one slot for gadget, one slot for path, and one slot for potions. There are also additional bars you can add if needed - see the "Additional Bar (Left) or (Right)" in the above screenshot. Now, keep in mind that the Wildstar devs have already stated that they are strongly supporting the Addon / Mod player community for Wildstar. In fact, there is even an Addon section built into the main menu system when you are in-game. That being said, there are likely going to be more and more action bar options after Wildstar launches. I will go into the different ability setups / specs later in this guide, but now let's just say that the abilities you choose for the action bar slots will drastically impact how your character performs. If you are struggling with leveling up in one particular class, try swapping out a few abilities and look into a new strategy.

On a side note - you're probably wondering what the "Gadget" slot does. In Wildstar there are items with the category of "Gadget", where once you equip them on your character you are granted with a special 1-click ability (specific to that gadget). Nothing massively game-changing there, but I just thought I would point it out.

PvP / PvE Differences

It is important to note that some abilities function differently in PvE vs. PvP. This is Wildstar's answer to the age old question of "how do you balance an ability for PvP without nerfing it's effectiveness in PvE?". For example, any taunt abilities will reduce the enemy's damage against your allies (but not against the taunt caster). In general your gear and weapons are affected in the same way. There is actually a completely separate set of PvP gear that can only be used in PvP, and thus any item balancing PvP will not affect PvE. The PvP gear includes two new stats - PvP Defense (negates some damage from enemy players) and PvP Offense (ignores a percentage of PvP Defense).

AMP's: Advanced Modification Protocol

The AMP's window (located on the 2nd tab next to your Abilities window) is where you will find your more advanced customization options. Basically, these AMP's will further advance your character in Assault, Utility, or Support roles - or hybrids between any of the main 3 sections. As you invest points in each section, it will eventually unlock the next tier of AMP's. In case you were not already aware, here is what each section is designed for:

Assault: Additional improvements or changes to your abilities that deal damage
Support: Improves your healing, tanking, or other abilities that benefit your group members
Utility: Increases the effectiveness of your crowd control, movement, and special circumstance abilities

It is also important to note that some AMP's unlock new abilities for your character that would otherwise not be available. You can mouse over each AMP spot on the AMP's grid to see what bonus you will gain from investing an AMP point there (even if you haven't unlocked that spot yet).

Death in Wildstar

When your character dies in Wildstar, you are presented with possible options. You can either resurrect at the nearest Holo-Crypt (zone spawn point), or pay a fee to be resurrected at your current location. Please keep in mind that resurrecting at your current location cannot be used repeatedly, as there is a 30min cooldown before you can use it again.

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Part 8: Mounts & Travel Systems



In Wildstar, mounts can be something that you temporarily use for a specific quest - or something permanent that always stays with you. There are "Mount Vendors" spread throughout the game that sell basic mounts. There are also a number of other ways that you can get a new mount through quest rewards, reputation vendors, drops, etc. For example, if you purchased the Deluxe Edition of Wildstar, you automatically will get the Eldan Hoverboard mount as shown above. The first mounts become available to your character at level 15, and you gain access to your first hoverboard at level 25.



It is important to note that you cannot customize the basic mounts from the Mount Vendors, but you can certainly do so with the mounts you obtain from other sources. I'm not just talking about changing a color or two - there are many many MANY customization options for your mount. Let's take hoverboards for example, you can start with the basic hoverboard - and then add or remove parts until what you end up with isn't even recognizable compared to the original. ;) As with almost every gameplay aspect in Wildstar, the devs have put a lot of time and effort into a custom options for your mounts.

In regards to the speed of your mounts, on of my favorite parts of the Wildstar system is that the mount itself does not determine your mounted speed. Instead, as you go up in level, you are able to learn new levels of riding skill that increase your speed. Because of this system, the first mount you get at level 15 will be the same speed as a high-end mount that you get later in the game.

In addition the personal mounts, there are two other methods of transportation worth mentioning. The first is the Taxi service. In all camps / cities there is a Taxi Kiosk that can quickly move your character from area to area for a small fee. Note that you must first unlock each Taxi terminal by visiting a new camp / city through normal means (i.e. walking there). Other than Taxi movement; you can bind your location at a Transmat Terminal. This allows you to teleport to that Transmat Terminal, but keep in mind that you have a 1 hour cooldown before you will be able to use this ability again.

Lastly, you do have the option of instantly moving to your Housing Plot once you have it set up. More on that in our next section.
#152
Part 4: Choosing Your Class

There are currently 6 playable classes in Wildstar: Warrior, Spellslinger, Esper, Medic, Engineer, and Stalker. It is important to note that not all races have the full 6 playable classes available.



Available to Races: Human, Granok, Mordesh, Cassian, Mechari, Draken
Not Available to Races: Aurin, Chua

The Warrior is all about face-to-face battles on the front line. They are your typical "Bruiser" melee DPS that can fall into either the tank or melee DPS roles in a group. Generally when looking at the classes available in WIldstar, your first impression is that the Warrior is the typical "tank". However, their ability to deal out DPS and control combat situations is certainly nothing to scoff at. At least in the time I've spent playtesting the Warrior, I could solo DPS my way through groups without a problem. I expected that as I went up in level the Warrior's defense would ramp up and the DPS would start to fall off, but that didn't really happen. If anything, the customization options available in Wildstar allow you to grow in either direction. You can choose to spec more in defensive abilities, amps, etc. - or stick to the DPS options and never worry about falling behind in your DPS ability. Of course, a hybrid-spec would be just as viable depending on the situation.

The main Warrior mechanic is "Kinetic Cells". As a Warrior engages in combat, they generate kinetic energy; which is then used in some of the more advanced abilities. There are three total Kinetic Cells that can be charged by basic abilities. The more Kinetic Cells that are filled, the more advanced abilities are available - and they also become more powerful. This encourages the Warrior to be constantly striking their enemies to build up kinetic energy. Then they need to use combination attacks and unleashing their kinetic abilities at the right times in order to maximize effectiveness.

Warrior Stat Breakdown (per point):


  • Brutality: +0.37 Assault Power
  • Finesse: +0.25 Strikethrough Rating, +0.50 Critical Severity Rating
  • Moxie: +0.50 Critical Chance Rating, +0.50 Critical Severity Rating
  • Tech: +0.37 Support Power
  • Insight: +0.50 Deflect Critical Hit Rating, +0.25 Deflect Rating
  • Grit: +14.00 Base Health

Main Equipment:


  • Power Sword: 2-h Melee Weapon. Focus on straight up DPS
  • Arm Cannon: Ranged utility weapon. Has options for DPS, defensive shield, utility harpoon, etc.
  • Heavy Armor



Available to Races: Human, Aurin, Mordesh, Cassian, Draken, Chua
Not Available to Races: Granock, Mechari

The Spellslinger combines magic with technology, and focuses on dealing damage while staying mobile. While they are not the hardiest of warriors, they excel at hit & run tactics. There is also a subset of abilities for the Spellslinger that can make them effective healers and group support. The most interesting aspect of the Spellslinger is their mobility, which involves some very unique abilities. For example, they have the ability to open a portal to "The Void", which is an alternate dimension that only Spellslingers can enter (and see other Spellslingers already in there). This means they can break combat by entering The Void, and after healing up (or running away) they can jump back into the battle. It is important to note that their "Void Slip" ability only allows the Spellslinger to be in The Void for 3.5 seconds before forcibly being returned to the "normal" dimension.

In terms of healing, the Spellslinger tends to focus more on single target or small area healing. They do have a few AOE heals, but not nearly as many as you might expect from another healing class like the Medic. That's not to say that the Spellslinger cannot heal effectively. I'm just saying that the Spellslinger's heals seem to be more single-target based, or purely situational as off-heals in a larger group.

The main special mechanic for the Spellslinger is called "Spell Surge". When activated, Spell Surge grants you bonuses to both your Assault (attack) and Support (heal) abilities. This ability can be toggled on and off as needed, and currently has no cooldown for how often you can use it. However, it takes a minimum of 25% of your total spell power to be able to activate this ability. On the current Wildstar UI, this is shown by 4 spell power orbs above your action bar. As you use Spell Surge, it consumes the power from each of these orbs. The spell power does regenerate rather quickly, so maximizing the effectiveness of this ability all depends on your timing and how often you remember to use it.

Spellslinger Stat Breakdown (per point):


  • Brutality: +0.25 Strikethrough Rating, +0.50 Critical Severity Rating
  • Finesse: +0.61 Assault Power
  • Moxie: +0.50 Critical Chance Rating, +0.50 Critical Severity Rating
  • Tech: +0.25 Deflect Rating. +0.50 Deflect Critical Hit Rating
  • Insight: +0.50 Support Power
  • Grit: +14.00 Base Health

Main Equipment:


  • Dual Pistols: The signature "gun in each hand" weapons which fire damaging ammo at your enemies, and healing ammo at your friends!
  • Sigils: By casting magical sigils, the Spellslinger adds magic effects to their weapons and ammo (such as flame or cold magic damage)
  • Light Armor



Available to Races: Human, Aurin, Cassian, Chua
Not Available to Races: Granock, Mordesh, Mechari, Draken

The Esper is predominantly a ranged DPS class that deals magic damage through their psychic abilities and their signature weapon - the Psyblade. While this class does not have the wide variety of mobility skills that the Spellslinger has - it more than makes up for the lack of mobility with increased DPS and utility skills. Notably, the Esper has a number of illusion abilities that can deal damage, heal allies, and even be used for crowd control. From my experience with the Esper, many of the abilities require you to be in one place while casting them - which does make it harder to avoid damage. However, the DPS was very high for a ranged class and the Esper in general seems to scale well. The best defense is a good offense, right?!

The special mechanic for the Esper class is "Psi Points". A large number of Esper abilities generate additional Psi Points (PP), which are in turn used for other abilities. Some abilities require PP to even cast, while others become increasingly more powerful based on the number of PP available for use. This makes the class very customizable, as you can use a number of different ability combinations depending on your playing style or situation. For this class moreso than the others, it seems like the players who have developed the skill of Esper ability combinations really well are going to be obvious vs. a less experienced Esper player. In other words: Esper has a higher learning curve, but the end result is worth it.

Esper Stat Breakdown (per point):


  • Brutality: +0.25 Strikethrough Rating, +0.50 Critical Severity Rating
  • Finesse: +0.50 Critical Chance Rating, +0.50 Critical Severity Rating
  • Moxie: +0.61 Assault Rating
  • Tech: +0.25 Deflect Rating. +0.50 Deflect Critical Hit Rating
  • Insight: +0.50 Support Power
  • Grit: +14.00 Base Health

Main Equipment:


  • Psy-Blade: This signature weapon is 100% created by the Esper's psychic power, and can take on a variety of different forms.
  • Illusions: The Esper can create illusions that can damage foes, heal allies, crowd control, or even serve as separate entities (liked a "pet")
  • Light Armor



Available to Races: Human, Granok, Mordesh, Cassian, Mechari, Chua
Not Available to Races: Aurin, Draken

The medic is largely what you would expect the name to mean - a healer. However, here's what you wouldn't expect - powerful DPS! The Medic has a number of really really interesting aspects that make it a fun class to play. For starters, Medics are equipped with medium armor as they are designed to be "in the middle of the action". In addition to being able to take more hits due to better armor (normally you'd see healers in light armor), they also bring a number of crowd control abilities to the party. Another big bonus to the Medic is that a vast majority of their abilities are AOE. In group fights as a Medic, you are going to be dodging enemy attacks, using your weapon to damage enemies or heal allies, attach probes to damage enemies or heal allies, and drop AOE fields all over the battlefield. If you have been playing healers in past MMO's and are tired of simply clicking through the party window and button mashing your heal spells - this class is what you've been waiting for!

The special mechanic for Medics involves their four "Power Cores", which show up right above your action bar (like the other classes if you haven't noticed that already ;)). They start out fully filled up, and when using some abilities you will see the power cores being used up. They quickly regenerate through basic attacks and healing, so you won't be waiting on the higher cost abilities for long. As you play the Medic you will start to figure out when and when not to use your power cores. As with most other classes, the Medic is all about timing your abilities and managing your resources (power cores) to make sure you don't get caught powerless at the pivotal points during the fight.

Medic Stat Breakdown (per point):


  • Brutality: +0.25 Strikethrough Rating, +0.50 Critical Severity Rating
  • Finesse: +0.25 Deflect Rating, +0.50 Deflect Critical Hit Rating
  • Moxie: +0.50 Critical Chance Rating, +0.50 Critical Severity Rating
  • Tech: +0.50 Assault Power
  • Insight: +0.50 Support Power
  • Grit: +14.00 Base Health

Main Equipment:


  • Resonators: The Medic dual-wields resonators that can damage or heal depending on the ability used. Think supercharged "shock paddles". ;)
  • Probes: Through a variety of abilities the Medic can attach offensive drones to their enemies or defensive / healing drones to their allies.
  • Fields: The Medic can project AOE fields that deal damage to enemies, heal allies, and are even designed as crowd control.
  • Medium Armor



Available to Races: Human, Granok, Mordesh, Cassian, Mechari, Chua
Not Available to Races: Aurin, Draken

The Engineer is mainly designed as a Ranged DPS / Tank class that specializes in two things: really big guns, and various bots that do their bidding! It is important to note that even though this may appear to be a pet class that depends on their pets to be effective - they also make some very impressive ranged tanks. While they haven't been common yet, I've even heard of some players who put all of their spec points into their main character weapon and tanking abilities (no bots). The Engineer is currently one of the most popular classes in Wildstar. This is likely due to their high damage output and unusually strong defensive abilities. Some of their bots are even designed to function as tanks or off-tanks when needed.

The special mechanic for the Engineer is Volatility. The Engineer's volatility increases the more that they use their main weapon - the launcher. This volatility allows the Engineer to use more advanced abilities, which is very similar to the Spellslinger or Esper mechanics.

Engineer Stat Breakdown (per point):


  • Brutality: +0.25 Strikethrough Rating, +0.50 Critical Severity Rating
  • Finesse: +0.37 Assault Power
  • Moxie: +0.50 Critical Chance Rating, +0.50 Critical Severity Rating
  • Tech: +0.37 Support Power
  • Insight: +0.50 Deflect Critical Hit Rating, +0.25 Deflect Rating
  • Grit: +14.00 Base Health

Main Equipment:


  • Launcher: This massive gun deals out a large amount of DPS. Enemies beware!
  • Bots: The Engineer can create a large variety of bots - everything from DPS bots to Tanking bots, etc.
  • Exo-Suit: This special addition to your armor allows you to switch between offensive and defensive power bonuses.
  • Heavy Armor



Available to Races: Human, Aurin, Mordesh, Cassian, Mechari, Draken
Not Available to Races: Granok, Chua

The Stalker is a stealthy melee assassin that we've all come to know and love. Thanks to nanotechnology the stalker is equipped with both offensive and defensive technical abilities that make them terrible foes to face on the battlefield. Most of the time, if you see a Stalker that means someone is already dead - and the Stalker will likely be gone by the time you move in to attack. They specialize in hit and run tactics, burst DPS, and debuffing their enemy targets. As you progress in experience level, the Stalker becomes increasingly more versatile. More experienced Stalkers are able to customize their stalker for stealthy burst DPS, sustained damage with crowd control, or even spec defensively as a medium armor tank. Yes, that's right - I said medium. They specialize in evasion and stealth abilities to assist them with tanking.

Even the Nano Suit that the Stalker wears is a technological marvel, and you have the option of choosing three separate suit configurations.

Nano Skin: Lethal - Increases Damage Dealt by 22% and decreases all Resistances by 5%. Attacks from Stealth have a 100% chance to land as a Critical Hit.
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. This skin also does not have the 20% movement speed reduction that is part of the other two Nano Skin modes.
Nano Skin: Evasive - Increases Deflect Chance by 10%, Resistances by 10%, Threat Generation by 200%, and reduces Assault Power by 26%. Exiting Stealth in combat reduces Damage Taken by 15% for 5.0s

As you might have guessed from the above information, the additional special mechanic beyond the Nano Skin modes is the stealth ability that they provide. When enabled, your character is invisible to enemies unless you are "detected". Stealth detection is based on distance from the Stalker (<15 meters), level, and direction that the enemy is facing. As a stealthed Stalker, the closer you get to an enemy that is facing you - the more likely they are to detect you.

Stalker Stat Breakdown (per point):


  • Brutality: +0.50 Assault Power
  • Finesse: +0.25 Strikethrough Rating, +0.50 Critical Severity Rating
  • Moxie: +0.50 Critical Chance Rating, +0.50 Critical Severity Rating
  • Tech: +0.37 Support Power
  • Insight: +0.50 Deflect Critical Hit Rating, +0.25 Deflect Rating
  • Grit: +14.00 Base Health

Main Equipment:


  • Claws: The main weapon for the Stalker is a set of claws for each hand. These deadly claws can take a large number of different forms, but the end result is the same - death! ;)
  • Devices: In addition to their claws; the Stalker has a variety of devices such as mines, darts, and traps used to debuff, stun, or damage their enemies - or even buff yourself / your allies!
  • Nano Suit: As mentioned above, the Nano Suit (armor) of the Stalker is configurable and is part of everything the Stalker does.
  • Medium Armor
#153


Table of Contents

Part 1: Creating Your Character
Part 2: Choosing Your Faction
Part 3: Choosing Your Race
Part 4: Choosing Your Class
Part 5: Choosing Your Path
Part 6: Character Customization
Part 7: The Combat System
Part 8: Mounts & Travel Systems
Part 9: Wildstar Housing
Part 10: Guilds & Social Groups
Part 11: PvP & Warplots
Part 12: PvE Dungeons & Raids
Part 13: PvE Adventures
Part 14: Wildstar Crafting
Part 15: Other Helpful Tips

The aim of this guide is to introduce any new players to Wildstar, or even experienced players who may have missed some information along the way.

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Part 1: Creating Your Character

When you first reach the Character Select screen, you will want to choose which Realm (server) that you will roll your character on. Before you even click the "Create a New Character" button, make sure that you check the top of the screen. Here is what you are looking for:



You can also click on the "Change Realm" button that is located right next to the "Create A Character" button on the left side of your screen.

Once you get into the "Change Your Realm" screen, you can see a list on the left side of the screen of the available servers. If you already have a character created on a server, the server(s) name will show up under the "Mine" section across the top of the "Change Your Realm" window. You can select "All" to see all of the available servers, or PvE / PvP if you are looking for a specific server type. This screen will also show you important information such as the Population level (Low / Medium / High), Status (Up / Down), and even will list Notes for some servers that are recommended for Oceanic players and so forth.



Once you have chosen your server by clicking "Enter Realm", you can then click the "Create A Character" button to get started on your first new character for Wildstar!

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Part 2: Choosing Your Faction



Once you have chosen the Realm (server) that you will be playing on, your next step is to determine which faction you will be part of. In Wildstar, there are two main factions - the Exiles, and the Dominion. Each faction has it's own storyline, starting areas, and 4 available races that you can play (total of 8 playable races). However, before we go into the specifics on the playable factions, it may help you to first understand the storyline / plot that Wildstar is based on.

Essentially, the vast majority of Wildstar takes place on the planet "Nexus". It was a planet once populated by a race known as "The Eldan", which were a technologically advanced race that mysteriously vanished thousands of years ago. Before they disappeared, they created a race of robots known as the "Mechari" (more on them later), and left a wealth of technology and resources on planet Nexus. About 1,600 years before Wildstar takes place, the Mechari went to a planet known as Cassus. The Mechari gifted the Cassians with Eldan technology and advanced their people well ahead of their previous level of technology. Eventually, the Cassians became what is now known as "The Dominion", which is a massive empire that has spread through the galaxy (think of the Empire from Star Wars ;)). The Dominion conquer planets as they continue their interstellar expansion, and wipe out any races that refuse to fall in line under their control. A number of races soon band together, calling themselves "The Exiles". They come together after an Exile named Dorian Walker re-discovers the planet called Nexus, and are doing their best to establish a lasting home there. Of course, it was only a matter of time before the Dominion hear about the re-discovery of Nexus. The Dominion has now reached Nexus; looking to exploit the technology and resources of the planet.

The Exiles

"We didn't start this fight, but you can be Jeepers sure we're going to finish it."

The Exiles
are a gutsy group of mercenaries, refugees and exiles that have forged an unlikely alliance upon the planet Nexus. Scattered beyond the edge of known space by the violent expansion of their sworn enemy, the Dominion, the races of the Exiles have now banded together to explore the wonders and face the dangers of Nexus, hoping to make a new life among the planet's mysterious ruins and unexplored frontiers. United by a burning hatred of the Dominion, the Mordesh, the Aurin, the Granok, and the Humans of the Exile Fleet are prepared to make a final stand against the invading empire that has claimed the planet. The Exiles consider Nexus their last hope, and they are willing to die for it.

View of the Dominion: Exiles view Dominion citizens as cowards and sheep who fearfully bend their knee before the power and corruption of the empire.

The Dominion

"We return to Nexus to fulfill our destiny, and mercy to those who stand in our way."

The Dominion
is a powerful interstellar empire that rules the galaxy, using military strength, religious fervor, and advanced weaponry and technology. Established by the Eldan more than a thousand years ago, the Dominion has now claimed Nexus as its own - and will stop at nothing to ensure that the fabled planet is completely under their control. Having recently arrived in force, the Dominion is prepared to crush the ragtag alliance of the Exiles, unleashing the full power of their formidable military against those who would dare trespass upon the sacred ground of planet Nexus! [The Dominion includes the following races: Draken, Mechari, Cassian, and Chua.]

View of the Exiles: The Dominion views the Exiles as an unorganized group of vagrants and outcasts whose very presence defiles the legendary Eldan homeworld.

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Part 3: Choosing Your Race



There are currently 8 playable races in Wildstar. For the Exiles, you can choose between the Human Exiles, the Mordesh, the Aurin, and the Granok. For the Dominion, you can choose from the Cassians, the Draken, the Mechair, and the Chua.



#154
Wildstar / Re: Pre-Order!!!
May 29, 2014, 12:23:01 PM
Early Access will start at 3PM GMT+8 / Singapore time this coming Saturday.
#155
Game Deals and News / [Free Game] Battlefield 3
May 29, 2014, 12:12:43 PM


Battlefield 3 is now FREE for a limited time. Add it to your Origin library and it’s all yours, forever! Once added, you can download and play Battlefield 3 whenever you want. Get in there and join your friends! Download Origin at https://www.origin.com
#156
Games / Re: Kingdom Under Fire 2
May 28, 2014, 11:55:11 PM
Kingdom Under Fire II Guild is UP and Running! The game system made it such that the Guild invitation can only be sent by right clicking the player's character. PM or Add Einzo, Myon to your friends list so we that can meet up and send you the invite.

We will usually be online from 8PM GMT+8 on wards on weekdays and earlier on weekends. If you are not able to find us in game, you may look for us in Raidcall. Group ID: 3540514. Download Raidcall @ http://www.raidcall.com/

We are still recruiting more players for the Guild. Leave your IGN (In-Game-Name) on this thread.

Sorry for the wait and see you in game! :)
#157
It is rather unfortunate but we have decided to disband our FFXIV Free Company just a few days after a new GM has been appointed. I will like to thank everyone for the memories we have created together.

We had 2 options to disband the FC -

1) Use the disband FC function in the game to officially disband everything. Choosing this option will dissolve the FC and everything will be gone (company credits, chest, etc).

2) Remove everyone in FC (due to the in-game system whereby leadership will be randomly passed to any member once leader is inactive for awhile). Choosing this option will allow the FC to be around with everything intact.

We decided to go with option 2 so that we will still have the FC with us when we decide to play again in future. Everyone will be most welcome to join back again should you decide to, once we are back. The company credits, Gil etc will be left untouched and will be used as originally intended - FC housing, etc in future.

For those who have been with us, you should know that we do NOT like to remove people and have always been extremely lenient to members, regardless due to inactivity, etc.

For those who have donated to the FC Housing fund and wish to have their Gil back, please contact us at http://einsofgaming.com/contact with whatever proof you have to show that you have donated and the amount donated. Once verified, we will return the Gil to you. Note (To protect the interest of the FC and you): 1) You have to be online and present during the transaction. 2) You have to be on same server. Time frame: You have until end of June 2014 to get your donation back.

Henceforth, our chapter in FFXIV is officially closed.. until further notice. We will be moving on to other games for now. Ladies and Gentlemen.. it's been an honor playing with you.

I do NOT wish for any drama. If you have any questions, please PM me and I will answer them accordingly. This is a notice and announcement to all. Any unpleasant comments will be deleted or result in being banned. Please keep it clean and civil. Thank you.

#158
Games / Re: Kingdom Under Fire 2
May 24, 2014, 12:07:21 PM
Hi Guys!

You may add Einzo or Mion to your friends list first. We will update and send out the invites once the Guild is up. Thank you! :)
#159
FFXIV: A Realm Reborn / Re: FFXIV: A Realm Reborn
April 05, 2014, 07:01:38 PM


Final Fantasy XIV: A Realm Reborn themed PlayStation 4 has been announced for release exclusively on the Japanese market starting April 14. For 45,180 yen, approximately S$550, fans can pick up the PS4 with a copy of the game. Only 1400 units of this edition will be created and sold.
#160
FFXIV: A Realm Reborn / Re: FFXIV: A Realm Reborn
April 05, 2014, 05:13:03 PM
We have done our scheduled cleaning up of the Free Company. In-actives have been removed. For those affected, you are free to join back in once you decide to play the game again. Simply re-apply for the Free Company in game and we will invite you back in. Thank you.
#161
FFXIV: A Realm Reborn / Re: FC Attendance
April 05, 2014, 05:12:42 PM
We have done our scheduled cleaning up of the Free Company. In-actives have been removed. For those affected, you are free to join back in once you decide to play the game again. Simply re-apply for the Free Company in game and we will invite you back in. Thank you.
#162
Guild has been created. Pls PM Einzo or Mion for invite. If you are not able to find us online, you may look for us in Raidcall. :)
#163
Early Access: For people with early access, early access starts in less than 3 hours. Countdown timer: http://goo.gl/l2DmJp

Guild Information: Server: US | Faction: The Daggerfall Covenant
#164
We will be in The Daggerfall Covenant.
#165
With new games release, people getting bored of the game, other commitments, RL issues and other factors, it will be inevitable that some team members will go MIA. This thread is made for Team Leaders to report their team status aka which class they need to replace in their team due to their members going MIA. FC members who are currently not in any COB teams may also look out in this thread and look for the respective Team Leaders to see if you are able to fit in their team.

Note: For Team Leaders - Please update once you have filled up your missing class slot. For FC members: Please update once you have joined a team.

Format for Team Leaders

Team No.:
Looking for Class:
Contact (IGN):