Strikethrough Chance 0%Critical Hit Chance 0%Critical Hit Severity 0%Deflect Chance 0%Deflect Critical Hit Chance 0%
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Hey all. First of all I need to make it clear that this build is THEORYCRAFTED! I haven't received a beta invite to actually play Wildstar yet so everything here is subject to change as new information is released (Especially hard numbers for abilities).
With that out of the way let's move on to what this build is designed to do. As the tags will tell you this build is meant for PvP. PvP in Wildstar is pretty fast paced. Just go check out the myriad of people streaming Walatiki Temple (The 1st PvP Battleground) if you don't believe me. Here's a good link for those of you who actually want to do that: .
Since you'll constantly be dodging telegraphs, chasing people and occasionally running for your life, standing still for any extended period of time probably isn't the best choice. So you'll notice that this build doesn't utilize a single stationary ability. The whole point here is to be as slippery as possible while dealing a ton of damage from both ends of your range.
Now that you know the intended playstyle let's talk about abilities.
ASSAULT
1) is your ranged lead. This is the ability you want to use either as you approach an opponent or as you're darting away from one. Initially you'll be able to deploy two blades pretty much back to back but each charge takes time to replenish. That matters because after the opening salvo you'll have to decide whether it's more beneficial to wait for both charges to be available or just activate one whenever it seems appropriate. This ability also builds Psi Points so there's more than just the damage to consider.
2) is a big deal for this build because it's multipurpose. As a close range AoE ability it's obviously going to be something you want to use when you're face to face with your opponent(s) but there's more to it than that. This also generates Psi Points (One at the beginning of the channel and another at the end) and increases your movement speed. That last part's important. Why, you ask? Because it means you can use this either to close the distance or help you disengage.
3) is a close range ability that you'll be using to deal damage, generate another Psi Point and-here's the kicker-help keep you alive! The only reason to bring this ability up to Rank 4 is for the lifesteal. Lifesteal that, when combined with your heal and damage absorption effects, should keep you from tasting pavement.
4) is your finisher. You'll be sitting on your Psi Points a lot of the time so you can maximize the burst damage this ability provides. In addition to a big chunk of damage up front, having it at Rank 4 will cause it to deal additional damage over the next few seconds.
SUPPORT
1) is your only direct heal. It's a heal over time so don't expect it to save you from big bursts of damage. That kinda thing is better handled by mitigation from your absorption effects. Conveniently enough, bringing this ability up to Rank 4 will cause it to grant you a small absorb. Keep in mind that the numbers aren't available yet but I'm willing to bet that small will definitely mean small here. Oh, and as an added bonus this will also generate a Psi Point.
UTILITY
1) is one of your two means of crowd control. This is arguably the better of the two since knockdown prevents all action except dashing (That's dodging or rolling for those of you who aren't familiar with the Wildstar lexicon). One of the keys to kiting in any game is making sure your opponent's movement is inhibited in some way. This is particularly true when facing other players since you can't usually fool them by ducking in and out of cover or using the other common tricks that work against the AI in PvE. However, this ability has a pretty long cooldown so I'd recommend using it primarily as an opener.
2) is another CC, a knockback this time. It differs from the above ability in that it has no cooldown but is limited to close range. This is the kinda thing you want when the excrement hits the fan and you need some breathing room ASAP. It can be chained with your longer range abilities to deal even more damage while your opponents are trying to get back into striking distance.
3) is a very nice utility ability. In addition to letting you put some distance between yourself and that melee guy trying to hack off your face, it also grants you an absorb and places a short-lived damage debuff on your opponent. Mobility, a shield and a debuff all in one? Need I say more?
That's all I've got for now but I plan to update soon with a few footnotes and an explanation of the AMP choices as well. Stay tuned and feel free to leave any comments you might have. Can't wait to see you all on Nexus!