WildStar Burst: Beginners Guide and Resources - Page 4

Updated Thu, Jun 19, 2014 by Lewis B

Skills, Tiering and AMPs


WildStar as mentioned previously only permits you to have 8 active skills at any one time. With 30 available for each class, making decisions can be difficult. During the early levels you’ll only have access to a couple but as you reach levels 10 through to 15 you’ll have enough to play with to make difficult choices as to how you want to play. There’s no right or wrong when it comes to skills (although everyone has something to say about one skill or another) and it all boils down to personal preference. What I’d always recommend is to simply test skills against AI controlled enemies and see what you think. If you feel its cooldown is too long for your play style or that it deals too little damage, swap it out for something else. Remember that some skills pair well with others, while taking skills that offer Crowd Control utility are invaluable in both PvE and PvP. It’s always worth having one skill on your bar that gets you out of trouble (whether it’s a blink or swiftness based skill) and if you can heal yourself, packing a healing skill doesn’t hurt either. 

In terms of Skill Tiers and AMP’s this is where you can knuckle down on how you really want to specialise. Skill Tiering involves you improving an individual skill and its effects while AMP’s improve your character and/or unlock additional skills. There are a total of 41 points available to be spent on Tiering skills at level 50 and when you reach Tier’s 4 and 8 the skills you’ve spent points in will take on additional properties. For example, an Esper who takes Telekentic Strike to Tier 8 will, at Tier 4 bypass 25% of an opponents armor and at Tier 8 Grant a Psi-Stack and when they have 3 stacks, obtain a Psi-Point. You can play around with spending Tier points, here.

Where AMP’s are concerned, at level 50 you have access to 45 points and can spend these in 6 trees (Assault, Hybrid Assault/Support, Support, Hybrid Support/Utility, Utility, Hybrid Assault/Utility). Once again this all comes down to how you want to play as to where you spend your points. There’s no right or wrong but each tree improves one specific area, whether it’s your ability to deal damage, to provide utility or to heal others. With each tree broken down into 3 tiers, you will need to spend a minimum of 3 points in a specific tree to unlock the next tier, with the cost of investment in further tiers increasing incrementally (1 point per AMP in Tier 1, 4 points per AMP in Tier 2, 6 points per AMP in Tier 3). During low levels you’ll only have a handfull of points to play with and will need to locate or purchase AMP’s in the game if you want to unlock anything above Tier 2. Once again you can experiment with spending AMP points here.

Telegraphs and Combat


WildStar plays distinctly different to other traditional MMOG’s and does not have typical targeting or methods of attacking. Every skill in WildStar has a telegraph, which is basically an area on the floor that shows you the width and range of the attack. Dependant on if its a positive or negative skill it will be coloured accordingly (green and red respectively). Green is always healing and red is always damage while your personal telegraphs tend to show up as blue only when casting. You will need to ensure you stay out of the red telegraphs to avoid taking damage and where possible, remain in the green ones to keep your health and shields topped up. It might sound easier than you think, but at first combat in WildStar can be confusing. Learning telegraph shapes and what you can and can’t stand in takes time. 

In terms of aiming you’ll need to manually aim each attack irrespective of whether you’ve an enemy targeted. Your skills don’t automatically home in on anyone, making combat a very reactive and accurate process. If you’re unsure of your skills range or radius, simply hold down the skill button and your telegraph will appear, without firing the skill. 

Movement and Crowd Control 


WildStar does two things differently when it comes to movement and crowd control. The first is the fact you can not only double jump (just hit space bar twice) but can also dash. As mentioned above, dash works as a skill to gain space as opposed to immunity. Its recharge is relatively slow and you need to manage it effectively in order to ensure prolonged survivability. Lastly, Crowd Control in WildStar works a little differently with physical limitations or restrictions placed on you when under their effect. For example, when affected by Blind your screen will actually go black or when subdued your character will drop their weapon. It’s important you recognise what’s happening to your character and act accordingly. 

  • Subdude - Causes you to drop your weapon (you need to retrieve it)
  • Stun - Prevents your character from moving (you can tap F to remove it)
  • Knockdown - Prevents your character from moving (you can dash to remove it)
  • Root -  Prevents your character from moving (you can use break-out abilities which remove it)
  • Tether - Prevents your character from moving away from a fixed location (you need to destroy the object tethering you)
  • Knockback - Prevents casting and takes several seconds to get back up (you can dash to remove it)
  • Blind - Prevents you from seeing with a clouded screen (you can cleanse this to remove it)
  • Disorient - Reverses your characters movement (you can cleanse this to remove it)

Jump to page 5 below to read about Questing and Crafting, Battlegrounds and More!


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