Before you begin your journey, you need to have a basic understanding of each class. So I put together this guide to help you on your way.

REDACTINEER

Role: Ranged DPS, Ranged Tank

Equipment: Heavy Gun

Armor Weight: Heavy Armor

Ability Resources: Volatility

Primary Attributes: Finesse (DPS), Tech (Tank)

Milestone Priority for Stats:

DPS: Finesse, Moxie, Brutality

Tanking: Tech, Grit, Insight

ESPER

Role: Ranged DPS, Healer

Equipment: Psyblade

Armor Weight: Light Armor

Ability Resources: Focus and Psi Point

Primary Attributes: Moxie (DPS), Insight (Healing)

Milestone Priority for Stats:

DPS: Moxie, Finesse, Brutality

Healing: Insight, Grit, Tech

MEDACTED

Role: Ranged DPS, Healer

Equipment: Power Gloves

Armor Weight: Medium Armor

Ability Resources: Focus and Power Cores

Primary Attributes: Tech (DPS), Insight (Healing)

Milestone Priority for Stats:

DPS: Tech, Brutality & Moxie

Healing: Insight, Grit & Finesse

SPELLSLINGER

Role: Ranged DPS, Healer

Equipment: Dual Pistols

Armor Weight: Light Armor

Ability Resources: Spell Power and Focus

Primary Attributes: Finesses (DPS), Insight (Healing)

Milestone Priority for Stats:

DPS: Finesse, Moxie, Brutality

Healing: Insight, Grit, Tech

STALKER

Role: Melee DPS, Tank

Equipment: Claws

Armor Weight: Medium Armor)

Ability Resources: Suit Power

Primary Attribute: Brutality (DPS), Tech (Tank)

Milestone Priority for Stats:

DPS: Brutality, Finesse, Moxie

Tanking: Tech, Grit, Insight

WARRIOR

Role: Melee DPS, Tank

Equipment: Tech Sword

Armor Weight: Heavy Armor

Ability Resources: Kinetic Energy

Primary Attribute: Brutality (DPS), Tech (Tank)

Milestone Priority for Stats:

DPS: Brutality, Moxie, Finesse

Tanking: Tech, Grit, Insight

Each Class comes equipped with the ability to fill two roles, one always being DPS. In early game you will mainly be in the DPS role with abilities of the other role to be slowly gained as you level and gain Ability Points. There are no Ability Points to acquire or spend. Keep in mind you will be limited by how many abilities you can equip on you action bar, but will open more slots as you level. You can however change out the equipped abilities at any time out of combat. So buy all the abilities you can and swap them often to get the feel for your class.

We also have Milestones which augment your abilities and capabilities. These are unlocked by hitting certain values with your stats and gear (100 for first Milestone, 250 for the second and so on). Pay attention to your abilities and what the Milestone bonuses they unlock as you build more of that stat into your gear. Milestones are linear, you earn them as you get more points in you stat and gear.

Each class has Innate Abilities (Choose which to have equipped) that has its own key binding (Default is “R”) that you can hit to trigger the activate aspect of the ability.

• Redactineer = Eradication Mode

Assault Power increased by 35% and all resist decreased by 20%.

Activate: Enters the Mech Suit; while in the Mech Suit, gain 25 Volatility per second in combat. Additionally, all damage dealt will deal an additional 136 damage to a maximum of 3 enemies every 1.0 seconds.

Changing stances removes all Volatility.

• Redactineer = Provocation Mode

Threat generation increased by 150%.

Activate: Enters the Mech Suit; while in the Mech Suit, damage taken reduced by 90% and every 5 seconds it loses 10% effectiveness until the effect ends.

Additionally, deals 50 damage to a 3 attackers every 1.0 seconds.

Changing stances removes all Volatility.

• Esper = Spectral Form

Increase Damage Mitigation by 100% and generate 1 Psi Point every 0.5s for 8.0s.

• Medacted = Energize

Fills all Power Cores, and increases Assault and Support Power by 80% for 8.0s.

Every 2.0s the buff weakens and you lose 20% Assault Power and Support Power until you return to normal levels.

• Spellslinger = Spell Surge

Requires 50 Spell Power to activate.

While Spell Surge is active, your spells receive their Surge bonus when cast.

• Stalker = Suit Mode: Standard

Active: Enter Stealth – Invisible to foes unless detected.

• Stalker = Suit Mode: Lethal

Passive: Assault Power increased by 25% but Armor is reduced by 60%. While in Stealth, your attacks have a 100% chance to land as a Critical Hit.

Active: Enter Stealth – Invisible to foes unless detected. Reduces Movement Speed by 20%.

• Stalker = Suit Mode: Evasive

Passive: Deflect Chance increased by 20%, Threat Generation increased by 150%, but Assault Power reduced by 24%. While in Stealth, Deflect Chance increased by additional 15%..

Active: Enter Stealth – Invisible to foes unless detected. Reduces Movement Speed by 20%.

• Warrior = Stance: Juggernaut

Assault Power Increased by 33% and all Resistances decreased by 20%.

Activate: Triggers Overdrive for 6.0 seconds.

Overdrive: Resets Assault and Support ability cooldowns, increases, increases Assault Power by 50%, and increases Movement Speed by 50%. Additionally, Kinetic Energy will not decay during Overdrive.

• Warrior = Stance: Bulwark

Threat generation increased by 150%.

Activate: Reduces incoming damage by 100% and prevents Kinetic Energy from draining for 8.0 seconds.

Now let's take a look at each class description and techniques on how to use the class.

REDACTINEER

The Redactineer is a ranged caster that generates and uses Volatility to rain death upon their enemies. Debuffs a large part of the Redactineers skills

Mechanics

The Redactineer uses both Volatility as resources to power their abilities

Volatility

• Volatility is built up and consumed by the use of abilities.

Equipment & Attributes

• The Redactineer carries a Heavygun, commands Bots and wears Heavy armor.

• Their most important attributes are Finesse (DPS) and Tech (Tankin).

Tips

• Pending

ESPER

The Esper is a ranged caster that uses Focus fueled psychic spells to either damage their foes or heal their allies. When completely focused, they are able to unleash incredibly powerful mental onslaughts or sustain the health and shields of their allies. They also have abilities that use Psi Points (1-5) where the number of Psi Points available increases the effectiveness of the ability used.

Mechanics

The Esper uses both Focus and Psi Points as resources to cast their spells:

Mana

• Focus is required to cast Builder abilities such as Telekinetic Strike. It regenerates slowly over time while in combat, and faster while out of combat.

• At low levels, you shouldn't have to worry about resource management and won't often run out of Focus. However, at higher levels, you'll be using more Focus-consuming abilities.

Psi Points

• Focus Points are generated by Focus Builder abilities and are used to cast Focus Consumers such as Mind Stab. These degenerate when out of combat.

• Focus Point abilities scale up with the more Focus Points you have available (Up to 5). Casting Focus Point ability will always consume all Focus Points.

Equipment & Attributes

• The Esper wields a Psyblade and wears light armor.

• Their most important attributes are Moxie (DPS) and Insight (Healing).

Tips

• Learn early which abilities require you to stand still and which you can move during casting or immediately after casting.

• Crush is your friend while learning tip one, knock them enemies down and move when needed.

MEDACTED

The Medacted is a ranged class that uses Focus fueled abilities to either damage their foes or heal their allies. Position within their some of their abilities can increase or decrease damage done or healing received.

Mechanics

The Medacted uses both Focus and Power Cells as resources to cast their abilities:

Focus

• Focus is required to cast Builder abilities. It regenerates slowly over time while in combat, and faster while out of combat.

Power Cells

• Power Cells are generated by Focus Builder abilities and are used to cast Focus Consumers. These regenerate when out of combat.

• Focus Point abilities scale up with the more Focus Points you have available (Up to 5). Casting Focus Point ability will always consume all Focus Points.

Equipment & Attributes

• The Medacted wields a Dual Power Gloves and wears Medium armor.

• Their most important attributes are Tech (DPS) and Insight (Healing).

Tips

• Pending

SPELLSLINGER:

The Spellslinger is a damage and utility focused class with a suite of abilities that allow him to deal damage on the move or keep some distance between himself and his enemies. They tend to be confident to the point of cocky, flying around the battlefield just out of the reach of their foes. Not only is he a crack shot with his matched pistols, but he's a potent mage who understands the complex symbolic language of sigils. Combining the two makes him a supremely deadly fighter or capable Healer.

Mechanics

The Spellslinger uses both Focus & Spell Power as resources to fire their guns:

Focus

• Mana is required to cast all but the DPS spammer abilities.

Spell Power

• Adds to the effect of a Spell when available.

• Automatically consumed when a Spell is used that has a Surge Bonus and you have Spell Power available.

Equipment & Attributes

• The Spellslinger wields Dual Pistols and wears light armor.

• Their most important attributes are Finesse (DPS) and Insight (Healing).

Tips

• Learn early which abilities require you to stand still and which you can move during casting or immediately after casting. Movement is the key to an effective Spellslinger.

• While many of your abilities are instant, you have some with a cast time or a charge effect; learn which is which to manage your movement needs.

• Many of your more powerful abilities have a cool down timer, learning them early will also add to your effectiveness.

WARRIOR:

The Warrior is a hard-hitting class who uses his massive energy sword and powerful tech armor to tear his opponent’s limb from limb. Everything about a warrior screams rough and tough. From their bulky industrial tech armor, to their massive two-handed weapon and an arsenal of high-tech gadgets, Warriors are the in your face class.

Mechanics

The Warrior uses Kinetic Energy as resource to Power up their Sword:

Kinetic Energy

• Kinetic Energy is built up as you use abilities. You can expend it on Kinetic consumer abilities for deadly effect.

Equipment & Attributes

• The Warrior wields Two Handed Swords and wears Medium and Upgrade to Heavy armor.

• Their most important attributes are Brutality (DPS) and Tech (Tank).

• The damage a Warrior deals can be based off their Assault Power and their Brutality Rating. Tech adds to your Shield Capacity.

Tips

• Learn early utilize your interrupts (Kick or Wallop) and your gap closers (Leap and Plasma Whip) to control your enemy.

• Many of your abilities appear to have the same effect. This is due to the stat associated and the role desired. Be aware of which direction you are going and use the corresponding abilities to maximize your capability.

• While you are tougher than most, standing in the red is still a good way to die, moving when needed not only saves you but makes the healers job easier. Tank and spank is not a phase used much Wildstar.

• Learning how to manage Agro on the move is a skill all on its own.

STALKER:

The Stalker is a close-combat class that utilizes stealth to gain positioning over his target as well as pre-combat tactics such as placing treacherous landmines on the battlefield to gain the upper hand over his target(s). Don't let the high tech capabilities of the Stalker fool you, the Stalker is a formidable opponent when engaged in open combat. The Stalker can shut down his opponent's shields, disarm, stun and root them ensuring that he always has the upper hand in close quarter combat. Also Stalkers are highly effective Tanks with their Suit Modes and Threat generation mechanics.

Mechanics

The Stalkers uses Suit Power as resources to Power up their Claws:

Suit Power

• Suit Power is consumed by most abilities. Starts full and regenerates over time.

Equipment & Attributes

The Stalker wields Claws and Medium armor.

• Their most important attributes are Brutality (DPS) and Tech (Tank).

Tips

• Learn early utilize your position to maximize your DPS. Constantly moving and controlling you enemy allows you to strike in the tender spots of the enemy.

• Emergency Stealth is a great way to dump agro.