121135-need-to-learn-a-new-game

== Content ==
			So everything needs to be learned.Having been playing for couple days, I'm now a lv23 exile warrior.For combat system,I'm getting used to the movable combat system with telegraphs.I played GW2 before and it has the same moving-and-casting-simultaneously system so I have no problem with it.Which no offence, I have no idea why WOW's moving-disrupt-casting system still stands...After playing GW2 (and I don't play a lot of MMOs), WOW just makes me feel the entire combat system obsolete.Having 10 years and tab-targeting and not moving-and-casting? (sorry just can't neglect the appreciation to how WS's doing much better than WOW, flexible, movable, free, it feels like I'm freed from jail everytime I remembered playing WOW (trial) for couple of hours).For other than quests, I found shiphands, adventures, dungeons right now.Actually I encountered 2 shiphands and 1 dungeon (which totally unfightable sololy).So I have this in my mind (correct me if I misunderstood the design),shiphands are solo-able, feels like it will upscale if there is more people in,and dungeons are for small-scale (like 5 people) as well as adventures.No scale will be made to dungeons and adventures (so I must find a group before going in?).Is there any other solo-able content?Not because I'm antisocial, but I often found myself used to be not causing trouble to others and I often make mistakes.I don't want to screw others' experiences of playing, so I want myself to be at least getting some skills or something in my mind knowing how to do things right before getting into group contents.Or if Carbine will make some scalable dungeons, adventures or raids?And what's the difference between them?To me they are all alike, just a matter of may be numbers of players involved, or time involved?So to me, is it before getting into 50, I'm suggested to play shiphands and quests?Btw I like world bosses, which I'm used to doing in GW2 (I like the feeling of achievement).I found some videos about that, any details I can get into it?or any website good for newbie by introducing them like some Wikipedia style?Didn't find some good wiki sites...	
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Adventures and Dungeons are group content yes, so you'll need groups. Ship hands are solo, but do scale to groups I believe. Outside of that, your only "solo content" really is the world and zone stories, the PVE quest hubs etc.
 
and I do agree, Wildstar has spoiled me with the mobile action combat. Traditional tab-target ( or as I like to call them , "stand n' spam" ) just feels boring in comparison :)	
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			7 months of movement and double jump......could never ever ever ever ever go back......WILDSTAR I hate you  :D	
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There are also excursions, which are soloable but scale with groups. You can buy these on the AH and put them on your plot. Or if you have friends that have them, you can visit their plots.
 
If you want to do a dungeon or adventure sometime without fear of screwing everyone up and you are NA, PM me and we can set something up.	
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huhu and welcome to the game.
wildstar is really complex and unique to its combat mechanics the telegraphs make the combat clear and dynamic but also the dodges and fights will usually also feel like an achievement specially when you do it with a progress group (not getting carried.)..
so yeah you already encountered quite a bit of wildstar shiphands are cool stuff in between questing. adventures and dungeons are meanted to be done in groups of 5 people. (there are lots of mechanics in those dungeon fights but for now i will only explain the core) and later on at lvl 50 you can go into the real hard stuff - raids those are meanted to be challenging (sometimes they can be a bit overtuned^^) but they are usually really fun!
 
You probally have seen it already your stuns dont work on some mobs thats because there is a mechanic called interrupt armor in this game.
you should see them next to the health bar with a number on a shield (usally 1-2 below lvl 50)..
almost all crowd control effects are considered an interrupt this means it removes 1 interrupt armor.
some crowd control effects also stun targets or change positions with those (spatial shift of the spellslinger or grapple of the warrior.) those actually stun the target and remove interrupt armor ONLY those are able to actually interrupt a cast.
however to interupt a cast you need "n" interrupt removal (n is the amount of armor the mob has) and 1 actual stun effect. so for a mob with 1 armor you need 2 spells (or later one that removes 2 armor and has a stunning effect like gate of a ss (T4) or kick of a warrior (T8)) one that removes the armor and one that then stuns.
 
but why do you actually need to do this?
well there is something called Moment of Opportunity also called MoO.
If you interrupt a mob while he is casting something the then mob goes into a MoO and he takes 50% more dmg for the time.
 
last there is the dodging part:
usually you dont want to stand in the telegraphs that enemies do most of the time they will do dmg and will kill you so learn to use WASD and your dodge rolls to get out of those specially in the late game you are not supposed to take dmg that can be avoided (it still happens ofc but thats a really big aspect to get good).
 
so yeah those 3 core mechanics are what makes this game pretty challenging and might take you some time to get used to however after the initial start up you will probally like it!
hope i could help you a bit and spread it if you do dungeons with new people!
have fun in wildstar^^	
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7 months of movement and double jump......could never ever ever ever ever go back......WILDSTAR I hate you  :D
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