124824-new-to-nexusneed-some-insight

== Content ==
			
Hello and thanks for being interested in my post.  Hopefully you can shed some insight into the game and help me leap some hurdles that I can't seem to get over.
 
To give a brief background about myself: I am a long-time casual online gamer who typically gravitates towards healing and/or long range playstyles.  I have tirelessly been looking for a sub game to call home for many years and a couple months ago fell upon Wildstar.
 
Now onto why were all here reading this:
 
As you might have picked up in the past paragraph, I have subbed Wildstar for about three months now and have yet to get a character past level 15.  I'll admit, there might be some altaholic syndrome going on there, but there's more to why I can't seem to jump fully into this game.  Ill try not to ramble and just point out my thoughts, good or bad, and see if anyone can give me some insight on some of the issues I"m having currently.
 
- Combat in this game turned me on my head.  Love at first play.  Every game without double jump, sprint and double-backs seems weird to play now.
 
- Spellslingers are my class of choice, but after reading many forums and guides, it seems DPS isn't great. I don't like playing a class that I can't look forward to using skills because they have all been deemed unefficient.  And right fully so from what I understand from reading. (Ive done alot of reading)  I like choices and different builds.  Spellslingers seem like they could be the most versitile of all classes, but at the moment pidgen-holed into something extremely boring.
 
- Espers is my second class of choice.  Something about having a phsyical blade on your back, but you don't use it just is very, very asthetically off for me.  Otherwise, my only issue with this class is one I also have with the Spellslinger: long-ranged.  It seems, even early on in this game, that even if you start combat at long range, it doesnt take long at all for monsters to get right up on you.  I double-back twice and I still find myself fighting more close range simply because mobs move so quick.  This is moreso for Spellslinger than Esper, as early on I can tell Esper takes the cake in CC skills.
 
- All other classes I have tried, but I think I just want a long ranged type to work.  It just seems this game isn't quite catered to them.
 
Any thoughts?  I really like this game, but if the only time I can be long-ranged is in raids and adventures (ie: group content) and even then from what I read you need to still be mid ranged for Medic buffs etc.  I don't want to leave this game because of the type of class I like to play.
 
Any insight and advice would be appreciated.	
----
			
Yea slingers are good if you want a decent range, you should look up what your class uses but here is an image that helps.
Stack the main stat and just cause you get a new piece of gear doesn't mean it will be better use good judgment and you can kill things quicker.
 
Also only do Story quests, if you see tasks you can skip those if you want a quick leveling experience.
Takes about 30+ hours to get to 50 depending on your time commitment and skill, also join a guild with xp buff items from vendors in your housing and the same in your main city.	
----
			
Well, first thing I would say is that you are only 15 so you have only made it to Thayd or Illium. Like most MMO's things definitely change after roughly 20.
 
The more amps and ability points you have make the damage increase a lot. As far as runeing low level gear, my take is to only rune the better pieces at low levels.
 
I have both an SS and and Esper at level 50. The Esper is IMO, by far the greater damage dealer. On my SS I run a magic LAS but you don't get Arcane Missiles until...umm...35? On my Esper well, she's just a pure DPS girl RAWR! You MUST use your builder or you don't gain enough PP's and consequently don't do as much damage.
 
Your SS will also become mobile when you T4 (T5??) your Charged Shot. Which should help a lot. In Wildstar try not to blow your load of skills by button mashing. You must wait for the MoO and use skills accordingly. Think: bring them to you, lock them down and move to the side/back/out of the telegraph and unload on them again.
 
Avoiding mobs ganging up is important, so watch where you point that thing! (your skills).
 
https://forums.wildstar-online.com/forums/index.php?/topic/93726-guide-dps-esper/
 
https://forums.wildstar-online.com/forums/index.php?/topic/65734-spellslinger-elder-game-dps-thread/
 
These may (or may not) help you.	
----
			
The only thing to say here is that, while there is an "optimal" build and general ranks of classes in balance, there really always will be.  If I were you, I wouldn't worry about it.  Especially at level 15, literally try EVERY ability to see how it works and how much you like it.  For instance, I had tremor on my warrior's build back when people were calling that a waste of two AMP points.  I love Gate even though many of my fellow Spellslingers hate it, and I hate Void Slip even though my Spellslinger friends say it's a necessity.  My tank build still uses Polarity Field on my warrior (tiered up) even though most people wrote that ability off.  I have reasons for all my opinions, but I got them myself from playing and judging how I used the abilities I have.  Add in to that I have to swap abilities in and out, because sometimes I need more CC, sometimes I need to have Power Link because there aren't any warriors using it, sometimes I have to even switch out Polarity Field because I don't need it for the reason I like it on 95% of all the other fights.  That's just how it is.
 
A guide is just that.  A general guideline.  Figure out how you like to play, take in advice from guides or from your buddies as you can.  There might be a build that increases the most people's general abilities, but your healing and ranged DPS might be a bit different from theirs because of how you play.
 
Most often, in this game, the DPS that DPSes the best isn't always the best DPS, and you don't DPS when you're dead.	
----
			
Thanks for all the responses.
 
I do try all skills as they come available.  And I do understand that 15 is a very low level.  I can understand the insight on more power later on in levels.
 
I see in Drop 5, Spellslingers will have Charged Shot mobile at default.  Having to stand still for this skill never really was a problem for me, as it was my opener usually.  Perhaps it is just the traditionalist in me, but I can't get used to Gate.  I would honestly love for the stun on Gate to be moved to full charge of Charged Shot.  Gate just seems like a half-ass mobility skill with a stun that puts a long-range damage dealer close range.  Ive practiced the turning around 180 and such and it still doesn't seem to fit.  Spellslinger needs a great stun.  It surprises me that Esper didnt get a stun mechanic similar to Spellslinger, considering that "deer leap" healing skill they possess.
 
Button smashing has never been my tactic.  I love resource management; hence probably why the healing background.
 
Perhaps I am doing too much reading of forums and not enough trying of builds hands-on.
 
So far, it seems Esper is going to win for me, as the few CC abilities Spellslinger does have seem wonky to use in a rotation or not helpful.
 
Any insight of the use of Void Slip and other Spellslinger "CC" type abilities is appreciated.  I just don't see the use of "disappearing" for 3 secs.  Still gotta face the music sometime!	
----
			
Gate was probably meant to be a pvp skill more than a pve skill.
 
If you didn't know about them yet, stuns are mainly used to create MoOs (Moments of Opportunity) in which the enemy is more vulnerable to all incoming damage. If you interrupt the enemy while he's casting an interruptable skill, you get a moo. Higher ranked enemies will have interrupt armor, which each absorbs one interrupt, so they need more interrupts to create a moo.	
----
			
So, I'll tell you. I love spellslinger- it's the best class I've played in any MMO (not that I've played a ton). Don't worry at all about the DPS. First off, that kind of thing can change over night. You aren't going to be hurting your raid by being there as a slinger. And if you like to heal, it's a great healing class. And I'm raiding as DPS and am consistently in the Top 3 DPS, and in our last attempts on Convergence (5th boss in GA) slingers held 3 of  the top 4 dps slots. Now you might say that it's a matter of gear/ the encounter/ or player skill. By which I say "exactly"- there are so many more factors than class, so play what you find fun.
 
As for slinger details- I LOVE gate. I love it because I can have a movement ability AND a stun on my bar at all times. And it forces you to play mobile, which is a distinctive of the slinger class- we are all over the place. That being said, in drop 5 you can switch to using Arcane Shock for your stun, and right now you can use Spacial Shift when it gets unlocked.
 
Having Charged Shot mobile is actually pretty important once you get higher level- it allows you to be preparing for the next pull as you charge between mobs. It's definitely worth tiering up when you can.
 
Void Slip is another great skill for leveling- I used it to push it to the limit all the time. I'm at 30% health? No worried, I'll keep on truckin, because if I get in a bad spot I'll just void slip, drop aggro, and run.
 
If you want to stay at range, look into Flash Freeze as soon as you can get it. I will root mobs for a bit while you pound on em. Also once you can get Arcane Shock it's a nice skill because if you can time it right before the mob casts a telegraph attack, you can get a stun along with instant damage. This will change in drop 5 when it just becomes a strait up interrupt.	
----
			
{| class="blockquote"
Button smashing has never been my tactic.  I love resource management; hence probably why the healing background.
 
Perhaps I am doing too much reading of forums and not enough trying of builds hands-on.
 
So far, it seems Esper is going to win for me, as the few CC abilities Spellslinger does have seem wonky to use in a rotation or not helpful.
----
			
Long story short, spellslinger dps is good and warrior is just too strong. Esper dps is good as well, etc.,Drop 5 will be a good change for slingers with the change to raid buffs and so on.
 
On another note, I wouldn't suggest treating the light armor classes like they need to kill mobs before they reach you. Just carry runic healing/runes of protection/gate, if they reach you and use an ability put them into MoO state with the gate and finish them off.	
----
			Welcome :) !	
----
			
Welcome to Nexus!
 
May all your adventures be filled with lots of fun! :)
 
P.S. Spellslinger is the way to go. (not biased at all) :ph34r:	
----
			
{| class="blockquote"
Gate was probably meant to be a pvp skill more than a pve skill.
 
If you didn't know about them yet, stuns are mainly used to create MoOs (Moments of Opportunity) in which the enemy is more vulnerable to all incoming damage. If you interrupt the enemy while he's casting an interruptable skill, you get a moo. Higher ranked enemies will have interrupt armor, which each absorbs one interrupt, so they need more interrupts to create a moo.
----
			
{| class="blockquote"
Fiskerton,
 
I had been guessing Gate was more PvP oriented than PvE, which kind of saddens me.  Im familiar with MoO, but it seems it goes away too quickly for me to Gate, whip around 180 degrees, and actually fire off any decent attacks before the mob is up on me again.  Perhaps practice makes perfect!
----
			
I play a spellslinger that just turned 50:)
 
During leveling I always aimed at the end-game rotation I was going to play. For me it turned out to be the IGN/FB build...its the easiest to play with only 4 attacks. Once I found out that that was my go to build i made sure to level with it also. Therefore I have never used flash frezze as this will not be used in end game dungeons/raids etc. I have used gate alot, but i might replace that with arcane shock when drop 5 comes.
 
Spellsurge has always been the sore thing for me..I dont like it and still dont, but with my build I only surge IGN and burn the rest on the other attack skills without thinking about it. In other words...I NEVER toggle spellsurge, I only turn it ON..then deplete it....this works just fine for my build:)
 
Also in my build i'm suppose to fire of 1 QD before continue with normal rotation...I find this VERY clunky, so I start with a surged IGN, 2 ass...then QD unthil i have to IGN again...I also use FB when its up. I dont think i loose to much by not doing QD at start...its just 5% more dmg for 3 attacks before I get it for all the rst of the attacks during the fight....nd where it realy matters its a minor dps loss..in boss fights that last several minutes....
 
I love my slinger, but deep down inside I wish I could have played it like the GW2 engineer...(the best and most fluid shooting i have ever experienced in any mmo)
 
EDIT: Void slip is one of the best skilles ever...particular in dungeons where mobs will stun you and you have to hold any of the direction keys to break free...that thing have killed me ALOT in dungeons...but it only happens like 2-4 times during the whole run. FOr those times..pop Void slip and you are free without taking any dmg and you dont have to use the stupid ass hold key to break free thing that the dev that added it got fired but they forgot to remove it....!	
----
			If it makes you feel better, spellslingers make me cry in PvP.  That might be a slight exaggeration but not by too much.	
----
			
{| class="blockquote"
Szurke,
Good to know CC is being a focus on Drop 5 for Spellslinger.  They need it.
 
Counting to 5 all the time I found could be a bit tedious at later levels with Esper, especially with many more rotations to worry about. Esper healing, surprisingly, doesn't seem to interest me.  The need to toggle Spellsurge on and off was very daunting at first for Spellslinger, but I think it's a challenge Im willing to master rather than mastering the rotational count to number 5.
 
Your post convices me to try out Engi again, although pet classes usually aren't my style.  Resource management in a whole different way than Im used to!
----
			
{| class="blockquote"
Turning around shouldn't take any time at all. Do you turn with A/D keys or with the right mouse button? If it's still too slow with the right mouse button, you should consider turning up your mouse speed.
----
			
Yes IGN is Ignite build, and yes its partly a dot build. Applying the IGN 2x DOT is the most important thing in that build in terms of dmg...well most dmg comes from QD but that goes for most spellslinger builds. I played a DOT hunter in wow and a condition engineer in gw2 so you can say I'm used to it.;)
 
But I think currently that top spellsinger dps'ers are using IGN builds with great success but thats mainly because its currently the top dmg build....NOT because its easy;)
 
Personally I like to say I play with a handicap (not that I have one but I use it as an excuse to get ppl off my back;) )...so I always go for the easiest build that still is valid:)...th only pestering thing about ign build is that bloddy apply surged ign every 7 sec...but..maybe the surge thing can be macroed etc..so that you dont have to worry  about spellsurging ever again....it will ofc be slightly under the optimal dps, but man it will be a Quality of life thing...	
----
			
{| class="blockquote"
Szurke,
Thanks for all the helpful info on Engi mechanics and insight!  I think my close range alt will definitely be an Engi, based on what you've said.  One thing that I wonder about though is Engi can be tank or dps role.  At DPS role, are they still close range?  It seems many of thier skills can reach long range.  Again, I love long range, so a heavy armor class at long range sounds really interesting to me.
 
I see Engi's and Espers being viable pet classes, but not really properly implemented.  Im surprised there isn't a pet build for Espers, considering all the Life Steal and spider attacks they have.  Although there could be a reason, as pet builds tend to fall by the wayside damage-wise in end-game, which is what I belive you are mentioning with Engis.  This disheartens me, as Engi's robots should be just as useable in-game as leveling up.  If Engi pets aren't viable damage end-game, why have them as skills at all in the first place?  To help level easier? pfft.
----
			
{| class="blockquote"
Yes IGN is Ignite build, and yes its partly a dot build. Applying the IGN 2x DOT is the most important thing in that build in terms of dmg...well most dmg comes from QD but that goes for most spellslinger builds. I played a DOT hunter in wow and a condition engineer in gw2 so you can say I'm used to it. ;)
 
But I think currently that top spellsinger dps'ers are using IGN builds with great success but thats mainly because its currently the top dmg build....NOT because its easy;)
 
Personally I like to say I play with a handicap (not that I have one but I use it as an excuse to get ppl off my back;) )...so I always go for the easiest build that still is valid:)...th only pestering thing about ign build is that bloddy apply surged ign every 7 sec...but..maybe the surge thing can be macroed etc..so that you dont have to worry  about spellsurging ever again....it will ofc be slightly under the optimal dps, but man it will be a Quality of life thing...
----
			
{| class="blockquote"
-uber helpful image snip-
----
			
{| class="blockquote"
Szurke,
I've watched some videos of Engi tanking at range and it does look interesting.  Perhaps one day pets will become more useful for group content.  I dislike "use'em and ditch 'em forever" type skills such as the bots and spiders of the Engi and Esper, respectively.
 
 
After taking many of you all's advice, I thought I'd give a brief summary of what I've found after some playing around:
 
- Adjusting Button and Mouse Movement Speed 0.5 more each made a world of a difference on Gate and overall Spellslinger quality of life.  Whipping around 180 degrees isnt an issue anymore after a few practices.  I highly reccomend any new Spellslinger to make this game adjustment!
 
- Spellslinger is more about movement and placement rather than CC.  Right spot: golden.  Wrong spot: dead very quickly.  Spellslingers need to understand and accept the fact that controlling the situation isn't the playstyle, but rather OWNING the situation.  This is very very different than many other games and is probably one of the reasons why Spellslinger has a big learning curve.
----
			
{| class="blockquote"
Well pets are useful for group content and are part of the highest DPS rotations for Engi and Esper, as well as some support rotations (Engi tank leveling, Esper healing running the carrot heal or Warden, &c.). And Engi pets aren't really use em and forget em. But I understand that the pet style is very different from most other games' pet classes.
 
By the way, have you considered using the Lockdown addon? If you don't need to click the ground or other players for anything, it's absolutely fantastic. Definitely reduces my right hand strain by a LOT and it's one of the reasons I can't go back to SWTOR besides the overall combat system. 180 degree turns are really easy using Lockdown.
 
Yes, since slingers are light armor they need to be extra careful of telegraphs and so on - especially since one of their interrupts is so position-dependent (Gate). There are lots of reasons for the high skill cap for slingers; my impression is that proper spellsurge is definitely the greatest of these, though light armor certainly contributes.
----
			
{| class="blockquote"
Is Spellsurge more difficult or less difficult to manage in group settings compared to solo content?  I find solo content a bit hectic sometimes.  But then again, I like to solo Settler bulletin board quests.
----
			
{| class="blockquote"
Szurke,
I'll take a look at the lockdown addon.  I don't click to move, I use WASD. Learned to ditch click to move once I came to this game.  It's a thing of the past, imo.
 
Is Spellsurge more difficult or less difficult to manage in group settings compared to solo content?  I find solo content a bit hectic sometimes.  But then again, I like to solo Settler bulletin board quests.
----
			
{| class="blockquote"
So my impression (don't hesitate to correct me) is that the IGN spec is good DPS, but the highest skill cap and DPS spec - arcane missiles - requires careful spellsurge management.
----
			
{| class="blockquote"
It depends on how you play it. I don't run AM since I'm generally leading the raids, and the two specs do almost identical DPS. So I go for the simpler rotation in order to be able to focus on making sure everyone knows what they are supposed to be doing. And I'm still the top slinger DPS in the raid (and generally in the top 4 DPS slots depending on the fight).
 
We do have one slinger who runs AM to make sure the boss has the debuff, and she does really good damage (close to me with similar gear).
 
There are ways to eek out just a little more DPS by managing sure a little differently, but it isn't a huge amount.
----
			
{| class="blockquote"
Sometimes you can get better DPS out of a simple build that theoretically does less DPS (on a dummy) than a complex one that does more theoretical DPS.  I always opt for the practical build before the theoretical one.  You try theoretical, but if it's not working because there's too much chaos, you simply need to stage into something you can manage.  There is such a thing as too much build.
----
			
{| class="blockquote"
Yep. And because so many of the slinger builds are close in dps, it really becomes about the one you can execute in the fight more than what looks best on paper.
 
But someone has to run AM unless there's only one magic user in the raid.
----
			
Yeah I wouldn't worry too much about optimal builds, particularly at the level you're at.  My main is a spellslinger and I generally run either Void Slip or Gate, depending on the content I'm doing.  I keep it Keybound to Q for quick use, and then I'll run either void slip or arcane shock on E, again depending on how much IA break you need.   I find in dungeons having a way to quickly avoid a telegraph is a great get out of jail free card, and I actually like Gate a little better for this, since with Void Slip you don't see the new telegraphs, and I've definitely come out of VS and found myself standing in a telegraph, but it's a great way to avoid damage.
 
You get used to using Spellsurge, I'd recommend in general if you're at 5 stacks, just turn it on and burn one of your Quick Draw's so you're not just sitting with full stacks as that's a loss of damage, but ultimately the more you play the better you'll be able to manage Spellsurge.
 
Interesting to hear people are using/liking the Lockdown addon..........	
----
			
{| class="blockquote"
Interesting to hear people are using/liking the Lockdown addon..........
----
			
{| class="blockquote"
Even after reading the mod page I'm still in the dark on how this mod actually works.  Do you use it, and if so, can you layman term if for me?
----
			
{| class="blockquote"
I use it and love it. Basically, when you install it, you also install a script that runs with it that temporarily rebinds your mouse buttons when you toggle it on and off. So when lockdown is off, the mouse functions like normal, but when it is on, you can turn your character with the mouse and use the LMB and RMB as additional hotkeys. The action style of the combat really lends itself to using lockdown. Before I installed lockdown, I basically never took my finger off the RMB for any long period of time. 
----
			
hmm maybe the lockdown thing would help me with spellsurge toggle. Currently i'm using the END button, but the problem being..everytime I toggle it ON (I never toggle it OFF ofc) I move my finges away from the arrow keys..and hence stop all movements (I'f I have not used the default mouse button to autorun). This is a big bummer for me sometimes....maybe now I can use RMB to toggle spellsurge...hmmm
 
But still....I'm soo used to holding down that mouse button that i might fail even more:(	
----
			
{| class="blockquote"
It depends on how you play it. I don't run AM since I'm generally leading the raids, and the two specs do almost identical DPS. So I go for the simpler rotation in order to be able to focus on making sure everyone knows what they are supposed to be doing. And I'm still the top slinger DPS in the raid (and generally in the top 4 DPS slots depending on the fight).
 
We do have one slinger who runs AM to make sure the boss has the debuff, and she does really good damage (close to me with similar gear).
 
There are ways to eek out just a little more DPS by managing sure a little differently, but it isn't a huge amount.
----
			Yea, I have a pretty decent MMO mouse, but only the RMB and LMB work with HtCC, so I bind utility spells and spells with a CD to the mmo mouse and put my main abilities on my LMB and RMB. My basic setup is the 1 key for my builder. 2 and 4 replaced with lmb and rmb, then 3,5-8 bound to various keys on my mouse with a special macro key on my keyboard for innate and gadget. (Logitech G150). A couple of my guildies use logitech gameboards, I was thinking about making the switch 	
----
			
Seems like I read alot of "Turn on Spellsurge and burn it" comments.  Are the devs doing anything to possibly encourage toggeling it on/off for skills, as I like this mechanic?
 
Do "Burn the Spellsurge" builds rely on Spellsurge recovery rate at all or is the recovery rate good enough to just ignore?
 
Working with Gate much more...I'm definitely using it more as a placement skill than for the stun (ie: when I get backed into a corner).  I still wish the stun would be moved to C4 of Charged Shot...it would make C4 Charged Shot cooldown much more appealing.  Perhaps I'm ingornant in saying this.  Or heck, move the stun anywhere else...I just want a straight movement skill for Spellslinger.	
----
			
{| class="blockquote"
Seems like I read alot of "Turn on Spellsurge and burn it" comments.  Are the devs doing anything to possibly encourage toggeling it on/off for skills, as I like this mechanic?
 
Do "Burn the Spellsurge" builds rely on Spellsurge recovery rate at all or is the recovery rate good enough to just ignore?
 
Working with Gate much more...I'm definitely using it more as a placement skill than for the stun (ie: when I get backed into a corner).  I still wish the stun would be moved to C4 of Charged Shot...it would make C4 Charged Shot cooldown much more appealing.  Perhaps I'm ingornant in saying this.  Or heck, move the stun anywhere else...I just want a straight movement skill for Spellslinger.
----