Wildstar: The First 4 Days
I am likely playing Wildstar all wrong.
Basically, none of my characters are above level 8. I started off playing a Medic, which has been pretty fun. Once I hit a certain point in leveling though, I started asking questions in the /Advice channel – pretty brilliant of Carbine to include that by default, by the way – and realized that I should probably come to some sort of decision on a Main. Would it be Medic? What about all the other classes I hadn’t tried out?
Let me state for the record that stopping your progress in newbie zones to reroll five other classes through the same sort of newbie zones is both very logical and a very dumb way to play. But since I did, I may as well go over how I felt about things.
Medic seems pretty powerful. Unlike most classes, they start with their resource system at full power, which lets you front-load a lot of damage into mobs. Also unlike a lot of classes, their “finisher” has no cooldown, so if you 1-2 shot the mob you attack, you can almost instantly transition into the next mob in the same fashion (the resource bar regenerates quickly outside of combat). Also, Science.
In comparison, playing a Warrior felt terrible. The filler attack was weak, and their multi-tap finisher has an 8-second cooldown. So while most classes press 1-1-2-2 to kill mobs at this level, the Warrior enforces an 8-second cooldown between mobs. None of the abilities that come later seemed all that exciting, which is a problem considering that you’re stuck using the early abilities for most (if not all) of your gameplay to cap.
I’m pretty sure the Engineer is broke, or at least was in the area that I was leveling. In principal, having bots out is cool. Not getting any feeling that the bots are contributing damage is less cool. Pets in MMOs generally fall into either Overpowered or Useless categories depending on their AI and pathing, and my impression is that Engineer pets are the latter. Considering that the Bruiser Bot and Missile Bot count as Abilities, having two of your early abilities feel useless is not encouraging.
Esper was somewhat of a surprise to me, in that I anticipated it being unfun when the opposite is true. In a game of constant mobility, what sense does it make to have your #1 filler attack require standing still? Then look at the level 4 ability, which is instant-cast but does nothing until 4.4 seconds later. Nevertheless, it feels kinda fun to be able to set up a lot of damage on mobs that lands all at once. I’ll likely have less fun in PvP and in situations where I can’t wind-up attacks though.
The Stalker is toned down from the closed beta, but in principal and effect still feels a tad overpowered. Stealth has no cooldown outside of combat, your #2 attack is basically Ambush, Energy regens quickly outside of combat, so you can start every encounter with a huge burst of damage like the Medic. Plus, Stealth is always fun for bypassing mobs/players. If you go the Stalker route though, be sure to check out each race’s Stealth animation. The female Mordesh animation, for example, is grandma power-walking; meanwhile, the female Aurin is Naruto/ninja running.
Finally, the Spellslinger shot up in fun-levels once I figured out “the trick.” Basically, your “cooldown” ability is Spell Surge, which gives your abilities extra power for as long as you have Focus (or whatever). However, Spell Surge is actually a buff that lasts until you completely empty your Focus bar, and Focus regens (somewhat slowly) outside of combat. So, under normal circumstances, fighting mobs goes: 2, wait 5 seconds to charge, fire, 1-1-1-1. With Spell Surge up though, your 2 ability charges in 1.4 seconds and one-shots mobs if it crits. Even when it doesn’t, most encounters end with 2, wait 1.4 seconds, 1-maybe 1 again. Mobs die so fast that it starts getting annoying waiting for 2 to come off cooldown (10 seconds) before one-shotting the next, but I just unlocked another cooldown button that essentially one-shots mobs too, allowing me to alternate.
Now, obviously, these impressions of the classes could not be representative of their final forms, so to speak. If someone was describing the level 8 paladin experience in WoW as indicative of endgame, I would… hmm, bad example. Level 8 Elemental shaman… err. You get what I mean. Some classes don’t “click” until a key ability is unlocked, and other classes that start out as overpowered can fall out of favor once mob Time-To-Kill increases past a certain threshold. Medic, for example, will likely get annoying if two front-loaded #2 abilities aren’t enough to burst something down. Or maybe it won’t, because Science.
I would be interested in hearing the experience other people had with the Warrior. Was there a level or ability where it became fun? Maybe I was missing something like with the Spellslinger.
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I want to take a minute to talk about the Paths. Thus far, I have a hard time justifying anything other than Scientist. I mean, the Settler buff stations are really good – 50% run speed outside of combat is tough to beat – but I’m not sure how you compete with the endgame utility to summon group members or summon portals to capitals. Explorer abilities are almost a joke, and Soldier will entirely depend on what exactly a “Weapon Locker” does and/or what “Bail Out!” even means.

I eventually analyzed the blue crystals at the left to get a jump buff to reach the hidden stash. Scientist FTW.
Of course, you can pick a Path depending on the type of side-quests you enjoy too. If you don’t particularly care though, I have found Scientist to be the best: not only do you get easy tasks, you unlock special areas that no other Path has access to, e.g. bypass doors, unlock jumping buffs to reach secret stashes, etc. Sure, Explorer gets exclusive jumping puzzles, but those are less obvious than the locked Scientist doors in the course of normal gameplay.
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I was asked by another ex-WoW friend if Wildstar was worth purchasing. Not at full MSRP… but $48 at GMG? Probably. I am having enough fun at these low levels that I’m certain I’ll play and hit the cap even if my other friends abandon the game tomorrow. Will I enjoy the hardcore dungeons and hardcore raids? Unlikely. The concept of Challenges in busy zones is a huge design oversight that doesn’t exactly engender faith in social aspect of the game; you need to make friends to do endgame stuff, but the rest of the game causes you to hate other people. I do not anticipate 40m raiding to survive the year.

Which is worse: empty TP roll vendoring for 75s, or thinking it’s worth WAY more than that as decor?
Overall though? Not bad. I’ll be interested in seeing if I can pay for my next month via CREDD.
Posted on June 4, 2014, in Impressions, Wildstar and tagged Game Design, Leveling, Other Class Envy, Path, Science. Bookmark the permalink. 5 Comments.
My Warrior is my main and I have him up to 16. So far I’m loving it. The leap ability makes a big difference, being able to fly in on top of mobs and start pummeling away. I think the difference between the warrior and other classes though is that they don’t have that big, charged, damage dealing ability. I find myself having to use 4, 5 or even 6 abilities on my bar in each fight, which to me is more fun than just using 1 or 2. If I do it right, using my kick interrupt when they start channeling, using savage strikes while they’re down, mobs go down pretty quick. There is more of a button mashing mentality with a warrior though.
I played the Stalker in open beta and they were really, really cool. Like a ninja wolverine. Sneaking up to 2-shot a mob using the ambush ability, and being back in stealth before the body hit the floor almost seams over powered. I think that might be the next class I role.
My only concern with melee classes is that most of the dungeon and raid videos i’ve seen involve dancing out of the telegraphs, which might be difficult if you’re packed in behind a boss with all the other melee classes. Ranged classes can see those telegraphs coming and plan accordingly.
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It’s kinda funny, as my Medic is level 11 and having to use pretty much ALL the abilities to take down mobs now; just pressing 2 twice no longer cuts it. As much as I like leaping around, I’m not sure whether that will be enough to get me to like the Warrior though. That said, I might give it another shot at some point now that I’ve experienced what it’s like having more abilities I want to use than open ability slots.
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I finally shelled out for GW2 when it hit $25 and I bounced off it hard. It didn’t feel *bad,* but I never really clicked with any of the classes as I found it too difficult to easily tell when to use certain weapons. This looks much more my speed, but I’m firmly in the “wait for a half-off sale” camp these days.
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I’ll share my warrior experience in Wildstar beta. It felt like it was a reverse spellslinger or stalker in a way, in that you had to use slow builder abilities first, and then hit the big attack button, whereas the other two classes tended to have frontloaded damage to do heavy burst hits.
The warrior got a lot better when I tweaked some of the settings to allow for button down to cast the spell, instead of button up, as well as to be able to hold down number keys to keep casting.
What would happen is I would use the builder a few times, then hit the big multistrike 4 times attack and just -hold- it until all 4 attacks spam hit, and then I’d hit the overcharge ability if it was up, renewing cooldowns and increasing damage done, and POW more multistrike 4 times.
Also, taking advantage of Moments of Opportunity to get the 4-hit attack in was useful. Wait till the mob is charging a telegraph, kick it down, bar turns purple, unleash the 4 hit attack twice = dead group of mobs.
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Well, I remember back in 2011, when they first announced it, (I think it was around then anyway; there were some videos circulating the web at that time for sure, such as this from 2011: https://www.youtube.com/watch?v=r4fIruA4fxo ), Wildstar got me all hyped up. Took some time before it actually arrived, but when it finally did, it was a pretty good experience tbh.
I had some beta invites, but by the time I got those, I was a bit on the fence. Nevertheless I picked up the game on launch day and started running around with a Warrior. The whole experience of it was pretty decent (I am saying this as a long time WoW player). The story is compelling and the areas (zones) are well made. Lacks a bit in some of the sub-systems such as trading/crafting/auction house interfaces, but I suppose that will all be ironed out as time goes by. The PvP is pretty decent too.
As an MMO, I can put it this way: If this was the first MMO ever made, people would be over the moon about it. It IS a great game in itself. The raiding has an unprecedented approach, for example ( https://www.youtube.com/watch?v=-lr5wzAviCQ ). Thing is, over the years we have seen so many games fall into the trap of trying to copy one another or do the same, only better – well, this might be a good thing actually – because it creates competition and we all know competition is good for the end user. But none has really “risen to the challenge” of becoming a “WoW killer”. Honestly I do not think anyone ever will. A new, successful MMO has to be a good experience in its own right and for its own reasons.
As for the economy there is one thing that really separates Wildstar from other MMOs; the C.R.E.D.D. system. The way they laid out this whole feature is pretty unique. It is about taking power away from the 3d party actors and transferring it over to the players. I know that one can get a good deal on some sites, such as g2a: https://www.g2a.com/r/wildstar-category-global – but if one can make big bucks in game (being sort of an in game tycoon), one can actually end up paying for the subscription by just playing the game.
In the end I think it is safe to say that the impressions one gets from playing a new MMO depends on where you are coming from. If you have played MMOs for 15 years, you will not easily get impressed. But if you are just starting out, and Wildstar is your first MMO experience, it is as good as any.
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