New to Nexus 2: Combat, Abilities and You!

In part 2 of my quickstart guide to WildStar I want to talk more in-depth about combat, abilities, and AMPs.

Interrupts and Interrupt Armor

New to Nexus 2: Combat, Abilities and You!

An enemy with 2 interrupt armor.

One of the core features of combat in WildStar is the interrupt system. By stopping an enemy’s cast, not only do you avoid whatever bad thing they were trying to do to you, but you also create a brief moment of opportunity during which they will take extra damage from your attacks. The game signals this by changing the color of their health bar, and showing a countdown overlay to indicate the duration of their vulnerability. Taking advantage of this while questing will help you kill big enemies faster, and give you practice with the system.

New to Nexus 2: Combat, Abilities and You!

On the left, both interrupt armor have been destroyed but the enemy has not yet been interrupted. On the right, a third interrupt has been cast and the enemy is vulnerable.

Dungeons and raids make interrupting a requirement, either because the boss abilities are devastating, or because you need the damage bonus to kill things before the enrage timer. Boss mobs and some strong or elite mobs in the world also add a twist to the interrupt mechanics: interrupt armor. Interrupt armor shows up as a shield with a number in it, to the right side of an enemy’s health bar. That is the number of interrupts that need to be applied before an actual interrupt can go through. For example, if an enemy has 2 interrupt armor that means you need a total of 3 interrupts to actually stop it from casting. The first 2 break the armor, and the last one  stops the cast. What this means in practice is that in group content, everyone usually brings at least one interrupt on their bars and will have to coordinate to break the interrupt armor.

New to Nexus 2: Combat, Abilities and You!

The default nameplates are on the left. On the right I’m using the addon Optiplates, which can make tracking interrupt armor easier.

A few more notes on interrupt armor. There’s a great addon called Interruptor that will show a small bar when an enemy is casting that indicates how many interrupt armor are remaining. It is very useful for group content when you’ll need to coordinate 3 or more interrupts. Also sometimes an enemy will have infinite interrupt armor. That means they can’t be interrupted at all. The number of interrupt armor can also change during a fight, and a good rule of thumb is if the number of interrupt armor suddenly gets a lot lower, it is probably a signal that you will need to interrupt something important soon!

Innate Abilities

New to Nexus 2: Combat, Abilities and You!

My stalker’s action bar, showing my expanded innate ability choices.

Each class has a special ability that is always available on their action bars (default “R”), their “innate” ability. These define the overall flavor and functionality of each class, and are important to maximizing your potential. When I first started my spellslinger, I had no idea what I was supposed to do with this ability and ignored it for several levels, all while struggling to kill things quickly enough. Don’t be like me! Read the tooltip of your innate ability and get in the habit of using it! Some general information for each class:

Spellslinger: Spell surge buffs the damage and healing of many of your abilities. It uses spell power to activate, and using surged abilities continues to deplete your spell power. Use it often, it is a big damage/healing boost!

Medic: Energize buffs shield healing. Using it replenishes your actuators and gives a situational bonus depending on your current health. Since the assault and support power buff is only given if you are above 30% health, be mindful of your health bar when you use this ability!

Stalker: You get your choice of 3 nano skins which give passive buffs. Activating any of them will activate your stealth mode. The lethal skin buffs your crit chance and damage done after exiting stealth. The evasive skin is your tanking skin, which gives defensive and threat buffs. The agile skin gives movement, dash, and lifesteal bonuses, and has a faster movement speed while stealthed.

Engineer: You get to choose between 2 combat modes for your innate. Provoke is your tank mode, which gives passive threat and defensive buffs. Activating it gives a defensive cooldown and a volatility boost. Eradicate mode is your damage mode. Activating it will give volatility regeneration and  do some extra aoe damage.

Warrior: You get your choice of 2 stances (select one by clicking the small arrow on top of your innate on the action bar). Juggernaut is your tank stance, which gives passive threat and defensive buffs. Activating it gives an additional defensive cooldown and threat boost. Onslaught is your dps stance. Activating it resets many of your cooldowns and increases your damage output.

Esper: You have a straightforward cooldown button. Spectral form gives you a defensive bonus (absorb shield  and interrupt armor) paired with boosted psi point generation.

The LAS

You might have heard people talking about this LAS thing, or seen an endgame class guide that mentioned it. But what is it? LAS stands for “Limited Action Set”, and it is shorthand to refer to your “build” (default “B” to open) or ability choices. WildStar limits you to 8 abilities at a time. Once you’ve learned more than that, you’ll have to start making choices about which ones to use and which to ignore. The game tries to give some guidance by splitting abilities into 3 categories, Assault (damage), Support (healing or tanking), and Utility (movement abilities, interrupts, buffs etc.).

New to Nexus 2: Combat, Abilities and You!

My spellslinger’s LAS. Mouseover the bars to see what bonuses you get for tier 4 and tier 8 for each ability.

For questing, you are going to want to focus on mainly damaging abilities, with some utility sprinkled in. I like to keep at least one interrupt and one movement ability on my bars while out in the world. Depending on your play style you might want to throw a heal on your bars in addition to or instead of the movement ability.

You might have noticed that your abilities on your action bar are locked. You can assign them to different positions from the LAS menu. To remove an ability from your bar completely, click the small arrow just to the right of the ability’s icon on the list.

As you level, you gain ability  points that can be spent to increase the power of your abilities. This is what the rows next to each ability icon on the LAS menu are for. At low levels, it makes sense to assign points to the abilities you use the most or that give the biggest damage boost. Once you reach level 25 you can start spending extra ability points to unlock a special boost. These, indicated by the wider bars at tier 4 and tier 8, usually change the way the ability works in some way. Often they give some synergy with another ability, so be sure to read the tooltips so you get the most out of those bonuses!

AMPs

AMPs are WildStar’s answer to talent trees. Happily, the days where you needed to purchase or find individual AMP unlocks are a thing of the past. Unfortunately, that means you have an awful lot of choices to think about while you’re still learning the game. AMPs are located on a secondary tab on the LAS menu (“B”).

New to Nexus 2: Combat, Abilities and You!

My engineer’s AMPs. You can see she’s focused on assault abilities, with some hybrid support.

Individual AMP choices are too class-specific to cover here, but there are some basic rules of thumb. The AMP wheel is divided into 6 parts. Three of them represent assault, support and utility, while the wedges in-betwen are, well, in-between (damage/support, damage/utility, support/utility). When you are starting out it is fairly safe to stick to the wedge that represents your main role to begin with. The utility wedge is where PvP-centric AMPs can be found.

You start adding AMP points from the innermost ring and work your way out, unlocking tiers 2 and 3 by spending points within that wedge. Tier 1 AMPs are just static boosts to specific stats, which cost 1 AMP point each. Tier 2 contains AMPs that start modifying your abilities or adding situational bonuses. These  cost 4 points each. Finally, tier 3 AMPs are either powerful boosts, or unlock abilities for your LAS. Abilities cost 2 points, the rest of the AMPs in tier 3 cost 6 points. Note that if you unlock an ability via AMPs you will need to confirm your AMP choices before you can add the ability to your action bar.

While you are leveling, you can choose AMPs that look interesting to you or give bonuses to abilities that you use frequently. Once you get close to level 50, I recommend checking the class forums and taking a look at some of the endgame builds that people post there. I like to have an idea of what those endgame builds look like even when I’m still low level. It lets me focus my build toward that goal, and get practice using the abilities I know I’ll be using at 50. Sometimes this can backfire though, since most of those builds are dependent on having lots of ability and AMP points to spend that you just don’t have access to before level 50.

New to Nexus 2: Combat, Abilities and You!

Notice the cost of an amp reset. It keeps getting more pricey as you level. The tiny arrows circled in pink let you swap between different saved action sets instead of buying a reset.

You can swap out abilities at any time, but to reset your AMPs once they are confirmed you will need to pay a fee that scales with your level. Luckily even at low levels you get multiple action sets, and at max level you can have up to 5. At the very least, you can keep one for PvE and one for PvP, or one for DPS and one for healing/tanking. The bottom of your LAS menu will show which set you are using, and there are small arrows to switch between available sets.

AMP and Ability Point Unlocks

You can have a total of 48 ability points and 57 AMP points, and you will not get your full amount of points simply by leveling to 50. As you play you may find items that give you additional AMP or ability points, use them! I know in particular some of these were added as path rewards. Keep an eye out for them, since they are the way you get points beyond the simple “one per level”. Once you are level 50 there are some additional ways to obtain these. AMP and ability points, as well as extra action sets can be bought from the elder gem vendor in your capital city. Points can also be earned by defeating veteran dungeons, participating in PvP, and by gaining reputation with the various end-game factions. Finally, these can sometimes randomly drop from level 50 enemies, and can be bought and sold on the commodities exchange. End-game builds assume you have all points unlocked, but this can take weeks or months of work. Don’t be ashamed to lay down some plat instead if you have it to spare and you want to speed up the process!

New to Nexus 2: Combat, Abilities and You!

The Exile elder gem vendor in Spaceport Horizon, Thayd


New to Nexus 2: Combat, Abilities and You!

A New Tabletop Campaign

I’ve wrapped up the first arc of my Shadowrun campaign and, thanks largely to the timing and the Star Wars hype going around, I’m getting started with a new game before picking up Shadowrun again. I’m running the Fantasy Flight Star Wars system, which I’m excited to run. It’s a somewhat unwieldy system with three “core” books, so I’ve slimmed things down a little bit to make it a bit more accessible. For the most part, my players will only be using the new Force and Destiny book.

A New Tabletop Campaign

The premise should be fun. Set right around the time of Episode IV, the party is a collection of Force-sensitives who were slated to train at the Jedi Temple but avoided the Purge and have been hiding out ever since. They’ve been raised on Coruscant by a loyal and savvy local businessman (Dexter Jettster, of Dex’s Diner) and kept out of harm’s way. It’s a reasonable arrangement, with the kids helping out at the diner and picking up some tricks in secret. It keeps everyone together and with roughly aligned goals even if they have wildly different personalities; they’re more like a family than a party of convenience.

I’m looking forward to running in parallel with the original trilogy, writing for and showing off a different view of events as the movie plots play out (elsewhere in the galaxy). I like the “party of nascent Jedi” concept, too, especially since with this setup I can lean on the interesting mythology and have it be relevant to all of the characters, but not force everyone to be the usual berobed lightsaber-wielding knights.

Systemically, I’m also interested in seeing how the game plays out. It’s a much, much less deadly game than Shadowrun is in general, which makes for some interesting choices. It should feel like it’s a lot less necessary to make extremely detailed plans and avoid risk at all costs, and I think that’ll be a good break from the sometimes-oppressive Shadowrun setting, where one wrong move and horrible things happen to everyone.

I really like that the system has clearly-defined degrees of success, along with a non-binary resolution system. There’s more to a roll than whether you simply succeeded or failed, and it’s entirely possible to fail but still have something good happen or succeed and still have something go wrong. It makes even failed rolls interesting as a player, and gives me as the DM a lot more hooks to attach interesting things to.

The big concern I have is writing time. I usually write campaigns for about three to six months prior to the first session, and I’m compressing that time into about three weeks. I’m taking next week off of running game because there’s an Infinity tournament that day, but it also gives me more time to get a lead on writing this campaign. Because I don’t have time to extensively map out every possible set of actions that the group can take (notably, I’ve done this in the past and as I’ve mentioned previously, throw out about 80% of everything I write), I’m adopting a style of writing that I used for the previous Star Wars game I ran. Instead of a highly detailed tree, I’m essentially writing little “blobs” of content and connecting them on the fly, adapting to what the group is doing and sometimes stringing them together. My biggest worry about this approach is that it can lead to a “monster of the week” sort of feel, though I think even that can be fun for a little while.

I’ve got a big group for this one– seven or eight players– and I suspect there will be some amount of cycling that goes on as some people can make it some days but not others. It’s a good, balanced group, though, and one of the nice things about FFG’s Star Wars system is that it splits the usual party roles up enough to prevent certain common problems from arising. There won’t be a disaster because the one Face character isn’t around, and they’re not going to suddenly have a combat disaster because the healer can’t make it that night. I should be able to run just fine even if any one or two characters are missing, which is perfect.

I’m really looking forward to running this one. It’s got some cool moments already, and I look forward to dropping the party on Taris once again.

Sith Sorcery

Double Fist Caffeine

This morning I cannot guarantee how intelligible my post might be.  Granted every morning I could and probably should give that disclaimer, but this morning in particular it is well deserved.  I had another one of my trademark nights of insomnia, and quite honestly I am not really sure when I finally fell asleep.  At the earliest it was sometime after 1 am, and I have no clue how much additional tossing and turning time was added onto that.  That is the worst part about not being able to see anything without your glasses, that not being able to see the clock means you are constantly estimating upwards on a night like last night.  Based on my motor skills, I am guessing I probably got around three hours of sleep.  The worst thing about nights like last night is the growing sense of dread and anxiety when you realize that what little rest you might have gotten is drifting away from you.  The alarm going off is a fixed point that there is no negation with.  As a result I am essentially double fishing caffeine with both a big mug of coffee and a monster zero as a chaser.  I might even go down and fix another cup of coffee just to give myself that much more of a fighting chance of functioning today.

The problem is nights like last night get no easier as the years go by.  Its just that the stakes get higher, and I find myself struggling to bounce back from them even more than I used to.  In the past I would take a nap and life would be peachy, the sleep debt would be repaid and I would move on with my life.  Now…  there is a lingering disconnected state that continues on for essentially the rest of the week.  Which means I will continue to need an ever increasing amount of caffeine in order to continue functioning like a normal human being.  Not that any of this is really interesting, but it is what is happening in my world this morning and as a result is what is getting written about.  Once upon a time I attempted a sleep study…  but I am not going back through that again.  I went in for insomnia… and the doctor was damned certain I had sleep apnea.  Those are two vastly different things…  my problem is not that I am sleeping too much or too sleepy… my problem is that I cannot shut my brain off to go to sleep.  As a result I am kinda gunshy about trying to resolve these issues.

Sith Sorcery

Sith Sorcery

One of the things about this recent tour through the Star Wars the Old Republic class stories, is the fact that none of these characters are freshly rolled.  At some point over the last four years I have created each of these characters and made decisions that I might not have wanted to make.  Namely when I rolled a Sith Inquisitor for some reason I decided going Sorcerer was the best possible idea, instead of the more comfortable melee options.  In all honestly the class itself is enjoyable and I am having a blast shocking the shit out of things, but the problem is…  my tanky companion feels extremely squishy right now.  I am not sure if this is a side effect of Khem Val in particular, or if it is more the fact that I am not quite so grossly over leveled on this play through.  Tattooine was an extremely short planet, and as a result I am not pretty much sitting at exactly the level of my next quest.  I am also a few levels from my traditional mod swapping point, so my gear is getting a bit dated.  In fact as I am sitting here sorting this out in my head… I should have swapped gear a level of go if I am going by my normal pattern which in itself might account for the extremely squishy nature.  Basically I have been upgrading every other set of mods… so I am using level 21 mods, and was shooting for level 33 to upgrade… when in reality I should have upgraded at 29.

The other thing I am considering is a swap over to using Treek instead of Khem Val.  Not sure why but the Jedi style tank companions in this game just feel squishy compared to the trooper style ones.  Bowdaar felt similar, when I have tried to use him in the past.  Treek on the other hand seems to have this amazingly useful arsenal of attacks as well as a really nice AOE stun effect that helps to reduce her damage intake.  Additionally Treek doesn’t actually give a shit what I do, and is not constantly judging my power…  or sizing me up to potentially eat at a later date.  As well as playing a finger wiggler, the big departure with this character is that I was using it to shoot for my first Dark Five character.  I won’t like, taking the force lightning [shock] options in dialog trees is kinda fun.  I do however feel a bit more disconnected from this play experience than others.  Especially with the Bounty Hunter, I could see a lot of myself in those dialog options, and in the Inquisitor it feels like the class is nothing like me at all.  I would never be cruel just for the sake of doing it, but in order to max out my dark side points… that is pretty much what I am constantly doing.  It feels like this is going to be a bit of a slog to get through, but I am making decent progress.  As of last night I am level 30 and on Alderaan, and should be wrapping up the first chapter shortly.  I am sensing a pretty big conflict coming up, and will be interesting to get through it.

Week in Gaming 10/11/2015

A Good Week

I am sitting here this morning with my writing buddy beside me.  I’ve shown pictures of Allie in the past as she sits on the blanket that I have folded beside my keyboard, and once again this morning she is there purring quietly.  She really is the mascot of the week I have had, because honestly other than a bit of an emotional roller coaster surrounding The Beginner’s Guide, I would say that the week as a whole has been one of contentment.  I managed to accomplish quite a bit in my quest to push through all of the stories I had not seen in SWTOR, as well as made small bits of progress in Destiny.  At work things seem to be largely calmed down, or at least to a manageable madness.  More than anything I think it was taking Tuesday off that helped reorient my world to a much better state of mind.

Star Wars the Old Republic

Week in Gaming 10/11/2015

This week was an insanely productive one when it came to Star Wars the Old Republic.  As of last Saturday night during the podcast I managed to wrap up the Smuggler storyline, and picked up work on the Sith Warrior.  With Tuesday essentially being a day where I did nothing but play SWTOR, I managed to finish up the Sith Warrior.  I’ve talked about this already but I have to say at the time the Sith Warrior was one of the most gratifying experiences when it comes to giving you the control to settle all of your vendettas in one ending.  Every person that you want to seek your revenge on is laid out in such a way as that you can, and the final events are so damned satisfying.  Having played both Sith Warrior and Jedi Guardian…  I have to say I am a bigger fan of the Warrior experience namely because it is deeply personal… and not simply the overarching events of the game as a whole.

Week in Gaming 10/11/2015

From there I picked up on my Bounty Hunter, largely because I needed a palate cleanser from playing a force user… and having just wrapped up Smuggler I was not quite ready for another cunning class.  I fully expected to not be terribly into the Bounty Hunter experience, largely because I didn’t really enjoy Trooper that much.  However I am coming to realize most of my problems with the trooper was the fact that it was my third class within a few months of the launch of games to push to 50… and at that point I was simply bored to tears of all the repeated planet story content.  The Bounty Hunter is quite literally the most reasonable person on the imperial side.  The game gives you the ability to play the consummate business man, and that is absolutely the path I took.  I killed no one for free, and kept my collateral damage to a minimum.  As a result people were constantly surprised that no, I was not in fact going to kill them.  Generally speaking I almost always took the option to freeze them in carbonite and return them to the client fully intact.  I am guessing that quite honestly, Bounty Hunter is probably going to go down as my favorite game play experience in SWTOR.

Destiny

Week in Gaming 10/11/2015

My progression in Destiny has slowed down considerably, with the bulk of my forward movement coming from Armsday packages and any time I level up a faction like the Gunsmith or the Cryptarch.  While I am playing the game of equipping my best gear before I decrypt any engrams, I am still ending up with low level blues most of the time that I turn into crafting materials.  I’ve developed the nasty habit of buying shaders, emblems, and ships…. and as a result I am generally running low on Glimmer most of the time.  I really need to try using some of those glimmer items that increase the drop rates while I work on bounties.  My latest toy that I am enjoying playing with is the scout rifle above that came from a package when I leveled up Dead Orbit faction.  I had not really played with a scout rifle much since coming back and had forgotten that it was essentially a high payload sniper rifle.  Realistically I am to the point where if I want to progress I need to be running Heroic Strikes, and I simply have not messed with getting friends together yet in order to do that.  Still having a lot of fun, but trying to keep it super casual so I don’t burn myself out and get bored with it.

Battlefront

Week in Gaming 10/11/2015

Another game this week that I have spent some time with is Star Wars Battlefront.  I pre-ordered this game through PlayStation network the moment it was announced because I am super nostalgic about the lineage of Star Wars shooters.  This weekend they allowed players to download and play for free in the beta, and I have to say my feelings about it are extremely mixed.  The game does an excellent job of giving you the fantasy fulfillment of playing a soldier in the Star Wars universe.  Past that however… I think it suffers from the fact that I have been playing so much Destiny lately.  The game handles significantly worse in the moment to moment gameplay that Destiny does.  The guns feel worse, the movement feels worse, the cover mechanics… feel worse.  I think if I spent enough time I could get used to it and even come to like it, but right now I am struggling with the feeling of “I would rather just play destiny”.

The Beginner’s Guide

Week in Gaming 10/11/2015

I’ve said everything I could really ever want to say in my deeply personal post on the game from last week.  Last night on AggroChat I to some extent reprised those thoughts in a much more condensed manner.  The take away for me is really this.  If you are not in an extremely stable position in your life, and if you are at all struggling with your own emotions…  don’t play this game.  Essentially there are two possible reactions… either you are going to think it is complete bullshit and it won’t effect you in any way.  Or it is going to act as a mirror to show you all of your fears and anxieties about yourself.  It quite literally took me a few days to recover from the experience of just watching a play through of this game, and not actually playing it myself.  I am not unhappy that I went through it, but it is also not the sort of experience that I would suggest lightly to anyone.  I know that sounds weird and arcane… but this game does strange things to you.  This is honestly the closest thing I have seen to a real life “The Ring”, in that this game will ultimately leave you slightly changed as a result… and not always in a good way.