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Esper is a playable class in WildStar. They are masters of the mind, who tap into powerful psychic energies to lash out and incapacitate enemies or strengthen and protect their friends. The connection between the mind and body is a powerful thing, and no one demonstrates this better than an Esper.Role: Ranged DPS, Healer
Espers are masters of the mind who tap into powerful psychic energies to lash out and incapacitate enemies or strengthen and protect their friends.
The connection between the mind and body is a powerful thing, and no one demonstrates this better than an Esper. Rare individuals that display unusual mental fortitude, Espers must undergo rigorous training in order to harness the turbulent, chaotic energies of the mind – eventually learning to focus and transform this energy into telekinetic power. Once they have mastered this ability, Espers learn to use the psyblade – a sharp and deadly projectile weapon propelled through the air by the force of their minds.
But the psyblade is not the only weapon in the Esper's arsenal. They can also manipulate mental energy to create illusions so convincing they are capable of inflicting very real damage on their enemies. This same technique can be used to bolster friends, allowing them to return to the fray after being injured in battle. A fully trained Esper can turn the tide in any conflict, sustaining and healing their allies while dishing out devastating mental blasts against their foes.
While others waste time swinging clunky metal swords at you, you'll be ventilating them with an indestructible wit-sharpened stiletto forged from 100% superego! Unlike their flimsy milquetoast steel counterparts, your psy-blade projections can be flung with deadly abandon among your cerebrally disadvantaged victims! Brain power never felt so good!
They say time heals all wounds, but why wait? Humiliate generations of traditional physicians by restoring life and buffing armor using only the power of your mind! And if you ever dreamed of transforming into a health-restoring, rainbow-pooping spirit animal? BOOM.
Tired of hearing that you cause "bad vibes" and fly off the handle over "nothing"? Put those judgmental haters on the short bus to payback school! Use your enemies' worst fears against them, attacking with nightmarish psycho-kinetic horrors guaranteed to stop even the hardiest of hearts.
Espers can be built into three main roles:
|Assault Power I||1||1||Increases Assault Power by 2.5% of your current maximum.|
|Assault Power II||1||1||Increases Assault Power by 2.5% of your current maximum.|
|Assault Power III||1||1||Increases Assault Power by 2.5% of your current maximum.|
|Strikethrough I||1||1||Increases Strikethrough Chance by 1%.|
|Strikethrough II||1||1||Increases Strikethrough Chance by 1%.|
|Strikethrough III||1||1||Increases Strikethrough Chance by 1%.|
|Armor Pierce I||1||1||Increases Armor Pierce by 2%.|
|Armor Pierce II||1||1||Increases Armor Pierce by 2%.|
|Armor Pierce III||1||1||Increases Armor Pierce by 2%.|
Landing a 5 Psi Point Assault Finisher grants an Empower for 8s.
Increases Critical Hit Chance by 8%.
Landing a Critical Hit grants an Empower.
Empower: Increases your Multi-Hit and Multi-Hit Severity by 5% for 8s.
Landing an Assault Finisher grants an Empower.
Empower: Assault Power is increased by 8% for 8s.
While above 3 PSI Points gain an Empower.
Empower: Increases Strikethrough Chance by 8%.
While above 70% Health, gain Empower.
Empower: Increases Damage Dealt by 8%.
|Quick Response||3||6||Landing a Critical Hit with a Finisher grants a 100% chance to reduce your cooldowns by 45%. This can only occur every 15s.|
|Figment||3||6||While above 70% health, damaging a foe has a 20% chance to manifest a Figment that deals 28 magic damage per second for 10s. Can only occur every 10s.|
|Telekinetic Strike||1||Deal 37 magic damage to 5 foes and generate a Psi Point.|
Deal magic damage to 5 foes.
1PP: 28 dmg
2PP: 57 dmg
3PP: 85 dmg
4PP: 112 dmg
5PP: 141 dmg
|Concentrated Blade||4||Manifest a psyblade that, after 3s, spins to the nearest foe dealing 40 magic damage and generating a Psi Point.|
Deal magic damage to 5 foes every 0.5s.
1PP: 6 dmg per tick
2PP: 13 dmg per tick
3PP: 19 dmg per tick
4PP: 26 dmg per tick
5PP: 32 dmg per tick
Conjure a storm, lasting for 7s, that erupts upon attaching to a foe or reaching the end of its path.
The storm deals magical damage to 5 foes every 1s.
1PP: 6 dmg per tick
2PP: 10 dmg per tick
3PP: 16 dmg per tick
4PP: 21 dmg per tick
5PP: 27 dmg per tick
Gain a stack of Illusion and deal magic damage to 5 foes.
Illusion: Deal additional magic damage with each hit of Psychic Frenzy or Blade Dance. Stacks 5 times.
1 Illusion: 16 dmg
2 Illusion: 18 dmg
3 Illusion: 18 dmg
4 Illusion: 20 dmg
5 Illusion: 20 dmg
If Illusionary Blades is not cast for 8s, remove 1 Illusion every 1s.
Conjure 3 spectral blades that each deal 16 magic damage to 5 foes and generate a Psi Point.
Blades swing once per cast and can only generate 1 Psi Point total.
|Spectral Swarm||16 (AMPs)||Manifest 3 Phantoms that each deal 6 magic damage every 1.25s for 10s. Generate a Psi Point.|
Deal 56 magic damage and apply an Expose to 5 foes for 6s. Generate a Psi Point.
Expose: Reduces Magic Mitigation by 6%.
Shares a cooldown with Pyrokinetic Flame.
Deal 57 magic damage to 1 foe and generate a Psi Point.
Usable while above 2 Psi Points.