WildStar Esper Class Guide – Builds, Abilities and AMPs
The Esper is the master of illusions and telekinetic powers, and can use the strength of the mind to tackle the deadliest foes and aid the most in-need allies.
The Esper is one of the most powerful classes in the game, particularly for DPS. It’s a bit difficult to play a hybrid Esper, but as a pure DPS or pure Support this class is just as good (or even better) as any.
WildStar Esper Class
We’ll be covering the class basics in this guide, with main emphasis on the usefulness/uselessness of the abilities, recommended AMPs, and also a couple of sample builds.
Note that we have not laid out much statistical data for the abilities – if you wish to know about paper-stats, have a look at the excellent WS Base Builder we have used for our Builds/LAS.
The Spectral Form is the innate ability of the Esper. It has gone through a ton of changes, and sadly the current version is the weakest yet. For most beginners, Spectral Form is ideal as a getaway ability when you are in a tough situation.
However, the best use actually during the early stages of a fight, as you will be able to negate any incoming CC or early aggression from your enemy (particularly in PvP). Once that is done, you can easily spend your resources and energy into an all-out attack.
It’s a smart and underrated tool, and should be used to quickly farm and level your Esper.
Acquiring Psi Points is a special mechanism of the Esper. The Esper relies on two kinds of abilities/skills to function: one is the Builder, which are spammable abilities that generate Psi Points. Up to a maximum of 5 Psi Points can be generated.
Once these Psi Points are generated, Espers can spend them by using powerful spells called Finishers. The intensity of the Finisher spells will depend on the amount of Psi Points you spent (which is the amount of Psi Points you collected before you cast the Finisher spell). So if you managed to collect 3 Psi Points with Builders, you’ll spend all those 3 points by casting a Finisher.
Obviously, a 5 Psi Point Finisher is much more powerful than a 3 one, but it also takes more generation and time consumption.
The core attributes of the Esper are sorted in the following way, depending on whether you play as a Support or as a DPS:
- DPS: Moxie, Finesse, Brutality
- Healer: Insight, Grit, Tech
For more details on Attributes in WildStar, make sure you check out our Attributes Guide.
Builders’ Abilities (DPS)
The DPS Builders for the Esper are primarily available from the Assault tree. Here’s a look at them:
This is the bread and butter Builder for a DPS Esper. Good thing is you get this ability early on, so you can test it and by the time you’ve acquired the more advanced finishers, you’ll already know how to spam this. It also gives you a good idea of how the class will play out.
Tier 4 gives you a Shield penetration of 25%, while Tier 8 will allow you to generate one extra Psi point after you’ve acquired 3 of them.
This is a recommended ability as your primary Psi Builder.
True to its name, the Concentrated Blade only really concentrates on a single target, which along with its long casting time makes it a rather lackluster ability.
However, it does offer you Psi points quickly, which is why one should consider taking it. It combines quite well with Bolster, but T4 and T8 of the build are pretty much worthless, so don’t bother investing points into the skill.
This is a great PvE situational ability and should make it into your LAS. It has a slightly high cooldown, and also a large cast-time without T4, but the skill probably stands equal with Telekinetic Strike.
Tier 4 will reduce the cast time to 0.5 seconds, while Tier 8 will add a powerful Snare.
This can be a pretty annoying Builder because you’ll have to click a lot to spam it. TS tends to work better, though Psychic Frenzy has its benefits when you want to move around a lot and still harass enemies while generating Psi points.
Tier 4 will give you 25% life steal, while Tier 8 will give you Psi Charge stacks – after 6 stacks you’ll gain one Psi Point.
Absolutely brilliant spell. The Expose debuff will increase your magic damage against foes that have been inflicted by Haunt. It’s a great PvE and PvP ability that is used best as a starter, after which you can spam TS and then execute your Finishers for some amazing damage.
Tier 4 will give the ability a Pushback, while Tier 8 will remove a Dash charge and reduce NPC threat by 8%.
Poor ability. You’re just making yourself a bit happier with the added speed, but the damage is pathetic, and the cooldown is long enough to make the Psi point generation pitiful. Probably the worst DPS builder for the Esper.
There isn’t too much interesting about this Builder, except for the fact that it gives you a free Psi Point per cast, which is nice.
Overall in its duration it’ll tend to do more damage than TS, but the cooldown makes Spectral Swarm rather ineffective offensively. Still, you’ll probably be keeping this in your action bar for that Psi Point it so easily gives you.
Tier 4 will grant the Phantoms 12% lifesteal which will be transferred to you, while Tier 8 will have the phantoms deal a large bit of AoE damage on death.
Finishers Abilities (DPS)
The DPS Finishers come out of the Assault tree. Here they are:
One sentence to sum it up: probably the best offensive ability in the game. This is an insane Finisher skill and is a must-have for any Esper that is even mildly swaying towards the offensive side. The damage numbers are colossal and with 5 Psi Points this finisher can be absolutely lethal.
Tier 4 will make this ability even more powerful with 10% additional damage over 4 seconds, while Tier 8 will grant you a massive increased Crit chance whenever you spend 5 Psi Points on Mind Burst.
The second best Finisher after Mind Burst. The only issue with this spell is that it is a bit of a late bloomer – only when you’re approaching T8 will it really start to shine and become a candidate for substituting Mind Burst.
Overall, Telekinetic Storm will still do more damage than Mind Burst, but this is DoT damage, so it’s impact might not be as much as Mind Burst.
Tier 4 will add Armor piercing (up to 50% for 5 Psi Points), while Tier 8 will apply Weaken, which will reduce deflect chance by 2% which can stack up to 4 times.
Sounds cool, but it’s only good for one thing: single-target PvP. You want to avoid this ability for every other kind of mode, because if you can’t apply pressure on multiple targets at a time, you won’t ever be effective as an Esper.
Builders Abilities (Support)
It’s time to look at the other side of the coin, which is a Support Esper. The Builders for this type of Esper come out of the Support tree.
Mind over Body
MoB is more of a panic healer than anything – it’s a single target healing ability which grants a decent bit of spike health instead of HoT (health over time).
The cast time is 1.5 seconds, so you should learn to time it right if you’re using this as a last resort heal. Personally it’s a pretty useful option if you have some space in your action bar.
Tier 4 is kind of strange because it gives a bonus heal whenever your target is above 65% health, though it makes more sense to be using MoB when your target has relatively low health.
Tier 8 grants your target a Bastion which boosts the incoming healing by 15%.
Soothe is an interesting option because it’s a freeform healing skill that focuses more on the most injured player. When playing Raids, this might be an ideal Builder for your support Esper. The 2 Psi Points at full charge is great if you can manage to execute it regularly.
Tier 4 reduces the charge time by 0.5s, while Tier 8 will restore additional health every 1s for 4s.
If you’re playing with a small group, this is an excellent HoT skill. The only issue with it is that it’s a single-target healer, meaning its usefulness in Raids is kind of limited.
However, it does have the ability to stack on itself, which can allow you to keep it up indefinitely on one target if you time it correctly. That’s one sweet HoT right there for a small group.
Tier 4 gives the ability a 10% absorb, while Tier 8 will increase the charge count to 3.
This spell will summon a Warden (how surprising!) who will heal you for a large value, while also giving HoT to five other allies for ten seconds. It’s interesting, and it works well, but I don’t see this spell making it ahead of some of the other Builders you have at hand.
A brilliant ability on paper, but the fact that it’s so situational makes it difficult to use in Raids. The cooldown is rather large, and even though its effect stays for 60 seconds, you can only get benefit from it once.
Mirage is a good backup plan for PvE, but in Raids this ability will be wasting an action slot because of how situational it is.
Useless – don’t bother with this Builder as you have much better options available to you in other ones.
Reverie will probably be the first choice for most people as a finisher. It restores plenty of health to 9 party members, and the two Tier upgrades at T4 and T8 are absolutely fantastic. If you’re playing a healing Esper for the first time, this should be your main Finisher choice.
This ability is strange for a Finisher because despite using your Psi Points it only heals a single target. Heck, the amount of heal for that single targets is just as much as what you would get with Reverie.
No way in hell would I swap Reverie for Banner, which is only partially useful when you level it all the way up to Tier 8.
Impressive boon for how many healing ticks it sends out – every 0.5s for 6s, meaning 12 times after a cast. Each individual heal itself is insignificant, but when combined together especially at higher Psi Point spending it can really have advantage.
It’s not recommended to level this all the way to Tier 8 though – take a few Tiers in it and keep prioritizing other Finishers like Reverie over this boon.
I’ll admit that the Esper’s quality doesn’t really come from its Utility tree, but there are quite a few interesting spells that should make it to your action bar.
Here I’ll only be listing the ones that are attention worthy (either truly awesome or absolutely terrible).
Good preliminary interrupt spell, but its only problem is that it has to be aimed towards the closest foes, and not anyone who you wish for.
Eitherway, it’s a useful ability to have irrespective of whether you’re playing a support or a DPS. I really personally like the Tier 8 boost, though I wouldn’t really want to level it all the way.
Tier 4 will Destroy 2 interrupt armor, while Tier 8 will decrease magic resistance by 38% for 6 seconds.
Avoid this awful spell at all costs.
Fixation is very useful in PvP, but the only problem is it simply isn’t worth the investment as far as AMPs are concerned. As an Esper you’ll hardly be touching the Utility AMP Grid, so spending 13 AMPs to acquire Fixation seems utterly useless.
This is probably the best Utility spell for the Esper. The Root is insane and dominates in PvE and PvP games because there is no real breakout mechanism to counter it properly, so other players will be forced to use Cleanse or CC break.
Oh boy, people will hate you for this spell. The Esper is the only known class to utilize the awfulness that is Subdue: a debuff that prevents the target from using an ability for a specific duration.
Incapacitate is OP in PvP games and against casters. In PvE it doesn’t have too much use, but the range is very useful to disrupt enemies from afar and allow yourself a strong initiation.
A lot of Espers seem to have incorporated this skill into their LAS. For me however, its effect is too insignificant until tiered higher.
Unless you’re playing some kind of utility hybrid, you won’t be spending too many points in the Utility tree, which is why upgrading Shockwave seems like a complete waste of ability points.
As an Esper, your main focus as far as the AMP Grid is concerned should be based on the style you’re playing (Support or DPS). Naturally, you want to consider the following AMPs to get the most out of your Esper:
- Assault Power – Increases AP by 2.5% of your current maximum
- Armor Pierce – Increases Armor Pierce by 2%
- True Sight – While Above 3 Psi Points gain an Empower
- The Power! – Landing a Crit Hit grants an Empower
- Spectral Swarm – Unlocks the Spectral Swarm ability
- Critical Hit – Increases Crit Hit chance by 2%
- Critical Hit Severity – Increases Crit Hit Severity by 4%
- No Pain No… – Taking Damage has a 10% chance to gain Psi
- Tactician – Dashing grants Empower and Bastion
- B-I-N-G-O – Landing a Crit Hit with a Builder as 20% chance to grant 2 Psi Points
- Support Power – Increases SP by 2.5% of your current maximum
- Focus Cost – Reduces Focus cost on spells by 2%.
- Focus Recovery – Increases Focus recovery rate by 0.1/s
- Inspiration – Landing a basic heal grants healed ally Defense.
- Spectral Shield – When you Crit an ally they acquire an absorption shield of 50%
- Mirage – Unlocks the ability Mirage
- Cooldowns – Increases CD reduction by 5%.
- CC Resilience – Increases CC Resilience by 10%.
Wildstar Esper Builds
Below are a couple of sample builds for you to take reference from.
Note that these builds are entirely subjective, and are merely there to give you an idea of how the Esper LAS and AMPs progression would look like for most conventional usage.
We’ll have one DPS Esper build and one Support Esper build. There is no hybrid build listed by us yet – if you have any, please feel free to share with us in the comments below.
This is the conventional Esper build we talked about during our Abilities overview. This build is based around two abiltiies: Telekinetic Strike as your Builder and Mind Burst as your powerful finisher.
It also utilizes the single-target heal (ideally for yourself), and the crow-control of the brilliant Incapacitate and Restraint skills from the Utility tree.
It’s a primarily DPS and attack oriented ability that balances itself with some defensive/CC skills.
This is a healing Esper which uses the Support tree, with Bolster as the primary Builder and Reverie as the primary Finisher. We’re also utilizing auxiliary builders in the form of MoB and Soothe, while using Mental Boon for the brilliant HoT tick.
There are plenty of unspent AMP points in the AMPs Grid, which you can choose according to your liking.