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Wildstar Wildstar Support Class

Soldarus

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So I have seen some people on other forums talk about a rifle class due to the fact they saw a gameplay video with a player in the background using a rifle and that this may be the "Engineer" type class that Carbine have yet to release. Regardless if this is true or not I feel that we have 2 Tank/DPS roles and 2 DPS (ranged) / Heal roles, that means we should be expecting DPS/Support roles to come, just want to know how you guys think they will handle buffs and de-buffs with their telegraph system.

Yes i know that the "rifle class" may just be a S.W.A.T path mission for the solider it would, however, be really interesting to have a rifle class.
 
So I have seen some people on other forums talk about a rifle class due to the fact they saw a gameplay video with a player in the background using a rifle and that this may be the "Engineer" type class that Carbine have yet to release. Regardless if this is true or not I feel that we have 2 Tank/DPS roles and 2 DPS (ranged) / Heal roles, that means we should be expecting DPS/Support roles to come, just want to know how you guys think they will handle buffs and de-buffs with their telegraph system.

Yes i know that the "rifle class" may just be a S.W.A.T path mission for the solider it would, however, be really interesting to have a rifle class.


That was me and whenever I write <REDACTED> it comes out as <REDACTED>. Even though I stated mutiple times that it´s just speculation from my side :D
 
that means we should be expecting DPS/Support roles to come
Hmm. I don't really think so actually. Carbine has stated many times that the game will have the base trinity (Tank/Heal/DPS). Adding the fourth synergy as a dedication will not only mess with the trinity in 5-mans (Support Dedication removes from a DPS role as tank/heals are mandatory, slow DPS), and becomes over powered in 20/40 mans (only 1 dps removed out of 25 for full support buffs). It's just not logical to have a "support" buffer style class as we've seen in other MMO's. In reality, every class will have "Utility" style skills that can be replaced on the action bar, so what would really be the point of "support"? That's just another term for "healer" if you ask me (in terms of Wildstar).

The "Rifle Class" is supposed to fill the niche of a "ranged tank" supposedly. Because let's look at it this way. Assume everyone has a DPS role because, well, they do.

Esper - Healer
Spell Slinger - Healer
Warrior - Tank
Stalker - Tank
<REDACTED> - Tank
<REDACTED> - Healer

By these ratios, we have the option of 6 DPS, 3 Heals, 3 Tanks, with no one limited to only one role. To add a "support" style to this not only messes with the trinity, but would also break the ideal ratio for options. If each class is played equally (unrealistic, but work with me), there is a 50% chance that one person will role tanks, and another 50% chance that one will roll heals. This will create a better 5 man group scenario than in WoW (Because let's face it, compare the options for a druid or paladin over a rogue or mage. When you get a mage or rogue, you know they are DPS. Get a druid or paladin, they could be tank/heals/ or DPS).

The support archetype is not going to exist in WS. It is instead integrated into every class as utility skills (and in some cases, maybe path skills as well).
 
I'm going to have to agree that a support class would just throw off the balance too much with the trinity. I think Wildstar is trying to keep it simple with a 2 role per class system. Everyone can dps, half can heal, half can tank. This should really open up options for groups to be able to find what they need. Assuming you will need 1 healer and 1 tank, you will be easily able to find one and the rest can DPS.
 
I pray for this to be true... But I won't have to worry, I'll only need to find a tank since I'll be heals :p

Unless you pull together a group of 5 heal/dps or 5 tank/dps there has to be some combo of 1 tank and 1 heal in there. It is just convincing them to actually take on that role. This is a lot better than 10 classes, 5 of which are only pure DPS.
 
If each class is played equally (unrealistic, but work with me), there is a 50% chance that one person will role tanks, and another 50% chance that one will roll heals. This will create a better 5 man group scenario than in WoW (Because let's face it, compare the options for a druid or paladin over a rogue or mage. When you get a mage or rogue, you know they are DPS. Get a druid or paladin, they could be tank/heals/ or DPS).

The support archetype is not going to exist in WS. It is instead integrated into every class as utility skills (and in some cases, maybe path skills as well).


The thing about this though, is you have to que as whatever you would like to play as (assuming same as WoW finder) while also being sufficiently geared for it. Being as they wanting raiding to be difficult and the dungeons to be the stepping stones to that, I feel like the dungeons will be difficult enough that you can't just roll into the dungeon with your dps gear at low levels to heal through them (or tank). I don't know about you but I would think finding/keeping two sets of gear would also be a pain at the lower levels if they expect you to keep an entire second set of gear in your inventory, unless they make some sort of additional feature to store it. Later on at the elder game, I am sure this all changes and is a non-issue.

As to the support role, I don't think there will be one with the direction of the game, as Gyoin mentions. I just don't see it with their direction. Maybe in a future expansion they will then include DPS/Support as two classes but initially I do not believe it.
 
So I have seen some people on other forums talk about a rifle class due to the fact they saw a gameplay video with a player in the background using a rifle and that this may be the "Engineer" type class that Carbine have yet to release. Regardless if this is true or not I feel that we have 2 Tank/DPS roles and 2 DPS (ranged) / Heal roles, that means we should be expecting DPS/Support roles to come, just want to know how you guys think they will handle buffs and de-buffs with their telegraph system.

Yes i know that the "rifle class" may just be a S.W.A.T path mission for the solider it would, however, be really interesting to have a rifle class.


Has a pet class been ruled out all together then?

I have seen on the WS central forums people mention a dedicated healer class and engineer.

-Ben-
 
Has a pet class been ruled out all together then?

I have seen on the WS central forums people mention a dedicated healer class and engineer.
Carbine stated they don't want anyone locked into one role. Also, they want all classes to be actively played and not micro manage-y (so minimal pet class options if there is one).

Edit: There is speculation of a "turret" style of pet, but I can see it being less pet and more "drop and attack/tank" kind of thing.
 
Hmm. I don't really think so actually. Carbine has stated many times that the game will have the base trinity (Tank/Heal/DPS). Adding the fourth synergy as a dedication will not only mess with the trinity in 5-mans (Support Dedication removes from a DPS role as tank/heals are mandatory, slow DPS), and becomes over powered in 20/40 mans (only 1 dps removed out of 25 for full support buffs). It's just not logical to have a "support" buffer style class as we've seen in other MMO's. In reality, every class will have "Utility" style skills that can be replaced on the action bar, so what would really be the point of "support"? That's just another term for "healer" if you ask me (in terms of Wildstar).

The "Rifle Class" is supposed to fill the niche of a "ranged tank" supposedly. Because let's look at it this way. Assume everyone has a DPS role because, well, they do.

Esper - Healer
Spell Slinger - Healer
Warrior - Tank
Stalker - Tank
<REDACTED> - Tank
<REDACTED> - Healer

By these ratios, we have the option of 6 DPS, 3 Heals, 3 Tanks, with no one limited to only one role. To add a "support" style to this not only messes with the trinity, but would also break the ideal ratio for options. If each class is played equally (unrealistic, but work with me), there is a 50% chance that one person will role tanks, and another 50% chance that one will roll heals. This will create a better 5 man group scenario than in WoW (Because let's face it, compare the options for a druid or paladin over a rogue or mage. When you get a mage or rogue, you know they are DPS. Get a druid or paladin, they could be tank/heals/ or DPS).

The support archetype is not going to exist in WS. It is instead integrated into every class as utility skills (and in some cases, maybe path skills as well).


Yea I see what you mean and I didn't take into account the holy trinity they are going with, maybe the next two will focus on a ranged tanking and a melee healer.
 
Yea I see what you mean and I didn't take into account the holy trinity they are going with, maybe the next two will focus on a ranged tanking and a melee healer.
That is the speculation that I am under as well. :)
 
A range tank sounds cool in theory but like a nightmare in practice. With positioning so vital in encounters, especially raids, it's hard to imagine a ranged tank having the control necessary to precisely position and move mobs about. If the unannounced class is a "rifle class," perhaps they will shoot the rifle in dps roles and butt stroke the mobs in tanking situations. Or, perhaps a rifle is can be used to pull mobs, eliminating the need for misdirects (like hunters in WoW). If they truly turn out to be range based, I expect their secondary function to be healing. An engineer-y type range class with turrets or some such thing could be very cool for healing.
 
There have always been a class type that's been forgotten over the ages...

The Puller.

The guy that initiates the fight and then does shitty DPS until it's over. Ahh, the old days.
 
There have always been a class type that's been forgotten over the ages...

The Puller.

The guy that initiates the fight and then does shitty DPS until it's over. Ahh, the old days.

I wonder why it was forgotten^^
 
I wonder why it was forgotten^^

It's just been rolled in, along with other buff, debuff, and crowd control functions. I actually like that model better, it gives everyone something to do at each part of the fight. It also enables developers to focus on a smaller set of class types rather than huge numbers of combinations.

I remember when WoW required 1-2 crowd controls, even for 5 man groups. It forced more diversity in the groups and made you THINK before you pulled. Then came the aoe-lulz and sheeping became a distraction during your free time.
 
Wasn't it a rare drop from the summoned fish boss in ZG? you had to have max fishing and a certain bait from a fishermen in some swamp??

Yup! I actually farmed it for my wife since her main was a mage. She never did group stuff, though. Just leveled through the quests and had fun with professions.

I cannot stress enough how much I long for CC to be vital in WS. Especially at the 5 man dungeon level. That's where raiders are trained to make smart pulls, not break CC early, and maintain CCs properly. I really, really want that mechanic in the game.

Did I mention I love CC?
 
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