By wielding specially designed mag pistols, Spellslingers manipulate arcane energy to create powerful magic sigils – greatly increasing their accuracy and infusing their projectiles with destructive power.
Along with their deadly weapons, WildStar Spellslingers also use acrobatic agility to quickly move around the battlefield – positioning themselves to inflict the most damage upon their enemies. These deadly abilities, coupled with steely-eyed resolve, make the Spellslinger a truly frightening foe in battle.
Spellslinger Available Races
- Role: Ranged DPS, Healer
- Equipment: Dual Pistols
- Armor Weight: Light Armor
- Ability Resources: Spell Surges and Mana
- Primary Attributes: Finesse (DPS), Insight (Healing)
- Primary support stat: Will
Spellslinger Combat Mechanics
Spellslinger uses Mana and Spell Surges to take enemies down:
- Mana – most Spellslinger abilities require Mana to cast
- Spell Surge – You have three stacks of Spell Surge, when fulfilled enable you to activate powerful attacks. Spell Surges recharge over time.
Your main goal as a Spellslinger is to keep your enemies at distance and blast them with powerful spells.
|Mobile Fire||Deal 71 physical damage 3 times over 1s to 5 foes.|
|Charged Shot||Deal magic damage to 5 foes.|
C1: 158 dmg, 2.0s cd
|Ignite||Deal 127 magic damage on impact and 372 magic damage over 8.0 seconds to 5 foes.|
Periodic damage increases over time and applies more frequently.
|Wild Barrage||Deal 67 physical damage 12 times over 2.5s to 5 foes.|
|Frozen Bolt||Deal 176 magic damage to 5 foes.|
Snares by 35% for 4.5s.
|Rapid Fire||Deal 86 physical damage 3 times over 1s to 5 foes.|
|Flame Burst||This ability can only be used after a Critical Hit.|
Deal 369 magic damage to 5 foes.
|Assassinate||Deal 269 physical damage to a single foe. If the foe’s health is critical (red), damage is increased to 411.|
Ability Charges: 3
|True Shot||Deal 394 physical damage to 5 foes. Pierces 35% armor.|
Fires 3 shots before going on cooldown and each shot fires 50% faster than the last.
|Magic Missiles||Deal 196 magic damage every 0.6s for 1.801s divided up amongst up to 3 foes.|
Debuffs Magic Resist by 6% for 12s
If a single target is impacted, applies debuff twice.
|Gate||Blink forward 20 meters.|
Stun 5 foes in your path for 3s.
|Cone of Frost||Deal 151 magic damage to 5 foes.|
Roots for 3.35s
|Void Slip||Transition into the Void for 3.5s.|
Removes all disables and drops the caster from any creature threat lists.
Using the ability a second time will cause the caster to exit the Void early.
|Arcane Shock||Apply a sigil to 5 foes which will automatically Interrupt them if they start casting a spell in the next 2.4s.|
If a spell is interrupted, all foes will suffer 140 magic damage.
|Gather Focus||Restore 80 Focus.|
Reduces the effect of all outgoing healing by 35% for 6s.
|Purify||Remove 1 debuff effect from an ally and 4 other allies within 5 meters.|
Heal for 155 health.
|Void Pact||Create an 8 meter aura that lasts for 3.5s and buffs allies that enter for 10s.|
Increases Movement Speed by 25%
|Spatial Shift||Switches your position with a single foe’s.|
During the 1.5s cast, the caster and target are Held in place.
Additionally, the trip causes the target to become Disoriented for 6s.
|Phase Shift||Increase Deflect chance by 80% for 3.2s.|
|Affinity||Increase all healing an ally receives from you by 12% for 22s.|
Affinity can only affect 1 ally at a time.
|Distortion||Apply an absorption shield with 747 health to yourself and 5 allies for 10s.|
|Runic Healing||Heal an ally 97 health every 0.5s for 2.0s.|
If cast while moving, the healing effect is reduced to 63.
|Vitality Burst||Heal yourself and the 5 closest allies.|
C1: 201 health, 4.0s cd
|Astral Infusion||Heal an ally for 980 health instantly and 109 health every 2.0s for 6.0s.|
Once buffed, the ally cannot be affected by Astral Infusion or Phantasmal Armor again for 15s.
|Healing Salve||Apply a buff to yourself and the 5 closest allies for 20s that heals for 109 health when damage is taken.|
This effect cannot occur more than once every 3.0s.
|Dual Fire||Restore 133 health to 5 allies and deal 115 magic damage to 5 foes.|
Increase ally Strikethrough chance by 3% and decrease foe Strikethrough chance by 3% for 13.5s.
|Healing Torrent||Restore 470 health to yourself and the 5 closest allies.|
The Focus cost of this ability increases by 9 each time it is used within 8s of its previous use, stacks twice.
|Call the Void||Create a 10 meter zone that heals 10 allies within the zone for 42 health every 1s for 12.0s.|
|Regenerative Pulse||Restore 649 health divided up amongst up to 5 allies.|
|Sustain||Heal yourself and the 5 closest allies.|
C1: 346 health, 3.0s cd