WildStar Runecrafting Guide

Runecrafting in WildStar is the only way to customize your gear, attribute-wise. Almost every piece of gear has rune slots where you can put runes, and each rune gives a certain amount of one attribute – primary or secondary and some even grant powerful bonuses. You probably completed level 15 quest for runecrafting after you had visited your capital city for the first time, but honestly, that quest doesn’t explain the rune system completely. So let’s go over it one more time.

Engraving Station


Runecrafting_Screen
Everyone gets it at level 15, and there is nothing to level up, nothing to discover, no skill tree, talents, schematics… Pretty simple, craft and put runes in corresponding gear slots – fire runes into fire sockets, air runes into air sockets, etc. You do that at the engraving station in Illium/Thayd. Interacting with the station opens a screen with two tabs: Create Runes and Equip Runes.

 

Create Runes

There are 7 elements on the left side of the screen – Air, Earth, Fire, Fusion, Life, Logic and Water. Each element has six sub-groups:

  • Attributes – attributes only;
  • Class Rune Sets – attributes and class specific set bonuses;
  • Elder Rune Sets – attributes and role oriented set bonuses;
  • General Rune Sets – like Elder Sets but less rewarding and requires cheaper/more common materials to craft;
  • PvP Attributes – PvP offense or PvP defense attributes only;
  • PvP Rune Sets – attributes and set bonuses useful in PvP.

Create_Runes_TabSelect one element, its sub-group and a rune to craft it. Material requirements are displayed at the bottom of the crafting screen. You can’t see how many attribute points each rune gives (more about this later). Materials required for crafting are Elemental Signs and Fragments. They are world and dungeon drops, but you can also obtain them by salvaging gear, their tiers are connected with zone level. You can check them in your crafting bag (click on the hammer icon in the lower left corner of your inventory to open it).

The highest tier sign – Eldan Sign, is needed to craft Class, Elder and PvP set runes. It drops in veteran instances and raids. It’s important to notice that every attribute or set rune isn’t available to craft under each element; for example, Esper’s Concentrated Blades set runes are crafted only as Air, Fire and Life runes. In order to receive rune set bonuses, you have to equip enough runes for that set; required number is displayed in brackets for every set.

Equip Runes


Runes_and_Slots
Every rune slot in an item is aligned to one of the Elements mentioned before, but there is one “unaligned” slot – Omni. You can put any rune in this slot, regardless of its element, and it makes it the most desirable slot to get. Equip Runes tab lists every piece of gear you have equipped or in your bags and their rune slots. You can see which element each slot belongs to, number of slots per one piece of gear and locked slots.

You have to pay in gold to unlock each slot; price goes up with gear level. You have to equip runes in previous slots before you put them in any subsequent slot. To equip runes, drag over a rune from your inventory on a slot, or click on the slot and select the rune from a list. A small window pops-up where you can see amount of attributes that rune gives, and you have to confirm equipping the rune. It’s important to know that the same rune doesn’t give the same amount of attributes to every item. Chests and legs get the most, while every other piece gets less. It also depends on the item level – the higher it is, the more you get. Also, any subsequent rune slot past the first one gives less and less. For instance, the second one gives only 78% of the possible full gain, and the second one will give you nothing if it’s the same rune as the previous one (same alignment and attribute). It’s fine if they have same attributes but are aligned differently. To remove equipped runes, you just have to click on them and pay some gold.

Example of creating and equipping a rune


You have one pretty level 22 chest with Fire and Earth rune slots. The Earth slot is locked and you have to pay to unlock it. You also have level 22 legs with dual Fire runes, the second Fire also locked. You have enough materials and you want to put Moxie attribute runes, but they’re available only as Fire, Air, Fusion and Logic. So, something else has to be put in the Earth Slot in the chest piece, like the Grit rune. Click on the Equip Rune tab, find the chest, click on the arrow and select Rune of Moxie (red). It gives 5 Moxie. Click on the locked Earth slot, pay ~1g and equip the Grit rune. But, it will give you 4 Grit instead of 5, since it’s the second rune slot. Now for the legs, you put the fire rune of Moxie in the first slot, unlock the second slot, put another fire rune of Moxie and pop-up window tells you that you will get nothing, because it’s the same rune as the previous one, so you pick another fire rune from the list and equip it.

Planning your runes


First, don’t waste your time, gold and materials until you hit level 50. Until then you change your gear like socks. Check all rune sets and pick the one you like. Check in what elements they are available, and bear in mind that chest and legs get the highest amount of attributes. Decide what attributes you want for the first slot, what for the second and so on. Randomness in gear, combined with the fact that some runes are only available as certain elements, makes it very hard to make the perfect setup. Every item drop has many versions of itself, with more or less rune slots and different elemental alignments. It means that, even you got the item you wanted, you will continue farming the same item if the rune slot layout is not to your liking.

Attribute Runes


Air – Deflect, Deflect Crit, Finesse, Moxie, Recovery, Resist Physical, Tech, Shield Cap, Strikethrough
Earth – Armor, Brutality, Crit Severity, Grit, Health, Resist Magic, Resist Physical, Tech
Fire – Brutality, Critical, Health, Insight, Moxie, Resist Physical, Shield Cap, Tech
Fusion – Armor, Assault Power, Brutality, Crit Severity, Critical, Deflect, Deflect Crit, Finesse, Grit, Health, Insight, Moxie, Recovery, Resist Magic, Resist Physical, Resist Tech, Shield Cap, Strikethrough, Support Power, Tech
Life – Brutality, Crit Severity, Critical, Deflect Crit, Finesse, Grit, Health, Insight, Recovery, Resist Tech
Logic – Armor, Crit Severity, Critical, Deflect, Deflect Crit, Moxie, Resist Magic, Shield Cap, Strikethrough, Tech
Water – Armor, Deflect, Finesse, Grit, Insight, Recovery, Resist Magic, Resist Tech, Strikethrough

Class Rune Sets



Engineer:
In the Zone (Air – Deflect, Deflect Crit, Shield Cap; Earth – Armor, Grit, Tech; Logic – Armor, Tech):
[6] In the Zone: Gain a Defense while you are between 25% and 75% Volatility. Defense: Increases Armor by 700.
[11] In the Zone: Gain a Defense while you are between 25% and 75% Volatility. Defense: Increases Armor by 950.
[15] In the Zone: Gain a Defense while you are between 25% and 75% Volatility. Defense: Increases Armor by 1150.

Tough Chassis (Air – Finesse, Strikethrough; Logic – Critical, Strikethrough, Tech; Water – Finesse, Grit, Strikethrough):
[6]: Grants a buff to your Bots increasing their Max Health by 600 as well as Assault and Support Power by 17.
[11]: Grants a buff to your Bots increasing their Max Health by 800 as well as Assault and Support Power by 23.
[15]: Grants a buff to your Bots increasing their Max Health by 1000 as well as Assault and Support Power by 28.

Esper:
Concentrated Assault (Air – Moxie, Recovery, Strikethrough; Fire – Critical, Insight, Moxie; Life – Critical, Insight):
[6] Concentrated Assault: Activating Spectral Form deals 308 magic damage to 5 foes within 6m and Roots them for 1.0s.
[11] Concentrated Assault: Activating Spectral Form deals 458 magic damage to 5 foes within 6m and Roots them for 1.0s.
[15] Concentrated Assault: Activating Spectral Form deals 578 magic damage to 5 foes within 6m and Roots them for 1.0s.

Synapse (Earth – Brutality, Crit Severity, Grit; Life – Critical, Insight, Recovery; Water – Insight, Recovery):
[6] Synapse: Building 5 Psi Points within 4.0s grants an Empower for 5.0s. Empower: Increases Critical Hit Rating by 56.
[11] Synapse: Building 5 Psi Points within 4.0s grants an Empower for 5.0s. Empower: Increases Critical Hit Rating by 76.
[15] Synapse: Building 5 Psi Points within 4.0s grants an Empower for 5.0s. Empower: Increases Critical Hit Rating by 92.

Medic:
Echo Burst (Fire – Critical, Insight, Tech; Life – Crit Severity, Critical, Insight; Logic – Crit Severity, Critical):
[6]: Landing a Critical Hit deals an additional 48 technology damage. Critical Heal restores an additional 55 health.
[11]: Landing a Critical Hit deals an additional 66 technology damage. Critical Heal restores an additional 76 health.
[15]: Landing a Critical Hit deals an additional 79 technology damage. Critical Heal restores an additional 91 health.

Full Charge (Fire – Insight, Tech; Life – Critical, Health, Insight; Water – Insight, Recovery, Strikethrough):
[6] Full Charge: Activating Energize grants an Empower for 5.0s. Empower: Increases Assault and Support Power by 168.
[11] Full Charge: Activating Energize grants an Empower for 5.0s. Empower: Increases Assault and Support Power by 228.
[15] Full Charge: Activating Energize grants an Empower for 5.0s. Empower: Increases Assault and Support Power by 276.

Spellslinger:
Focused Surge (Air – Finesse, Recovery, Strikethrough; Fire – Critical, Health, Insight; Water – Finesse, Insight):
[6] Focused Surge: Landing a hit while Spell Surged grants an Empower for 5.0s. Empower: Increases Assault and Support Power by 11. Stacks 5 times.
[11] Focused Surge: Landing a hit while Spell Surged grants an Empower for 5.0s. Empower: Increases Assault and Support Power by 15. Stacks 5 times.
[15] Focused Surge: Landing a hit while Spell Surged grants an Empower for 5.0s. Empower: Increases Assault and Support Power by 19. Stacks 5 times.

Surge Bank (Earth – Crit Severity, Grit; Life – Critical, Finesse, Insight; Water – Finesse, Insight, Recovery):
[6] Surge Bank: Increases Max Spell Power by 6.
[11] Surge Bank: Increases Max Spell Power by 9.
[15] Surge Bank: Increases Max Spell Power by 11.

Stalker:
Predator (Air – Deflect, Strikethrough; Earth – Brutality, Crit Severity, Tech; Logic – Crit Severity, Deflect, Tech):
[6]: While using Stealth, Combat Stealth, or Tactical Retreat you gain Swiftness: Increases Movement Speed by 10%
[11]: While using Stealth, Combat Stealth, or Tactical Retreat you gain Swiftness: Increases Movement Speed by 15%
[15]: While using Stealth, Combat Stealth, or Tactical Retreat you gain Swiftness: Increases Movement Speed by 20%

Sucker Punch (Fire – Brutality, Critical, Tech; Fusion – Critical, Strikethrough; Logic – Crit Severity, Critical, Tech):
[6] Sucker Punch: Landing a hit grants a 10% chance to deal an additional 77 physical damage when attacking from behind or 74 physical damage when attacking from the side.
[11] Sucker Punch: Landing a hit grants a 10% chance to deal an additional 105 physical damage when attacking from behind or 100 physical damage when attacking from the side.
[15] Sucker Punch: Landing a hit grants a 10% chance to deal an additional 127 physical damage when attacking from behind or 121 physical damage when attacking from the side.

Warrior:
Reverberate (Air – Deflect Shield Cap, Strikethrough; Earth – Armor, Tech; Fire – Brutality, Shield Cap, Tech):
[6] Reverberate: Deal 239 technology damage to 5 foes within 6m when casting Plasma Wall or Whirlwind ends or is interrupted.
[11] Reverberate: Deal 379 technology damage to 5 foes within 6m when casting Plasma Wall or Whirlwind ends or is interrupted.
[15] Reverberate: Deal 458 technology damage to 5 foes within 6m when casting Plasma Wall or Whirlwind ends or is interrupted.

Lingering Charge (Earth – Brutality, Crit Severity, Tech; Fire – Brutality, Critical, Tech; Logic – Crit Severity, Critical):
[6] Lingering Charge: Activating Stance: Onslaught or Stance: Juggernaut causes your next Energy Restricted ability to deal 1315 bonus technology damage.
[11] Lingering Charge: Activating Stance: Onslaught or Stance: Juggernaut causes your next Energy Restricted ability to deal 1785 bonus technology damage.
[15] Lingering Charge: Activating Stance: Onslaught or Stance: Juggernaut causes your next Energy Restricted ability to deal 2160 bonus technology damage.


Elder Rune Sets


Crystalize (Earth – Grit, Tech; Life – Deflect Crit, Health; Water – Grit, Recovery, Support Power):
[8] Increases Max Health by 650 and grants a 10% chance to restore 171 health when you land a hit. Can only occur every 5.00s.
[12] Increases Max Health by 870 and grants a 10% chance to restore 229 health when you land a hit. Can only occur every 5.00s.
[20] Crystalize: When you drop below 50% health you deal 809 magic damage to 5 foes within 6m and Root them for 2.0s. Can only occur every 45.00s.

Fusion Blast (Air – Strikethrough; Fire – Assault Power, Critical; Fusion – Assault Power, Crit Severity, Critical):
[8] Assassin: Increases Assault Power by 16 and grants a 25% chance to deal an additional 30 physical damage when landing a hit on a foe below 30% health.
[12] Assassin: Increases Assault Power by 16 and grants a 25% chance to deal an additional 40 physical damage when landing a hit on a foe below 30% health.
[20] Shadow Blast: Landing a Critical Hit grants a 5% chance to deal an additional 1207 magic damage that spreads to 4 foes within 6m.

Fusion Gorge (Fusion – Insight, Recovery, Support Power; Life – Insight; Water – Insight, Recovery):
[8] Team Player: Increases Support Power by 24 and grants a 25% chance to restore an additional 33 health when landing a heal on an ally that is below 30% health.
[12] Team Player: Increases Support Power by 32 and grants a 25% chance to restore an additional 43 health when landing a heal on an ally that is below 30% health.
[20] Shadow Gorge: Taking a Critical Hit grants a 10% chance to deal 795 damage to 5 foes within 6m. Additionally, you will heal yourself and your party members for the damage dealt. Can only occur every X seconds.

Fusion Guard (Earth – Grit, Tech; Fusion – Armor, Deflect, Support Power; Logic – Armor):
[8] Protect your Neck: Increases Armor by 192 and grants a Defense for 5.0s when you drop below 30% health. Defense: increases Armor by 1250. Can only occur every X seconds.
[12] Protect your Neck: Increases Armor by 258 and grants a Defense for 5.0s when you drop below 30% health. Defense: increases Armor by 1660. Can only occur every X seconds.
[20] Shadow Guard: Taking a Critical Hit grants a 10% chance to grant a Defense for 5.0s. Defense: Increases Armor by 2170.

Hard Rock (Earth – Armor, Crit Severity, Grit, Tech; Fire – Health; Logic – Armor, Crit Severity):
[8] Weapon Specialist: Increases Physical Damage Dealt by 1.5% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Physical Resistance by 360.
[12] Weapon Specialist: Increases Physical Damage Dealt by 2% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Physical Resistance by 480.
[20] Hard Rock: Landing a Critical Hit grants a 50% chance to summon a Granite Golem to fight beside you for 15.0s. Can only occur every 60.00s.

Head Wind (Air – Deflect, Deflect Crit, Shield Cap; Life – Deflect Crit; Logic – Deflect Crit, Shield Cap):
[8] Head Wind: While Sprinting you leave behind a trail that will Snare foes by 15%.
[12] Head Wind: While Sprinting you leave behind a trail that will Snare foes by 30%.
[20] Head Wind: While Sprinting you leave behind a trail that will Snare foes by 45%.

Life Giver (Fire – Critical; Life – Crit Severity, Critical, Insight; Water – Insight, Recovery):
[8] Serenity: Increases Max Focus by 93 and grants a 50% chance to restore 12 focus wen you land a Critical Heal. Can only occur every 5.00s.
[12] Serenity: Increases Max Focus by 128 and grants a 50% chance to restore 16 focus wen you land a Critical Heal. Can only occur every 5.00s.
[20] Life Giver: Landing a Critical Heal creates a 6m field lasting for 6.0s that restores 176 health every 1.0s to allies. Can only occur every 20.00s.

Logic Bomb (Air – Shield Cap; Fire – Critical, Shield Cap; Logic – Armor, Crit Severity):
[8] Shield Specialist: Increases Max Shield by 1300 and reduces your Shield Reboot Time by 1.00s.
[12] Shield Specialist: Increases Max Shield by 1740 and reduces your Shield Reboot Time by 1.00s.
[20] Logic Bomb: Whenever your Shield is depleted you unleash a Logic Bomb dealing 620 technology damage to 5 foes within 6m and restoring 724 shield to yourself and 4 allies within 6m. Can only occur every 30s.

Magic Fire Starter (Fire – Assault Power, Critical; Life – Crit Severity, Critical; Water – Recovery, Strikethrough):
[8] Spellweaver: Increases Magic Damage by 1.5% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Magic Resistance by 360.
[12] Spellweaver: Increases Magic Damage by 2% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Magic Resistance by 480.
[20] Fire Starter: Landing a Critical Hit creates a 6m field that lasts for 6.0s that deals 145 damage every 1.0s to foes. Can only occur every 10.00s.

Tech Fire Starter (Earth – Crit Severity, Tech; Fire – Assault Power, Critical; Logic – Crit Severity, Critical):
[8] Technophile: Increases Technology Damage by 1.5% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Technology Resistance by 360.
[12] Technophile: Increases Technology Damage by 2% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Technology Resistance by 480.
[20] Fire Starter: Landing a Critical Hit creates a 6m field that lasts for 6.0s that deals 145 damage every 1.0s to foes. Can only occur every 10.00s.

General Rune Sets


Assassin (Fire – Assault Power, Critical; Life – Crit Severity, Critical; Logic – Crit Severity):
[4] Increases Assault Power by 16 and grants a 25% chance to deal an additional 20 physical damage when landing a hit on a foe below 30% health.
[8] Increases Assault Power by 16 and grants a 25% chance to deal an additional 30 physical damage when landing a hit on a foe below 30% health.
[12] Increases Assault Power by 16 and grants a 25% chance to deal an additional 40 physical damage when landing a hit on a foe below 30% health.

Focus Regen (Air – Recovery; Life – Critical, Insight, Recovery; Water – Insight, Recovery):
[4] Increases Max Focus by 62 and grants a 50% chance to restore 8 Focus when you land a Critical Heal. Can only occur every 5.00s.
[8] Increases Max Focus by 93 and grants a 50% chance to restore 12 Focus when you land a Critical Heal. Can only occur every 5.00s.
[12] Increases Max Focus by 128 and grants a 50% chance to restore 16 Focus when you land a Critical Heal. Can only occur every 5.00s.

Preservation (Earth – Grit, Health; Life – Grit, Health; Water – Grit, Strikethrough):
[4] Preservation: Increases Max Health by 435 and grants a 10% chance to restore 114 health when you land a hit. Can only occur every 5.00s.
[8] Preservation: Increases Max Health by 650 and grants a 10% chance to restore 171 health when you land a hit. Can only occur every 5.00s.
[12] Preservation: Increases Max Health by 870 and grants a 10% chance to restore 229 health when you land a hit. Can only occur every 5.00s.

Protect Your Neck (Air – Deflect, Deflect Crit; Earth – Armor, Grit; Life – Deflect Crit, Health):
[4] Protect your Neck: Increases Armor by 128 and grants Defense for 5.0s when you drop below 30% health. Defense: Increases Armor by 830. Can only occur every 30.00s.
[8] Protect your Neck: Increases Armor by 192 and grants Defense for 5.0s when you drop below 30% health. Defense: Increases Armor by 1250. Can only occur every 30.00s.
[12] Protect your Neck: Increases Armor by 258 and grants Defense for 5.0s when you drop below 30% health. Defense: Increases Armor by 1660. Can only occur every 30.00s.

Shield Specialist (Air – Deflect, Deflect Crit, Shield Cap; Earth – Tech; Logic – Armor, Shield Cap):
[4] Shield Specialist: Increases Max Shield by 860 and reduces your Shield Reboot Time by 1.00s.
[8] Shield Specialist: Increases Max Shield by 1300 and reduces your Shield Reboot Time by 1.00s.
[12] Shield Specialist: Increases Max Shield by 1740 and reduces your Shield Reboot Time by 1.00s.

Spellweaver (Fire – Critical, Moxie; Life – Critical; Water – Magic Resistance, Strikethrough):
[4] Spellweaver: Increases Magic Damage dealt by 1% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Magic Resistance by 240.
[8] Spellweaver: Increases Magic Damage dealt by 1.5% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Magic Resistance by 360.
[12] Spellweaver: Increases Magic Damage dealt by 2% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Magic Resistance by 480.

Team Player (Life – Critical, Health; Logic – Crit Severity, Critical; Water – Insight, Recovery):
[4] Team Player: Increases Support Power by 16 and grants a 25% chance to restore an additional 22 health when landing a heal on an ally that is below 30% health.
[8] Team Player: Increases Support Power by 24 and grants a 25% chance to restore an additional 33 health when landing a heal on an ally that is below 30% health.
[12] Team Player: Increases Support Power by 32 and grants a 25% chance to restore an additional 43 health when landing a heal on an ally that is below 30% health.

Technophile (Air – Finesse, Resist Tech; Fire – Brutality, Critical; Logic – Crit Severity, Tech):
[4] Technophile: Increases Technology Damage Dealt by 1% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Technology Resistance by 240.
[8] Technophile: Increases Technology Damage Dealt by 1.5% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Technology Resistance by 360.
[12] Technophile: Increases Technology Damage Dealt by 2% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Technology Resistance by 480.

Weapon Specialist (Earth – Crit Severity, Resist Physical; Fire – Assault Power, Critical; Logic – Crit Severity, Strikethrough):
[4] Weapon Specialist: Increases Physical Damage Dealt by 1% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Physical Resistance by 240.
[8] Weapon Specialist: Increases Physical Damage Dealt by 1.5% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Physical Resistance by 360.
[12] Weapon Specialist: Increases Physical Damage Dealt by 2% and grants a 10% chance to apply an Expose for 5.0s when you land a hit. Expose: Reduces Physical Resistance by 480.

PvP Attribute Runes


Air, Fire, Fusion – PvP Offense
Earth, Fusion, Life, Logic, Water – PvP Defense

PvP Rune Sets

Engineer:
Supercharged ExoSuit (Air – Moxie, PvP Offense; Earth – Grit, PvP Defense; Fusion – Assault Power, Support Power, PvP Offense, PvP Defense; Logic – Critical, PvP Defense; Water – Finesse, PvP Defense):

[6] Supercharged ExoSuit: Activating Mode: Eradicate or Mode: Provoke grants an Empower and Defense for 5.0s. Empower: Increases Critical Hit Rating by 168. Defense: Increases Deflect Rating by 168.
[11] Supercharged ExoSuit: Activating Mode: Eradicate or Mode: Provoke grants an Empower and Defense for 5.0s. Empower: Increases Critical Hit Rating by 228. Defense: Increases Deflect Rating by 228.
[15] Supercharged ExoSuit: Activating Mode: Eradicate or Mode: Provoke grants an Empower and Defense for 5.0s. Empower: Increases Critical Hit Rating by 276. Defense: Increases Deflect Rating by 276.

Esper:
Sight Before Sight (Air – Finesse, PvP Offense; Fire – Moxie, PvP Offense; Fusion – Assault Power, Support Power, PvP Offense, PvP Defense; Life – Crit Severity, PvP Defense; Water – Insight, PvP Defense):

[6] Sight Before Sight: Landing a Critical Hit applies a Blind for 1.0s. Blind: Hinders vision and reduces Strikethrough Chance by 25%. Can only occur every 10.00s. Landing a Critical Heal grants Empower for 5.0s. Empower: increases Strikethrough and Critical Hit Rating by 65. Can only occur every 10.00s.
[11] Sight Before Sight: Landing a Critical Hit applies a Blind for 1.25s. Blind: Hinders vision and reduces Strikethrough Chance by 25%. Can only occur every 10.00s. Landing a Critical Heal grants Empower for 5.0s. Empower: increases Strikethrough and Critical Hit Rating by X. Can only occur every 10.00s.
[15] Sight Before Sight: Landing a Critical Hit applies a Blind for 1.5s. Blind: Hinders vision and reduces Strikethrough Chance by 25%. Can only occur every 10.00s. Landing a Critical Heal grants Empower for 5.0s. Empower: increases Strikethrough and Critical Hit Rating by X. Can only occur every 10.00s.

Medic:
Shield Flux (Earth – Tech, PvP Defense; Fire – Moxie, PvP Offense; Fusion – Assault Power, Support Power, PvP Offense, PvP Defense; Life – Critical, PvP Defense; Water – Insight, PvP Defense):

[6] Shield Flux: Landing a Critical Heal restores an additional 55 shield. Landing a Critical Hit restores the same amount to your shield.
[11] Shield Flux: Landing a Critical Heal restores an additional 76 shield. Landing a Critical Hit restores the same amount to your shield.
[15] Shield Flux: Landing a Critical Heal restores an additional 91 shield. Landing a Critical Hit restores the same amount to your shield.

Spellslinger:
Scatter Shots (Air – Moxie, PvP Offense; Earth – Crit Severity, PvP Defense; Fusion – Assault Power, Support Power, PvP Offense, PvP Defense; Life – Insight, PvP Defense; Water – Finesse, PvP Defense):

[6] Scatter Shots: Landing a Critical Hit deals an additional 45 magic damage that spreads to 3 foes within 6m. Landing a Critical Heal restores an additional 52 health that spreads to 3 allies within 6m.
[11] Scatter Shots: Landing a Critical Hit deals an additional 61 magic damage that spreads to 3 foes within 6m. Landing a Critical Heal restores an additional 70 health that spreads to 3 allies within 6m.
[15] Scatter Shots: Landing a Critical Hit deals an additional 74 magic damage that spreads to 3 foes within 6m. Landing a Critical Heal restores an additional 85 health that spreads to 3 allies within 6m.

Stalker:
Unfair Advantage (Air – Moxie, PvP Offense; Earth – Grit, PvP Defense; Fire – Brutality, PvP Offense; Fusion – Assault Power, Support Power, PvP Offense, PvP Defense; Logic – Crit Severity, PvP Defense):

[6] Unfair Advantage: Landing a hit from Stealth grants an Empower for 5.0s. Empower: Increases Assault and Support Power by 28.
[11] Unfair Advantage: Landing a hit from Stealth grants an Empower for 5.0s. Empower: Increases Assault and Support Power by 38.
[15] Unfair Advantage: Landing a hit from Stealth grants an Empower for 5.0s. Empower: Increases Assault and Support Power by 46.

Warrior:
Overpower (Air – Moxie, PvP Offense; Earth – Grit, PvP Defense; Fire – Brutality, PvP Offense; Fusion – Assault Power, Support Power, PvP Offense, PvP Defense; Logic – Crit Severity, PvP Defense):

[6] Overpower: When a foe deflects one of your attacks you gain an Empower for 5.0s. Empower: Increases Strikethrough and Critical Hit Rating by 28.
[11] Overpower: When a foe deflects one of your attacks you gain an Empower for 5.0s. Empower: Increases Strikethrough and Critical Hit Rating by 38.
[15] Overpower: When a foe deflects one of your attacks you gain an Empower for 5.0s. Empower: Increases Strikethrough and Critical Hit Rating by 46.

One thought on “WildStar Runecrafting Guide

  1. Beldar

    Great guide, thank you!

    Perhaps consider moving this to the first paragraph: “First, don’t waste your time, gold and materials until you hit level 50. Until then you change your gear like socks.”

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