WildStar: Your Path Skills and You
OK so path skills. What are they? Why should you care? Also, how can you use them to help or troll your friends and party mates.
Your Path is that second choice you made in character creation that gives you a whole bunch of quests that don’t level your toon. Thing is though, Paths actually give you some extra benefits for completing them. So even if they don’t help you see that sweet sweet level up graphic (and hear the badass announcer) working on your path still benefits you.
One of the biggest Path bennies is your Path Abilities. Path Abilities have a special spot on your LAS bar (Limited Action Set) and are set to 0 (zero) by default in your hot-keys. You can only choose one Path Ability to use at any one time.
While some Path Abilities are more helpful outside of the Path than others (I’m looking at you Explorer), it really depends on your game style. All of the Path Abilities can be helpful here and there. Here’s what I know about them, and hopefully this info will help you use your Path Abilities to the fullest.
Disclaimer: Keep in mind that these are unlocked based on PATH LEVEL not on character level. So you’re going to have to level up your Path separately from your character level to get access to these sweet sweet bennies.
The Explorer has some handy skills to help them do what they do, explore stuff. The Explorer abilities revolve around helping you get out of tricky situations or at least try to keep you from falling to your doom.
- Explorer’s Safe Fall – Level 4 – This one reduces your damage take from falls by 15%. Pretty handy when you want to get down fast from setting up the beacons.
- Air Brakes – Level 5 – Stops the explorer in mid-air. Sounds fun right? But in all fairness, another “oh crap I shouldn’t have jumped from there” ability.
- Translocate Beacon – Level 10 – On activation it saves your current location and on second press returns you to that safe location. The cooldown is based on how far you traveled. This one is also hand if you want to go out on a race or so, but want to be able to get back to a quest hub in a hurry.
The scientist Path Abilities are super handy to help you befuddle your enemies and get around safely.
- Holographic Distraction – Level 4 – Activation selects the beacon and the second press lets you place it. The beacon then serves to distract the enemy for you so you can beat a hasty retreat. It’s also fun to watch your a holographic copy of you dance or do one of the other various e-motes.
- Summon Group – Level 5 – Summons your entire group to your location, as long as they are on the same continent. This is super handy for getting your party together for a group gig, no waiting for peeps to show up.
- Portal to Capital City – Level 10 – Creates a 2 minute portal to your faction’s capital city with a two hour cooldown. This is pretty handy considering that the teleport ability you get has that super huge cooldown.
On top of being the awesome buffers that they are, Settlers are awarded with some handy quality of life Abilities. These Path Abilities are great for people that don’t want to wait to get to the mailbox, need a buff or just want to craft wherever.
- Settler’s Campfire – Level 4 – Spawns a campfire at your location of choice. It ticks healing within range and gives you a bonus to health when you interact with it. Whenever you see one, I’d recommend giving it a click.
- Summon: Mailbox – Level 5 – Lets Settlers spawn a short lived mailbox on a pretty reasonable cooldown. Keep in mind, it can be used in combat so keep an eye on your keybindings or you’ll be spawning this bad boy mid boss fight. True story.
- Summon: Vendorbot – Level 8 – Spawns a vendor at a location set by the Settler. So if you’re bags are full and you’re at a location where you can’t build a vendor, just pop this guy and sell your goodies. Also take a look at the self expanding bags. Totally worth the coin if you don’t already have them.
- Summon: Crafting Station – Level 27 – Spawns a crafting station. This handy little gem is great if you want to craft at a location with no crafting bench, or your spots are full on your housing spot (yours truely).
The Soldier has Abilities that can help keep up the killing pace, give access to some handy temporary weapons, or help the Soldier and their mates get the heck out of dodge.
- Back Into the Fray – Level 4 – Restores full health when under 75% health but only out of combat. This is a handy between fights ability that will help you keep trucking without a lot of downtime while waiting for your health to regen. You just have to keep an eye on the cooldown.
- Bail Out – Level 5 – Moves you and surrounding group members to a safe location. Not for PvP use. This is great for getting out of places that are about to go toxic like the Sterling Reach caverns mission where the cave is full of mobs and you have to get out before the cave fills with gas and kills you and/or your crew. As we also found out yesterday it can be a fun tool to troll your party by using it on accident while out questing. Good things to know.
- Combat Supply Drop – Level 10 – Spawns a weapons supply locker for anyone to access. The cool thing about this is that you can borrow another weapon or a shield helper for a few charges. It doesn’t last forever but it can be fun.
So there’s a quickie on the Path Abilities. Hopefully it’ll be helpful for folks as they level their paths and wander about Nexus.