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WildStar Game Guide by gamepressure.com

WildStar Game Guide

Table of Contents

PvE Instances | Crafting WildStar Guide

Last update: 11 May 2016

Adventure

All of the Adventures need to be found, through completing quests, to make them available in the "Group Finder". Only then, can you queue up and determine your role. In the meantime, you can explore the world and complete quests. Once the system finds the party for you, you will be informed of that. After you accept, you will be transferred to the instance.

The Adventures instances are played in parties of five and you need to complete quests that appear in the quest log. What makes Adventures different from Dungeons is the fact that the monsters do not receive experience and the party will get a dialogue decision to make, occasionally. As a result of each choice, the quest goes a different path and the instance is different. In some Adventures, you need to make a choice several times so, rarely do you get the same thing as before.

Opponents usually have lots of health - PvE Instances - WildStar - Game Guide and Walkthrough
Opponents usually have lots of health

You take decision by means of voting. The dialogue option that the majority votes for, is chosen. You receive rewards after you have completed the entire quest and, sometimes, also in the course of it. Depending on how well you did, you receive brown, silver or gold. If you receive gold, there is a 100% probability that you will also get a violet item, towards the end of the quest.

Additionally, during the combat, you receive renown, for which to buy interesting items, in the capital city. It is a very good way to get promoted and collect the EP, because towards the end, this provides you with lots of experience points. At the fiftieth level, there appear the same Adventures on the list (apart from the initial ones), but for veterans.

Instance locations:

The Hycrest Insurrection(15lvl) - The entrance is to the East of Thayd.

Riot in the Void(15lvl) - The entrance is in the East of Illium.

War of the Wilds(25lvl) - The entrance is in Whitevale, near the village of Wigiwalli.

The Siege of Tempest Refuge(30lvl) - The entrance is in Whitevale, in the Calmwater Lake.

Crimelords of Whitevale(40lvl) - The entrance is in Wilderrunie, to the West of Devastation Ride.

The Malgrave Trail(45lvl) - The entrance is close to the Southern entrance to Southern Grimvault(already on this map).

Requirements for the gold medal:

The Hycrest Insurrection - Perform the raid, below 25-30(unclear) minutes, and also nobody in your party may die.

Riot in to Void - Perform the raid, below 25-30(unclear) minutes , minutes, and also nobody in your party may die.

The Malgrave Trail - Nobody on the caravan may die. You need to cater for their needs, go look for them whenever they disappear and defend them against monsters.

War of The Wild - Capture, at least, twelve flags and, in the meantime, also complete two optional quests, which appear at random moments. It is a good idea to capture six flags, first, and the rest after you complete the quests. Failing to complete one of the initial two makes the next one appear, but there is no gold for you, then. The important factor is the fact that none of you can die during this Adventure.

Crimelords of Whitevale - None of you can die, during the entire raid.

The Siege of Tempest Refuge - The Generator's health cannot drop below 95%.

Dungeon

Dungeons appear on the quick access list, after you achieve the predetermined level. Usually, the quests lead to the manual entrance, as an alternative. Once the system finds the party for you, you will get to know about that. After you have accepted the choice, you will be transferred to the instance. The important thing is not to use any mounts, while accepting, because something may block and all of you will have a problem.

Dungeon instances are played in the parties of five and you need to complete quests that appear in the quest log. Here, you receive experience in the regular way, for each monster hat you kill. additionally, there are optional quests, completing of which increases your chances of obtaining better items, towards the end.

The construction of the dungeons is simple and it is about walking over from one point to another, through several minor bosses and hordes of monsters.

While fighting the bosses, what is most important is the harmony with the other players, because they are, usually, stronger than in the case of the Adventures. The tank and the Medic need to perform their duties perfectly, at all times. Otherwise, the entire team falls. IF the tank goes down, the rest of the team, usually, dies within half a minute. The medic should keep an eye, specifically on the tank, who is keeping the monsters on himself.

There are no selections here, to which you had access in the case of Adventure and the questlog leads you and your team from one boss to another. The important difference here is the fact that the opponents may drop epic items. You need to remember that if you sign up for a certain role, you need to feel good about it. You cannot mark the option that you go as the TANK or the DPS, if you do not have the skills required by either of the two. If your role gets selected by random, and you decide that you play as the tank, with the set for the DPS, you will not go far.

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