New World LIFE STAFF Weapon Guide and Builds

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It provides a range of methods to heal your companions through buffs.

Life Staff is a weapon with a focus in New World. It is currently the only available healing weapon that consists of two skill trees, the Protector and Healing. In this guide, we'll take a look over how to build the New World Best Life Staff builds.


The Life Staff is New World's primary Healing and Support Weapon. It provides a range of methods to heal your companions through buffs. It does however lack damage as compared to other weapons, but the healing abilities allow it to handle itself quite well.


The one side of the Life Staff goes all in on healing, taking on the role of your standard MMORPG healer that can quickly heal for huge bursts. The other part focuses upon Healing over Time by boosting allies to help them mitigate or avoid damage rather than healing through it.


In the beginning, we'll go over the different passives and skills. We'll cover a little bit about the different types, their applications and the effectiveness they have. There's a lot to cover in this article We'll break it down by tree to keep things organized.


In addition to the general information In addition to the general information, players will be awarded a Rating from C up to S tier in both the PvE as well as PvP. C Tier is reserved for passives that are not that amazing, whether made to upgrade by another or generally useless. A and B Tiers fall in the middle levels, placing them between the most useless passives and the best either way, either way or another. The S tier has the most effective passives, the ones are the ones you'll most likely choose in the event that you acquire the ability or desire to because they are useful in a number of scenarios.


The Healing Tree


Like the name suggests the tree is focused on only healing. Although it can be useful in some of the passives and skill upgrades in the tree but it is the one that can provide the most powerful healing. The Active Skills of this tree are the Divine Embrace, Sacred Ground and Splash of Light.


Divine Embrace


Divine Emblem is a heal with very short duration. It can heal for 150% Weapon Damage.


Very simple, but potent healing skill that has great potential to heal when used in the right circumstances.


With an Mana Cost of 25 and a cooldown of 6 seconds, Divine Embrace is one of the most costly Life Staff abilities and has one of the shortest time to cool down.


Divine Embrace Rating: A - PvE, B - PvP


In PvE this ability can be useful for healing, but typically, it's not used due the cast time and high mana cost.


It is a possibility to use this to play PvP however it isn't nearly as efficient or useful as its counterpart found in the Protector Tree.


Privilege


Privilege decreases Divine Emblem's Mana costs to only 20.


This upgrade leaves it as the most expensive ability, it's only saving a bit of mana, but will allow a 5th cast if being used back to back from full mana.


Privilege Rating: C - PvE and PvP


It reduces the mana cost by five, which makes it the most expensive ability to make use of. It's not really enough to justify spending points on this apart from the passives.


Struggle for Shared Responsibility


Shared Struggle allows Divine Empowerment to heal another target within 8 meters if the first target is below 50% health.


This is a unique upgrade, but also what gives Divine Embrace its high healing potential.


Shared Struggle Rating: C - PvE, B+ – PvP


This bonus healing is relevant in the PvE arena, since only your tank will be sustaining enough damage for them to need to be healed in most Expeditions.


This upgrade will make the skill efficient in PvP, it will give you more healing power in PvP, provided you can safely cast it.


Rebound


Rebound permits Divine Embrace to heal an additional target that is within 8 meters of the second target, provided that the second target was lower than 50% health.


The same principle applies as Shared Struggle, but even more exclusive, as it requires two people to be in less than 50% healthy.


Rebound Rating: C - PvE, B+ - PvP


Functionally , it's the same the same Shared Struggle, just another chain. Terrible for PvE, Slightly more practical in PvP


Scared Ground


Sacred Ground creates a healing field that heals 20% Damage to Weapons per second. It lasts 15 seconds.


This skill by itself can be a reliable and stable healing. After being upgraded, it's an absolute necessity for any kind of content. A good use of this ability could alter the direction of any situation.


With an Mana cost of fifteen and Cooldown of 20 seconds, Sacred Ground is one of the Life Staff's cheapest mana costs , but also one of it's higher cooldowns.


It is a sacred Ground Rating A - PvE as well as PvP (S when upgraded)


Sacred Ground is one of the skills that can end up with a lot of potential, and the AoE healing can be very beneficial in a lot of massive PvP battles and even small fights. In PvE , the upgrades allow your Tank to be able to block much more reliably and at a lower risk overall.


Holy Ground


Holy Ground boosts stamina and Mana regeneration of all allies by 100% while In Scared Ground.


This provides the skill with essential utility, which prevents it from becoming just a healing tool as other skills of the Healing Tree.


Holy Ground Rating: A Holy Ground Rating: A


A Increase Stamina is the most crucial aspect of this. It allows your tanks to be able to take more damage in PvE and PvP. The Mana regen can be useful if you wanted to use it for self-healing also, since it could function as a mana reimbursement in a way.


Blessed


Blessed increases incoming healing by 50% for allies who are in Sacred Ground.


This easily makes this an extremely impactful capabilities that the Life Staff, increasing it's effectiveness in healing significantly.


Blessed Rating: S - PvE and PvP


This is a major increase in your healing. It's a good method to ensure your frontline is healthy fighting PvP and to keep your tank standing much easier during PvE. Nothing else in the Life Staff Trees provides nearly as much of a boost in its own right.


Light's Embrace is healing spell that is cast in a relatively short time . It heals for 100%, plus 30% for each boost to the targeted.


The ability of this skill has the potential to be the most potent single target healing out of all Life Staff's capabilities. It requires skillful use to make the most of, and is it is among the best and most impactful healing capabilities.


With an Mana Cost that is 18 with a cooling time time of 4 seconds, Light's Embrace is among the staff's low cost spells and its shortest time to cool down.


Light's Embrace Score: S PvE and PvP


If you want to take a single target heal it's the right one. It's extremely effective with or without buffs. It has an extremely short time to cooldown and has a minimal mana cost. It can also provide Stamina to your Tank, which is crucial in order to keep them alive and to prevent them from being protected.


PvP War/Skirmish Build


This build focuses on the capabilities that could affect several allies simultaneously, opting for powerful AoE Heals instead of the healing options available in bust. It focuses on using Sacred Ground, Splash of Light and Orb of Protection.


This is because in War situations , you'll never need only one healer target because you often won't be the only healer. In smaller skirmishes though it's possible to modify another skill in order to add one, even if it's just a small skirmish.


In the usual way starting with Absolved to get more easy and regular damage while leveling. We then pick up Sacred Ground, Orb of Protection, and Splash of Light for more healing and damage output. You can alternatively pick up Beacon to begin with for additional DPS as you level, and then change to Splash later.


Then we'll add Blissful Touch to be able to heal and Revitalize at the same time. We then work on improving Sacred Ground to amp our healing capabilities, and also to add Splash of light to make it cost less and provide an effect of cleansing.


We then grab Revitalize and Intensify in order to gain access to Divine Blessing as soon as is possible. Revitalize is vital to being capable of sustaining the quality of our abilities as well as ensure that our allies are healed. Increased Intensity and Divine Blessing help to massive increase the healing rate, though Intensify will require regular maintenance to keep it running. However, Divine Blessing requires an ally to be at or below 50% health to trigger the process, this could happen quite often in an armed conflict or skirmish.


We add Desperate Speed to increase your cooling recovery in these critical circumstances, which allows us to take more casts of Splash of Light sooner helping in mass recovery. Then we move onto Protector from the Protector tree to access the most important passives in this case, Bend Light and Protector's Strength.


The last point is a toss among Spirit United and Sacred Protection. Sacred protection is generally the most effective one and can work better in all kinds of scenarios. Spirit United can be helpful when you're part of a group of mages. It will increase their mana regen as well as your own.


Skills Perks, Usage and Rotations


Splash of Light is one of those skills , which while not super useful in most places, actually can make a difference in PvP because other skills are harder to use overall in War or other PvP-related situations. Beacon could replace it in some scenarios like Skirmishesand also practiced in Wars; but otherwise is much more reliable. It can heal your entire team at once. Splash of Light also doubles as a Cleanser, which helps minimize the risk of burns, and other such.


Orb of Protection is great for Wars, because it's not targeted so you can blast it at an array of your own melee team members, granting them all Fortify and Recovery. The two effects help create Sacred Ground much stronger overall by providing additional healing and damage reduction.


Sacred Ground on a well equipped healer can make the difference between living or dying on an island for Wars. It heals for so much in itself, and on top of the other healing effects you toss in as well.


For the perks of weapons Blessed is a essential item to have in order to increase your healing power. Siphoning Blow is an excellent pick-up as well to aid in mana. You could also go with Refreshing Move to obtain more cooldown reduction out of Light Attacks. Keen might be worth a look in case you're looking to squeeze a little extra damage from PvP.


For Armor benefits Refreshing Sparkling Lights, fortifying Sacred Ground, Mending Protection are among the best you can get. Refreshing will reduce your base cooldowns and makes Sacred ground appear more frequently, however it's not totally necessary here. A reviving Splash of Light adds more utility in Splash of Light, letting it replenish Stamina. Mending Protection has the highest chance of being useful in Wars due to the fact that you'll be hitting several people at once, as opposed to just a few.


Out Amulet is the defensive component, Opting for Health, Fortified and Fortified Recovery. Health just gives us an additional percentage of the total health pool, which in the majority of cases will be the second stat to consider of Life Staff. Fortified boost the health of our Orb of Protection to have the fortify last longer as well as slightly prolong the benefit from Fortified Recovery.


For our Earrings, Focused and Regenerating are excellent options here. Focused can provide better mana regeneration to help keep your mana up more frequently. Regenerating can help you survive any collisions, without having necessarily focus on self healing. Nimble helps here by giving the ability to avoid more often, but the most likely if jumped on you won't last too long.


For our Ring, we want Sacred And Siphoning. Scared increases our healing while Siphoning help with our mana sustain. In the final slot, it could be Brilliant to increase mana or and Hearty to boost your Stamina and Nature Damage to boost your DPS when fighting.


Skill Rotation


There's not a set routine here, but it's mostly about taking things off cooldown as well as trying to maintain Sacred Ground on your frontliner(s). As long as you're keeping your sacred Ground in play and maintaining your boosts, you'll be doing well.


This is the end to this very in-depth guide to Life Staff in New World. We hope you have got all the information you must be aware of this weapon, its usage of skills, perks combinations, builds, and rotations of abilities. The icons we use in this guide were sourced directly from newworldfans.com's database. We made use of the skill builder on nwdb.info to help you better understand for those who are interested in the War Hammer builds.


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