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Fallen Staff ZvZ PvP Build: Difference between revisions

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==Overview==
==Overview==
The Fallen staff in ZvZ is meant restore the health of your party and zerg and is invaluable when used at the right time and place because of the {{Skill|Salvation}} abilities cleanse counterpart as well as its heal. In this build you also use {{Skill|Displacement Immunity}} which every zerg will want to have in most zerg composition.
This Fallen Staff ZvZ PvP build focuses on healing and supporting your zerg during engagements, especially effective with skills like {{Skill|Salvation}} for cleansing and healing. It also includes {{Skill|Displacement Immunity}} which is highly desired in almost all zerg compositions.




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| main hand weapon = Elder's Fallen Staff
| main hand weapon = Elder's Fallen Staff
| main hand weapon skills = Holy Flash, Holy Orb, Salvation, Adrenaline Driven Charity
| main hand weapon skills = Holy Flash, Holy Orb, Salvation, Adrenaline Driven Charity
| main hand weapon alternatives =
| head = Elder's Knight Helmet
| head = Elder's Knight Helmet
| head alternatives = Elder's Cleric Cowl
| head skills = Displacement Immunity, Toughness
| head skills = Displacement Immunity, Toughness
| head alternatives =
| cape = Elder's Lymhurst Cape
| cape = Elder's Lymhurst Cape
| cape skills = Energy Reserve
| cape skills = Energy Reserve
| cape alternatives =
| armor = Elder's Cleric Robe
| armor = Elder's Cleric Robe
| armor skills = Everlasting Spirit, Aggression
| armor skills = Everlasting Spirit, Aggression
| armor alternatives =
| shoes = Elder's Scholar Sandals
| shoes = Elder's Scholar Sandals
| shoes skills = Focused Run, Aggression
| shoes skills = Focused Run, Aggression
| shoes alternatives =
| potion = Major Resistance Potion
| potion = Major Resistance Potion
| potion alternatives =
| food = Pork Omelette
| food = Pork Omelette
| food alternatives =
}}
}}


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==Usage==
==Usage==
==={{Item|Elder's Fallen Staff|45}}===
==={{Item|Elder's Fallen Staff|45}}===
{{Skill|Holy Flash}} — General use skill for healing up to 5 party members. Don't be scared to use it on anyone that isn't full health. You should always try to top up your tanks when they come back for heals.
{{Skill|Holy Flash}} — Use this versatile healing skill to restore up to 5 party members' health, prioritizing those not at full health. Ensure to promptly heal your tanks when they return to the zerg.


{{Skill|Holy Orb}} — Another good AOE skill that heals up to 10 allies close to wherever the ally you first hit is. This skill has big range so it can be used in creative ways and through walls.
{{Skill|Holy Orb}} — Utilize this effective AOE skill to heal up to 10 nearby allies, centered around the initial target struck. Its extensive range allows for creative usage, including healing through obstacles like walls.


{{Skill|Salvation}} — The healing of this skill is great but you also cleanse any crowd control effects your allies might be under at the moment the heal happens. This is extremely useful for saving clumps of CC'd allies and can completely change the fight in your favor if used at the right time. This skill has a cast time in which you can be interrupted and also has a delay of 2 seconds before it will "pop" after the cast is done which means you need to time it well and might need to predict the movement of the allies you are trying to heal or cleanse.
{{Skill|Salvation}} — This skill not only provides substantial healing but also removes any CC effects from affected allies upon activation. This feature is invaluable for rescuing groups of CC'd allies, potentially turning the tide of battle in your favor when timed correctly. However, it's essential to note that the skill has a cast time, making you vulnerable to being interrupted, and a 2-second delay before it takes effect. Thus, precise timing and prediction of allies' movements are crucial for optimal use.


{{Skill|Adrenaline Driven Charity}} — If you time the use of this passive well it can be used to greatly increase the healing output of your other healing spells but you will have other things to look out for so don't worry if you can't always line it up perfectly.
{{Skill|Adrenaline Driven Charity}} — Timing the use of this passive ability will significantly boost the healing of your other healing spells. However, it's not always necessary to line it up perfectly.




==={{Item|Elder's Cleric Robe|45}}===
==={{Item|Elder's Cleric Robe|45}}===
{{Skill|Everlasting Spirit}} — If you use this skill and get hit by any damage in the next 1.5 seconds, you will gain a shield that makes you immune to any damage for 3 seconds. The tricky part of this skill is the requirement of taking damage to "proc" it. You obviously want to use it if you get caught but you can also find many different ways to proc it before getting hit by some other more powerful ability which will often save your life. The enemy could also wait out your 1.5 second skill and not give you the 3 second immunity but this will almost never intentionally happen in the chaos of ZvZ.
{{Skill|Everlasting Spirit}} — Activating this skill grants you a shield that renders you immune to damage for 3 seconds if you're hit within the next 1.5 seconds. The challenge lies in triggering the shield by taking damage. The optimal timing for activation is just before taking significant damage spikes. There exist various strategies to preemptively trigger it before encountering more formidable attacks, such as area of effect attacks, frequently ensuring your survival. While opponents could wait out the 1.5-second window to negate the 3-second immunity, such deliberate actions are rare during the chaos of ZvZ.


{{Skill|Aggression}} — 8% more healing on all your spells is a lot and is much better than cast time for this weapon.
{{Skill|Aggression}} — An 8% increase in healing across all your spells holds significant value, surpassing the importance of cast time for this particular weapon.




==={{Item|Elder's Knight Helmet|45}}===
==={{Item|Elder's Knight Helmet|45}}===
{{Skill|Displacement Immunity}} — The crowd control immunity of this skill is very useful when the enemy tries to clump your zerg or stop you getting through a choke. The Shotcaller of your zerg might call for the use of this ability. Always use this with your zerg in mind since it can help in both offense and defense. A Cleric Cowl with the {{Skill|Ice Block}} ability is also an option since it gives you a very strong defensive ability but wont help your zerg as much even if you survive because of it.
{{Skill|Displacement Immunity}} — The crowd control immunity from this skill proves its worth when the enemy tries to disrupt your zerg or block your path. Your shotcaller might instruct you to use it at a specific time. Always keep your zerg in mind when using it, since it can help both in offense and defense. You could also go for a Cleric Cowl with {{Skill|Ice Block}}, which gives you a good defensive option, but it won't do as much for your zerg, even if it keeps you alive.


{{Skill|Toughness}} — Always nice to have since your defensive stats as a healer are usually very low.
{{Skill|Toughness}} — It's always beneficial to have, especially since your defensive stats as a healer are typically quite low.




==={{Item|Elder's Scholar Sandals|45}}===
==={{Item|Elder's Scholar Sandals|45}}===
{{Skill|Focused Run}} — The stun immunity you get while using this skill is very useful and lets you get out of dangerous situations. Also don't be afraid to use it just for regaining some mana if the fight is taking too long and you aren't in danger of being CC'd.
{{Skill|Focused Run}} — The stun immunity provided by this skill is incredibly useful, allowing you to escape from risky situations. Additionally, don't hesitate to use it to replenish your mana if the fight drags on and you're not in danger of being CC'd.


{{Skill|Aggression}} — Even more healing for all your abilities. You can change this to {{Skill|Courier}} to help your zerg carry back all the loot after using this build but its very frowned upon if you get caught looting as a healer and the fight hasn't completely ended.
{{Skill|Aggression}} — Even more healing for all your abilities. You can swap this for {{Skill|Courier}} to assist your zerg in transporting loot, but it's strongly discouraged to engage in looting as a healer if the fight hasn't entirely concluded.




==={{Item|Elder's Lymhurst Cape|45}}===
==={{Item|Elder's Lymhurst Cape|45}}===
{{Skill|Energy Reserve}} — This cape is just a very strong and passive way for you to sustain your mana. When using it you usually wont have problems with running out of mana but you should still pay attention to its cooldown if the fights last more than a few minutes and your {{Skill|Energy Reserve}} is on cooldown.
{{Skill|Energy Reserve}} — This cape provides a reliable and passive means of sustaining your mana. When equipped, you generally won't run into issues with mana. However, it's crucial to be mindful of its cooldown during extended fights, particularly if your {{Skill|Energy Reserve}} is on cooldown.




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==Consumables==
==Consumables==
{{Item|Major Resistance Potion}} — Gives you much higher resistance to all CC and damage so ideally you want to use it just before taking damage or just use it when you are CC'd. The 7.1 version is much better if you have the silver to splurge on it but isn't necessary.
{{Item|Major Resistance Potion}} — Provides significantly higher resistance to all crowd control (CC) and damage, so ideally, you'd want to activate it just before taking damage or getting CC'd. While the 7.1 version offers significant benefits if you have the extra silver to spend, it isn't essential.


{{Item|Pork Omelette}} — This omelette and the higher enchantments of it will be the only food you will ever use in this build. The cooldown reduction is very useful and you should always have a pork omelette active when healing.
{{Item|Pork Omelette}} — This omelette, often in its higher enchantments, will be the sole food you'll ever need for this build. The cooldown reduction it offers is incredibly beneficial, so it's essential to always have a pork omelette active while healing.


==Comments==
==Comments==
{{Comments}}
{{Comments}}

Latest revision as of 14:54, 3 April 2024

Overview

Weapon: Holy Staff
Focus: Healer
Mode: ZvZ

Strengths

  • Always need a few per zerg

Weaknesses

  • Totally dependent on zerg
  • Timing and positioning is very important
This build is up to date for the November 6, 2024 Horizons Patch #1.

Overview

This Fallen Staff ZvZ PvP build focuses on healing and supporting your zerg during engagements, especially effective with skills like SalvationSalvation for cleansing and healing. It also includes Displacement ImmunityDisplacement Immunity which is highly desired in almost all zerg compositions.


Equipment

Elder's Fallen Staff
Main Hand Weapon
Elder's Fallen Staff
Holy Flash
Holy Orb
Salvation
Adrenaline Driven Charity
Elder's Knight Helmet
Head
Elder's Knight Helmet
Displacement Immunity
Toughness
Alternatives ⇅
Elder's Cleric Cowl
Elder's Lymhurst Cape
Cape
Elder's Lymhurst Cape
Energy Reserve
Elder's Cleric Robe
Armor
Elder's Cleric Robe
Everlasting Spirit
Aggression
Elder's Scholar Sandals
Shoes
Elder's Scholar Sandals
Focused Run
Aggression
Major Resistance Potion
Potion
Major Resistance Potion
Pork Omelette
Food
Pork Omelette
Keep in mind: Gear shown in this build is meant as a reference. Choosing the correct tier of gear is very tricky as there are many variables. Some of them being your budget, your spec and minimum Item Power requirements of your guild if used for ZvZ.


You should always check prices based on IP of the items. For example, a masterpiece quality 4.3 Elder's CryptcandleElder's Cryptcandle could be cheaper while providing roughly the same IP as an 8.0.


Usage

Elder's Fallen StaffElder's Fallen Staff

Holy FlashHoly Flash — Use this versatile healing skill to restore up to 5 party members' health, prioritizing those not at full health. Ensure to promptly heal your tanks when they return to the zerg.

Holy OrbHoly Orb — Utilize this effective AOE skill to heal up to 10 nearby allies, centered around the initial target struck. Its extensive range allows for creative usage, including healing through obstacles like walls.

SalvationSalvation — This skill not only provides substantial healing but also removes any CC effects from affected allies upon activation. This feature is invaluable for rescuing groups of CC'd allies, potentially turning the tide of battle in your favor when timed correctly. However, it's essential to note that the skill has a cast time, making you vulnerable to being interrupted, and a 2-second delay before it takes effect. Thus, precise timing and prediction of allies' movements are crucial for optimal use.

Adrenaline Driven CharityAdrenaline Driven Charity — Timing the use of this passive ability will significantly boost the healing of your other healing spells. However, it's not always necessary to line it up perfectly.


Elder's Cleric RobeElder's Cleric Robe

Everlasting SpiritEverlasting Spirit — Activating this skill grants you a shield that renders you immune to damage for 3 seconds if you're hit within the next 1.5 seconds. The challenge lies in triggering the shield by taking damage. The optimal timing for activation is just before taking significant damage spikes. There exist various strategies to preemptively trigger it before encountering more formidable attacks, such as area of effect attacks, frequently ensuring your survival. While opponents could wait out the 1.5-second window to negate the 3-second immunity, such deliberate actions are rare during the chaos of ZvZ.

AggressionAggression — An 8% increase in healing across all your spells holds significant value, surpassing the importance of cast time for this particular weapon.


Elder's Knight HelmetElder's Knight Helmet

Displacement ImmunityDisplacement Immunity — The crowd control immunity from this skill proves its worth when the enemy tries to disrupt your zerg or block your path. Your shotcaller might instruct you to use it at a specific time. Always keep your zerg in mind when using it, since it can help both in offense and defense. You could also go for a Cleric Cowl with Ice BlockIce Block, which gives you a good defensive option, but it won't do as much for your zerg, even if it keeps you alive.

ToughnessToughness — It's always beneficial to have, especially since your defensive stats as a healer are typically quite low.


Elder's Scholar SandalsElder's Scholar Sandals

Focused RunFocused Run — The stun immunity provided by this skill is incredibly useful, allowing you to escape from risky situations. Additionally, don't hesitate to use it to replenish your mana if the fight drags on and you're not in danger of being CC'd.

AggressionAggression — Even more healing for all your abilities. You can swap this for CourierCourier to assist your zerg in transporting loot, but it's strongly discouraged to engage in looting as a healer if the fight hasn't entirely concluded.


Elder's Lymhurst CapeElder's Lymhurst Cape

Energy ReserveEnergy Reserve — This cape provides a reliable and passive means of sustaining your mana. When equipped, you generally won't run into issues with mana. However, it's crucial to be mindful of its cooldown during extended fights, particularly if your Energy ReserveEnergy Reserve is on cooldown.


Rotations

Disengage ↴
Holy Flash
Arrow right.webp
Holy Orb
Arrow right.webp
Holy Flash
Arrow right.webp
Salvation
Arrow right.webp
Holy Flash
  • With this rotation you wait after you use your second Holy FlashHoly Flash to use SalvationSalvation while Adrenaline Driven CharityAdrenaline Driven Charity is active. Cleanse and heal up any clump or concentration of allies. The biggest mistake is leaving your allies behind and running too far away even if your Holy OrbHoly Orb can reach them. You need vision and a general understanding of the situation to use SalvationSalvation to its fullest potential and you should also look for opportunities to use Displacement ImmunityDisplacement Immunity which will help you and your allies not get caught while your zerg's defensive tanks try to peel for your zerg.
Choke pushing ↴
Displacement Immunity
Arrow right.webp
Everlasting Spirit
Arrow right.webp
Focused Run
Arrow right.webp
Salvation
  • In this situation we assume you need to get through a heavily contested choke and another zerg is flanking you. You need to run through and as soon as you are past the chokepoint you should walk to the sides to minimize the chance of getting caught by any kind of CC. When you are past the choke and you should try to use SalvationSalvation on any allies that are actively moving through it since that will also cleanse any possible CC and keep them healthy. Be aware that you can be interrupted and try to not get cut off from your zerg because a healer cant fight anyone on its own.

Consumables

Major Resistance PotionMajor Resistance Potion — Provides significantly higher resistance to all crowd control (CC) and damage, so ideally, you'd want to activate it just before taking damage or getting CC'd. While the 7.1 version offers significant benefits if you have the extra silver to spend, it isn't essential.

Pork OmelettePork Omelette — This omelette, often in its higher enchantments, will be the sole food you'll ever need for this build. The cooldown reduction it offers is incredibly beneficial, so it's essential to always have a pork omelette active while healing.

Comments

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