Fallen Staff ZvZ PvP Build: Difference between revisions
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==Rotations== | ==Rotations== | ||
{{Rotation|Disengage|Holy Flash, Holy Orb, Holy Flash, Salvation}} | {{Rotation|Disengage|Holy Flash, Holy Orb, Holy Flash, Salvation,Holy Flash}} | ||
*With this rotation you wait after you use your second {{Skill|Holy Flash}} to use {{Skill|Salvation}} while {{Skill|Adrenaline 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 {{Skill|Holy Orb}} can reach them. You need vision and a general understanding of the situation to use {{Skill|Salvation}} to its fullest potential and you should also look for opportunities to use {{Skill|Displacement Immunity}} which will help you and your allies not get caught while your zerg's defensive tanks try to peel for your zerg. | *With this rotation you wait after you use your second {{Skill|Holy Flash}} to use {{Skill|Salvation}} while {{Skill|Adrenaline 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 {{Skill|Holy Orb}} can reach them. You need vision and a general understanding of the situation to use {{Skill|Salvation}} to its fullest potential and you should also look for opportunities to use {{Skill|Displacement Immunity}} which will help you and your allies not get caught while your zerg's defensive tanks try to peel for your zerg. | ||
Revision as of 16:14, 2 April 2024
Strengths
- Always need a few per zerg
Weaknesses
- Totally dependent on zerg
- Timing and positioning is very important
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 Salvation abilities cleanse counterpart as well as its heal. In this build you also use Displacement Immunity which every zerg will want to have in most zerg composition.
Equipment
Usage
Elder's Fallen Staff
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.
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.
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.
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.
Elder's Cleric Robe
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.
Aggression — 8% more healing on all your spells is a lot and is much better than cast time for this weapon.
Elder's Knight Helmet
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 it with your zerg in mind because it can help in both offense and defense. A Cleric Cowl with the 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.
Toughness — Always nice to have since your defensive stats as a healer are usually very low.
Elder's Scholar Sandals
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.
Aggression — Even more healing for all your abilities. You can change this to 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.
Elder's Lymhurst Cape
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 Energy Reserve is on cooldown.
Rotations
- With this rotation you wait after you use your second Holy Flash to use Salvation while Adrenaline 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 Orb can reach them. You need vision and a general understanding of the situation to use Salvation to its fullest potential and you should also look for opportunities to use Displacement Immunity which will help you and your allies not get caught while your zerg's defensive tanks try to peel for your zerg.
- 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 Salvation 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 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.
Pork Omelette — This omlelette and the higher enchantments of it will be the only food you will ever use in this build. The cooldown reduction is very powerful and you should always have a pork omelette active when healing.