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Fallen Staff ZvZ PvP Build: Difference between revisions

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Tag: Reverted
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Tag: Reverted
Line 14: Line 14:
| 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 = Elder's Fallen Staff, Elder's Fallen Staff, Elder's Fallen Staff
| main hand weapon alternatives =  
| head = Elder's Knight Helmet
| head = Elder's Knight Helmet
| head skills = Displacement Immunity, Toughness
| head skills = Displacement Immunity, Toughness
| head alternatives =
| head alternatives =  
| cape = Elder's Lymhurst Cape
| cape = Elder's Lymhurst Cape
| cape skills = Energy Reserve
| cape skills = Energy Reserve

Revision as of 21:25, 2 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

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 SalvationSalvation abilities cleanse counterpart as well as its heal. In this build you also use Displacement ImmunityDisplacement Immunity which every zerg will want to have in most zerg composition.


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
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 — 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 OrbHoly 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.

SalvationSalvation — 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 CharityAdrenaline 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 RobeElder's Cleric Robe

Everlasting SpiritEverlasting 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.

AggressionAggression — 8% more healing on all your spells is a lot and is much better than cast time for this weapon.


Elder's Knight HelmetElder's Knight Helmet

Displacement ImmunityDisplacement 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 Ice BlockIce 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.

ToughnessToughness — Always nice to have since your defensive stats as a healer are usually very low.


Elder's Scholar SandalsElder's Scholar Sandals

Focused RunFocused 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.

AggressionAggression — Even more healing for all your abilities. You can change this to CourierCourier 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 CapeElder's Lymhurst Cape

Energy ReserveEnergy 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 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 — 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 OmelettePork 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.

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