SEASON 8 PVE

AOE HEALER
LIFE STAFF GUIDE

AOE HEALER
LIFE STAFF GUIDE

Orb of Protection

Beacon

Sacred Ground

1. Starter Gear

1. Starter Gear

1. Starter Gear

Items

Items used in this build are just examples of good perk combinations you can use. There may be multiple Named Item alternatives, or you might find something similar on the Trading Post—or even get lucky with drops from mobs or chests. You can find all viable alternatives on websites like NWBuddy or NWDB.


Once you reach level 65, focus on increasing your faction level. At max faction rank, you’ll gain access to excellent starter gear. And if you didn’t spend much gold while leveling, you should be able to afford it easily. This gear is more than enough to handle M2 expeditions, Hive of the Gorgon, and Trial of the Devourer. The last one can be a bit tricky. It all depends on the raid leader and how strict the gear check is.


This guide uses Covenant gear as an example, but similar alternatives exist for Syndicat and Marauders. Base faction gear comes with Constitution as the default attribute, but you can buy seals to change it to any attribute you prefer.

Purchase a Covenant (Syndicat/Marauder) Sage Seal from the faction store, then take it to the Outfitting Station along with the items you want to upgrade.

Focus on a few key things:

  • Attributes: Ensure your gear has the right attributes for your build. For example, avoid using DEX/STR pieces for a healer or FOC pieces for damage dealers.

  • Weight: Stay in the correct armor weight category. In most cases, avoid medium weight as a DPS or healer. Tanks should aim for heavy armor.

  • Perks: Prioritize your main protection perk first (usually Enchanted Ward). Then add Refreshing and relevant weapon perks to complete your build.

  • Gear Score: Make sure your gear score meets the requirements for expeditions:

    • 650 for M1

    • 675 for M2

    • 695 for M3 (If your gear score is below these thresholds, the game will artificially scale down your outgoing damage.)


This is how your gear could look like by the end of week 1:

Covenant Paladin Headwear

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Headwear

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Headwear

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Jacket

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Jacket

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Jacket

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Handcovers

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Handcovers

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Handcovers

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Shoes

Medium

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Shoes

Medium

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Shoes

Medium

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Life Staff

Named

Gear Score

725

Attribute

35

FOC

Enchanted

Light and Heavy attacks deal +5% damage.

Blessed

+12% outgoing healing efficiency.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Diamond

Covenant Paladin Life Staff

Named

Gear Score

725

Attribute

35

FOC

Enchanted

Light and Heavy attacks deal +5% damage.

Blessed

+12% outgoing healing efficiency.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Diamond

Covenant Paladin Life Staff

Named

Gear Score

725

Attribute

35

FOC

Enchanted

Light and Heavy attacks deal +5% damage.

Blessed

+12% outgoing healing efficiency.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Diamond

Covenant Paladin Void Gauntlet

Named

Gear Score

725

Attribute

17

FOC+INT

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Diamond

Covenant Paladin Void Gauntlet

Named

Gear Score

725

Attribute

17

FOC+INT

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Diamond

Covenant Paladin Void Gauntlet

Named

Gear Score

725

Attribute

17

FOC+INT

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Diamond

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

sacred

+9.5% outgoing healing efficiency.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

sacred

+9.5% outgoing healing efficiency.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

sacred

+9.5% outgoing healing efficiency.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

First Upgrades:

This variation of the gear transitional and can be skiped towards endgame variation to save some gold on upgrades. I just wanna share all available options. If you want to use Rune Forge gear you will be slightly less optiamal on armor because of your helmet, which is light. But I would not recommend to change it. In future when you start running Hive you want all your pieces be light, only keeping shoes as medium. Always check the market, there might be cheap alternatives with similar perks.


  • As first step on impoving your gear you should consider running Winter Rune Forge. If you are lucky It can drop you upgradable sandals, gloves and coat

    • upgrade Sandals spear with enchanted ward

    • upgrade Gloves with refreshing or leave it as it is to save some gold

    • upgrade Coat with enchanted ward


In order to upgrade those items you will need

  • x9 chromatics seals from faction store which is equal to 45k gold. Doing your daily random runs should give you 42k by the end of the week.

  • x3 armor matrixes. This one various in price. On current date it is around 8k gold per one

  • x2 harden crystal (for enchanted ward). This one various in price. On current date it is around 6k gold per one


Tip: Keep doing your daily random expeditions and mutated expeditions to get gold to buy chromatic seals from the faction store. This is how your gear could look by the end of week 2 - week 3 of your endgame (changed items are highlited)


Remember. You can skip this variation and start doing Hive of Gorgon in your faction gear saving gold on upgrading Hoplite pieces to make Best in Slot 725 engame gear. But if not in a rush and happy to take game slow feel free to use those items in your gear


Covenant Paladin Headwear

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Headwear

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Headwear

Light

Named

Gear Score

675

Attribute

30

FOC

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Frostweaver Coat

Light

Named

Gear Score

700

Attribute

32

FOC

Health

+2.4% max health.

Mending Protection

+27% outgoing healing power for 3s if Orb of Protection heals an ally below 50% Health.

Enchanted Ward

-4% damage from light and heavy attacks.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Frostweaver Coat

Light

Named

Gear Score

700

Attribute

32

FOC

Health

+2.4% max health.

Mending Protection

+27% outgoing healing power for 3s if Orb of Protection heals an ally below 50% Health.

Enchanted Ward

-4% damage from light and heavy attacks.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Frostweaver Coat

Light

Named

Gear Score

700

Attribute

32

FOC

Health

+2.4% max health.

Mending Protection

+27% outgoing healing power for 3s if Orb of Protection heals an ally below 50% Health.

Enchanted Ward

-4% damage from light and heavy attacks.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Frostweaver Gloves

Light

Named

Gear Score

700

Attribute

32

FOC

Physical Aversion

Receive 4.5% less damage from ranged, physical attacks.

Keen Beacon

When Beacon heals a player, they gain 6.7% critical chance for 6s.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Frostweaver Gloves

Light

Named

Gear Score

700

Attribute

32

FOC

Physical Aversion

Receive 4.5% less damage from ranged, physical attacks.

Keen Beacon

When Beacon heals a player, they gain 6.7% critical chance for 6s.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Frostweaver Gloves

Light

Named

Gear Score

700

Attribute

32

FOC

Physical Aversion

Receive 4.5% less damage from ranged, physical attacks.

Keen Beacon

When Beacon heals a player, they gain 6.7% critical chance for 6s.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Frostweaver Sandals

Light

Named

Gear Score

700

Attribute

32

FOC

Refreshing

Reduce max cooldowns by 4%.

Nullifying Oblivion

When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10%.

Enchanted Ward

-4% damage from light and heavy attacks.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Frostweaver Sandals

Light

Named

Gear Score

700

Attribute

32

FOC

Refreshing

Reduce max cooldowns by 4%.

Nullifying Oblivion

When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10%.

Enchanted Ward

-4% damage from light and heavy attacks.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Frostweaver Sandals

Light

Named

Gear Score

700

Attribute

32

FOC

Refreshing

Reduce max cooldowns by 4%.

Nullifying Oblivion

When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10%.

Enchanted Ward

-4% damage from light and heavy attacks.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Covenant Paladin Life Staff

Named

Gear Score

725

Attribute

35

FOC

Enchanted

Light and Heavy attacks deal +5% damage.

Blessed

+12% outgoing healing efficiency.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Diamond

Covenant Paladin Life Staff

Named

Gear Score

725

Attribute

35

FOC

Enchanted

Light and Heavy attacks deal +5% damage.

Blessed

+12% outgoing healing efficiency.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Diamond

Covenant Paladin Life Staff

Named

Gear Score

725

Attribute

35

FOC

Enchanted

Light and Heavy attacks deal +5% damage.

Blessed

+12% outgoing healing efficiency.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Diamond

Covenant Paladin Void Gauntlet

Named

Gear Score

725

Attribute

17

FOC+INT

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Diamond

Covenant Paladin Void Gauntlet

Named

Gear Score

725

Attribute

17

FOC+INT

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Diamond

Covenant Paladin Void Gauntlet

Named

Gear Score

725

Attribute

17

FOC+INT

Enchanted

Light and Heavy attacks deal +5% damage.

Keen

+7% critical chance.

Vicious

+7% critical damage.

No Runeglass

Cut Pristine Diamond

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

sacred

+9.5% outgoing healing efficiency.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

sacred

+9.5% outgoing healing efficiency.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

sacred

+9.5% outgoing healing efficiency.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

2. Perks for Healer build

2. Perks for Healer build

2. Perks for Healer build

Armor Perks

Enchanted Ward

-4% damage from light and heavy attacks.

Enchanted Ward

-4% damage from light and heavy attacks.

Enchanted Ward

-4% damage from light and heavy attacks.

Most of incoming damage, especially in boss fight, coded as light or heavy attacks. Enchanted ward reduces damage taken from it by a flat % on that armor piece. Essential for mutation expeditions to mitigate high mob damage.

Refreshing

Reduce max cooldowns by 4%.

Refreshing

Reduce max cooldowns by 4%.

Refreshing

Reduce max cooldowns by 4%.

Reduces cooldowns on abilities by a small percentage. Helps maintain higher skill uptime, especially useful for rotation-heavy DPS builds and support roles.

Mending Protection

+27% outgoing healing power for 3s if Orb of Protection heals an ally below 50% Health.

Mending Protection

+27% outgoing healing power for 3s if Orb of Protection heals an ally below 50% Health.

Mending Protection

+27% outgoing healing power for 3s if Orb of Protection heals an ally below 50% Health.

Boosts your healing when applying Orb of Protection, making it a strong value perk for passive group sustain

Nullifying Oblivion

When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10%.

Nullifying Oblivion

When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10%.

Nullifying Oblivion

When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10%.

Can cleanse buffs such as fortify and empower from mobs

Keen Beacon

When Beacon heals a player, they gain 6.7% critical chance for 6s.

Keen Beacon

When Beacon heals a player, they gain 6.7% critical chance for 6s.

Keen Beacon

When Beacon heals a player, they gain 6.7% critical chance for 6s.

Crit Chanse is important in backless boss fights or big clumps

Health

+2.4% max health.

Health

+2.4% max health.

Health

+2.4% max health.

Increases your max HP based on the armor piece it’s on. Offers passive survivability for all roles, especially useful for light armor players or low-CON builds.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Mortal Fortification

Gain 22% Fortify for 20s on kill (1s cooldown).

Mortal Fortification

Gain 22% Fortify for 20s on kill (1s cooldown).

Mortal Fortification

Gain 22% Fortify for 20s on kill (1s cooldown).

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

A very interesting change introduced in Season 8 is that Mortal perks are now available on armor pieces. Having one or a combination of these perks on your armor can help increase your damage or sustain. They’re mostly useless in boss fights, but can provide good value when dealing with large packs of mobs.

Value of it is not big but could be used on armor without taking important weapon perks which makes it usefull. Mortal refreshment or Mortal fortification could be options for healer build

Life Staff Perks

Blessed

+12% outgoing healing efficiency.

Blessed

+12% outgoing healing efficiency.

Blessed

+12% outgoing healing efficiency.

Increases healer power

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

Even tho you mostly should be using void gauntlet in some situations swaping to lifestaff with Refreshing Move can help get cooldowns back faster to save the fight

Fortifying Sacred Ground

Allies healed by Sacred Ground gain Fortify, increasing armor by 17% for 5s.

Fortifying Sacred Ground

Allies healed by Sacred Ground gain Fortify, increasing armor by 17% for 5s.

Fortifying Sacred Ground

Allies healed by Sacred Ground gain Fortify, increasing armor by 17% for 5s.

Provides fortify for better sustain in fights

Void Gauntlet Perks

Distained Infliction

Potency of outgoing DoTs are increased by 15%. Hitting a target inflicted by your DoTs will extend the duration of them by 5% (1s Cooldown.) PvE Only: Deal +5% base damage against hostile AI inflicted with DoTs.

Distained Infliction

Potency of outgoing DoTs are increased by 15%. Hitting a target inflicted by your DoTs will extend the duration of them by 5% (1s Cooldown.) PvE Only: Deal +5% base damage against hostile AI inflicted with DoTs.

Distained Infliction

Potency of outgoing DoTs are increased by 15%. Hitting a target inflicted by your DoTs will extend the duration of them by 5% (1s Cooldown.) PvE Only: Deal +5% base damage against hostile AI inflicted with DoTs.

A PvE-exclusive perk that increases your DoTs damage and adds 5% more consistent damage to light attacks and abilities

Putrefying Scream

Petrifying Scream inflicts Disease on hit, reducing the target's incoming healing by 43% and outgoing healing by 21% for 8s.

Putrefying Scream

Petrifying Scream inflicts Disease on hit, reducing the target's incoming healing by 43% and outgoing healing by 21% for 8s.

Putrefying Scream

Petrifying Scream inflicts Disease on hit, reducing the target's incoming healing by 43% and outgoing healing by 21% for 8s.

Very usefull in mutations with healing modifiers and in specific boss fights. e.g Ennead Anpu and Heru

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Expensive
Applies Rend reducing enemy armor and significantly boosting your group’s overall damage output. Don't use more than one in a group

Flame Attunement

Attacks deal +14% weapon damage as Fire (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Flame Attunement

Attacks deal +14% weapon damage as Fire (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Flame Attunement

Attacks deal +14% weapon damage as Fire (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Arboreal Attunement

Attacks deal +14% weapon damage as Nature (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Arboreal Attunement

Attacks deal +14% weapon damage as Nature (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Arboreal Attunement

Attacks deal +14% weapon damage as Nature (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Frost Attunement

Attacks deal +14% weapon damage as Ice (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Frost Attunement

Attacks deal +14% weapon damage as Ice (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Frost Attunement

Attacks deal +14% weapon damage as Ice (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Abyssal Attunement

Attacks deal +14% weapon damage as Void (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Abyssal Attunement

Attacks deal +14% weapon damage as Void (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Abyssal Attunement

Attacks deal +14% weapon damage as Void (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Attunement could be a good additional single target damage as option instead of sundering stacks

Amulet Perks

Nature Protection

Receive 15% less Nature damage.

Nature Protection

Receive 15% less Nature damage.

Nature Protection

Receive 15% less Nature damage.

Void Protection

Receive 15% less Void damage.

Void Protection

Receive 15% less Void damage.

Void Protection

Receive 15% less Void damage.

Flame Protection

Receive 15% less Fire damage.

Flame Protection

Receive 15% less Fire damage.

Flame Protection

Receive 15% less Fire damage.

Frozen Protection

Receive 15% less Ice damage.

Frozen Protection

Receive 15% less Ice damage.

Frozen Protection

Receive 15% less Ice damage.

Nature, Fire, Void, and Ice are the four main elements you’ll encounter weekly in mutated expeditions. Having an amulet for each will keep you covered for endgame content. Keep in mind that the resistance cap is 50% (e.g., if you have 51% Nature resistance, only 50% will count). Slot your gems carefully to avoid exceeding the cap.

Slash Protection

Receive 15% less Slash damage.

Slash Protection

Receive 15% less Slash damage.

Slash Protection

Receive 15% less Slash damage.

Thrust Protection

Receive 15% less Thrust damage.

Thrust Protection

Receive 15% less Thrust damage.

Thrust Protection

Receive 15% less Thrust damage.

Strike Protection

Receive 15% less Strike damage.

Strike Protection

Receive 15% less Strike damage.

Strike Protection

Receive 15% less Strike damage.

Physical damage protection can help in boss fights that aren't affected by mutators. Check the NWBuddy website to see what damage type the bosses deal in the expedition you're running, and bring an extra amulet with that type of protection.

Jewelry Perks

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Great for maximizing damage boosts during fights.

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Useful for boosting survivability in high-damage encounters.

Hearty

+10% max Stamina.

Hearty

+10% max Stamina.

Hearty

+10% max Stamina.

Increases max stamina, allowing for more dodges. Eespecially valuable for light armor builds.

Regenerating

+0.52% Health every second.

Regenerating

+0.52% Health every second.

Regenerating

+0.52% Health every second.

Never use regenerating as Healer. Health regen from this perk will counts towards threat and cose agro which will make your tank job much harder


3. Starter Attributes

3. Starter Attributes

3. Starter Attributes

Attributes Details

Attributes are an important part of your build. They provide base damage scaling for your weapon and grant additional bonuses when you reach specific checkpoints. You can read about all attribute checkpoints by simply hovering over them in-game. When building your character, consider how those checkpoints synergize with your weapon.


Avoid investing points into Constitution, as it will lower your damage output and often won’t make a significant difference in survivability. Instead, focus on learning enemy mechanics and attack patterns to understand which damage you can safely take and which attacks you should always dodge.


If you upgrade your Attuned Leather Pants to Gear Score 725, and the rest of your items are 650+, you’ll have enough total attributes to reach both the 300 Foc and 300 Int checkpoints.


I would not recommend going lower than 300 Foc at the start. Reason for that - you will not be able to join random expeditions as a healer. Even tho most of the time that amount of healing is unnecessery in low level mutations game limitations set to 300 Foc for random q.


STR

15

DEX

15

INT

300

FOC

300

CON

15

STR

15

DEX

15

INT

300

FOC

300

CON

15

STR

15

DEX

15

INT

300

FOC

300

CON

15

4. Endgame Gear

4. Endgame Gear

4. Endgame Gear

Gear Progression

Once you've got your starter gear sorted, you can start working toward long-term goals. Focus on running Hive of the Gorgon and Trial of the Devourer—these endgame activities offer some of the best items in the game, and some drops can’t be obtained any other way.


Gear

  • Hoplite Mask and Hoplite Handcovers drop from Hive of the Gorgon. You can also craft them at a Gypsum Kiln using 40 Hive of the Gorgon Tokens.

  • Silken Cocoon and Dune Euplantula are powerful but unique items that only drop in the Trial of the Devourer. Keep in mind these are rare drops—so while farming, you can use the 725 Hoplite alternatives: Hoplite Shirt and Hoplite Boots.


Weapon

  • Hoplite lifestaff is best option. It has focus on it which allows to do better attribute split

  • Heceta artifact also good, but require other item be with your secondary attribute. Otherwise you will have to much magnify


Jewelry

  • Amulet and ring can only be obtained by crafting or buying from the Trading Post. There are no named alternatives for these two.


Armor Perks

Hold to main principles

  • x3-x4 enchanted ward (depends on boots you can find/craft/buy)

  • x4 refreshing

  • Upgrade gear with weapon perks

  • If there still some free perk slots upgrade it with health or mortal perks

Hoplite Mask

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Nullifying Oblivion

When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Mask

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Nullifying Oblivion

When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Mask

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Nullifying Oblivion

When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Handcovers

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Mending Protection

+27% outgoing healing power for 3s if Orb of Protection heals an ally below 50% Health.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Handcovers

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Mending Protection

+27% outgoing healing power for 3s if Orb of Protection heals an ally below 50% Health.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Handcovers

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Mending Protection

+27% outgoing healing power for 3s if Orb of Protection heals an ally below 50% Health.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Life Staff

Named

Gear Score

725

Attribute

42

FOC

Blessed

+12% outgoing healing efficiency.

Fortifying Sacred Ground

Allies healed by Sacred Ground gain Fortify, increasing armor by 17% for 5s.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Diamond

Hoplite Life Staff

Named

Gear Score

725

Attribute

42

FOC

Blessed

+12% outgoing healing efficiency.

Fortifying Sacred Ground

Allies healed by Sacred Ground gain Fortify, increasing armor by 17% for 5s.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Diamond

Hoplite Life Staff

Named

Gear Score

725

Attribute

42

FOC

Blessed

+12% outgoing healing efficiency.

Fortifying Sacred Ground

Allies healed by Sacred Ground gain Fortify, increasing armor by 17% for 5s.

Refreshing Move

Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

No Runeglass

Cut Pristine Diamond

Gorgonite Void Gauntlert

Crafted

Gear Score

725

Attribute

42

MAG

Distained Infliction

Potency of outgoing DoTs are increased by 15%. Hitting a target inflicted by your DoTs will extend the duration of them by 5% (1s Cooldown.) PvE Only: Deal +5% base damage against hostile AI inflicted with DoTs.

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Putrefying Scream

Petrifying Scream inflicts Disease on hit, reducing the target's incoming healing by 43% and outgoing healing by 21% for 8s.

No Runeglass

Cut Pristine Diamond

Gorgonite Void Gauntlert

Crafted

Gear Score

725

Attribute

42

MAG

Distained Infliction

Potency of outgoing DoTs are increased by 15%. Hitting a target inflicted by your DoTs will extend the duration of them by 5% (1s Cooldown.) PvE Only: Deal +5% base damage against hostile AI inflicted with DoTs.

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Putrefying Scream

Petrifying Scream inflicts Disease on hit, reducing the target's incoming healing by 43% and outgoing healing by 21% for 8s.

No Runeglass

Cut Pristine Diamond

Gorgonite Void Gauntlert

Crafted

Gear Score

725

Attribute

42

MAG

Distained Infliction

Potency of outgoing DoTs are increased by 15%. Hitting a target inflicted by your DoTs will extend the duration of them by 5% (1s Cooldown.) PvE Only: Deal +5% base damage against hostile AI inflicted with DoTs.

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Putrefying Scream

Petrifying Scream inflicts Disease on hit, reducing the target's incoming healing by 43% and outgoing healing by 21% for 8s.

No Runeglass

Cut Pristine Diamond

Gorgon's Ring

Light

Crafted

Gear Score

725

Attribute

36

MAG

Hearty

+10% max Stamina.

Keen Awareness

+7% critical chance.

sacred

+9.5% outgoing healing efficiency.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Gorgon's Ring

Light

Crafted

Gear Score

725

Attribute

36

MAG

Hearty

+10% max Stamina.

Keen Awareness

+7% critical chance.

sacred

+9.5% outgoing healing efficiency.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Gorgon's Ring

Light

Crafted

Gear Score

725

Attribute

36

MAG

Hearty

+10% max Stamina.

Keen Awareness

+7% critical chance.

sacred

+9.5% outgoing healing efficiency.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Earring

Light

Named

Gear Score

725

Attribute

36

MAG

Refreshing Toast

Potions cooldown 10% faster.

Refreshing

Reduce max cooldowns by 4%.

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Earring

Light

Named

Gear Score

725

Attribute

36

MAG

Refreshing Toast

Potions cooldown 10% faster.

Refreshing

Reduce max cooldowns by 4%.

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Earring

Light

Named

Gear Score

725

Attribute

36

MAG

Refreshing Toast

Potions cooldown 10% faster.

Refreshing

Reduce max cooldowns by 4%.

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

5. Endgame Attributes

5. Endgame Attributes

5. Endgame Attributes

  • You can choose which two extra attribute can go to 25. Can be str+dex, str+con or dex+con. You also can spend all extra points into focus or into con to get more survivability if needed

STR

25

DEX

25

INT

350

FOC

300

CON

15

STR

25

DEX

25

INT

350

FOC

300

CON

15

STR

25

DEX

25

INT

350

FOC

300

CON

15

6. Skill Tree

6. Skill Tree

6. Skill Tree

7. Abilities

7. Abilities

7. Abilities

Sacred Ground

Create an area on the ground with a 3m radius that lasts for 12s. Allies in the area are healed for 16% weapon damage every second.
(This effect cannot be dispelled.)
Costs 15 mana.

Sacred Ground

Create an area on the ground with a 3m radius that lasts for 12s. Allies in the area are healed for 16% weapon damage every second.
(This effect cannot be dispelled.)
Costs 15 mana.

Sacred Ground

Create an area on the ground with a 3m radius that lasts for 12s. Allies in the area are healed for 16% weapon damage every second.
(This effect cannot be dispelled.)
Costs 15 mana.

Beacon

Shoot out a light projectile that deals 146% weapon damage to enemies, attaches to its target and heals all allies in a 3m radius for 16% weapon damage each second for 10s.
(This effect cannot be dispelled.)
Costs 16 mana.

Beacon

Shoot out a light projectile that deals 146% weapon damage to enemies, attaches to its target and heals all allies in a 3m radius for 16% weapon damage each second for 10s.
(This effect cannot be dispelled.)
Costs 16 mana.

Beacon

Shoot out a light projectile that deals 146% weapon damage to enemies, attaches to its target and heals all allies in a 3m radius for 16% weapon damage each second for 10s.
(This effect cannot be dispelled.)
Costs 16 mana.

Orb of Protection

Shoot out a light projectile that grants 20% fortify for 10s, heals an ally for 8% of weapon damage, and deals 146% weapon damage when it hits an enemy. (Fortify increases armor.)
Costs 16 mana.

Orb of Protection

Shoot out a light projectile that grants 20% fortify for 10s, heals an ally for 8% of weapon damage, and deals 146% weapon damage when it hits an enemy. (Fortify increases armor.)
Costs 16 mana.

Orb of Protection

Shoot out a light projectile that grants 20% fortify for 10s, heals an ally for 8% of weapon damage, and deals 146% weapon damage when it hits an enemy. (Fortify increases armor.)
Costs 16 mana.

Divine Embrace

Creates a 0.5m radius area around an ally or a location on the ground that Heals the target within for 120% weapon damage.
Costs 25 mana.

Divine Embrace

Creates a 0.5m radius area around an ally or a location on the ground that Heals the target within for 120% weapon damage.
Costs 25 mana.

Divine Embrace

Creates a 0.5m radius area around an ally or a location on the ground that Heals the target within for 120% weapon damage.
Costs 25 mana.

Light's Embrace

Creates a 0.5m radius area around an ally or a location on the ground that Heals the target within for 80% weapon damage + 20% more for each life staff buff on that target.
Costs 18 mana.

Light's Embrace

Creates a 0.5m radius area around an ally or a location on the ground that Heals the target within for 80% weapon damage + 20% more for each life staff buff on that target.
Costs 18 mana.

Light's Embrace

Creates a 0.5m radius area around an ally or a location on the ground that Heals the target within for 80% weapon damage + 20% more for each life staff buff on that target.
Costs 18 mana.

Splash of Light

You and all group members within 25m are healed for 80% weapon damage.
Costs 15 mana.

Splash of Light

You and all group members within 25m are healed for 80% weapon damage.
Costs 15 mana.

Splash of Light

You and all group members within 25m are healed for 80% weapon damage.
Costs 15 mana.

Oblivion

Summon a 5m radius circular rift of Void energy at your feet for 6s that deals 28% weapon damage per second to enemies and grants empower to self and friendlies, increasing damage by 15%.
(This effect cannot be dispelled.)
Costs 30 mana.

Oblivion

Summon a 5m radius circular rift of Void energy at your feet for 6s that deals 28% weapon damage per second to enemies and grants empower to self and friendlies, increasing damage by 15%.
(This effect cannot be dispelled.)
Costs 30 mana.

Oblivion

Summon a 5m radius circular rift of Void energy at your feet for 6s that deals 28% weapon damage per second to enemies and grants empower to self and friendlies, increasing damage by 15%.
(This effect cannot be dispelled.)
Costs 30 mana.

Void Blade

Summon a blade of Void energy that converts your ranged light and heavy attacks to melee light and heavy attacks.
Tap Basic Attack to perform a quick slash that deals 100% weapon damage or hold to perform a thrust attack that deals 150% weapon damage.
Both attacks inflict Disintegrate on successful hits, dealing 5% weapon damage per second and reducing target's armor by 10% for 8s and stacks up to 3 times.
Costs 20 mana.

Void Blade

Summon a blade of Void energy that converts your ranged light and heavy attacks to melee light and heavy attacks.
Tap Basic Attack to perform a quick slash that deals 100% weapon damage or hold to perform a thrust attack that deals 150% weapon damage.
Both attacks inflict Disintegrate on successful hits, dealing 5% weapon damage per second and reducing target's armor by 10% for 8s and stacks up to 3 times.
Costs 20 mana.

Void Blade

Summon a blade of Void energy that converts your ranged light and heavy attacks to melee light and heavy attacks.
Tap Basic Attack to perform a quick slash that deals 100% weapon damage or hold to perform a thrust attack that deals 150% weapon damage.
Both attacks inflict Disintegrate on successful hits, dealing 5% weapon damage per second and reducing target's armor by 10% for 8s and stacks up to 3 times.
Costs 20 mana.

Petrifying Scream

Unleash a Void-infused scream, dealing 65% weapon damage, staggering and inflicting root to enemies 5m in front of you. Disables enemy movement for 2s.
Costs 25 mana.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your void gauntlet, hits with this ability inflict taunt for 4s. (Taunt causes monsters to focus only on you.)

Petrifying Scream

Unleash a Void-infused scream, dealing 65% weapon damage, staggering and inflicting root to enemies 5m in front of you. Disables enemy movement for 2s.
Costs 25 mana.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your void gauntlet, hits with this ability inflict taunt for 4s. (Taunt causes monsters to focus only on you.)

Petrifying Scream

Unleash a Void-infused scream, dealing 65% weapon damage, staggering and inflicting root to enemies 5m in front of you. Disables enemy movement for 2s.
Costs 25 mana.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your void gauntlet, hits with this ability inflict taunt for 4s. (Taunt causes monsters to focus only on you.)

Baleful Tether

Fire a projectile dealing 100% weapon damage that tethers you to an enemy for 10s, weakening it and empowering you by 20%. The tether ends early if the target moves beyond 20m.
Costs 25 mana.
(Baleful Tether's Empower and Weaken can not be dispelled, and the tether remains active after weapon swap.)


Baleful Tether

Fire a projectile dealing 100% weapon damage that tethers you to an enemy for 10s, weakening it and empowering you by 20%. The tether ends early if the target moves beyond 20m.
Costs 25 mana.
(Baleful Tether's Empower and Weaken can not be dispelled, and the tether remains active after weapon swap.)


Baleful Tether

Fire a projectile dealing 100% weapon damage that tethers you to an enemy for 10s, weakening it and empowering you by 20%. The tether ends early if the target moves beyond 20m.
Costs 25 mana.
(Baleful Tether's Empower and Weaken can not be dispelled, and the tether remains active after weapon swap.)


Orb of Decay

Fire an unblockable orb that passes through enemies, deals 90% weapon damage and inflicts Disintegrate, dealing 5% weapon damage per second and reducing target's armor by 10% for 8s. (Stacks up to 3 times.)
At max range, it transforms into a healing orb and returns, healing friendlies for 20% weapon damage per second for 5s. (Healing scales exclusively with Focus.)
Costs 20 mana.

Orb of Decay

Fire an unblockable orb that passes through enemies, deals 90% weapon damage and inflicts Disintegrate, dealing 5% weapon damage per second and reducing target's armor by 10% for 8s. (Stacks up to 3 times.)
At max range, it transforms into a healing orb and returns, healing friendlies for 20% weapon damage per second for 5s. (Healing scales exclusively with Focus.)
Costs 20 mana.

Orb of Decay

Fire an unblockable orb that passes through enemies, deals 90% weapon damage and inflicts Disintegrate, dealing 5% weapon damage per second and reducing target's armor by 10% for 8s. (Stacks up to 3 times.)
At max range, it transforms into a healing orb and returns, healing friendlies for 20% weapon damage per second for 5s. (Healing scales exclusively with Focus.)
Costs 20 mana.

Essence Rupture

Fire a projectile dealing 100% weapon damage that inflicts Essence Rupture for 10s, healing anyone that hits the target for 20% of the damage done. (Does not apply to damage-over-time or damage done to inanimate objects.)
Costs 25 mana.

Essence Rupture

Fire a projectile dealing 100% weapon damage that inflicts Essence Rupture for 10s, healing anyone that hits the target for 20% of the damage done. (Does not apply to damage-over-time or damage done to inanimate objects.)
Costs 25 mana.

Essence Rupture

Fire a projectile dealing 100% weapon damage that inflicts Essence Rupture for 10s, healing anyone that hits the target for 20% of the damage done. (Does not apply to damage-over-time or damage done to inanimate objects.)
Costs 25 mana.

8. Offhand Weapon

8. Offhand Weapon

8. Offhand Weapon

Offhand Options (Situational)

There is not much secondary option for a healer

  • Musket (Accelerated Traps) – Useful for speeding up movement between pulls in faster runs.

  • Flail - if strategy requires

9. Consumables

9. Consumables

9. Consumables

Food, potions and other

Infused Corrupted Coating

Gives +15% additional damage against Corrupted. Lasts for 40 minutes. Only one Coating may be applied at a time. Coatings stack with Weapon Traits.

Infused Corrupted Coating

Gives +15% additional damage against Corrupted. Lasts for 40 minutes. Only one Coating may be applied at a time. Coatings stack with Weapon Traits.

Infused Corrupted Coating

Gives +15% additional damage against Corrupted. Lasts for 40 minutes. Only one Coating may be applied at a time. Coatings stack with Weapon Traits.

Coatings are important part of your damage. Research which mobs you fight in expeditions and prepare coatings. Sometimes you might need to use few different coatings during the expedition

Powerful Honing Stone

Increases weapon damage by 7% for 40 minutes.

Powerful Honing Stone

Increases weapon damage by 7% for 40 minutes.

Powerful Honing Stone

Increases weapon damage by 7% for 40 minutes.

7% empower for any of your weapon attack

Blackened Lava Barb with Corn Succotash

Increase Focus by 48 for 40 minutes. Your health slowly recovers while under these effects.

Blackened Lava Barb with Corn Succotash

Increase Focus by 48 for 40 minutes. Your health slowly recovers while under these effects.

Blackened Lava Barb with Corn Succotash

Increase Focus by 48 for 40 minutes. Your health slowly recovers while under these effects.

Food is important. Without it you will not be able to reach main checkpoints in attributes. So if after you prepared your gear you missing attributes it's probably a food. Don't cheap out. Buy the highest tier

Infused Corrupted Ward

Increases damage absorption from Corrupted by 10% for 40 minutes.

Infused Corrupted Ward

Increases damage absorption from Corrupted by 10% for 40 minutes.

Infused Corrupted Ward

Increases damage absorption from Corrupted by 10% for 40 minutes.

Ward potions - your protection. Research which mobs you fight in expeditions and prepare ward potions. Sometimes you might need to use few different ward potions during the expedition

Desert Sunrise

Reduce the Duration of DOTs (damage over time) by 17.5% for 40 minutes. Your health slowly recovers while under these effects.

Desert Sunrise

Reduce the Duration of DOTs (damage over time) by 17.5% for 40 minutes. Your health slowly recovers while under these effects.

Desert Sunrise

Reduce the Duration of DOTs (damage over time) by 17.5% for 40 minutes. Your health slowly recovers while under these effects.

Helps to medigate DoT damage in expeditions

Infused Grit Potion

Become uninterruptible to staggers for 10s.

Infused Grit Potion

Become uninterruptible to staggers for 10s.

Infused Grit Potion

Become uninterruptible to staggers for 10s.

Might be usefull in some specific scenarious. E.G fire explosive mutations

10. Protection

10. Protection

10. Protection

How to gem up

Elemental resistance is capped at 50%. Keep this in mind when slotting gems for mutations or raids. Your amulet and gems combined should not exceed 50% resistance in total for optimal protection.


If you don’t have an amulet with a 15% resistance perk, there’s an easy solution: slot 8 gems into your armor and jewelry sockets to almost fully cover the mutation element.


Remember, some bosses deal unique elemental damage that isn’t affected by the mutation type. Check NWBuddy before entering an expedition to ensure you’re using the best protection. It’s a good idea to bring a few extra gems, amulets, or even a secondary gear set specifically for boss fights—it’ll make your experience much smoother.


Find your own optimal protection for specific encounters. Some base examples are bellow

With amulet 15% Protection

x5

Cut Pristine Amber

x2

Cut Pristine Opal

x1

Cut Pristine Onyx

Total:
50% Nature resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

Total:
50% Nature resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

x5

Cut Pristine Amethyst

x2

Cut Pristine Opal

x1

Cut Pristine Onyx

Total:
50% Void resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

Total:
50% Void resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

x5

Cut Pristine Ruby

x2

Cut Pristine Opal

x1

Cut Pristine Onyx

Total:
50% Fire resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

Total:
50% Fire resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

x5

Cut Pristine Aquamarine

x2

Cut Pristine Opal

x1

Cut Pristine Onyx

Total:
50% Ice resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

Total:
50% Ice resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

x6

Cut Pristine Emerald

x2

Cut Pristine Onyx

Total: 50% Thrust resistance

Total: 50% Thrust resistance

x6

Cut Pristine Jasper

x2

Cut Pristine Onyx

Total: 50% Strike resistance

Total: 50% Strike resistance

x6

Cut Pristine Moonstone

x2

Cut Pristine Onyx

Total: 50% Slash resistance

Total: 50% Slash resistance

Without amulet 15% Protection

x8

Cut Pristine Amber

Total: 48% Nature resistance

Total: 48% Nature resistance

x8

Cut Pristine Amethyst

Total: 48% Void resistance

Total: 48% Void resistance

x8

Cut Pristine Aquamarine

Total: 48% Ice resistance

Total: 48% Ice resistance

x8

Cut Pristine Ruby

Total: 48% Fire resistance

Total: 48% Fire resistance

11. Heaartrune

11. Heaartrune

11. Heaartrune

Heartrunes variations

Stalwart Heartrune of Bile Bomb

Spit out a glob of corrosive bile that creates a 3.5m radius disease cloud on impact that lingers for 3s. Enemies that enter the cloud are afflicted with a debuff that deals 100% heartrune damage per second and reduces incoming healing by 30% and outgoing healing by 15% for 8s. Cloud sticks to enemies on direct hits.

  • Crippling Bile: Inflicts Slow on hit, reducing the target's movement speed by 20% for 3s.

  • Mending Bile: Players who hit the afflicted targets are healed for 20% of the damage they deal. Reduce incoming healing reduction to 15% and outgoing to 7.5%. Ability no longer applies a DoT.

Stalwart Heartrune of Bile Bomb

Spit out a glob of corrosive bile that creates a 3.5m radius disease cloud on impact that lingers for 3s. Enemies that enter the cloud are afflicted with a debuff that deals 100% heartrune damage per second and reduces incoming healing by 30% and outgoing healing by 15% for 8s. Cloud sticks to enemies on direct hits.

  • Crippling Bile: Inflicts Slow on hit, reducing the target's movement speed by 20% for 3s.

  • Mending Bile: Players who hit the afflicted targets are healed for 20% of the damage they deal. Reduce incoming healing reduction to 15% and outgoing to 7.5%. Ability no longer applies a DoT.

Stalwart Heartrune of Bile Bomb

Spit out a glob of corrosive bile that creates a 3.5m radius disease cloud on impact that lingers for 3s. Enemies that enter the cloud are afflicted with a debuff that deals 100% heartrune damage per second and reduces incoming healing by 30% and outgoing healing by 15% for 8s. Cloud sticks to enemies on direct hits.

  • Crippling Bile: Inflicts Slow on hit, reducing the target's movement speed by 20% for 3s.

  • Mending Bile: Players who hit the afflicted targets are healed for 20% of the damage they deal. Reduce incoming healing reduction to 15% and outgoing to 7.5%. Ability no longer applies a DoT.

Healing, DoTs, Antieheal

12. Gameplay

12. Gameplay

12. Gameplay

PvE Healer Role Responsibilities – Life Staff + Void Gauntlet

In group PvE content (mutations, raids, trials), the healer’s job goes far beyond just topping off health bars. When running a Life Staff + Void Gauntlet build, you’re both a sustain backbone and a debuff/damage support. Here's what you're expected to do:


  1. Keep the Team Alive with AoE Heals

  • Use Sacred Ground to maintain steady healing in a fixed area—especially under the tank.

  • Cast Beacon on bosses (or allies) to provide healing-over-time in a moving fight.

  • Use Orb of Protection to apply Fortify and extra healing. Great for pre-fight prep or as a filler heal.

  • Position yourself carefully to get maximum value out of AoE heals—try to cover multiple players at once.


  1. Support the Group with Buffs

  • Sacred Ground and Orb of Protection both provide Fortify, helping reduce incoming damage.

  • Empowering Beacon gives DPS players a damage buff.

  • Your healing kit doesn't just restore health—it also boosts your team’s defensive uptime.


  1. Debuff & Damage with Void Gauntlet

  • Drop Oblivion on clumped mobs or bosses to:

    • Grant empower to allies standing in it.

    • Increase Stamina Regen

  • Use Void Blade—applies Weaken, Disintegrate, and adds decent melee damage.

  • Spam Scream (Petrifying Scream) to:

    • Stagger and root enemies in AoE.

    • apply desease if running putrefying scream perk

  • Weave in Essence Rupture (if slotted) for group healing on hit—pairs excellently with AoE-heavy fights.


  1. Communicate & Adapt

  • Call out when Oblivion is down for DPS to step in.

  • Adjust your priority: more healing during high-damage phases, more VG uptime during trash pulls or downtime.

  • Adapt to group composition—if DD players are less expirienced, focus more on healing. If survivability is high, lean more into damage and debuffs.


Summary

The Life Staff + Void Gauntlet healer is a hybrid PvE support role focused on:

  • Sustained AoE healing (Sacred Ground, Beacon, Orb)

  • Buffing allies (Fortify, Empower)

  • Debuffing enemies (Rend, Weaken)

  • Rooting and staggering dangerous mobs (Scream)

  • Supplementing DPS during downtime

This playstyle brings high utility and value to any group, especially in mutation content, where every second of uptime and every percent of damage reduction or output matters.

Mutation Academy

Season 8 PvE builds for New World Aeternum

Mutation Academy

Season 8 PvE builds for New World Aeternum

Mutation Academy

Season 8 PvE builds for New World Aeternum