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New World - Life Staff Guide






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EmpressBlue's Life Staff Guide
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Hey, if you're reading this it means you have taken an interest into the Life Staff. Whether to pick it up as a main weapon or side weapon for when your group needs a healer, this guide will have all the necessary information to help you move forward with your healing adventures. This guide will contain builds for specific scenarios, both PvP and PvE, information on gear and their potential perks, the settings for the targeting system on the Life Staff and so much more. If you feel anything has been missed and you would like to have it added to the guide, please contact EmpressBlue#6969 on Discord. As a disclaimer, I would like to add this guide is built upon my own opinions and experience across the time in New World as a OTP Life Staff user. Not everyone will agree with my choices or the reasoning behind the, it is perfectly fine to build your own preferences and opinions on the weapon. This guide is just for me to spread my experience and knowledge with everyone, not dictate how others should play. |
Who even is EmpressBlue?
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- Who I am - How long I've used the Life Staff - Experience with the Life Staff - How long I've played New World |
Default PvE Build
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Light's Embrace is the best single target heal in the game, allowing for insanely high heals on tanks that are aggroing large groups of mobs or bosses. Sacred Ground and Beacon to heal and sustain all other melees around the tank, allowing you to focus on the tank. Take this for all Elite Zones, Expeditions and Corrupted Breaches. No build is capable of providing better tank healing power with enough AoE to keep everyone else alive. You can achieve heals more than some tanks health bars when the right conditions are met. | |||||||||
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AoE PvP Build
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Orb of Protection, Sacred Ground and Beacon are the three AoE heals apart of the Life Staff. This build is centred around hitting as many possible as humanly possible and as frequently as possible, this is a build centred around wars and doesn't really work outside of those. One thing to be wary of though, you're trading out large burst heals for the ability to sustain large amounts of people. You're incapable of saving someone who is being chased by someone because all of your abilities are either long cooldowns or don't do much for a single target, focus on the groups. | |||||||||
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Single Target PvP Build
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This is more focused on either small skirmish PvP or when you're assigned to defend or attack one of the side points in wars. Divine Embrace is incredibly strong in PvP despite it's long cast time because of the chain heal and how it is capable of hitting multiple targets which causes multiple chain heals. Some of my largest healing scores have been because of this ability, throwing this in the centre of a large clump of melees on a point can cause multiple chain heals since it's very likely people are below 50% health. You also gain the ability to save people being chased, targeted in 1v1s and yourself when pots are on cooldown. | |||||||||
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Ability: Divine Embrace | |||||||
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Heal target for 150% weapon damage. Costs 25 Mana. | |||||||
Divine Embrace is a single target heal, it uses the targeting system to lock onto an ally and after a short channel heals them for a large amount. It's primary use is in large scale PvP such as Wars, Outpost Rush, Open-World PvP and Invasions. It heals a large amount without the requirement of buff stacking, unlike Light's Embrace and the heal can chain to multiple targets if the initial target is low, which is very often in PvP. The issue is this ability falls of incredibly hard when you enter PvE, it cannot keep up with the output of Light's Embrace even remotely. | |||||||
Divine Embrace Upgrades | |||||||
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Ability: Sacred Ground | |||||||
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Create an area on the ground that lasts for 15s and heals 20% weapon damage every second. Costs 15 Mana. | |||||||
When casted you make a circular AoE that heals for large amounts as long as you or allies remain inside of the AoE. It's incredibly useful in PvP for capturing points, healing insane amounts to all your allies on the point. It's also incredibly strong in PvE, making a circle of insane heals for you and all your allies to stand in is a must to take stress off the healer spamming single target heals. It's by far one of the best abilities on the Life Staff, the only downside being mobs will usually body block and shove you out of it, this is especially true for tanks while they block/kite bosses or large amounts of mobs. | |||||||
Sacred Ground Upgrades | |||||||
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Ability: Splash of Light | |||||||
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You and all group members within 100m are healed for 50% weapon damage. Costs 15 Mana. | |||||||
After a short animation you heal all group members within 100 metres, this sounds incredibly useful until you look at the pathetic "50% weapon damage heal" attached to it. Taking this ability currently is straight up throwing, it has no use in PvE or PvP. Please, never use this ability as there is no justifiable reason to ever take it unless you're trying to significantly reduce your healing output. AGS really have to rethink this ability, the cooldown is way too long and it's cast animation is way too slow to justice such a patheticly small amount of healing. | |||||||
Splash of Light Upgrades | |||||||
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Ultimate Perk: Divine Blessing | ||||
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When you heal an ally if their health is below 50%: heal for 30% more. | ||||
It's an insanely strong perk making it justified as an ultimate perk. The amount of extra healing this perk has outputted alone is immeasurable at this point, this is especially effective in wars where every bit of healing is needed to keep your allies alive on the points. You want to take this perk on literally every Life Staff build, there is literally no good reason to avoid it due to how strong it is. |
Healing Perks | |||||||
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Ability: Orb of Protection | |||||||
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Shoot out a light projectile that grants 10% Fortify for 20s, heals an ally for 10% of weapon damage, and deals 146% weapon damage when it hits an enemy. (Fortify reduces incoming damage.) Costs 16 Mana. | |||||||
Shoots out a projectile similar to your light/heavy attack, everyone it touches is healed and granted a fortify buff which reduces incoming damage by a percentage. It's incredibly useful in wars, since you can upgrade it to affect everyone in it's AoE and it passes through allies you can grant fortify and healing to a lot of people. It's incredibly useful due to it's damage reduction and small tickle heals, the issue with the ability is it's competing with Beacon which outclasses Orb of Protection in most scenarios, you only really take this ability in wars (when you replace your single target heal with it) or solo levelling. | |||||||
Orb of Protection Upgrades | |||||||
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Ability: Light's Embrace | |||||||
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Targeted heal for 100% weapon damage +30% more for each buff on that target. Costs 18 Mana. | |||||||
Light's Embrace is a single target heal, it uses the targeting system to lock onto an ally and after a short cast time heals them for a large amount. It's the strongest single target heal in group PvE content, which is usually Expeditions, the healing you can output with ability is just unbeatable. You're capable of outputting 10k+ heals when things line up properly. It's incredibly strong because it has a low mana cost, no channel (only short cast animation) and heals for significantly more than any other heal in the game. The downside is that due to the buff requirements for it to heal large amounts, allies have to be in your group to receive the Life Staff permanent buffs you grant. | |||||||
Light's Embrace Upgrades | |||||||
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Ultimate Perk: Magnify (LE Upgrade) | ||||
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When you heal with Light's Embrace extend lifestaff buffs by 2s. | ||||
This perk is laughable, I wouldn't wouldn't even take it as a perk let alone a damn ULTIMATE PERK. It only increases Life Staff buffs by 2 seconds which is nothing and the Life Staff doesn't have enough buffs to justify this. When you throw in the fact the other Ultimate perk exists which increases healing output significantly, it leaves for some laughs over AGS's decision to have this as an "ultimate" perk. |
Ability: Beacon | |||||||
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Shoot out a light projectile that deals 146% weapon damage to enemies, attaches to it's target and heals all nearby allies for 20% weapon damage each second for 10s. Costs 16 Mana. | |||||||
You shoot out a projectile that attaches to the first ally, enemy or object it comes in contact with, once attached it will follow the target until they die or the duration runs out. It's an incredibly useful ability in both PvE and PvP, a moveable giant AoE that heals for a considerable amount every tick is not something you ignore. The only real downside to the ability is that it comes with risks, hitboxes can be janky at times and the projectile will either phase through people or literally bounce off them (I wish I was joking), so be mindful of that. | |||||||
Beacon Upgrades | |||||||
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Protector Perks | |||||||
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- Talk about diminishing returns.
- Explain the benefits and drawbacks of each armour set.
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