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New World - Life Staff Guide

New World - Life Staff Guide

Updated on October 22, 2021
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League of Legends Build Guide Author TheBlueImperial Build Guide By TheBlueImperial 5,393 Views 0 Comments
5,393 Views 0 Comments League of Legends Build Guide Author TheBlueImperial Build Guide By TheBlueImperial Updated on October 22, 2021
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EmpressBlue's Life Staff Guide
Introduction
About Me
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?
- 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
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
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
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
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
Privilege: Divine Embrace costs 20 Mana.
The Life Staff is incredibly mana hungry, you will burn through mana pot after mana pot no matter how hard you try. Any reduction or refund on mana perk you can get is incredibly useful, since Divine Embrace is a short cooldown ability it will cut down your mana costs by quite a large amount over the course of a fight.
Shared Struggle: If target is below 50% health heal one additional ally within 8m for the same amount
Divine Embrace is a burst heal, meaning it heals for a large amount in a very short amount of time. The ability to chain the heal to another target when your initial one is low is incredibly strong, the issue is outside of PvP this isn't very common.
Rebound: If 2nd target is below 50% health heal another ally within 8m of that ally.
This is essentially a continuation of the previous perk, allowing to chain again if the target receiving the heal was low, again this is super strong in PvP due to the fact people being low is common place. Still incredibly inconsistent and unnecessary in PvE.


Ability: Sacred Ground
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
Holy Ground: Regenerate Stamina and Mana 100% faster while in Sacred Ground.
The stamina regen allows for insane amounts of dodge spamming while inside of it, allowing for a lot of I-frames. It also provides a lot of stamina regen for tanks between blocking, reducing the downtime between blocking important targets. Mana regen is useful but not important.
Blessed: While allies are in Sacred Ground they are healed for 50% more from all healing.
The perk what makes this ability so incredibly strong, 50% increase to healing received while in Sacred Ground is nothing to laugh at, the insane healing you can provide because of this buff is unmatched. A must for every single Life Staff build in my opinion.


Ability: Splash of Light
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
Shared Recovery: If you heal a target below 50% health gain 3% of your max mana.
The reason they're below 50% health is because you took Splash of Light, please unequip this ability. However, a potential 15% max mana refund on cast would be incredibly useful if they ability wasn't useless.
Purify: Splash of Light also removes 1 debuff.
Yet again... please do not use this ability, it's incredibly useless and removing a single debuff with this ability sounds nice but you can do that with your heavy attacks with the use of a single perk.


Ultimate Perk: Divine Blessing
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
Absolved: Lifestaffs Light and Heavy attack no longer cost mana.
This. Is. A. Compulsory. Perk. You have to take this, you do not get a choice which is incredibly annoying but it is what it is. The Life Staff is incredibly mana hungry as it is, imagine if you had to use mana for your light and heavy attacks? you would literally never have mana and would be burning mana pots at double the rate.
Blissful Touch: Light attacks now heal target for 20% weapon damage when passing through an ally.
While 20% weapon damage heal doesn't sound like a lot, you're spamming these light attacks constantly and overtime this value adds up. It especially adds up during wars when you're spamming the light attacks into giant clumps of players.
Mending Touch: Lifestaffs Heavy Attack now removes 1 debuff when passing through an ally.
A lot of weapons have ways to remove debuffs, the issue for a lot of them they're on long cooldowns. You can remove cooldowns with the simple use of a heavy attack on an ally (or yourself if you throw it under you), no cooldown at all.
Revitalize: When you hit with a light attack reduce all your cooldowns by -5%
This is pretty much a requirement for the Life Staff, to have permanent uptime of Sacred Ground and Beacon, you need this perk to reduce the cooldowns enough to place a new one before the previous ends. You're even capable of reducing the cooldown enough to place multiple Sacred Grounds, they don't stack but they make a larger area to play in.
Desperate Speed: When you heal an ally with less than 50% health, Life Staff ability's cooldowns are reduced by -10%. (Can only be triggered once every 5 seconds)
This perk is ticking off cooldown in Wars, Outpost Rush, Invasions and Expeditions. Having 10% reduced every 5s is insanely strong and not to underestimate.
Enchanted Justice: When hit in battle activate a healing aura for you and nearby friends in a 4m radius healing for 10% weapon damage each second for 6s. (cooldown 120s).
It's not a strong perk but you often take it to reach the "10 perk requirement" for the ultimate perk in the healing tree, it's pretty nice to have though.
Intensify: Heavy Attacks give you increase healing by 10% for 10s (max 3 stacks.)
This perk seems incredibly strong on paper, but like all percentage bonuses in New World, they do not stack as heavily as you think they would. On top of this is the fact you want to be light attack spamming for the reduction of cooldowns, lower cooldowns is more valuable than a percentage buff that doesn't actually increase it by the number presented.
Sacred Protection: While holding a lifestaff: increase the amount of incoming healing to all friendlies in your group by 5%
A pretty strong perk since it increases healing for everyone in your group. Though the main reason you take it is because it's a permanent buff for Light's Embrace heal, since it counts towards the buff counter.
Ability: Orb of Protection
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
Protector's Blessing: If Orb of Projection hit an ally they gain Recovery for 10s. (Recovery heals for 7.5% weapon damage every second.)
The healing might seem like a pretty small amount, but considering how many people you can hit with ability and how long it lasts for, it ends up healing a pretty large amount over the course of a war.
Shared Protection: If you successfully heal an ally with Orb of protection, you also gain Fortify, and Recovery.
You get all the benefits of the ability without having to be near the allies you're throwing it at (usually on the point which is death for most healers). It gives you some self sustain and damage reduction for doing what you're going to do be doing normally.
Aegis: When this projectile hits, it effects all allies within a 3m radius
This is the upgrade that makes it insane in wars, every time it comes in contact with an ally it causes an AoE bubble around them and applies Orb of Protection on all of those allies. This happens for every single person Orb of Protection passes through, this is why it's so incredibly strong in wars.


Ability: Light's Embrace
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
Inspire: When you heal a target with Lights Embrace target receives 25 stamina.
Stamina is block health for tanks, more stamina means your tank can block for longer durations reducing the chance of getting hit by hard hitting boss attacks. Since your tank is the person receiving Light's Embrace heal the most you're going to get a lot of value out of it. Less important but helps your ally dodge an extra time.
Connection: When you heal a target with Lights Embrace gain 1% of your max mana for each buff your target has.
The Life Staff is so incredibly mana hungry, any form of mana sustain you can get is worth taking. You're always at least gaining 2% max mana back from the perk, but usually a lot more. It's not a lot but it definitely adds up over time.


Ultimate Perk: Magnify (LE Upgrade)
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
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
Infused Light: Beacons area of effect is now 50% larger.
This makes the AoE of beacon absolutely massive, larger than Sacred Ground. I love this perk so much, the wider the area the more people it can potentially heal. There isn't much else I can say about this perk, besides the fact you should take it every time you take beacon.
Radiance's Blessing: Beacon lasts 5s longer
Increasing the duration of beacon by 5 seconds is a significant boost in healing, since the longer it lasts the more healing it will end up doing. Also, since it lasts longer it is a lot easier to achieve permanent uptime with cooldown reduction off of light attacks.
Speed of Light: When Beacon heals a target it also applies 20% Haste for 3s. (Haste increases movement speed.)
It's not a bad perk, it's just not worth it when you're weighing up against a lot of other options. The haste isn't really important since most people around the circle are going to be either fighting/targeting the mob it's attached to or will be grouped trying to capture a point in wars.


Protector Perks
Bend Light: After a dodge, your heals are 20% more effective for 5s.
You're dodge spamming a lot already, this is just a free increase to healing output for doing something you're going to be doing normally. It's incredibly easy to achieve permanent uptime of this perk without even trying, I'd recommend taking this whenever you can.
Defensive Light: When you block a Melee attack: gain 5% max mana.
Blocking just isn't worth it with the Life Staff, if you're in danger you need to be dodging for the iframe. The mana for blocking just isn't worth it considering the risks involved and the fact dodges are just a superior method of damage mitigation.
Protector's Touch: Lifestaffs Light and Heavy grant 15% Fortify for 3s when hitting an enemy. (Fortify reduces incoming damage.)
It's a pretty nice perk, sadly you rarely don't get to take it due to the amount of perks you have to invest for the Healing tree Ultimate perk. If I could I would take this perk more often, damage mitigation is always welcome, especially since we're a target for PvP and PvE (****ing archers).
Protector's Strength: If you have a buff heal for 10% more.
You will always have a buff present because of the Life Staff perks that grant permanent buffs. You can an increase to your healing output for literally doing nothing, which is the best kind of percentage healing increase perk.
Balance: When you get hit while below 50% health, gain 10% Haste for 5s. (cooldown 20s)
I could see this being useful, but similarly to Protector's Touch you never get to take it due to the investment required for the Ultimate perk in the Healing tree.
Spirits United: Increases mana regeneration for you and group members by 3%.
A pretty strong perk since it increases mana regen for everyone in your group. Though the main reason you take it is because it's a permanent buff for Light's Embrace heal, since it counts towards the buff counter.
Glowing Focus: Buffs you grant last 20% longer
Sadly yet again, it's probably somewhat useful because it increases some useful things for free, but you need to invest perks into the Healing tree because of it's Ultimate perk. Could be useful in the future if they change up some things.
- What attributes to go, how many of each attribute you should go
- Talk about diminishing returns.
- What armour you should run. Light, Medium or Heavy?
- Explain the benefits and drawbacks of each armour set.
- Explain each viable secondary and when to take them
- What weapon/armour perks are most desired.
- Talk about the settings, which ones to enable and disable depending on preference and what you're doing.
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