Pure PvE Healer Build
Overview
Welcome to the realm of healing in New World! If you’re a seasoned adventurer or just dipping your toes into the healing waters, this pure healer build is tailored just for you.
In this guide, we’re all about embracing the pure healer role, denying the temptation to dabble in damage-dealing antics. Our mission? Keeping the team standing, dealing out damage by dishing out massive AoE heals and sprinkling in some handy buffs and debuffs along the way.
This build isn’t just about tending to others. We’ve woven in plenty of self-healing capabilities to ensure our own survival, because let’s face it: a healer who’s face-down in the dirt can’t heal anyone else.
With a focus on stability and reliability, this build boasts a robust defense and a healthy pool of hit points (nearly 15k), ensuring we can weather the storm and keep the heals flowing. It’s perfect for those looking to embark on casual adventures, prioritizing teamwork and longevity over speed runs and flashy maneuvers.
So, whether you’re a seasoned veteran looking for a dependable healing setup or a fresh-faced healer eager to dive into the fray, this build has got you covered. After all, when it comes to providing the support your team needs, why settle for anything less than tried-and-true excellence?
If you want the super quick TL&DR:
TL&DR (click to expand)
Weapons:
- Lifestaff ( Blessed + FSG + Ref Move )
- Void Gauntlet ( Lifetaker + Putrefying Scream )
Armor:
- Light Loadout ( Nimble Coat )
- 5 x Enchanted Ward
- 4 x Refreshing
- 4 x Health
- 1 x Keen Beacon
- 1 x Nullifying Oblivion
Jewellery:
- Amulet ( Health + Refreshing Recovery + Protection )
- Ring ( Hearty + Sacred + Healing Breeze )
- Earring ( Healthy Toast + Refreshing Toast + Healing Heart )
Heartrune:
- Stalwart Heartrune of Stoneform
- Stats:
- STR - 5
- DEX - 5
- INT - 5
- FOC - 500
- CON - 106
Gear
- Enchanted ward: -4% damage from light and heavy attacks.
- Keen Beacon: When Beacon heals a player, they gain 6.69% critical chance for 6s.
- Health: +2.4% max health.
- Highly Refreshing: Reduces max cooldowns by 8%.
- Enchanted ward: -4% damage from light and heavy attacks.
- Refreshing: Reduce max cooldowns by 4.01%.
- Health: +2.4% max health.
- Enchanted ward: -4% damage from light and heavy attacks.
- Refreshing: Reduce max cooldowns by 4.01%.
- Nullifying Oblivion: When activated, Oblivion removes limited duration buffs from enemies within its radius and the cooldown is reduced by 10.45%.
- Enchanted ward: -4% damage from light and heavy attacks.
- Refreshing: Reduce max cooldowns by 4.01%.
- Health: +2.4% max health.
- Enchanted ward: -4% damage from light and heavy attacks.
- Refreshing: Reduce max cooldowns by 4.01%.
- Health: +2.4% max health.
- Void Protection: Receive 14.99% less Void damage.
- Refreshing Recovery: When your health drops below 50% all your active abilities cooldowns are reset (90s cooldown).
- Health: +7% max health.
- Healing Breeze: On Heal: For 6s heal target for 20.02% weapon damage each second (10s cooldown).
- Sacred: +9.55% outgoing healing efficiency.
- Hearty: +10% max Stamina.
- Refreshing Toast: Consumable cooldown 10% faster.
- Healthy Toast: When you drink a Mana potion, gain 15% of your base Health.
- Healing Heart: On Heartrune: Heal for 10% your max health.
- Blessed: +12% outgoing healing efficiency.
- Fortifying Sacred Ground: Allies healed by Sacred Ground gain Fortify, increasing armor by 10.64% for 5s.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
- Keen: +6.99% critical chance.
- Vicious: +6.99% critical damage.
- Arboreal Attunement: Attacks deal +14% weapon damage as Nature (1.5s cooldown. Does not trigger off persistent damage or DoT effects).
Perk Choices
Firstly, we’ve chosen to go with the light loadout for the +30% healing output bonus as well as the 15% bonus base damage. It is true that we are going to take more damage as a result but we have accounted for this with the extra CON in this build.
The first required perk to get is always going to be Enchanted Ward. The reason for this is that thanks to the amazing work of Ginie at nw-buddy we know the majority of the attacks mobs do are counted as either a light or heavy attack and very few are counted as ranged + magical which is what is required for Elemental Aversion to apply.
For our choice of armor artifact we have chosen to go with Nimble Coat. The reason for this is that it lets us spam our heals that are on a fairly high cooldown and we should always have enough time to put another sacred down before the first one expires meaning our tank and DPS should always be healing. The other option we could use is the featherweight and then swap two pieces (e.g. Feet and Pants) to heavy pieces. This would give us a significant amount of additional armour but we would be a lot more reliant on our left clicks to get our cooldowns up in time to overlap our sacred grounds. If you don’t have the Nimble coat this would be the next best option. You can check out the difference in armour using our armour calculator!
For the ring, we choose hearty because it is mandatory for every build. We choose Sacred for more healing output, and finally we choose Healing Breeze to keep our own HP topped up which helps a lot on those dot damage mutations.
We want to have Nullifying Oblivion as there are some specific times (Genesis Soldiers + Forge) where you will need to remove buffs from the enemies. In genesis when the soldier reaches up, makes a noise and then turns black, that is an empower and fortify that can be stripped using Nullifying Oblivion. Make sure to make it the same stat that you put your magnify points into so that you can swap it out with the azoth chest and won’t have to respec!
Fortifying Sacred Ground is put on the weapon as it will apply the effect when people first enter but would then require people to exit the sacred and go back in for it to reapply which isn’t something that happens a lot.
Keen Beacon is chosen to give our DPS more crit chance, boosting their damage by a significant amount, especially on bosses that don’t have a back (which is always a critical hit) like Cilla or Chardis in Lazarus.
Gems
For M3’s specifically you should always be using the mutation specific gem as per the table below. This also applies to the protection on your amulet. You should have 63% protection from the element. While there is a 50% cap, gems and the amulet protection will actually let you exceed this cap.
Mutation | Gem | Amulet Protection |
---|---|---|
Hellfire | Ruby | Flame Protection |
Icebound | Aquamarine | Frozen Protection |
Eternal | Amytheist | Void Protection |
Overgrown | Amber | Nature Protection |
There will be situations where you will want to swap sets to another protection for specific bosses because they don’t get the split damage from the mutation. That is outside the scope of this guide but we will have guides for each expedition coming out soon.
Life Staff
You will always use a Diamond in the life staff. You can, at the moment, put the Diamond in a Runeglass case because there is a bug where the runeglass case isn’t reducing the healing like it should be. Just be sure not to overlap the runeglass case element with your teammates if you can help it. Putting the Diamond in a runeglass case will help charge your heartrune faster.
The perks won’t change on your lifestaff but there are a couple of different lifestaff’s you can get.
- Blessed: +12% outgoing healing efficiency.
- Fortifying Sacred Ground: Allies healed by Sacred Ground gain Fortify, increasing armor by 10.64% for 5s.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
- Blessed: +12% outgoing healing efficiency.
- Fortifying Sacred Ground: Allies healed by Sacred Ground gain Fortify, increasing armor by 10.64% for 5s.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
- Blessed: +12% outgoing healing efficiency.
- Fortifying Sacred Ground: Allies healed by Sacred Ground gain Fortify, increasing armor by 10.64% for 5s.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
Void Gauntlet
The Void Gauntlet choice was made because it lets us camp our lifestaff as well as apply disintegrate stacks, rending the enemy as well as applying a damage over time. The reason we chose to put Putrifying Scream on Lifetaker is for Overgrown mutations where the mobs have a lot of lifesteal and this disease counters that. The disease is also required for Heru in Ennead and Greundgul the Regent in Starstone so that when they do their respawn mechanic, they respawn with less health.
Heartrunes
There are a couple of options that you could use depending on your playstyle but most of the time Stoneform is going to be the correct choice.
Stoneform
Stoneform is a great heartrune for fire mutations and getting used to running lower CON. Pop it just before you hear the explosions happen and while you might take some damage, you won’t be knocked down as you are CC immune for 5 seconds. Lastly, the heal over time (HOT) can also come in handy to keep you topped up during a fight.
Vines
Vines is a great heartrune if you’missing some CC from the DPS. It gives some extra rend and weaken as well. The only things to watch out for are that you don’t vines before the mobs are clumped.
Bile
Bile is nice for the additional healing and in nature weeks also some extra disease.
Stoneform: Harden yourself with layers of stone, cleansing all crowd control debuffs and granting immunity to both stagger and crowd control debuffs for 5s.
- Fortifying Form: Gain Fortify on activation, increasing armor by 10% for 5s.
- Mending Form: Heal for 75% Heartrune damage per second while active. Reduce outgoing damage by 20%.
Grasping Vines: Summon vines around you that deal 100% heartrune damage and root enemies within a 4m radius for 3s.
- Enfeebling Vines: Inflicts Weaken on hit, reducing the target's damage by 20% for 8s.
- Rending Vines: Inflicts Rend on hit, reducing the target's armor by 20% for 5s. Reduce your Stamina regeneration by 50% for 5s.
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 healing by 30% 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 healing reduction by 15% and DoT is removed.
Stats
The stat values should be considered a base to work from. If you need more CON because you’re going down then you should add more to CON. You can’t heal from the floor.
You can hover over the breakpoints to see the ATBs.
Weapon Builds
You can hover over the skills and passives to see the details.
life Staff
Void Gauntlet
Ability Usage
As a healer it is important for you to wait for your tank to be (or almost be) in position before you start casting your abilities. The reason for this is that healing causes a lot of threat and if you cast your abilities too early, you might stop mobs from getting taunted (because you pull them out of the taunt range). You can use this to your advantage though by casting your healing just before your tank is going to taunt which will put their threat even higher and it will be slightly harder for your DPS to take the aggro away from the tank.
- Tank gets into position.
- Cast Sacred Ground on the tank
- Cast Beacon on DPS
- Cast Orb of Protection on tank
- Wait for the DPS to group the mobs
- Swap to Void Gauntlet
- Scream
- Oblivion
- Orb of Decay
- Swap to Life staff
- Light attack twice
You should now have your Sacred Ground off cooldown and can go through the rotation again.
Try to play around the edges of the clumps so you’re not too far away from your teammates that if you get aggro of some mobs they can’t help you and not so close that you get stuck inside the clumps.
Summary
I hope this rundown helps you navigate the nuances of this pure healer build. Your feedback is invaluable to us, so don’t hesitate to drop your thoughts either on Discord or shoot me an email at feedback <@> 5con.club . Whether it’s a thumbs up or suggestions for improvement, I’m all ears!
Changelog
Changelog
Date | Change | |
---|---|---|
2024-04-15 | Initial release | |