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This Invocator Wand and Staff build for Throne and Liberty (TL) makes primary use of the Wand's curses to deal consistent damage over time while being supplemented by the Staff's Fire and Lightning skills. Read on to learn how to use the Invocator Staff and Wand build, including the best gears to equip, skill rotations, traits, and more.
All Invocator Wand / Staff Builds | |
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Best Wand / Staff Build (PvP) | Best Wand / Staff Build (PvE) |
List of Contents
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Summary | Skills | Weapons | Equipment |
Mastery | Guardian | Rotations | Stats |
Build Summary | |
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Wand and Staff | Focus: PVE, Healing, Mobbing, Hybrid DPS Stat Priority: Wisdom, Strength |
Skill Setup | |
Serial Fire Bombs A Fire skill that deals 120% of Base Damage + 22 damage and inflicts Weaken: Burning with an 80% chance to every enemy within 3m radius from the target. 2 Weaken: Burning is applied to the target (3, if the hit was critical). Burning lasts for 12s and deals 1% of Base Damage + 1 damage per stack per sec. Stacks up to 10 times. It can be used up to 3 times in a row. The casting time decreases and Mana cost increases as the skill is used consecutively. All Fire skills’ Weaken: Burning Damage is equal to Serial Fire Bombs.
Inferno Wave A Fire skill that deals damage equal to 260% of Base Damage + 62 to all enemies within 3m of the target. Attacking a target that you applied Burning to will boost the damage by 3.1% per stack, with a 70% chance to apply Weaken: Burning. If you land a heavy attack on a target that applied Burning to, 2 stacks of Weaken: Burning are applied.
Chain Lightning A lightning skill that deals 320% of Base Damage + 22 damage. Deals 4% increased damage per stack against a target to which you applied Burning. Damage transfers to other enemies within a 5m radius from the target up to 3 times if the target is Wet, or Frosted by you. Damage decreases by 20% every time it transfers, and it will not transfer to a target already affected. Cooldown decreases by 20% if you’re Wet.
Judgement Lightning A lightning skill that deals 630% of Base Damage + 166. When the target is Wet, or Frosted by you, deals 420% + 110 damage up to 5 enemies within 5m. The damage is amplified by 40% against bosses. When used on an enemy Burned by you, the skill can be used again with a 2.5% chance for every 1 stack. When you land a Heavy Attack with this skill, it can be immediately used again, and when the second Judgement Lightning strikes the target as a Heavy Attack, reduces the cooldown by 30%.
Touch of Despair Applies Weaken: Curse. Deals damage over time equal to 25% of Base Damage + 9 per stack for 9s, and the base damage to the target increases by 10%. Stacks up to 3 times. Duration increases by 2s if used on a target with 3 stacks. Does not wake Sleeping targets.
Curse Explosion Deals 280% of Base Damage + 34 to enemies within a 5m radius area. If there is a target has Curse Damage over time from you, boost the remaining Burning. Curse, and Poison damage over time from you by 5% for every one of your Touch of Despair stacks, deals the damage two times, and removes the effects.
Swift Healing Heals friendly targets’ Health by 310% of Base Damage + 29. Can be used up to 2 times consecutively, and Mana Cost increases upon consecutive uses.
Corrupted Magic Circle Creates a 5m area at the target location and inflicts Weaken: Curse on all enemies within the area to deal 46% of Base Damage + 17 per sec for 9s. Does not wake up Sleeping targets.
Cursed Nightmare Fury Attack: Has an 80% chance to decrease Attack Speed and Move Speed by 30% for 3s, and Sleep: Curse for 3.2s afterwards (10s for monsters). Hitting a Sleeping target becomes a Critical Hit, and wakes the target.
Fountain of Life A special growth skill that can only be grown with Precious Training Books: Omnipotence. Creates a 3m radius area at the designated location for 6s. Part members within the area recover 65% of Base Damage + 42 every 0.5s.
Time for Punishment Has a 90% chance to apply Weaken: Curse that decreases Skill Damage Resistance 80 for 9s.
Karmic Haze Weakens the target and has an 80% chance to spread the Curse from the main target up to 3 other targets within a 5m range.
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Pros | Cons |
High Survivability and MP Recovery
Great CC/Mobbing Potential
Respectable Single-target Damage |
Little-to-no Mobility
Lack of Self-Peel
Difficult to Pilot
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This Wand / Staff build makes use of the two arcane apparatuses to heal and revitalize yourself and allies while enfeebling and bursting down your opponents with curses and the elements! As for its playstyle, this build requires you to position safely while performing your heals and skill rotations due to this build's squishy nature.
While mostly accepted by the community as the "support", the Wand/Staff weapon combination is fully capable of progressing solo as it can dish out high DPS, both for mobbing and bossing. However, this feat comes at the cost of having little-to-no mobility and requires the player to have experience to pilot effectively.
Stat | Total | Points From Lvl. | Points From Gear |
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Strength | 55 | 22 | 18 |
Dexterity | 34 | 1 | 23 |
Wisdom | 50 | 22 | 18 |
Perception | 24 | 0 | 14 |
Note: Base stats are always 10!
Regarding spec-ing your Stat Points, always prioritize getting 50 Wisdom for the Max Mana, Debuff Duration, and Cooldown Speed. The second priority would be 50 Strength for more survivability and additional Heavy Attack Chance to synergize with Staff skills! Third, you can get 30-50 Dexterity for the extra damage with criticals.
Jump to a Section | |||
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Summary | Skills | Weapons | Equipment |
Mastery | Guardian | Rotations | Stats |
Active Skills | |||||||
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Inferno Wave Inferno Wave A Fire skill that deals damage equal to 260% of Base Damage + 62 to all enemies within 3m of the target. Attacking a target that you applied Burning to will boost the damage by 3.1% per stack, with a 70% chance to apply Weaken: Burning. If you land a heavy attack on a target that applied Burning to, 2 stacks of Weaken: Burning are applied.
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Burning
Burning If Burning is applied via Inferno Wave, 3 more Burning stacks are added. Cannot be stacked with Frenzied Lightning Wave Specialization. Consecutive Use
Consecutive Use Can use up to 2 times with a 50% chance. Cooldown ▼
Cooldown ▼ Cooldown decreases by 3s. |
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Serial Fire Bombs Serial Fire Bombs A Fire skill that deals 120% of Base Damage + 22 damage and inflicts Weaken: Burning with an 80% chance to every enemy within 3m radius from the target. 2 Weaken: Burning is applied to the target (3, if the hit was critical). Burning lasts for 12s and deals 1% of Base Damage + 1 damage per stack per sec. Stacks up to 10 times. It can be used up to 3 times in a row. The casting time decreases and Mana cost increases as the skill is used consecutively. All Fire skills’ Weaken: Burning Damage is equal to Serial Fire Bombs.
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Range ▲
Range ▲ Touch of Despair is applied to 2 more enemies within 3m radius around the target. Instant Activation
Instant Activation The Casting Time becomes removed. Cannot be stacked with Focused Fire Bombs Specialization. Projectile Speed ▲
Projectile Speed ▲ Fire Bombs speed increases by 200%. Range ▲
Range ▲ Applies the same damage to a 3m radius area from the target. Able to Move
Able to Move Can use skills while moving. |
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Chain Lightning Chain Lightning A lightning skill that deals 320% of Base Damage + 22 damage. Deals 4% increased damage per stack against a target to which you applied Burning. Damage transfers to other enemies within a 5m radius from the target up to 3 times if the target is Wet, or Frosted by you. Damage decreases by 20% every time it transfers, and it will not transfer to a target already affected. Cooldown decreases by 20% if you’re Wet.
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Chain Damage
Chain Damage The Chain Lightning damage is not mitigated upon transfer. Guaranteed Damage Transfer
Guaranteed Damage Transfer Using Chain Lightning on an enemy not affected by Wet or Frost status also transfers the damage. |
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Judgement Lightning Judgement Lightning A lightning skill that deals 630% of Base Damage + 166. When the target is Wet, or Frosted by you, deals 420% + 110 damage up to 5 enemies within 5m. The damage is amplified by 40% against bosses. When used on an enemy Burned by you, the skill can be used again with a 2.5% chance for every 1 stack. When you land a Heavy Attack with this skill, it can be immediately used again, and when the second Judgement Lightning strikes the target as a Heavy Attack, reduces the cooldown by 30%.
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Touch of Despair Touch of Despair Applies Weaken: Curse. Deals damage over time equal to 25% of Base Damage + 9 per stack for 9s, and the base damage to the target increases by 10%. Stacks up to 3 times. Duration increases by 2s if used on a target with 3 stacks. Does not wake Sleeping targets.
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Effect Duration ▲
Effect Duration ▲ Touch of Despair duration increases by 3s. |
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Cursed Nightmare Cursed Nightmare Fury Attack: Has an 80% chance to decrease Attack Speed and Move Speed by 30% for 3s, and Sleep: Curse for 3.2s afterwards (10s for monsters). Hitting a Sleeping target becomes a Critical Hit, and wakes the target.
▼ Cursed Nightmare Cursed Nightmare Has a 80% chance to decrease Attack Speed and Move Speed by 30% for 3s, and Sleep: Curse for 3.2s afterwards (10s for monsters). Hitting a Sleeping target becomes a Critical Hit, and wakes the target.
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Enhanced Nightmare
Enhanced Nightmare Instantly falls asleep unless affected by Move Speed decrease. Cannot be stacked with Enhanced Mire Specialization. Deep Sleep
Deep Sleep Can be removed if attacked twice while Sleeping. |
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Karmic Haze Karmic Haze Weakens the target and has an 80% chance to spread the Curse from the main target up to 3 other targets within a 5m range.
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Range ▲
Range ▲ Karmic Haze’s curse transfer range increases by 2m. Cannot be stacked with Unlucky Clock Specialization. |
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Corrupted Magic Circle Corrupted Magic Circle Creates a 5m area at the target location and inflicts Weaken: Curse on all enemies within the area to deal 46% of Base Damage + 17 per sec for 9s. Does not wake up Sleeping targets.
▼ Decaying Touch Decaying Touch Applies Weaken: Curse to target to deal 60% of Base Damage + 22 per sec for 9s. Does not wake up Sleeping targets.
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Decaying Touch
Decaying Touch Applies Weaken: Curse to target to deal 60% of Base Damage + 22 per sec for 9s. Does not wake up Sleeping targets. |
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Curse Explosion Curse Explosion Deals 280% of Base Damage + 34 to enemies within a 5m radius area. If there is a target has Curse Damage over time from you, boost the remaining Burning. Curse, and Poison damage over time from you by 5% for every one of your Touch of Despair stacks, deals the damage two times, and removes the effects.
▼ Curse Explosion Curse Explosion Deals 280% of Base Damage + 34 to enemies within a 5m radius area. If there is a target has Curse Damage over time from you, boosts the remaining Burning, Curse, and Poison Damage over time from you by 5% for every one of your Touch of Despair stacks, deals the damage two times, and removes the effects.
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Additional Damage Boost
Additional Damage Boost Touch of Despair's damage boosts by 10% per stack. Dark Explosion
Dark Explosion While damage over time is kept, Curse Explosion damage decreases by 50%. |
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Time for Punishment Time for Punishment Has a 90% chance to apply Weaken: Curse that decreases Skill Damage Resistance 80 for 9s.
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Swift Healing Swift Healing Heals friendly targets’ Health by 310% of Base Damage + 29. Can be used up to 2 times consecutively, and Mana Cost increases upon consecutive uses.
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Range ▲
Range ▲ The use range increases by 5m. Healing Transfer
Healing Transfer Additionally heals self by 50% of the total heal. |
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Fountain of Life Fountain of Life A special growth skill that can only be grown with Precious Training Books: Omnipotence. Creates a 3m radius area at the designated location for 6s. Part members within the area recover 65% of Base Damage + 42 every 0.5s.
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Range ▲
Range ▲ Fountain of Life radius increases by 2m. |
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Passive Skills | |||||||
Full of Corruption Full of Corruption When a Weakened target dies, Mana Regen 28 ▲ and Max Damage 12 ▲ for 9s. Stacks up to 3 times.
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Devotion and Emptiness Devotion and Emptiness Skill heal 8% ▲ and Skill cooldown 10% ▼ during the day. Skill Damage over time 8% ▲ and Curse Skill cooldown 10% ▼ at night.
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Wraith's Beckon Wraith's Beckon Increases the duration of your Curses by 1.2, and Curse chance increases by 4%.
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Noble Revival Noble Revival Skill Heal 1.76% ▲ per 1,000 Max Mana.
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Mana Amp Mana Amp Max Health increases by 360 and Max Mana Increases by 1,400.
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Asceticism Asceticism Mana Regen increases by 32. Staying in the same place without moving for 3s will increase Mana Regen additionally by 32 and Magic, Melee, and Ranged Hit by 100. The effect remains in effect for 2s even after you make a movement. It will also remain in effect upon moving with skills.
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Flame Condensation Flame Condensation Increases Burning Damage by 30%. If used on a target that you have Burned, Heavy Attack Chance increases by 10 per Burning stack.
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Forbidden Sanctuary Forbidden Sanctuary All Mana Cost Efficiency decreases by 15%, and Skill Damage Boost Increases by 80.
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Defensive Skill | |||||||
Mystic Shield Mystic Shield Defends against attacks. On defending against a Fury Attack while stationary, deals 12-% of Base Damage + 12 to the target with an 80% chance of using an Ice skill with a Weakening effect that decreases Move Speed by 40% for 3s. On defending against a Fury Attack within 0.5s, Mystic Shield changes to Lightning Pick for 3s. Wrath Attacks Can’t be defended. Use with the directional buttons to defend against attacks while moving 4m in the designated direction for 0.5s. On defending against a Fury or Wrath Attack, Mystic Shield changes to Scorching Sphere for 3s. Lightning Pick: A lightning skill that deals 220% of Base Damage + 16. Deals 4% increased damage per stack against a target that you applied Burning. Damage transfers to other enemies within a 5m radius from the target up to 3 times if the target is Wet, or Frosted (by you). Damage decreases by 20% every time it transfers, and it will not transfer to a target already affected. Scorching Sphere: A Fire skill that deals 220% of Base Damage + 44 and adds 3 stacks of Weaken: Burning.
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For the Wand skills, this build will utilize all of its curse-inflicting skills as most of our damage potential comes from the DoT (Damage over Time) of Touch of Despair and Corrupted Magic Circle, which comes to a crescendo with a curse-enhanced Curse Explosion. It would be best to prioritize leveling up these three skills as you progress the story.
After these three, prioritize leveling your Swift Healing since the bulk of your survivability comes from self-healing. Lastly, it would be wise to level up Cursed Nightmare, Time for Punishment, and Karmic Haze, as these are core skills you will include in your skill rotations.
The Staff skills included are Serial Fire Bombs and Inferno Wave, which are used as AoE (Area of Effect) damage that deals enhanced Burning DoT due to the Touch of Despair + Curse Explosion. Level these skills up in conjunction with your main Wand Skills.
Chain Lightning is included as an AoE filler, while Judgment Lightning is a burst skill, both having synergy with the Burning DoT.
This build utilizes a 4/4 split between Wand and Staff passives, all of which try to enhance this build's strengths and patch up some of its weaknesses.
The two best passives that you should prioritize leveling are Mana Amp and Asceticism since they address this build's main problem: Mana Consumption. Mana Amp not only increases your HP by a decent amount, but it also increases your heals when paired with Noble Revival by increasing your skill heal depending on your Max Mana.
The first three Wand passives, Full of Corruption, Devotion and Emptiness, and Wraith's Beckon, are included to further enhance your Curses' potency by providing you Mana Regen on defeating a Weakened enemy while decreasing cooldowns and increasing their duration and DoTs.
Active Skill | Specialization | ||
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Cursed Nightmare | > |
Clay's Salvation Clay's Salvation Restores Health to all party members within range, proportional to 420% of Base Damage + 175.
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Range ▲
Range ▲ The skill range increases by 5m. Weaken Removal
Weaken Removal Removes Weaken from all party members within the range. |
Cursed Nightmare | > | ||
Cursed Nightmare | > |
High Focus High Focus Increases Cooldown Speed by 30% and Move Speed by 22% for 12s.
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Victorious Energy
Victorious Energy Magic, Melee, and Ranged Hit 250 ▲ and Magic, Melee, and Ranged Evasion 250 ▲ for 12s. Base Damage Boost
Base Damage Boost Increases Max Damage by 45. If Expand Targets is activated, Max Damage increases by 15. |
Judgement Lightning Judgement Lightning A lightning skill that deals 630% of Base Damage + 166. When the target is Wet, or Frosted by you, deals 420% + 110 damage up to 5 enemies within 5m. The damage is amplified by 40% against bosses. When used on an enemy Burned by you, the skill can be used again with a 2.5% chance for every 1 stack. When you land a Heavy Attack with this skill, it can be immediately used again, and when the second Judgement Lightning strikes the target as a Heavy Attack, reduces the cooldown by 30%.
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> |
Infernal Meteor Infernal Meteor A special growth skill that can only be grown with Precious Skill Growth Book: Omnipotence. A Fire skill that deals 830% of Base Damage + 51 damage to all enemies within 4m. If a hit becomes a heavy attack, it also applies 5 stacks of Weaken: Burning.
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Heal ▼
Heal ▼ Decrease incoming heal effect by 60%. Cooldown ▼
Cooldown ▼ Cooldown decreases by 9s. |
Passive Skill | Explanation | ||
Flame Condensation Flame Condensation Increases Burning Damage by 30%. If used on a target that you have Burned, Heavy Attack Chance increases by 10 per Burning stack.
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Selfless Soul Selfless Soul Increases Mana Regen by 21.2 and Skill Heal by 4% per stack for 3s when you apply Heal and Regen with Active Skills to a friendly target. Stacks up to 5 times.
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If your team requires more potent heals during a boss fight. |
Flame Condensation Flame Condensation Increases Burning Damage by 30%. If used on a target that you have Burned, Heavy Attack Chance increases by 10 per Burning stack.
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> |
Echoic Barrier Echoic Barrier When Silenced, the silence duration decreases by 2s. If either Silence, Blind, Sleep is applied, the resistance for the applied effect increases by 290 for 9s.
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If there are heavy amounts of CC during a teamfight, sacrifice DPS for more resistances. |
Flame Condensation Flame Condensation Increases Burning Damage by 30%. If used on a target that you have Burned, Heavy Attack Chance increases by 10 per Burning stack.
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> |
Vampiric Contract Vampiric Contract Restores Health of a friendly target by 7.6% of the damage you deal to a target affected by your Curse. If a friendly target is not within your range, your health is restored instead.
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If you require more passive healing during dungeon runs as well as need self-sustain when running solo. |
Depending on the situation, you can change some active skills around to suit your needs:
Jump to a Section | |||
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Summary | Skills | Weapons | Equipment |
Mastery | Guardian | Rotations | Stats |
Primary Weapon | |
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Lequirus's Coveted Tome Lequirus's Coveted Tome Wisdom 3
Perception 2 Critical Hit 74 |
・Critical Hit +80 ・Heavy Attack +80 ・Hit +80 |
Weapon Effect | Lequirus's Ambush | When your Health goes below 20%, Stealth for 7.5s. Cooldown 120s. |
Note: All of the traits shown here are of max value!
The primary weapon for this build will be Lequirus's Grip as it provides us with the necessary boosts to Wisdom, Perception, and Critical Hit. Furthermore, Lequirus's Ambush provides a sense of survivability as you can escape combat from enemies with invisibility while repositioning and healing yourself.
The best traits to give Lequirus's Grip would be Hit, Critical Hit, and Heavy Attack to enhance our DoTs. Prioritize farming for Hit so we can reliably hit Touch of Despair and Cursed Nightmare on elusive opponents.
Secondary Weapon | |
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Toublek's Shattering Quarterstaff Toublek's Shattering Quarterstaff Cooldown Speed +5.7%
Dexterity 6 |
・Cooldown Speed +6% ・Heavy Attack +80 ・Hit +80 |
Weapon Effect | Toublek's Boost | Magic, Melee, and Ranged Critical Hiy 30 ▲ per 1m of distance between you and the target |
Note: All of the traits shown here are of max value!
The secondary weapon for this build will be Toublek's Thunderous Soul since it provides us with a whopping +10 to Dexterity, giving us easy access to the additional 100 Critical Hit and 15 Bonus Damage. Furthermore, Toublek's Boost incentivizes our back-line playstyle by providing us additional Criticals on how distant we are to the enemy.
The best traits to give Toublek's Thunderous Soul would be Heavy Attack, Critical Hit, and Hit to further synergize with our Staff Skills. It is best to prioritize Heavy Attack so we can reliably proc Inferno Wave and Judgment Lightning's effects.
Jump to a Section | |||
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Summary | Skills | Weapons | Equipment |
Mastery | Guardian | Rotations | Stats |
Armors | |
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Visor of the Infernal Herald Visor of the Infernal Herald Strength 2
Critical Hit Chance 23 Stun Chance 22 |
・Max Health +600 ・Ranged Evasion +160 ・Melee Evasion +160 |
Supreme Devotion Supreme Devotion Critical Hit Chance 50
Mana Regen 22.5 Cooldown Speed +0.8% |
・Max Mana +600 ・Mana Regen +60 ・Debuff Duration -6% |
Swirling Essence Robe Swirling Essence Robe Dexterity 3
Wisdom 2 Heavy Attack Chance 33 |
・Mana Regen +60 ・Magic Evasion +160 ・Melee Evasion +160 |
Heroic Gloves of the Resistance Heroic Gloves of the Resistance Strength 2
Weaken Chance 108 |
・Max Health +600 ・Ranged Evasion +160 ・Magic Evasion +160 |
Breeches of the Executioner Breeches of the Executioner Dexterity 2
Wisdom 2 Stamina Regen 0.85 |
・Ranged Evasion ・Magic Evasion ・Debuff Duration |
Swirling Essence Shoes Swirling Essence Shoes Perception 2
Critical Hit Chance 40 Stamina Regen 1.65 |
・Max Health +600 ・Magic Evasion +160 ・Move Speed +8% |
Accessories | |
Collar of Decimation Collar of Decimation Strength 4
Melee Evasion 94 |
・Max Health +600 ・Skill Damage Boost +80 ・Buff Duration +6% |
Ancient Saurodoma Bracers Ancient Saurodoma Bracers Dexterity 2
Mana Regen 20.25 Ranged Evasion 60 |
・Max Mana ++600 ・Mana Regen +60 ・Debuff Duration -6% |
Sapphire Dimensional Band Sapphire Dimensional Band Attack Range Increase 1.7%
Wisdom 2 Perception 2 |
・Max Health +600 ・Skill Damage Boost +80 ・Buff Duration +6% |
Etched Alabaster Band Etched Alabaster Band Added Attack Speed +1.8%
Strength 2 Stun Chance 37 |
・Max Health +600 ・Skill Damage Boost +80 ・Buff Duration +6% |
Butcher's Belt Butcher's Belt Max Health 225
Damage Reduction 6 Weaken Resistance 33 |
・Max Health +600 ・Skill Damage Resistance +80 ・Debuff Duration -6% |
Note: All of the traits shown here are of max value!
To make full use of the weapon synergies between Wand and Staff, the build focuses on gathering as much Wisdom, Strength, and Dexterity as possible to get the bonus Cooldown Speed and Heavy Attack Chance. The sub-stats with the armor would be Mana Regen and some resistances.
Additionally, we have a 2-part bonus with the Mother Nature set, providing the build with an additional Weaken Duration for the DoTs, allowing for more time in executing the skill rotations.
List of References | |
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List of All Armor | List of All Accessories |
Jump to a Section | |||
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Summary | Skills | Weapons | Equipment |
Mastery | Guardian | Rotations | Stats |
Wand | ・Damage (9 Pts) ・Recovery (6 Pts) |
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Staff | ・Mana (6 Pts) ・Destroy (9 Pts) |
For the Weapon Masteries, allocate your points to mastery trees that get Damage and Cooldown Speed as early as possible.
The Wand's Damage tree provides an overall DPS increase through your Curse damage and nets you more Cooldown Speed. After the Damage tree is maxed out, focus the remaining 6 points on the Recovery tree until you get to Redemptive Penance for an additional 8% to our Skill Heals.
The Staff's Destroy tree provides additional Cooldown Speed, Skill Damage, and consistency with Critical Hits! After that, spend the remaining 6 points in the Mana tree to cover up our Mana consumption problems.
How to Get Weapon Mastery Points
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Summary | Skills | Weapons | Equipment |
Mastery | Guardian | Rotations | Stats |
Best Guardian | |
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Shade Revenant Stheno | Launches 5 projectiles at random enemies within a 10m range every second. A single enemy may be hit with multiple projectiles at the same time. Each projectile deals 52% of Base Damage. |
Progressing through the game solo as a healer will have moments where DPS is more important as survivability is given with this build.
To further enhance this combination's capabilities, Shade Revenant Stheno will be the optimal Guardian since she is currently the best Guardian for dealing more damage.
Furthermore, the five projectiles she fires off every second naturally synergize with this build as it can critically hit and double the damage with a Heavy Attack.
Jump to a Section | |||
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Summary | Skills | Weapons | Equipment |
Mastery | Guardian | Rotations | Stats |
How to Play Wand / Staff |
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Note: If the skills icons are confusing, some of the skill icons indicated here are using their specialized variants.
Touch of Despair Applies Weaken: Curse. Deals damage over time equal to 25% of Base Damage + 9 per stack for 9s, and the base damage to the target increases by 10%. Stacks up to 3 times. Duration increases by 2s if used on a target with 3 stacks. Does not wake Sleeping targets.
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Serial Fire Bombs A Fire skill that deals 120% of Base Damage + 22 damage and inflicts Weaken: Burning with an 80% chance to every enemy within 3m radius from the target. 2 Weaken: Burning is applied to the target (3, if the hit was critical). Burning lasts for 12s and deals 1% of Base Damage + 1 damage per stack per sec. Stacks up to 10 times. It can be used up to 3 times in a row. The casting time decreases and Mana cost increases as the skill is used consecutively. All Fire skills’ Weaken: Burning Damage is equal to Serial Fire Bombs.
3x ▶
Inferno Wave A Fire skill that deals damage equal to 260% of Base Damage + 62 to all enemies within 3m of the target. Attacking a target that you applied Burning to will boost the damage by 3.1% per stack, with a 70% chance to apply Weaken: Burning. If you land a heavy attack on a target that applied Burning to, 2 stacks of Weaken: Burning are applied.
▶
Chain Lightning A lightning skill that deals 320% of Base Damage + 22 damage. Deals 4% increased damage per stack against a target to which you applied Burning. Damage transfers to other enemies within a 5m radius from the target up to 3 times if the target is Wet, or Frosted by you. Damage decreases by 20% every time it transfers, and it will not transfer to a target already affected. Cooldown decreases by 20% if you’re Wet.
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Touch of Despair Applies Weaken: Curse. Deals damage over time equal to 25% of Base Damage + 9 per stack for 9s, and the base damage to the target increases by 10%. Stacks up to 3 times. Duration increases by 2s if used on a target with 3 stacks. Does not wake Sleeping targets.
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Time for Punishment Has a 90% chance to apply Weaken: Curse that decreases Skill Damage Resistance 80 for 9s.
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Cursed Nightmare Has a 80% chance to decrease Attack Speed and Move Speed by 30% for 3s, and Sleep: Curse for 3.2s afterwards (10s for monsters). Hitting a Sleeping target becomes a Critical Hit, and wakes the target.
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Decaying Touch Applies Weaken: Curse to target to deal 60% of Base Damage + 22 per sec for 9s. Does not wake up Sleeping targets.
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Touch of Despair Applies Weaken: Curse. Deals damage over time equal to 25% of Base Damage + 9 per stack for 9s, and the base damage to the target increases by 10%. Stacks up to 3 times. Duration increases by 2s if used on a target with 3 stacks. Does not wake Sleeping targets.
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Karmic Haze Weakens the target and has an 80% chance to spread the Curse from the main target up to 3 other targets within a 5m range.
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Judgement Lightning A lightning skill that deals 630% of Base Damage + 166. When the target is Wet, or Frosted by you, deals 420% + 110 damage up to 5 enemies within 5m. The damage is amplified by 40% against bosses. When used on an enemy Burned by you, the skill can be used again with a 2.5% chance for every 1 stack. When you land a Heavy Attack with this skill, it can be immediately used again, and when the second Judgement Lightning strikes the target as a Heavy Attack, reduces the cooldown by 30%.
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Curse Explosion Deals 280% of Base Damage + 34 to enemies within a 5m radius area. If there is a target has Curse Damage over time from you, boosts the remaining Burning, Curse, and Poison Damage over time from you by 5% for every one of your Touch of Despair stacks, deals the damage two times, and removes the effects.
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Judgement Lightning A lightning skill that deals 630% of Base Damage + 166. When the target is Wet, or Frosted by you, deals 420% + 110 damage up to 5 enemies within 5m. The damage is amplified by 40% against bosses. When used on an enemy Burned by you, the skill can be used again with a 2.5% chance for every 1 stack. When you land a Heavy Attack with this skill, it can be immediately used again, and when the second Judgement Lightning strikes the target as a Heavy Attack, reduces the cooldown by 30%.
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This combo, also known as the Sleep Bomb, is one of the better mobbing combos that the game currently has. Group up enemies using your basic attacks, then proceed with the combo.
The main goal of this combo is to stack your DoTs on a single target and then apply the Sleep status before spreading the ailment to other enemies with Karmic Haze.
Furthermore, you can also sneak in one Judgment Lightning before using your Curse Explosion on sleeping targets due to the Deep Sleep specialization.
Always use Time for Punishment before the third Touch of Despair and Karmic Haze to spread the Skill Damage Resistance, allowing you to maximize your damage output as you cast Curse Explosion.
Touch of Despair Applies Weaken: Curse. Deals damage over time equal to 25% of Base Damage + 9 per stack for 9s, and the base damage to the target increases by 10%. Stacks up to 3 times. Duration increases by 2s if used on a target with 3 stacks. Does not wake Sleeping targets.
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Time for Punishment Has a 90% chance to apply Weaken: Curse that decreases Skill Damage Resistance 80 for 9s.
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Serial Fire Bombs A Fire skill that deals 120% of Base Damage + 22 damage and inflicts Weaken: Burning with an 80% chance to every enemy within 3m radius from the target. 2 Weaken: Burning is applied to the target (3, if the hit was critical). Burning lasts for 12s and deals 1% of Base Damage + 1 damage per stack per sec. Stacks up to 10 times. It can be used up to 3 times in a row. The casting time decreases and Mana cost increases as the skill is used consecutively. All Fire skills’ Weaken: Burning Damage is equal to Serial Fire Bombs.
3x ▶
Inferno Wave A Fire skill that deals damage equal to 260% of Base Damage + 62 to all enemies within 3m of the target. Attacking a target that you applied Burning to will boost the damage by 3.1% per stack, with a 70% chance to apply Weaken: Burning. If you land a heavy attack on a target that applied Burning to, 2 stacks of Weaken: Burning are applied.
▶
Chain Lightning A lightning skill that deals 320% of Base Damage + 22 damage. Deals 4% increased damage per stack against a target to which you applied Burning. Damage transfers to other enemies within a 5m radius from the target up to 3 times if the target is Wet, or Frosted by you. Damage decreases by 20% every time it transfers, and it will not transfer to a target already affected. Cooldown decreases by 20% if you’re Wet.
▶
Touch of Despair Applies Weaken: Curse. Deals damage over time equal to 25% of Base Damage + 9 per stack for 9s, and the base damage to the target increases by 10%. Stacks up to 3 times. Duration increases by 2s if used on a target with 3 stacks. Does not wake Sleeping targets.
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Decaying Touch Applies Weaken: Curse to target to deal 60% of Base Damage + 22 per sec for 9s. Does not wake up Sleeping targets.
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Touch of Despair Applies Weaken: Curse. Deals damage over time equal to 25% of Base Damage + 9 per stack for 9s, and the base damage to the target increases by 10%. Stacks up to 3 times. Duration increases by 2s if used on a target with 3 stacks. Does not wake Sleeping targets.
▶
Judgement Lightning A lightning skill that deals 630% of Base Damage + 166. When the target is Wet, or Frosted by you, deals 420% + 110 damage up to 5 enemies within 5m. The damage is amplified by 40% against bosses. When used on an enemy Burned by you, the skill can be used again with a 2.5% chance for every 1 stack. When you land a Heavy Attack with this skill, it can be immediately used again, and when the second Judgement Lightning strikes the target as a Heavy Attack, reduces the cooldown by 30%.
▶
Curse Explosion Deals 280% of Base Damage + 34 to enemies within a 5m radius area. If there is a target has Curse Damage over time from you, boosts the remaining Burning, Curse, and Poison Damage over time from you by 5% for every one of your Touch of Despair stacks, deals the damage two times, and removes the effects.
▶
Judgement Lightning A lightning skill that deals 630% of Base Damage + 166. When the target is Wet, or Frosted by you, deals 420% + 110 damage up to 5 enemies within 5m. The damage is amplified by 40% against bosses. When used on an enemy Burned by you, the skill can be used again with a 2.5% chance for every 1 stack. When you land a Heavy Attack with this skill, it can be immediately used again, and when the second Judgement Lightning strikes the target as a Heavy Attack, reduces the cooldown by 30%.
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Assuming you only have to fight a single target, they will often have immunity to the Sleep status. For that, we only need to adjust the Mob Clearing rotation by removing Cursed Nightmare and Karmic Haze from the rotation to shorten overall cast times.
Due to smaller cast times, we can use Time for Punishment earlier as it will apply to all the skills included.
Touch of Despair Applies Weaken: Curse. Deals damage over time equal to 25% of Base Damage + 9 per stack for 9s, and the base damage to the target increases by 10%. Stacks up to 3 times. Duration increases by 2s if used on a target with 3 stacks. Does not wake Sleeping targets.
▶
Serial Fire Bombs A Fire skill that deals 120% of Base Damage + 22 damage and inflicts Weaken: Burning with an 80% chance to every enemy within 3m radius from the target. 2 Weaken: Burning is applied to the target (3, if the hit was critical). Burning lasts for 12s and deals 1% of Base Damage + 1 damage per stack per sec. Stacks up to 10 times. It can be used up to 3 times in a row. The casting time decreases and Mana cost increases as the skill is used consecutively. All Fire skills’ Weaken: Burning Damage is equal to Serial Fire Bombs.
3x ▶
Inferno Wave A Fire skill that deals damage equal to 260% of Base Damage + 62 to all enemies within 3m of the target. Attacking a target that you applied Burning to will boost the damage by 3.1% per stack, with a 70% chance to apply Weaken: Burning. If you land a heavy attack on a target that applied Burning to, 2 stacks of Weaken: Burning are applied.
▶
Chain Lightning A lightning skill that deals 320% of Base Damage + 22 damage. Deals 4% increased damage per stack against a target to which you applied Burning. Damage transfers to other enemies within a 5m radius from the target up to 3 times if the target is Wet, or Frosted by you. Damage decreases by 20% every time it transfers, and it will not transfer to a target already affected. Cooldown decreases by 20% if you’re Wet.
▶
Touch of Despair Applies Weaken: Curse. Deals damage over time equal to 25% of Base Damage + 9 per stack for 9s, and the base damage to the target increases by 10%. Stacks up to 3 times. Duration increases by 2s if used on a target with 3 stacks. Does not wake Sleeping targets.
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When all your core skills are on cooldown, use this basic bread-n'-butter rotation to maintain your Curses and Burning effects on enemies while waiting. Oftentimes, you can sneak in Judgment Lightning during these rotations as you see fit!
Jump to a Section | |||
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Summary | Skills | Weapons | Equipment |
Mastery | Guardian | Rotations | Stats |
Jump to a Stat |
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Stat | Value |
---|---|
Melee Hit | 120 |
Ranged Hit | 120 |
Magic Hit | 180 |
Melee Crit. Hit | 265 |
Ranged Crit. Hit | 265 |
Magic Crit. Hit | 385 |
Stat | Value |
---|---|
Melee Defense | 1,751 |
Ranged Defense | 1,350 |
Magic Defense | 1,662 |
Melee Evasion | 570 |
Ranged Evasion | 696 |
Magic Evasion | 706 |
Skill Damage Reduction | 80 |
Damage Reduction | 12 |
Debuff Duration | -24% |
Stat | Value |
---|---|
Max Health | 14,205 |
Max Mana | 9,300 |
Mana Cost Efficiency | 6% |
Max Stamina | 100 |
Move Speed | 600 | 8% |
Skill Heal | 16% |
Health Regen | 183 |
Mana Regen | 940.15 |
Stamina Regen | 7 |
Cooldown Speed | 46.2 |
Attack Speed | 5.9 |
Stat | Value |
---|---|
Weaken Chance | 284 |
Stun Chance | 291 |
Petrification Chance | 120 |
Sleep Chance | 120 |
Silence Chance | 120 |
Terror Chance | 120 |
Bind Chance | 120 |
Collision Chance | 120 |
Weaken Resistance | 89 |
Stat | Value |
---|---|
All Evasion | 80 |
Bonus Damage | 8 |
Range ▲ | 6.2% |
Hit | 160 |
Critical Hit | 572 |
Heavy Attack Chance | 238 |
Curse Damage | 6 |
Stat | Value |
---|---|
Mother Nature Set | Weaken Duration 7.5 ▲ |
Spear | Crossbows | Daggers | Greatsword |
Longbow | Staff | Sword and Shield | Wand |
Best Healer Build | Best Tank Build |
Best DPS Build | Best Mage Build |
i use the Feathered Drakskin Tunic - Wisdom 4 Stamina Regen 4.75
Best Invocator Wand / Staff Build (PvE)
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I think there is an error within the table for stats allocation. Strength cant be 55, when you sum up 10 base points, 22 level points and 18 gear points.