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New World Fire Staff/ Ice Gauntlet DPS Build

New World Fire Staff/ Ice Gauntlet DPS Build

One of the best Spell Damage setups for New World Online

"Frostfire Wizard"
New World Fire Staff/Ice Gauntlet Build

 

THIS GUIDE IS OUTDATED AND HAS BEEN MOVED TO: BEST NEW WORLD FIRE STAFF DPS
ALONGSIDE MAJOR UPDATE FOR NEW WORLD AETERNUM

 

Build notes:
August 24, 2021
-Build created

 

Build Overview

Expeditions are a core part of New World's PvE experience. Just like dungeons in other MMORPGs, they require you to have a group that consists of a Tank, a Healer, and a few Damage Dealers. This guide is aimed at players playing as the latter as it features one of the best New World builds for raw damage output. Our "Frostfire Wizard" build combines Fire Staff and Ice Gauntlet to create an ultimate DPS machine that will excel in Expeditions and do very well in all other types of PvE content (it's not tailored to do well in PvP, however). 

Our recommended setup revolves around using powerful spells that not only deal damage upfront but also leave behind deadly damage over time effects. To make the most out of it, you are going to focus on keeping as many DoT effects active on your targets for as long as you possibly can. To do just that, you will scorch your targets with Fireballs, Incinerates, and a Flame Thrower, only to then chill them with Ice Spikes and Ice Storm, while your Ice Pylon peppers them with ice projectiles. 

You can also check our other  New World Builds 

 

 Pros  Cons
 Great DPS  Mana-hungry 
 Very High Critical Strike Chance  Some Spells and Passives force you to stay put, lowering your overall mobility if you want to keep up the damage 
 Powerful AoE and DoT effects   Very low defenses - this is a glass cannon build by all intents and purposes 

 

Attribute Allocation

STRENGTH 5 (+0) No points added here 
DEXTERITY 5 (+0) No points added here 
INTELLIGENCE 195 (+0) This is the primary stat for both of your weapons - you should invest all of your points into it. Doing so will maximize your damage output and have a side-effect of making you better at harvesting. You should aim to get 5 Intelligence bonuses, which means 250 points in total. 
FOCUS 5 (+0) No points added here 
CONSTITUTION 5(+0) While adding points into the Constitution will make you more resilient, extra health, armor, and damage reduction are not really needed for Expeditions (if you have a competent team, that is). Thus, you should avoid adding points here. 

 

Weapons

[PRIMARY] FIRE STAFF

In terms of raw damage output, Fire Staff is the best weapon in the game. It has access to a combination of long-range and close-range attacks that burn its victims to a crisp. With it, you will be able to deal excellent single-target and AoE damage which will make you very versatile during Expeditions. This power comes at a cost, however, as Fire Staff is going to burn through your mana reserves rather quickly if you don't pay attention. For this build, we've chosen Fireball, Incinerate, and Flame Thrower out of the Fire Staff's arsenal. 

Active Skills:

  1. Fireball (Fire Mage): A nuke spell that not only deals 140% weapon damage on impact but also leaves a 3 meters wide "burning field" AoE, that deals 10% weapon damage each second for 6 seconds. You should also get both of Fireball's passives; doing so will increase the burning field's time by 3 seconds and make direct hits with Fireball reduce all your Fire Staff CD's by 7% and instantly replenish 10% of your max mana. You will use this one mainly for the DoT effect. 
  2. Incinerate (Pyromancer): A potent offensive spell that deals 130% weapon damage, pushes affected enemies back 3 meters, and sets them on fire. Enemies set on fire burn for 3% of your weapon damage each second for 6 seconds. Taking all three of the passives, corresponding with Incinerate, is mandatory as the last one makes it hit twice, which is crazy, and the first one basically doubles burn stacks you apply (both of these combined give a massive DPS boost). This is your main AoE offensive spell. 
  3. Flame Thrower (Pyromancer): A channeled spell that turns your Fire Staff into a flame thrower (duh) that deals 34% weapon damage per second for 6 seconds and incinerates enemies. It's worth noting that Flame Thrower costs 4 mana per second instead of burning your mana upfront. You will also want to take all three of its passives - Fire's Reach (50% extra range), Infernal Flames (+25% damage), and Pyro Dancer (removes the 8-second Cooldown). The last one is the deal-breaker here as it allows you to spam the Flame Thrower for as long as you have mana - this is your filler spell. 

Core Passives:

  1. Runes of Helios (Fire Mage): With this passive, your fire spells will create a ground-based rune that is going to increase all your spell damage by 30% while you remain within its range. The rune lasts for 7 seconds and has a 30-second cooldown. While this is rather bad for PvP, it's amazing for Expeditions as there's much less movement involved there. 
  2. Flare (Fire Mage): With this, your heavy attacks will no longer consume Mana, which is massive for your overall sustain. 
  3. Clear Casting (Fire Mage): This makes you deal 10% more Damage if you didn't take damage for the last 3 seconds. Another great PvE passive - just don't get hit too often. 
  4. Clear Mind (Fire Mage): While you're above 50% Mana, you gain 10% Empower, and Empower increases your damage. With this, you will want to stay above 50% mana if possible. 
[SECONDARY] ICE GAUNTLET

This weapon works wonders when combined with the Fire Staff, despite being its polar opposite (or maybe because of that?). For one, they both scale with Intelligence so you can use them to their full potential without spreading your stats thin. Moreover, Ice Gauntlet offers a range of mana-regenerating effects that are essential if you want to use your Fire Staff to its fullest. Also, all of the chosen Ice Gauntlet's spells combine very well with Fire Staff's toolkit. 

Active Skills:

  1. Ice Pylon (Builder): A Turret-like spell that creates a pylon of ice that fires ice projectiles at enemies within 20 meters radius for 15 seconds or until neutralized. Each projectile deals 50% weapon damage. Ice Pylon also creates a 1-meter radius frost aura that enables frost powers. We recommend you also take the first 4 corresponding passives as they will make the Pylon more durable and allow it to last for much longer (which is great as it results in "free" extra damage). 
  2. Ice Spikes (Ice Tempest): A powerful AoE spell that creates a trail of spikes that start from your character and go in a straight line. The trail ends with a Might Spike that deals extra damage (157% weapon damage instead of regular spikes' 56% weapon damage). You can trigger a Might Spike early by pressing LMB before the spell reaches its end. If you also get all the corresponding passives, Ice Spikes will turn into a powerful execute ability (20% extra damage to enemies below 30% health) with increased AoE and potentially a lower cooldown. 
  3. Ice Storm (Ice Tempest): An AoE DoT ability which we take mainly for its first passive - Weakening Gust that increases all damage taken by the enemies affected with Ice Storm by 10% for 3 seconds, if they are below 50% health. Ice Storm is also a great opening ability as, with its second passive, it costs just 20% of its base mana cost if cast at full mana. Also, the third corresponding passive makes it great against large packs of enemies, as it increases Ice Storm's damage by 10% for each affected enemy. 

Core Passives:

  1. Empowered Frost (Builder): While in a frosted area, each spell you cast makes you regain 3 mana. This passive makes all (note that it says "each spell" and not "each frost spell") your spells much more mana efficient to use. 
  2. Refreshing Frost (Builder): Reduces all active cooldowns of ice spells by 20% when you use an ability in a frosted area. This is essential as it allows you to lower your remaining cooldowns very substantially. 
  3. Ultimate Chill (Ice Tempest): Makes your Ice Abilities chill targets, increasing ice damage by 35% for 3 seconds. This passive offers a solid burst of damage to your ice abilities. 
  4. Critical Rejuvenation (Ice Tempest): After you trigger a critical hit on a target, you recover 15 mana. 15 mana is a lot and you will have a high critical chance, so taking this one is a no-brainer. 

 

Items/Stat Priority

First and foremost, you should try to get 250 total Intelligence points. After you do that, you'll have two options: push it all the way to 300 or get 50 Constitution. If you choose the first option, you'll become an ultimate glass cannon. If you choose the second, you'll lose on damage but will gain some much-needed staying power. As for Armor Weight, you should only use Light Armor to benefit from the 20% increased damage. 

We are obviously going to update this section when the full game is released, and we have more time to get familiar with all the Perks, Gems, and specific attributes of higher rarity equipment. Any changes to this guide will be described on top of the page in Build notes. 

 

END NOTE

This is the initial version of our New World Fire Staff/Ice Gauntlet DPS build. We tried to include all the important information on how to set up a character to run it, while also trying to keep the guide as compact as possible. If we've missed something of importance, please let us know! 

If you have any Build requests, please post them in the Comments section below. We will be happy to cover your most requested builds in the future! Also, we hope that you have found this guide useful and informative. Also, we will be happy to receive constructive criticism that will help us improve our future work, so don't hesitate to give us your feedback.