New World
New World
A Quick Guide On How To Obtain Infinite Heals And Stamina PVP In New World Season 4
This is a build guide that can help you gain infinite heals and stamina PVP in New World Season 4. I’m going to keep it short for you.
Weapon Artifacts
For weapon artifacts, I’m running Finisher Rapier mainly because of its 15% permanent damage buff, which affects both of your weapons, and you can keep it up with the Keenly Jagged on your bow. I’m still using Refreshing Move on it.
I’m also using Energy Aura as the third perk on my bow, but you can use Enchanted if you really want to. This is a stamina surplus build, as you’ll see in a second, so it’s all up to personal preference. I just end up preferring the stamina.
For gems, I’m choosing to split my damage 50/50, as it’s the best of both worlds and has the least amount of counters. The 8% damage over time (DOT) is mandatory, but make sure the element of that DOT is different on both your weapons because they don’t stack.
Armor And Jewelry Artifacts
Regarding armor artifacts, I like Tumblers because it’s a 600 heal on no cooldown. The reason I prefer it over Featherweight is that of the potential it has. Featherweight offers around a 5% extra effective hitpoints (EHP) difference, which is around 900 health. So if I proc Tumblers at least twice in a fight, it’s automatically better than Featherweight, and any proc behind that just makes the gap bigger.
For accessories, Endless sounds good on paper, but you can’t put Healthy Toast on it, which is really, really bad. Ankh is nice, but it makes you pick between protection or stamina recovery, and obviously, you have to pick stamina recovery, so you’re going to miss protection. I like the universality of having different protections, so I’d rather not use Ankh.
Armor And Jewelry Perks
The actual perks on my ring and earring are the exact same as they usually are. Everything here is pretty self-explanatory. Gear we’re looking at 5 Shirking Heals. The buff to 7 seconds turned it from a good perk to an almost mandatory perk, but you’ll find a lot of people don’t agree with that because they’re stubborn and invested a lot of their money in a build that’s not good.
For my secondary perk, I’m running Fortify, and the rest is just normal stuff: one skill perk (Siphoning Energy), and then the random perk that Tumblers have. In whatever leftover slots I have, I put Health on, which in this case amounts to two health.
For armor gems, I’m running 4 Opal and one Onyx with full Energizing Runes. The Rune choice is a bit up to personal preference, but I highly recommend using at least one Energizing Rune, mainly because there are lots of clutch scenarios where you’re one stamina away from stamina-ing yourself out. The rest you can put range damage, but I would definitely not recommend Leeching Damage unless you’re using Boltcaster. The Leeching version is a flat 18% damage reduction against Boltcaster, Fire Staff, and other fully Elemental range weapons, and it’s a 9% damage reduction against bows, muskets, and B-buses who use a split gem. My Opals additionally cover 8% less damage from all Elemental sources.
Damage Resistance
Regardless if it’s melee or ranged, that’s 8% less damage from weapons like Abyss, Boltcaster, Firestaff, and 4% less damage from weapons that have split gems. The 3 Onyx I have covered some additional defense against melee players. This is purely optional and up to your playstyle. If you’re fine with playing super defensive and ratty, you can drop the Onyx for some thrust and lightning resist instead.
For the necklace, I’m obviously going with fire resist because that’s the easiest range weapon to get hit by. You can do movement tech or whatever movement cancels you want against other bows and muskets, and they’ll end up missing 90% of their shots. But it’s hard to do movement tech against Firestaff when they have a hitbox of a Boeing 747. Plus, the fire resist also reduces explosive shot damage from bows.
My completely honest recommendation is to have a set of amulets and maybe even some accessories that you can easily swap in and out. This way, you have the freedom to swap to another resist if you’re ever when there is no Firestaff. For example, let’s say you’re getting hunted by a melee assassin squad. Then, you should obviously switch to your slash necklace. Let’s say the enemy team has 10 Boltcaster players. Obviously, switch to a lightning or thrust necklace.
If your build is threatened by a simple swap of a necklace and maybe a ring or accessory, then maybe you should reevaluate your build.
Attributes
Moving on to attributes, this does get a little interesting. 25 and 50 strength are still bugged but no longer in a good way. 50 strength doesn't do anything, and 25 strength, on the other hand, previously boosted heavy damage by 10% and light damage by 5%. Now it only boosts both damages by 2%. Classic AGS, honestly. But anyways, because of that, I'm dropping 25 strength and then also dropping 35 con to get 50 focus. This 10% extra healing affects all the pots I use and even tumblers, and I can justify the 900 Health loss from going to 240 to 2115 con with that 10% extra Health. As long as a fight lasts long enough where you go through two rotations of pots, then this 10% prevails, not even accounting for any sharing or tumbler procs.
This build shines in fights that last long, which is pretty much any fight against good players. It's also a very solo-centric build. The second you involve a pocket healer that lets these micro heals matter in the long term, at that point, you're better off running Featherweight and more pure damage reductions.
If you're investing in dex after 350, then I would still get 25 strength first. Simply because the 25 points here end up doing more damage than 25 dex after 350. So if your build is 400 dex and zero strength.
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