Fire Staff Weapon Guide and Builds in New World
Unleashing fiery blasts upon their foes, the Fire Staff user melts those who stand in their way. The Fire Staff focuses on doing great area of effect damage but can also sling out decent single target damage.
- 9. Fire Staff Mastery Overview
- 10. Fire Staff Perks
- 11. Leveling
- 12. Fire Staff Weapon Combinations
- 13. Can I use the Fire Staff without Scaling Intelligence?
- 14. Why does Pillar of Fire sometimes hit more than once?
- 15. Why does Pillar of Fire sometimes cast directly on me?
- 16. Where do you Get the Fire Staff?
Fire Staff Patch 1.1 Changes
With Patch 1.1 of New World having been released on the 19th of November, we have prepared patch notes with commentary for the Fire Staff weapon. Please follow the link below for more information.
Fire Staff Overview
Raining down fire on its foes, the Fire Staff is thefocused weapon in New World. This Weapon has massive damage potential and can strike from range.
Fire Staff Strengths and Weaknesses
- Several area of effect damage options
- Zero mana cost heavy attacks that can restore mana if taking and
- Short cooldowns that can be further reduced with
- Decent ranged damage and Abilities
- Lack of Crowd Control
- Movement skill can be interrupted by foes
- Limited self-healing
- Early leveling can be a pain managing mana
- Must land skill shots
The Fire Staff, together with the Ice Gauntlet, forms the basis of the popular Mage build, for which we have a dedicated guide.
Fire Staff Attributes
This Weapon scales solely with Intelligence, so we highly recommended that you focus on obtaining as much Intelligence as possible on both gear and with your Attribute selection. Constitution is a decent secondary Attribute, but only Intelligence will increase the damage you do. It is somewhat important to get some Constitution, especially if you plan to PvP, because you will eventually take damage and we recommend looking out for gear that provides a mix of Intelligence and Constitution. Faction Armor in particular does a good job of providing a balance of Intelligence and Constitution.
The Fire Staff is a magical weapon and uses mana to attack and use its abilities. Light Attacks cost 2 mana and Heavy Attacks cost 5 mana. mana does not regenerate while you are attacking, but you can use mana potions to recover them quickly.can help you recoup the mana cost of heavy attacks if you can consistently land them and even makes heavy attacks free. can recover a large amount of mana, if you hit several foes at once with . even lets you get mana from blocks but getting hit by melee is extremely undesirable and it is much better to dodge away. Lastly, will quickly fill up your mana if you have not used a skill recently, but this is generally only useful while you are traveling. It is important to note that the 200 Intelligence Attribute breakpoint will give you 10 mana back on a completed dodge, which can effectively solve most of your mana issues if you dodge a lot.
Recommended Fire Staff PvE Builds
In PvE your role is to cause as much damage as possible without dying. We recommend using Ancient foes then a can help you do significantly more damage as they are extremely resistant to Fire damage and weak to Lightning. For armor gems we recommend either , , or to provide generic damage absorption., , and . Note that hitting your Pillar of Fire can take some practice, but once you get used to it then you can do a lot of damage. The best gem for your Fire Staff is , because you are likely to be at full health while fighting at a distance. If you are facing off against primarily
We recommend taking the following mastery points:
Recommended Fire Staff PvP Builds
In PvP, your role is simple: blast your foes with your abilities and spam heavy attacks to reduce your cooldowns so that you can blast more abilities. We recommend using, , and . Fire Staff does not have much in the way of survivability, so you must have an aggressive play style and hit your abilities and attacks. This build has a lot ways to reduce your cooldowns such as , , and but they require that you hit your foes. The best gem for your Fire Staff is because you are likely to be at full health while fighting at a distance. can work nicely as well for a strong opening attack or to finish off low health foes. For armor gems we recommend either , , or to provide generic damage absorption.
We recommend taking the following mastery points:
Fire Staff Abilities
The Fire Staff, like all other weapons, has six abilities; however, you can only use three abilities at any give time on your action bars. While you can spend Mastery Points on more than 3, it is a waste of points since respeccing is rather cheap to do.
- Lost. This may be a bug and be removed later but for now this is how it works. There is also a bug with this skill where it will self-cast on top of yourself as opposed to giving you the option to target the blast. This appears to happen mostly when casting Pillar of Fire while your weapon is sheathed, so make sure you unsheathe before you cast to avoid this bug most of the time. — A targeted spell that deals 134% weapon damage. This ability's tooltip leaves out that this Ability also knocks foes hit by it away from the center point of the Ability. This Ability has a somewhat small area of effect and does not appear on paper to do that much damage; however, what the tooltip does not mention is that you can hit a single target two, sometimes even three, times with a single use. It appears that the damage for this Ability goes out in rings originating from the center like ripples on a pond. If you place the circle in such a way that the knockback pushes the target into one of the outer rings then they can be hit multiple times. You can practice your placement with monsters who do not move around much like the
- — Channel a spell that rains down meteors, dealing 34% weapon damage on initial impact and an additional 20% weapon damage per second while targets remain in the AOE. Costs 5 mana Per Second (30 total mana at full cast). This Ability is nice for clearing out large groups of foes and is commonly seen being used on the capture points in Wars. For solo play, this is not really as usable as you will end up taking a lot of damage while you stand still and channel this Ability.
- — Fire off a heavy fireball that deals 140% weapon damage on impact and leave a 3-meter burning field that lasts 6 seconds; the burning field dealing 10% weapon damage each second. This Ability is basically an extremely quick heavy attack with a large projectile hit box. You can fire this off almost instantly after a heavy attack for a quick burst of damage to help you quickly kill something.
- — Cause a fiery explosion dealing 130% weapon damage and pushes back all enemies 3 meters. Catches enemies on fire dealing 3% weapon damage each second for 6 seconds. This Ability requires you to be rather close to foes and has a bit of a windup time. Nice in a group but somewhat risky while soloing. makes this Ability heal and makes it hit twice.
- — Create a jet of flame from the tip of staff dealing 34% weapon damage each second. Each hit catches enemies on fire dealing 3% weapon damage each second for 6 seconds. Costs 5 mana per second. The damage over time effect can stack up to 10 stacks of damage. This Ability is only ever good if you are doing group area of effect farming. By itself this Ability caps out at 74% weapon damage a second which is worse than just spamming light attacks. When combined with you can channel for over 6-seconds and activate Reheat's mana regen; however, the regen will not be strong enough to fully offset the mana cost of Flamethrower.
- — Dash through targets dealing 129% weapon damage on hit. Passing through a target will catch the target on fire applying a Burn that deals 10% weapon damage each second for 8s. This movement skill has a short delay and then launches you forward in a straight line. Once you take you can steer the direction of the Ability but before that it is simply a straight line. This is a great movement skill that can get you out of sticky situations but also lets you reset your cooldowns for hitting foes to let you do even more damage.
Fire Staff Mastery Overview
Like all other weapons, the Fire Staff has two Mastery Trees. You can spend Mastery Points in either Tree but must have a Mastery from the preceding row to select deeper Masteries. Likewise, if a Mastery has a vertical line connecting it to a Mastery above it then you must first select the higher Mastery in order to unlock the lower ones. These-linked together Masteries typically support abilities which are denoted by a square-shaped icon.
While you can unlock all six abilities at once, you will only be able to place three abilities on your action bar at a time. It is unwise to invest in more than three abilities, because it is easy to respec when needed.
Fire Mage Tree
This tree is all about heavy attacks and critical strikes.causes your heavy attacks to restore 5% of your max mana on hit, makes those same attacks cost no mana, and makes them also reduce cooldowns by 10%. Together these three Masteries help to keep your mana high and your cooldowns coming up faster than they should. increases your chance to crit, makes those crits hit harder, and makes those crits apply a damage over time burn. Its Ultimate Mastery, , drops a red rune on the ground that buffs your Ability damage by 30% while you are standing within it. If you use this rune will drop at the location you end your movement.
The Pyromancer tree is focused on making things burn. All the abilities here apply Burn and you have supporting Masteries like, , and to make your burns even better. Surprisingly the Ultimate Mastery, , has nothing to do with burning but instead makes up for the lack of mana recovery in the tree. If you have your Fire Staff in hand and have not used an Ability in the last 6 seconds then your mana will regenerate extremely quickly.
Fire Staff Perks
Every Weapon Ability in New World has a corresponding Perk that can be found on armor and weapons. Most perks scale in power with the Gear Score of the item they are on. You can only benefit from one instance of a Weapon Ability Perk at a time. These can be rare to find on gear and are mostly just a bonus.
- — Reduce this ability's cooldown by a percentage 14% per enemy hit with Pillar of Fire (3 hits max). This Perk is borderline broken due to being able to reduce the heavy hitting by up to 42% at maximum Gear Score. Since makes Pillar of Fire recover more mana than it spends when you hit two or more foes then you can basically never run out of mana in an area of effect situation. For PvE this Perk is a priority, especially if you play in a group but for PvP this Perk is only really great for Wars.
- — Meteor Shower hits deal 30% additional damage to targets at full Health. This Perk is rather lackluster. hits a large area for a small amount of damage per second so increasing the damage for the first hit does not add much. This is somewhat nice for Wars as foes will be getting healed up but outside of that this Perk is wasted.
- — Fireball impact deals a percentage additional damage. Pure, simple, more damage is always good. If you are using Fireball, then grab this Perk.
- — Restore some mana per hit with Incinerate (3 hits max). If you are having many issues and running then this is a nice Perk for you to have. Overall even at max getting back just slightly over the cost of the Ability is not a really great Perk.
- — Applying 3 stacks of burn damage on a target with Flamethrower grants Haste, increasing movement speed by a percentage for 2 seconds. forces you to get up close to enemies and this Perk makes you faster while you are doing that. Overall this Perk is a nice pickup when using Flamethrower.
- — mana regen rate increased by a percentage for 8 seconds after using Burn Out. This Perk is nice for increasing mana recovery in general and if you can pick it up it can help with mana.
Leveling Fire Staff can be a bit difficult at lower levels until you get several of the mana recovery Masteries, like Rapier while leveling at first so that you can attack once you run out of mana.and . We recommend pairing the Fire Staff with a melee weapon like
With this build, you will be opening up with Pillar of Fire and Fireball and then spamming heavy attacks to help keep you mana high. To start off, take, , and . Next get and to empower your Pillar of Fire. After that grab , , and . With having both Flare and Spell Focus, you will be able to gain mana with every heavy attack. Next, go over to the Pyromancer tree and get , , and to finish up your Ability kit. After that, we empower our Fireball by taking and . Take the Ultimate Mastery next for an occasional damage boost. After that, finish upgrading Burn Out with and . , , and round out our build.
Fire Staff Weapon Combinations
- Ice Gauntlet — This combination provides massive firepower because the Ice Gauntlet sets up foes to be hit by the Fire Staff's abilities. The Fire Staff offers a few ways to recover mana that will allow you to use a lot of mana. If you are looking to play a fire and ice style build with massive hits, then this might be the combo for you. The downsides would be that you do not have a melee option and are going to be bound to your mana bar for damage.
- Rapier — This combination provides crazy mobility and damage. You can use the Rapier to disengage or use to setup a devastating Pillar of Fire. One downside of this combo is that you lose a small amount of damage with the Rapier, since you are scaling Intelligence and you have limited crowd control.
- War Hammer — This is a strange combination that uses the War Hammer to crowd control your foes so you can either get away or hit them with a Pillar of Fire. Use to stun in an area and to knock foes back. Downsides would be that War Hammer does not scale with Intelligence so you would have to partially convert with a gem in order to have any damage from the hammer.
Can I use the Fire Staff without Scaling Intelligence?
No, the Fire Staff does not really offer much utility outside of its massive damage.
Why does Pillar of Fire sometimes hit more than once?
It appears that the damage for this Ability goes out in rings originating from the center like ripples on a pond. If you place the circle in such a way that the knockback pushes the target into one of the outer rings then they can be hit multiple times. You can practice your placement with monsters who do not move around much like the Lost. This may be a bug and be removed later but for now this is how it works.
Why does Pillar of Fire sometimes cast directly on me?
This appears to happen mostly when casting Pillar of Fire while your weapon is sheathed, so make sure you unsheath before you cast to avoid this bug most of the time.
Where do you Get the Fire Staff?
You can get your first Fire Staff either from killing enemies or from chests. If you do not find one then you can craft it for yourself at the ArcanaBench. To craft one of your own you will need s which can be Harvested from Dragonglory, which can be found in all the starting Territories. For more information about crafting, check out our Crafting guide.
- 19 Nov. 2021: Added link to Patch 1.1 Fire Staff changes.
- 08 Nov. 2021: Added link to the Mage build, which uses the Fire Staff.
- 05 Oct. 2021: Guide added.
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