Wand / Longbow PvP Build Guide
Last Updated:May 5, 2025|Changelog
Welcome to the Wand / Longbow PvP healer build guide! This weapon combination boasts the most healing abilities in Throne and Liberty, granting access to powerful Healing over Time (HoT) skills such as Healing Touch, Flash Wave, Purifying Touch, and Nature's Blessing.
Pairing Fountain of Life, Nature's Blessing, and Flash Wave with Blitz, allows you to pump out constant healing unlike any other healer weapon combination in the game.
As exciting as it sounds to play this Wand / Longbow PvP build, players must keep in mind its lack of mobility, which becomes more noticeable in small-scale fights. However, this weapon combination performs better in mass PvP, where you can position yourself safely within your zerg to minimize the risk of being ambushed by melee players. Despite its mobility limitations, this build remains quite tanky thanks to passives like, Distorted Sanctuary and Devoted Shield (no cooldown) that pair perfectly with active abilities like Invincible Wall and Blessed Barrier.
Beyond smart ability usage and rotations, good positioning and field awareness are crucial to being an effective Wand / Longbow healer. Always pan your camera to stay aware of your surroundings and potential threats. With practice, you’ll become a difficult target to take down
High CDS and Buff Duration Tanky
Seeker PvP Build
With Archboss and Nebula
PvP Gear Progression
Acquiring Gear pieces and upgrading them is incredibly expensive and time-consuming. If you enjoy both PvE and PvP content, use these sets for PvE as well.
Join the Maxroll Discord and ask in the TL channel for a code to get a complete T2 Rare Gear Set, to hit 3500 gear score immediately!
If you're interested in PvE Gear Progression, check out our Seeker PvE Build Guide here!
You can go for any Rune Synergy that best fits your situation. EVERY SERVER META IS DIFFERENT.
When it comes to stats obtained from runes, players commonly choose what is necessary to hit their own stat bonuses (or other personal goals).
Attack Runes
- Heavy Attack Chance in both weapons and your bracelet to increase the Heavy Chance of your Wand and Longbow heals, as well as Invincible Wall.
- Hit Chance in your necklace as there aren't any good options in these slots.
- Critical Hit Chance in your rings to slightly increase the Critical Hit Chance of your Wand heals or Invincible Wall. Your Longbow heals can't Crit.
Defensive and Support Runes
Defensive Runes are interchangeable depending on the build you're using and what your server meta is like.
For Melee Evasion builds:
- Use Melee Evasion Runes as needed.
- Use Max Health, Magic Endurance, or Ranged Endurance Runes if the Melee Evasion you can naturally build through gear is high enough to be effective in PvP.
For Endurance builds:
- Use Melee Endurance Runes if there are more Spear users on your server.
- Use Ranged Endurance Runes if there are more Longbow and Xbow users on your server.
- Use Max Health Runes if the natural Endurances you can build through gear feels sufficient to make you hard to kill in PvP.
For all builds:
- Use Skill Damage Resistance Runes on both your weapons, belt, and bracelet.
- The Rune Synergies you can achieve on your belt are lackluster. Thus, going triple Skill Damage Resistance Runes or Resistance Runes would make you more tanky in PvP. Doing the same on your bracelet is recommended.
Replace Runes using Chaos Runes in this order:
- Attack Rune in Necklace (Hit doesn't benefit you as a Seeker in PvP, especially not at the low amounts they provide.)
- Attack Runes in Rings (Critical Hit Chance increases your Critical Healing by an extremely low amount. For example 750 Swift Heals with 669 Magic Crit results in only 9.5% of the heals landing as Crits.)
- Attack Rune in your Belt if you're not doing x3 SDR.
Consider the defensive and offensive breakpoints other classes can reach when building your gear.
- Melee
- From early to endgame T2, Sword and Shield users average around 1,000 Collision Chance. This number can increase easily with Traits, Skills, and Runes.
- Since they can build high Collision Chance with the ability to add more to land their important Collision CC, I recommend building other Resistances that will be just as effective in ensuring your survival during PvP. For instance, you can build Bind or Stun Resistances which are required for several Collision combos performed by Sword and Shield and Greatsword users.
- Melee can build additional CC Hit Chance from:
- Deadly Penetration that increases Spear CC Chance by 15%.
- Unyielding Sentinel that provides up to 450 CC Chance.
- Hand-to-Hand Combat which increases Stun and Collision Hit Chance when Perception is 70 or more.
- Gerad's Valor that increases all CC Chance by up to 110.
- Ruthlessness which increases Stun, Collision, and Fear Chance by 22 per every 10 Fortitude.
- Building Melee Evasion is interesting in T2. The average Melee Hit I've observed from over 110 competitive Melee builds based in the NA and EU regions, as well as build websites, suggest that the average Melee Hit from early to endgame T2 will be around 2,200 to as high as 2,800 (endgame non-nebula). This does not factor in Hit buffs like:
- Unyielding Sentinel that provide Spear users an additional 410 Hit.
- All-out Assault that increase Spear Melee Hit by 336
- All this in mind, Spear players can certainly stack enough Hit (with buffs) to reliably land hits against Melee Evasion builds which comfortably reach 3,000 Melee Evasion and up to 3,500 if sacrificing some critical stats. It's likely you will have enough Melee Evasion to counter Greatsword and Sword and Shield players, but if necessary, they could push their Melee Hit higher to ensure they reliably land their CCs on you.
- From early to endgame T2, Sword and Shield users average around 1,000 Collision Chance. This number can increase easily with Traits, Skills, and Runes.
- Ranged
- Bow / Staff users are reaching an average of up to 1,800 Critical Hit Chance before conditional buffs are added like Sniper's Sense and Decisive Bombardment.
- Staff / Daggers users are reaching an average of up to 2,000 Magic Critical Hit Chance.
- Longbow / Daggers users reach up to an average of 1,800 Critical Hit Chance before conditional buffs like Unlucky Target and Killer's Sense.
Considering the above, it's hard to find a one-size-fits-all solution. How you gear will entirely depend on the meta of your server. There is additional information that you should know when gearing that applies to all enemies, included below:
- I highly recommend building Weaken Resistance to counter debuffs that reduce Endurance, Defenses, and your Healing. It also helps to resist most Damage Overtime abilities (DoTs).
- Why is this important? Several weapons, such as Crossbows, Staves, and Spears, deal additional damage based on the amount of Weakens stacks on you. By resisting most of these Weakens, you significantly reduce the damage they can inflict. Additionally, you heal for fuller amounts if you're not Healing Debuffed.
- Don't worry about enemies stacking Weaken Chance. With the new gear swap system, you can easily switch to build variations that trade Weaken Resistance for more Endurances, Heavy Attack Evasion, or a different type of Resistance. This new added flexibility makes it much harder for enemies to predict your setup and effectively counter you.
- Evasion Build Considerations:
- The Abyssal Beast Solarstone reduces Evasion up to 300.
- The Flamespell Weaver Lunarstone increases Hit by 80 with a 5% chance to procc whenever the enemy lands an attack. Lunarstones have no cooldowns.
- The Flamespell Weaver Solarstone increases Hit by 200 for 10 seconds.
- Endurance Build Considerations:
- The Chaos Harbinger Solarstone increases Critical Hit Chance up to 1,000 for 10 seconds.
Active Skill Choices
- Ruling Demon: Solar Stone is used for countering high CC Chance users and ensuring a low chance of getting CC'd upon an engage.
- Use Ancient King's Armor: Solar Stone if you don't require the extra CC Resistances. This stone increases your Health by 5,000 and acts as a heal that isn't affected by healing debuffs.
Passive Skill Choices
- Greedy Mind's Eye: Lunar Stone is in my opinion the best Artifact Passive. Increasing your Skill Damage Resistance by up to 210 when you're CC'd is invaluable.
Artifact Set Choices
- The 4-Piece Greedy Mind's Eye is used to obtain 100 extra Endurance and 75 Resistances.
- Use 2-Piece for the T2 Melee Evasion, Ranged and Magic Endurance build.
- The 2-Piece Ancient King's Armor provides 1,500 additional Max Health.
- The 2-Piece Wildlands Protector provides 100 extra Evasion for the Evasion build.
- The updated King Khanzaizin's Valor Song is the new best-in-slot T2 wand for healers. It provides much better stats compared to Overture of Eternal Salvation and the weapon's skill also persists when Invincible Wall is depleted (see image below). The buff applies to yourself and anyone in your party and the duration is increased by Buff Duration.

- King Khanzaizin's Valor Song has better stat distribution, higher Base Damage (which scales healing across the board), a significant Mana Cost reduction (allowing you to run lower Mana Regen and more Max Mana for even more healing), and a built-in 10% healing increase skill.
- If you are playing correctly (stacking Healing Touches on multiple allies like you should) you will always maintain 5 stacks of Selfless Soul and don't need Overture of Eternal Salvation to achieve this.
- The 5% damage reduction Khan gives is massively underrated. Think about it:
- If a hit would normally do 6,000 damage, it now does 5,700 (300 damage reduced).
- If it would do 2,000, it now does 1,900 (100 damage reduced).
- If it would do 1,000, it now does 950 (50 damage reduced).
- While 5% sounds small, it applies to every hit the party takes. Over an entire fight, that adds up to thousands of damage prevented.
Weaken Resistance traits are taken to counter skills and equipment that apply Weaken Debuffs that often lead to the death of a healer such as:
- Certain abilities that apply a Weaken Slow Debuff.
- Spear
- Culling Arc applies a Weaken that decreases CC Resistances and increases damage of the skill by 20%.
- Gale Rush can be used twice if affected by Weaken or other specific CC.
- Cataclysm applies a Weaken that disables your Block ability.
- Weaken: Ignite increases the damage of several Spear abilities, such as, Javelin Inferno, and Phoenix Barrage
- Weaken: Burst increases the damage or consecutive use of several Spear abilities, such as, Explosive Fury/Brutal Fury, Cyclonic Fury, Violent Blast, Great Burst, and Tempest Strike.
- Dagger
- Bercant's Seductive Blade applies a Weaken Debuff that decreases Endurance by up to 120.
- Weaken: Thunderclouds increases the damage dealt by Thundering Bomb and Fatal Stigma, while also decreasing your Endurance by up to 400. It is applied by skills such as, Cleaving Moonlight, Shadow Strike, Lightning Infusion, and Frenzied Sword Dance.
- Inject Venom applies Weaken: Poison that deals Base Damage per second and increases the damage dealt by Fatal Stigma, Umbral Spirit, and Brutal Incision. It also synergizes with new Mastery skills like Edge of Venom, Extreme Bloodlust, and Time of Doom.
- Lightning Throw applies a Weaken that reduces Movement Speed by 68.5% and Healing by 82.5%. It can also be specc'd to decrease Endurance by 150.
- Greatsword
- Willbreaker applies Weaken that decrease Magic, Melee and Ranged Defenses by 720. It can also be specc'd to decrease all Evasions by 300.
- Guillotine Blade applies a Weaken that decreases Healing by 80%.
- Precision Dash can be specc'd to apply a 30% Shield Block Debuff in case you plan to play Templar as a secondary.
- Sword and Shield
- Piercing Strike applies a Weaken that decreases Hit and Critical Hit Chance.
- Cleaving Roar applies a Weaken that prevents you from using single-target abilities on yourself or others. It can be specc'd to also decrease all Endurances by 340.
- Shock Trooper Captain applies a Weaken that decreases all Defenses by 200.
- Longbow
- Deadly Marker applies a Weaken that increases enemies Critical Hit and Hit Chances on you.
- Flash Arrow can be specc'd to apply a 300 Hit Chance Debuff on you.
- Crossbow
- Queen Bellandir's Toxic Spine Throwers applies a Weaken: Poison that deals Base Damage overtime.
- Mortal Mark applies a Weaken that decreases Healing received by 80%.
- Weak Point Shot applies a Weaken that increases Critical Damage you receive by 21%.
- Wind Snatcher Binds you and applies a Weaken that decreases your Attack Speed by 15% if you are Slowed (Weaken Resistance resists Slows).
- If a target is Weakened, Quick Fire deals additional damage.
- Staff
- Queen Bellandir's Hivemind Staff applies a high damage dealing AoE skill if the you have Weaken: Burning.
- Weaken: Burning deals Base Damage overtime and increases the damage and consecutive use of some abilities, such as Chain Lightning and Judgment Lightning.
- Focused Fire Bombs applies a Weaken that decreases Healing received by 80%.
- Icebound Tomb applies a Weaken that decreases your Evasions by 460.
- Judgment Lightning can be specc'd to apply a Weaken that decreases Shield Block Chance by 30% in case you plan to play Templar as a secondary.
- Infernal Meteor can be specc'd to apply a Weaken that decrease Healing received by 80%.
- Wand
- Tevent's Grasp of Withering applies a Weaken: Curse that deals Base Damage overtime.
- Time for Punishment applies a Weaken that decreases Skill Damage Resistance by 220. It can be specc'd to instead apply a Weaken that decreases Mana per hit.
- Touch of Despair and Corrupted Magic Circle apply a Weaken that applies Base Damage overtime.
- Curse Explosion deals more damage the more Weakens stacked on you.
Vanguard Set
Ranged and Magic End
and Buff Duration
Weaken Chance Meta
- The ideal build to choose is heavily dependent on your server meta.
- Talandre Gear offers many different gear pieces from which you can choose.
- Use these builds as a base and swap different pieces depending on your need.
- Swap pieces in and out to match the server meta you are playing against.
Heavy Attack Evasion Seeker PvP Build
No Archboss or Nebula
- With Distorted Sanctuary, you achieve:
- Melee Endurance: 2,270
- Ranged Endurance: 2,142
- Magic Endurance: 2,276
Heavy Attack Evasion Seeker PvP Build
With Archboss and Nebula
- With Distorted Sanctuary, you achieve:
- Melee Endurance: 2,280
- Ranged Endurance: 2,182
- Magic Endurance: 2,266
- Click the Wand and Longbow icons to check out the unique masteries for this build.
- Use this version of the build if you prefer to run Heavy Attack Evasion.
Weaken Resistance Seeker PvP Build
No Archboss or Nebula
- With Distorted Sanctuary, you achieve:
- Melee Endurance: 2,186
- Ranged Endurance: 2,362
- Magic Endurance: 2,240
Weaken Resistance Seeker PvP Build
With Archboss and Nebula
- With Distorted Sanctuary, you achieve:
- Melee Endurance: 2,196
- Ranged Endurance: 2,402
- Magic Endurance: 2,230
- Click the Wand and Longbow icons to check out the unique masteries for this build.
- Use this version of the build if you prefer to have higher Weaken Resistance, which is especially helpful in countering Wand bombers like Templars and Debuffs that make you easier to kill.
- Click the Wand and Longbow icons to check out the unique masteries for this build.
- This build requires Archboss and Nebula gear to achieve reliable Collision Resistance.
- With Distorted Sanctuary, you achieve:
- Melee Endurance: 2,317
- Ranged Endurance: 2,547
- Magic Endurance: 2,375
- Use Rare Forest Goulash for an increase to all your Resistances. I personally don't think it's necessary, but it can be used at your own discretion.
- You can use Ring of Divine Instruction instead of Ring of Stalwart Determination for higher Cooldown Speed.
- You can use Bracelet of Fractured Worlds and Bangle of the Clearest Night over Restraints of the Glacial Queen.
- Before Signet of the First Snow, use Runed Band of the Black Anvil, Ring of Divine Instruction, or Astral Bond.
- Use Blessed Templar Cloak before obtaining a Collision Resistance accessory.
Stats and Gearing Logic
- Use Khanzaizin's Valorous Wand before Cordy's Grasp of Manipulation.
- Use Thunderstorm Necklace before Primal Ritual Collar.
- The following are your ring options:
- Honor's Promise Signet
- Sinking Sun Signet
- Astral Bond
- Ring of Divine Instruction
- Triple Endurance builds provide you strong protection against all three damage types. Since Endurance works by always subtracting your Endurance against an enemy's Critical Hit Chance, it's very reliable in PvP. Additionally, if you have higher Endurance than your enemy's Crit, you can procc Glancing which forces a minimum Base Damage attack.
- With the 4-Piece Vanguard item set effect and Omniscience, you reach over 620+ Max Damage on Longbow before Quality Stellarite and Full of Corruption.
- Healing from your powerful HoTs such as, Healing Touch, Flash Wave, Nature's Blessing, and Purifying Touch all benefit significantly from having higher Base Damage.
- You also reach over 400 Max Damage on Wand, which will greatly benefit abilities such as Invincible Wall and Guardian's Spell.
Alternatives
- Use either Precious Purification Spirit Stone or Precious Purification Vigor Stone based on your preference. Many players find the CC immunity helps to get off important skills to ensure their and/or the party's survival, whereas with the healing stone they are re-CC'd and quickly bursted down again.
- The ideal build to choose is heavily dependent on your server meta.
- Talandre Gear offers many different gear pieces from which you can choose.
- Use these builds as a base and swap different pieces depending on your need.
- Swap pieces in and out to match the server meta you are playing against.
- Depending on your server's Meta, building Melee Evasion may not be useful.
Melee Evasion & Ranged/Magic Endurance
Wand / Longbow PvP
- Click the Wand and Longbow icons to check out the unique masteries for this build.
- With Distorted Sanctuary, you achieve:
- Ranged Endurance: 2,179
- Magic Endurance: 1,977
Stats and Gearing Logic
- This build requires Archboss and Nebula gear to achieve reliable defense stats, especially Melee Evasion.
- Use Khanzaizin's Valorous Wand before Cordy's Grasp of Manipulation.
- Depending on your server's Meta, building Melee Evasion may not be useful.
- As mentioned previously, this build achieves high enough Melee Evasion to counter the current average of Melee Hit amongst Melee users. Not much can be done if majority of Melee on your server choose to build higher Melee Hit.
- Melee Evasion provides the significant benefits of avoiding Melee damage, as well as, CC from melee users.
- With 2-Piece Forgotten Assassin's, you provide your party 110 all Evasions, including yourself.
- The ideal build to choose is heavily dependent on your server meta.
- Talandre Gear offers many different gear pieces from which you can choose.
- Use these builds as a base and swap different pieces depending on your need.
- Swap pieces in and out to match the server meta you are playing against.
High CDS and Buff Duration Tanky
Seeker PvP Build
No Archboss or Nebula
- With Distorted Sanctuary, you achieve:
- Melee Endurance: 2,285
- Ranged Endurance: 2,437
- Magic Endurance: 2,155
High CDS and Buff Duration Tanky
Seeker PvP Build
With Archboss and Nebula
- With Distorted Sanctuary, you achieve:
- Melee Endurance: 2,295
- Ranged Endurance: 2,477
- Magic Endurance: 2,145
- Click the Wand and Longbow icons to check out the unique masteries for this build.
- With 90% Buff Duration and 75% Cooldown Speed, you can easily maintain Healing Touch on four different people at x3 stacks. You achieve this with:
- Cordy's Grasp of Manipulation and Astral Bond.
- Astral Bond and Ring of Divine Instruction.
Max CDS Buff Duration Option 1
Seeker PvP Build
Max CDS Buff Duration Option 2
Seeker PvP Build
- Click the Wand and Longbow icons to check out the unique masteries for the squishy high CDS/Buff Duration Ardent build.
- Build Option 1 is more tanky than Option 2, but not as tanky as the High Cooldown Speed and Buff Duration Tanky builds.
- Build Option 2 is very squishy but provides the highest amount of Cooldown Speed and Buff Duration.
- With 90% Buff Duration and 75% Cooldown Speed, you can easily maintain Healing Touch on four different people at x3 stacks.
- These builds are mainly made for fun and unrealistic for a lot of healers to use in a competitive scenario.
- Perception is great for maxing Buff Duration. The purpose of maxing Buff Duration is because everything is a buff! So, by reaching the point where you double every buff you have, you extend:
- Healing Touch, Flash Wave, Invincible Wall, Blessed Barrier, Archer's Surge, and Overture of Eternal Salvation to 12 seconds.
- Nature's Blessing to 8 seconds,
- Enchanting Time to 18 seconds.
- Selfless Soul and Saint's Oath increases to 6 seconds.
- Survival Mend increases to 10 seconds.
- Cordy's Grasp of Manipulation increases to 4 seconds of immunity.
- The ideal build to choose is heavily dependent on your server meta.
- Talandre Gear offers many different gear pieces from which you can choose.
- Use these builds as a base and swap different pieces depending on your need.
- Swap pieces in and out to match the server meta you are playing against.
- These builds are recommended for servers where DPS build higher Weaken Chance.
Higher Melee & Ranged Endurance
Wand / Longbow PvP
- With Distorted Sanctuary, you achieve:
- Melee Endurance: 3,021
- Ranged Endurance: 2,987
- Magic Endurance: 2,015
All Endurances Balanced
Wand / Longbow PvP
- With Distorted Sanctuary, you achieve:
- Melee Endurance: 2,701
- Ranged Endurance: 2,907
- Magic Endurance: 2,415
- Click the Wand and Longbow icons to check out the unique masteries for this build.
- Use Khanzaizin's Valorous Wand before Cordy's Grasp of Manipulation.
- The following are your ring options:
- Honor's Promise Signet
- Sinking Sun Signet
- Astral Bond
- Ring of Divine Instruction
- Use Bangle of the Clearest Night before Restraints of the Glacial Queen.
- Use Thunderstorm Necklace before Primal Ritual Collar.
- Once obtained, use Cordy's Grasp of Manipulation.
- When DPS build higher Weaken Chance, Debuffs that significantly lower Endurance and additional defensive stats will impact your ability to survive. Rather than sacrificing stats that strengthen your healing capabilities, these builds aim for higher base Endurance to ensure you have a minimum of 1,800 when Debuffs reduce your Endurances by 900-1,000+ (i.e. Bercant's Whispering Daggers, Weaken: Thunderclouds, and Cleaving Roar).
Click the Wand and Longbow icons to check out the unique masteries for this build.
- Use Grieving Vengeance Cloak if you prefer higher Melee Defense.
- This build is free-to-play friendly as all items are easily obtained through Adventure Coin: Loyalty or opening Precious Blessing Pouches from Resistance Contracts with higher drop rates.
- Building 2-piece Feral and 2-piece Auric Vanguard is much tankier than 4-piece Vanguard and any other set combination.
- For example:
- Melee Defense (average build): 3,083 is 45.3% reduction; 2p Feral 3800 is 55% reduction = 10% damage reduction difference and 20% effective damage reduction.
- Range Defense (average build): 2,900 = 49.2%; 2p Feral 3,344 = 52.7% = 3% damage reduction difference and 6% effective dmg reduction.
- Magic Defense (average build): 2,405 = 44.49% ; 2p Feral 3,000 = 50% = 6% damage reduction difference and 12% effective dmg reduction.
- For example:
- When it comes to maximizing your survivability while maintaining a balanced distribution to all your other important stats, 2-piece Feral and 2-piece Auric is better. It will cost you a reduction in your healing power, but since Seekers already heal for way too much, that extra healing power will not be missed.
- Use Grieving Vengeance Cloak if you prefer to maximize your Melee Defense stat.
- For a less Free to Play and stronger version of this build, checkout the T2 End Game High Defenses & Triple Endurance build.
- The list of stats in the image above may be inaccurate. Please find a more accurate list of important stats this build achieves below:
- Base Damage: Longbow 257-564, Wand 213-366
- Melee Defense: 3,561 (3,751 with Grieving Vengeance Cloak)
- Ranged Defense: 3,233
- Magic Defense: 2,860
- Heavy Evasion: Melee 652, Ranged 412, Magic 720
- Max Health: 23,561
- Max Mana: 12,362
- Mana Regen: 945
- Mana Cost Efficiency: 2%
- Skill Heal: 147.7% (includes Divine Choice, Light of Devotion, and Blessing of Wisdom)
- Attack Speed: 20.4%
- Attack Range: 26.7
- Cooldown Speed: 52.5% (or 62.5% if you decrease Perception and increase Wisdom to 80)
- Buff Duration: 69%
- Debuff Duration: -32%
- Weaken Resistance: 701
- Silence Resistance: 728
- Bind Resistance: 603
- With Distorted Sanctuary, you achieve:
- Melee Endurance: 2,325
- Ranged Endurance: 2,387
- Magic Endurance: 2,243
Gear Sources
Co-Op Dungeon
Doomrot Grove
- Golden Blossom Regalia
- Adventure Coin: Loyalty
- Grieving Vengeance Cloak
- Adventure Coin: Loyalty
- Sinking Sun Signet
- Adventure Coin: Loyalty
Halls of Tragedy
- Opulent Noble's Mantle
- Adventure Coin: Loyalty
- Honor's Promise Signet
- Adventure Coin: Loyalty
Twisted Laboratory
- Bangle of the Clearest Night
- Adventure Coin: Loyalty
Rancorwood
- Cunning Ogre Girdle
- Adventure Coin: Loyalty
Torture Chamber of Screams
- Thunderstorm Necklace
- Adventure Coin: Fighting Spirit
Open World Dungeon
Crimson Mansion
- Feral Prophet's Gloves
- Wraith Controller
- Precious Blessing Pouch: Murderous Ghost
- Auric Vanguard's Gaiters
- Phantom Killer
- Precious Blessing Pouch: Murderous Ghost
Bercant Estate
- Feral Prophet's Shoes
- Veiled Blade
- Veiled Stalker
- Precious Blessing Pouch: Spineflower
- Auric Vanguard's Barbute
- Shrouded Knight
- Precious Blessing Pouch: Spineflower
Micellaneous
- Overture of Eternal Salvation
- Hall of Illusion
- Adventure Coin: Loyalty
- Arc of Lunar Radiance
- Hall of Illusion
- Adventure Coin: Loyalty
Skill Builds and Rotations
- Once you achieve 750+ Silence Resistance, use Chaotic Shield. Having this amount of Silence Resistance on majority of servers (sometimes 650+ is enough) allows you to consistently resist being Silenced, which would normally prevent the use of magic based abilities.
- Once you obtain Cordy's Grasp of Manipulation, I recommend using Limit Break to reset Invincible Wall to achieve 4 to 8 seconds of immunity depending on your Buff Duration.
You can also play as a HoT healer in a Damage Dealer Group.
- You will notice in-game that some Longbow and Wand Mastery skills are forcibly activated and do not help us support in PvP. We have no choice but to take them due to how the system works, but they have no negative impact on our gameplay. Ignore them.
- Choose to run either Archer's Surge or Keen Reflexes.
Level 80
Wand

Longbow

- Body blocking is a huge issue experienced by Tanks when they're trying to capture point or maneuver around it during GvGs, Wars, and Siege. Taking Spectral Defense helps them resolve this issue.
- Keep in mind that the shield from Spectral Defense overrides the shield from Invincible Wall.
- Provide Enchanting Time to DPS in your party when the tank doesn't need Spectral Defense.
- Use Enchanting Time on yourself or others who are Chain Pulled so they're not body blocked when trying to run back to safety.
- If you run Celestial Boost, replace whichever passives you prefer for it. You can replace it with Full of Corruption.
- Maintain 3 stacks of Healing Touch on multiple people at all times. With proper cooldown management, you can extend this to four targets. By doing this you also always maintain 5 stacks of Selfless Soul.
- Use Corrupted Magic Circle to easily build and maintain stacks of Full of Corruption, which increases your healing by an insane amount and provides additional Mana Regen.
- Target the skill on large clumps or where you group is planning a coordinated attacked. The buff of Full of Corruption is 18 seconds with 90% Buff Duration, so it can be maintained permanently when using Corrupted Magic Circle off cooldown, paired with Blind.
- Use the AoE version of Invincible Wall when you obtain Cordy's Grasp of Manipulation or Khanzaizin's Valorous Wand. Without these Wands, the shield alone is too small to be worth the Specialization points invested into Targets Expanded. Invincible Wall can Critical Hit and/or Heavy Attack.
- Use Purifying Touch to cleanse Stuns and Binds. It doesn't work against Collision and Prone CC. Debuffs cleansed by this ability will grant a stack of Healing Touch.
- Wand/Longbow healers can achieve the highest possible Endurance in the game because of Distorted Sanctuary.
- The following skills activate Omniscience (Base Damage increases the amount you heal): Nature's Blessing and Healing Touch (permanently keeps the buff up).
- When Light of Devotion and Eye of Emptiness are both equipped, they provide the following permanent buff to your character:

Group Synergy
- Assign Healing Priorities:
- Coordinate with the other healer to determine if they prefer to use more Burst (Swift Healing) heals. You both can HoT heal if that works for your group.
- Assign targets to prioritize within your party between both healers (i.e. Healer 1 prioritizes Tank 1 and DPS 2, and Healer 2 prioritizes Tank 2 and Tank 3/DPS 2).
- HoT Healer Responsibilities:
- Maintain 3 stacks of Healing Touch on two people at all times. By doing this you also always maintain 5 stacks of Selfless Soul. With proper Cooldown Speed, you can eventually maintain Healing Touch on three targets.
- Your primary burst heal is Nature's Blessing.
- When using Limit Break, always use Purifying Touch to fully cleanse Debuffs from an ally, or Flash Wave if they no longer need it.
- A Healing Touch boosted by Limit Break provides an initial burst heal that can Critical and Heavy Hit (e.g., hitting 3k x2).
- Positioning Tip: Don't hesitate to stay close to the tanks when casting Blessed Barrier, so you can also benefit from its effect.
- Use health pots whenever you can to avoid wasting heals on yourself.
Alternatives
- To equip Tornado, remove Corrupted Magic Circle and Duration Increased.
You can also play this healer setup in a Tank (Point) Group.
- Before healing an ally, check if they have a Debuff. If yes, use Purifying Touch > Nature's Blessing to try and cleanse it while giving them a strong HoT.
- When allies don't require healing, make sure to either use Swift Healing outside of group if necessary, or build stacks of Healing Touch on your priority party members.
Group Synergy
- Assign Healing Priorities:
- Coordinate with the other healer in your party to determine if they prefer to use more Burst (Swift Healing) heals or HoTs.
- Assign targets to prioritize within your party between both healers (i.e. Healer 1 prioritizes Tank 1 and DPS 2, and Healer 2 prioritizes DPS 2 and DPS 3).
- Swift Healing Priority Healer Responsibilities:
- You should be using Swift Healing only when your ally is not healing debuffed.
- Additionally, use Healing Touch and Nature's Blessing for additional burst healing when needed and don't overlap it with other Longbows in the group.
- Whenever you can't Swift Healing because of Healing Debuffs, you should have your Healing Touch stacks maintained on your priority targets to help you out. Nature's Blessing heal them when necessary.
- Monitor Debuffs on Allies!
- Do not waste your Swift heal on a heavily debuffed target! Instead, call it out and attempt to cleanse before healing.
- If you can't cleanse a Healing Debuff, ensure your allies have the Blessed Barrier Defense buff and Invincible Wall to mitigate as much damage as possible while debuffed.
- Use health pots whenever you can to avoid wasting heals on yourself.
Alternatives
- To equip Tornado, remove Corrupted Magic Circle and Skill Range ▲ or Cooldown ▼.
- Use this build during siege to disrupt enemies and stagger their pushes through chokes. Some war maps can benefit from the strategic use of Tornado as well.
Skill Prioritization
- Use Quality Marind Ore to craft Quality Active Skill Growth Book and Quality Passive Skill Growth Book.
- Use Rare Marind Ore to craft Rare Active Skill Growth Book and Rare Passive Skill Growth Book.
Guardians
Guardians are special transformations that add offensive or defensive buffs or attacks to your character for 30 seconds. These are the recommended Guardians for this class in both PvE and PvP situations.
- Soundless Mage Taliesia is the common healer Guardian in T2. She increases healing by 25% and cleanses all CC from party members, while healing them for 8% of their Max Health.
Summary
- The Wand / Longbow Healer in PvP is an overall fun mix of both healing and support skills.
- Wand / Longbow relies on having a good party and peels to ensure your survival against a coordinated multi-target ambush.
- This build has a unique mix of healing abilities and buffs and support abilities from Longbow that greatly improve your allies' combat effectiveness.
- The best Wand / Longbow players have great positioning in PvP, skill management, and incredible skill usage to save your party and counter ambush attacks to destroy enemies.
- Max Traits and proper gear improve your survivability as a Wand / Longbow healer.
Credits
Written by EliEli
Reviewed by Yaen and Tenkiei
Special thank you to my friend, Rylock, for helping to review some of the gear builds.