Want to learn how to Control the Void in New World? This guide is an in-depth dive into all things Void Gauntlet Weapon in Amazon’s MMO!
This guide dives deep into the Skills, Passives, and some great builds for the Void Gauntlet weapon in New World. This guide can be considered a more advanced version of our New World Guide to Weapons for Beginners. By the end of this guide, you should have a thorough understanding of the Void Gauntlet and with practice be able to fully master it.
The Guide is up-to-date for Patch 1.9.2
Table of contents
- Void Gauntlet Overview
- Void Gauntlet Skills, Passives, and Perks
- Essence Harvest
- Annihilation Tree
- Decay Tree
- Void Gauntlet Skill Perks
- Void Gauntlet Builds
- Melee DPS Build
- Ranged DPS
- Supportive Debuffer Build
- Void Gauntlet Weapon Pairings
- Patch Note Changes
Void Gauntlet Overview
The Void Gauntlet is very much a “Jack of all Trades” type of weapon. While it lacks in certain qualities like raw healing power, this is compensated for heavily by with tons of DPS, buffing and debuffing capabilities.
You can find out how to get the Void Gauntlet in its various tiers through the normal methods you would use to gain any other weapon like loot or craft.
This weapon functions as a strong hybrid between both a DPS and a Support, but also a Melee DPS and Ranged DPS. This makes it a strong offering in the Damage Category, being able to buff itself and nearby allies. The Healing it’s able to provide alongside a wide range of Debuffs and statuses available give it a strong showing in the Support Category as well.
In the Damage category, there’s options to be able to properly function as both a ranged DPS or a Melee DPS. This unique flexibility allows the Void Gauntlet to easily pair with many other weapons, even ones that may require a Elemental Gem to keep up in damage. Regardless of the weapon you choose to pair it with, it’s very well suited for the job.
In the Support Category, the Void Gauntlet shines with access to many AoE Buffs and debuffs that help not only you but your teammates excel in combat, while weakening your foes in the process. While its ratios for healing aren’t impressive, being backed up by that much buffing and debuffing power can easily make it an incredibly potent off-healer. Pairing it with the Life Staff to do the bulk of your healing, and letting this serve as more of a debuffing tool with a bit of extra healing.
Void Gauntlet Skills, Passives, and Perks
First we’ll lead off with the skills and passives. We’ll talk a bit about each, their uses and how effective they are. There’s a lot to cover here, so we’ll break it down per tree to keep things organized.
Alongside the general information, They’ll be given a Rating from C up to S tier for both PvE and PvP. C tier is exclusively for the passives that are not that great, either being forced by another upgrade or generally useless. A and B Tiers are middling tiers, putting them between the worst passives and the best, leaning one way or the other. S tier are the good passives, the ones you’re almost always going for if you pick up a skill or want to because it’s useful in many scenarios.
Essence Harvest
Essence Harvest replaces the Void Gauntlet’s ability to block while Void Blade is not active. This unique part of the Void Gauntlet’s ability set allows you to trade health for mana. This resource exchange becomes more efficient with higher Weapon Damage. Currently, the scaling for this effect is unknown.
Heavy Attacks end up being the inverse to this, having a mana cost but healing for 30% or more of the damage dealt. Both of these effects are important to playing with or against the Void Gauntlet.
Annihilation Tree
The Annihilation Tree is where you’ll get a lot of your damage potential from. This Tree has a high focus on offensive abilities and plenty of passives to increase Critical Chance and Critical Damage.
Void Blade
Void Blade summons a blade of pure Void Energy, converting your basic attacks to melee attacks for up to 15 seconds. Light Attacks will deal 90% Weapon Damage, Heavy Attack will deal 140% Weapon Damage. Can be canceled early by recasting (after 0.6 seconds) or swapping weapons.
All hits with Void Blade inflict Disintegrate, which deals 5% Weapon Damage per stack and Rends for 10% per stack for 8 seconds. Disintegrate stacks up to 3 times.
This skill trades your slow Ranged attacks for quicker melee attacks with very little penalty to damage. The biggest thing that allows this to excel as a damage option is the ability to Backstab, guaranteeing a ton of damage really quickly. Combine that with a DoT/Rend effect that gets applied with every hit and you have a ton of power packed into this one ability.
With a cooldown of 25 seconds, and a mana cost of 20 mana; Void Blade is one of the Void Gauntlet’s longest cooldowns, but also one of it’s least expensive. Since the Cooldown begins on cast and not expiration, it has an effective cooldown of 10 seconds when not canceled early.
Void Blade Rating: S – PvE and PvP
Being one of your strongest offensive abilities, it’s no secret that this ability is easily one of your best. While it does have some downsides like the limited range, it more than makes up for that with plenty of damage. The fact that it also applies a Rend and a DoT effect with each hit just further extends its power.
Fortified Blade
Fortified Blade grants a 20% Fortify effect for 5 seconds when casting Void Blade.
Given that Void Blade makes you a melee DPS, this will already be a pretty decent pickup. Fortify is decent for melee DPS, especially those with shorter range.
Fortified Blade Rating: A – PvE and PvP
The Fortify effect is pretty great, and 20% isn’t a low amount by any means. While it’s only for a short time after casting, it’s still more than enough to help with closing the distance against a ranged opponent.
Vicious Void
Vicious Void increases Void Blade’s Critical Damage by 10%.
Given that you’ll be functioning as a melee DPS, this is a really nice bonus to have, as being able to constantly backstab for this extra damage boost your damage output by a fair amount.
Vicious Void Rating: S – PvE, A – PvP
With Backstabs all but guaranteeing this increased damage in group PvE content, there’s rarely a situation you don’t want this. Added to all the Critical Chance you gain passively from the Annihilation Tree, it’ll still be decent when not getting backstabs.
It’s because of that same Critical Chance support that this remains strong for PvP, but maybe not always the best spent point, as you won’t critically strike nearly as often. It’s still a fantastic pickup but will require additional investment into Critical Chance to have the same value.
Leeching Blade
Leeching Blade makes Heavy Attacks with Void Blade heal you for 5% Weapon Damage per stack of Disintegrate. This healing scales exclusively with Focus.
With such a low amount, it’s rarely worth picking this up. Even with Disintegrate fully stacked, it’s only a 15% Weapon Damage Heal. It’s decent if you’re not running Essence Rupture, but underwhelming if you are.
Leeching Blade Rating: B – PvE, A – PvP
This extra bit of healing is pretty negligible in most cases for PvE. You have Passives and even an ability that will end up dealing equal or more healing in most situations.
In PvP however, this is a bit more valuable as the Void Blade itself has pretty good lunge/tracking when attacking. It makes it a pretty reliable heal without having to rely on pots. While it won’t heal for a ton it’s still a decent option overall.
Oblivion
Oblivion casts a 5m wide AoE at your feet that deals 30% Weapon damage per second while also granting a 15% Empower to allies inside the AoE. This AoE lasts for 6 seconds.
A decently strong Damage over Time and a decent Empower on a single skill? Just be glad it’s stationary and has a pretty small radius.
With a Cooldown of 20 seconds and a mana cost of 30; Oblivion is right in the middle for the Void Gauntlet’s cooldowns, while being the single most expensive spell to cast.
Oblivion Rating: S – PvE, B – PvP
Oblivion is great in PvE, where in most cases, enemies will be grouped around you or a tank, and it’s pretty easy to keep them in this radius. With this being ones of your only AoE options outside of Void Blade’s melee cleave, it does pretty reasonable damage.
In PvP, it can still have its uses if you’re going for more of a ranged playstyle, but with Void Blade being strong PvP option as well, it’s hard to it’s strong all around pick up. You’re almost guaranteed to lose out on most of the damage and just have your opponents completely avoid the zone.
Withering Oblivion
Withering Oblivion adds a stacking Weaken effect to all of your attacks made inside Oblivion. This is a 5% Weaken that stacks up to 3 times, to a max of 15%. This effect lasts for 5 seconds after its last application.
This Weakening effect is good for both mitigating damage while using Void Blade and just applying a weaken with ranged attacks. While it’s a bit on the weaker side per stack, the fully stacked value is decent.
Withering Oblivion Rating: A – PvE, B – PvP
In PvE however, it’s limited to the rather short duration and decently long cooldown of Oblivion. This makes it have pretty low uptime without cooldown support. Thankfully the Void Gauntlet has decent access to this with Void Blade’s ability to backstab.
With the Weaken needing to ramp up, it’s tough to get value out of this in PvP. Needing to land 3 hits within 6 seconds can be relatively though to do through dodges and other existing CC. You’d really be relying on Petrifying Scream to stack it consistently.
Invigorating Oblivion
Invigorating Oblivion grants 25% extra stamina regneration to you and allies in the zone.
With the effect being changed to a percentage increase to stamina regeneration rather flat it’s lost a bit of value. However, it still works very similarly to before just less stamina recovery overall.
Invigorating Oblivion Rating: A – PvE and PvP
While overall weaker after the change to a percentage boost rather than flat, it’s still a great option for extended combat or supporting a frontline.
Petrifying Scream
Petrifying Scream deals 70% Weapon Damage in a narrow 5-meter cone in front of you, staggering and rooting enemies for 2 seconds on hit. With a Carnelian Gem slotted, this skill will taunt enemies hit for 4 seconds.
Decent damage in a small AoE with a fair bit of disruption potential. This makes it decently useful for a lot of situations, but slightly stronger in PvP.
With a cooldown of 15 seconds and a mana cost of 25, Petrifying Scream is one of the Void Gauntlet’s shortest cooldowns but also costs a fair bit of mana.
Petrifying Scream Rating: B – PvE, A – PvP
In PvE this skill can be a nice way to keep some distance from some enemies, though most of the actual threatening enemies will be immune to the root with limits its effectiveness.
In PvP, this is a nice ability to pair with Void Blade as you’ll be more likely to be in range to use it more often. Void Blade also makes for excellent follow up on the root, allowing for a fair bit of quick damage that can’t be dodged.
Bone-Chilling Voice
Bone-Chilling Voice increases Petrifying Scream’s root duration by 1 second against targets under 50% health.
Alongside Void Blade’s target tracking, this can help you easily take down opponents that may attempt to run from you.
Bone-Chilling Voice Rating: C – PvE, A – PvP
The extra root duration isn’t going to do much in PvE as most of the biggest threats tend to be immune to it. With it also having a threshold, most smaller enemies will also be quicker to take down than actually run from.
In PvP however, if you’re using this skill as a means to prevent an opponent from escaping, it makes it a bit more potent right when they’d be more likely to flee. Combine this with Void Blade’s lunging capabilities and it’s pretty nice.
Fortifying Echoes
Fortifying Echoes allows Petrifying Scream to grant a 10% Fortify per target hit for 10 seconds. This effect can stack up to 3 times.
A near-instant Fortify with the potential to be right up there as one of the strongest Fortify effects is really good. Combine this with what Petrifying Scream already offers, and that’s a pretty good value.
Fortifying Echoes Rating: A – PvE, S – PvP
The high value of this Fortify can make it worth considering, even in PvE. It lasts for a long enough duration that you can group up a few enemies, cast Petrifying Scream and go to town with Void Blade and easily make it out with plenty of health to spare.
In PvP situations and Wars especially, this can easily be the difference between living and dying, especially if you’re using Void Blade. Even at the base 10% for hitting one enemy, it can make enough of a difference to help you shrug off a bit of damage. Thanks to its high duration, it’s relatively easy to keep re-applying, if it ever does fall off.
Annihilation Tree Passives
Most of your critical chance and damage boosts are here in this side of the passive Tree. This gives you a lot of potential for critical hits, regardless if you’re going for Ranged or Melee DPS.
Keen Humility
Keen Humility grants you a bonus 10% Critical Chance while all abilities are on cooldown.
This is easily one of the better passives on this side of the tree, but also comes with a weird side effect when trying to min-max. It ultimately can lead to the Void Gauntlet being very strong, but also extremely mana hungry.
Keen Humility Rating: A – PvE and PvP
This is an exceptionally good passive for PvE and PvP, but comes with a lot of backloaded costs and trade offs. It’s asking you to almost immediately use all of your cooldowns to maximize the time you have it active. If it gets paired with Refreshing Precision and Empowering Proximity, it becomes very strong but significantly increases your mana costs.
Forsaken Pact
Forsaken Pact increases your damage by 10% while Below 50% Mana.
This is a pretty good all around passive. It can be very easy to keep your mana under 50% while still casting frequently, thanks to Refreshing Harvest. This passive, along Keen Confidence create a pair of power boosts that reward careful usage of Essence Harvest.
Forsaken Pact Rating: S – PvE and PvP
With how easy it is to keep yourself below 50% mana and really regulating your health and Mana through Essence Harvest. You can keep your self nearly dry on mana and use Essence harvest to just get enough to cast and maintain this bonus.
Empowering Proximity
Empowering Proximity grants you a 10% Empower when casting abilities within 5 meters of an enemy. This effect can stack up to 3 times for a 30% bonus and lasts for 5 seconds.
To make it completely clear, this combined with your choice of Oblivion or Baleful Tether lets you hit the Empower cap. It’s hard to undersell this passive, but it also requires a fair amount of Cooldown reduction and consuming a lot of mana to maintain consistently, but it is possible.
Empowering Proximity Rating: S – PvE and PvP
Since the only requirement is being close to your opponent while casting, and the Void Gauntlet has plenty of easy access to cooldown reduction, this can be very easily stacked and maintained with proper usage. It may be a bit tougher in PvP, but thankfully you have options to make that much easier via perks.
Refreshing Frailty
Refreshing Frailty grants 5% Cooldown Reduction when hitting enemies with at least 3 debuffs.
Void Blade is your easiest solo setup for this, inflicting Disintegrate with every hit. With Essence Rupture and Baleful Tether also being great options for making use of this passive.
Refreshing Frailty Rating: S – PvE and PvP
Since this passive doesn’t care if it’s a melee or ranged hit, this is one of the most flexible passives on the tree for cooldown reduction. There’s also plenty of ways to set it up by yourself, making it great even when solo.
Keen Confidence
Keen Confidence grants you 10% Critical Chance while above 50% Health.
As stated previously, balancing this bonus alongside Forsaken Pact will be one of the keys to maximizing the potential of the Void Gauntlet. This helps you crit more often for both ranged and melee play when you can’t get backstabs reliably.
Keen Confidence Rating: S – PvE and PvP
With careful management of your resources, this ends up being active most of the time unless you get chunked down by an opponent. Paired with Forsaken Pact, it creates and interesting means to manage both resources for maximum damage.
Refreshing Precision
Refreshing Precision grants 10% Cooldown Reduction per Critical Hit.
This combined with Void Blade can makes for a lot of spam in a very short amount of time. With Void Blade’s ability to backstab making this easy to trigger for DPS builds and the other passives making ranged attacks more reliably crit, you should never overlook this passive.
Refreshing Precision Rating: S – PvE and PvP
Between the Void Gauntlet’s strong support for Critical Hits, this is the best cooldown passive it has. with a bit of extra perk support, even Ranged attacks become fairly reliable making it viable for both ranged and melee setups.
Efficient Harvest
Efficient Harvest reduces the health cost of Essence Harvest by 35%.
This passive more heavily leans into the whole micromanaging of your resources that some of the other passives want you to do. Having it cost less health but still grant the same amount of Mana makes it a pretty good option for mana recovery in general.
Efficient Harvest Rating: S – PvE and PvP
With the low Mana requirement removed, this may easily become a staple passive for the Void Guantlet, allowing it to be both a solid damage tool or an off-hand to recover mana quickly in rare cases you need to.
Leeching Agony
Leeching Agony heals you for 15% of the damage dealt by your Critical Strikes.
This is a slightly stronger version of the Great Axe’s Critical Gains passive, which functions similarly. Unlike the Great Axe though, you have a much higher chance to crit, thanks to more reliable passives.
Leeching Agony Rating: S – PvE and PvP
With or without Void Blade, this passive is incredibly good at topping you off if you’re stacked up with Critical Chance passives and perks. It’s a much stronger passive here than the one for Great Axe, as the great Axe doesn’t have nearly the same support for Critical Strikes.
Voidcaller (Annihilation Ultimate)
Voidcaller grants a stack of Void Essence for every successful ability hit. When you reach the max stacks of 6, you consume the stacks to emit a 3 meter aura that heals you and allies for 30% Weapon Damage, while dealing 30% Weapon Damage to enemies. This aura lasts for 5 second and has a 20 second cooldown. Healing scales only with Focus.
This is a slightly stronger and longer healing zone than those of the Life Staff passives, but due to the Void Gauntlet’s lower scaling with Focus, ends up being slightly weaker. This is still half-decent damage when used with Void Blade, but its short duration and long cooldown make it a questionable design for an Ultimate Passive.
Voidcaller Rating: A – PvE, A+ – PvP
Voidcaller is an interesting option for pushing more DPS out of a Void Blade Build. It can be decent and is definitely the better option for those builds. However the healing effect becomes pretty niche.
I’ve rated it slightly higher in PvP, as you could easily be a front line mage in Wars making use of all of your crit, crowd control, and Debuffs; All while occasionally providing a bit of extra healing to your fellow frontliners. Even outside of this, the extra healing can be nice in PvP and can turn fights in your favor.
Decay Tree
The Decay tree has a heavy focus on Mana Management and ranged play. This makes it a great tree for both Ranged DPS and Healer Builds.
Orb of Decay
Orb of Decay is a two phase, unblockable projectile, dealing damage at it travels out and heals as it return to where it was cast from. As it travels out it deals 90% Weapon Damage and inflicts Disintegrate (deals 5% Weapon Damage per second and 10% Rend per stack, max of 3 stacks) to all foes hit. When it hit max Range, it returns to where it started, healing for 20% Weapon Damage per second for 5 second on hit. Healing Scales exclusively with Focus.
While this only provides a heal over time, it’s still a very good ability that’s closer to Orb of Protection of the Life Staff. It has the potential to be crazy in War situations, especially with stacked up Critical Chance.
With a cooldown of 15 seconds and a mana cost of 20, Orb of Decay is least expensive and shortest cooldown of the Void Gauntlet.
Orb of Decay Rating: S – PvE and PvP
It has a lot of merit for use in quite a few builds, simply due to the low cooldown and potential to critically strike multiple enemies per cast. Combining it with Refreshing Precision and additional Critical Chance can make it an absolute powerhouse of a skill for both damage and fairly consistent healing.
Draining Orb
Draining Orb restores 5% of your maximum mana per enemy hit by the Orb.
This upgrade allows Orb of Decay to be free if it hits at least four enemies. This can even be reduced to three targets with Radiant Efficiency.
Draining Orb Rating: S – PvE and PvP
Being able to reduce or even outright eliminate the cost of an ability that both heals and deals damage can be quite significant. Even in 1v1 scenarios, getting the Mana back on hit is a very nice bonus. If you hit enough targets, which with proper positioning in Wars is very likely it can even be used freely, while even giving back mana.
Slowing Orb
Slowing Orb inflicts a 30% Slow on enemies that are hit by Orb of Decay for 3 seconds.
This is a pretty potent crowd control, and despite its short duration, can be very effective.
Slowing Orb Rating: B – PvE, S – PvP
While slows aren’t too useful in most cases for PvE, if used alongside a Malachite for the Cruel perk, it can be a fairly damage boost. Though you’d still be beter off going for Rally from Diamonds.
In PvP however, there’s plenty of use for a potent mass AoE Slow. On top of setting up Cruel for other people, you’re also making it much more difficult for them to reposition or respond to rotations.
Detonating Orb
Detonating Orb allows you to recast Orb of Decay to either Deal 90% Weapon Damage and apply another stack of Disintegrate or heal for 70% Weapon Damage in a 4 meter radius or the orb, depending on which phase the orb is in. Healing Scales exclusively with Focus.
As this doubles the damage of the projectile or provides your only burst healing, this is an incredibly valuable passive. There’s a lot of times where you may need to decide if the damage or healing is more necessary per cast.
Detonating Orb Rating: S – PvE and PvP
Detonating Orb has two different ways of making itself a strong, useful effect. If you’re using it as a DPS option, Damage will typically be better. You can also use it for a pretty decent self-heal if you recast as it comes back and gets near you. With the AoE also being able to crit, it has high potential to just help Orb of Decay easily be your best Mobbing ability and very high reset potential with Refreshing Precision.
Baleful Tether
Baleful Tether launches a projectile that deals 100% Weapon Damage and creates a tether for 10 seconds. While tethered to a foe, you gain 20% Empower while Weakening the foe by 10%.
Baleful Tether is the single target equivalent of Oblivion, minus the extra damage. It’s a fairly good alternative for 1v1 duels and solo play, where you may not easily be able to deal with a ton of enemies at once.
With a cooldown of 25 seconds and a mana cost of 25, Baleful Tether has a rather high cost and high cooldown for the Void Gauntlet.
Baleful Tether Rating: A – PvE and PvP
While Oblivion is overall stronger, this is a better alternative when you’re not looking to fight multiple targets at the same time. It’s longer duration tends to make it more suitable for gaining Empower in PvP, as it can be maintained very easily with the use of cooldown reduction passives.
Tethered Refresh
Tethered Refresh grants you 5% Cooldown Reduction to other Void Gauntlet Skills when landing attacks against Tethered targets.
This is a fairly solid utility upgrade, even though it doesn’t help with it’s cooldown it can be a reliable way to recover a fair bit of cooldown pretty quickly.
Tethered Refresh Rating: S – PvE and PvP
Since this can be combined with other cooldown reduction, this can mean getting up to 20% Cooldown Reduction per hit. Even by itself, it’s still a fairly reasonable way to get Cooldown Reduction.
Tethered Focus
Tethered Focus grants 200% mana regeneration while a tether is active.
This can seriously mess up your resource management or make it easier depending on how you prefer to play. If you’re running Baleful Tether it can be a nice option over relying on Essence Harvest for extra Mana.
Tethered Focus Rating: C – PvE (A as Healer), A – PvP
This tends to be horrible in PvE, as the passive regen can often end up breaking Forsaken Pact. This lowered your overall damage and losing control over your mana level can be a bad thing. As a Healer or Support however, that damage loss won’t matter as it doesn’t affect your healing or debuffing potential.
In PvP, this can give you fairly good means to constantly supply you with mana to manage Empowering Proximity with. It’s still uncontrollable to some extent, but it makes it a bit easier to manage and never be without mana.
Soul Eater
Soul Eater heals you for 80% Weapon Damage when a tether ends or is broken. This scales exclusively with Focus.
This is a pretty lackluster passive, even in a PvP context. While you may be able to trigger it, the Empower tends to be more valuable than a takedown in most cases. This only encourages you to cut the duration short.
Soul Eater Rating: C – PvE and PvP
With it already going to be a pretty weak heal overall due to the Void Gauntlet’s scaling, it’s also encouraging you to cut one of your stronger buffs and debuff short. Unless you perfectly time it to the very end of the Tether, this heal will rarely ever make a difference.
With it triggering on the tether breaking now, it can sort of force your tethered target to fight you, or risk giving you that heal for free. In most cases though, if a player isn’t going to fight you they’re not likely to care about healing your a little.
Essence Rupture
Essence Rupture fires a projectile that deals 100% Weapon Damage and applies the Essence Rupture debuff for 10 seconds. This debuff heals all allies for 20% of damage dealt to the debuffed target. This healing will not apply to Damage over Time effects.
This is a interesting healing skill that scales off damage output rather than Focus or Weapon Damage. It’s pretty decent in for healing your DPS in Expeditions and such, but may not be quite as good at healing most tanks as it’s a single target debuff.
Essence Rupture has a cooldown of 20 second and a mana cost of 25, making it a relatively low cooldown but higher cost skill.
Essence Rupture Rating: A – PvE and PvP
Essence Rupture can be great utility as a healer or even a DPS if you prefer the extra healing. The fact that is scales with damage dealt rather than any of your stats makes it a fairly flexible option to slot into DPS builds, though Orb of Decay still tends to be better as it also doubles as a damage skill.
Invigorating Rupture
Invigorating Stamina allows players to additionally recover 15 when hitting the target afflicted with Essence Rupture.
This upgrade makes Essence Rupture greatly help tanks as well as DPS that may need to frequently dodge for passives (like the Spear). The extra stamina on hit can allow a tank to more consistently block or dodge incoming attacks.
Invigorating Rupture Rating: A – PvE, A+ – PvP
While Stamina is helpful, most tanks have their own ways to manage their stamina. While it’s still useful, it won’t do much to stop the chains of attacks that often break blocks to begin with.
In PvP this is slightly more useful, as you can tag an opposing frontliner in a war and suddenly your tank can block much more frequently. Though it won’t provide too much in terms of solo PvP, which keeps it from getting a solid S.
Overflowing Essence
Overflowing Essence heals allies within 4 meters for 80% of your Weapon Damage when Essence Rupture Ends. Scales exclusively with Focus.
This is a nice burst heal that will pretty much always affect your tank in PvE or PvP when used on a target. This also goes off when the affected target is defeated.
Overflowing Essence Rating: S as Healer – PvE and PvP (C+ as DPS)
Given this is a pretty reliable burst heal much like Detonating Orb for Orb of Decay, this is pretty much a mandatory pickup for healers. If you’re a DPS You’re not likely going to want to take this either unless you’re trying to using a mix of INT/FOC.
Decay Tree Passives
The Decay Tree has a lot of passives that contribute to ranged play, healing and Mana management. This makes it a stronger option for healers in general, while supporting DPS builds that may not want to use Void Blade.
Deadly Range
Deadly Range increases the damage of Ranged Attacks by 10% against targets with an active debuff.
This passive is a must-have if you’re focusing more on the ranged playstyle of the Void Gauntlet. With Baleful Tether applying Weaken to your tethered target, it makes it a great option for applying a debuff.
Deadly Range Rating: S – PvE and PvP
The extra bit of damage and healing from this helps a lot with your resource management. With the range requirement being swapped for requiring an active debuff, it’s insanely easy to use and get value from.
Radiant Efficiency
Radiant Efficiency reduces your mana costs for 25% while you have more than 50% Mana.
In the long run this saves a lot of mana. Individually per cast, you’re only saving between 5 and 7.5 Mana. This isn’t much, but these small reductions in cost can help out quite a bit if you need to frequently cast spells.
Radiant Efficiency Rating: S – PvE and PvP
For the more ranged playstyle this is a very good pickup. Since this will leave you with more mana to perform light and Heavy Attacks with after casting abilities. If you’re going for Forsaken Pact, you might want to not take this, as you’ll have a bit of a harder time getting below 50% mana for its bonus.
Leeching Bolts
Leeching Bolts increase the percentage of life recovered from Heavy Attacks by 20%.
This can really help offset the costs of Essence Harvest, especially in long drawn out boss fights. Even without tons of Essence Harvest use, it’s still an easy way to recover some extra health.
Leeching Bolts Rating: S – PvE and PvP
This is mainly going to help offset Essence Harvest use. With the removal of its previous condition for activation, this becomes an easy way to just continually heal yourself. It was reduce very slightly in power to compensate for this, but it’s still good option.
Mending Evasion
Mending Evasion heals you for 80% Weapon Damage when dodging. This scales exclusively with Focus and has a 20 second cooldown.
This has such a long cooldown for a self-heal. It’s a great way to quickly recover after using Essence Harvest, but outside of that it’s a pretty niche effect.
Mending Evasion Rating: B – PvE, A – PvP
In PvE it does help with recovering should you need to use Essence Harvest. Beyond that it doesn’t really offer much. The cooldown keeps it from being too useful or broken.
In PvP however, where you might be dodging frequently anyways the occasional bit of health recovery can be nice. It’ll definitely help if your opponent tries to engage on you after you use Essence Harvest.
Cleansing Harvest
Refreshing Harvest allows Essense Harvest to remove one debuff from yourself. This effect cna only trigger once every 3 seconds.
This is a pretty good incentive to use Essence Harvest. It may be a little niche in some cases, but overall a nice utility buff for Essence Harvest.
Refreshing Harvest Rating: A – PvE and PvP
While it’s rare to need a cleanse in PvE, having one that’s on-demand and has a short cooldown makes it worth taking just in case. Status effects are a huge part of PvP, which makes this just as valuable there, if not more so.
Extended Suffering
Extended Suffering increases the duration of non-crowd control debuffs (anything other than Slows, Roots, Stuns) by 10% with a successful Ranged Light or Heavy Attack.
For Ranged DPS, this will be one of the main ways you extend and stack up Disintegrate. As more of a Support, you’ll still be able to extend some of your more powerful Debuffs.
Extended Suffering Rating: A – PvE and PvP
Due to the requirement of it being a Ranged Heavy Attack, this keeps Void Blade from benefiting. Though Void Blade can’t use it, it is still good for every other playstyle of this weapon, just not universally good. The biggest thing limiting this is how little it extends your debuffs, since most of your debuffs only last for a short time, or while a skill is active.
Fervent Thirst
Fervent Thirst restores 5% of your max mana when you hit a target afflicted by your Void Gauntlet debuffs with Ranged Light or Heavy Attacks.
For Ranged DPS and Support, this is a pretty easy source of mana recovery, though seems like a worse option compared to just using Essence Harvest. With Light Attack no longer costing mana this can be a very easy way to recover mana in a pinch.
Fervent Thirst Rating: B – PvE, A – PvP
In PvE you’ll almost always be better off using Essence Harvest. It has a bit more of a cost, but doesn’t waste the passive point you’d spend here. You can still opt for it, if it makes your life easier, but it still feels like a wasted point.
Unlike PvE where there’s less risk to using Essence Harvest, you may not be able to freely benefit from it in PvP. This is whaere this passive can be the most helpful, by letting you recover mana without expending health to do so.
Glimpse of the Void (Decay Ultimate)
Glimpse of the Void is a stacking passive that has a max of 4 stacks, granting one stack per ability hit. At Max stacks, your next Ranged Heavy will consume all of the stacks to reset all of your cooldowns instantly. This effect has a 15 second cooldown.
For a Ranged DPS or Support, this can be incredibly powerful if used well. With Skills like Petrifying Scream and Orb of Decay being able to fully stack this with a single cast, it can make your healing or DPS gain a lot of burst potential.
Glimpse of the Void Rating: S – PvE and PvP
An instant skill reset on a 15 second cooldown is pretty powerful. It doesn’t benefit every play style the same, but can be used with all of them if desired. While there’s plenty of cooldown reduction available in the passive trees, this can add a ton of extra burst by using all of your skills then activating it, allowing you to recast all of them instantly.
Void Gauntlet Skill Perks
Below are a list of the Skill perks available to the Void Gauntlet. The range for the effect value is determined by gear Score. The Minimum value is at Gear Score 100, while the Maximum is at Gear Score 625.
Voracious Blade
Voracious Blade allows Void Blade to heal for a percentage of the damage dealt while under 50% Health. On Weapons, this heals you for 30-51% of the damage dealt. On Armor, this heals for 10-31% of the damage dealt instead.
If you’re using Void Blade, this is going to be a perk you’ll always want. It will help you keep Keen Confidence active, maintaining your relatively high damage.
Voracious Blade Rating: S – PvE and PvP
This perk is a must-have for any Void Blade-focused build. The amount of sustain it provides in combination with Leeching Agony is pretty crazy. Even used alone, at high Gear Score it’s going to provide quite a bit of extra sustain and make you deceptively durable.
Nullifying Oblivion
Nullifying Oblivion allows Oblivion to remove time-limited buffs from enemies in it’s radius on cast. Additionally, it reduces the cooldown of Oblivion. on Weapon it reduces the cooldown of Oblivion by 9.6-14%. On Armor, it reduces the cooldown by 5-9.8% instead.
This effect only occurs when initially casting this ability, which holds this back from being a pretty powerful perk. In a lot of cases, instantly removing a timed buff from an opponent won’t do much if they can re-apply it.
Nullifying Oblivion Rating: A – PvE and PvP
Being able to instantly end all buffs on everyone in a radius is pretty good value. But with it being a one-time occurrence, this needs to be used a bit more carefully to make sure the buffs you remove aren’t coming back instantly. When used properly, it can be absolutely devastating if there’s a ton of coordinated follow-up
Putrefying Scream
Putrefying Scream adds a Disease effect to Petrifying Scream, reducing the incoming healing of foes hit for 8 seconds. On weapons, this will apply a 21-40% Disease effect. On Armor, this effect is 10-29% instead.
A mass AoE Disease inflicting perk is pretty nice. Given this has the power to reduce Sacred Ground’s Blessed upgrade pretty substantially, this can actually be devastating in Wars and large skirmishes when you fight over an objective.
Putrefying Scream Rating: C+ – PvE, A+ – PvP
In PvE, there’s very few cases where this is useful, being more limited to bosses with healing mechanics. Even in those cases, those bosses are also likely just immune to this effect or will clear it before healing.
In PvP however, this a strong enough application of Disease that it can offset a lot of the Life Staff’s potent healing. With it also being pretty decent sized area of effect, it can also turn a fight very easily.
Diminishing Orb
Diminishing Orb reduces the duration of non-consumable buff effects on targets hit by Orb of Decay. On Weapons, this will reduce the target’s buffs by 38-70%. On Armor, buffs will be reduced by 20-52% instead.
Granting even more potential to remove buffs for your opponents is nice, however this one is a bit more limited in its uses. While the buff reduction is nice, the mass buff removal of Oblivion is just a better option.
Diminishing Orb Rating: C – PvE, A – PvP
Since this is only a reduction and not a canceling of buffs, it’s not as powerful as Nullifying Oblivion. This lets it still be useful in large scale PvP situations. But much like any buff removal has limited uses in PvE.
Slowing Tether
Slowing Tether inflicts a Slow on the target hit my Baleful Tether’s initial projectile, reducing their movement speed for 3 seconds. On Weapons, this will inflict a 30-41% Slow. On Armors, this inflicts a 20-31% Slow instead.
This is a fairly strong slow that only requires you to land the initial projectile. It works well alongside Void Blade to give you an easy option to close distance.
Slowing Tether Rating: C – PvE, A – PvP
This slow will rarely even be useful in PvE. It’s pretty short and unless you’re going with a Ranged DPS setup, it’ll be harder to take advantage of this in any meaningful way.
In PvP however, the Slow functions as a way to actually catch your opponent out. It a decently strong slow that while short gives you enough time to close the distance and keep opponents from instantly breaking the tether.
Refreshing Rupture
When you successful land Essence Rupture, its cooldown is reduced. On Weapons the cooldown is reduced by 28-49%. On Armor, the cooldown will be reduced by 10-31% instead.
More uptime on one of your stronger and more consistent support skills? Yes Please! If you’re using the skill, this is an absolute must-have for the extra uptime.
Empowering Rupture Rating: S – PvE and PvP
Whether you’re using this as a support or DPS, having this as a perk on a max-level weapon will bring it much closer to 100% uptime. It won’t be perfect 100% uptime, due to cast time and what not, but it will be very close. Considering how this is one of your more consistent multi-target heals and supportive skills, this is a very strong option.
Void Gauntlet Builds
With the Void Gauntlet being a fairly flexible weapon that’s able to perform a variety of roles, we’re going to cover each play style it can offer.
Melee DPS Build
The goal of this build is to have a maxed out or nearly maxed out Empower and an incredibly high Critical Chance to tear through enemies. To do this, we’ll be using Void Blade, and pairing it with Oblivion and Baleful Tether.
This setup is strong versus both groups and in 1v1 combat, making it really comfortable to level with. Once you get to the point where you are getting Critical Hits frequently, You’ll also have plenty of sustain, even without additional help.
To start off with this build, we’ll pick up Void Blade and Oblivion. Then we’ll upgrade Void Blade, taking up to Vicious Void by picking up Empowering Proximity on the way. Next we’ll hop of to the Decay Tree to pick up either Deadly Range or Fervent Thirst to get access to Baleful Tether. For the time being we’ll only be grabbing the first upgrade, Tethered Refresh.
Hopping back over to the Annihilation Tree, we’ll be going for mostly passives here first. In order of priority: We’ll pick up Keen Confidence, Forsaken Pact, Keen Humility, Refreshing Precision, and Leeching Agony. At this point Voidcaller should be obtainable, so we’ll pick that up to not delay it further.
After picking up Voidcaller, we’ll pick up Refreshing Frailty. From here it gets a little more complicated than what’s shown as you’ll have the four points split between the upgrades for the remaining skills, but these can also just as easily be moved to other passive. Fully upggrading the skills is most flexible option, especially if you want to take this into PvP. That is why this option is displayed above.
With most of the Annihilation Tree, and therefore most of the damage taken already, what options are there for moving these points.
One option is to take the points that would be used for finishing off either skill and put them into Efficient Harvest and Refreshing Harvest. This means using Essence Harvest at Low Mana would cost less and also reduce cooldowns when used. This can be nice for knocking off the last couple seconds of a cooldown while simultaneously ensuring you have the mana to cast it.
If you wanted to move all four points, on top of Efficient Harvest and Refreshing Harvest you’d be able to also grab Mending Evasion and Leeching Bolts. Both of these can help offset using Essence Harvest for your resource management. All of these swaps are optional but may be useful in some situations, so it felt best to mention them.
Skill Perks, Usage, and Rotations
Void Blade is the star of this build. It’s going to be used off cooldown to stay in this high DPS mode as much as possible. The only time it won’t be used off cooldown is when a fight is about to end, or you’re between fights. Our attacks with Void Blade will also be applying Disintegrate, which is a Rend combined with a DoT effect.
Oblivion is your additional AoE Damage, on top of the Void Blade’s natural cleaving as a melee attack. On top of this, if we fight inside this zone, it grants us 20% Empower. Between Oblivion, Baleful Tether, and Empowering Proximity; we should nearly always be capped on Empower.
Baleful Tether is primarily being used as a source on Empower and Cooldown reduction. While it doesn’t provide a ton of cooldown reduction, it will however help with the uptime of both Void Blade and Oblivion.
For Weapon Perks, we’ll want to fair standard Keen and Vicious. As Rogue is not an option for the Void Gauntlet naturally, outside of a possible forced craft with the Arcane Repository crafting table, we have to take the slightly weaker Vicious. Keen helps boost our Critical Chance. The last slot is open to most any perk you want, but I think Keenly Jagged provides the most overall damage. Lifestealing can be a nice bonus to sustain. In PvP Keen Speed can be a nice way to help keep yourself from being kited easily.
For a more melee focused build like this one Emeralds are a decent choice, but their effect doesn’t kick in until the target is below 30% health. Malachite can also be used if you’re substituting in Petrifying Scream for PvP. Jaspers are another consideration due to the close range of Void Blade.
When considering Runeglass upgrades, what you want will depend on your secondary weapon. Elemental is a safe damage boost that doesn’t influence your other weapon at all. If you’re using melee pairing, you can use Punishing for the consistent damage boost. If its a ranged Pairing, Sighted will be better.
For Armor Perks, we’ll definitely want to look out for Voracious Blade. This will further boost our sustain while using Void Blade. Additionally, if you’re looking to PvP Both Slowing Tether and Nullifying Oblivion can both be strong pick ups for the utility they offer.
Outside of Ability perks, on armor we’d be looking for the standard assortment of perks based on what content you’re interested in. Refreshing and Luck tends to be the better options if PvE Farming is your goal. While Refreshing, Resilient and Freedom tend to be the best options for PvP.
For our Amulet, the standard Refreshing and Fortified Recovery work well. Refreshing helps to boost cooldown recovery while Fortified Recovery adds a touch of defense to our build. Slash Protection works well for PvP, while PvE you may want to consider Divine or Health to help with keeping it at the required threshold. Sadly, as our Empower fade away once our abilities end, it only applies to Empowering Proximity. While this isn’t bad, it’s not a long duration and only gains about an extra second.
For our Earring, Refreshing and Regenerating are fairly good options all around. Regenerating gives you a small bit of passive regen, which helps you to shrug off weak hits easier. Evasive works well in PvE, as with constant backstabs you’ll be pretty likely to generate a ton of threat. In PvP Nimble may be a better option for more frequent dodging, if needed.
For our Ring, we’re going to want Refreshing and Keen Awareness. Keen Awareness is Keen for Rings, so more Critical Chance. To round this off, we can go for Leeching, which is a good PvP option for additional sustain. Or we could go for Void Damage to push every bit of damage out that we can, which is good for both PvE and PvP.
Skill Rotation
This build doesn’t have a true skill rotation, as you’ll mostly want to be cycling skills as often as possible to maintain the Keen Humility bonus. Instead here’s the order of Priority skills should be used as they come off cooldown:
- Void Blade
- Oblivion
- Baleful Tether
Void Blade gets priority, as it’s providing our damage. Oblivion and Baleful Tether are a bit interchangeable, but Oblivion work better to use first. Oblivion gives you an instant 20% Empower and you can start lowering its cooldown while you let Baleful Tether Ramp up.
You’ll also want to be in close range when you cast these skills to stack up Empowering Proximity. Since Empowering Proximity can provide up to 30% and easily lets us cap out constantly if we maintain it. It can be a bit tricky to maintain it, as you’ll need to also slightly space out your initial skill uses so you extend the empower duration out further.
Ranged DPS
Melee DPS not your thing? No worries the Void Gauntlet is fully capable of doing Ranged DPS as well! For this Build, we’ll be focusing on Orb of Decay, Baleful Tether and Essence Rupture.
This build can level fairly smoothly as well, as it brings a lot of extra sustain to the mix. Between occasional heals from Orb of Decay, the Lifesteal granted by Essence Rupture, and passive healing that’s already attached to your Heavy Ranged Attacks, you’ll have little issues outlasting your opponents.
To begin with leveling this build, we’ll be taking our three abilities found in the Decay Tree. We’ll want to grab the Tethered Refresh upgrade for Baleful Tether early on to give us easier access to cooldown reduction, as well as Fervent Thirst for easier mana management without the need to use Essence Harvest. Then we’ll immediately be maxing out Orb of Decay for its Detonating Orb. This doubles the damage that a single cast of Orb of Decay can do by recasting it during the damage phase.
Then we’ll pick up Deadly Range and Extended Suffering. Deadly Range increases the damage of our Heavy attacks, while Extended Suffering allows us to extend and stack up the Disintegrate debuff applied by Orb of Decay. With these two passive, we not can also pick up Glimpse of the Void which will further help with additional casting.
After getting Glimpse of the Void, we’ll jump over to the Annihilation Tree to stack up our Critical Chance bonuses and get some extra cooldown reduction. We’ll be picking up Keen Confidence and keen Humility to boost Critical Chance. While we take Forsaken Pact to boost our damage and Refreshing Precision to help with cooldown reduction.
Moving back to the Decay Tree, we’ll be going back to finally upgrade our other skills fully. Maxing out both of these will also end up making you heal for a decent bit, making staying about 50% health for Keen Confidence very little of an issue. They’ll also grant us extra Mana Regeneration and restore Stamina as we hit targets.
Skill Perks, Usage, and Rotations
Orb of Decay is out big damage skill here. We’ll be looking to cast it can wait for it to reach the perfect distance where a recast will detonate the orb for a second application of damage and Disintegrate. With the Draining Orb upgrade, if we hit at least four enemies it makes the skill free to use, making it fairly spammable. It can also critically Strike, so it can refund a huge portion of your cooldowns when used too if you’re lucky.
Baleful Tether is our personal damage boosting, cooldown reducing, and mana regenerating tool. It Grants us an Empower to boost our damage, Our cooldown are reduced whenever we hit out tethered target and it increases our mana regen while we have something tethered. It’s a very strong utility skill as long as we stay within 15m of our tethered target.
Essence Rupture is mostly utility here Providing bonus healing based on our outgoing damage as well as extra Stamina. If you dislike this skill you can also pretty freely relocate its points to Petrifying Scream or Oblivion if desired, but those will also have you playing at a much closer range.
For our Weapon perks we’ll be going for Keen, Vicious and Refreshing Move. Keen and Vicious are important for both DPS and cooldown reduction in general. They also provide more healing if our Heavy Attacks crit as well. We take Refreshing Move, as while Enchanted is an option, this build benefits more from consistently having Orb of Decay being used as often as possible for it’s total of 200% Weapon damage per cast.
For your weapon’s Gem slot, Diamonds are typically the more consistent and reliable option. Emeralds are an okay substitute, but their effect doesn’t kick in until the target is below 30% health.
When considering Runeglas upgrades, you’ll often just want Sighted. It’s a safe and consistent bonus. If you plan to make high use of Heavy Attacks, an Elemental effect could be a stronger consideration for consistent extra damage.
On our Armor, we’ll be looking for most Refreshing and either Luck for PvE farming or Resilient for PvP. Refreshing Assists with cooldowns. Luck is a nice perk to have while farming. Resilience helps us not get hit nearly as hard by Critical hits.
If you wanted to use Ability perks as well, both Slowing Tether and Diminishing Orb are both great in PvP. They both add a nice bit of utility that makes the ranged style work better in PvP.
For our Amulet, the standard Refreshing and Fortified Recovery work well. Refreshing helps to boost cooldown recovery while Fortified Recovery adds a touch of defense to our build. Slash Protection works well for PvP, while PvE you may want to consider Divine or Health to help with keeping it at the required threshold.
For our Earring, Refreshing and Regenerating are fairly good options all around. Regenerating gives you a small bit of passive regen, which helps you to shrug off weak hits easier. Evasive works well in PvE, as with constant Orb of Decay use you’ll be pretty likely to generate a ton of threat. In PvP Nimble may be a better option over Regenerating if more frequent dodging is needed. Purifying Toast can also be a beneficial perk for PvP as well.
For our Ring, we’re going to want Refreshing and Keen Awareness. Keen Awareness is Keen for Rings, so more Critical Chance. To round this off, we take Void Damage to push every bit of damage out that we can, which is good for both PvE and PvP.
Skill Rotation
This build doesn’t use a set rotation of skills, and will primarily just use them off cooldown. The goal being to get as many Orb of Decays uses as well as maintaining uptime with Baleful Tether for bonus damage. As such, here’s the priority for skill usage:
- Orb of Decay
- Baleful Tether
- Essence Rupture
The important thing to keep in mind, is that you will always want to open a fight with Baleful Tether. This will allow your first cast of Orb of Decay to also trigger Tethered Refresh, reducing it’s cooldown slightly if it hits the tethered target. Detonating the Orb can also trigger it again for additional cooldown reduction. After this, stick to the priority above.
Supportive Debuffer Build
Heavy Damage not your thing? Want to Heal and support your team instead? The Void Gauntlet can do that too. To do this, we’ll be making use of Orb of Decay, Essence Rupture and Oblivion.
Given that this build still uses Orb of Decay and plenty of Critical Chance, it can still level fairly well. Though overall you’ll be more aligned with Focus as your primary stat and going after cooldown reduction rather than the raw damage that comes with Intelligence builds.
For leveling this build, we’ll start by picking up Orb of Decay and picking up its Draining Orb upgrade to get access to Essence Rupture. We’ll also want to pick up Fervent Thirst early on for easier mana management.
After getting these, we’re going to quickly jump over to the Annihilation Tree to grab Keen Confidence, Keen Humility, Refreshing Precision, and Oblivion. This gets the bulk of our Critical Chance and Cooldown Reduction up and going as soon as possible.
After grabbing Oblivion, it’s back to the Decay Tree to max out Orb of Decay, so we can finally detonate our orb, as well as Essence Rupture so it also becomes a bit of a burst healing tool as well. Then we gran Deadly Range to give us a little bit of extra DPS when we’re using Heavy Attacks as well as Extended Suffering so we can maintain our stacks of Disintegrate on our party’s target(s).
Now we finally have access to Glimpse of the Void, which will help us with Cooldowns even more. Once we have that, we’ve gotten everything we need from the Decay Tree and it’s back to the Annihilation Tree to clean up the remaining points there.
We’ll start by upgrading Oblivion, so it provides Stamina to us and our DPS that we’ll likely be near. Ideally, we’d want the tank to benefit from this more, but it’s often impossible due to them being constantly pushed back by attacks. Quite a few DPS also need to frequently dodge to gain various bonuses, so this will help them out while also providing them a 20% Empower.
Finally we round out by grabbing Refreshing Frailty and Efficient Harvest. Refreshing Frailty should be easy to maintain between the skills we have. If you can apply the Weakness from Oblivion’s Withering Oblivion upgrade, that alone can trigger this. If not, you should almost always have a stack or two of Disintegrate and Essence Rupture also applied. Efficient Harvest helps those panic moment where you need mana to cast immediately, and Fervent Thirst just won’t cut it.
As an optional trade off, you can also exchange Refreshing Frailty with Refreshing Harvest as well, making for a stronger pairing of bonuses when you use Essence Harvest for Mana recovery. If desired, Deadly Range can also be swapped fro Mending Evasion, allowing you to more freely use Essence Harvest for mana recovery with less risk.
Skill Perks, Usage, and Rotations
Orb of Decay is going to be our primary healing tool. As we’ll be able to time a detonation after the orb applies the healing over time so we get both effects on one or several targets. It’ll also be applying Disintegrate, which will increase the damage output of our team, while also dealing additional damage.
Essence Rupture will the the primary way we heal our DPS, as they’ll benefit the most from for the way it scales. This will also provide our tank(s) with plenty of additional Stamina making their job much easier. When it ends, it’ll also heal our tank or front line reliably as well.
Oblivion serves as our way to support our DPS by granting them a bunch of extra stamina while also giving them a decently strong Empower effect. We can also utilize it to debuff enemies and make our tank’s job easier on top of the stamina bonuses they may also occasionally benefit from.
For Weapon Perks, we’ll be looking to get Keen, Blessed and Refreshing Move. Keen Boost our Critical Chance, helping with more cooldown reduction. Blessed boosts our healing output, letting us heal for more per skill. Refreshing Move further assists with cooldown reduction, making it so we’re able to heal regularly while also getting more damage and utility out.
For your weapons Gem slot, Diamonds are typically the more consistent and reliable option. Emeralds are an okay substitute, but their effect doesn’t kick in until the target is below 30% health.
When considering Runeglass upgrades, you’ll be deciding between the damage boost of Sighted, or the additional mana recovery of Siphoning. While the Void Gauntlet has a lot of built-in mana sustain, this isn’t always going to maintain enough mana to use your skills as frequently as you will be able to.
On our Armor, we’ll be looking for most Refreshing and either Luck for PvE farming or Resilient for PvP. Refreshing Assists with cooldowns. Luck is a nice perk to have while farming. Resilience helps us not get hit nearly as hard by Critical hits.
For Ability perks on Armor, Diminishing Orb and Nullifying Oblivion both have high potential to be useful in PvP, provided you can use them safely. Being able to reduce or remove debuffs while also providing your own buffs can really turn the tide of a skirmish.
For our Amulet, the standard Refreshing and Fortified Recovery work well. Refreshing helps to boost cooldown recovery while Fortified Recovery adds a touch of defense to our build. Slash Protection works well for PvP, while PvE you may want to consider Divine so you can heal yourself for a little more.
For our Earring, Refreshing and Focused are a strong combo to get. Focused provides additional mana regen, helping us have an easier time with mana management. To fill this last slot, we’d be looking to either grab Evasive for PvE or Purifying Toast in PvP.
For our Ring, we’ll want Refreshing, Keen Awareness and Sacred. Sacred is an absolute must for healing, much like Blessed is for a weapon. This is because it increases our healing output by a fair bit. Keen Awareness is used for the additional Critical Chance and therefore more chances of knocking our cooldown lower when we use regular attacks.
Skill Rotation
This build also does not use any skills in a particular order. However, we’ll detail the best opening rotation of skills when starting combat, before you’ll be more actively healing.
- Essence Rupture
- Oblivion
- Essence Harvest
- Orb of Decay
We lead with Essence Rupture to apply the healing and stamina regen effects early. We then Drop Oblivion while using Essence Harvest to quickly recover Mana. Then we launch Orb of Decay, detonating during the damage phase to quickly heal off most of the damage from the Essence Harvest.
This gets all of your cooldowns rolling so you can land more Critical Hits early one before you need to be more focused on healing, getting the most DPS out while still remaining supportive.
Void Gauntlet Weapon Pairings
The Void Gauntlet scales primarily with Intelligence and uses Focus as a secondary stat. This gives it a few solid pairings that work really well.
The top recommended weapon pairings for the Void Gauntlet are the Ice Gauntlet, Life Staff and Blunderbuss.
Ice Gauntlet
The Ice Gauntlet does a lot of area damage, while enabling Void Blade to be a potent dueling weapon. The combination of the two creates a more unique Mana bruiser style of play that is deceptively durable and highly lethal.
To learn more about the Ice Gauntlet, you can check out our Ice Gauntlet Guide and Best Builds. This will help you plan out a strong build, should you opt for this pairing.
Life Staff
The Life Staff is a more supportive option, letting the Void Staff focus on its role as a debuffer, and maybe some off-heals, while the Life Staff does the heavy healing. The Void Gauntlet also enable you to deal with close range threats much easier, without the need to really split stats all too much. This is one of the go-to weapon paiting for Support overall.
To learn more about the Life Staff, you can check out our Life Staff Guide and Best Builds. This will help you plan out a strong build, should you opt for this pairing.
Blunderbuss
The Blunderbuss provides the Void Gauntlet with some much-needed mobility and some quick mid-close range burst. The Void Gauntlet in return provides it with some nice healing and buff removal options. While intelligence is only a secondary stat for it, you can give it a Gem to help that Int Scaling and it’ll still be capable of significant damage.
This is the end to this very in-depth guide to Void Gauntlet in New World. We hope you have learned everything you need to know about this weapon, its usage, skills, perks, builds, combos and ability rotations. The icons used in this guide are pulled from newworldfans.com‘s database.
Patch Note Changes
This segment will help you keep track of what has changed for this weapon with the patches as AGS maintains the game in the long-term.
Update 1.1 “Into the Void”
- Released
The Void Gauntlet has manifested in Aeternum. Manipulate the powers of the Void to support your allies and debilitate your enemies with this magical damage/support hybrid weapon. It’s the first weapon to scale on both Intelligence and Focus, making it a great pairing with the Life Staff and other magical weapons. Adventurers will be able to progress through two weapon mastery trees, allowing the player to manipulate Void magic in different ways:
- The Annihilation tree focuses on maximizing damage at close-range and revolves around Void Blade, a summoned blade of corrosive void energy.
- The Decay tree offers ranged healing and debuffs and revolves around Orb of Decay, a dual phase projectile that can debuff enemies and heal allies.
With its arsenal of buffs and debuffs, the Void Gauntlet is perfect for group combat and can significantly bolster your allies at the expense of your enemies.
You can find the full patch notes forNew World Update 1.1 “Into the Void”in ourNew World Patchesarchives.
Update 1.2 “Winter Convergence Festival
- Putrefying Scream Perk:
- Reduced the max percentage it could scale up to from 50% to 30%.
- Voidcaller:
- Fixed an issue where Voidcaller passive could trigger with regular basic attacks.
- Fixed an issue where the Voidcaller cooldown would reset when swapping weapons.
- Glimpse of the Void: Fixed an issue where the Glimpse of the Void cooldown would reset when swapping weapons.
- Orb of Decay:
- Detonating Orb: Fixed an issue where Detonating Orb could trigger backstabs.
You can find the full patch notes forNew World Update 1.2 “Winter Convergence Festival”in ourNew World Patchesarchives.
Update 1.3 “Expedition Mutators”
- Fixed issue that was prevalent in the PTR where the void gauntlet’s cooldown reduction was being triggered by DoT ticks.
- Fixed an issue with the Void Gauntlet that caused Baleful Tether’s status effect to be nullified by crouching or going prone.
Update 1.4 “Heart of Madness”
- Petrifying Scream: Reduced the duration of the root from 2s to 1s.
Update 1.5 “Arenas”
- Refreshing Frailty: Added a 5 hit cap per attack on cooldown reduction.
- Refreshing Precision: Reduced cooldown reduction from 10% to 5%. Added a 5 hit cap per attack on cooldown reduction.
- Void Blade: Reduced the block stamina damage multiplier from Void Blade’s heavy attack from 2.0 to 1.5.
- Increased Scream root duration from 1s to 2s.
- Fixed a bug that forced players into an in-between void blade state when hit.
Update 1.6 “Summer Medleyfaire”
- Fixed an issue that caused the Empowering Proximity passive to not activate if an ability was triggered too quickly after swapping weapons.
- Reduced Oblivion’s Empower from 20% to 15%.
- Reduced light attack damage of Void Blade from 100% to 90% and heavy attack damage from 150% to 140%.
- Empowering Rupture: Now triggers when the target dies for any reason. Increased empower by the following percentages and increased the duration from 5s to 10s:
- On armor: 10% to 31% based on Gear Score.
- On weapon: 10% to 49% based on Gear Score.
- Nullifying Oblivion: Now recharges Oblivion faster.
- On armor: 5% to 9.8% based on Gear Score.
- On weapon: 5% to 14% based on Gear Score.
- Putrefying Scream: Increased healing effectiveness while on a Void Gauntlet. Also now lasts 8s instead of 10s:
- On armor: 10% to 29% based on Gear Score.
- On weapon: 10% to 40% based on Gear Score.
- Voracious Blade: Increased healing effectiveness while on a Void Gauntlet:
- On armor: 10% to 31% based on Gear Score.
- On weapon: 10% to 51% based on Gear Score.
- Slowing Tether: Increased slow effectiveness while on a Void Gauntlet:
- On armor: 20% to 31% based on Gear Score.
- On weapon: 20% to 40% based on Gear Score.
- Diminishing Orb: Increased buff reduction while on a Void Gauntlet.
- On armor: 20% to 51% based on Gear Score.
- On weapon: 20% to 70% based on Gear Score.
Update 1.7 “Brimstone Sands”
- Fixed an issue that made other player’s Void Blade visual effects invisible.
- Fixed an issue that caused the Tethered Focus Void Gauntlet status effect to remain when traversing the world.
- Fixed an issue that caused the Void Blade to not appear correctly when equipped while running.
- Activating Void Blade no longer triggers a sprint delay.
- Updated the distant weapons sounds for the Void Gauntlet Orb based on player feedback.
- Fixed an issue that prevented the Invasion Void Gauntlet from dropping.
Update 1.9 “Season 1: Fellowship and Fire”
- Removed mana cost of Light Attacks for all Magic Weapons
Added in Taunt Gem compatibility to several weapons and abilities to create additional choices when tanking:
- Petrifying Scream (4s on hit taunt)
Reviewed all weapons to make more clear differentiations between attacks that are intended to be for Crowd Control and Damage. Removed Stagger from damage focused abilities, and reduced damage for stagger focused abilities.
- Petrifying Scream damage was reduced from 100% to 70%.
- Ability Updates
- Void Blade
- Added ability input delay of 0.6s after ability starts to avoid accidental cancelations.
- Baleful Tether
- Buffs and debuffs now start at maximum values and no longer scale up.
- Increased projectile size from 0.4m to 0.5m
- Increased impact damage from 10% to 100%, and added damage text to the tooltips.
- Increased tether range from 15m to 20m.
- Tethered Focus Upgrade
- Increased Mana regen rate increase from 100% to 200%.
- Soul Eater Upgrade
- Changed trigger condition to be if the tether ends or is broken.
- Essence Rupture
- Increased impact damage from 50% to 100%, and added damage text to the tooltips.
- Increased projectile size from 0.33m to 0.5m.
- Increased projectile speed by 50%.
- Oblivion
- Updated Invigorating Oblivion to grant 25% stamina regen rate instead of granting a flat amount of stamina per second.
- Void Blade
- Passives Updates
- Efficient Harvest
- Removed the condition for being below 25% Mana, and changed health drain reduction from 50% to 35%.
- Deadly Range
- Updated the condition to be against targets with an active debuff, and made it work with both light and heavy attacks.
- Fervent Thirst
- Updated to work with both light and heavy attacks.
- Cleansing Harvest
- Replaces Refreshing Harvest.
- Changed functionality to be that Harvest Essence removes one debuff from self. (3s cooldown)
- Leeching Bolts
- Removed the target health percent condition and reduced the amount of bonus healing from 30% to 20%.
- Extended Suffering
- Updated to work with both light and heavy attacks.
- Efficient Harvest
- Notable Fixes
- Fixed an issue that caused the Void Blade to not properly appear on players.
- Fixed an issue where the status effect from the Slowing Tether perk didn’t properly show its scaled value in the tooltip.
- Fixed an issue where Baleful Tether wouldn’t always function properly when triggered near the max range.
- Fixed an issue that considered players “In Combat” when using Harvest Essence.
You can find the full patch notes forNew World Update 1.9 “Season 1: Fellowship and Fire”in ourNew World Patchesarchives.
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