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Glacier Lightning Blast Sorcerer Build for Last Epoch

Glacier Lightning Blast Sorcerer Build for Last Epoch

A Sorcerer build with a very high DPS, it uses Lightning Blast and Glacier combined with Spell-oriented buffs

Glacier Lightning Blast
Sorcerer/Mage Build

Updated for Patch 0.8.21
 

Build notes:
July 11, 2020
-Build created

 

Build Overview

The Sorcerer is a class known for its high Elemental Damage with Spells and some great Mana sustain tools. This build uses Glacier, which is great for dealing with a high number of enemies, and Lightning Blast - a Spell that can be customized in such a way to become one of the best single-target damage Skills. Glacier deals Cold Damage, while Lightning Blast is a Lightning Damage type of Spell, so it's important to keep both of these Elemental Damage stats high, but more important than the damage increase is the Critical Strike Chance and Multiplier. Use Teleport as a movement Skill, Flame Ward as a defensive tool, and Arcane Ascendence - a Spell that grants you some buffs and greatly increases your overall damage. It's one of the builds with the highest DPS and a popular one at that, there is a lot of room to upgrade your gear and Idols long after your build can be considered complete. It's also seen as one of the most beginner-friendly builds with simple mechanics and gameplay.

You can also view the full build on the Last Epoch planner here: Glacier Lightning Blast Sorcerer Build for Last Epoch

For the defenses, this build utilizes:

  1. Flame Ward - instant Ward in a press of a button;
  2. Constant Ward gain with decent Ward Retention;
  3. Critical Strike Avoidance and good Resistances

You can also check our other Last Epoch builds and character guides

 

 Pros  Cons
 Simple and Efficient  relatively low Health
 Very high damage for clear speed and single-target damage  
 Great for new players, but with a lot of room for upgrades  

 

Passive Skill Trees

mage
Mage Skill Tree (33 Points)

Notable Passives:

  1. Elementalist [8/8] - it simply increases Elemental Spell Damage, most importantly Lightning and Cold Damage
  2. Knowledge of Destruction [10/10] - more Critical Strike Chance and Critical Strike Multiplier

Spellblade
Spellblade Skill Tree (6 Points)

Notable Passives:

  1. Elemental Affinity [6/6] - take it for more Elemental Damage as well as Elemental Resistance

Sorcerer

Necromancer Skill Tree (74 Points)

Notable Passives:

  1. Calculated Destruction [8/8] - a huge boost to your Spell Critical Strike Chance
  2. Arcane Momentum [5/5] - much more Cast Speed
  3. Wisdom [10/10] - 10 Intelligence and 30 Mana, both are important in this build
  4. Cryomancer [8/8] - more Cold Damage and Freeze Rate Multiplier, it will help with keeping the smaller opponents frozen
  5. Afterglow [5/5] - 40% increased Spell Damage, doubled if you had recently spent over 40 Mana on a single Skill
  6. Chill to the Bone [5/5] - 15% Cold Penetration and 1,5% of Cold Damage Leech
  7. Crackling Precision [8/8] - 80% increase for Critical Strike chance
  8. Arcane Obliteration [5/5] - +50% Critical Spell Multiplier
  9. Spell Slinger [5/5]  - more Mana regen and Adaptive Spell Damage - which is really beneficial since this build uses more than one type of Elemental Damage
  10. Elixir of Knowledge [1/1]  - take it to gain a lot of Ward on Potion use, it scales with your Intelligence
  11. Archmage [5/5]  - more Adaptive Spell Damage, increased to 15 if you have at least 200 Mana, which you should attain with ease

If you've decided to use Glacier and Lightning Blast there is not much room for altering these setups. You can for example pick more Lightning Damage from this Skill tree if you have a lot of Cold Damage on your gear and you feel like sacrificing one type of damage to gain another will smoother your gameplay then sure - it's a valid reason. All the Fire Damage Passives are completely useless, don't take them. Whenever you take an additional Mana, keep in mind that you need at least 300 of it, it will increase the benefits that can be later found on specific Idols. Critical Strike Chance and Multiplier are far more important than Cold or Lightning Damage so you should prioritize them if you have a chance.

 

Skills

Note: Left-Clicking on any of the ability trees below will open the full-size version in a new window. 

Glacier

Glacier - This Spell is used mostly to get rid of weaker enemies that can be found in great numbers for it has great AoE. Take some Passives that'd increase the general damage of the Skill as well as lower the Mana cost of it. Chance to Chill and crippling enemy's mobility is useful as well. The setup as is shown in the picture below is a great balance between all these aspects - we would not recommend changing it too much.

Glacier

Lightning Blast

Lightning Blast - This Spell is used as a single-target damage Skill. Take Storm Razor for more damage, the head for Convergence by taking Chain Lightning on your way there. Now it's a proper single-target Spell due to chaining that'd normally hit many enemies - hits only one, but it halves the number of times it chains. Invest three points in Arching Power - your number of chains would be now 5, Convergence rounds it to your advantage - to 3, so investing an extra point here wouldn't change anything. Take Shatter Shock and Frontloaded for more damage. Overcharge and Lightning Attunement are two useful passives left now. You can put more points in Frontloaded for more reliable damage.

Lightning Blast

Teleport

Teleport - it's a movement Spell that's also used for increasing your damage. Ether Barrier provides Ward on Cast, Stable Bubble increases your Ward Retention if you Teleported recently, Out of Mind will grant you additional Ward on use based on your Intelligence, Elemental Affinity increases your Elemental Damage if you've Teleported recently, the take Time Dilation. Buffs that apply only when you Teleported recently, with Time Dilation last 40% longer.

Teleport

Flame Ward

Flame Ward - Flame Ward is a powerful defense skill, it instantly grants you Ward, and reduced the amount of damage you take from hits for the next three seconds. It also releases a Flame Burst when you take damage, but in this setup Fortification passive disables it, you're not interested in dealing damage with Skill, and Fortification provides much more Ward. Take Stalwart Defense, Concentrated Shielding, Desperate Defense, and Fuel the Flames - it will significantly increase the amount of Ward you receive. Dual Aegis allows you to store an additional charge. With Barrier, you take even less damage from Hits, and with Dilation - Flame Ward costs less Mana and has increased duration. You definitely don't want to increase the efficiency of the Retaliation part of the skill - it deals Fire Damage which this character is not specialized in.

Flame Ward

Arcane Ascendance

Arcane Ascendance - Normally this Skill would immobilize you, drain 25 Mana per second, increase your Spell Damage, Cast Speed, and Spell Mana Cost while dealing Lightning Damage to surrounding enemies. Take Acuity - your Mana won't be drained but the skill lasts until you cast 4 Spells, and the Skill has now a cooldown of 2 seconds. You should now invest three points in Cunning - The Skill will last 16 Spells with 8 seconds cooldown. Superconductor is another very important Passive - you will cast Lightning Blast on hit with 2 seconds cooldown, that's one of your main damage-dealing Spells. Closet Circuit will lower the cooldown of Superconductor. 5 points in Power Overload will give you additional 5% Spell Damage per second while you're using Arcane Ascendance. With the rest of the points already allocated, the duration of this Skill should be 48 seconds. Use it offensively.

Arcane Ascendance

 

Items

Stat priority:

It is really important to have at least 300 Mana, additional Mana can be commonly found on gear as a Prefix. There are a few types of Idols that have increased effect when you have at least 300 Mana, it's the "Increased Lightning Damage (Doubled If You Have Over 300 Max Mana)" on 3x1 Grand Idol, and "Increased Cold Damage (Doubled If You Have Over 300 Max Mana)" on 1x4 Huge Idol. Try to fit as many of them as you can. You should reach close to 100% Critical Strike Chance for Spells - it can be found in most gear parts as a Prefix. Increased Cold and Lightning Damage are other obvious mods to look for. Intelligence is the Attribute most beneficial to your class. For defensive mods, you should aim for Ward Retention, Resistances, Critical Strike Avoidance, Armour, Health, and maybe "Mana Spent Gained as Ward" from Warding Tome Relic or as a Helmet Prefix. Another Helmet prefix worth looking for is "Increased Spell Crit (Doubled If You Have Over 300 Max Mana)". The build works fine without any Unique items.

  1. Mana (until you reach 300)
  2. Spell Crit Chance and Crit Multiplier
  3. Cold and Lightning Damage
  4. Intelligence
  5. Mana Spent Gained as Ward
  6. Ward Retention
  7. Critical Strike Avoidance
  8. Armor
  9. Health
  10. Resistances

Recommended Unique Items: 

Strands of Souls

Strands of Souls - Ward gained on Potion use, 100% of Mana Spent Gained as Ward, Ward Retention, Ward on Kill, and Ward per Second. Extremely useful Belt for any build that spends a lot of Mana and relies heavily on Ward to survive.

 

END NOTE

This is the beta version of our Ranged Cold Damage Minions Build for Last Epoch. We didn't have much time for testing, but this build already shows a lot of promise and outperforms many other End Game setups. Obviously, as the game gets new content updates, we will be updating this guide regularly, though it may be impossible to be done after each Patch. 

Pictures used in this article are the intellectual property of Eleventh Hour Games