Marksman Mastery Leveling Build for Last Epoch (Patch 1.1)
This is the perfect leveling guide for new players wanting to start with Marksman! This page will cover everything and anything you could need to know about leveling the class, including which skills to use, what stats to prioritize, and what uniques are useful early in the game.
Build Introduction
This version of the Marksman's leveling build excels at critical strikes and high-mobility. The build is extremely beginner friendly and can be used all the way to level 70 without any issue.
The main skill used in this build is Cinder Strike, functioning as our main damage source for both single-target and map clearing. Shift will play an arguably more important role, as you will rarely, if ever, cast either Acid Flask or Shurikens yourself. Both skills are tied to Shift, with Acid Flask being used on both departure and arrival when dashing, and Shuriken used both as both an offensive and defensive action when Shift is used. Meanwhile, Smoke Bomb, while not getting points put into it until level 50, is used to bump up our damage output, elevating our Critical Strike Chance to near 100% and offering the build a sort of burst window.
Decoy has been placed on the hotbar as a way to taunt enemies if you get overwhelmed. You will not specialize this skill.
Marksman Leveling Passive Trees
Rogue Passive Tree
The Rogue Passive Tree only has a few nodes that we actually want. Everything in this kit scales off Dexterity, making Steady Hand an easy choice. Likewise, Agility has a chance to grant Haste on hit, which will make walking through maps that much faster.
We've taken more than the necessary 20 points to unlock Mastery Trees, with Critical Precision removing 8 points from our Passive pool. While this node is extremely important, don't feel the need to put points into it immediately. Especially at low levels, the increased Critical Hit Rate may not be noticeable and nodes in the Marksman Tree will likely provide something more useful.
Marksman Passive Tree
The remainder of our points will be placed directly into Marksman, ignoring Bladedancer for the sake of the leveling experience. This Passive Tree provides a substantial bonus to our Critical Strike stat through the nodes connected to Assassin's Quiver, as well as augment our Mastery Bonus by adding Critical Chance and Critical Multiplier to Bow Mastery.
Very rarely will you be in harms way, but to provide a bit of sustain, 10 points are placed into Thief's Quiver, allowing Cinder Strike to leech health as damage dealt.
Cinder Strike
Cinder Strike will be your most used skill in this build. Due to the combo system on it, with the first hit being AoE and dealing extra damage, it works extremely well for both single-target and AoE. Pathing towards Inferno and Cauterize are fairly self explanatory. Extra Fire Damage and extra Critical Multiplier synergizes well with the build. For the late leveling experience, we have opted to take Burning Daggers. These have the ability to hit critically, triggering the unique effect from the bow that is suggested to be used with this build. If you do not have the bow, you should still use these nodes, as the extra damage is still worth it.
Shift
While at its core, Shift is a Traversal skill, this dash will be responsible for a large portion of both this build's damage and survivability. Both Shurikens and Acid Flask are auto-cast off this skill, so you'll be using it frequently to both get around maps quicker, but also demolish mob groups before they even notice you're there.
Other than the nodes taken to synergize with other skills, the selection above ensures Shift will be more readily available by reducing its cooldown and reducing the Mana requirement on it. Prioritize Sleight of Hand first, then path towards Arrival Gift, as Shurikens has more value defensively than Acid Flask.
Shurikens
When you think of throwing stars, you may not think of the application they'll be used for with this build. Rather than throw them at our enemies, every time we use Shift, we'll be throwing them around our own character! The throwing stars will circle our character for roughly 4 seconds, providing a boost in Armor, as well as damaging any enemy they touch. With the timer being extended on Shuriken, and the timer on Shift being reduced, it's possible to have full uptime on this skill and reap the defensive benefits permanently, so long as you're comfortable dashing around the map during fights.
Focus the nodes on the pathing for both Floating Blades and Bladed Armor, while maxing Jagged Edges last. All 4 points should be placed into Ethereal Blades before the next node is touched, as you don't want the throwing stars disappearing instantly every time you Shift into enemies.
Acid Flask
Acid Flask is not, and should not, ever manually used by the player for this build. It gets auto-casted off Shift, dropping a flask both at the starting and ending location of using the dash. It deals a decent amount of damage in a moderately sized AoE, and applies Fire Resistance Shred to all enemies hit. If enemies haven't died from the initial burst of damage, you'll now be in a prime position to finish them off with Cinder Strike.
Focus on taking the nodes dealing with Fire Damage first, prioritizing specifically Smoulder. Move back to the left side and take Tempered Glass for the extra Fire Resistance Shred, then continue taking the Fire-based nodes on the right.
Smoke Bomb
Smoke Bomb has a dual purpose for this build, first and foremost providing a substantial amount of Dusk Shroud stacks for our own survivability, but also ensuring out hits deal critical damage when you strike.
Prioritize Shadow Hunter before anything else, then head over to Rapid Concealment. Cleansing Steam should be taken last, as the nodes over on the right side merely provide a bit of extra Dodge and the ability to self-cleanse, which will not be entirely important while leveling.
Damage Rotation
This build feels extremely natural to dish damage out with. Due to the nature of the skills used, you can either choose to attack from range, or get up close and personal. For maximum damage output, you'll want to be up close to enemies, using Shift to get up close to them, activating both Acid Flask and Shurikens, dropping your Smoke Bomb to debuff them with Frailty and Blind, while also buffing our Critical Hit Rate, then finish off whatever is left with a bombardment of Cinder Strike explosions.
If you find yourself in a pickle, using Shift to get out of a sticky situation will also turn out to benefit us, as you'll shred a bit of Fire Resistance on your escape as long as you were close enough to enemies, being in a prime position to turn around and unload a barrage of arrows at your foe.
Gearing and Affixes
The Cinder Strike Molotov leveling build is meant to be scaled off of Critical Hits, so the early-accessible Birch Bow is a good choice to start with. Otherwise, as you level, you'll want to aim for the Affixes listed below that suit the playstyle of this build:
Attributes | Offensive | Defensive |
---|---|---|
Dexterity | Fire Damage Bow Damage Critical Strike Chance Critical Strike Multiplier Bow Attack Speed |
Armor All Resistances Health Damage Leeched as Health |
Useful Uniques
The creation of this build centered on a single thing: creating a leveling build that was capable of running useful uniques very early on. With that in mind, the unique bow Hell Reach is usable from the very start at level 1. It scales perfectly with the baseline of the build, increasing Fire Damage and Fire Penetration, while also providing a bit of Attack Speed.
At level 36, it is encouraged you swap to Dragonsong. This bow does everything that Hell Reach does, but better. However, the main reason to use this is for access to Dragonfire. This will shoot a cone of Spell Fire Damage towards the direction your character is facing, proccing off of Critical Hits you land from any source. It deals an insane amount of damage, and scales at 900% of your Spell Damage. While Spell Damage isn't exactly common on Rogue gear, it can certainly make a huge difference in your output if you're able to scale it up. Dexterity also scales Dragonfire, but at 200% rate instead.
If you don't have luck finding these items from a natural drop, you can instead opt to use a Rune of Ascendance on any normal drop you find and hope for the best!
Progressing to Endgame
This build will carry you all the way to the start of the Monolith, where you will need to decide on an Endgame build to follow. Below are the options available for Marksman.
Changelog
- 24 Feb. 2024: Updated for Patch 1.0.
- 30 Nov. 2023: Guide added.
Lexyu is a professional content creator focused on theorycrafting and playtesting many ARPGS. He is also known for his skillful gameplay, such as playing Bazooka Wizard in Diablo 3. Since 2013, he has been creating in-depth guides to teach gamers how to succeed. Check out his social platforms through Discord to join the discussion in the community!
- Last Epoch - What Build do Players Enjoy the Most?
- Last Epoch - An Interview with EHG Lead Composer!
- Last Epoch - Best Endgame Build for the Imperial Uprising!
- Last Epoch - Patch 1.1.7: Imperial Uprising and Cycle Reset!
- Last Epoch - Details About the Imperial Uprising Event!
- Last Epoch - Patch 1.2, 1.1 Event, and Cycle Poll!
- Upcoming Last Epoch Cycle Restart With The Imperial Uprising!
- The Hardest Boss Fight in Last Epoch So Far!