Paladin Mastery Leveling Build for Last Epoch
This is the perfect leveling guide for new players wanting to start with Paladin! 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.
Introduction
A very powerful, and fast clearing, Paladin build to help make your leveing process through the campaign and monoliths a breeze! Holy trail and Judgement Aura are both staples in many speed running Paladin builds, and this build seeks to get you going on the right(eous) path by combining them both into the same build. The playstyle will alternate between casts of Javelin and Judgement (that will trigger Healing Hands), both of which leave lingering Area of Effect Fire Damage that will burn our enemies to ash.
We will be using a specific node in the Javelin tree, called Holy Trail that adds a fire trail spell behind the Javelin. This, and not the initial hit, is where it will do most of its damage. As this node adds a short, but significent, cooldown to Javelin, some players do not enjoy the waiting time required in between casts for a pure Holy Trail build. To rectify this, we alternate between Javelin and Judgement, as well as taking advantage of some great synergies in the process, such as both abilities using fire damage over time to deal a large amount of damage, making it easier to scale the damage of both.
Paladin Leveling Passive Trees
Sentinel Passive Tree
Our base class is Sentinel, which fills the role of a knight in Last Epoch. Upon finishing Act 1 in the campaign, your character will be offered an opportunity to select an Advanced Mastery. Each base class has three possible Masteries to choose from. For Sentinel, you can choose between Passive Trees for Paladin, Forge Guard, and Void Knight. Upon selecting a Mastery and placing 20 Passive Points into the Sentinel Tree, you'll then be able to place Passive Points into the Mastery Trees.
For our initial 20 points that we need to spend in the Sentinel tree, we will be taking all purpose nodes to give us a bit of everything. Resists, damage, survivability, cooldown recovery, etc.. This is the recommended order to allocate your points:
- 8 points into Juggernaut: Flat Strength and Fire/Void resists.
- 5 points into Armour Clad: 75 Flat Armour and 10% reduced damage taken from nearby enemies. A great node for defense.
- 1 point into Fearless: Vitality and Increase Health Regen
- 1 point into Stalwart: Block effectiveness and 3% block chance. We only spend 1 point for the 3% block chance, which does not scale with more points.
- 5 points into Valiant Charge: Some flat Health and increased Cooldown Recovery for movement skills.
Void Knight Passive Tree
Our base class is Sentinel, which fills the role of a knight in Last Epoch. Upon finishing Act 1 in the campaign, your character will be offered an opportunity to select an Advanced Mastery. Each base class has three possible Masteries to choose from. For Sentinel, you can choose between Passive Trees for Paladin, Forge Guard, and Void Knight. Upon selecting a Mastery and placing 20 Passive Points into the Sentinel Tree, you'll then be able to place Passive Points into the Mastery Trees.
We will only be spending 10 points total in the Void Knight tree. Specifcally, in the Abyssal Endurance node. We recommend spending at least 5 points in the tree shortly after picking your Mastery, to unlock Volatile Reversal as an ability and because the physical/void resists granted are quite good early on, before you've gotten stronger gear.
Paladin Passive Tree
Our base class is Sentinel, which fills the role of a knight in Last Epoch. Upon finishing Act 1 in the campaign, your character will be offered an opportunity to select an Advanced Mastery. Each base class has three possible Masteries to choose from. For Sentinel, you can choose between Passive Trees for Paladin, Forge Guard, and Void Knight. Upon selecting a Mastery and placing at least 20 Passive Points into the Sentinel Tree, you'll then be able to place Passive Points into the Mastery Trees.
The Paladin tree is where we will be spending the majority of our passive points after we finish the Mastery quest to choose Paladin. The early nodes are mostly focused on increasing our damage and healing effectiveness (which is also a damage stat for us, more on that in the skill section). This is the suggested order to take the passives in:
- 8 points into Conviction: Increased Physical/Fire/Lightning Damage and Penetration.
- 10 points into Valor: Flat Health and Increased Healing Effectiveness.
- 1 point into Divine Bolt: Adds a 20% chance to cast Divine Bolt at an enemy when you hit with a melee attack.
- 1 point into Honour: Increased Block Effectiveness and Stun Avoidance, as well as 2% block chance. Only put 1 point here, as the block chance does not increase with more points and that's the main reason we want the node.
- 5 points into Heavenfire: Flat Spell Damage when you use a shield.
- 5 points into Holy Icon: Increase Healing Effectiveness, Necrotic Resistance and Flat Health.
- 10 points into Prayer: Increased Damage and Healing Effectiveness if you have healed yourself, or an ally, recently (last 4 seconds).
- 5 points into Reverence of Duality: Increase Health, Damage, Healing Effectiveness and Mana.
- 7 points into Light of Rahyeh: Increased Fire/Lightning Damage and Movespeed.
Javelin
The first ability that we specialize in, despite Judgement being our bigger hitter because we won't have that ability unlocked initially. In the early levels, when you are relying on just Javelin for most of your damage, you should prioritize using a Spear, as it will give half of its flat melee damage as flat throwing damage.
However, once you get Holy Trail, the majority of the damage will come from the Fire Damage over Time effect that it leaves behind, not the initial hit, and that ability scales off of spell power instead of throwing damage. It's at that point you'll want to swap to a sceptre with both melee and spell damage and a shield in your offhand.
This is the order you should allocate points into this skill tree:
- 1 point into Mighty Delivery: More Damage and Attack speed.
- 1 point into Burning Strength: Ignite chance for Ignite chance.
- 2 points into Spear to the Thigh: More Damage Over Time for Javelin, we will put more points into this later.
- 1 point into Holy Trail: Adds the trail behind Javelin, which deals damage and heals you while you are on it, but adds a 3 second cooldown to Javelin.
- 4 points into Pilgrimage: Adds 60% more Fire/Lightning damage, and adds 120% chance to Ignite/Shock with Melee attacks while Javelin is on cooldown.
- 1 point into Path of Judgement: Adds Flat Spell Damage to the Holy Trail per 5% Increased Healing Effectiveness.
- 2 points into Serrated Javelin: Adds Armor Shred Chance and increased Armor Shred Duration.
- 1 point into Excellent Balance: Reduced Mana Cost.
- 1 point into Perfect Setup: Reduces the cost of the next Melee Attack after using Javelin.
- 4 points into Sacred Forge: Gives large damage buff to Judgement after hitting an enemy with Javelin.
- 2 more points into Spear to the Thigh: Making a total of 4 points in this node. If you happen to have an extra skill point from gear at this point, go ahead and put it here to max out the node.
Judgement
The majority of our damage will come from using Judgement, doe to the Consecrated Ground that it leaves behind, burning our enemies and healing us. We will be converting this into an Aura that travels with us as well, letting us move and burn enemies that get close to us. It will also trigger Healing Hands, which will both deal damage and heal us as well, which is why most of your damage will come from using Judgement. You will not be able to spam the ability, however, as it will cost a good chunk of mana, and you want to trigger some of the buff effects for Judgement by throwing a Javelin beforehand. It's best to only recast Judgement after the aura has faded.
As Judgement's Consecrated Ground gains 1 spell damage per 5% healing effectiveness, this makes it a great stat to help scale the damage with, as Healing Hands has similar scaling from the same stat. Allocate your passives in the tree as follows:
- 2 points into Sanctified Serenity: Increased Healing Effectiveness.
- 2 points into Lingering Force: Increased Duration for Consecrated Ground. We will put more points into this later.
- 1 point into Anointed: Consecrated Ground becomes Consecrating Aura, with the same effects but now it travels with you, centered on your character.
- 2 more points into Lingering Force: for a total of 4 points in the node.
- 2 points into Divine Destruction: More Damage against High Health (above 65%) targets.
- 4 points into Pious Offering: If you don't have enough mana regen to cast Judgement in between each Javelin when you first take these points, you could trim a couple points until later.
- 1 point into Destructive Impact: Larger Area for Consecrating Aura.
- 2 points into Swift Verdict: Cooldown Recovery and Mana Efficiency.
- 4 points into Flaming Soul: 100% More damage for Consecrating Aura.
Holy Aura
Holy Aura is the mastery skill you unlock when you pick Paladin. No other masteries have access to this ability, and it's practically an auto-include in every Paladin build for the passive bonuses it provides. Without any points invested, it already gives you 30% increased damage and 15% elemental resists, which are then doubled for a short time when you activate it.
We will be taking nodes that add more, or increase the current, bonuses to Holy Aura.
Also, don't forget that these other bonuses are also doubled whenever you activate Holy Aura.
This is the order we recommend for taking the passives:
- 5 points into Shelter from the Storm: 25% Elemental Resists and 15% Endurance.
- 1 point into Rahyeh's Devotion: Ignite chance for you and allies.
- 2 points into Rahyeh's Fury: 10% Fire Penetration.
- 2 points into Vital Boon: 20% Health Regen.
- 4 points into Redemption: Adds 40% Healing Effectiveness.
- 5 points into Faith: Adds 15 Ward per Second.
- 1 point into Shielded By Faith: Adds 5% Ward Retention.
Lunge
Despite seeing some nerfs to its Ward Generation abilities, Healing Hands remains a very strong ability for the Paladin. Especially, when you are able to trigger it off of melee attacks for free. It can both heal us and do a significant amount of damage to our enemies, effectively 'buffing' our Melee attacks.
First, we rush to the nodes that allow it to trigger off our melee attacks. Afterwards, we'll look to increase both it's healing effectiveness (which increaes both its heal and damage components) and damage. We jump around the tree a bit, as some of the nodes are more important to get initially, and others are weaker until you've gotten other nodes. Here is the suggested order for your passives:
- 4 points into Cleric's Hammer: Gives it a 100% chance to trigger off our melee attacks.
- 1 point into Searing Light: Gives Healing Hands the ability to damage enemies on top of healing us.
- 1 point into Divine Barrier: Give Ward on top of the normal Healing, and can give a massive amount of Ward if you are going a 'low life' style with the experimental mods that gain ward based on missing health.
- 4 points into Prayer of the Fallen: 100% Increased Healing Effectiveness, which is doubled if a Dead Player is nearby. The 2nd part is only relevant if you group with others.
- 2 ppoints into Bane of Evil: Adds 2 Flat Spell Damage per 10% increased Healing Effectiveness.
- 2 points into Cleric's Wrath: More damage based on the level of your specialized 'buff' skills. This includes Holy Aura and Healing Hands. If both skills are level 20, this node would give 40% more damage, which is very strong. The only reason we don't take it earlier, is you won't have many levels in both skills early on.
- 2 points into Virtue of Patience: Increased Damage, Healing Effectiveness and Area, with the downside of slower Cast Speed. However, this drawback does not apply when you are triggering it from a Melee Attack.
- 1 point into Purity of Thought: Reduced mana cost
- 3 points into Synthesis of Light: Adds flat Ward each time you cast Healing Hands based on your Healing Effectiveness.
Volatile Reversal
Volatile Reversal is the last skill we specialize in, simply because it's mainly going to be used on bosses to help kill them quickly. The skill takes a little getting used to, as it returns you to your position 2 seconds ago. However, it also resets your health/mana to what it was at that time, which is great considering Judgement will eat our Mana up, and provides a large amount of increased damage to enemies in the process. See the 'Mechanics and Playstyle' section below for more info on your basic rotation to utilize Volatile Reversal fully.
We will rushing to the nodes that increase damage taken by enemies, as this is a large boost to our overall damage. Additionally, we want to reduce the cooldown so we can use it more often and reset our manapool to full each time. Here is the suggested order for taking these passives:
- 1 point into Incipient Void Rift: Leave behind a Void Rift, dealing void damage in an area.
- 3 points into Disintegration: The Void Rift will do 66% more damage.
- 3 points into Time Rifts: Enemies hit by Void Rifts will take 60% more Damage Over Time. A huge increase to our Fire DoT effects.
- 3 points into Time Sap: Helps bring the Cooldown down faster by killing enemies or hitting Bosses and Rares.
- 1 point into Timelost Vitality: 60% increased Cooldown Recovery Speed, but it no longer restores Health on cooldown. We have plenty of Healing effects to keep us healthy, so this isn't that bad of a drawback.
- 1 point into Terminal Void Rift: Puts a Void Rift where you arrive.
- 3 points into Dark Expanse: Increases the size of the Void Rifts.
- 3 points into Harbinger of Dust: Increases all damage taken by enemies by 30% when they are hit by Void Rifts.
- 2 points into Traveller's Fatigue: 50% increased Cooldown Recovery Speed, but we lose 20% Health Regen while it's on cooldown. With all of our Healing and Regen effects, this isn't very noticeable.
Mechanics and Playstyle
The rotation for this build will sound a little complicated to read, but in practice it's quite simple. Throw Javelin at the enemies, ideally standing on the Holy Trail yourself to benefit from the Heal over time it provides when possible. Then, you'll use Judgement to hit a pack and trigger the Consecrating Aura around you, which will continue to burn enemies for awhile. Simply alternate between these two skills for clearing easier enemies. Depending on the difficulty of the content, you may not even need to activate Holy Aura for double bonuses, but it's technically correct to always do so.
If you're fighting a tougher enemy, such as a Rare or Boss, after using Judgement you want to use Volatile Reversal, making sure your location 2 seconds prior is still close to the enemy. The easiest way to do this is to get close to the boss and mentally count to 2 seconds (1 Mississippi... 2 Mississippi..) while you haven't moved much, so that you'll be in roughly the same spot after casting. This will apply the debuffs to the enemy and restore the large amount of mana you spent on Judgement. With some practice, you'll soon get used to the timing on the ability, and it really adds a lot of damage when you do.
Gearing and Affixes
For the first 10-15 levels or so, you could use a good 2h spear and avoid taking the Holy Trail node for a bit, just using the base Javelin skill. Spears have been changed to add an extra 20% of their melee damage as throwing damage. That change, along with some other changes, have made the base Javelin ability quite strong early on. However, it's not the end of the world if you don't find one, because by the time you take the Holy Trail and Anointed nodes for Javelin and Judgement, you'll want to use a Sceptre, which has both flat melee and spell damage, along with a shield.
Below, we've listed the affixes you'll want to target, in rough order of importance within each category.
Attributes | Offensive | Defensive |
---|---|---|
Strength Vitality |
Flat Spell Damage Healing Effectiveness Fire Penetration Fire Damage |
Armor Resistances Block chance Block Effectiveness |
Useful Uniques
If it's your first time leveling a character, or you've started fresh in the new Cycle, you won't have any uniques yet. As you level though, you will come across some and you should keep your eyes peeled for some low level uniques that can be great for leveling. Whether to use on this character, or to hold onto for leveling alts in the future. .
Firestarter's Torch is a great early sceptre to use if you happen to find one. You could skip using a Spear if you got lucky and found this very early. It will likely be your best weapon option until the level 30-40 range.
Cradle of the Erased Can be an amazing shield to use after level 18, depending on which other mods roll on it. Even the base stats are solid enough to use this shield for quite awhile, giving you a large amount of Block Chance.
In fact, almost all of the 'of the Erased' items, aka Weaver's Will items, are solid options for leveling, even if the random mods rolled don't end up being very useful to you. Their base stats make them pretty good options regardless. These include Communion of the Erased, Knowledge of an Erased Mage, Advent of the Erased and Swaddling of the Erased.
A staple of early game for leveling alts is the Arboreal Circuit. While it doesn't add much stats on its own, just the movement speed alone is very nice to have at level 1. If you find one with Legendary Potential, so that you can add more affixes to it, hold onto it for future characters.
None of these uniques are necessary to level, they are just nice to have early on if you already own them or happen to come across them.
Idols
Idol slots are gained through the campaign, unlocking small bonuses and unique affixes for the player to discover and augment their builds with. The Idol screen consists of a grid system for the player to fill out with different sized idols, eventually filling in every part of the grid. As the Idol shape increases (1x1, 1x2, 1x3, 1x4, etc.) the stronger an affix you might find for your build.
While leveing, Idols are a great way to balance your resists around your gear. Therefore, the main affix you will look for is resistances that you need to help hit the cap at any given time. We recommend holding onto any 1x1 or 1x2 idols with resists, so you have more options when you upgrade other gear and are trying to re-balance your resists. The target Affixes we want to look for in our Idols are listed in rough order of importance below.
The target Affixes we want to look for in our Idols are:
- Resistances
- +% Health
- + Health
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. We have several options available to our Paladins.
Changelog
- 06 Jul. 2024: Guide Added for 1.1. New Leveling build for Paladin, using Holy Trail Javelin and Judgement Aura.
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 - 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!
- Last Epoch - Harbingers of Ruin Is Now Live!