Runemaster Overview for Last Epoch (Patch 1.0)
Welcome to our Last Epoch Runemaster build guide for the Mage class. Here you will learn everything about the Runemaster playstyle, passives, skills and strengths or weaknesses to conquer the world of Eterra.
Runemaster Overview
A savant who tamed the power of raw arcane, weaving its chaos with the art of runes. The Runemaster infuses magic into offensive and protective wards that devastate those who trespass them, ensnaring his foes, raising walls at his whim.
The Runemaster is one of three Mastery classes that can be chosen from the base class of Mage. The Runemaster uses magical runes to harness the elemental powers of Fire, Frost, and Lightning. These runes can be utilized in dozens of different ways, allowing the player to truly create their own unique builds, not only through skill selection, but also through their rotation. Differing orders of elemental casts can completely change the spells used for Runemaster, making this Mastery one of the most unique in the entire genre.
Gain access to the best Runemaster builds below!
Runemaster Skills
Upon unlocking the Runemaster Mastery, you'll gain access to your Mastery-specific skill, Runic Invocation. While not specific to the Void Knight, the Mastery Tree comes with four skills that are unlocked by placing a certain amount of points into the Tree itself. All three Sentinel Masteries can use these as long as they hit the requirements to do so, however both Runebolt and Glyph of Dominion are both out of reach due to their location in the Passive Tree for both Sorcerer and Spellblade.
Runic Invocation
Description | Passive: Whenever you directly use an elemental skill, gain one Rune of
the corresponding element. For channelled skills you gain one Rune
per second instead. Active: Consume all of your active Runes to cast a unique Invocation based on the combination and order of Runes consumed. The last Rune in the sequence determines the damage type. Casting a fire skill grants a Rah Rune, casting a lightning skill grants a Gon Rune, casting a cold skill grants a Heo Rune. |
Scaling Tags | Lightning, Cold, Fire, Spell, Intelligence |
Possible Damage Types | Fire, Cold, Lightning |
Base Cooldown | 0 seconds |
Base Mana Cost | 15 Mana |
Flame Rush
Description | You turn into a ball of flame and launch yourself in the target direction. The longer you hold down the key, the slower you move, but the larger and more damaging the explosion is when you stop channeling. You take 40% less damage during Flame Rush. |
Scaling Tags | Fire, Spell, Movement, Traversal, Area, Intelligence |
Possible Damage Types | Fire, Cold, Lightning |
Base Cooldown | 3.5 seconds |
Base Mana Cost | 22 Mana |
Frost Wall
Description | Creates a wall of frost which persists for 6 seconds. Enemies inside the wall take cold damage over time and receive a stack of chill every 0.25 seconds. You can have up to one active Frost Wall at a time. Enemies that reach the wall at least 0.2 seconds after it's been created are frozen for twice as long as the wall has existed, up to a 2 second freeze duration. Bosses cannot be frozen in this way. |
Scaling Tags | Cold, Spell, Damage over Time, Area, Intelligence |
Possible Damage Types | Fire, Cold, Lightning |
Base Cooldown | 0 seconds |
Base Mana Cost | 35 Mana |
Runebolt
Description | A combo spell that fires piercing projectiles. The first part of the combo is fire, the second is lightning, and the third is cold. |
Scaling Tags | Lightning, Cold, Fire, Spell, Intelligence |
Possible Damage Types | Void |
Base Cooldown | 0 seconds |
Base Mana Cost | 3 Mana |
Glyph of Dominion
Description | Places a lightning glyph on the ground that grows over time. Deals lightning damage over time and slows in its area. At full size it detonates, dealing large amounts of lightning damage to enemies within its area. You can have a maximum of one Glyph at a time by default. |
Scaling Tags | Lightning, Spell, Intelligence |
Possible Damage Types | Fire, Lightning |
Base Cooldown | 0 second |
Base Mana Cost | 30 Mana |
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