Sorcerer Lightning Blast Endgame Build for Last Epoch
Welcome to our Last Epoch Sorcerer Lightning Blast build guide for the Mage class. Here you will learn everything about the Sorcerer play style, passives, skills, strengths, and weaknesses to conquer the world of Eterra.
Build Introduction
The Ultimate Lightning God Raiden has arrived! This build is all about Lightning Damage and amplifying it as much as possible. This build has a unique mechanic where we use a combination of skills to generate a Flame Ward for our character. This not only acts as defensive buff, but also also adds to our Lightning abilities as we have converted the skill to Lightning, altering all its buffs to match our elemental power. This skill is used in combination with some of our other abilities to gain additional casts from our Frost Wall, essentially electrifying the battlefield at every turn. While this build is Mana intensive, it is extremely rewarding to play and quiet defensive. Let's take a closer look at how to become the Lightning God Raiden.
- Fast clear speed
- Huge critical hit damage
- Easy to build
- Miss-plays can cause the build to feel squishy
Skill Selection
Our skill selection for this build focuses on powering up our Lightning abilities while keeping our defenses up with our Flame Ward. We trigger several states of buffed up damage through our skill trees and Arcane Ascendance to absolutely devastate any enemies, including bosses, so fast you'll wonder if the fight was actually hard to begin with.
Class and Skill Passive Trees
Our base class is the Mage, which acts as a generic spell caster. Our character will be offered an opportunity to select a Mastery class once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Mage, we have access to the Mastery Tree Passives for Sorcerer, Runemaster and Spellblade. Upon selecting a Mastery and placing 20 Passive Points into the Mage Tree, you'll then be able to place Passive Points into the Mastery Trees.
For this Lightning build, Sorcerer is our chosen mastery. We will utilize the majority of our Passive Points for the Sorcerer Passive tree, with a similar investment of points into Runemaster to round out the build. Our passive points will be targeting augments for Lightning Damage and boosting our survivability. Each of the Passive Trees and their points are broken down below.
Mage Passive Points
- 8 points into Arcanist: Increases our Intelligence, Fire and Lightning Resistances.
- 2 points into Scholar: Increases our Health and Mana.
- 5 points into Mage Flurry: Increases our Attack and Cast speed.
- 5 points into Knowledge of Destruction: Increases our Critical Strike Chance and Multiplier.
Our base class is the Mage, which acts as a generic spell caster. Our character will be offered an opportunity to select a Mastery class once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Mage, we have access to the Mastery Tree Passives for Sorcerer, Runemaster and Spellblade. Upon selecting a Mastery and placing 20 Passive Points into the Mage Tree, you'll then be able to place Passive Points into the Mastery Trees.
For this Lightning build, Sorcerer is our chosen mastery. We will utilize the majority of our Passive Points for the Sorcerer Passive tree, with a similar investment of points into Runemaster to round out the build. Our passive points will be targeting augments for Lightning Damage and boosting our survivability. Each of the Passive Trees and their points are broken down below.
Sorcerer Passive Points
- 5 points into Calculated Destruction: Increases our Intelligence and Critical Strike Chance by 3% per Intelligence.
- 5 points into Arcane Momentum: Increases our Max our Arcane Momentum stacks.
- 8 points into Essence of Celerity: Increases our Spell Damage per stack.
- 2 points into Ceraunomancer: Increases our Lightning Damage.
- 5 points into Rift Bolt: Increases our Lightning Penetration and Damage Leech from Lightning.
- 8 points into Crackling Precision: Increases our Critical Strike Chance.
- 5 points into Arcane Obliteration: Increases our Spell Critical Multiplier.
- 2 points into Distant Spark: Grants us a chance to cast Spark Nova on a Critical Strike.
- 7 points into Arcane Insight: Increases our Intelligence and grants Insight buff on hit.
- 5 points into Archmage: Increases our Spell Damage, triple this value if we are over 200 Maximum Mana.
Our base class is the Mage, which acts as a generic spell caster. Our character will be offered an opportunity to select a Mastery class once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Mage, we have access to the Mastery Tree Passives for Sorcerer, Runemaster and Spellblade. Upon selecting a Mastery and placing 20 Passive Points into the Mage Tree, you'll then be able to place Passive Points into the Mastery Trees.
For this Lightning build, Sorcerer is our chosen mastery. We will utilize the majority of our Passive Points for the Sorcerer Passive tree, with a similar investment of points into Runemaster to round out the build. Our passive points will be targeting augments for Lightning Damage and boosting our survivability. Each of the Passive Trees and their points are broken down below.
Runemaster Passive Points
- 7 points into Quintessence of Triumph: Increases our Spell Damage.
- 8 points into Sphere of Protection: Increases our Health and Damage Reduction from Ailments.
- 1 point into Unsealed Mana: Increases our Mana and Cast Speed.
- 8 points into Arcane Focus: Increases our Intelligence and Ward on Cast.
- 8 points into Never Late: Increases Spell and Critical Strike Chance on your next spell after using a traversal skill.
- 3 points into Rune of Dilation: After using your Traversal skill gain increased Cast and Movement Speed.
- 6 points into Inscribed Instruments: Gain Critical Strike Multiplier when using a wand.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill perform as best as possible in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Flame Ward
While this skill is not on our skill bar, we trigger the effects when we use Flame Rush and pass through our Frost Wall. This grants us a Flame Ward shield for protection, and we have converted the skill to Lightning which will buff our damage while we remain shielded.
Order of Skill Points
- 1 point into Stalwart Defense: Increases your Ward with Flame Ward.
- 5 points into Barrier: You take less damage under Flame Ward.
- 1 point into Prismatic Buffer: Take less Elemental Damage.
- 3 points into Dilation: Increases Flame Ward's Duration and Efficiency.
- 5 points into Infusion: Increases our Lightning Damage due to converting the skill into Lightning.
- 1 point into Lightning Ward: Converts Flame Ward from Fire into Lightning.
- 4 points into Through Flames: Increases our Lightning Damage.
Any additional points you acquire can go into Prismatic Buffer.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill perform as best as possible in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Frost Wall
Here we convert our Frost Wall into Lightning and give it the ability to cast Lightning Blast, using all the benefits from our Lightning Blast skill tree. This extra source of casting can really amp up our damage and offer a great way to dish out more chains across the battlefield.
Order of Skill Points
- 4 points into Crystals of Protection: Increases the gains of Ward and Mana when walk through our Frost Wall.
- 1 point into Purifying Gate: Cleanses Ailments off of us when we touch the wall.
- 2 points into Boosted Kickoff: Grants Frenzy and Haste buffs when we touch the wall.
- 1 point into Prepared Wards: Grants us Flame Ward when we pass through the wall.
- 1 point into Biting Limit: Chills enemies that come in contact with the wall.
- 1 point into Crackling Barrier: Converts the skill to Lightning (Chill to Slow, Frostbite to Shock).
- 4 points into Lightning Rod: The pillars of our Frost Wall now cast Lightning Blast.
- 1 point into Charged Pylons: Lightning Blast hits every two seconds.
- 2 points into Amplified Currents: Increases the amount Frost Wall casts Lightning Blast.
- 2 points into Marching Winter: Increases our Area of Effect and Duration of our Frost Wall.
- 1 point into Chilled Touch: This is converted into Shock and increases our damage against Shocked enemies.
Any additional points you acquire can go into Boosted Kickoff and Marching Winter.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill perform as best as possible in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Static
Static is a buff that stacks up overtime to boost your overall damage output, usually saved for Elites or Bosses. This skill is augmented to not only store more stacks, but also gain them back very quick so we can deplete them for a huge boost in damage.
Order of Skill Points
- 4 points into Overcharge: Gain 100+ Maximum Charges to Static.
- 4 points into Critical Mass: Increase Critical Strike Multiplier when over 100 charges.
- 1 point into Surge: Gain charges on Critical Strike.
- 5 points into Empower: Increases our Lightning Damage.
- 3 points into Electrify: Increases our Base Critical Strike Chance.
- 1 point into Lightning Cleave: Discharge hits an additional enemy for every 50 Charges.
- 2 points into High Voltage: Increases number of charges gained while moving.
Any additional points you acquire can go into High Voltage.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill perform as best as possible in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Arcane Ascendance
A buff that makes you stationary, but amplifies your power immensely. This skill is one of the only vulnerabilities in this build, as locking down our position can be costly if we do not plan for it correctly. However, when done properly you can melt even bosses down in no time.
Order of Skill Points
- 3 points into Power Sprint: Gain Haste when you cast the skill.
- 1 point into Acuity: No longer drains Mana, but limits this buff to four spells.
- 3 points into Cunning: Adds more spells to the buff, but also increases its cooldown.
- 5 points into Higher Plane: Increases Spell Damage on skill activation.
- 4 points into Power Overload: Increases our Spell Damage for each second of the skill.
- 1 point into Unstable Energy: Increases our Cast Speed for each second of the skill.
- 1 point into Superconductor: Auto-casts Lightning Blast during the skill.
- 2 points into Closed Circuit: Triggers your auto-cast more frequently.
Any additional points you acquire can go into Closed Circuit and Cosmic Insight.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill perform as best as possible in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Lightning Blast
Our main DPS skill. This is buffed with amplified damage and a chance for multiple casts - tripling our damage instantly. This skill is also triggered through many of our other skills and benefits from the use this skill tree regardless of who casts it. We focus on not only adding lots of Critical stats, but also add Spark Charges for added DPS. Our multi-cast is what truly puts this skill into the S-tier and is a critical component of this build.
Order of Skill Points
- 2 points into Arcing Power: Allows for our skill to chain between enemies.
- 1 point into Closed Circuit: Allows our skill to chain to Allies, increasing Damage and Critical Strike Chance.
- 2 points into Frontloaded: Increases skill's Damage.
- 3 points into Cloud Answer: Grants a chance to apply a Spark Charge.
- 1 point into Final Spark: Detonates Spark Charges on enemies.
- 3 points into Mortal Capacitor: Lightning Blast deals more damage to enemies with Spark Charges.
- 4 points into Overcharge: Lightning Blast has a chance to Double Cast with increased Critical Multiplier.
- 1 point into Hypercharge: Lightning Blast has a chance to Quadruple Cast.
- 1 point into Storm Razor: Increases our base Critical Strike Chance and Damage.
- 2 points into Lightning Attunement: Grants us a chance to create a Lightning Aegis when we cast.
Any additional points you acquire can go into Frontloaded and Storm Razor.
Build Mechanics and Playstyle
This build has a very simple setup for the basic rotation; Flame Rush through your Frost Wall to get a Flame Ward, activating a defensive shield and buffing your Lightning damage. Use Lightning Blast to blitz down your enemies in a glow of blue electricity while you jump pack to pack, using your Frost Wall and renew your Flame Ward by constantly passing through it with Flame Rush. Continue to build charges with Static until you encounter a challenging group, elite or boss and then deplete the skill, adding a huge boost to your damage.
The playstyle will become more and more smooth as you get use to the combination of skills to setup each fight. Finally, you have the option to use Arcane Ascendance when you feel your position is strong enough to hold still. This is the Achille's heel of the build, and takes time and practice to know when to use it correctly. Overall, this build has speed, power and good defenses, everything you will need to carry you into the Monolith.
Equipment and Gear Affixes
For this build, we will be focusing on several main affixes for each piece of non-unique gear, as well as working towards acquiring the specific Uniques needed to make this build operate correctly. Our equipment will focus on these specific affixes for the Implicits and Modifier stats.
Gear Slot | Implicits | Modifiers |
---|---|---|
Wand | Spell Damage Mana Spell Cost Reduction |
Prefixes Increased Cast Speed Increased Critical Strike Multiplier Suffixes Chance to Shock on hit Chance to Chill on hit |
Off-hand Catalyst | Intelligence Spell Critical Strike Chance Ward Retention |
Prefixes Increased Cast Speed Critical Strike Multiplier Suffixes Needed Resistances |
Head | Armor Cooldown Recovery Mana % |
Prefixes + Levels of Lightning Blast Increased Spell Damage Lightning Critical Strike Multiplier Suffixes Health % |
Amulet | Less Damage over Time taken | Prefixes Critical Strike Multiplier Lightning Pentration Suffixes Flat Health Needed Resistances |
Belt | Mana Potion slots |
Prefixes Ward Decay Threshold Gain Ward on Potion Suffixes Hybrid Health Health % Flat Health |
Rings | Needed Resistances Ward Retention |
Prefixes Intelligence Lightning Damage Suffixes Flat Health Resistances |
Gloves | Armor Needed Resistances |
Prefixes Increased Cast Speed Intelligence Suffixes Hybrid Health Health % Flat Health Endurance % |
Feet | Movement Speed Resistances |
Prefixes Movement Speed Intelligence Hybrid Health Suffixes Ward gained on Traversal Skill Critical Strike Avoidance Flat Health |
Relic | Twisted Heart of Uhkeiros | Legendary Potential Cast Speed |
A loot filter made specifically for the gear table above may be copied by pressing the button below. Once in the Loot Filter portion of the in-game menu, choose the "Paste Clipboard Contents" option to import the code.
Copy Loot Filter to Clipboard
Uniques
Now, let's look at the required Uniques for this build.
Twisted Heart of Uhkeiros
Twisted Heart of Uhkeiros: This plays heavily into our survivability granting us Ward on every cast. This relic focuses around Necrotic and Elemental Damage, converting your Health into Ward as you cast. With our Blessing granting us a Spell Damage leech for our Health, we can easily counter act this effect and come out ahead with each cast. Additionally, we will the protect of a Lightning Aegis shield and Lightning Ward to protect us as we fight. This relic can be found from the Monolith boss "Emperor of Corpses" in the timeline "Reign of Dragons".
Idols
Idol slots are gained throughout 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.) it will open up different affixes for you to use. This can be a great way to add some more customization to your build.
For this particular build, we will be focusing on increasing our Lightning Damage for our character. Below, you will see the idols we are targeting.
The remaining open spots on the Idol Grid can be filled with Idols focused on increasing our Maximum Mana.
Blessing
Blessings are permanent buffs that are applied to your character. These come in two different powers, Standard and Grand. Grand blessings are significantly stronger than the Standard Blessings. In total, there are 10 Blessing Slots, one for each Monolith Timeline. When you complete a Monolith and defeat the final boss you will be awarded a choice of three blessing with a random value. For the purpose of this guide, we are highlighting 5 major slots that can be filled with our recommendations, leaving the addition 5 for some personal preference.
Blessing Name | Affix | Timeline |
---|---|---|
Grand Emptiness of Ash | Critical Strike Multiplier | The Black Sun |
Grand Light of the Moon | + Total Mana | Ending the Storm |
Grand Fury of the North | Physical Resistance | The Age of Winter |
Grand Body of Obsidian | Armor | Spirits of Fire |
Grand Survival of Might | + Critical Strike Avoidance | Reign of Dragons |
The Blessings listed above cover the most important slots for this build, with the remaining Blessing Slots being filled with whatever the player may be lacking for stats.
Changelog
- 30 Nov. 2023: Guide added.
AaronActionRPG is a passionate gamer who loves to play and stream RTS, MMO, and ARPGs. He has his own Youtube channel, Twitch channel and gaming community on Discord. He loves to sit back, laugh and play games together with his 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!