Sorcerer Mastery Leveling Build for Last Epoch (Patch 1.1)
This is the perfect leveling guide for new players wanting to start with Sorcerer! 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
This Sorcerer mastery leveling guide is designed to get us started in the right direction with your new Mastery, by offering a simple skill setup to assist us while we play through main story act of the game and begin the Monolith endgame. We have chosen a set of skills and passives that create an effective and yet simplistic play style that can rapidly push our character to level 70 and complete the main campaign.
This build uses sigificant automation in order to keep the leveling process simple. With Frost Claw triggering hard hitting Elemental Nova's and Flame Rush tiggering massive Static Orb's with it's secondary effect of Scatter Blast, packs of enemies will fall to the wayside easily. This build can be built into an endgame focus upon finding some high level items in the post level 70 echoes, with only moderate respecing necessary. We take advantage of the changes in the Sorcerer passive tree from 1.1 in order to make a starting character with multiple defensive layers, as well as keeping the damage on the top of the scale for the class. A player can mix and match a variety of gear, so long as they keep the core concepts the same. Mana at or above 300, Fire Res at 150% minimum, scaling Spell Critical Stike Chance. Feasible starting uniques will also be listed in this guide.
Sorcerer Leveling Passive Trees
Mage is our base class to start this character off with. We use this tree in order to gain valuable Intel, which helps our Ward Retention. This Intel will also eventually give us Ward Decay Threshold, once we get late into our Sorcerer tree. We can also choose to go emergency ward with Reactive Ward or Mage Flurry, depending on if we need more cast speed then what our gear is giving us. We also use this part of the tree to gain valuable Critical Strike Multiplier and Chance.
Mage Passive Tree
- 8 points into Arcanist: This gives us a strong base for our Intel Stat, and gives us a head start on our Fire Resistance (We want to be at 150%).
- 1 point into Scholar: We take this point in order to reach the next node.
- 6 points into Reactive Ward: This allows us to have a burst of 6 ward, for every 10 points of max health if you go under 70% HP. (1000 HP = 600 Ward, 1500 HP = 900 Ward, ETC.) This can happen once every 12 seconds.
- 5 points into Knowledge of Destruction: This gives us valuable Critical Strike Multiplier and Chance.
Although we unlock the Sorcerer class, we will immidiately putting 5 points into the Runemaster tree. We do this in order to unlock Flame Rush, our movement skill, and start to scale the automation between it and Static Orb.
Runemaster Passive Tree
- 5 points into Unsealed Mana: This give us a welcome gain to our mana and cast speed. Two items we will want when we get closer to the end game.
After investing the 20 points in the Base Mage tree and 5 points into the Runemaster tree, we will be living in the Sorcerer tree. All Remaining points we gain will go here. This passive tree brings brings some welcomed changes in 1.1. Most noteably to our Ward mechanic and base spell damage. The following list is written in the order you should aquire these points in order to gain the appropriate power spikes as you level.
Sorcerer Passive Tree
- 5 points into Arcane Momentum: This will give us stacks, up to 5, that give us an increase of up to 25% cast speed.
- 6 points into Calculated Destruction: This gives us Intel, but also gives us an increase to our Critical Strike Chance of 3% per point of Intel that we have.
- 8 points into Essence of Celerity: This works in cohession with our Arcane Momentum with each stack we also gain spell damage and increase our movespeed as well.
- 1 point into Ceraunomancer: This is used to move to our next node.
- 5 points into Rift Bolt: This gives us Lightning Penetration, increasing our damage and life leech from lightning damage. This will eventually stack with our Blessing Hunger of the Void.
- 5 points into Crackling Precision: We increase our Critical Strike Chance.
- 5 points into Arcane Obliteration: Adds a large Critical Strike Multiplier to our attacks.
- 8 points into Arcane Insight: This adds a good chunk of Intel to our character, and gives us 5 Ward Decay Threshold per point on Intel.
- 5 points into Spell Slinger: This gives us base damage to our spells, and increases our cast speed.
- 5 points into Archmage: This gives us even more base damage to our spell, however, it also will give us a chance to refund mana used. We aim for 300 or more mana to double these values.
- 5 points into Recollection: This decreases the cooldowns of our spells, more specifically Flame Rush. When scaled, it will reduce the cooldown of Flame Rush by 43% (this assumes 150% Fire Resistance).
Frost Claw
Frost Claw is our primary spam skill that we will use to proc Elemental Nova. Depending on gear, there are two scaling options. If you notice that mana is a sigificant problem the youll take the 2 points from Hand of Morditas and Volley of Glass instead putting them into Artor's Sceptre. All other points remain the same.
Order of Skill Points
- 3 points into Gift of Winter: Lowers the mana cost and give us a % chance to gain 12 mana when we cast Frost Claw.
- 3 points into Artor's Sceptre: This adds damage to our Frost Claw, but after we convert it to lightning, will also give us a chance to shock.
- 1 point into Frost Beyond Time: After conversion, will increase the duration of shock.
- 3 points into Celestial Conflux: This will give our Elemental Nova a chance to trigger on the target when Frost Claw reaches the location (per cast, not projectile).
- 1 point into Spark Artillery: Converts Frost Claw to Lightning damage.
- 1 point into Rending Cascade: We take this node in order to move to the next.
- 1 point into Frozen Reign: This decreased the mana cost.
- 1 point into Fen of the Frozen: We take this node in order to move to the next.
- 1 point into Brightfrost: This node increases our cast speed, but also cleanses a random ailment per cast (if you have any on you.)
- 1 point into Hand of Morditas: This adds 2 projectiles, but also adds to the mana cost.
- 1 point into Volley of Glass: This allows the projectiles to hit independently of eachother, significantly increasing the damage. This also adds a massive mana cost.
- 3 points into Shiver Shell: We gain ward every time we cast Frost Claw.
Elemental Nova
Elemental Nova is used with Frost Claw, there is no reason to have it on the bar once we have scaled Celestial Conflux. With this, we put Focus on the bar in order to have access to emergency mana between pack fights. This skill will be constantly critically striking large swaths of enemies and stunning those it does not kill.
Order of Skill Points
- 1 point into Lightning Nova: This enables only Lightning nova, which is all we care about, since its the element we scale.
- 1 point into Spark Charges: We only use this node to move to another.
- 5 points into Overcharge: This gives us a high chance for our Lightning Nova to be Overcharged, a harder hitting version of the nova.
- 4 points into Overload: This makes the overcharged nova hit even harder.
- 2 points into Elemental Expanse: This increases the area of the Lightning Nova.
- 3 points into Charged Destruction: This adds a massive +9% chance for our Nova's to Critical Strike.
- 4 points into Arcana Elementorum: This adds even more damage to the Nova and more area.
Flame Rush
Flame Rush once scaled, will be all that we should need for most packs and monsters. This is because of the automation with Static Orb. Every cast of Flame Rush, will send and obliterating swarm of revolving porjectiles that will decimate your enemies near and far.
Order of Skill Points
Note:Take only 1 skill point in each node until you reach Beta Decay
- 3 points into Blazing Flux: Flame Rush uses less mana and has a shorter cooldown. The values are double with 150% Fire Resistance.
- 3 points into Runic Eclipse: This node gives you damage reduction, that is even more effective against DoTs.
- 1 point into Lunar Protection: We gain Ward per second while we are in the ball, and a burst once we come out of it.
- 1 point into Energy Equivalence: This node converts our Flame Rush from fire to lightning damage.
- 1 point into Beta Decay: This node will allow us to cast Static Orb everytime we Flame Rush.
- 3 points into Celestial Guidance: This allows are damage reduction effects from Runic Eclipse to last longer, not just while in the ball.
- 3 points into Solar Rush: This node allows us to move faster and further with Flame Rush.
- 5 points into Smolder and Burn: This will allow us to shred 5 stacks of Lightning Resistance from enemies hit with Flame Rush.
Static Orb
Static Orb will be our primary DPS skill, however, this comes with automation and reduced mana cost, thanks to Beta Decay. This skill can also be casted manually with no cooldown for boss encounters, but be weary of the mana cost.
Order of Skill Points
- 1 point into Shocking Conduit: This node gives our Static Orb a chance to shock enemies.
- 1 point into Insidious Focus: This disables the pull from our orb, but drastically cuts the mana cost.
- 1 point into Orbital Fulmination: This allows Static Orb to orbit around you, as opposed to being cast away from you. This prevents the orb from shooting out from behind our Flame Rush.
- 1 point into Forking Surge: This creates additional tendrils that hit enemies that are too far for the orb to directly hit.
- 3 points into Open Circuit: This adds damage, and projectile speed to the Orb.
- 4 points into Scatter Blast: This node will add smaller, but also hard hitting, orbs with the main Static Orb. Totalling to now 5 total projectiles.
- 3 points into Volatile Outburst: This node adds significant damage, as the orb orbits further from you.
- 1 point into Static Armor: This node, will give you Lightning Aegis, a strong defesive and defensive buff, when Static Orb is casted. A strong Damage Reduction (25%) to you, and adding 50% increased Lightning Damage.
- 1 point into Storm Burst: We add more area and damage, but it will cause the orb to destruct after 4 meters. This is fine, as the Orb with orbit us.
- 4 points into Critical Trajectory: Adds 100% Critical Strike Multiplier for Static Orb.
Flame Ward
Flame Ward is the Mage Defensive Standard, and this Leveling Build is no exception. With Flame Ward active, we gain a significant amount of damage reduction while it's active. We also gain a large chunk of ward whenever we cast it. Use this when in danger, or to prep for a dangerous hit.
Order of Skill Points
- 3 points into Dilation: Increases the duration and mana efficiency of Flame Ward.
- 2 points into Stalwart Defense: Gain more ward when we cast Flame Ward.
- 1 point into Desperate Defense: Gain ward based on our missing HP when Flame Ward is casted.
- 2 points into Fuel The Flames: We gain 20% more ward, but increase the cooldown of Flame Ward.
- 1 point into Dual Aegis: We gain an extra charge of Flame Ward.
- 5 points into Barrier: We gain an additional 40% reduction from hits, totalling 70%.
- 3 points into Prismatic Buffer: We will also take 30% less damage from elemental damage when Flame Ward is active.
- 3 points into Shrewd Shielding: Gain more mana efficiency to Flame Ward, further reducing its mana cost.
Mechanics and Playstyle
This Leveling build is designed to be simple, avoiding complex skill mechanics and instead relying on automations from two different skill. The first, Frost Claw, which will trigger Elemental Nova. The other being Flame Rush, which triggers Static Orb. Flame Rush is also a movement skill that should have a cooldown of around 2-3 seconds. When approaching a pack, you should Flame Rush into it, attempting to come out of it in the middle of the pack. If you notice this puts you into a situation where you may be 1-shot, use your Evade in order to displace yourself safely. When bossing, take the same approach, but follow up with some casts of Frost Claw. Use Evade instead of moving manually to dodge projetiles, as it typically it is safer to move the locked distance linerally. Use Flame Ward when it is looking like you're about to have a bad time. Use unscaled Focus if you find yourself overcasting Static Orb.
Gearing and Affixes
As for gearing, we will be targeting Lightning-based stats, Health/Resistance, cast speed and Critical Stirke for our caster. Use the Filter to help Identify this loot faster, but be aware, loot filters could make you miss other good gear. Alter the loot filter as necessary to ensure you see all the gear you would want to see.
Attributes | Offensive | Defensive |
---|---|---|
Intelligence | Increased Lightning Damage Increased Spell Damage Increased Cast Speed Spell Critical Strike Chance Critical Strike Multiplier Mana |
Health Resistances Critical Strike Avoidance |
Useful Uniques
As you go through the game we will come across many uniques, while the majority of low-level uniques should be set aside for leveling alts, we will want to keep our eyes out for these specific items to assist with this build. While none of these have huge build changing affixes the majority of them are similar very good items you can scale easily with.
Some unique armor pieces to keep an eye out for Prism Wraps, which offers some nice boosts to Elemental Damage. This can help manage health issues you may run into the early game. If it has Legendary Potential, it is something great to hang onto for either a late game variant or another alt-character.
You may come across are the unique gloves Avarice and unique relic Tome of Elements, both offering Health Leech to us. Be on the look out, as these can offer some welcomed life leech. Making you almost unkillable at lower content levels.
Despite the lower level of these uniques, they are quite valuable and can help push you that much faster to level 70. These can all be expanded into fantastic items if found with Legendary Potential for any future leveling needs.
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.
The target Affixes we want to look for in our Idols are:
- +% Health
- + Health
- Resistances
- Tendrils with Static Orb
- Increased Lightning Damage (double with 300 or more mana)
- Increased Cast Speed while you have Lightning Aegis
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 for Sorcerer.
Changelog
- 04 Jul. 2024: Reworked for 1.1, taking advantage of changes to the Sorcerer Passive Tree. Utilizes Static Orb and Flame Rush.
- 30 Nov. 2023: Guide added.
EMP1241 is a Marine veteran who is currently pursuing higher education in Aerospace Engineering. He spends much of his time outside of his studies playing ARPGs, Builders, and MOBAs. He is frequently seen on his Twitch channel discussing science, space, or video games.
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