Void Knight Devouring Orb Autobomber Endgame Build for Last Epoch (Patch 1.1)
Welcome to our Last Epoch Void Knight Devouring Orb Autobomber build guide for the Sentinel class. Here you will learn everything about the Void Knight play style, passives, skills, strengths, and weaknesses to conquer the world of Eterra.
Build Introduction
Speed through maps surrounded by the power of the Void! Void Orbs will circle around you as you dash from mob to mob, dropping Void Bolts on enemies and shredding their defenses in the process. This build is built for fast clear speed, but packs a punch to bosses as well!
- Can be played with one hand
- Strong healing and sustain
- Damage options for both single target and AoE
- Multiple layers for defenses
- Zero resource management
- Requires Legendary Potential on a rare item to really shine
Skill Selection
This build is split between two main damage sources; Devouring Orb, used for quick map clearing and to give the build its "autobomber" feel, and Smite, which is converted to deal Void Damage and is used as a damage dealer for Bosses and Rare enemies. Anomaly is taken as a support skill, increasing several of our offensive stats and ripping the Void Resistance off nearby enemies. To enable sustain, Healing Hands is taken and automated off every cast of Smite, with the heal being centered on our character. To further increase clear speed, Lunge is taken. This skill does several things for us, including adding Void Penetration to our actions after we use it, applying Frenzy, and automating several casts of Smite when we reach our destination.
Class and Skill Passive Trees
Our base class is Sentinel, which fills the role of a knight in Last Epoch. Upon finishing Act 1in 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.
Void Knight is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Void Knight Tree will focus around picking nodes that increase Void Damage, Vitality and Echo rate. This is also where we convert Smite to deal Void Damage. 5 points are allocated to Paladin in order to unlock Healing Hands and add Health.
Sentinel Passive Points
- 8 points into Fearless: Vitality is used for Health and scaling our damage.
- 3 points into Juggernaut: Taken for a bit of extra Resistances.
- 5 points into Armour Clad: This is huge for our defensive aspect, as it provides a flat 10% reduction in damage taken for being in melee range.
- 5 points into Valiant Charge: Cooldown reduction for Lunge.
Our base class is Sentinel, which fills the role of a knight in Last Epoch. Upon finishing Act 1in 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.
Void Knight is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Void Knight Tree will focus around picking nodes that increase Void Damage, Vitality and Echo rate. This is also where we convert Smite to deal Void Damage. Minimal points are allocated to Paladin in order to unlock Healing Hands and add Health.
Void Knight Passive Points
- 6 points into Temporal Corruption: Converts Smite to deal Void Damage, but removes the healing aspect.
- 10 points into Abyssal Endurance: Health gain, as well as Void and Physical Resistance.
- 10 points into Sorrow and Steel: Increased Void Damage.
- 1 point into Void Corruption: Part of the reason why we dump every point into this Passive Tree. For every point in Void Knight, we gain 1% Critical Multiplier, totaling 83% extra Critical Damage.
- 8 points into Void Bolts: Increased Void Spell Damage.
- 5 points into Renouncement: Smite will now scale off Vitality.
- 10 points into Eternal Form: Large amount of sustain through Health gain and Vitality scaling for damage.
- 5 points into Void Aegis: 25% chance to take 10% less damage with every instance of damage.
- 3 points into Echoing Strikes: 10% extra chance to Echo.
- 15 points into Dread: Huge node; amps up damage and significantly increases Movement Speed.
- 1 point into Avatar of Regret: Adds an extra 10% chance to Echo. For this build, the negative effects on the node do not impact us.
- 1 point into Void Flux: Built in panic button. If you get below 20% Health, shifts enemies forward in time by 4 seconds.
Our base class is Sentinel, which fills the role of a knight in Last Epoch. Upon finishing Act 1in 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.
Void Knight is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Void Knight Tree will focus around picking nodes that increase Void Damage, Vitality and Echo rate. This is also where we convert Smite to deal Void Damage. 5 points are allocated to Paladin in order to unlock Healing Hands and add Health.
Paladin Passive Points
- 5 points into Defiance: 15% Resistance for Cold, Fire, and Lightning. This is taken to unlock access to Healing Hands.
- 10 points into Valor: Huge boost to Health, and increases the effectiveness of Healing Hands.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine 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.
Smite
Smite is the hardest hitting single instance of damage in the build. It will be used manually when dealing with Boss or Rare type enemies when Devouring Orb alone isn't enough, and will also be auto-cast when Lunge is used, helping clear maps. Everything in this Passive Tree goes into damage dealing nodes, and once you have your characters geared, Smite will have a 100% chance to crit.
Order of Skill Points
- 3 points into Pillars of Light: 36% chance to double cast. This synergizes well with Echo casts, allowing for more instances of free damage.
- 5 points into Sacrifice: Smite deals 250% more damage, but consumes a portion of our Health on each use.
- 4 points into Atonement: Mostly removes the Health cost associated with Smite. 80% reduction feels comfortable when you consider Health Regen and the healing off Healing Hands.
- 5 points into Conviction: Adds 10% to your base Critical Hit Rate for Smite.
- 4 points into Deep Impact: Adds 100% extra Critical Multiplier.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine 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.
Healing Hands
Healing Hands is going to add sustain for us with this build. There were two options to consider when making this, and it was either with Healing Hands or with Sigils Of Hope. Taking Healing Hands saves us more than a handful of nodes in the Void Knight Passive Tree that would have otherwise gone towards Leech, and also opens up the ability for us to take the Blessing Grand Emptiness of Ash instead of Grand Hunger of the Void. Sigils of Hope also comes with one major negative side effect, which is its massive toll on your Mana. Healing Hands will cost us absolutely nothing to use in that regard.
Note that Healing Hands will not trigger off Smite when auto-cast off Lunge. Smite will still incur the Health cost associated with it, however the Health Regen will cover for this on its own. Just be mindful if Lunging into a group of mobs while injured, it will not heal you.
Order of Skill Points
- 4 points into Hand of Aurelus: Directly casting Smite will now trigger an instance of Healing Hands.
- 1 point into Divine Barrier: Taking for pathing.
- 1 point into Homeward: This node is required! If you alter this tree, do not remove this. This will force Healing Hands to center on your character rather than where Smite lands. This is important, as you no longer need to be in melee range to make sure you're healing, but on larger bosses (Reign of Dragons) it is impossible to make Healing Hands hit you consistently due to the hitbox of the boss.
- 4 points into Prayer of the Fallen: 100% Increased Healing Effectiveness.
- 3 points into Blessed Parish: Drops the Mana cost for Healing Hands to 0 by itself when using Omnividence.
- 4 points into Urgent Healing: Adds an initial 140 Health to the heal.
- 3 points into Vow of Restoration: Healing Hands heals more over time.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine 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.
Devouring Orb
Normally the skill bar above is simply there to tell you which skills to place on the bar, but the order doesn't matter much. For this build specifically, you will want to place Devouring Orb onto your right-click mouse button. This helps facilitate the autobomber playstyle. Devouring Orb will, in almost every situation, want to be pressed on cooldown. With the skill sitting around 2.4 seconds, this can be quite annoying to do. Instead, holding down the right-mouse button will auto-cast Devouring Orb for you the instant it is off cooldown, so long as you do not have another button (such as Smite) held down at the same time. There are software programs or tricks with NUM Lock you can do to get the same result, without the need for you to hold a button down, but this removes player control, and it is not ideal. Devouring Orb has a short cast time associated with it, and in the event you need movement, having a program or setting forcing you to cast could mean your death.
With that being said, Devouring Orb will be our main source of damage while mapping. The AoE damage on this skill is fantastic and will make quick work of any enemy near you. The skill will do a massive amount of damage when it comes into contact with enemies, but also casts Void Rifts when a nearby enemy dies, creating a chain reaction when killing mob packs. Devouring Orb will also periodically create Abyssal Orbs which float towards enemies and explode on impact.
Order of Skill Points
- 1 point into Dark Moon: Orbs will now orbit you.
- 1 point into Abyssal Rush: While Devouring Orb is active (this will be 100% of the time) you have 6% extra Movement Speed and Cast Speed.
- 1 point into Cosmic Impact: Orbs now deal 80 base Void Damage on impact.
- 5 points into Extinction: Collisions deal 200% more damage.
- 5 points into Void Adept: 10% more Void Damage, from all sources, not just Devouring Orb. This is doubled if you have 90 or more Vitality. This is possible through gear, but requires high rolls on T7 affixes.
- 1 point into Hollow Orb: Increases the duration of Devouring Orbs by 40%.
- 1 point into Abyssal Emission: Orbs now cast Abyssal Orbs at enemies.
- 4 points into Chaotic Torrent: Abyssal Orbs are cast more frequently, but at a random rate defined by the tooltip.
- 4 points into Rift Caller: Devouring Orb and all sources of damage that come from it have 40% Void Penetration.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine 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.
Lunge
Lunge is the mobility skill in the build, but also serves the purpose of automating Smite casts and allowing us to buff our attacks with Void Penetration. Smite used this way will not trigger Healing Hands, but will reduce your Health, so keep that in mind. The Health cost is fairly low, and is not much of a consideration, especially if you have the HoT from Healing Hands ticking on you.
Order of Skill Points
- 1 point into Disarming Blow: Chance to apply Frailty on hit.
- 2 points into Initiate's Onslaught: Pathing node.
- 1 point into Cull the Weak: Pathing node.
- 4 points into Holy Incursion: When Lunging from 10 meters or more, you will always cast up to three Smites on nearby targets. The chance gets lower when Lunge is used to close less distance.
- 2 points into Reckless Skirmish: You now apply Frenzy to yourself for 2 seconds on Lunge use.
- 1 point into Voidbringer: Converts Lunge and its effects to Void.
- 2 points into Dawn Charge: Pathing node.
- 1 point into Blade Stream: Pathing node.
- 1 point into Broadside: Pathing node.
- 5 points into Crusader's Fury: When dashing through enemies, each enemy will provide the player with 10% Void Penetration for 4 seconds.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine 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.
Anomaly
Anomaly is used as a support skill for the build, offering Increased Void Damage and higher Cast Speed while shredding the Void Resistance from nearby enemies and inflicting stacks of Slow on them. Anomaly is cast on the player and will move with us. It is also insta-casted, so it won't interrupt uptime while attacking enemies. Most importantly is the 30% Cooldown Reduction associated with this skill. This is massive for ensuring the maximum number of casts from Devouring Orb.
Order of Skill Points
- 1 point into Void Touched: The main hit of Anomaly will apply Time Rot.
- 1 point into Immediacy: Enemies no longer move forward in time.
- 1 point into Time Bubble: Anomaly will now place a Time Bubble at the target location.
- 5 points into Temporal Mastery: Doubles the duration for Time Bubble.
- 1 point into Time Lord: The Time Bubble is now placed on you, and moves with you.
- 2 point into Manipulation: Time Bubble now increases our Cast Speed by 20%.
- 3 points into Swiftrest: Time Bubble grants you 30% increased Cooldown Reduction.
- 2 points into Exacerbate: Time Rot now lasts longer and has 20% Void Penetration.
- 5 points into Mark of Rot: Enemies hit by the initial blast from Anomaly will take increased Void Damage for 5 seconds.
Build Mechanics and Playstyle
Realistically, this build can be played with one hand. At least while clearing maps. Devouring Orb deals a ton of AoE damage. With how we have things set up, holding down both mouse buttons and walking through a map will be enough to clear the map objective. Smite is used when Devouring Orb damage isn't enough, but should also be used to top our Health off if we start taking damage. Even with our massive Health pool, Healing Hands is strong enough to heal back a huge chunk of it in a single cast from Smite. If you want to increase your clear speed, Lunge can be used to move from pack to pack, triggering more uses of Smite in the process. Anomaly should be kept up at 100% uptime, as we're gaining a massive boost offensively from it being active.
The defensive scaling for this build has several layers. The most obvious one will be Health, as we sit above 4,000 Health when fully geared. This is great, since the Unique Relic we use, Anchor of Oblivion, caps our Endurance. This means we automatically have 60% mitigation on 20% of our Health bar from a single item effect, and with how much Health we have, this provides a substantial boost to our survivability. If we happen to take enough damage and enter our Endurance Threshold, two things will happen:
- Oblivion Wave will auto-cast if damage breaches our Endurance Threshold. This deals a massive amount of Void Spell damage, scaling off our Vitality, to all nearby enemies.
- If we drop below 20% of our Health, which is slightly lower than our Endurance Threshold, we will time shift enemies for 4 seconds through the Void Knight Passive Void Flux. This is why, even though we have Healing Hands fully automated, we still want it on our hotbar. In the event you come close to dying, this gives you time to heal yourself back to full before the enemies return.
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 |
---|---|---|
Two-handed Staff | Omnividence | Legendary Potential Increased Spell Critical Strike Chance |
Head | Armor Reduced Bonnus Damage Taken from Critical Strikes |
Prefixes Vitality +2 Levels to Devouring Orb, Increased Void Damage Suffix Health Increased Health |
Amulet | Less Damage Over Time Taken | Prefixes Critical Strike Multiplier Increased Void Damage Suffixes Health Health, Stun Avoidance |
Chest | Armor Armor Mitigation also applies to Damage Over Time |
Prefixes Vitality Increased Void Damage, Void Spell Damage Suffixes Health Increased Health |
Belt | Armor | Prefixes Increased Void Damage Increased Mana Regen Suffixes Increased Cooldown Recovery Hybrid Health |
Gloves | Armor Armor Mitigation also Applies to Damage Over Time |
Prefixes Increased Cast Speed Increased Critical Strike Chance Suffixes Health Hybrid Health |
Ring | Vitality Health Regen |
Prefixes Increased Void Damage Increased Critical Strike Chance Suffixes Health Needed Resistances |
Ring | Vitality Health Regen |
Prefixes Increased Void Damage Increased Critical Strike Chance Suffixes Health Needed Resistances |
Feet | Armor Increased Movement Speed Fire Resistance |
Prefixes Vitality Increased Movement Speed Suffixes Increased Cooldown Recovery Hybrid Health |
Relic | Anchor of Oblivion | Legendary Potential Increased 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
This build is very simple, and technically it can be played without either of the Uniques we have listed. However, both of these items are extremely important to making the build feel smooth, increasing the damage potential, and creating defensive layers for ourselves to avoid death. Specifically for Omnividence, it really needs the prefix Increased Spell Critical Strike Chance imprinted onto it; at Tier 7, this puts Smite at 100% Critical Strike Chance.
Omnividence
Omnividence: The perfect staff for this build. It completely removes the build's dependence on Mana, increases our Cast Speed with Void Spells, and provides a substantial boost to Spell Void Damage. Before getting Legendary Potential, using an Exalted Staff with similar stats may be better. This is a very rare drop, but can be farmed from Echo Rewards in the Monolith Timeline "The Stolen Lance".
Anchor of Oblivion
Anchor of Oblivion: This relic is paramount to our survival. It provides a decent boost to our Armor, caps our Endurance, and adds a bit of Strength to the build. We do not scale our damage this way, but it is beneficial for increasing Armor values. On top of this, if we drop below our Endurance Threshold, this relic causes us to cast Oblivion Wave, dealing a tremendous amount of damage to nearby enemies. This item is a rare drop from killing Harton's Husk in the Monolith Timeline "Fall of the Empire".
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.
Four Large Rahyeh Idols should be grabbed with Chance to cast Void Rift on Kill and Health. All remaining Idol slots should be utilized for either missing Resistances or to boost our Health pool.
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.
Blessing Name | Affix | Timeline |
---|---|---|
Grand Emptiness of Ash | Critical Strike Multiplier | The Black Sun |
Grand Resolve of Humanity | Increased All Resistances | Reign of Dragons |
Grand Vigor of Jormun | Endurance Threshold | The Age of Winter |
Grand Body of Obsidian | Armor | Spirits of Fire |
Grand Rhythm of the Tide | Increased Health Regen, Health Regen | Ending the Storm |
Changelog
- 11 Jul. 2024: Reviewed for 1.1. Build still viable with no changes.
- 13 Mar. 2024: Build Planner added.
- 11 Mar. 2024: Guide added.
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