Sentinel Leveling Build for Last Epoch (Patch 1.2)
This is the perfect leveling guide for new players wanting to start with Sentinel! 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. Sentinel will allow you to play as either a Void Knight, Forge Guard, or Paladin.
Sentinel Leveling Build
With Patch 1.2, Tombs of the Erased, players have the opportunity to change their Mastery for
a small price of Gold at the respec NPC they've used previously to reassign Passive Nodes.
Due to this change, we will only be offering a single leveling build per class. For
Sentinel, the Mastery being suggested by Icy Veins will be Paladin. This does not mean
by any means that Forge Guard or Void Knight can not be successfully leveled with. All it means
is that we're opting to offer the path of least resistance.
In the event you really do not want to level using Paladin, we'll cover some other options further down the page, albeit in less detail than the Paladin option.
The Paladin class fantasy is centered around holy fire, big weapons, and heavy armor.
This build encapsulates all of these ideas, presenting a playstyle that is both engaging
and feels powerful to play. While most Warpath setups (I fear I may upset people
by saying this) can be rather boring, this version of the classic skill aims to remove
the zombie-like gameplay a traditional spin-to-win build has by allowing the player
to have more agency over burst damage.






Leveling Walkthrough
Beginning in Eterra
Warpath won't become Mana sustainable without a few points allocated into it. For this reason,
it is suggested that players instead start with
Hammer Throw when reaching Level 4 and selecting
their first skill to specialize in. You won't keep this forever; plan to drop Hammer Throw around Level 16
or 17 when you unlock Paladin. Until then, Hammer Throw will be your main source of damage. Make your way
towards Iron Spiral and Hammer Vortex to start, then expend any additional
points into Rapid Throw.
At Level 8, specialize into Warpath. This will ensure that by the time you're ready to drop
Hammer Throw,
you will have access to a properly leveled Warpath that won't absolutely destroy your Mana reserves when used. Your priority here
will be to max out your points in Unchained, reducing the channel cost by 10. This effectively makes it come to a
cost of 0 Mana to channel, as you naturally regenerate 8 Mana per second without any gear equipped. From here, start moving towards
Earthscorcher, converting Warpath into a Fire-based skill.
Don't forget, you can use skills you don't specialize it! This is important for things like Lunge, where adding this
onto your skill bar will give you access to mobility and faster mapping without any investment. Gear largely does not matter
at this point; equipping somewhat relevant Magic (blue) and Rare (yellow) will be more than enough to make you feel strong.
Be on the lookout for Silver Rings, as they provide a boost to your Movement Speed. Worst case, there's a vendor at The Keepers'
Camp that will be selling random gear, allowing you to fill in any empty gear slots you may have due to poor luck.
Hammer Throw does not have any weapon requirements, so feel free to equip a shield if you want. Health on Hit is also
a valuable early affix to find on weapons.
Below is the list for Passive Point allocation for the Sentinel Passive Tree. Don't bother spending more than the necessary 20 here, you'll want as many in Paladin as you can get beyond this.
- (Sentinel) 8 points in Juggernaut: Strength will increase the damage your Hammers deal while also increasing your Armor Rating. Fire and Void Resistance is also very useful for the first few maps, as most enemies will deal this damage type, alongside Physical.
- (Sentinel) 10 points in Relentless: General increase to your damage, agnostic of what main hand/off hand you're using. If using a shield, feel free to path towards Stalwart, however the extra damage is a much better option for where you're at in gameplay.
- (Sentinel) 2 points in Armour Clad: A powerful node that will typically get more investment in late game builds for the much needed survival it provides. For now, it's a small amount of damage reduction and a pathway into the Paladin Tree.
Unlocking Paladin
Unlocking Paladin, which usually happens around Level 16, allows you to specialize into
Holy Aura. De-specialize
in
Hammer Throw here, opting to attack with
Warpath going forward. Holy Aura is a powerful passive and active spell, specific to the
Paladin Mastery. Immediately head towards Rahyeh's Fury, take both points here, and then begin to path towards
Fanaticism, giving you a much needed boost to Attack Speed.
Reaching Level 20, you should have just enough points to place the following Passive Points into the Paladin Tree.
- (Paladin) 5 points in Conviction: Extremely useful increases to damage (both Physical and Fire, depending on if you have the
Fire conversion in
Warpath) and Penetration.
This is just enough points in Paladin to give you access to Healing Hands! Specialize this skill and begin pathing towards
Sun Shroud, making sure to path through Cleric's Hammer.
This will remove the need to use
Lunge and give you access to powerful healing on traversal. While Healing Hands will proc
on
Warpath hit, it will only do so once per channel. Using Healing Hands to glide into melee range of an enemy and immediately
using Warpath will proc Healing Hands twice. This becomes a powerful way to damage mobs and quickly move through campaign maps
once the skill is converted to a melee attack, but for now just enjoy the immunity while traversing and crucial self healing this
skill provides.
Levels 20 - 35
With your newly acquired skills, the rest of the campaign should be a breeze. Holding down Warpath and just spinning from one
objective to the next is all that's required, making this build extremely accessible to all players, including those who use controller or
opt to use a Steamdeck. For a bit of extra speed,
Healing Hands can be used to quickly bypass a full screen.
With a more specific setup, this build will prefer to start having two-handed weapons. If you've been using a shield up
to this point, it's time to ditch it. There are some nodes within Warpath that really prefer a two-hander; specifically,
a two-handed sword. If you can't immediately get a decent two-handed sword, that's perfectly fine! Maces and Axes will also work for now,
just keep an eye open for a better sword as you continue working through maps. Be sure to be on the look out for Nemesis, as this
will be your best chance at getting over-powered gear early in the campaign, potentially even rewarding you with Exalted (purple) gear
before Level 25.
As far as stats are concerned, focus on finding gear with increases to Fire Damage, added Fire Melee Damage, Attack Speed, and Movement Speed. Strength is by far the most important main attribute you'll want, so be sure to swap gear out as you come across it!
Node allocation to Level 35 should be as follows. This assumes you have 12 points in the skill. If you happen to have more due to additional skill levels on gear, just look ahead on this page to see where the next points are spent!
Warpath
- 5 points in Unchained: Mitigates the channel cost of Warpath entirely.
- 1 point in Quicksilver Wind: More points will go into this eventually, as Movement Speed is necessary for Warpath to truly shine, but for now more importance is placed on increasing damage scaling.
- 1 point in Gorebringer: Small amount of Bleed Chance, however this is mainly taken because it's forced for pathing, and will also be converted to Ignite.
- 1 point in Earthscorcher: Converts Warpath to scale with Fire Damage.
- 3 points in Arsenal of Flame: This provides 45% more Melee Damage dealt to Ignited enemies.
- 1 point in Iron Reach: Slight increase to the area Warpath deals damage in. This will begin the pathing for future point allocation, and isn't taken to necessarily boost the damage this build does. The area increase is purely incidental, even if it does provide some quality of life.
Holy Aura
- 2 points in Rahyeh's Devotion: Forced node for pathing.
- 2 points in Rahyeh's Fury: 10% Fire Penetration, big for Warpath damage.
- 3 points in Fanaticism: 9% Movement Speed increase. May not seem like much, but it's essentially a passive 9% boost to your output for free, and 18% when Holy Aura is active.
- 5 points in Firestorm: Global increases to Fire Damage.
Healing Hands
- 4 points in Cleric's Hammer: Activates Healing Hands on melee hit. For us, this happens once per channel of Warpath.
- 1 point in Rahyeh's Chariot: Converts Healing Hands into a traversal skill. This does not apply to automated hits from the previous node, meaning Warpath won't put Healing Hands on cooldown.
- 1 point in Sun Shroud: Makes you immune to damage while Healing Hands is being used to move.
- 1 point in Searing Light: Adds a damage hit to Healing Hands.
- 1 point in Purity of Thought: Kills a large chunk of the Mana cost.
- 2 points in Cleric's Wrath: Healing Hands deals more damage per buff skill level. This means skills such
as
Symbols of Hope grant more damage to Healing Hands if specialized.
- 1 point in Virtue of Patience: Drastic buffs for Healing Hands, including damage and area increases. The Cast Speed reduction does not matter for how this build is played.
- 1 point in Seraph Blade: Converts Healing Hands into a melee attack! This allows it to deal a real amount of damage, complimentary to Warpath, while still healing us.
Passive Points
At minimum, upon reaching Level 35, you should have another 15 Passive Points to spend since the previous level tier. However, it's likely you have more due to quest rewards. Thus, the following list will assume you have access to 20 extra points. If you have less, it isn't a big deal. You can always go back and finish optional quests after the campaign is finished.
- (Paladin) 8 points in Conviction: We already had 5 points in this; finish it out and place the last 3.
- (Paladin) 5 points in Valor: Large boost to Health, Endurance, and Healing Effectiveness. This will help the build retain a feeling of tankiness through out the leveling process.
- (Paladin) 2 points in Phoenix Strike: Helps upkeep Ignite to maximize Warpath damage.
- (Paladin) 5 points in Rahyeh's Strength: This grants extremely early access to Fire Resistance Shred. So long as you prioritize and/or craft gear with Strength, this will keep max stacks on enemies consistantly as long as you maintain uptime.
Specializing Symbols of Hope
Symbols of Hope is another passive increase for us. This keeps with the theme of minimal button presses and allows you to continue on with
the pure spin-to-win playstyle, while providing substantial buffs to your character. For those of you who are used to the old iteration, Sigils of Hope,
Symbols auto generate themselves and act as permanent increases rather than something that is needed to be maintained. This is a huge change made in Patch 1.2,
and really makes the skill shine. You will be able to specialize in this immediately upon hitting Level 35, as point allocation for your Passive Points
has been solely in Paladin up to this point, satisfying unlock requirements.
While Symbols of Hope will start out at a lower level than your other skills, we'll still list out the first 12 points to place into the skill.
- 3 points in Empowering Symbols: Increases damage per Symbol.
- 4 points in Celestial Concentration: Passive increase to Mana Regen. Very useful in ensuring the build is more than sustainable even with constant skill usage.
- 3 points in Decree of Flame: Adds flat Fire Damage to all skills, boosting baseline damage of the build per Symbol.
- 2 points in Iron Symbols: Endurance Threshold, boosting survivability of the build, and sets up pathing moving into the next level bracket.
Levels 35 - 50
The campaign through these levels should feel extremely fast and smooth. If you haven't yet, it is highly suggested to craft on the gear you have equipped. Within this level range you'll fight Lagon, and the fight will vary in difficulty depending on where your resistances stand. A decent goal is to have most, if not all of your resistances at a minimum of 45% before killing Lagon. This is not a hard requirement, and the necessity depends entirely on how comfortable you are with dodging enemy attacks.
As a side not, do not forget to join your first faction if this is your first character of the season! Both the Merchant's Guild and Circle of Fortune provide players two unique ways of obtaining loot, and it is entirely up to you on which you prefer. The choice of which one to join can be made as soon as players reach Majelka in the Divine Timeline.
Node allocation to Level 50 should be as follows. This assumes you have 16 points in the skill. If you happen to have more due to additional skill levels on gear, just look ahead on this page to see where the next points are spent!
Warpath
- 5 points in Unchained: Mitigates the channel cost of Warpath entirely.
- 1 point in Quicksilver Wind: More points will go into this eventually, as Movement Speed is necessary for Warpath to truly shine, but for now more importance is placed on increasing damage scaling.
- 1 point in Gorebringer: Small amount of Bleed Chance, however this is mainly taken because it's forced for pathing, and will also be converted to Ignite.
- 1 point in Earthscorcher: Converts Warpath to scale with Fire Damage.
- 3 points in Arsenal of Flame: This provides 45% more Melee Damage dealt to Ignited enemies.
- 1 point in Iron Reach: Slight increase to the area Warpath deals damage in. This will begin the pathing for future point allocation, and isn't taken to necessarily boost the damage this build does. The area increase is purely incidental, even if it does provide some quality of life.
- 2 points in Whirling Steel: Warpath deals more damage, and this bonus is doubled if you're using a two-handed weapon.
- 2 points in Cyclone of War: This is the node that makes a two-handed sword so important. The bonus from this node adds flat Critical Hit Chance to the build as long as we're channeling Warpath. This effect applies to hits from Healing Hands when activated through Warpath.
Holy Aura
- 2 points in Rahyeh's Devotion: Forced node for pathing.
- 2 points in Rahyeh's Fury: 10% Fire Penetration, big for Warpath damage.
- 3 points in Fanaticism: 9% Movement Speed increase. May not seem like much, but it's essentially a passive 9% boost to your output for free, and 18% when Holy Aura is active.
- 5 points in Firestorm: Global increases to Fire Damage.
- 4 points in True Strike: Adds passive Increased Critical Strike Chance.
Healing Hands
- 4 points in Cleric's Hammer: Activates Healing Hands on melee hit. For us, this happens once per channel of Warpath.
- 1 point in Rahyeh's Chariot: Converts Healing Hands into a traversal skill. This does not apply to automated hits from the previous node, meaning Warpath won't put Healing Hands on cooldown.
- 1 point in Sun Shroud: Makes you immune to damage while Healing Hands is being used to move.
- 1 point in Searing Light: Adds a damage hit to Healing Hands.
- 1 point in Purity of Thought: Kills a large chunk of the Mana cost.
- 2 points in Cleric's Wrath: Healing Hands deals more damage per buff skill level. This means skills such
as
Symbols of Hope grant more damage to Healing Hands if specialized.
- 2 points in Virtue of Patience: Drastic buffs for Healing Hands, including damage and area increases. The Cast Speed reduction does not matter for how this build is played.
- 1 point in Seraph Blade: Converts Healing Hands into a melee attack! This allows it to deal a real amount of damage, complimentary to Warpath, while still healing us.
- 3 points in Blessed Parish: Reduces Mana cost and increases the area in which Healing Hands hits.
Symbols of Hope
- 3 points in Empowering Symbols: Increases damage per Symbol.
- 4 points in Celestial Concentration: Passive increase to Mana Regen. Very useful in ensuring the build is more than sustainable even with constant skill usage.
- 3 points in Decree of Flame: Adds flat Fire Damage to all skills, boosting baseline damage of the build per Symbol.
- 3 points in Iron Symbols: Endurance Threshold, boosting survivability of the build, and sets up pathing moving into the next level bracket.
- 2 points in Enduring Hope: Pathing node.
- 1 point in Tetragram: Allows for the summoning of a fourth Symbol.
Passive Points
At minimum, upon reaching Level 50, you should have another 15 Passive Points to spend in since the previous level tier. However, it's likely you have more due to quest rewards. Thus, the following list will assume you have access to 20 extra points. If you have less, it isn't a big deal. You can always go back and finish optional quests after the campaign is finished.
- (Paladin) 10 points in Valor: Cap this node out for the Health and Endurance it provides, and to get us deeper into the Paladin tree.
- (Paladin) 8 points in Rahyeh's Strength: More Strength, and better upkeep on Fire Shred.
- (Paladin) 4 points in Phoenix Strike: Just enough to push us to unlock access to
Judgement for now.
- (Paladin) 5 points in Holy Precision: A major boost to our damage, increasing Critical Chance and Critical Multiplier.
- (Void Knight) 5 points in Abyssal Endurance: This is a major defensive node, assisting our early game resistances and reducing damage taken from both Physical and Void attacks.
Specializing Judgement
At Level 50, your rotation changes and becomes a bit more exciting. Judgement is added into the build,
giving you access to a hard hitting nuke when you need to deal a ton of damage in a single hit.
Warpath can
still be channeled for long periods of time if you want to be lazy, however it's main purpose will be to "flash" momentarily,
activating the channel and allowing
Healing Hands to proc, gaining the added flat Critical Hit Chance Warpath offers,
as long as you're using a sword. This flash of Warpath will Ignite enemies, leaving them open to the damage from Judgement
and aiding you in clearing both large packs of enemies and bosses.
While Judgement will start out at a lower level than your other skills, we'll still list out the first 16 points to place into the skill.
- 2 point in Sacred Sword: More of a pathing node, though the Ignite works in our favor.
- 2 points in Purifying Flame: Multiplicative scaling against Ignited enemies.
- 4 points in Fervent Impact: Additional Critical Chance for Judgement against Ignited enemies.
- 4 points in Punish: 100% Critical Multiplier.
- 2 points in Swift Verdict: Pathing node.
- 1 point in Ensuing Fervour: A short burst of Frenzy, but mostly for pathing.
- 1 point in Ascendant Liturgy: 40% Physical and Fire Penetration, but Conescrated Ground is removed.
Entering the Monolith of Fate (Levels 50 - 70)
Finishing up the campaign and moving into the Monolith of Fate should
be easy, given you've followed the guide up until this point. Your rotation
going forward should consist of using Lunge to go from one mob group
to the next, flashing
Warpath to ignite enemies and proc
Healing Hands,
and if necessary using
Judgement to get rid of any tankier mobs that ends up in
your path. This build can easily make it beyond level 70, so if you're having fun with it,
continue to use it. However, most people just want an effective way to level into endgame
to swap into their goal build, and that's also perfectly fine. The gear requirement is quite
lax on this leveling build, thus allowing you to set up a loot filter for your endgame build
as soon as you start spamming maps.
This build was tested without twink gear, and was capable of entering and completing Empowered Echoes at level 70. For your first character, you may not even be able to get through the normal Monolith at this level, simply because there's forced Monolith Islands you must complete.
Congratulations on getting this far. Below, you'll find the remainder of the skill point and node allocations that you will need through to Character Level 70 and Skill Level 20.
Class and Mastery Passives
- (Sentinel) 8 points in Juggernaut: Strength will increase the damage your Hammers deal while also increasing your Armor Rating. Fire and Void Resistance is also very useful for the first few maps, as most enemies will deal this damage type, alongside Physical.
- (Sentinel) 10 points in Relentless: General increase to your damage, agnostic of what main hand/off hand you're using. If using a shield, feel free to path towards Stalwart, however the extra damage is a much better option for where you're at in gameplay.
- (Sentinel) 2 points in Armour Clad: A powerful node that will typically get more investment in late game builds for the much needed survival it provides. For now, it's a small amount of damage reduction and a pathway into the Paladin Tree.
- (Paladin) 8 points in Conviction: Extremely useful increases to damage (both Physical and Fire, depending on if you have the
Fire conversion in
Warpath) and Penetration.
- (Paladin) 10 points in Valor: Cap this node out for the Health and Endurance it provides, and to get us deeper into the Paladin tree.
- (Paladin) 8 points in Rahyeh's Strength: More Strength, and better upkeep on Fire Shred.
- (Paladin) 5 points in Phoenix Strike: Boosts Ignite damage through Penetration.
- (Paladin) 5 points in Holy Precision: A major boost to our damage, increasing Critical Chance and Critical Multiplier.
- (Void Knight) 5 points in Abyssal Endurance: This is a major defensive node, assisting our early game resistances and reducing damage taken from both Physical and Void attacks.
- (Paladin) 5 points in Righteous Firebrand: Increased Melee Attack Speed, and additional Fire Penetration scaling off Healing Effectiveness.
- (Paladin) 5 points in Covenant of Light: Increases the effect of both
Symbols of Hope and
Holy Aura.
- (Paladin) 5 points in Covenant of Dominion: Increased Fire Damage, Movement Speed, and extra Mana Regen off Holy Aura.
- (Paladin) 7 points in Covenant of Protection: Large increase for Armor, and allows Armor to cover a portion of DoT dealt to us.
Warpath
- 5 points in Unchained: Mitigates the channel cost of Warpath entirely.
- 2 points in Quicksilver Wind: More Movement Speed while channeling.
- 1 point in Gorebringer: Small amount of Bleed Chance, however this is mainly taken because it's forced for pathing, and will also be converted to Ignite.
- 1 point in Earthscorcher: Converts Warpath to scale with Fire Damage.
- 3 points in Arsenal of Flame: This provides 45% more Melee Damage dealt to Ignited enemies.
- 1 point in Iron Reach: Slight increase to the area Warpath deals damage in. This will begin the pathing for future point allocation, and isn't taken to necessarily boost the damage this build does. The area increase is purely incidental, even if it does provide some quality of life.
- 2 points in Whirling Steel: Warpath deals more damage, and this bonus is doubled if you're using a two-handed weapon.
- 5 points in Cyclone of War: This is the node that makes a two-handed sword so important. The bonus from this node adds flat Critical Hit Chance to the build as long as we're channeling Warpath. This effect applies to hits from Healing Hands when activated through Warpath.
Holy Aura
- 2 points in Rahyeh's Devotion: Forced node for pathing.
- 2 points in Rahyeh's Fury: 10% Fire Penetration, big for Warpath damage.
- 3 points in Fanaticism: 9% Movement Speed increase. May not seem like much, but it's essentially a passive 9% boost to your output for free, and 18% when Holy Aura is active.
- 5 points in Firestorm: Global increases to Fire Damage.
- 4 points in True Strike: Adds passive Increased Critical Strike Chance.
- 3 points in Extreme Zeal: Passive 15% Critical Multiplier.
- 1 point in Concentration: This allows you to use Holy Aura more actively. Great for burst damage on Champions and Bosses, but it will render Holy Aura useless for a few seconds once it's active phase is finished.
Healing Hands
- 4 points in Cleric's Hammer: Activates Healing Hands on melee hit. For us, this happens once per channel of
Warpath and again on
Judgement hits.
- 1 point in Rahyeh's Chariot: Converts Healing Hands into a traversal skill. This does not apply to automated hits from the previous node, meaning Warpath won't put Healing Hands on cooldown.
- 1 point in Sun Shroud: Makes you immune to damage while Healing Hands is being used to move.
- 1 point in Searing Light: Adds a damage hit to Healing Hands.
- 1 point in Purity of Thought: Kills a large chunk of the Mana cost.
- 2 points in Cleric's Wrath: Healing Hands deals more damage per buff skill level. This means skills such
as
Symbols of Hope grant more damage to Healing Hands if specialized.
- 2 points in Virtue of Patience: Drastic buffs for Healing Hands, including damage and area increases. The Cast Speed reduction does not matter for how this build is played.
- 1 point in Seraph Blade: Converts Healing Hands into a melee attack! This allows it to deal a real amount of damage, complimentary to Warpath, while still healing us.
- 3 points in Blessed Parish: Reduces Mana cost and increases the area in which Healing Hands hits.
- 4 points in Prayer of the Fallen: Increases the healing done by Healing Hands. If you feel like this is not needed, you can instead path towards Bane of Evil, Halted Scourge, and Turn Undead for bigger damage increases.
Symbols of Hope
- 5 points in Empowering Symbols: Increases damage per Symbol.
- 4 points in Celestial Concentration: Passive increase to Mana Regen. Very useful in ensuring the build is more than sustainable even with constant skill usage.
- 3 points in Decree of Flame: Adds flat Fire Damage to all skills, boosting baseline damage of the build per Symbol.
- 5 points in Iron Symbols: Endurance Threshold, boosting survivability of the build.
- 2 points in Enduring Hope: Pathing node.
- 1 point in Tetragram: Allows for the summoning of a fourth Symbol.
Judgement
- 2 point in Sacred Sword: More of a pathing node, though the Ignite works in our favor.
- 2 points in Purifying Flame: Multiplicative scaling against Ignited enemies.
- 4 points in Fervent Impact: Additional Critical Chance for Judgement against Ignited enemies.
- 4 points in Punish: 100% Critical Multiplier.
- 2 points in Swift Verdict: Pathing node.
- 1 point in Ensuing Fervour: A short burst of Frenzy, but mostly for pathing.
- 1 point in Ascendant Liturgy: 40% Physical and Fire Penetration, but Conescrated Ground is removed.
- 1 point in Pious Offering: Judgement damage scales off the amount of Mana spent to use it. This is why the build takes Mana Regen where it can. The aim here is to boost Mana cost to bolster damage.
- 2 points in Deliverance: Using Judgement grants us a buff for 2 seconds that increases both Mana and Health Regen.
- 1 point in Urgent Inquisition: Cooldown for Judgement is removed. Instead, it costs more Mana to use, which directly relates to a damage gain for the skill.
Mechanics and Playstyle
For users who have played the many variations of Warpath in the past, including other
games where a similar spin-to-win skill was featured, you're probably used to holding down the
button and turning your brain off. You technically can play the build this way still, and you will
up to about Level 50. However, gaining access to
Judgement is a big deal. This changes how the build
functions, but wraps everything up nicely into a fully synergized build that will expedite your
gameplay into Empowered Monolith.
Warpath is doing a couple things for us. By "flashing" this skill, we activate a usage of
Healing Hands, which means this is really two hits. Thanks to Cyclone of War, these hits
have the potential to hit very hard without the high gear requirement usually associated with scaling
Critical Chance. Warpath will Ignite enemies hit, leaving them open to getting smashed
to bits with
Judgement. This attack will use a lot of Mana, but this is actually a good thing,
as it's damage scales off the Mana cost. Spamming Judgement is probably not the play, but you can in
an emergency if you need an enemy dead and you're dealing with poor Echo Modifiers or you have
a juiced up, Possessed Champion that just refuses to move out of your way.
Gear Recommendations
Gear drops can vary wildly during campaign runs. For this reason, leveling builds on Icy Veins are always tested with minimal to average gear drops to ensure players don't end up having a poor experience simply because they didn't get a specific piece to drop for them early on with their character. The only thing that is semi-required for the base concept of this build to work properly is a two-handed sword, however there are options for dual wielding as well, listed in the Unique section below. Weapon choice matters because of Cyclone of War, and takes high priority over other things because of how strong the node is.
Affix Priority
Below are all the affixes you should aim to get on gear. Priority affixes should be sought out and/or crafted onto gear you find, while useful affixes are simply complimentary to the build, but won't make or break your efficiency.
Priority Affixes | Useful Affixes |
---|---|
Strength Melee Fire Damage Melee Critical Chance Increased Fire Damage Increased Melee Damage Health Resistances to cap (75%) |
Melee Attack Speed Health on Kill Endurance Endurance Threshold Armor Movement Speed |
Idols
Idols are the one thing that are very hit or miss while leveling. Sometimes you get lucky, sometimes you don't. While good Idols can make a world of difference to your leveling speed, it's also good to keep in mind that you should be looking for Idols that you may deem mandatory for your end game pivot as well.
A good choice for early Idols is always going to be any mixture of Health and resistances. This combination can be found on Stout Lagonian Idols. If you're lucky enough to find useful Class Idols, Critical Strike Chance and Chance to Shred Armor on Melee Hit are very useful. This combination can be found on Huge Rahyeh Idols.
Ensure you're crafting on Class Idols in Tombs and Cemetaries in Monolith Echoes, as you can potentially gain extra Critical Strike and Critical Multiplier through this.
Blessings
While there are suggested Blessings listed below, if you've been unlucky with suffixes and are lacking a specific resistance, that resistance should take priority. Likewise, you may not feel the need to spam a specific Monolith in search of what's listed below. That's perfectly reasonable. In most cases, taking the best defensive option, or at least something that effects the build you're playing, will be the proper choice. This helps to ensure entering Empowered Timelines is as smooth as possible.
Blessing Name | Affix | Timeline |
---|---|---|
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Critical Multiplier | The Black Sun |
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All Resistances | Reign of Dragons |
![]() |
Health Regeneration | Ending The Storm |
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Endurance | Spirits of Fire |
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Endurance Threshold | The Age of Winter |
Usable Uniques
While this leveling build was purposely tested without Uniques or any gear above Rare quality, the reality is you will have access to better gear than that during your playthrough. Some gear has the potential to completely change the pace at which you progress, and may even change which skill nodes are best for you to take.
Firestarter's Torch is a Unique Sceptre that is amazing for Paladin, spreading a
Fire DoT to nearby enemies on hit and adding a multiplicative damage modifier to any other Fire Damage
you deal. While it's been advocated to use a two-handed weapon for the build above, this sceptre can change
your priority, allowing you to dual wield with a one-handed sword to gain additional Fire Penetration through
Cyclone of War in the Warpath tree.
Any sort of automation early on is a big deal in Last Epoch. The Palarus's Sacred Light
sword allows you to cast Smite on melee hits, which in turn could allow you to run it as either
a support skill (Righteous Flurry) or turn
Warpath into a magic-enabler
(Path of Heavens).
Phantom Grip is a really strong, even without taking into consideration the added
Necrotic Damage for Forged Weapons. Flat Critical Chance is a big deal. Besides the personal buffs, this ring
is a solid reason to swap to Forge Guard and run a Minion version of Warpath as well.
Dreamthorn is probably your best excuse to swap to Void Knight early on, this two-handed
sword will drastically boost your Void Melee potential as early as Level 15.
Quicksilver Coil and Lessons of the Metropolis are both generally good for leveling across the board, providing Movement Speed during leveling alongside some other beneficially stats.
Merophage – This two-handed sword has a somewhat higher level requirement, but still falls in the range
where you'll find yourself either in late campaign or early Monolith. The best part is you control the stats on it
through shattering other Magic, Rare, or Exalted two-handed swords. Potentially best-in-slot for many Warpath
builds given the right stats.
General Leveling Tips
When it comes to leveling efficiency, there are a few things to mention in order to make your experience as quick and painless as possible. The top priority should always be to enjoy yourself while leveling, so don't take what's written here as mandatory; these tips are simply here to mention things newer players may not realize while working their way into The Monoloth of Fate.
- Nemesis and Rune Prisons – If you're aiming for speed, you will likely want to avoid these at all costs. However, Nemesis can offer a way to gain extremely early Exalted items, including a weapon, which can then be used for 50+ levels with relevant rolls. Likewise, Rune Prisons can potentially offer your character affixes that completely alter your gameplay, such as Minion Teleportation. Judge this on a case by case basis, based on what you're leveling with.
- Full Clearing Maps – Absolutely not necessary, and should be avoided. There's an argument for players on their first campaign run, as full clearing will ensure you're over leveled for fights that can cause problems, such as Lagon, for new players. In general though, full clearing maps is not suggested, as experience gains ramp as you enter higher level areas.
- Crafting – Crafting can give you an insane edge early on in the season. Early crafting will allow you to focus the main stats on your leveling build, and also keep your resistances topped off, ensuring the campaign is a breeze. Last Epoch is known for it's amazing crafting system; you're better off diving into it early on rather than waiting. The default key for opening crafting is the F key, and can be done from anywhere.
- Early Respec – Mastery respec can be done at any point after you select one in the End of Time. While it may slow you down to swap your Mastery mid-campaign, if you hate your selection, it's better to rip the band-aid off early rather than later. Skill respec is a bit different; having to re-level skills early in the campaign can be a pain. This becomes easier the further into the game you get!
Forge Guard and Void Knight Alternatives
While we won't be providing a step-by-step breakdown for either of the other two Masteries, it should be
noted that Warpath can be played by all Sentinel Masteries while leveling, and with great efficiency.
If you just don't like Paladin, the following two options can be used to create alternatives to this
Paladin setup.
Void Knight Variant
Void Knight has some interesting new changes with Patch 1.2, however one of the coolest is the interaction
with Warpath and
Devouring Orb. Devouring Orb can now be forced into an auto-cast while moving,
synergizing perfectly with the gameplay of Warpath, and helping flesh out a spellcaster version of Warpath
based around Void conversion. Path of Heavens, Winds of Justice, and Apocalypse Whirl
are all that's needed to get this leveler off the ground.
Warpath
Symbols of Hope
Smite
Devouring Orb
Volatile Reversal
Forge Guard Variant
Tried and true, there's not much new with this setup with Patch 1.2. Forgemaster Stance
and Moving Forge enable you to spin and generate tons of minions to battle on your behalf.
This is one of the most accessible builds in the game, having zero gear requirements (outside of
Void Cleave weapon requirements) and a laid back playstyle.
Warpath
Symbols of Hope
Forge Strike
Manifest Armor
Void Cleave
Progressing to Endgame
While this guide only serves to bring players up to Level 70 through guided node selection and helpful tips, it's likely it will serve you all the way through normal Monolith. However, upon gaining access to Empowered Monolith, you will find yourself looking to move out of the leveling build and into an endgame build. We have you covered, with new builds crafted specifically for Patch 1.2! Don't forget, you are not locked into Paladin anymore! Feel free to change your Mastery and explore both Forge Guard and Void Knight.
Forge Guard Builds
Paladin Builds
Void Knight Builds
Changelog
- 11 Apr. 2025: Guide created.


GhazzyTV is a professional content creator that knows all about theory crafting builds in Path of Exile and Last Epoch and has been teaching players how to build their characters for over 9 years. He is a huge Blizzard fan with thousands of hours invested into Diablo 3 and 4 and is a frequent World of Warcraft Classic player. His builds will be helpful content for new players and veterans alike. You can find his PoE Vault Guide Hub here and his LE Guide Hub here. You can follow him on Twitch, YouTube or Twitter.
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