[Arena 484][0.8.2]Bear’s Arcane Elemental Blast - 3 elements, 7+ ailments, 5k+ ward, up to 500k+ DPS

Bear’s Arcane Elemental Blast

Introduction

Want to destroy your enemies with one element? What if you could destroy them with two?
Oh no, that would be too casual. How about… three elements? Hell, why stop now. Embrace your inner sadist and disable your victims with some ailments: chill, freeze, ignite, shock, stun, slow, and blind. Now we’re talking. And all in one package - in one spell - to defeat them ALL (Ok, bosses get off disables more lightly).

You're a wizard, Harry.

Arena

Change Log

Change Log

  • 5/7/2021 - Quite a few changes to the build. Some nodes moved and gear has changed. Overall effect is increased defences with about 40% dodge and 40% block + damage reduction.

  • 0.8.2 - The build is largely unaffected in 0.8.2. The following are buffs and nerfs:

  • Prophecy Wand is now the main weapon of choice to help compensate for the mana changes. It’s slightly lower damage should have no noticeable impact but it’ll give you slightly longer ability use before having to use Focus.

  • Buffs:

  • Elemental Nova granted Melting Nova. We lose 1 point in Infernal Prism and Fiery Destruction but are given increased critical chance and armour shred. While unfortunate to lose some points in damage nodes, the build now has a way to do armour shred without using a suffix slot on the glove/amulet slot. This should more than make up for the misplaced points and increase the damage of the build further.

  • There are now 4 more slots for idols allowing us to increase the tankiness of the build further. There are 1x1 idols here that have ward retention + health, or ward retention + cold resistance you can put in here. On my build personally, this has lead to an extra 300 ward.

  • Nerfs:

  • Mana regen has taken a hit being reduced from 10 to 8 per second. When using the Focus bonus for 100% mana regeneration, this means it has been reduced from 20 to 16 per second. It’s a slight nerf but is hardly noticeable. Since we mostly use Focus for the burst of mana we’re generally in Focus for about two seconds at most.

Build Philosophy

Build Philosophy

Firstly, it’s important to mention my philosophy when approaching builds is that they should be incredibly tanky while throwing decent damage. What I mean by tanky is that the HP/ward pool is so high it puts you out of risk of being one shot randomly by almost every attack in the game. My goal is to go through an entire monolith run without being randomly bursted to death by an attack. This build can do anywhere between 70k-500k DPS (somewhere inbetween is more realistic), but you could sacrifice a lot of the defensive capabilities to do 3x the damage. In my tests I was often doing 200k crits with EN five times a second. Unfortunately, my survivability tanked and I’d often get one shot by something multiple times in a monolith. Leech can’t do much if you get one shot randomly so turning it into a high ward build reduced my deaths to basically nill and still allowed a decent amount of damage dishing.

Videos
Video Spotlight Update (Not informative)
https://www.youtube.com/watch?v=Zyb-Wffd1V4

Video Spotlight (Not informative)

Last Epoch - Bear's Arcane Elemental Blast Sorcerer Build - YouTube

Gameplay - Long Length (boring)

YouTube

0:00-3:29 - Bosses
3:29-7:25 - Monolith run
7:25-9:26 - Arena level 380-390
9:26-end - Training dummy
  • The build for Lightning Blast has changed since the making of these videos. LB is now 2-3x more damaging bringing it almost as strong as Elemental Nova.

Gameplay - Arena 405 Push

Last Epoch - [0.8.2]Bear's Arcane Elemental Blast Arena 405 Push - YouTube

Build Planner

Build Planner

Bear’s Arcane Elemental Blast

How it works

How it works

The Arcane Elemental Blast relies on Elemental Nova (EN) as primary damage. It’s been specced to enable Fire, Ice and Lightning Nova in a channelled format. Arcane Ascendance (AA) supplements EN by introducing and exiting each of its casts. A gem node in AA called Superconductor allows Lightning Blast (LB) to be cast alongside turning your primary damage into a lethal concoction of EN/LB. LB has been specced into a channelled form with a goal in mind to supplement damage and proc Lightning Aegis for extra protection and damage. We also pick up Flame Ward (FW) as a panic button when you need emergency protection and Focus to regain mana. Mana management will be important and timing when to use Focus will be crucial and become a dance. LB will not be in our active skills and instead Teleport will make up the 5th slot for extra manoeuvring.

The tanky part of the build relies on Exsanguinous and Last Steps of the Living to become ward based instead of HP. Idols, blessings and passives increase the ward pool. Dodge and block are decently high and provide an extra layer of protection.

The huge amounts of shock being stacked on enemies reduces their stun avoidance, as a result a single stun affix on your weapon will stun-lock every mob in the game apart from bosses.

Build Analysis

Build Analysis

Blessings

The chosen blessings maximise your ward pool and survivability. Grand Shadow of the Eclipse and Grand Swiftness of Logi play big parts into giving decently high dodge. Grand Bones of Eternity bulk up our block effectiveness substantially. The end result should be around 35-40% dodge, and a 35-40% block chance with up to 50% block effectiveness.

Equipment and Idols

The build revolves around two uniques (Exsanguinous and Last Steps of the Living). Although they’re not required, they take the build to the next level.

The two uniques turn your HP pool into ward which can boost a 2k HP pool into 5k+ ward.

As I got more experienced with the game I realised how important dodge can be. Previous iterations of the build used ever higher amounts of armour. Unfortunately, armour is rather limited as the highest amounts were possible while stationary and channelling and isn’t as effective against non-physical damage. The nice thing about dodge is it’s effectively 100% damage reduction on a successful proc. Thus, dodge is picked up where possible and gets decently high with equipment and blessing upgrades.

Apart from that, equipment will reach 75% resistances all around. Most equipment and idols have ward, int, or health to maximise your ward pool. Two idols have cold resistance to reach the 75% cap. The Prophecy Wand has a stun suffix which will allow you to stun all mobs (including rare mobs) apart from bosses. It also includes a Blind suffix which is a flex pick that I feel may suit Slow on Hit better rather than relying on AA to proc Slow on Hit.

Skills

As mentioned previously, The Invoker set bonus grants almost all our skills +1 to +3 points.

  • EN - You want to go into Lightning Nova to turn it into a channelled ability and grab some critical chance since we don’t use equipment with base +% critical chance. Next, you want to go into Fire Nova and make it into a cast at target location ability. There’s huge damage nodes here with Infernal Prism. Next you want Ice Nova and 3 points in Shatter Nova and two points in Glacial Might. Shatter Nova turns the damage output of EN into a monster and Glacial Might supplements this. With Shatter Nova, notice that it provides MORE damage instead of increased which is significantly better. Each of those modifiers basically become x1.3 damage per chilled, frozen, shocked and ignited ailment on the enemy which we’ll be able to stack easily on enemies.

  • LB - This spell will never be directly cast by us so don’t worry about putting it in your skill bar. You want this to be a channelled ability through the Insidious Conduction node so that it easily procs Lightning Aegis through the Lightning Attunement node. Lightning Aegis increases our damage and reduces damage taken. Make sure to take Shattershock as well which gives MORE damage with shock and chill ailments which will always be present on enemies - it triples the damage output of LB. An interesting note is that when this spell is cast by Arcane Ascendance rather than directly it seems to cost significantly less than when it is cast directly. Using LB to be cast through AA when you attack with EN makes your mana last longer than casting LB alone through AA.

  • AA - Arcane Ascendance will make our channels less mana hungry and provide extra damage. This will be casted every time you deal damage with EN. Acuity is important so AA doesn’t drain mana and since EN is a channel spell, it only counts as one activated spell in Acuity. Superconductor is a mandatory node to proc LB. What it allows is your LB to be channelled whenever you activate AA and deal damage, allowing you to proc Lightning Aegis. There’s some other nice nodes we can pick up such as Power Sprint for haste and Rebuff for 300 ward every time we activate AA which will be often.

  • FW - This is our panic button or when you anticipate heavy damage. Spec into Barrier and Frostguard for maximum defensive ability and Dual Aegis so you have two charges.

  • Focus - Whenever you are low on mana use focus to get back to full. Since it’s a channel ability you gain defensive bonuses from your armour blessings. Spec into better mana regeneration and ward retention and the rest don’t really matter. The ward retention benefits are fantastic when you’re expecting to receive heavy hits - it allows you to go into a defensive stance and build up some quick ward.

  • Teleport - We won’t be specialising into this spell but it will be on our skill bar in place of LB for better manoeuvrability.

Passives

  • Mage - 22 Points - There’s a lot of temptation here for damage nodes; don’t worry, pick HP and ward retention once you have ward uniques otherwise you can go for increased damage if you’re stuck with a leech build. Make sure to pick up the resistances on Arcanist.

  • Sorcerer - 85 Points - If you have a ward build then the same applies as before, go for all passives that grant Int, vitality, HP or ward retention to maximise your ward pool. If you’re stuck on a leech build make sure to grab LavaMancer, Chill to the Bone, and Rift Bolt for the extra leech. Dragon Mage at the the top is a great damage boost but Dragon Breath is not required if you have The Invoker set. If you’re missing the set you can put a few points in here so you’re stacking ailments for Shatter Nova. Grab Recollection in the top left while you’re at it for the faster cooldowns. It makes using AA and teleport more smooth. Elemental Ascendance will grant you some resistances so don’t forget it.

  • Spellblade - 6 points - Just 6 points into Elemental Affinity for the resistances here.

Closing Words

Closing Words

  • I have done a lot of testing with this build. It has evolved a lot over time and originally began as a leech build. I wouldn’t recommend staying there into 100 monoliths and high arena because leech just can’t compete to the survivability of a high ward base.
  • Combat with AA can feel a bit janky at first but you just need to activate it in and out of your movements with EN.
Old Build Variant
Change Log

Change Log

  • 0.8.2 - The build is largely unaffected in 0.8.2. The following are buffs and nerfs:
  • Prophecy Wand is now the main weapon of choice to help compensate for the mana changes. It’s slightly lower damage should have no noticeable impact but it’ll give you slightly longer ability use before having to use Focus.
  • Buffs:
  • Elemental Nova granted Melting Nova. We lose 1 point in Infernal Prism and Fiery Destruction but are given increased critical chance and armour shred. While unfortunate to lose some points in damage nodes, the build now has a way to do armour shred without using a suffix slot on the glove/amulet slot. This should more than make up for the misplaced points and increase the damage of the build further.
  • There are now 4 more slots for idols allowing us to increase the tankiness of the build further. There are 1x1 idols here that have ward retention + health, or ward retention + cold resistance you can put in here. On my build personally, this has lead to an extra 300 ward.
  • Nerfs:
  • Mana regen has taken a hit being reduced from 10 to 8 per second. When using the Focus bonus for 100% mana regeneration, this means it has been reduced from 20 to 16 per second. It’s a slight nerf but is hardly noticeable. Since we mostly use Focus for the burst of mana we’re generally in Focus for about two seconds at most.
Build Philosophy

Build Philosophy

Firstly, it’s important to mention my philosophy when approaching builds is that they should be incredibly tanky while throwing decent damage. What I mean by tanky is that the HP/ward pool is so high it puts you out of risk of being one shot randomly by almost every attack in the game. My goal is to go through an entire monolith run without being randomly bursted to death by an attack. This build can do anywhere between 70k-500k DPS (somewhere inbetween is more realistic), but you could sacrifice a lot of the defensive capabilities to do 3x the damage. In my tests I was often doing 200k crits with EN five times a second. Unfortunately, my survivability tanked and I’d often get one shot by something multiple times in a monolith. Leech can’t do much if you get one shot randomly so turning it into a high ward build reduced my deaths to basically nill and still allowed a decent amount of damage dishing.

Videos

Video Spotlight (Not informative)

Last Epoch - Bear's Arcane Elemental Blast Sorcerer Build - YouTube

Gameplay - Long Length (boring)

YouTube

0:00-3:29 - Bosses
3:29-7:25 - Monolith run
7:25-9:26 - Arena level 380-390
9:26-end - Training dummy
  • The build for Lightning Blast has changed since the making of these videos. LB is now 2-3x more damaging bringing it almost as strong as Elemental Nova.

Gameplay - Arena 405 Push

Last Epoch - [0.8.2]Bear's Arcane Elemental Blast Arena 405 Push - YouTube

Build Planner

Build Planner

Bear’s Elemental Nova Blast - set build
Bear’s Elemental Nova Blast - no set build

  • Item affixes in the build planner are given Tier 5 if you should prioritise them during the crafting process over Tier 1 affixes.
  • The set build has about 5,000 ward and 2x the damage of no set build
  • No set build has about 6,000 ward, +75% poison resistance but about half the damage of the set build
How it works

How it works

The Arcane Elemental Blast relies on Elemental Nova (EN) as primary damage. It’s been specced to enable Fire, Ice and Lightning Nova in a channelled format. Arcane Ascendance (AA) supplements EN by introducing and exiting each of its casts. A gem node in AA called Superconductor allows Lightning Blast (LB) to be cast alongside turning your primary damage into a lethal concoction of EN/LB. LB has been specced into a channelled form with a goal in mind to supplement damage and proc Lightning Aegis for extra protection and damage. We also pick up Flame Ward (FW) as a panic button when you need emergency protection and Focus to regain mana. Mana management will be important and timing when to use Focus will be crucial and become a dance. LB will not be in our active skills and instead Teleport will make up the 5th slot for extra manoeuvring.

The tanky part of the build relies on Exsanguinous, Strands of Souls and Last Steps of the Living to become ward based instead of HP. Idols, blessings and passives increase the ward pool.

Offensively, The Invoker’s Scorching Grasp, The Invoker’s Frozen Heart, and the Invoker’s Static Touch turn EN into a monster spell with extra levels, damage and ailment effects. Not only that, the bonuses also carry over to other spells in the build as well. Almost every spell is guaranteed an additional level.

The huge amounts of shock being stacked on enemies reduces their stun avoidance, as a result a single stun affix on your weapon will stun-lock every mob in the game apart from bosses.

Build Analysis

Build Analysis

Blessings

The chosen blessings maximise your ward pool and survivability. Grand Bulwark of the Tundra and Grand Patience of Herkir are fantastic in this build as you’re channelling almost all the time to enjoy the large armour boost.

Equipment and Idols

The build revolves around three uniques (Exsanguinous, Strands of Souls, and Last Steps of the Living), and a set of three (The Invoker’s Scorching Grasp, Frozen Heart, and Static Touch). Although they’re not required, they take the build to the next level.

The three uniques turn your HP pool into ward which can boost a 2k HP pool into 5k+ ward.

The three piece set boosts your offensive capabilities considerably. Each piece gives an ailment bonus on hit and considering you’re doing 5 hits of EN per second including LB, ailments stack fast. The set also gives a level to your skills for each element they have. Since EN is a fire, ice and lightning spell it’s given +3 levels which we invest to boost the offensive capability further.

Apart from that, equipment will reach 75% resistances all around except poison (least important). Most equipment and idols have ward, int, or health to maximise your ward pool. Two idols have cold resistance to reach the 75% cap. The Prophecy Wand has a stun suffix which will allow you to stun all mobs (including rare mobs) apart from bosses. It also includes a Blind suffix which is a flex pick that I feel may suit Slow on Hit better rather than relying on AA to proc Slow on Hit.

Skills

As mentioned previously, The Invoker set bonus grants almost all our skills +1 to +3 points.

  • EN - Getting 25 points on EN is easily achievable without exalted items. You want to go into Lightning Nova to turn it into a channelled ability and grab some critical chance since we don’t use equipment with base +% critical chance. Next, you want to go into Fire Nova and make it into a cast at target location ability. There’s huge damage nodes here with Infernal Prism and Fiery Destruction so I would recommend 4 and 3 points respectively. As of 0.8.2 Melting Nova comes prior to Fiery Destruction so 2 points will be placed in here giving access to increased critical chance and armor shred without the need to craft it on gloves/amulet. Next you want Ice Nova and 3 points in Shatter Nova. Shatter Nova turns the damage output of EN into a monster. Notice that it provides MORE damage instead of increased which is significantly better. Each of those modifiers basically become x1.3 damage per chilled, frozen, shocked and ignited ailment on the enemy which we’ll be able to stack easily on enemies due to The Invoker set and other nodes in the skills.

  • LB - This spell will never be directly cast by us so don’t worry about putting it in your skill bar. You want this to be a channelled ability through the Insidious Conduction node so that it easily procs Lightning Aegis through the Lightning Attunement node. Lightning Aegis increases our damage and reduces damage taken. Make sure to take Shattershock as well which gives MORE damage with shock and chill ailments which will always be present on enemies - it triples the damage output of LB. An interesting note is that when this spell is cast by Arcane Ascendance rather than directly it seems to cost significantly less than when it is cast directly. Using LB to be cast through AA when you attack with EN makes your mana last longer than casting LB alone through AA.

  • AA - Arcane Ascendance will make our channels less mana hungry and provide extra damage. This will be casted every time you deal damage with EN. Acuity is important so AA doesn’t drain mana and since EN is a channel spell, it only counts as one activated spell in Acuity. Superconductor is a mandatory node to proc LB. What it allows is your LB to be channelled whenever you activate AA and deal damage, allowing you to proc Lightning Aegis. There’s some other nice nodes we can pick up such as Power Sprint for haste and Rebuff for 300 ward every time we activate AA which will be often.

  • FW - This is our panic button or when you anticipate heavy damage. Spec into Barrier and Frostguard for maximum defensive ability and Dual Aegis so you have two charges.

  • Focus - Whenever you are low on mana use focus to get back to full. Since it’s a channel ability you gain defensive bonuses from your armour blessings. Spec into better mana regeneration and ward retention and the rest don’t really matter. The ward retention benefits are fantastic when you’re expecting to receive heavy hits - it allows you to go into a defensive stance and build up some quick ward.

  • Teleport - We won’t be specialising into this spell but it will be on our skill bar in place of LB for better manoeuvrability.

Passives

  • Mage - 22 Points - There’s a lot of temptation here for damage nodes; don’t worry, pick HP and ward retention once you have ward uniques otherwise you can go for increased damage if you’re stuck with a leech build. Make sure to pick up the resistances on Arcanist.

  • Sorcerer - 85 Points - If you have a ward build then the same applies as before, go for all passives that grant Int, vitality, HP or ward retention to maximise your ward pool. If you’re stuck on a leech build make sure to grab LavaMancer, Chill to the Bone, and Rift Bolt for the extra leech. Dragon Mage at the the top is a great damage boost but Dragon Breath is not required if you have The Invoker set. If you’re missing the set you can put a few points in here so you’re stacking ailments for Shatter Nova. Grab Recollection in the top left while you’re at it for the faster cooldowns. It makes using AA and teleport more smooth. Elemental Ascendance will grant you some resistances so don’t forget it.

  • Spellblade - 6 points - Just 6 points into Elemental Affinity for the resistances here.

Closing Words

Closing Words

  • I have done a lot of testing with this build. It has evolved a lot over time and originally began as a leech build. I wouldn’t recommend staying there into 100 monoliths and high arena because leech just can’t compete to the survivability of a high ward base.
  • Combat with AA can feel a bit janky at first but you just need to activate it in and out of your movements with EN.
8 Likes

Have to say, that’s one of the most visually pleasing builds I’ve seen!

The way you’re using teleport is also really creative. Don’t think I’ve seen a build that puts an un-specced skill onto the bar. Might have to see if that concept can be used for other builds.

1 Like

Definitely agree with the aesthetics, when the lightning starts crackling out it looks like some sort of Star Wars Sith lord!

There’s definitely some interesting mechanics I’ve seen with AA + channelled LB that I haven’t mentioned. It’s actually possible to proc channelled LB from AA without AA dealing damage under specific circumstances but I couldn’t figure out a consistent way to do it, but potentially there is a build out there for AA into channelled LB. But I’ll let someone else figure that out.

That looks really nice!
One question: why Focus and not Mana Strike? I’m not saying it’s a bad decision, but I can never be sure of my choice in my builds, so I’m always interested to understand the motivations of players who have good efficient builds! :slight_smile:

You don’t need to be in melee range for Focus and if you take the ranged node for mana Strike that reduces the mana gain by 80%.

Thanks!

So, mana strike is a melee skill unless you spec it into range. If it’s ranged it loses a significant amount of mana regen. Unfortunately, it’s just too slow to regen mana and you don’t want to be in melee range when you’ll be most vulnerable.

The idea of focus is to use it when you have a quick opportunity to channel for a second, get the burst of mana regen and then continue fighting. Focus is also a channelled ability which synergises with the other channel bonuses we have (extra protection like armour blessings).

I agree with all that, but I’ve always been faster to regain full mana with Mana Strike (not ranged, of course). Being at melee range is more dangerous, but being full with two or three hits goes faster than Focus. And to the opposite, Focus is slower but more safe if you can find a spot. That’s why I always hesitate. And finally, I switched most of my builds to Mana Strike because I prefer being fully active and because I’m not playing at high level (my highest level mage just defeated Lagon 75). I may try Focus a bit more, but it’s sometimes difficult to stay “quiet” for one whole second. ^^

I can see it being fine in monoliths and bosses, maybe even in empowered monoliths as well. You’d struggle at high levels of arena though. When you get to wave 200+ enemies start to hurt and you hit territory for one-shots and bursts of damage that will kill you in less than a second before you can react. At high arena’s it’s all about mobility, range and kiting. Having to get into melee range to regen mana puts you in a spot to die quickly.

For earlier content you should be good to go though.

1 Like

Added a spotlight video. Not very informative.

Video Spotlight

Hey man, in future please report any bugs/issues that you find in planner in this thread. It took me just 20 minutes to fix this, but I stumbled on this thread completely accidentally :confused:

Ah cool, thanks for fixing that. Will do!

Intriguing build… gives me some incentive to level up my sorcerer…

Wonderful to see a full Unique Set being used in an end-game capable build for a change… really hope to see more of this in future…

All ward builds make we wonder if ward is eventually going to get a nerf of some kind… Facetaking Lagons attacks one after the other without moving is so OP its joyous to watch… especially after all the kiting around most builds have to do.

1 Like

The buildplanner has been updated for Lightning Blast. It is significantly stronger now with points shuffled into the Shattershock node. LB now deals about 3x more damage than previous at no cost to survivability or mana. Overall, the build is dealing almost twice as much damage now.

An interesting note is that when Lightning Blast is cast by Arcane Ascendance through channelled hits of EN rather than LB alone through AA, it seems to cost significantly less. Using LB to be cast through AA when you attack with EN makes your mana last longer than casting LB alone through AA.

My guess would be that when LB is channel cast through AA when you channel EN hits, it only takes an upfront mana cost and LB is mana-cost free thereafter. You’re essentially channelling EN + LB at the same time but only paying EN mana costs for it. I may be wrong though but as it stands EN + LB + AA is cheaper mana wise than LB + AA alone.

LB is dealing almost as much damage as EN and as a result I’m renaming the build to Arcane Elemental Blast in recognition of the three important parts.

Edit 2: In fact, I can confirm this. When LB is channelled through AA it takes an upfront cost of mana and experiences no channel cost. Every 2 seconds in line with the Superconductor node in AA there is a ‘tick’ that subtracts the initial cast cost of LB. You get the benefit of LB at the cost of initial mana and no channel cost when it is cast through AA.

Thanks for your interest!

Exactly the reason I tend to go for ward builds late game. It’s just so wickedly strong when you start to hit 5k+ ward pools that you can face tank most shots in the game. I’ve fallen out of love with HP + leech builds because you’re vulnerable to many more one shots if you aren’t dealing damage,

Do you have any loot filter to go along with that build and some ideas and where to start off with the build in terms of abilities

Yeah I can post my filter I use on my Mage. You might have to make some changes to fit what you’re looking for. It targets equipment and affix shards I was looking for which you might need to change for yourself.

In terms of abilities get EN and Focus first, then AA, LB and FW.

Mage.xml (19.0 KB)

Thank you !

Hello,

Just to say thank you, It’s my third build after a necro and a funny hammerdin (paladin / hammer / smite).
I’m only lvl 49 but it’s a real pleasure and seem really strong. is really nice to play :wink:

Thx !

So in the Arcane Ascendance tree, there’s 2 points in Slow Breathing (AA drains mana slower) to unlock Tranquility (global increase mana efficiency). Is Arcane Absorption (2% increased spell damage/cast speed when hit per hit, but also lose 2 mana per hit) not better, since Slow Breathing does nothing given that we’ve already taken Acuity (AA doesn’t drain mana)? Or is the fact that you lose 2 mana for every hit just too much of a downside?

The issue is you cannot regen mana, so when big hits happen they may overstack the very small available life pool killing you. That is why you will notice in the gameplay videos he is using focus to regain mana.