This build is played as a Druid! This build doesnt work without the weapon and it requires level 75+! Make sure to farm the weapon or find another build to far the weapon in the level 90 timeline “spirits of fire” Once you have the weapon, just go into werebear form and charge away. Thats it!
Main Interactions
Stacking Massive Health
Having Earthquake for free with every charge
Rating
Defense - 9.5/10
Offense - 9.5/10
Empowered Bosses - 9/10
Speed Running Echoes - 8.5/10
Arena - 9.5/10
Average - 9.2 (S Tier)
Lootfilter Attached Click Here
Please let Me know if you find anything messed up
GREEN - Early Game Items (1 affix Tier 1+)
BLUE - Mid Game Items (1 affix Tier 3+)
RED - Starting Endgame Items (1 affix Tier 5+)
YELLOW - ENDGAME ITEMS (Requires 3+ Affixes with 8+ Total Tiers)
YELLOW - IDOLS
PINK - Exalted/Set/Unique Items
WARNING: Unused Base Types and Non PRIMALIST Class Items ARE HIDDEN
ALSO: Weapons/Offhands HIDDEN since Unique weapon is Needed
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Updates
Initially posted June 23rd 2021. Viable for 0.8.2I
Looking For a different build? Here’s a Compendium with Tons!
Having fun with this, and other builds you’ve put out. Thanks for the work.
Any idea why the DPS on Earthquake goes up when I put on an Increased Physical Damage item (in my case a totem). The scaling tag doesn’t say anything about Physical, and the other affix on the totem is % chance to shock on hit. Went from 41,184 to 43,183 with the affix giving 38% increase in Physical/Poison. Bug maybe?
So your saying if a skill doesnt have a physical tag but you have added physical damage that stacking increased physical damage still effects it? If this is true why do we even have tags?
It has ever been thus (unless the skill converts all damage like many Rogue skills). The tags are used to tell the skill what it’s base damage should be though. But yeah, if you’re converting EQ to fire & then sticking a massive amount of phys damage, that phys damage won’t be scaled by fire. Nor would the cold from Ancestral Weaponry.
Edit: and they’re useful for unique affixes (like Calamity’s ignite chance for fire skills) and passives that require certain damage types (several Mage/Sorcerer/Spellblade passives require certain tags).
So if I’m following here, the reason that the Physical damage increase item it is actually increasing the damage of EQ, is that the weapon has Melee Physical Damage as an implicit. So it’s getting increased, and the EQ damage does scale with Melee damage per the tag.
If that is the case what are the best types of affixs to scale EQ in this build? I see in the planner that there are spell damage increase items, but EQ doesn’t say it scales with spell damage.
There is a note on the “Converts EQ damage to Fire” affix on the unique that it only converts the base damage not added damage. Which makes me wonder what Fire Damage increase affixes would do.
Werebear has a node that converts increased spell damage to increased melee damage.
Since the flat damage you have is split between phys, fire and cold, the relative effectiveness of the % increased phys/fire/cold damage affixes depends on how much of each flat damage you have. % melee would be best because it buffs all of the flat damage, as would % spell damage (because it gets converted to melee), %elemental would probably be next as it buffs both the fire and cold.
They would affect all of the flat fire damage from the weapon plus the small amount of base fire damage.
Ah I see. I thought I had figured it out by testing single affix items I had crafted. But I missed that node and I don’t think there is a way to see the tool tip for meteor when you are transformed. I can see what the character sheet shows though. With the node giving crit chance for spell damage that seems likely to be the most useful.
Thank you!