First of all, this post is not meant to be a build guide, but however a brief explanation, my thought process and a discussion on a few different things. If you want to see a build guide, I have asked Boardman to make a video guide on it, and tweak the build a bit, so it overalls feels a bit more “smooth to play” (I will come back to this later).
- Edit: Link to Boarmand build guide: Coffee's wave 616 Explained, Boardmans Spin on it. Spellblade! High Ward! Decent Damage! - YouTube
It is a nice video, give it a watch - Edit: You also more than welcome to ask any questions towards the build. The only reason i hold back on some information, was because i wanted to let Boardman, makes he’s video first
So for those of you who have not seen it, I reached wawe 616, on a Spellblade build, that evolves around using shatter strike. I used ward as my main defense. All this text is more or less me going on about different mechanics and my thought on them. You would probably only enjoy to read it, if you really like to learn more about the game, and if you love the details like me . Sorry about the poor English.
Topics:
- The build started out as a meme build
- Let’s talk about ward
- Ward retention, intelligence and idols
- Arena and playstyle
- Nerf and changes I would like to see
The build started out as a meme build
I wanted to make a build around the unique sword “Humming Bee “. For those of you who don’t know the sword, the sword gives increase 1% movement speed and 1% elemental dmg for each 250 ward and 6 wards on melee hit. The damage on the sword is low compared to other weapons (even if you have a lot of ward) – but I did not care about that, I just wanted to stack as much movement speed as possible trough ward. Spellblade was the obvious choice, because of shatter strike, and the options to reach high ward retention and high ward gain. For those of you, who watched my Shield Throw build, you know that I am not a big fan of increased damage, especially because you can get it from so many places – and on top of that, it have a high diminishing return.
Let’s talk about ward
Ward is a very interesting mechanic in Last Epoch and well made – on top of that, it feels so rewarding to increase it. What makes ward so interesting is, that it does not have a cap on how much ward you can have. If you increase your ward gain, you will also increase your “top end cap” on ward. Because of how the decrease of ward works, a higher ward increase, will also lead to a higher decay, which can be minimized by a higher ward retention.
Wards biggest weakness is ward gain. On my current gear, I stabilize my ward on 12k without using any spells. This sounds broken, but it’s not. If you compare it to my ward regen, that probably are around 700, it will take a long time to reach that cap. That is just how ward is working. Comparing to protections, I feel they are on the same level. They both have some negative drawbacks, and positive drawbacks, and depending on what playstyle you enjoy, you might choose the one, over another (also by what class and mastery you choose). What can make Ward extremely good, is when the gain of ward is getting to high. Spellblade have a lot of access to ward gain, which will overall leads to a high ward amount.
Ward retention, intelligence and idols
Because of how ward works, stacking ward retention is extremely valuable especially if you want to see those high ward numbers. However, ward retention can be somewhat limited to stack, since it does not exist as any affix on gear. You can only obtain ward, trough idols, passive, intelligence and skills. This is overall leading any ward build, to stack as much intelligence on any gear they can found, since 1 intelligence give 4% ward retention – the same goes for passives and idols. If you compare the tradeoff between a ward retention idol 4x1 that can gives 60% ward retention with any mage idol, you will ultimately always choose the ward retention, since the survivability exceed the damage you can get – where you might be better off choosing dmg on some other stuff, where you cant get ward.
I will say though, that these ward retention idols are extremely rare, which makes it somewhat okay to make it better than others. To give you an idea on how rare they are, I have a lvl 100 Spellblade and lvl 98 mage. I only found 3, and I could only use 2 of them, since they had to roll over 40% ward retention, to make them better than the idols 1x1 that gives 10% ward retention.
- Edit: As beefy2 from discord mention (i forgot to say is), that the ward retenion on idiols does not work as attended either. Instead of them being addictive, they are multiplicative with you ward, which makes them even more powerful.
Arena and playstyle
Those of you, who have played a lot of arena probably experienced this, but certain wawes, no matter how tanky you are, will fuck you up. There are particular 3 monsters in arena you will want to play careful around (depending a bit on how you character works). These 3 are, Axe throwers, Pyromancers and Chimeras. Axe throwers does a lot of physical dmg, and their attack speed is high, which makes them difficult to play around. Pyromancers have a fast animation on there fire breath, which can also be a bit difficult to dodge on top of that, they have a high damage. The last one is chimera, that does some necrotic damage on the ground. They can easily be avoided, but it does a lot of damage if you are not careful. To achieve as high wawes as possible, I did anything I could not to die on these certain monsters, where there were multiple spawns on the difficult monster. On certain wawes, I ended up spending around 10-15 minutes, just to not die on those wawes. When you complete those wawes, you will get 10-30 “free wawes”, that is much easier, and it will overall just be surviving those difficult wawes, lead to a much higher rank. As you already can hear, I played very careful – let’s just say it how it is. I played like a pus*y the entire run. Because of how Ward works, you get “rewarded” by slow playing which you can’t do on protections build. You go in, do some hit, and go out and wait for the ward to regen. Normally, when your damage gets to low, you will at higher wawes get overrun by the monsters which will ultimately lead your death – this was however not a problem for me.
As you might already have guessed, because of how my build worked, and because I only focused on making it tanky I had an insane amount of ward. This led to, I could reach around 200% movement speed in arena, because of the unique sword. Because of how the monster interacts, they are not suited to face an opponent with 200% movement speed. This meant, I could outrun any mob in the game, and on top of that, dodge almost any animation that was thrown at me. Basically, this was a big part of why the build was so strong. It completely mitigated the drawback of playing a tanky build in the arena – since I could not be outrun, even if was not able to kill the monsters.
To reach wawe 616, and on tanky build, was soul sucking and not very fun – it completely the destroyed the fun I had with this build. Obvious this will change over time, and how arena works – I just wanted to throw that in there.
- Edit: Also something i would briefly mention is, that to maximize my survival, i started wawes Immediately, so it was easier to preserve my ward. So i did not pick up any items up.
What do I think should be changed or nerfed?
Before the developers jump the gun, and start nerfing ward again, I would like to say that I think ward is in a good place now, at least from what I have experienced – I also love the uniq chest, which gives more ways to stack ward regen. Ward is not the problem, but in general ward gain, especially Spellblade. I think the idea behind Spellblade is really cool, but their masteries need some changes. Comparing to the other masteries, Spellblade does not have any interesting mechanics, it’s basically just stacking flat damage and ward gain – the page even looks empty comparing to the other masteries. On top of that, mage and Spellblade do not have a lot of synergies in their masteries – this will probably change after runemaster comes out.
Anyway, I hoped you enjoyed the read. Obviously, I have probably written a lot of mistakes here. I just wanted to give you guys some of my thoughts. Feel free to ask any questions you have some – I will not go more detailed in my build, it was honestly not well put together, and it lacked a bit of smoothness in the gameplay. It didn’t feel so smooth the play, because of how I build it (no damage haha), and also, if you reach wawe 600 on any build, I promise you, that it destroyed the fun of that build, because of how long it takes to do it (so I might be a bit bias). If you are curious about the build, boardman will make one, so lookout for that. He will tweak it a bit more, so it hopefully is a bit more enjoyable to play😊