Manastacking Static Orb
Sorcerer Build
Updated for Patch 1.1
Build notes: |
July 17, 2024
-Build created |
Build Overview
The Build-defining feature of this Setup is the Manacharged and Overcharged Detonation Notables available for the Static Orb Skill. The Manacharged sets the Mana Cost of this Skill to fixed 20% of your maximum Mana and grants 5% More Damage for every 20 maximum Mana you have. The Overcharged Detonation removes the ability to pierce Enemies but offers 2% More Damage with the explosion per 1 Mana Cost. It offers an insane amount of Damage but requires you to invest heavily into raising the Maximum Mana. The natural Mana Regeneration can't keep up with spending massive amounts of Mana in a short burst, you will have to replenish it by Channeling the Focus after you overdraft into negative Mana.
The Glacier is the best choice for the filler Spell. Usually it's Mana Cost is hard to sustain, but here it pales in comparison to your Static Orb. It also restores 1% of your Maximum Mana per Hit, which can be very helpful against hordes of weak monsters. It doesn't scale with your Maximum Mana, but generic Spell Damage and Critical Strike modifiers are sufficient enough, as the base Damage is quite high.
The Intelligence improves your Damage and Critical Strike Chance but also grants you plenty of Ward Retention, which will be your main form of defense. To generate it you will make use of the "Mana Spent gained as Ward" modifier, Transient Rest Boots, and various Notables on your Specialisation Tree. It offers you great protection against occasional powerful attacks but accumulates rather slowly. Manually Evading incoming Hits will be necessary to survive in high Corruption levels.
You can also view the full build on the Last Epoch planner here: Manastacking Sorcerer Build
For the defenses, this build utilizes:
- High amounts of Ward;
- Flame Ward with the automatic trigger when Stunned;
- Chill and Freeze;
- Massive amounts of Damage leading to short encounters.
You can also check our other Last Epoch builds and character guides
Pros |
The strongest offensive Setup in the Game currently. |
Simple and straightforward Gearing process with no mandatory Unique Items. |
Easily customizable Gear and Skill choices to suit your playstyle. |
The additional Tendrils from Static Orb provide decent Clear Speed without additional investments. |
Cons |
Impossible to sustain Mana without Channeling Focus. |
Low Damage Reduction and slow Ward Recovery during combat. |
Passive Skill Trees
Mage Skill Tree (25 Points) |
Notable Passives:
The Mage Passives offer simple bonuses such as Intelligence, Critical Strike Chance and Multiplier, or Cast Speed.
The Arcanist improves your intelligence and grants plenty of Resistance, which makes the Gearing process easier. The Knowledge of Destruction is quite point-intensive, you can refund it if you have enough Critical Strike Chance from other sources. You can pick up the Arcane Current at early stages to improve your Damage occasionally, but its usefulness falls off at higher Corruptions.
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Sorcerer Skill Tree (61 points)
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Notable Passives:
The Sorcerer Skill Tree offers many useful Notables that boost your Damage and Mana. It also generates plenty of Ward based on your Mana.
The Calculated Destruction enhances the bonuses you gain from your main Attribute. Thanks to the Archmage Notable you will sometimes refund your Mana Cost of your Spells. The Arcane Momentum is a stacking Buff that improves your Spell Damage and makes you faster. With the Lost Knowledge and Mana Well you will gain Ward when you Cast a Spell. The Recollection improves your Cooldown Recovery Rate, which allows you to Teleport and Focus more often.
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Runemaster Skill Tree (27 Points) |
Notable Passives:
The Runemaster Passive Tree grants you very potent bonuses while you wield a specific combination of Weapons, and improves your Cast Speed.
The Mental Catalysis and Inscribed Instruments encourage you to wield Wand and Catalyst, which you would use anyway. The Runeword: Cataclysm greatly improves your Critical Strike Chance and Damage against Enemies on Low Life. You can also spend more points in Sphere of Protection to reduce Damage taken from Chilled or Shocked Enemies.
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You will gain a lot of Intelligence, Resistance, and Damage just by leveling up and allocating points to your Skill Tree. You should make some adjustments to the Passive Tree as you level up, as the respec cost is very low, and many Notables lose their value as you progress further into the endgame.
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Skills
Note: Left-Clicking on any of the ability trees below will open the full-size version in a new window.
Static Orb - your main Damaging ability, it releases an electric Orb that explodes shortly after to deal a massive amount of Damage based on your maximum Mana.
The Manacharged and Overcharged Detonation are the most important Notables that define this Manastacking Setup. The Scatter Blast is also very powerful, as it turns this Skill into 4 smaller Orbs that can Hit the same target simultaneously. Finally, the Storm Burst and Storm Conductor grant More Damage modifiers while the Critical Trajectory improves your Critical Strike Multiplier.
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Glacier - the filler Spell that deals a decent amount of Damage and restores more Mana than it uses. You can use any other Spell to your liking but usually the Glacier is the most convenient.
With the Critical Rejuvenation Notable Glacier restores 1% maximum Mana per Critical Hit, which is very helpful during clearing Echos, but not very impactful against Bosses. The Fading Echoes frontloads the Damage by causing the most powerful explosion first. The Morditas' Bane doubles your Damage against Rare and Boss Enemies, while the Endless Frost grants an extra boost against Chilled Enemies. You can also opt for a utility version with all the bonuses focused on Freeze Rate Multiplier, but it won't be able to Freeze very hard Enemies without significant investments.
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Teleport - a defensive Skill that allows you to move around faster, avoid taking Damage, and Cast one Spell for Free after teleporting.
The Mana Tunnel refunds the Mana Cost of the first Spell you Cast after Teleporting. The Rock Phase and Stable Bubble provide defensive bonuses for a few seconds after using this Skill. The Tunnel Finder and Comet Rush are very important as they lower the Cooldown quite significantly. You can also opt for the Unexpected Copy to create a Taunting Minion that can take the attention of all nearby Enemies from you.
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Focus - a necessary Skill to recover large amounts of Mana in a short time. Using it while at negative Mana restores almost half of it immediately.
The Null Infusion and all the Nodes leading to it greatly improve your Mana Regeneration while you have a negative Mana. On the other hand, the Overcharge allows you to temporarily raise your maximum Mana by 50%, which is great for bursting powerful Bosses. It requires Channeling for a long time, so it can be realistically used only before the fight starts. You can instead opt for Mind's Shield to gain large amounts of Ward, or Iron Stance and Chilling Aura to greatly reduce the Damage you take while you restore Mana during combat.
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Flame Ward - an iconic Mage's defensive Skill, it creates a protective Bubble that grants Ward and reduces the Damage you take during its duration. If you prefer more Damage you can replace this Skill with the Arcane Ascendance.
The Astonish will automatically trigger the Flame Ward when you are Stunned, which will happen quite often. The Dual Aegis grants an additional Charge, so you can use this Skill more often. The Barrier greatly reduces the Damage you take during its effect, which can be prolonged via Dilation Notable. The Recollection significantly improves your Ward Retention.
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Items
Stat priority:
The most important are sources of added Damage for Spells, maximum Mana, and capped Critical Strike Chance. Mana Regeneration smoothens up your gameplay, but it can't keep up with spending 20% of maximum Mana per Cast. The Intelligence increases your Damage and Ward Retention. Cooldown Recovery Rate indirectly improves your Clear Speed and Damage in prolonged fights, as it allows you to use Teleport and Focus more often. Only the Crystal Skull is a suitable base for your Catalyst, ideally with the maximum roll on the base Critical Strike Chance for Spells.
- Added Damage to Spells
- Mana
- Critical Strike Chance
- Critical Strike Multiplier
- Intelligence
- Capped Resistances
- Cooldown Recovery Rate
- Mana Regeneration
- Movement Speed
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Recommended Unique Items:
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- +(56 to 66) Spell Necrotic Damage
- (56% to 66%) increased Curse Damage
- -3 Spell Mana Cost
- +(10 to 25) Spell Necrotic Damage
- (100% to 160%) increased Spell Damage
- (12% to 20%) increased Cast Speed
- +20% Necrotic Penetration with Possess per stack of Damned on You (up to 7)
- You are Damned when you cast a spell
- 10% reduced Health
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Marina's Lost Soul - any type of Damage will work with the massive Damage Multipliers of the Static Orb. This Wand is a good option if you can land 2 good Legendary bonuses, otherwise, use a Rare Crystal Wand. The Wrongwarp is also a decent choice, but be mindful of randomized Teleport locations when fighting Bosses.
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- (7% to 14%) increased Mana
- (21% to 42%) increased Mana Regen
- When you directly cast Elemental Nova 6 times without a 2 second gap, the 6th cast gains (200 to 350)% increased area and +(40 to 100) Spell Damage
- (30% to 150%) increased Elemental Damage
- +(10 to 120) Mana
- +1 to Level of Lightning Skills
- +1 to Level of Fire Skills
- +1 to Level of Cold Skills
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Unstable Core - this Armour offers a lot of maximum Mana, increases your Elemental Damage, and raises the level of Static Orb and Flame Ward. Try to get an additional Critical Strike Chance for Spells that doubles if you have more than 300 Maximum Mana via Legendary Potential.
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- +56 Armor
- (11% to 14%) increased Movement Speed
- (40% to 60%) of Current Mana gained as Ward when you stop moving (2 second cooldown)
- +35% Physical Resistance
- +35% Poison Resistance
- +35% Necrotic Resistance
- (10% to 18%) increased Movement Speed
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Transient Rest - every time you stop to Cast a Spell you will gain a lot of Ward based on your Current Mana. It won't be effective after you burn all your Mana on burst. Try to get additional Movement Speed, as manually evading Hits is your biggest defense.
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- +(10 to 20) Mana
- (6% to 12%) increased Mana Regen
- +(14 to 16) IntelligenceT7
- (12% to 36%) of Mana Spent Gained as Ward
- (36% to 72%) increased Spell Damage
- When you use a movement or time travel skill all stats on this item are tripled for 4 seconds (12 second cooldown)
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Julra's Stardial - you will begin your burst with the Teleport for the first free cast of the Static Orb, and this Ring will greatly boost your Damage and Ward Generation for the 4 seconds while doing so. Try to get Intelligence or Critical Strike Chance as your Legendary Potential modifiers here.
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- +4 Potion Slots
- (180 to 320) Ward Gained on Potion Use
- (70% to 180%) of Mana Spent Gained as Ward
- +(30% to 70%) Ward Retention
- (18 to 30) Ward Gain on Kill
- +(7 to 18) Ward per Second
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Strands of Souls - this Belt is undoubtedly the best choice if you want a lot of Ward. Good rolls on its modifiers are usually more important than getting Legendary Potential, especially as Belts don't have any exceptionally useful modifiers for you.
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- +(30 to 40) Health
- (12% to 2%) reduced Health Regen
- +(2 to 4) Vitality
- 5% of Current Health Drained per Second for 4 seconds when you use a Potion
- (30 to 40)% less Void, Necrotic, and Poison damage taken for 4 seconds on potion use
- +(30 to 40) Necrotic Damage to Melee Attacks and Spells for 4 seconds on potion use
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Grimoire of Necrotic Elixirs - you will gain a lot of flat Damage for your Spells after you use a Potion, which is usually not very useful as you rely on Ward instead of Health. It also reduces the Damage you take from particular Elements, which can be very useful against Harbingers or Nemesis monsters. However, using the potion every 4 seconds can be very easy to miss during combat.
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- +(36% to 44%) Physical Resistance
- +6 Spell Lightning Damage for you and your Totems
- +12% Lightning Penetration for you and your Totems
- +(60 to 94)% Shock Chance for you and your Totems
- +(36 to 44)% Lightning Resistance for You and Your Totems
- +(60 to 94) Mana
- 12% Chance to summon a Storm Totem on hit (8 second cooldown)
- +6 Attunement
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Stormcarved Testament - offers a bit of flat Damage and Lightning Penetration for your Spells, as well as large amounts of Mana. The Shock Chance is also useful, as Static Orb deals More Damage to Shocked Enemies. You should aim to add the Critical Strike or Mana modifiers here.
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- +40 Armor
- (240% to 290%) increased Critical Strike Chance
- You cannot Leech Health from Critical Strikes
- +(2 to 5) to All Attributes
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Peak of the Mountain - it greatly improves your Critical Strike Chance, which is very important to cap for reliable bursts. Try to get additional levels for the Static Orb, as it allows you to pick up Notables that grant More Damage against Shocked Enemies or Critical Strike Multiplier.
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Idols:
You should use 4 Grand or Ornate Glass Idols that increase your Mana. They can also improve your Clear Speed via extra AoE or Tendrils for the Static Orb. The remaining Idols should be used to cap your Resistance or improve your Health, Ward Retention, and Mana.
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Recommended Blessings:
- The Black Sun: at first you can use Void Resistance to ease the Gearing process, but you should swap it to Critical Strike Chance or Multiplier later on.
- The Age of Winter: here you should pick either Physical or Cold Resistance, but you can also optionally pick the Freeze Rate per stack of Chill if you aim to Freeze Bosses with your Glacier, although it won't be easy.
- Spirits of Fire: it is an easy choice, as only the Fire Resistance bonus has any use for you.
- Reign of Dragons: lots of defensive options to choose from, depending on what you need the most. All Resistance option is usually the most useful, but you can also pick a particular Element or Crit Avoidance.
- Ending the Storm: this timeline offers you the most important Blessing which grants you a flat Mana. The Lightning Resistance can be picked if you struggle to cap it via your gear but should be replaced soon.
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END NOTE
This is the release version of our Manastacking Sorcerer Build for Last Epoch, which uses Mana to obtain immeasurable amounts of Damage. We had amazing results with the final form of this Build, and we can attest you won't be disappointed with it. If you enjoy bursting Bosses in seconds and don't mind the occasional stops to regain Mana, the Build is definitely for you! Future Patches can change the performance of this Build, we will keep our eyes on it and update this guide accordingly to the game's growth.
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Pictures used in this article are the intellectual property of Eleventh Hour Games