Last updated on Mar 29, 2024 at 00:00 by GhazzyTV and Lavender
This is the perfect leveling guide for new players wanting to start with Runemaster!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 inthe game.
1.
Introduction
This version of the Runemaster's Leveling Guide focuses arounddealing Fire Damage with big hits through Critical Strike Chance.The main skill used in this build is Frost Claw, or rather for this build,Fire Claw, as we will be converting the damage type to Fire. Elemental Novais then automated through Frost Claw, causing huge explosions at the target location.
Defensively, this build ties together Frost Wall, Flame Ward, and Flame Rushto create an extremely sturdy and mobile caster that will burn their enemies to a crisp simplybut dashing into them. Ward generation is how we maintain our survivability.
2.
Runemaster Leveling Passive Trees
Class PassivesSkill Passives
MageRunemaster
Frost ClawElemental NovaFlame WardFrost WallFlame Rush
2.1.
Mage Passive Tree
The Mage Passive Tree is useful for two things; Arcanist, whichprovides a ton of Intelligence and Resistances, and the Ward Retention fromWarden. Otherwise, the Cast Speed from Mage Flurry is takento increase the cast rate of Frost Claw.
2.2.
Runemaster Passive Tree
Every other point at our disposal will be placed into the Runemaster PassiveTree during the leveling process. This Passive Tree is mainly used for nodes that increaseCritical Hit Chance (Runeword: Cataclysm), Ward Gain (Arcane Focus), andnodes that synergize both of these aspects at the same time (Jagged Veil).Due to the limited amount of points in the leveling process, we're abuse the PointBonus system on certain nodes, gaining the added modifiers and moving on to the next node.
2.3.
Frost Claw
Frost Claw will be our spam skill in this build, and while it does decent damage on its own,the main purpose of this skill is to automate Elemental Nova casts, filling your screen withgiant, fiery explosions. Frost Claw also acts as a cleanse. Since this skill is used constantly,it ensures we are able to remove any negative ailment extremely fast.
While pathing Frost Claw, path towards Lava Talon first to convert the damage into Fire, then headtowards Celestial Conflux. Its important to note, Frozen Reign must be taken in order to activatethe bonus effect on Unsealed Mana. This should happen around the time Frost Claw hits level 11.
2.4.
Elemental Nova
Elemental Nova is how we clear groups of mobs. Outside of very early levels (before gaining Celestial Confluxon the Frost Claw tree), you will never manually cast this. It should be noted that Elemental Nova does consume Manawhen automated, and it will not cast if your Mana is negative.
The pathing for Elemental Nova is meant to increase the area of the spell, as well as its overall damage output.Start by taking Fire Nova, then path back up and take 4/5 nodes on Arcana Elementorum. The nextpriority should be Infernal Nova. The cooldown increase on this node can be completely ignored,as it does not apply to the automation of the spell. Melting Nova will boost Critical Hit Rate by a whopping200% and should be capped before taking the final node, Fiery Destruction.
2.5.
Flame Ward
Flame Ward does a lot of the heavy lifting in the background ofthis build. The main purpose of this spell is to act as a defensive layer,providing Ward and Damage Reduction, but it also provides Mana Regeneration,Fire Damage, and access to Fire Aura, dealing damage to all nearby enemies whenactive. Until you unlock Frost Wall and specialize in it, youwill need to manually active this skill to get it to work. It is perfect forrunning through low health mobs to quickly make your way aroundmaps, as it will kill them on contact.
With all of that in mind, make sure to max Dilation for the Mana Reductionfirst, followed by grabbing Fire Aura. From here, path the right side of the tree and cap the nodes Shrewd Shieldingand Warmth before heading back to take Through Flames on the left.
2.6.
Frost Wall
For pathing, rush towards Prepared Wards to kick off the automation for Flame Ward.Once this is grabbed, head towards Pyroglass for the Fire conversion. From here, the choice isyours. There's two options; pathing towards Runic Conclusion will provide a bit of extra damagefor the build, while pathing towards Shelter of the Chef will provide with a generous amountof extra Ward Gain, specifically when dealing with mobs of enemies. Brand the Invadersshould be taken very close to last, as it is meant to synergize with Celestial Doomafter you have placed 7 points into the node.
2.7.
Flame Rush
Flame Rush should be the final skill you unlock. It may seemweird that we're taking the traversal skill last, but it requiresset up from other aspects of the build to work properly. Priorto scaling Flame Rush, feel free to add unscaled Teleportto your hotbar for quicker movement around maps as you do the campaign.
Gas Powered is the powerhouse of this skill, and ultimatelythe reason its taken. Prioritize that, then focus on quickly pathingto Lunar Protection. All other skill points are up to the discretionof the player and what they feel they need immediately.
Image courtesy of Last Epoch Tools
3.
Damage Rotation
To start dealing damage with this build its simple; place downyour Frost Wall near a group of enemies, but not directlyon top of them, since we need 0.2 seconds to pass for the extra Ward generationto proc off Shelter of the Chef. With your wall placed, dash towards andthrough it with Flame Rush. This will activate Flame Ward alongwith generating a ton of Ward, as well as dealing a ton of Fire Damage to all nearby enemies.If anything is still left alive, spam Frost Claw to finish it off, whichwill set off a multitude of Elemental Nova fire explosions.
4.
Gearing and Affixes
The Fire Claw Leveling Build is meant to be scaled off of Critical Strike Chance,Fire Damage, and Spell Cast Speed. As you level, you'll want to aim for the Affixeslisted below that suit the playstyle of this build.
Attributes | Offensive | Defensive |
---|---|---|
Intelligence | Spell Damage Fire Damage Casting Speed Critical Strike Chance Critical Multiplier | Ward Retention Needed Resistances Health |
4.1.
Useful Uniques
This build is very effective without a single unique. However, if you happen to runinto any of the following, you shouldn't hesitate to equip them.
The Mad Alchemist's Ladle will scale Cast Speed by 1% for every 2 Intelligence, on top ofboosting our damage by 8% per active ailment on an enemy. Not counting ailments coming from our skills,the Ladle has five ailments on it as is, coming out to an extra 40% Spell Damage. Keep in mind, due toInscribed Instruments, we want to use a Wand in this build no matter what. You can equip the Ladleas early as level 17.
Calamity boosts everything we scale with except Critical Hit stats. It provides Fire Damage, FireCast Speed (effecting everything in the build), and even grants a slightly larger Mana pool. The best part is thishelmet can be used as early as level 7!
If you don't have luck finding these items from a natural drop, you can instead opt to use a Rune of Ascendance on anynormal drop you find and hope for the best!
5.
Progressing to Endgame
This build will carry you all the way to the start of the Monolith, whereyou will need to decide on an Endgame build to follow. Below are the optionsavailable for Runemaster.
Lightning Frost Claw BuildLightning Web BuildStatic Rush BuildFlame Hydra Build
6.
Changelog
- 29 Mar. 2024: Updated for Patch 1.0.
- 30 Nov. 2023: Guide added.
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