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Sunwreath Flame Reave Spellblade Build Guide

Posted by Wootles on March 5, 2024
Last updated on March 7, 2024

Overview

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This is a very basic guide to get started on a Spellblade Sunwreath Flame Reave build. I am by no means an expert, but I built this guide because it didn't exist yet.

This build is very beginner friendly, in my opinion, because it can be built with a single unique and goes through all endgame content at a basic level. 200+ corruption, dungeons, etc. Once you can scale in survivability, it can likely go even further.

How does this build work:

This build works by taking advantage of a bunch of independent multipliers and synergies that exist between Firebrand, Flame Reave, and other equipment and skills. Enchant Weapon in particular is extremely powerful for this build.

Sunwreath is required for this build to come online, because the ring effect is powerful. In addition, Flame Caller 1/1 is a large flat damage increase as it's an additional hit from Flame Reave at basically no cost.

In execution, you will attack with Firebrand six times to build stacks of its own buff with Wildfire 2/2 and Incineration 1/1 to six stacks. Couple this with Blade Weaver 6/10 and you have two multipliers that are independent of other multipliers acting directly on Flame Reave's damage.

Why should I play this build?:

If you're like me, you're a little tired of how viable ranged and minion builds are. Last Epoch does a fantastic job of balancing melee as viable that no other ARPG does. As such, I wanted a build to take advantage of that and have fun. It's a fun build. I swear. It is.

As an added aesthetic perk, Flame Reave is a 65.6% crit chance with no crit gear, and this is extremely bursty damage, so you get to see big yellow numbers on your screen very frequently.

I do not consider this guide finished, but I can only bring myself to write so much at once. It's also hard for me to consider all the things I'm thinking about at once. I will frequently update as I remember things.

Pros & Cons

Pros

High burst damage with medium AOE.

High sustain and big soak pool through Ward.

Pleasing to see big yellow numbers on screen.

Only one unique required. Sunwreath.

Viable in 200+ corruption Monoliths without too much work.

Two skills are automatic. Only three buttons are required so it's fantastic for controller play

Fun, viable, non-minion melee

Cons

Skill loop doesn't come online until level 40+

Will not scale to 1000 corruption (because it's melee and non-minion)

No CC

Doesn't feel super comfortable until you get Melee Attack Speed and Ability Cooldown

Gameplay / Mechanics

Summary:

The core gameplay loop for this build is simple: Count to six.

Six Firebrand. One Flame Reave. Everything near you dies. Repeat.

Never less than four Firebrands. Never more than six.

Gain ward from hitting things while you're at it.

Key Passives:

Key Skill Points:

Traps to avoid:

  • Ignite is a newbie trap (for this build) because it does not scale on anything. Do not use it. If you want to build DoT you must do so as a DoT build. Ignore it. Ignore ignite. It does not exist.
  • Fire Aura is a similar story. It is its own build. Ignore it.

Survivability:

This build survives through Ward Gain and Ward Retention.

  • Many of our passives and skill trees give us ward by triggers and hits. These add up fast.
  • Because of point one, our sustain comes from hitting things. Don't panic and run around unless you're dodging something specific. Hit things to stay alive.
  • Intelligence stacking is great because it gives us both core damage and ward retention.
  • Flame Ward is a huge quality of life skill for us. Astonish 1/1 is a huge spike of ward that is automatically triggered exactly when we need it most. Especially since this build can't fit stun avoidance.
  • Potions. Their use is simple. If you run out of ward and you lose ANY health, potion it immediately.

Basic strategies about survivability apply:

  • You must cap resists.
  • You must mitigate critical strikes, either through crit avoidance, crit damage reduction, or both.

The Need For Cooldown Reduction:

This build requires cooldown reduction for several reasons in order to work. We treat our softcap for Cooldown Reduction as 60%.

  1. Enchant Weapon is extremely powerful, and our goal is to automate it with Kindling Blade 1/1 and reduce the cooldown to as close to 100% uptime as possible. It has a 9s duration, and you reach 9s cooldown at ~60% cooldown reduction. This is very possible to achieve.
  2. If you end up with a +3 Flame Reave stat for some reason, you can take Firewalker 1/1 and Kindling 2/2 to get pretty close to free haste. The goal is to have the cooldown of Flame Reave be exactly the same amount of time as it takes you to attack with your next six Firebrand. Easy peasy.
  3. Shorter cooldown for Flame Ward is a nice survivability quality of life improvement.

Damage scaling stats for equipment:

Attack speed > Fire Penetration > Cooldown Reduction (to soft cap of 60%) > Melee/Fire/Spell Melee Damage > Intelligence > Fire Damage % (Pyromancer's) > Armor Shred Chance

Survivability Scaling for equipment:

Ward Per Second > Intelligence (if the tree is finished) > Ward Retention > Ward Threshold # > Armor

Miscellaneous Notes:

  • Melee Attack Speed is disproportionately beneficial to this build because of the need for stacks.
  • This build scales hard on Melee Damage, Fire Melee Damage, and Spell Damage. Flame Reave converts Melee Damage at 160% and the Arcane Severance 4/4 node converts Spell Damage into base damage as well.
  • Note that Intelligence serves as important damage and survivability scaling because of the base damage increase and ward retention.
  • One of the build's damage weaknesses is lack of innate fire penetration. Fire penetration in our equipment becomes very valuable as well as Grand Breath of Cinders.
  • Any stats gained from having a legendary Sunwreath are a free lunch. Get it. I recommend Intelligence.

Skills

Passives

Stat Priorities

Equipment

Damage scaling stats for equipment:

Attack speed > Fire Penetration > Melee/Fire/Spell Melee Damage > Cooldown Reduction (to soft cap of 60%) > Intelligence > Fire Damage % (Pyromancer's)

Survivability Scaling for equipment:

Ward Per Second > Intelligence (if the tree is finished) > Ward Retention > Ward Threshold # > Armor

Blessings

All blessings are flexible if not marked mandatory. I like taking resists for gearing convenience. Armor is another good choice.

Only three blessing slots are mandatory: The two for ward and our damage increase. Fire shred seems best as far as I can tell.

Ring + Unique drop rates are nice for farming Sunwreaths.

Timeline
Blessings
The Black Sun
Ending the Storm
The Age of Winter
Spirits of Fire
Fall of the Outcasts
The Stolen Lance
Blood, Frost, and Death
Fall of the Empire

Build Variants

Leveling

This build doesn't come online until around level 40. I won't pretend getting it going isn't a little annoying.

You can start using Flame Reave in the ring at 25 when Sunwreath becomes applicable, which helps at least play with your core loop by doing: 3xMana Strike to Flame Reave.

Gearing according to the existing stat priorities should work though.

Mana Strike does have a small multiplier in its skill tree so that's very usable.

Mana Strike is pretty much it until Firebrand. Do what you must.

Endgame

I'm still exploring this, because I am as new as many of you reading this.

There seems to be obvious gain from an Exsanguinous. It does appear to need to be paired with a Chains of Uleros, but you'll need at least 2LP there to bring over Intelligence and Cooldown Reduction.

I'm toying with this progression:

  1. Get a usable Exsanguinous first.
  2. After you have a usable Exsanguinous you need a Chains of Uleros or else high convert potion to ward.
  3. Your next big boost comes from the Experimental Gloves affix for PrefixExperimental Ward per Missing Health

Don't use the Chains of Uleros or the Experimental Affix until after you have the Exsanguinous in place.

Boneclamor Barbute also appears to be a big gain, although I haven't allocated any space to stack Necrotic Resistance yet. Possibly replace all the armor shred with it.

Loot Filter

No loot filter is provided for this guide. You can generate a loot filter for this build in the Build Planner or create one using Filter Wizard in the Loot Filters section.

FAQ

Why the Sceptre?

A node in the Flame Reave tree, Arcane Severance 4/4, grants base spell damage as additional fire damage for the skill's use. This means that our scepter effectively has well over a hundred weapon damage, comparable to most two-handers, in just the main hand, leaving our offhand sword free to be a stat stick (and add a few more bits of damage besides).

Why Gemini instead of Off-hand or Shield?

I cannot emphasize enough how good and required Melee Attack Speed is.

Video

Changelog

  • Updated one video to show recent changes operating at 219 corrupt.
  • Updated text guide to remove reference to Surge and add reference to Teleport, since I've changed the build to use Teleport.
  • By popular request, put the actual crit rate in, fully specced.
  • Slight tweaks to main body. Added thoughts to Endgame. Added armor shred to gearing as lowest priority.
  • Build guide was published

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