Comprehensive EK Guide - Updated with Build

Christhemiss

Maker of Builds
If one wants to be better in raids, I'd say the choice is Longsword. If you want to be better in high reaper, the choice is a bastard sword - if you can get 200% strikethrough. The main question I have, doesn't your melee invulnerability take a major hit in high reaper? What do I mean by invulnerability? Well, when I played a EK (THF), you feel virtually immortal while leveling because you never have to pause for heals and thus DPS is constant. However, once I got to Legendary, Death Aura no longer provides that feeling as it can't keep up with the Reaper heal penalty. And no one is going to heal you. How do you get around that?
you seem to have 2 points here so ill do my best to adress them both
1. after testing i feel kukri will always be the best choice. bastard sword single target is dogwater and longsword aoe is dogwater. kukri also probably gets more dps than longsword anyway because remember 23 points in VKF gets perma 20% DS, +20 MP while swf and 10% more DS. if i used a longsword i wouldnt get the 20 mp or the 20% DS and id be in PM instead. yeah pm would get more dcs and healing but with kukri everything gets melted. also kukri 14-20 crit 3x multi is quite good, not sure if its better than longsword 16-20 4x (probably isnt) but vkf is so strong i dont think its close. also remember rapid slash is triple hit frontal cleave. kinda busted
2. i am not invincible in high reaper. i agree with you that in higher skulls death aura does not heal enough to keep you up in combat. my strategy is layering defenses to the point where i dont need good healing. you only need healing if you get hit. i have enough ac/displacement/dodge that i dont get hit very often and when i do it gets greatly reduced by prr. your goal in high reaper is to do everything you can to not get hit. my other strategy is to try to CC mobs before they attack me. you have enlarged mass holds with my build so you can cc mobs from a distance. if they are held you cant take damage. at that point they are just meatbags. lastly, shard storm provides very good temp hp. i usually wait until it comes off cooldown before i go to the next pack. yes it takes longer but that extra 1400 hp can really make the difference
 

Drachmor

Well-known member
I love that you're called Lawnmower of death! My proudest build so far (already hella outdated) I called the Holy Lawnmower! :D
 

Christhemiss

Maker of Builds
aK6GYvg.png

powerful
 

Smokewolf

An Excited Member
The EK enh tree is great in Heroics but ends up being a noob-trap in Epics.


Justification:

-Races well suited for a Wizard build and not well suited for melee. Forcing the player to specialize in either melee or casting.

-Int to hit/dmg is not particularly viable without a significant investment in Harper. (12 points at least) Even then, there's not much Harper offers other than the Trance to make the expenditure worth the effort.

Side note: Trance should become a toggled effect.

-Focusing on strength to hit / dmg gives diminishing returns as the gear sets don't really support the EK through out the level grind. (Much less in epics) Meanwhile, the Wizards casting, becomes heavily gimped without the focus on intelligence.

-Most of the melee damage comes from the imbues, which can only scale so much as a player advances. One imbue per 3 Wiz levels, capping at 18. Obviously not counting imbues from gear or feats.

-No strike-through or double-strike is given within the enh tree. Making most EK attacks single target, while Eldrich Strike is on cooldown.

-Eldritch Tempest got gimped more than a year back. It now underperformes to the point of feeling very lack-luster for the extream AP and cooldown involved.

-The imbues are a better fit for a Sorcerer as all the current imbues are elemental based. While a Wizard is a better fit for Negative , Force, and maybe cold.

-The active imbue should also boost the spell power thats relevant. (currently does not) Example when Acid imbue is active, a +5 bonus per imbue die should be gained.

-Defensively EK doesn't add much for tankiness. Sure their are armor proficiencies, hit point increases, and the panic bubble. (unfortunately heavy armor) Overall, it's not ideal for tanking. Yes, there are those that manage but they're already maxed out as far gear and stat wise as is possible. A new player attempting any of this is likely to end up hating the class.

-Adding melee feats limits the effectiveness of spell casting later on. Which Wizards have a huge range of spell options and strong DC's for both insta an CC.
 

niknight

Active member
The EK enh tree is great in Heroics but ends up being a noob-trap in Epics.


Justification:

-Races well suited for a Wizard build and not well suited for melee. Forcing the player to specialize in either melee or casting.

-Int to hit/dmg is not particularly viable without a significant investment in Harper. (12 points at least) Even then, there's not much Harper offers other than the Trance to make the expenditure worth the effort.

Side note: Trance should become a toggled effect.

-Focusing on strength to hit / dmg gives diminishing returns as the gear sets don't really support the EK through out the level grind. (Much less in epics) Meanwhile, the Wizards casting, becomes heavily gimped without the focus on intelligence.

-Most of the melee damage comes from the imbues, which can only scale so much as a player advances. One imbue per 3 Wiz levels, capping at 18. Obviously not counting imbues from gear or feats.

-No strike-through or double-strike is given within the enh tree. Making most EK attacks single target, while Eldrich Strike is on cooldown.

-Eldritch Tempest got gimped more than a year back. It now underperformes to the point of feeling very lack-luster for the extream AP and cooldown involved.

-The imbues are a better fit for a Sorcerer as all the current imbues are elemental based. While a Wizard is a better fit for Negative , Force, and maybe cold.

-The active imbue should also boost the spell power thats relevant. (currently does not) Example when Acid imbue is active, a +5 bonus per imbue die should be gained.

-Defensively EK doesn't add much for tankiness. Sure their are armor proficiencies, hit point increases, and the panic bubble. (unfortunately heavy armor) Overall, it's not ideal for tanking. Yes, there are those that manage but they're already maxed out as far gear and stat wise as is possible. A new player attempting any of this is likely to end up hating the class.

-Adding melee feats limits the effectiveness of spell casting later on. Which Wizards have a huge range of spell options and strong DC's for both insta an CC.

  1. If you're a newer player, like you suggest, then any race will work because you're not going to be playing in content difficult enough to require specialization. If you're not a newer player, then it's just one of many build choices you have to make in general for what is, essentially, a flavor build.
  2. For 12 points in harper, OP's character is getting +51 to hit (yes, 49 of that can be had from the EK tree if you wish), +24 to tactics, +75 to damage, and +1 Int. That's not at all bad for 12 points.
  3. The only builds that really focus on strength are the two handed builds. Single and two weapon builds most always focus on Int. Your statement on gear sets not supporting EK in epics is unfounded. Profane Experiment exists, and unlike Sharn, it's not locked behind an expansion. You can easily wear that to 29, and add in extra stuff from Keep / Sands / Vault / Fens stuff as needed, like every one else.
  4. I'll discuss imbues a bit later
  5. EK gives +10 doublestrike, so I don't know what you're talking about there. Once you get into epics, you can have 5 AoE attacks: Eldritch Strike, Eldritch Tempest, Rapid Slash, Quick Cutter, and Blade of Discord (which OP isn't taking, but you can).
  6. There were 2 changes to Eldritch Tempest. The first was a fix because it was giving twice the listed +W and twice the extra crit multi. The second was the change from +5W to +50% extra physical damage, which is a decided buff.
  7. With regard to imbues and sorcerer:
    1. Pure sorcerer EK is designed to get most of its damage from imbues. Pure wizard EK is designed to be around 50/50 physical/imbue damage, since it gets the bonus feats to help with casting and access to a trance without having to multiclass. Wizard EK's are also much better with tactics, and are better multiclass builds (should you decide to do that).
    2. Because wizard EK deals more physical damage, it scales better in reaper than sorcerer does.
    3. Passive healing and all of the immunities that come from being undead make wizard a better choice than sorc.
  8. Wishlist items aren't relevant to the discussion.
  9. Why would you ever want to tank on an EK? And sure, EK doesn't add any defenses... except for the hit point bonus, and the panic bubble, and always on displacement, and 100% stacking fort from undead form, and all of the self healing, and all of the temp hit points, and excellent reflex saves, and the extra miss chance conferred by any of the wizard cloud spells, and all of the enemy debuff spells (like sleet storm). Need I continue?
  10. You get 5 bonus spell feats for playing a wizard. This does a decent job of making up for the required melee feats. It's also entirely possible to transform from a melee to a caster through gear and destiny swaps should you need to be a primary caster with your group.
 

Christhemiss

Maker of Builds
The EK enh tree is great in Heroics but ends up being a noob-trap in Epics.


Justification:

-Races well suited for a Wizard build and not well suited for melee. Forcing the player to specialize in either melee or casting.

-Int to hit/dmg is not particularly viable without a significant investment in Harper. (12 points at least) Even then, there's not much Harper offers other than the Trance to make the expenditure worth the effort.

Side note: Trance should become a toggled effect.

-Focusing on strength to hit / dmg gives diminishing returns as the gear sets don't really support the EK through out the level grind. (Much less in epics) Meanwhile, the Wizards casting, becomes heavily gimped without the focus on intelligence.

-Most of the melee damage comes from the imbues, which can only scale so much as a player advances. One imbue per 3 Wiz levels, capping at 18. Obviously not counting imbues from gear or feats.

-No strike-through or double-strike is given within the enh tree. Making most EK attacks single target, while Eldrich Strike is on cooldown.

-Eldritch Tempest got gimped more than a year back. It now underperformes to the point of feeling very lack-luster for the extream AP and cooldown involved.

-The imbues are a better fit for a Sorcerer as all the current imbues are elemental based. While a Wizard is a better fit for Negative , Force, and maybe cold.

-The active imbue should also boost the spell power thats relevant. (currently does not) Example when Acid imbue is active, a +5 bonus per imbue die should be gained.

-Defensively EK doesn't add much for tankiness. Sure their are armor proficiencies, hit point increases, and the panic bubble. (unfortunately heavy armor) Overall, it's not ideal for tanking. Yes, there are those that manage but they're already maxed out as far gear and stat wise as is possible. A new player attempting any of this is likely to end up hating the class.

-Adding melee feats limits the effectiveness of spell casting later on. Which Wizards have a huge range of spell options and strong DC's for both insta an CC.
you click on my thread about EK only to call my build a noob trap? why did you even click on the thread if you came in assuming its bad? very interesting choice
 

Yeet

Well-known member
Temp hps help in regards to self healing ... Tier2 Primal Spell: Shard Storm

Great build, very nice.
 

Marshal_Lannes

Well-known member
you seem to have 2 points here so ill do my best to adress them both
1. after testing i feel kukri will always be the best choice. bastard sword single target is dogwater and longsword aoe is dogwater. kukri also probably gets more dps than longsword anyway because remember 23 points in VKF gets perma 20% DS, +20 MP while swf and 10% more DS. if i used a longsword i wouldnt get the 20 mp or the 20% DS and id be in PM instead. yeah pm would get more dcs and healing but with kukri everything gets melted. also kukri 14-20 crit 3x multi is quite good, not sure if its better than longsword 16-20 4x (probably isnt) but vkf is so strong i dont think its close. also remember rapid slash is triple hit frontal cleave. kinda busted
2. i am not invincible in high reaper. i agree with you that in higher skulls death aura does not heal enough to keep you up in combat. my strategy is layering defenses to the point where i dont need good healing. you only need healing if you get hit. i have enough ac/displacement/dodge that i dont get hit very often and when i do it gets greatly reduced by prr. your goal in high reaper is to do everything you can to not get hit. my other strategy is to try to CC mobs before they attack me. you have enlarged mass holds with my build so you can cc mobs from a distance. if they are held you cant take damage. at that point they are just meatbags. lastly, shard storm provides very good temp hp. i usually wait until it comes off cooldown before i go to the next pack. yes it takes longer but that extra 1400 hp can really make the difference
You might be right about kukri, but that brings up two thoughts; if going kukri, a SDK Chainz build is always going to be more DPS with better AOE and as good if not better survivability. And if you are going deep in VKF, aren't APs getting super tight? EK, PM, Harper, and VKF - something has to get cut. Your suggestion is a valid one, cut it from PM, but then we are back to well, why not just play the SDK Chainz if we are only partial Lich? I think if I were doing this again at Cap I'd want to go long sword or bastard sword probably leaning toward long sword if we are grabbing wish list equipment items and one of the new mythic age long swords from Myth Drannor.

I never used shard storm with mine and would absolutely try it. Good thread. Good ideas and food for thought.
 

Yeet

Well-known member
partial PM tree = good enough. hybrid build have to make sacrifices. lich works for self healing. going deeper in the tree gives more DCs and some other perks, but isn't essential.
 

Christhemiss

Maker of Builds
You might be right about kukri, but that brings up two thoughts; if going kukri, a SDK Chainz build is always going to be more DPS with better AOE and as good if not better survivability. And if you are going deep in VKF, aren't APs getting super tight? EK, PM, Harper, and VKF - something has to get cut. Your suggestion is a valid one, cut it from PM, but then we are back to well, why not just play the SDK Chainz if we are only partial Lich? I think if I were doing this again at Cap I'd want to go long sword or bastard sword probably leaning toward long sword if we are grabbing wish list equipment items and one of the new mythic age long swords from Myth Drannor.

I never used shard storm with mine and would absolutely try it. Good thread. Good ideas and food for thought.
SDK is not better for many reasons.
yes it gets more aoe but i dont feel like i need more, i am in a comfortable place
it gets way less INT meaning DCs will be useless. i need every point of DC possible
deep gnome doesnt need a +1 lesser heart
deep gnome gets +3 mdb/dodge cap that sdk doesnt get
i cant proc sneak attack solo so the SA dice in sdk are just for raids
deepgnome gets 20 spellcraft and 6 mrr which i need

APs dont feel tiight to me. yeah i would like the +2 enchant dc out of PM but its really just a bonus. i still can get 12 harper 41 EK 6 pm (lich form) and 23 vkf for maximum dps. as for longswords, id go that route if you want more DCs/healing from PM but kukri almost certainly has better dps
 

Marshal_Lannes

Well-known member
I meant if you are using a kukri might as well be a non-EK SDK chainz build (rogue/barbarian/bard) that is going to be a lot more AOE DPS. Don't sleep on Half-Orc for EK, especially THF if anyone goes that route. The Orce tree compliments the EK cleaves very well. If you have lots of racial APs this feels amazing (that's what I played) while leveling. Of course, I went STR so didn't have any of the holds that you describe and those holds are clearly a superior choice if you are going to play this end game.
 

Tuxedomanwashere

Well-known member
Had a few questions:
Which Imbue?
EK has 4 different imbues: acid, cold, electric, and fire. the main issue with these 4 choices is they all scale with a different spellpower and EK has no way to bypass resistant or immune enemies. you can swap between imbues, but that can get annoying. I personally like the acid imbue because very fem mobs are immune to acid. sadly, many monsters are resistant to acid, and stone guard champs can wreck your day. the other imbue i would recommend is electric because practically no monsters are resistant to electric. yes, some monsters are immune to electric, but its no where near as bad as fire and cold. if you use fire or cold imbue, you should seek professional help right away.
Since you have 18 pts in DG, what's your take on going Tiefling and stripping fire immunity with Scorch (the Ash SLA has a pretty long CD for its effect, but the fire stripping works with the normal scorch spell, which is only ~3 seconds for wizards)? That would allow you to focus in on fire spell power for your imbue. It would also pair pretty well with your dripping with Magma weapon because of the fire stripping.
EK Has Imbue, Therefore is Imbue Build, Right?
I wish it was that simple. pure imbue EK has many, many problems, with the biggest one being aggro. with 40 imbue dice and 1k+ spell power, you strike a boss once and will never lose aggro again. the deeps may be good, but immune/resistant monsters and the insane build you need make it not good. you are much better off going for both melee and imbue stats, with a good mix of them. I generally hit 22-28 imbue dice depending on gear, and around 300 melee power with buffs in reaper (no prowess). yeah, that doesn't sound good on paper, but when put together with all the procs, CC, and debuffs its actually quite good. you have enough physical DPS that immune mobs get killed, and you have enough imbue damage that your damage per hit is very strong. if you want an all imbue build, go play alch. if you want an all physical damage build, go fighter or barb. EK is a mix of both, for better or worse, but it allows you to be more flexible in your damage, and the multiple imbue toggles allow you to switch damage type depending on the monster.

I've always wondered this because everyone mentions imbues as a big contributor to flipping the raid boss, but because imbue damage is reduced further in a similar way that spells are, isn't it considered spell damage? Would spell threat reduction not apply to it then?

21Epic(1)Epic Feat: Greater Single Weapon Fighting
22Epic(2)Epic Destiny Feat: Perfect Single Weapon Fighting
23Epic(3)
24Epic(4)Epic Feat: Overwhelming Critical
Intelligence: +1 Level up
25Epic(5)Epic Destiny Feat: Doublestrike
26Epic(6)
27Epic(7)Epic Feat: Eerie Aim
28Epic(8)Epic Destiny Feat: Arcane Warrior
Intelligence: +1 Level up
29Epic(9)
30Epic(10)Epic Feat: Embolden Spell
Legendary Feat: Scion of the Feywild
31Legendary(1)Epic Destiny Feat: Harbinger of Chaos
32Legendary(2)Intelligence: +1 Level up
33Legendary(3)Epic Feat: Mobility
34Legendary(4)Epic Destiny Feat: Titan's Blood
What's your thoughts on adding Burst of Glacial Wrath for monsters that are immune to your other CC (HM Mass and G. Shout)? It seems to work wonders on constructs and undead. It also makes them helpless iirc, which would add quite a bit of damage to the ones that can't be killed with your Cut the Strings.

Melee Power: 290.0
Doublestrike: 99%
Because there was consideration between longsword and Kukri for single target damage, could you provide a breakdown of your doublestrike and melee power values (not sure if everything has been mentioned throughout your gear/enhancements/PLs, but it helps to have that all together for comparisons)?


------------------------------------------------------------------------------------------
Epic Destinies: 83 Destiny Points
------------------------------------------------------------------------------------------
Fury of the Wild - Points spent: 23
Core1 Die Hard
Tier1 Strength or Swiftness: Quick Cutter - 3 Ranks
Tier1 Acute Senses - 3 Ranks
Tier1 Enduring - 3 Ranks
Tier2 Gird against Demons
Core2 Die Harder
Core3 Die Harderest
Tier3 Wild Weapons: Doublestrike - 3 Ranks
Tier3 Embrace the Pain - 3 Ranks
Core4 Be the Whirlwind
Tier4 Wilder Weapons: Wilder Weapons - Doublestrike - 2 Ranks
------------------------------------------------------------------------------------------
Fatesinger - Points spent: 37
Core1 Fate Singer's Repertoire
Tier1 Harmonic Resonance
Tier1 Music of the Spider Queen - 2 Ranks
Core2 Intoxicating Presence
Tier2 Pianissimo - 3 Ranks
Tier2 Grandeur
Tier2 A Little bit of Music
Core3 Glitter of Fame
Tier3 Master the Acoustics - 3 Ranks
Tier3 The Rhythm to Reign - 3 Ranks
Tier3 The Sonata to Serve - 3 Ranks
Tier4 Metamagics Attunement: Enlarge
Core4 Hear my Voice Friend
Tier4 Resonance of Fate: Arcane Resonance
Tier4 Great Ballads of War - 3 Ranks
Tier5 Ballad of the ages
Tier5 Mastering the Strings - 3 Ranks
Tier5 Turn the Tide
Tier5 Blade Song
Tier5 Cut the Strings
------------------------------------------------------------------------------------------
Primal Avatar - Points spent: 23
Core1 This is your Nature: Thorn
Tier1 Rejuvenation Cocoon
Tier1 Seeking Balance - 2 Ranks
Core2 Now Grow: Heart
Tier2 Mantle of Nature: Heart - 3 Ranks
Tier2 Spirit Boon: Mind - 2 Ranks
Tier2 Primal Spell: Shard Storm
Core3 Weathering the Elements
Tier3 At Its Core
Tier3 Shared Mantle
Tier3 Spell Focus: Enchantment - 3 Ranks
Core4 Regrowth
Tier4 Natural Evasion
------------------------------------------------------------------------------------------
I wonder if it wouldn't be better to trade Primal Avatar for Shadowdancer and pick up some threat reduction, extra sneak attack, extra fortification bypass, the Darkness debuff with Trap the Soul for -9 PRR and MRR, and 20 MP. You could also pick up the doublestrike in there and the Bring Darkness enhancement, which procs the Darkness debuff itself pretty quickly because of the increased vorpal range and attack speed. That said, I suppose the Primal destiny is necessary anyways if you plan to keep stacks of Arcane Warrior going and not worry about spellpoint pool. That said, I would definitely recommend picking up the Fatesinger mantle as well for a nice snapshot (your auras will proc it almost every 10 seconds like clockwork, and it's free sonic damage on the bosses + extra temp hp).


Equipped Gear Set: Standard

ArmorDinosaur Bone MailDrops in: Skeletons in the Closet, The Mountain Keeper chest, end chest
+15 Enhancement Bonus
IoD: Armor: Scale Slot: Goldscale
IoD: Armor: Fang Slot: Goldfang
IoD: Accessory: Claw Slot: Claw: Stunning
IoD: Accessory: Horn Slot: Horn: Enhanced Ghostly
IoD: Set Bonus Slot: The Legendary Dread Isle's Curse
Green: Topaz of Swiftness
Blue: Ravil's Book of Legendary Recipes
BeltLindal's Mighty BeltDrops in: Skeletons in the Closet, Free Yarrow optional chest
Extra Lay on Hands +3
Extra Smites +3
Strength +14
Insightful Sheltering +19
Green: Legendary Swordcrossed Topaz
Blue: Globe of True Imperial Blood
The Legendary Dread Isle's Curse
BootsDeath's DeferralDrops in: Threats Old and New, Raid Warded chest
Insightful Accuracy +11
Quality Deadly +3
Undying -285
Sealed in Undeath: Quality Intelligence +3
Green: The Legendary Book of Defense: Reflexes
Yellow: Dusk Raider
Moon: Lunar Gem of Negative Amplification (Legendary)
BracersDinosaur Bone BracersDrops in: The Isle of Dread, any legendary chest; or Dread saga legendary end reward
IoD: Accessory: Artifact Scale Slot: Scale: +15 Intelligence
IoD: Accessory: Artifact Fang Slot: Fang: Deception +12
IoD: Accessory: Artifact Claw Slot: Claw: +10 Spell Penetration
IoD: Accessory: Artifact Horn Slot: Horn: Sacred DCs
Blue: Sapphire of Dodge
Green: Essence of Pomura's Memento
Yellow: +2 Festive Intelligence
The Legendary Dread Isle's Curse
Filigree 1: Sucker Punch/One Against Many +2 Strength(Rare)
Filigree 2: Eye of the Beholder/The Inevitable Grave +2 Intelligence(Rare)
Filigree 3: Treachery: +3 Melee Power(Rare)
Filigree 4: Darkhallow: +20 Negative Amplification(Rare)
CloakLegendary Cloak of SunlightDrops in: The Key to the Mythal, end chest
Lesser Displacement
Healing Amplification +59
Resistance Natural Armor +14
Proof Against Disease +12
Green: Topaz of Spell Focus: Enchantment
Colorless: Paragon Guard
Sun: Solar Gem of Spell DCs (Legendary)
GlovesLegendary Maenya's Iron FistsDrops in: Cauldron of Sora Katra, upgraded version of Legendary Maenya's Fists
Strength +14
Exceptional Alluring Skills Bonus +10
Physical Sheltering +35
Resistance Fortitude Save +12
Green: Sapphire of Protection
Yellow: Diamond of Insightful Constitution
Legendary Wrath of Sora Kell
Legendary Perfected Wrath
GogglesRed Wizard's SightDrops in: Threats Old and New, Raid Warded chest
Quality Potency +27
Kinetic Lore +24%
Equipment Spell Focus Mastery +5
Sealed in Undeath: Insightful Intelligence +7
Green: Emerald of Arcane Empowerment
Yellow: Paragon Guard
Sun: Solar Gem of Doublestrike (Legendary)
HelmetLegendary Helm of the Sun's WrathDrops in: Death Hosts This Banquet, end chest
Crown of Summer
Crown of Summer
Legendary Accuracy +5
Enhancement Seeker +14
Armor-Piercing +23%
Green: Essence of Dark Diversion
Colorless: Paragon Guard
Sun: Solar Gem of Negative Amplification (Legendary)
NecklaceLegendary Pendant of the EarthDrops in: Wild Thing, end chest
Insightful Corrosion +74
Insightful Impulse +74
Insightful Combustion +74
IoD: Accessory: Fang Slot: Fang: Negative Healing Amplification +56
Green: Diamond of Spellcraft
Colorless: Diamond of Constitution
The Legendary Dread Isle's Curse
QuiverEpic Quiver of AlacrityDrops in: The Mark of Death, warded chest
Penalty Concentration -50
Ranged Speed XV
Stealth Strike
Insightful Deception +4
Doubleshot +8%
Ring1Legendary Katra's Razor WitDrops in: Cauldron of Sora Katra, upgraded version of Legendary Katra's Wit
Charisma +14
Insightful Alluring Skills Bonus +10
Magical Sheltering +35
Will Save +12
Green: Sapphire of Accuracy
Yellow: Legendary Moment to Legendary Moment
Legendary Wrath of Sora Kell
Legendary Perfected Wrath
Ring2Legendary Katra's Razor WitDrops in: Cauldron of Sora Katra, upgraded version of Legendary Katra's Wit
Charisma +14
Insightful Alluring Skills Bonus +10
Magical Sheltering +35
Will Save +12
Green: Topaz of Enchanted Power
Yellow: Topaz of Deadly
Legendary Wrath of Sora Kell
Legendary Perfected Wrath
TrinketLegendary Gem of Many FacetsDrops in: The Chronoscope (Legendary), end chest, or Legendary version of Epic Gem of Many Facets
Set Bonus 1: Legendary Windlasher's Ferocity
Cannith Trinket Prefix: Spell Lore: Negative/Poison
Cannith Trinket Suffix: Fire Absorption
Cannith Trinket Extra: Insightful Nullification
Yellow: Dusk Raider
Deck Curse: Curse of Major Intelligence
Weapon1Kukri of the Undying AgeDrops in: Ritual Table, Turn in
Legendary Kukri of the Golden Age
120 Barrier Fragments
+15 Enhancement Bonus
Dripping with Magma
3rd Degree Burns
Vorpal
Sealed in Fire: Legendary Dust
Orange: Deconstructor
Purple: Dusk Raider
Filigree 1: Sucker Punch/One Against Many +2 Strength(Rare)
Filigree 2: Eye of the Beholder/The Inevitable Grave +2 Intelligence(Rare)
Filigree 3: Dreadbringer: +3 Melee Power
Filigree 4: Dreadbringer: +1 Tactics DC(Rare)
Filigree 5: Dreadbringer: +3 PRR(Rare)
Filigree 6: Dreadbringer: +2 Fortitude Saves(Rare)
Filigree 7: Treachery: +3 Melee Power(Rare)
Filigree 8: Dreadbringer: +4 Armor Class(Rare)
Filigree 9: Darkhallow: +20 Negative Amplification(Rare)
Filigree 10: Sucker Punch: +3 Melee Power(Rare)
Weapon2Dinosaur Bone OrbDrops in: Skeletons in the Closet, The Mountain Keeper chest, end chest
+15 Orb Bonus
IoD: Weapon: Fang Slot: Sparkfang
IoD: Armor: Scale Slot: Voidscale
IoD: Armor: Fang Slot: Voidfang
Orange: Ruby of Corrosion Spell Power
Purple: Ruby of Negative Spell Power
The Legendary Dread Isle's Curse
I think the Legendary Cloak of Forest's Blade would be a good alternative to the Legendary Cloak of Sunlight you're using now, if you're not able to fit in the Unsanctioned Arcana cloak to net +5 DCs (Forest's Blade should give you +7 insightful and +3 quality doublestrike plus the Sun Augment slot you have now, whereas Unsanctioned Arcana gives you +3 Insightful and +2 quality spell DCs). Looking at the planner though, it doesn't look like you'd be able to slot that in without giving up your negative amp (I'd replace the negative amp sun aug you have in helmet with the DC aug you'd otherwise lose). Gaining that 10% doublestrike might also pave the way using the longsword. So my recommendation would be to switch to the doublestrike cloak if you're switching to longswords and to switch to the Morgrave raid cloak if you're sticking with kukris (where the extra doublestrike is arguably unnecessary).

It's a toss up for me between Lindal's Mighty Belt and the Admiral's Cummerbund. I'm a bit partial to Chaos absorption, but the Insightful PRR is nice too (the +6 parrying is also nice, but it looks like your saves should be fine).

As for filigrees, it's interesting that you opted not to pick up a 4-piece Shattered Device set

I'd probably work something like:
Shattered Device: Fort Bypass x2
Eye of the Beholder/Inevitable Grave: INT x2
Darkhallow: -Amp x2
Eye of the Beholder: INT x2
Shattered Device: Atk/Dmg
Shattered Device: Melee Power
Dreadbringer: Melee Power
Dreadbringer: PRR
Dreadbringer: Tactics
Dreadbringer: Armor Class

This nets you +4 atk/dmg, +3 doublestrike, +3 DCs, and a chance to reduce PRR and MRR (which will increase your damage output). I haven't taken the time to do the breakdown, but I believe you lose some melee power with this switch, but I think that the debuffs you're dealing as a result are worth it. From the sounds of it, you're not really having an issue with trash, so extra boss DPS can only help you. You also lose 10% fort bypass with your current destiny set up, but there are a few things you can do to mitigate this. For starters, I'd take the points out of embrace the pain (you're gonna have a much easier time healing with negative anyways, and it's conditional as to when you get that positive healing) and pick up the mantle to open up Sense Weakness (which doesn't require the mantle active to benefit from). The last rank requires all three points in the mantle, but the first two only require one rank, which is convenient math if you don't want to dump something else like the dodge or PRR for the extra 2% fort bypass. So in the end, you're down 6% fort bypass, which I think is a pretty good trade for what you pick up (considering you have Deconstructor slotted in, though I don't know if your fort bypass value already factored that in).

Personally I'd take the 3 points out of Master of the Acoustics and pick up the Fate mantle to snapshot and maybe put an extra point in Music of the Spider Queen, which would net you -11 for sonic spell power, but +4 for every other spell power and a AoE sonic burst that pulses out about every 10 seconds. Alternatively, if you are willing to part with the last core in Primal Avatar, you can spend that left over point with the straggler from Fatesinger and pick up CHA damage immunity (really a super fast regen, but it's better than being helpless from CHA drain). I find that core of Primal to be kinda meh to be honest, so I'd take CHA damage immunity over 15 sonic spell power and an after shrine buff any day of the week.


Edit: looking at the point spread for the Deep Gnome, I'm surprised you didn't pick up Illusory Escape and GCS. I suppose you might not have the DCs for GCS, but I find the tumble through enemies pretty nice as they have to spend time turning around trying to target you, and the monster pathing isn't exactly stellar (it also prevents you from getting into a position where you get surrounded or blocked off by enemies).
 
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Christhemiss

Maker of Builds
Had a few questions:

Since you have 18 pts in DG, what's your take on going Tiefling and stripping fire immunity with Scorch (the Ash SLA has a pretty long CD for its effect, but the fire stripping works with the normal scorch spell, which is only ~3 seconds for wizards)? That would allow you to focus in on fire spell power for your imbue. It would also pair pretty well with your dripping with Magma weapon because of the fire stripping.
no because the uptime is bad and you need the DG for DCs/defense
I've always wondered this because everyone mentions imbues as a big contributor to flipping the raid boss, but because imbue damage is reduced further in a similar way that spells are, isn't it considered spell damage? Would spell threat reduction not apply to it then?
I havent had much issues with threat, in fact the build is tanky enough i can tank some minibosses in raids and the imbue helps me with aggro
What's your thoughts on adding Burst of Glacial Wrath for monsters that are immune to your other CC (HM Mass and G. Shout)? It seems to work wonders on constructs and undead. It also makes them helpless iirc, which would add quite a bit of damage to the ones that can't be killed with your Cut the Strings.
not worth cuz i only built for enchant DCs. no evo dcs
Because there was consideration between longsword and Kukri for single target damage, could you provide a breakdown of your doublestrike and melee power values (not sure if everything has been mentioned throughout your gear/enhancements/PLs, but it helps to have that all together for comparisons)?

DS is at 100% with the kukris (currently i am trying twf kukri and i am liking it very much. the melee power is ***** but thats just ek for you. buffed in reaper with prowess swap i have 320 which isnt great but the build has many other advantages
I wonder if it wouldn't be better to trade Primal Avatar for Shadowdancer and pick up some threat reduction, extra sneak attack, extra fortification bypass, the Darkness debuff with Trap the Soul for -9 PRR and MRR, and 20 MP. You could also pick up the doublestrike in there and the Bring Darkness enhancement, which procs the Darkness debuff itself pretty quickly because of the increased vorpal range and attack speed. That said, I suppose the Primal destiny is necessary anyways if you plan to keep stacks of Arcane Warrior going and not worry about spellpoint pool. That said, I would definitely recommend picking up the Fatesinger mantle as well for a nice snapshot (your auras will proc it almost every 10 seconds like clockwork, and it's free sonic damage on the bosses + extra temp hp).
SD is not worth it because i get 20 mp from AW stacks cuz of shard storm. shard storm also is amazing for defense and soloing, as well as PA heart mantle proccing cocoon on death aura ticks. so PA mantle gives me better temp hp shield and healing than fatesinger, also fatesinger mantle is awful for damage and the PA mantle is best dps mantle, especially with my spellpower
I think the Legendary Cloak of Forest's Blade would be a good alternative to the Legendary Cloak of Sunlight you're using now, if you're not able to fit in the Unsanctioned Arcana cloak to net +5 DCs (Forest's Blade should give you +7 insightful and +3 quality doublestrike plus the Sun Augment slot you have now, whereas Unsanctioned Arcana gives you +3 Insightful and +2 quality spell DCs). Looking at the planner though, it doesn't look like you'd be able to slot that in without giving up your negative amp (I'd replace the negative amp sun aug you have in helmet with the DC aug you'd otherwise lose). Gaining that 10% doublestrike might also pave the way using the longsword. So my recommendation would be to switch to the doublestrike cloak if you're switching to longswords and to switch to the Morgrave raid cloak if you're sticking with kukris (where the extra doublestrike is arguably unnecessary).
i would answer this but i recently pulled the light armor of the artblade and i will be sharing an updated gearset for even more defense and DCs. the DS cloak is worthless because i am DS capped with out
It's a toss up for me between Lindal's Mighty Belt and the Admiral's Cummerbund. I'm a bit partial to Chaos absorption, but the Insightful PRR is nice too (the +6 parrying is also nice, but it looks like your saves should be fine).
ins sheltering will always be better, almost no mobs do chaos damage
As for filigrees, it's interesting that you opted not to pick up a 4-piece Shattered Device set

I'd probably work something like:
Shattered Device: Fort Bypass x2
Eye of the Beholder/Inevitable Grave: INT x2
Darkhallow: -Amp x2
Eye of the Beholder: INT x2
Shattered Device: Atk/Dmg
Shattered Device: Melee Power
Dreadbringer: Melee Power
Dreadbringer: PRR
Dreadbringer: Tactics
Dreadbringer: Armor Class

This nets you +4 atk/dmg, +3 doublestrike, +3 DCs, and a chance to reduce PRR and MRR (which will increase your damage output). I haven't taken the time to do the breakdown, but I believe you lose some melee power with this switch, but I think that the debuffs you're dealing as a result are worth it. From the sounds of it, you're not really having an issue with trash, so extra boss DPS can only help you. You also lose 10% fort bypass with your current destiny set up, but there are a few things you can do to mitigate this. For starters, I'd take the points out of embrace the pain (you're gonna have a much easier time healing with negative anyways, and it's conditional as to when you get that positive healing) and pick up the mantle to open up Sense Weakness (which doesn't require the mantle active to benefit from). The last rank requires all three points in the mantle, but the first two only require one rank, which is convenient math if you don't want to dump something else like the dodge or PRR for the extra 2% fort bypass. So in the end, you're down 6% fort bypass, which I think is a pretty good trade for what you pick up (considering you have Deconstructor slotted in, though I don't know if your fort bypass value already factored that in).
im still debating the filigrees but i will share more when i finally fully and totally complete the build and gearset
Personally I'd take the 3 points out of Master of the Acoustics and pick up the Fate mantle to snapshot and maybe put an extra point in Music of the Spider Queen, which would net you -11 for sonic spell power, but +4 for every other spell power and a AoE sonic burst that pulses out about every 10 seconds. Alternatively, if you are willing to part with the last core in Primal Avatar, you can spend that left over point with the straggler from Fatesinger and pick up CHA damage immunity (really a super fast regen, but it's better than being helpless from CHA drain). I find that core of Primal to be kinda meh to be honest, so I'd take CHA damage immunity over 15 sonic spell power and an after shrine buff any day of the week.
see above about PA mantle discussion
Edit: looking at the point spread for the Deep Gnome, I'm surprised you didn't pick up Illusory Escape and GCS. I suppose you might not have the DCs for GCS, but I find the tumble through enemies pretty nice as they have to spend time turning around trying to target you, and the monster pathing isn't exactly stellar (it also prevents you from getting into a position where you get surrounded or blocked off by enemies).
i originally wanted GCS but couldnt hit the DCs. now with my planned updated gearset (which will be a pain to farm) i will most likely take GCS
 

Tuxedomanwashere

Well-known member
no because the uptime is bad and you need the DG for DCs/defense
Ah. I figured the uptime wouldn't be as bad if you're working with the spell (I know using the SLA sucks), but I can definitely see a case for going DG for the defense/DCs
I havent had much issues with threat, in fact the build is tanky enough i can tank some minibosses in raids and the imbue helps me with aggro

not worth cuz i only built for enchant DCs. no evo dcs
Fair enough.
DS is at 100% with the kukris (currently i am trying twf kukri and i am liking it very much. the melee power is ***** but thats just ek for you. buffed in reaper with prowess swap i have 320 which isnt great but the build has many other advantages
Yes, you've mentioned that you hit the DS cap in a previous post. I was asking about a breakdown of the doublestrike and melee power values to provide insight into how to achieve that (e.g. equipment, insightful, quality, vfk, etc.) and also get a sense of where a character with minimum past lives would stand in the absence of some of the bonuses you presumably are getting from your reincarnations.
SD is not worth it because i get 20 mp from AW stacks cuz of shard storm. shard storm also is amazing for defense and soloing, as well as PA heart mantle proccing cocoon on death aura ticks. so PA mantle gives me better temp hp shield and healing than fatesinger, also fatesinger mantle is awful for damage and the PA mantle is best dps mantle, especially with my spellpower
I was suggesting snapshotting the mantle for one of your auras rather than using it as your primary mantle (I concur that the PA mantle does far more damage). That would allow you to get the cocoon and the fatesinger temp hp procs. Although YMMV.
i would answer this but i recently pulled the light armor of the artblade and i will be sharing an updated gearset for even more defense and DCs. the DS cloak is worthless because i am DS capped with out
Well, I was asking specifically in regards to getting DS up to switch to longswords if so inclined. One poster remarked about using longswords with Knight's Training. You mentioned the big boost to DS that VKF, particularly rapid slash, gives you, so I was trying to see under what circumstances a longsword version would pull ahead (though I haven't done extensive math myself on this particular problem).
ins sheltering will always be better, almost no mobs do chaos damage
Gotcha.
im still debating the filigrees but i will share more when i finally fully and totally complete the build and gearset

see above about PA mantle discussion
What about the CHA dmg immunity (fast reset)?
i originally wanted GCS but couldnt hit the DCs. now with my planned updated gearset (which will be a pain to farm) i will most likely take GCS
Have you found any utility in picking up the Illusory Escape (tumble through enemies) from the DG tree since you're going so high up there? I figure it would help a bit with positioning and whatnot.
 
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Christhemiss

Maker of Builds
Ah. I figured the uptime wouldn't be as bad if you're working with the spell (I know using the SLA sucks), but I can definitely see a case for going DG for the defense/DCs
forgot about the spell, it could work but would lose too much on DCs and defense imo
Fair enough.

Yes, you've mentioned that you hit the DS cap in a previous post. I was asking about a breakdown of the doublestrike and melee power values to provide insight into how to achieve that (e.g. equipment, insightful, quality, vfk, etc.) and also get a sense of where a character with minimum past lives would stand in the absence of some of the bonuses you presumably are getting from your reincarnations.
getting mp calcs would be terrible, but i can include the boosts i am using.
21 reaper mp
20 knights strike
20 AW
50 prowess

as for DS, ill do my best for breakdown
15% (martial and aasimar past lives)
8% EK cores
3% knights transformation buff
15% artifact
15% augment
6% FOTW
10% VKF
20% rapid slash
5% doublestrike feat
2% harbinger of chaos
=100% DS
tldr i get 15 from past lives but i also dont have the md cloak (as you suggested) so a simple swap could get you 11 more.

I was suggesting snapshotting the mantle for one of your auras rather than using it as your primary mantle (I concur that the PA mantle does far more damage). That would allow you to get the cocoon and the fatesinger temp hp procs. Although YMMV.
i was unaware of this, i will try this. thank you!
Well, I was asking specifically in regards to getting DS up to switch to longswords if so inclined. One poster remarked about using longswords with Knight's Training. You mentioned the big boost to DS that VKF, particularly rapid slash, gives you, so I was trying to see under what circumstances a longsword version would pull ahead (though I haven't done extensive math myself on this particular problem).
i aint a math guy either, but i do know that i have an undying age kukri and i do not have an undying age longsword so...
Gotcha.

What about the CHA dmg immunity (fast reset)?
not enough points
Have you found any utility in picking up the Illusory Escape (tumble through enemies) from the DG tree since you're going so high up there? I figure it would help a bit with positioning and whatnot.
i play around not having it but it might, not sure yet
 

KozyBean

Well-known member
Hey all. I have long since loved eldritch knight, it's actually my favorite thing in the game, and I have heard much chatter from guildies/friends that it is bad. They claim they have not seen a good EK at cap. I decided that hopefully I can do my best to fix that. I have played EK more than any other build in my 5 years of playing, and I have done it on both multi completionists and low lifers. I like to believe I know EK better than anyone, but I am sure that I can learn much from you guys. I hope you find this guide helpful. EK is the melee tree for wizard and sorcerer, but I will only be talking about wizard. why?
Wizard vs Sorcerer
Wizard
  • More spells means more selections (can take ALL the buff spells)
  • 5 bonus feats so you can actually play as an ek (sorc doesnt get any so getting all the feats is difficult)
  • Mainstat trance while being pure
  • Mainstat is stat for spellcraft, your most important skill
  • Int based so more skill points
  • Inscribe spells so dont need blood of dragons or vip
  • Palemaster cores all give +5 USP, while sorc savants give +10 to 1 element
  • Palemaster lich form for healing, lots of defense sorc cant get, and undead immunities
  • Potentially more enchantment DC from palemaster that sorc cant get
  • Potential inflict weariness usage
  • Can get pet for levers if you want
  • Did i mention it can heal?
  • More hp from palemaster forms and enhancements
  • Death aura stuff
  • More spell DCs than sorc due to palemaster form
  • Id argue better past life than sorc, but thats more an opinion than a fact
  • Can get SLAs from archmage if you wanted ig
  • Not only is undead form healing, its easy healing
Sorcerer
  • Main stat is main stat for umd
  • A bit better spellpower and caster levels (CL irrelevant if pure as you should be, spellpower isnt as much due to wiz, see above)
  • Arguably better filigrees due to raid cha fili being reverberation for +2 imbue dice
  • Double cast times
  • More spellpoints (that you probably wont need)
now some of you may be wondering, what's up with all this talk about spells? well...

Offensive spells?
EK looks like a spellcaster tree. 140+ universal spell power, DCs and spell pen in t5, and spell crit chance when you melee. All the things you could possibly want on a spellcaster. However, EK is not an offensive caster. The tree focus on melee damage with the imbue, as well as melee power, hit, damage, and hit points. This begs the question, why does EK give all these spellcaster stats? also, is it worth doing hybrid casting and meleeing? I can tell you with authority it is NOT worth casting offensive spells on EK. this is because it is impossible to gear the character to have competitive melee DPS and competitive spell DPS at the same time. anyone who tells you to cast say fireball is gimping you. you will do more damage with 1 swing than 1 fireball, not to mention the gearing nightmare that already is EK. this leads me into my next question, why does EK give these spellcaster stats. EK gives spellcaster stats because the imbue scales off of spell power, and the crit chance is for your healing spells. the DCs in t5 are also important, but I'll get to that later...

Why Wizard?
now that I have cleared up a common misconception about offensive spells, I can fully explain why Wizard. Sorc's biggest advantage is double casting speed and more spell points. Is this worth giving up PM healing/defense, wizard feats, and mainstat hit/damage/trance (Harper agent)? the answer is no, it is not. sorcerer loses too much over wizard for the MELEE EK I am building. you play sorc to cast big explosive spells, not hit people with a sword.

Offensive Spells? (continued)
just because I said we wont be casting offensive spells does not mean we will not be casting spells. Offensive spells to me are spells that do direct damage to mobs. This means buff spells/healing spells/CC spells/proc spells do not count (for me). in t5 EK, you can take +2 enchant/illusion DC as well as +4 spell pen. in the cores of PM, you can take 2 more enchant DCs. This means EK has the potential to get a competitive DC on powerful CC spells such as mass hold and Otto's sphere (and gcs if gnome). this is the main casting component of EK for me: mass hold. mass hold is a level 9 spell you get at level 17 wizard, and it is easily your most powerful spell. with enough DCs, many quests become an absolute meme due to its short cool down, big AOE, and large duration. even high reaper becomes a joke once you start pushing the DCs. now that you cast mass hold (and Otto's), you can fill a secondary role in your group, that being a CC character. that is not the only spell you cast. your other important spells are Death Aura, shard storm (primal avatar), and cut the strings, not to mention all the buff spells. Death aura is extremely powerful, both being a good health over time spell as well as a proc spell. There are many effects in this game that proc on spellcast, and death aura ticks sometimes count for that (I will not not disclose what and where because I do not want it to get fixed if its a bug, just trust me). Shard Storm is just as important, because it gives you much needed temp hp, decent damage, and most importantly it stacks up arcane warrior and forces point. with shard storm these abilities can be kept at max stacks all the time. Cut the Strings is an instakill spell in t5 of fatesinger, my recommended epic destiny t5. this instakill works on any monster and is an enchantment save, which you already have the DCs for for hold. It also applies a large amount of sonic damage on hit vs bosses, making it a great choice for raids.

What Weapon?
EK is mostly unique among melees in that it doesn't pigeonholed you into 1-2 weapon types. Monk has to be staff or fist, barb basically has to be thf (debatable), pally/cleric/fvs need favored weapon, rogues want twf light weapons and so on. EK is different in that it can use any weapon in any style almost equally. yes, some weapons are inherently better due to better crit profile and style and such, but let me give some recommendations for weapons and why
  • kukris (or daggers) - combining EK with VKF and kukris is extremely powerful due to VKF being a great secondary tree and kukris having a great crit profile. main downside is you have few points to spend in PM
  • Falchion (or other thf weapon) - with strong AOE cleaves, high single hit imbue damage, and great sustain makes thf a walk in the park for leveling. leveling a melee has never been so easy
  • bastard sword or dwarven waraxe (my favorite) - with these weapons, one can take the swf feats for leveling for giga attack speed as well as thf specialty at 31, giving large attack speed and strike through all in one. this is what I would recommend for making reaper mode a total joke at cap (not bad in raids either, but kukris better)
  • Longsword - with swf, longswords get good crit/multi with knights training, meaning you can get very good single target dps even without VKF. my testing (in a reply below) shows LS will kill bosses 30% faster than bastard sword. play bastard sword at your own risk! 30% is a lot! (take this with a grain of salt, my testing method isnt realistic so i doubt its 30%, probably lower)

What Style?
just like with weapons, EK can do any style it wants (I wouldn't recommend ranged, but this is a melee guide). I shall now breakdown pros/cons of the different styles and my personal thoughts on them
TWF
twf is great for single target raid and boss DPS, and it synergizes extremely well with kukris and VKF. Throw in all the EK cleaves, spells, and CC this is a very tempting style for those who want to carry a raid. However, even with the cleaves the leveling isn't great and you give up other defining features of the other styles. I like twf for when I need raid DPS or need to bring lots of debuffs.
THF
thf is what you take on a leveling EK, not a cap one. this is a very potent style for leveling for obvious reasons, and the imbue makes up for thf general reliance on critical hits for damage. obviously it underperforms at cap due to slow attack speed, but that's a well know fact. I am not a huge fan of thf, but that's because I make my builds for cap.
SWF
swf is my favorite style for many reasons. most importantly this is your bread and butter for the thf/swf bastard sword variant I enjoy, and I plan on writing a build for that in the future. In addition, swf gets good main stat to damage, MP, and high attack speed. this means it is the perfect style for taking patience, which can increase your DPS by a good amount. swf also gets vorpal range 19-20, which helps when proccing on vorpal things such as sov lightning strike or storm reavers thunderclap. Also, swf can be used with an orb or runearm in the offhand, which can potentially give you much needed stats, debuffs, process, or abilities depending on which you use. my favorite is alchemical orb with sov lightning strike and alchemical acid attunement.

Why Pure?
this guide is generally going to be about pure wizard. that begs the question 'why pure?' the EK capstone is extremely strong, giving 2 int, 2 imbue dice, and a proc that gives you 10% more damage and 4 more imbue dice. since you are already using eldritch strike for the transformation buffs, this is free damage, and a large amount at that. Sorc has a large problem where pure is not viable due to many issues, and this is one more reason for wiz over sorc.

What Race?
EK, being a generalist, can work with a wide variety of races. My personal favorite is gnome or deep gnome for GCS, illusion DC, +4 int, and mrr and dodge. deep gnome also gets 20 spellcraft which is very good. if not going the gnome route, tabaxi could fix the main issue with EK: its slow. EK is a very slow melee, and you feel it when you zerg. aasimar does NOT work for EK because ascendant cannot be active at the same time as PM shroud. last race i will mention is SDK because SDK with kukris and VKF is quite silly.

EK issues
EK, while great, is not perfect. as mentioned before, it is slow. some people do not like slow. i play as gnomes cuz they are small, cute, and feel like they are fast ;) . EK can have issues at range, like any melee, but you can potentially CC them with mass hold if they are in range. another issue is for some reason ssg gave EK 15% comp hp in t5. idk if this is wizard hate or what, but it makes absolutely no sense. you need all the hp you can get, and ssg doesnt want that apparently. the last issue I will name is you struggle against monsters resistant to your damage or immune to your crowd control. golems are your living hell, treat them with care and hope your physical damage is enough.

Which Imbue?
EK has 4 different imbues: acid, cold, electric, and fire. the main issue with these 4 choices is they all scale with a different spellpower and EK has no way to bypass resistant or immune enemies. you can swap between imbues, but that can get annoying. I personally like the acid imbue because very fem mobs are immune to acid. sadly, many monsters are resistant to acid, and stone guard champs can wreck your day. the other imbue i would recommend is electric because practically no monsters are resistant to electric. yes, some monsters are immune to electric, but its no where near as bad as fire and cold. if you use fire or cold imbue, you should seek professional help right away.

What Mainstat?
I know there are many people out there who say "if a melee isnt str based, its crap!" yes, i have heard this, and no i dont agree. going str based means giving up on your greatest tool: your CC spells. mass hold is busted, and with int based you can get enough DCs. not only that, but harper agent is an easily accessible way to get int to hit/damage, not to mention an INT trance. this is extremely strong because the trance is free damage and tactics DCs, and with my recommended epic destiny set up you need every last tactic DC possible.

Skills
EK is a wizard, and wizard does not get many skill points or class skills. however, as an INT based character you get many skill points, more than you realistically need. here is a priority list of skills
  1. spellcraft - more spellpower is more damage. damage go brrrrrrrr
  2. heal - this gives more negative spellpower which boosts your heal spells. PM healing are small heal over times, so you need every last ounce of spellpower.
  3. tumble - EK is slow, you desperately need the movement speed and evasion this provides
  4. umd - while you get access to teleport spells, you need this for when your dumb party member eats a roar or walks into spikes and dies. they will thank you when you resto and res them.
  5. balance - this is especially important if you are getting the swf feats. if not, take this to prevent being tripped as long. if you are CC too long, you are dead
  6. search - you are an INT based character, and with a swap can easily find all the secret doors in the game. special mention to MA opt door
  7. swim - this isnt required, but i like swim to move fast. personal preference
  8. jump - you get the jump spell, this is just if you die during skellies and are doing the jumps
  9. concentration - this is just if you have low lives/bad gear and need to res people with scrolls
  10. everything else
Viable with Low Lives?
EK, as a DC character, is dependent on good gear and past lives for DCs, just like any other caster. However, the melee aspect of EK needs neither, and can be great fun on a low lifers. I have been able to hit good DCs on CC spells for older content, but modern content needs help from past lives. don't let that discourage you, you can hit no fail DCs for leveling on a first lifer no problem. endgame DCs are just so outrageously insane that it's a struggle without lives.

Is EK Good at Cap?
this is a tough one to answer. to me, EK is an acquired taste, and I have definitely acquired that taste. its not something that everybody will love, it just meets all the criteria I have for something I like: CC, DPS, healing, and defense. EK at cap is, to many people, a sub optimal option compared to other melees like dragonlord and barbarian. yes, the imbue might pull aggro, and your DPS isn't #1, but that isn't your purpose. EK as a class is designed to fit any role the group needs. it can be a trash clearer, a boss killer, a reaper/raid CC bot, a buffer, or a debuffer. depending on your gear and build, you can do most of if not all these things. EK isn't about hitting the biggest DPS numbers, its about making every group complete and making difficult solos easy. EK is an amazing class to solo with, and I have soloed endgame raids and midskull reaper with EK (if I cared to solo r8-10 I bet I could). EK may not be for everyone, and it definitely isn't the strongest thing, but it is a generalist. it is a jack of all trades master of none. with EK, you can give your group a stronger chance of succeeding, and r10s become a meme. This doesn't mean EK is perfect. I would not take it into push raids due to imbue aggro problems and not #1 DPS, but that's ok considering push raid builds are so cookie cutter anyway.

EK Has Imbue, Therefore is Imbue Build, Right?
I wish it was that simple. pure imbue EK has many, many problems, with the biggest one being aggro. with 40 imbue dice and 1k+ spell power, you strike a boss once and will never lose aggro again. the deeps may be good, but immune/resistant monsters and the insane build you need make it not good. you are much better off going for both melee and imbue stats, with a good mix of them. I generally hit 22-28 imbue dice depending on gear, and around 300 melee power with buffs in reaper (no prowess). yeah, that doesn't sound good on paper, but when put together with all the procs, CC, and debuffs its actually quite good. you have enough physical DPS that immune mobs get killed, and you have enough imbue damage that your damage per hit is very strong. if you want an all imbue build, go play alch. if you want an all physical damage build, go fighter or barb. EK is a mix of both, for better or worse, but it allows you to be more flexible in your damage, and the multiple imbue toggles allow you to switch damage type depending on the monster.


Final Thoughts
I'm sure I will think of more topics to put in this guide, and I will add them when I think of them. EK as a build is not the strongest, but that is ok given how much of the game you can do. the healing of wiz EK from PM is strong, and you get lots of temp hp from epic destinies. this is a build designed for solo players who want free leveling and can solo raids at cap. it might not be the flashiest build, but I'm sure if you follow my tips your opinion on EK will change for the better. all hail EK!
Imma test some of these build tips and see if it can make me like my first full EK build better. I appreciate your post and CrazyWist who shared it with me! <3 Kozy 🤎
 

Br4d

Well-known member
I've been playing this for a couple of days now and it is an excellent build for a low-life character in LE and LR1. I basically do not have the deep gnome enhancements and it's still kicking ass with a kukri. I'm working on switching over the feats but it's clear at this point that the melee damage is worth giving up the AE spell damage I was using to enhance damage.
 
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