Warlock Bleed Fissure Endgame Build for Last Epoch (Patch 1.1)
Build Introduction
Spew frozen blood from your palm of your hand and rip the life force from your enemies to empower you. This build focuses on building an extreme amount of Ward in order to push Corruption. This is the High End version of our original Chaos Fissure build, focusing more on dealing Bleed and Frostbite damage as opposed to Critical Hits.
Due to the nature of this version of the build, it is highly suggested to use the original Chaos Fissure build and slowly progress into this one as you collect gear. There will not be substitutions listed in this build, as it's intended to act as a goal for players who wish to climb Corruption with a clear indicator for what gear to chase. The original build is linked at the top of the page, under Build Variations.
- Cold Resistance scales the build both offensively and defensively.
- High mobility.
- High Freeze Rate built in.
- Extremely reliant on Legendary Potential and specific Exalted gear.
Skill Selection
Chaos Bolts is the spam skill for this build; this spell is typically a mixture of Necrotic and Fire Damage, however for this set up we will be converting it into both a Physical and Cold spell. This allows it to scale extremely well with Cold Resistance, Bleed and Frostbite. Automated off these Chaos Bolts will be Rip Blood, used as a Ward generator and a way to inflict Bleed, and Bone Curse, used to increase our damage output and inflict Curses on enemies. Profane Veil is used as both a mitigative tool, helping you to avoid damage, while dealing damage from within the puddle. As the final nail in the coffin, the entire build is automated off Chthonic Fissure. This build has a hard-focus on maximizing Curses in order to quickly take enemies to an early grave.
Class and Skill Passive Trees
Our base class is the Acolyte, which acts as a generic spell caster and summoner. Our character will be offered an opportunity to select an Advanced Mastery once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Acolyte, we have access to the Mastery Tree Passives for Necromancers, Lich and Warlock. Upon selecting a Mastery and placing 20 Passive Points into the Acolyte Tree, you'll then be able to place Passive Points into the Mastery Trees.
Warlock is our advanced class for the build. We will utilize the majority of our Passive Points for the Warlock Passive Tree, with a handful of points taken in Lich. The Warlock passives will unlock Bleed Overload, supply Haste and Ward, and allow us to apply Withering to enemies. To help round the build out we will be taking additional points in the Lich tree. These points will focus on Intelligence and help us enable a Low Life playstyle.
Acolyte Passive Points
- 8 points into Forbidden Knowledge: Intelligence and Necrotic Resistance.
- 1 points into Blood Aura: Taken to proceed through the tree.
- 1 point into Mania of Mortality: Taken to proceed through the tree.
- 5 points into Blood Pact: Increased damage, as well as Health Drain if you have killed an enemy recently.
- 5 points into Unnatural Preservation: Large gains to Ward Retention, Necrotic Resistance, and Poison Resistance.
Our base class is the Acolyte, which acts as a generic spell caster and summoner. Our character will be offered an opportunity to select an Advanced Mastery once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Acolyte, we have access to the Mastery Tree Passives for Necromancers, Lich and Warlock. Upon selecting a Mastery and placing 20 Passive Points into the Acolyte Tree, you'll then be able to place Passive Points into the Mastery Trees.
Warlock is our advanced class for the build. We will utilize the majority of our Passive Points for the Warlock Passive Tree, with a handful of points taken in Lich. The Warlock passives will unlock Bleed Overload, supply Haste and Ward, and allow us to apply Withering to enemies. To help round the build out we will be taking additional points in the Lich tree. These points will focus on Intelligence and help us enable a Low Life playstyle.
Warlock Passive Points
- 5 points in Spiteful Decay: Increased Damage Over Time, and More Damage Over Time to Cursed enemies.
- 5 points in Soul Stealer: Increased Mana Regen, as well as the ability to gain a substantial amount of Mana when hitting a Cursed enemy.
- 5 points in Occultist's Mind: Intelligence, and scales Mana off Intelligence.
- 5 points in Cauldron of Blood: Unlocks Bleed Overload and adds Bleed Chance.
- 4 points in Crimson Favors: Higher Bleed Chance for Rip Blood, and Rip Blood now automatically activates Rip Blood on enemies.
- 5 points in Harrowing Armor: Health and Armor, with More Armor granted per Curse on target.
- 5 points in Dark Protections: Ward per Second, and less damage taken per Curse on the target.
- 5 points in Ward of Malevolence: Adds Ward Decay Threshold and Ward gained on kill.
- 5 points in Wither: 100% Chance to Wither, and 8% damage reduction from Withered enemies.
- 8 points in Chains of Ruin: This is taken specifically for Chaos Bolts, as it converts all Damned Chance into Bleed Chance. Damned will still be applied to targets through Chthonic Fissure, so Damned Overload may still activate on large trash packs.
- 5 points in Fleeting Crone: A massive boost to Haste.
- 5 points in Aspect of Death: Increased Health, but also applies Damned to ourselves in order to increase damage when we kill an enemy.
- 2 points in Encroaching Darkness: Chthonic Fissure now applies Anguish on hit.
- 3 points in Duskbringer: Spell Damage for Curses, but applies the damage effect from Anguish on Boss hit.
Our base class is the Acolyte, which acts as a generic spell caster and summoner. Our character will be offered an opportunity to select an Advanced Mastery once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Acolyte, we have access to the Mastery Tree Passives for Necromancers, Lich and Warlock. Upon selecting a Mastery and placing 20 Passive Points into the Acolyte Tree, you'll then be able to place Passive Points into the Mastery Trees.
Warlock is our advanced class for the build. We will utilize the majority of our Passive Points for the Warlock Passive Tree, with a handful of points taken in Lich. The Warlock passives will unlock Bleed Overload, supply Haste and Ward, and allow us to apply Withering to enemies. To help round the build out we will be taking additional points in the Lich tree. These points will focus on Intelligence and help us enable a Low Life playstyle.
Lich Passive Points
- 8 points into Dance with Death: 120% Increased Damage while at Low Life.
- 10 points into Apocrypha: Intelligence and Mana Regen.
- 8 points in Serrated Bones: 56% Global Bleed Chance.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Chthonic Fissure
To start the explanation of how the skills work, we will begin with Chthonic Fissure. This skill is capable of automating Chaos Bolts off itself, which means further automation with Bone Curse and Rip Blood. Aside from this automation, this spell will place Anguish, Acid Skin, and Torment on enemies, scaling multiple parts of this build. We've selected nodes very purposely to maximize damage output on average while keeping Mana stable. To facilitate Bleed Overload and scale the build properly, Fissure will convert to a Physical Spell.
Order of Skill Points
- 1 point in Death from Below: We will not be Cursing ourselves, however this node is taken to reach further nodes in the tree.
- 4 points in Mantle of Flames: With the conversion, this replaces Ignite with Bleed to help activate Bleed Overload.
- 1 point in Blood Gulch: This converts the Fire portion of the skill into Physical. It will retain its Necrotic Damage as well, which is capable of activating Damned Overload.
- 1 point in Pyrochasm: Adds a Hit component to Chthonic Fissure.
- 1 point in Fissure of Wrath: Adds Spell Damage to Fissure per 2% Bleed Chance.
- 1 point in Forbidden Chasm: The Hit aspect of Fissure now applies Acid Skin; this is used as a way to bolster our DoTs and help with damage mitigation.
- 3 points in Fragile Crust: Lowers the Mana cost as long as Fissure is cast with a Cursed Boss or Rare enemy nearby.
- 1 point in Spirit Gale: Chance for dead enemies to release a Spirit.
- 2 points in Severed Wards: Shreds Necrotic Resistance, which boosts the damage Spirits do.
- 2 points in Stygian Current: Spirits release more frequently from the Fissure.
- 1 point in Of Gloom and Flames: Adds a secondary Fissure that erupts behind you.
- 2 points in Chaotic Rupture: 40% Chance for Spirits to turn into Chaos Bolts.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Chaos Bolts
Chaos Bolts are more important in this build than they were in the original Chaos Fissure build. While the other version of the build was highly reliant on Chthonic Fissure damage, the majority of the damage potential for this build comes from Chaos Bolts. The spell is converted from Fire and Necrotic to Cold and Physical in order to scale with Bleed, Physical, and Cold Resistance. We've combined the synergy between Oceareon and Chill to scale the damage based off the unique property of the ring. Rip Blood and Bone Curse are both automated off this spell and provide both an offensive and defensive aspect to the build. The majority of damage you gain from this skill is in the form of Bleed and Frostbite.
Order of Skill Points
- 5 points in Condemned to Chaos: 100% Bleed Chance.
- 1 point in Sanguine Reverie: Converts the Necrotic aspect of the spell into Physical.
- 1 point in Exacted Libation: Adds automation of Rip Blood scaled off Intelligence.
- 1 point in Another Affliction: Adds automation of Bone Curse based on the prerequisite that a Curse already exists on the target.
- 5 point in Mania in Flames: 100% Frostbite Chance.
- 1 point in Call of Morditas: Converts the Fire aspect of the spell into Cold.
- 1 point in Torment of the Red Tundra: Scales Bleed Damage and Freeze Rate Multiplier off Cold Resistance, adding synergy with Frostbite Shackles.
- 1 point in Chance of Snow: While the Chill Chance is negligible, as we already have enough on our Wand, the chance to deal double damage to Chilled enemies is massive and synergizes with Chaotic Strikes, as well as the Unique Ring Oceareon.
- 3 points in Exult in Misery: Adds 48% more damage to Chaos Bolts.
- 3 points in Abrupt Chaos: Increases Cast Speed and projectiles now move faster. This results in more accurate firing.
- 2 points in Doom's Vindication: Pathing node.
- 1 point in Devour the Damned: Helps sustain Mana for the build.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Rip Blood
Rip Blood serves a dual purpose in this build. We will never cast Rip Blood manually. It will always automate either off Chaos Bolts or through Bleed Overload. While not used for direct damage, it does provide Bleed stacks on its own, which ensures we will have 100% uptime on Bleed Overload. However, every Rip Blood that goes off with generate Ward for us, and creates a situation where we're able to maintain extremely high Ward values simply by pressing a single button with Chaos Bolts.
Order of Skill Points
- 2 points into Arcane Absorption: Purely for moving through the tree. We never manually cast this spell.
- 1 point into Rip Spirit: Converts Rip Blood from Physical into a Necrotic Spell.
- 1 point into Arcane Fortress: Health from Rip Blood is converted into Ward.
- 3 points into Hemomancer: Traversal node, this will not apply to anything we do.
- 5 points into Gushing Wound: Adds 100% Chance for Rip Blood to cause Bleed.
- 5 points into Quenching: Amplifies the Ward gain from this spell.
- 1 point into Hematology: Scales the Ward gained from Rip Blood off Intelligence.
- 1 point into Eviscerate: Enables 100% rate for Rip Blood to Splatter with a single point.
- 1 point into Splatter: 20% Chance for Rip Blood to Splattter twice, which can then hit the original target.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Bone Curse
Bone Curse is taken due to its ease of automation and ability to immediately boost the damage we deal by 25%. Aside from applying Marked For Death, Bone Curse will also apply Slow, provide us with access to Bone Armor, and cull enemies at 12% Health.
Order of Skill Points
- 2 points into Iron Maiden: Bone Curse deals 50% more damage.
- 3 points into Brittle Bones: 12% more damage, on top of a 12% Kill Threshold.
- 4 points into Conflation: More than doubles the size of Bone Curse, taken for clear potential.
- 1 point into Sigil of Mortality: Bone Curse now applies Marked for Death.
- 2 points into Defile Defenses: Mostly traversal, but may apply a stack of Armor Shred on use.
- 3 points into Marrow Thief: Has a chance to apply Bone Armor when an enemy afflicted with bone Curse dies. When running maps, this turns into a permanent defensive boost for your character.
- 1 point in Crippling Anguish: Bone Curse now slows enemies for 2 seconds.
In this section, we will break down each skill and highlight the key passives we have selected to make the skill shine in the build. While some of these skills do allow for some variation to exist depending on your own custom choices, we recommend utilizing the skill trees as presented until you have a strong understanding of the build itself.
Transplant
Profane Veil ties the build together; this skill will be converted to deal Physical Damage, dealing more damage per our chance to cause Bleed. The nature of Profane Veil is a defensive one, and it does that job well, applying the Curse Penance to enemies, bolstering our DoTs and supplying further Armor and Damage Mitigation. We also deal more damage while channeling Profane Veil, so the automation on Chthonic Fissure receives a big boost while we're inside the puddle. As an added bonus, Profane Veil will also automate Bone Curse for us when we begin and end channeling the skill.
Order of Skill Points
- 3 points in Eternal Blasphemy: Channel for longer and move faster.
- 1 point in Lake of Blood: Converts Profane Veil into a Physical Spell.
- 1 point in Desecrated Graves: Bone Curse is now automated upon entering and exiting the puddle.
- 1 point in Forked Tongue: You now have two puddles, however the second puddle moves on its own towards enemies.
- 1 point in Loose Tongue: -5 Mana Cost.
- 1 point in Penitent Tangent: Provides another Curse, boosting the overall strength of the build.
- 1 point in Spirit Plate: DoT protection while channeling.
- 1 point in Discourage: Pathing node.
- 5 points in Scorn: 25% more global damage while channeling Profane Veil.
- 2 points in Sable Inquisition: Profane Veil is now larger.
- 3 points in Profane Instruments: We use a Wand, so this provides 30% more damage to Profane Veil.
Build Mechanics and Playstyle
While major nodes have changed in this version of the Chaos Fissure build, the playstyle has mostly remained the same. There is a larger emphasis on the damage from Chaos Bolts, as well as Bone Curse enabling everything in our kit to deal huge bursts of damage.
While clearing maps, Chthonic Fissure will likely be enough to clear smaller mobs. Manual casts of Chaos Bolts can be used to increase clear time, as well as using Profane Veil in order to safely deal damage to enemies while avoiding the majorty of damage. Bleed Overload, triggered by using a Physical Spell while nearby enemies have a combined 25 stacks of Bleed on them, is a huge enabler for the build. This further automates Rip Blood for us, working off nothing but the simple fact you have Bleed Overload active. Rip Blood does not deal a ton of damage on its own, however the Bleed stacks will continue to rise and Bleed Overload will persist continually so long as you have mobs to hit. Furthermore, Bleed Overload is acting as a sort of battery for us, supplying the build with massive Ward generation just by existing.
The build comes together when you notice the Cold Resistance synergy between the Unique Gloves, Frostbite Shackles and the Chaos Bolts Passive Torment of the Red Tundra. Cold Resistance will now increase our Ward Retention and the Physical Damage Over Time applied by Chaos Bolts. This can be seen as passive bonus damage; the ticks will be noticeable.
Equipment and Gear Affixes
This build is extremely gear dependent. While you can run it with less gear than what is shown, and has been tested with both the same and less gear, if you're looking to push Corruption you should aim for the exact rolls listed below, or something very close.
Gear Slot | Implicits | Modifiers |
---|---|---|
Wand | Spell Damange -3 to -5 Spell Mana Cost Mana Spent Gained as Ward |
Prefixes Increased Cast Speed Increased Damage Over Time Suffixes Chance to Chill on Hit Chance to Shock on Hit |
Off-hand Catalyst | Intelligence Ward per Second Ward Retention |
Prefixes Critical Strike Multiplier Increased Cast Speed Suffixes Cold Resistance Ward per Second |
Head | Snowblind | Legendary Potential +4 Levels to Chaos Bolts, Increased Spell Damage Chance for 3 additional projectiles when you directly cast Chaos Bolts Cold Resistance |
Amulet | Physical Resistance Necrotic Resistance |
Prefixes Increased Damage Over Time Physical Penetration Suffixes Fire Resistance Cold Resistance Sealed Affix Health |
Chest | Exsanguinous | Legendary Potential Intelligence Cold Resistance Increased Health |
Belt | Poison Resistance Cold Resistance |
Prefixes Increased Physical Damage Potion Health converted to Ward Suffixes Hybrid Health Cold Resistance |
Gloves | Frostbite Shackles | Legendary Potential Current Health Lost per Second, Missing Health gained as Ward per Second Hybrid Health |
Ring | Oceareon | Legendary Potential Intelligence |
Ring | Necrotic Resistance Ward Decay Threshold |
Prefixes Intelligence Increased Damage Over Time Suffixes Physical Resistance Cold Resistance |
Feet | Last Steps of the Living | Legendary Potential Intelligence Cold Resistance |
Relic | Chance to Bleed on Hit Chance to Bleed on Minion Hit |
Prefixes Intelligence Increased Cast Speed Suffixes Health Cold Resistance |
A loot filter made specifically for the gear table above may be copied by pressing the button below. Once in the Loot Filter portion of the in-game menu, choose the "Paste Clipboard Contents" option to import the code.
Copy Loot Filter to Clipboard
Uniques
The Uniques listed in this build have been picked specifically to provide the best synergy possible with this build. Changing items out will likely result in lower performance and should be avoided. On top of that, a portion of these items are required in order to go Low Life, which is what enables the build to live at high levels of Corruption.
Frostbite Shackles
Frostbite Shackles: These gloves synergize with how we are running Chaos Bolts, as they actively scale our Ward Retention with every percent of Cold Resistance we add to the build. From a crowd control perspective, this build's Freeze Rate is extremely high, and these gloves will generate Ward every time we freeze an enemy. These are a rare drop from Frost Lich Formosus in the Monolith Timeline "Blood, Frost, and Death".
Snowblind
Snowblind: Offer more Cold Resistance, a chance to Blind on hit, and makes us immune to Chill which is something that would normally be a permanent debuff to the build due to the boots we use. Overall a great addition to the build, providing a substantial amount of Armor to our character and likely leaving any nearby enemies Blinded, thus making us semi-immune to Critical Hits without capping out Critical Avoidance.
Oceareon
Oceareon: This ring is extremely rare, but for good reason. When you fulfill the requirements the ring requires, it adds 20% more global damage to your build, alongside 2% - 4% less damage taken. To enable this ring, we take Chill and Shock Chance on our Wand. We've listed it with Legendary Potential, but that portion is completely optional, as it only adds more Intelligence to the build's scaling. You may farm this in the Monolith Timeline "The Age of Winter" within Unique or Set Reward Echoes.
Exsanguinous
Exsanguinous: A staple in Low Life builds, this chest converts Health to Ward, and prevents us from suffering from any and all Bleed ailments. You can farm for this in the Monolith Timeline "Blood, Frost, and Death" within Unique or Set Reward Echoes.
Last Steps of the Living
Last Steps of the Living: Another Low Life item. Besides enabling Ward generation for us, these boots also supply an immense amount of Movement Speed, which is greatly needed as we climb Corruption in order to avoid lethal damage. On top of this, these boots synergize well with Oceareon, providing another 300% or more Freeze Rate. These have a very high drop rate from Frost Lich Formosus in the Monolith Timeline "Blood, Frost, and Death".
Idols
Idol slots are gained through the campaign, unlocking small bonuses and unique affixes for the player to discover and augment their builds with. The Idol screen consists of a grid system for the player to fill out with different sized idols, eventually filling in every part of the grid. As the Idol shape increases (1x1, 1x2, 1x3, 1x4, etc.) the stronger an affix you might find for your build.
Focus Adorned Immortal Idols with the affix "Increased Damage Over Time while you have an Ailment Overload". Bleed Overload will be active any time you're in combat, making this a very potent affix to use to boost damage. Health would be the priority as a second affix. For any leftover slot, focus on fixing any Resistances that are not capped yet.
Blessing
Blessings are permanent buffs that are applied to your character. These come in two different powers, Standard and Grand. Grand blessings are significantly stronger than the Standard Blessings. In total, there are 10 Blessing Slots, one for each Monolith Timeline. When you complete a Monolith and defeat the final boss you will be awarded a choice of three blessing with a random value.
Blessing Name | Affix | Timeline |
---|---|---|
Grand Echo of Solarum | Void Resistance | The Black Sun |
Grand Body of Obsidian | Armor | Spirits of Fire |
Grand Fury of the North | Chance to Shred Physical Resistance on Hit | The Age of Winter |
Grand Hemmorage of Marrow | Bleed Chance | Reign of Dragons |
Grand Bastion of Divinity | Lightning Resistance | Ending the Storm |
Changelog
- 17 Jul. 2024: Complete remake of the build for 1.1. Build is more focused on DoTs. Itemization changed slightly. Transplant swapped out for Profane Veil. Build is still capable of climbing into high Corruption, however Ward ceiling has been reduced due to Ward Retention formula change with the Cycle launch.
- 13 Mar. 2024: Build Planner added.
- 04 Mar. 2024: Guide Added.
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