Chronicon

Chronicon

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The L.A.S.T. Squad Stormcaller Warden (v1.52.0)
By sonofholhorse
The L.A.S.T. Squad [Lightning Always Strikes Twice] Stormcaller Warden Build for v1.52.0
Stormcaller's Regalia with a companion focus and Quadruplets synergy. Requires Ancient Beasts DLC as-is.
   
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Intro: What is this build, how does it work and who is it for?
(Build is designed with Ancient Beasts DLC in mind and will need heavy alteration if you intend to play with the base game. That said, if you still want to try, go for it!)

The build was premised on a handful of ideas: Use an unpopular set and find a way to make it useable without relying on common metas like manadumping Cosmic Cape/Vestige of Lost Souls. Having singled out Stormcaller's Regalia as our set, I then found that a combination of Sparkies and Wisps supported the build with healthy synergies. The build then evolved from there for efficiency and playfeel until I was handling Mythic Tiers comfortably and with good speed. That's where we are now, and where the recently announced updates take us may see this guide edited. Some caveats and who the build are for or not for:
1. This is a not a face-tanking, mindless W+M1 build. You have good durability and damage output but you will need to avoid strong enemy/boss attacks. It *is* a one-button build outside of Elixers but you will need to exercise both attention and caution within reason.
2. This is a busy build. If you are sensitive to flashing lights or lots of effects on screen, this is not the build for you.
3. This is what I would qualify as an "expensive" build, meaning you will need a lot of crystals and Yellow Crystals to get your Exploration Tree and gear fully filled out. I would recommend this as a second build when you already have another to farm resources for, unless you are patient and can wait a bit for your gear and scaling.
With all of that out of the way, if you haven't disqualified yourself, let's get into it! The mechanics of this build are a combination of The Stormcaller's Regalia's 3-piece set bonuses as well as you and your companions symbiotically buffing each other. Key stats are going to be Movement Speed, Lightning Damage, Resistances (I dumped into Poison primarily but any singular focus will do for Elementium Armor's effect) and Damage Reduction. It attacks a lot, very quickly, and you have very high mobility so I hope you like shootin' and scootin' because that's the name of the game! Let's get into the actual build:
Gear
Gear Setup: Pretty simple across the board, we are building those synergies for the set and our companions while trying to max our Cooldown Reduction, Lightning Damage and Damage Reduction. NONE OF THIS IS MATHEMATICALLY OPTIMIZED so if you want to play around with gems/enchants/options, feel free!

Helmet:



We use Weyrick's Crown as a base for pumping Base Stats and we use Life Guard as a Greater Rune to get our Damage Reduction up. As a Health build dependent on Heartstone/Elementium Armor (and thus foregoing Resistances in the name of BIG NUMBERS) Damage Reduction is a key stat for surviving anywhere into Mythic territory. Poison Resistance for the gems is an arbitrary choice, you can spec into whichever elemental resistance stat you feel best about.

*as a side note* if you don't have a Weyrick's Crown to use yet you can always run the Stormcaller's Visage to get the 4-piece Set bonus for 40% Damage Reduction. I tried running both the Visage as well as Weyrick's Crown and given the option of either, this was the easy choice so we made up our Damage Reduction elsewhere but you can swap any helmet you like.

Accessory:



Heartstone is the foundation of our survivability. Quadruplets are a focal point of our serious damage output, as they not only double-dip our Companion stats but the Lightning Skull ALSO procs Static and Lightning Rod, which plays into our Set Bonuses. Gems are Lightning Damage since that's a big part of both ours and our companions' damage output.

Amulet:


Unwavering Loyalty is an obvious choice for any Companion build, as it will buff all of our companions along with Unbreakable Bond. The Sparking Static Anomalous Rune gives us a buff to Static, which in turn buffs our Stormcaller's Regalia Set bonus. IF YOU DON'T HAVE THE QUADRUPLETS YET I recommend crafting a Crafted Lesser Rune from the Warden's Call of The WIld Accessory [to use as your Accessory Rune] as that will get you up to 6 Sparkies for a much larger bonus to Static damage until you can unlock QUAD DAMAGE (and the difference in damage output is staggering, so when you can Quad, do it). Gems again are Lightning Damage for both our benefit as well as our companions.

Offhand:



Stormcaller's Shock is a setpiece, so easy choice. Here we use the Greatness Rune so that we can hit the 4/4 GR threshold for THE QUADS. If you don't need 4/4 GR (aka before you get Quadruplets) then you can either use the Crafted Lesser Rune from "Finned Arrow" to support Seeking Arrow for Static/Lightning Rod procs or you an offload the Bloodscent Rune from our Mythic Weapon if you have another preferred one to use. I found that the Finned Arrow C*LR was best in slot before needing the Greatness Rune for Quadruplets once I tightened up the build, but the choice is yours. I put two Overpower Gems on here since I had a serious lack while levelling past lvl 100; there may be wiggle room here once you get the Exploration Tree maxed out but I haven't gotten to that point yet.

Armor:


Stormcaller's Regalia is a setpiece, so it's a lock. If you wanted to sacrifice Weyrick's Crown for a TL armor here, you probably could but I needed that sweet, sweet crown and I didn't feel like any other armor gave great benefit with this build. Elementium Armor was an easy choice as more resistance bonuses means more health via The Heartstone. Gems are a combination of Movement Speed and Poison Resistance so that we can reap the benefits of both, you could probably tailor all of them one way or the other to taste if you so wish.

Bow:



Stormcaller's Aim, again, setpiece to hit 3. Bloodscent is an amazing buff for our Companions and makes sure that we are playing our part (you wouldn't want them to do all of the work, now would you?). Gaia is a Crafted Greater Rune from samesaid True Legendary Bow; since we will end up with a total of TEN (10) 'active' companions, that's a serious boost to our own damage output (which, again, feeds into the Set Bonus for Static/Lightning Rod burns). If you run Call of The Wild as your Accessory Rune prior to Quadruplets, this C*GR will net you 20% for all of your THIRTEEN (13!) companions, meaning 260% bonus damage! This is huge, especially earlier into your Mastery Levels. Cooldown Reduction on the Gems as Cooldown Reduction not only makes YOU attack faster but also dictates how quickly your Companions attack, so it is a mandatory stat to pump pretty much wherever we can until we hit the threshold of *90%. EASY MONEY

Boots:


Boot choices always feel either contentious or pointless. In this case, we are very purpose driven, and both for a single stat: Movement Speed. We use Pathmakers to augment our Health Regeneration and slot an Advancing Army Rune for HUGE GAINS to Companion Damage. Gems are in service of our necessary stat.

Ring:


For our ring we go with Unbreakable Bond, completing our set with the Amulet. We also get an ENORMOUS damage reduction for our Sparkies and Wisps so we can pretty much never worry about them in the field (and Quadruplets are immortal so no worries there). One benefit that our Companions provide early on is that they can Aggro for us, so even though they resurrect very quickly, keeping them stout is never a bad idea. For our rune, I used a Crafted Rune of The Kingsrock. GREAT benefit from pumping all of our gems, to the point that I couldn't refuse after trying others. Early on (while leveling) I used a Terra's Binding which gives great boosts to both Resistances (which = health in our case) as well as Damage Elements, but Kingsrock is King for a reason, baby! As always you can swap to taste, I didn't find that any of the Warden-specific Legendary rings or Anomalous Runes for rings played that well with our Set Bonuses or general build. I also ran the Greatness Rune on the ring for a bit until I tried swapping it on the Offhand, which seemed a much more synergistic pick than keeping the Finned Arrow C*LR. Gems are Lightning Damage because the storms keep a-rollin'.
Artifacts and Skills
Artifacts:

Needless to say, there is always latitude with Artifacts so feel free to play around. There's really only two that I consider to be mandatory for the build as it exists now, but the other Rhombus and Star ones are essentially to taste:



Easy choice, more experience means more Mastery Levels faster.



Same, longer killstreaks means more sustainable killstreaks means higher killstreaks means more XP and Crystals.



Element of Suprise is a Mandatory Rhombus because it's a fat boost to our Companion Damage.



Death's Decay is a personal choice. I feel that slowing down the enemy (especially in tandem with Grip of Death) gives you more breathing room. Whether it's for evading strong attacks, keeping the enemy from attacking, giving time for Health Regen and Health on Hit to patch you up or just for grouping enemies. I would also suggest the +50% Fire/Lightning Damage Rhombus here if you feel it suits your playstyle better to just have more raw damage output. At the Tiers I have pushed so far, damage output has not been a concern so I think the QOL is more worthy as a choice.



Megan's Spark is a Mandatory Star as we only make use of a few Skill Points, so those stat buffs make a huge difference.



Grip of Death is a personal choice and one that I find REALLY helps speed up clears and mobbing. It does, however, make for riskier and more aggressive play since you are pulling the enemy towards you constantly. Another good option here for our 'kill boost' enchants is the Star Artifact that gives a 7% chance on hit to proc on kill enchants; this will make for a slightly slower clear but gives you the ability to weave around enemy groups more freely. I prefer Grip of Death as our Quadruplets are the key to quick kills, so grouping them up AND getting a 40% weakening effect against virtually all enemies you don't one-shot is huge. When you get really good at using Grip of Death, you can also use it to kind of 'Kite & Drag' enemies as well, which has its own benefits. Recommended.

Skills:

We're not using a lot of skillpoints, so we're both maximizing what we do use in service of ourselves and our companions as well as (in some cases) dumping them to reach deep in the tree.

Wind Ranger:



Readiness is for Attack Speed (which equals Procs for Static & Lightning Rod burns along with our capped Cooldown Reduction). Since our two attacks are Archery Skills (which had the best feel & proc rates in my testing), we take 5/5 Archer as well as 3/3 in Double Draw. Double Draw is free damage AND free procs since they count as on-hit and are in the element of the skill used.

Druid:



Short and simple: 3/3 Barksking for Damage Reduction and 5/5 Forester for Movement Speed.

Storm Caller:



This is the moneymaker. The 3/3 in Charged Arrow is just to give us enough points to reach the Ultimate later in the tree. 1 point into Energy Syphon for early levelling sustain and to reach the Ultimate. Seeking Arrow and Lightning Arrow are our attacks, and we take both Thunderstruck and Overcast for Lightning Arrow as it gives us reliable Weakening debuffs for enemies as well as an easy doublecast since we have capped Cooldown Reduction, meaning more damage more procs and more pretty lights all around! Both of these benefit from Archer and Double Draw in the Wind Ranger tree. We take both Sparkies and Wisps, as well as their passives. They can aggro early on, the Sparkies provide a reliable way to stunlock most groups and extra damage all around while helping us to reach our Ultimate Skill, Thunder Sibyl. BIG boost to Lightning Skill damage here as well as helping us cap off both Critical Chance and Overpower! With our Cooldown Reduction and Effect Duration stats, this is 100% uptime as long as you want to hold your attack button. Earlier on in leveling I favored Eye of The Storm instead as my Ultimate for the Movement Speed and Evasion but since we run neither Storm nor Nature skills it was a bit of a waste, and as I began to climb Tiers in Mythic Damage was a far greater concern. Either one is a fine choice when leveling and reallocating points from the Masteries/Exploration Tree but Thunder Sibyl is the clear endpoint for this build.

Masteries:




I'm not going to go too indepth here; everything is keyed to capping things, survival, QOL and our Companions. The choice of Elemental Endcaps is for our Quadruplets to grow and scale more as we go higher in Masteries overall; before the Quads or lower in level you can choose to use either the Companion Passive & Use +50% and/or Ultimate Affinity for cooldown, but longterm they don't give us much benefit. Everything in the Wind Ranger, Druid and Winter Herald trees are to benefit our Double Draw or whatever just gets us to our endcaps for Elemental Damage growth. Master Tamer is the natural choice since our Archery Damage increase would only yield a little extra damage compared to what our Companions pack on. As always you can swap things out to taste but this is a pretty optimized tree from everything I have tried and re-rolled.

Elixirs:



Movement Speed, Greater Health, Bonus Experience. QOL.



Companion Damage, Greater Damage, Critical Damage. QOL.

Stats & Skill order:



Pretty straight forward, everything fires off and you get the most reps out of your Cooldown and Attack Speed. I don't run any Spell Codex or the like since with our huge Movement Speed, we get around lickity-split! Feel free to sub in anything for Slot 3 & Slot 4 that you feel helps you.

Alright folks, that's the whole shebang! Feel free to tweak anything you want and if you find something more optimized or any issues here, drop a comment! I will revisit this once we see how the NEW UPDATES (how exciting!) may change our loadout.

Special thanks to "Embryo Selection" and everyone in the Chronicon Discord for suggestions that helped while this build was being dialed-in, as well as great info as always!
Alternate Loadout (Poisonous Storm Squad)
NOTE: while screenshotting, the keyboard reverted a bunch of the command symbols; this is still a 1-button build other than your Elixirs and what (if anything) you wish to run in belt slots 3 & 4.

As an alternate loadout, I dumped Megan's Spark to use the rest of our skill points and rearrange some Masteries to try and up our tankiness without taking a major hit on damage/clear speed. In my early testing, it's pretty great and actually a better setup (although it isn't a 'pure' Lightning/Pet build anymore) and you don't even need to change any gear, just points/Masteries in the Druid and Wind Ranger lines and since we dump Megan's Spark, you have a free choice for your other Star Artifact (I am running Crystalized Health for more raw HP pool). Here's the new loadout:

Artifacts:

Same as what we had in the base build, but we ditch Megan's Spark and now have a free Star Artifact Slot. I'm running Crystalized Health, but something like Ancient Retort or the one that procs on-kill enchants on hit may also be good choices:



Easy choice, more experience means more Mastery Levels faster.



Same, longer killstreaks means more sustainable killstreaks means higher killstreaks means more XP and Crystals.



Element of Suprise is a Mandatory Rhombus because it's a fat boost to our Companion Damage.



Death's Decay is a personal choice. I feel that slowing down the enemy (especially in tandem with Grip of Death) gives you more breathing room. Whether it's for evading strong attacks, keeping the enemy from attacking, giving time for Health Regen and Health on Hit to patch you up or just for grouping enemies. I would also suggest the +50% Fire/Lightning Damage Rhombus here if you feel it suits your playstyle better to just have more raw damage output. At the Tiers I have pushed so far, damage output has not been a concern so I think the QOL is more worthy as a choice.





Crystalized Health is my choice but I think it's a free slot so play around with them and see what fits your style best if you don't just want to pump health.




Grip of Death is a personal choice and one that I find REALLY helps speed up clears and mobbing. It does, however, make for riskier and more aggressive play since you are pulling the enemy towards you constantly. Another good option here for our 'kill boost' enchants is the Star Artifact that gives a 7% chance on hit to proc on kill enchants; this will make for a slightly slower clear but gives you the ability to weave around enemy groups more freely. I prefer Grip of Death as our Quadruplets are the key to quick kills, so grouping them up AND getting a 40% weakening effect against virtually all enemies you don't one-shot is huge. When you get really good at using Grip of Death, you can also use it to kind of 'Kite & Drag' enemies as well, which has its own benefits. Recommended.

Skills:

We are now trying to maximize our skill points, so we spend every last one. Heavy in to Druid, a couple in the other two and we rearrange Storm Caller a little bit for a skill swap as well as reducing points where not needed.

Wind Ranger:




Same as before, but we also take a little extra reach and some evasion in the top line.

Druid:




Keeping what we already had, we now add Life Wind for constant healing for ourselves and our companions, add Spiderlings for both a larger bonus to Gaia (with 4 more companions) but also getting a way to spread Spores and the Anti-venom Aura which both raises ALL resistances (since Poison is our primary for Elemental Armor's Rune) and with some help over in the Druid Mastery line, buff our poison damage too. We take Pods and Bloom in the middle since we apply them via our Spiderlings, spores and shrooms. Bloom also buffs our health regen. On the bottom rows we take all Shroom skills except for Herbalist (we already stun enemies with the Sparkies Use skill) and Storm Shrooms. While you would THINK that Shrooms becoming Lightning Rods would be great given our set bonuses, they are not a Lightning Skill and thus do not proc Static or our burns from Lightning Rod. We are better off just focusing on poison with these shrooms, with our BIG damage money maker still being our set bonus combined with our Lightning Quadruplet. The tree gives our survivability a gigantic boost as well as better mobbing with all of the spore/shroom action going on.

Storm Caller:




While very similar to what we were already running, we swap the 5/5 and active skill from Seeking Arrow to the Charged Arrow base skill. The reason for this is with Leaf Wind and Spiderlings in our skill slots now, we fire (and thus prod/stack Static) far faster with the base skill. We ALSO pull the "mana on crit" skill points out since we now sustain just by attacking without it.

Winter Herald:



We add a couple remaining points to help boost our companions health.

Masteries:




Only differences here are swapping out for Pods Synergy in the Wind Ranger Tree and reallocating our choices in the Druid Tree to better serve our spent points in Druid.

Elixirs:



Movement Speed, Greater Health, Bonus Experience. QOL.



Companion Damage, Greater Damage, Critical Damage. QOL.

Stats & Skill order:



We swapped Seeking Arrow for Charged Arrow, and otherwise we simply order things from slowest to fastest. We get less proc speed for our set but the extra poison damage and increase healing (now largely based on % of max HP instead of raw Health Regen numbers, which is more scalable in higher Tiers) help us chug along! I felt dirty deviating from the OG build and multi-spec'ing, but I honestly think this version is better for most players. Tankier and more versatility. Give it a shot and decide which version you like better!