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    posted a message on Comprehensive Might of the Earth/EQ Build Guide

    The Leaping Barbarian

    The Might of the Earth set is, in my opinion, the strongest endgame set for barbarians. It is also the funnest. When I finished my EQ set a couple weeks ago I couldn't find any good guides explaining the details of the build so now after a couple hundred rifts with the build I decided to try and write a detailed guide for new barbarians who are just finishing their sets. Be warned it got a lot longer than I expected so it is quite a read. Hope this can help some people out.

    A note; Everything written is for running t4+ rifts using fire damage. I haven't tried out any other elements because they don't seem good compared to fire. If any other barbarians are successfully running t5 or t6 with a different variant of the build I would love to hear about it in the comments but I only have extensive experience with the cookie cutter fire version
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    Active Skills:

    Mandatory:

        Leap: Obviously necessary for leapquake. As for which rune to use, there are two that I consider viable for T3+, Call of Arreat and Death From Above. Call of Arreat in conjunction with Strongarm Bracers gives a large party wide DPS boost as well as stacking the mobs into your AOE. Death From Above provides very powerful CC and can be useful if you or your party is having survivability issues. I feel that these are really the only two options as even without Strongarm Bracers the effective DPS increase of stacking the mobs with Call of Arreat outweighs any of the other damage runes, and the stun from Death from Above provides considerably more survivability than Iron Impact.
        Earthquake: Though you don’t need Earthquake on your bar to generate them from leaps selecting it is still absolutely essential. It doesn’t say it anywhere but whichever rune you select for your standard Earthquake is the rune that leaps will generate. This means that we only have one rune option (disregarding cold builds as I have not tried them), Molten Fury. The flat damage increase of Molten Fury is leagues ahead of the other fire runes because of how Weapon Damage % scales in Diablo. The 4500% weapon damage of Molten Fury is more than 3x the 2600% weapon damage of the base Earthquake. The 2 piece bonus of the Might of the Earth set also reduces the cooldown based on EQs generated by Leap, meaning that you will be able to cast this very frequently.

    Recommended:

    • A Fury Spender: Since the Earthen Might nerf/bugfix we do not always have full fury so we need to rely on Earthquakes for the majority of our damage but when Leap is down we can’t just sit around doing nothing. Note that you will sometimes find yourself in a situation where you are out of fury with everything on CD but I do not think that it is worth running a generator just for these short periods.
        • Hammer of the Ancients: The standard option because in almost all situations it is the best. It has very high single target damage that fills a major hole in the rest of the build. It’s short range is usually a non issue because of our awesome mobility with Leap + Lut Socks. Slam is the only rune option.
        • Seismic Slam: Recently buffed, on paper this seems a strong option. It has very high damage and great aoe, but I have found it lacking in actual practice. The animation is much slower than Hammer of the Ancients leading to less casts even with identical attack speed. However it can have a place in some group compositions because of it’s great range. If you are running some pieces of IK or other means of free fury generation this can be a strong option. Pick the fire rune obviously.
        • Whirlwind: This option is the weakest of the three but it does have a place in low torments. If you are running Torment 3 or lower this can be a very low fury option. In general I think the other two options are stronger but if you want a low fury alternative this isn’t the worst.
    • War Cry: War cry is the unsung hero of almost all barbarian builds. It quietly generates fury and provides a ton of survivability. In a group this could be moved to mandatory but solo there could be builds that don’t use it. If you need more survivability Impunity is usually the best option, but Invigorate is also useful (especially if you have 2 barbs in your group and can run both). Charge provides a lot of fury generation which is a DPS increase. The last two runes are almost never used, because the bonus armor is negligible because of how much incidental armor barbs get from strength already and the dodge chance does not provide as much survivability as Impunity or Invigorate.
    • Wrath of the Berserker: This is one of the strongest CD’s in the game. The damage and survivability increases are very strong, but the most useful feature is the fact that it renders you immune to all forms of CC. Leap already helps against packs that would usually cause problems for barbs such as jailer, but fighting frozen or nightmarish packs on higher torments can be very difficult without this CD. If you have a Trag’oul Coils and run Wrath of the Berserker I strongly suggest that you carry them and gearswap to reset the CD every time you run across a health pool (Make sure that any wizards are not resetting Archon in your group first though :P). Insanity usually provides more eDPS for this build than Slaughter but with very high crit chance that could change.

    Optional:

    • Threatening Shout:This is a nice survivability skill that actually generates quite a bit of fury, enabling you to use your spenders more frequently. There are a couple of decent rune choices but in a group Grim Harvest really shines because of the way that health globes work, the additional players are healed whenever any member grabs one of your health globes and at least some will likely appreciate the additional resources from their Reaper’s Wraps.
    • Battle Rage:This is what I run when I am solo as it is just a very useful damage increase. In party’s I find it less useful because it does not benefit anyone else and your personal dps is a much lower percentage of the total. Marauder’s Rage, Into the Fray, and Bloodshed all provide a nice damage increase and which one is best will vary based on your gear and the difficulty that you are running. In general, unless your crit is very low I find that Marauder’s Rage outclasses the other two but Bloodshed does synergize very well with Hammer of the Ancients.
    • Ignore Pain:A very strong defensive CD, especially when used in conjunction with a Pride ofCassius. In a group on high torment, the Mob Rule rune is very strong if you have very high awareness. For solo runs either Ignorance is Bliss or Iron Hide provide the most survivability. If you are finding that you have the DPS to efficiently clear the torment level that you are running but die frequently to difficult packs this can be a very strong 6th active.
    • Sprint: Usually considered an autoinclude for most barbarian builds I actually think that sprint is one of the weakest options for filling your final slot. When running solo I do not think that sprint is at all necessary because the massive mobility that Lut Socks give you make it so that you are almost always in combat, and the build already struggles somewhat with fury generation. In a well geared group however running Forced March can greatly increase your clear speed, but be warned that it will be at the sacrifice of your own fury and damage.

    Abilities that I dislike:

    • Overpower:If the killing spree rune was fire this might be a consideration but as is you have to choose between your overpower doing a real amount of damage or getting the crit buff but having it do negligible damage. The build does not hit nearly as quickly as a Whirlwind based build and thus it is very difficult to keep up the crit buff even if you do have it equipped. With Revel selected, Overpower does a nice amount of damage but it usually amounts to the damage that 1 Hammer of the Ancients would every 10 or so seconds which does not warrant a slot that could synergize better with your Earthquakes, such as Battle Rage.
    • Avalanche:Like a worse overpower, this ability has no synergy and does not do enough damage compared to Earthquakes that you are constantly generating.
    • Any fury generator: I covered this briefly in the fury spender section but I feel that the amount of time that you spend not Leaping and with no fury is so low that it does not warrant a slot. Running a generator in conjunction with Berserker Rage seems like it could be good, but I have found that they do so little damage that it is better to have the focused damage provided by a spender.
    • Call of the Ancients: This might be somewhat controversial as I have seen a lot of T6 barbs running 4p Might of the Earth alongside 4p Immortal Kings but I think that this is not very good. On low torment levels it could be very strong to have the pets run cleanup duty picking off all the mobs that your earthquakes miss but if you are able to equip 2 full endgame sets it is likely that you are able to run t5+ and at the higher torment levels the pets just do not have enough toughness to stay alive and do anything meaningful. They do reasonable damage but it is often to the wrong targets. Usually equipping these sets also means running a Ring of Royal Grandeur and no Hexing Pants of Mr. Yan which is a major dps loss.

    Passive Skills:

    • Rampage: This is probably the only passive skill that I consider mandatory as the buff is simply head and shoulders above all the other options. 25% strength provides a massive dps boost as well as a reasonable survivability increase and if you are playing on a difficulty that you are geared for it shouldn’t be too difficult to keep a very good uptime.
    • Brawler: Probably the next strongest option for a pure DPS passive after Rampage. Pretty self explanatory.
    • Weapon Master: If your main hand is a mace or an axe (and it should be), this is probably the third strongest DPS passive but if you have very high crit hit damage this could be better than Brawler.
    • Unforgiving: If you are running Sprint or Battle Rage or anything else that spends fury instead of generating it this can be a very strong option, giving you a lot more casts of your spender as well as letting you keep up Sprint when there are no mobs (where you need it the most).
    • Superstition: A crazy good survivability passive as well as generating a non negligible amount of fury. If you are having trouble surviving any affixes this should be your first addition.
    • Bloodthirst: Very nice healing that scales very well with the secondary health globe bonus. If you can get the gear to support it this passive quickly becomes insanely strong.
    I think that these are the strongest passives but there are a ton are very close. The general formula is use Rampage + some combo of survivability or damage to shore up whatever your gear is lacking. This is also an easy way to fine tune your stats for your torment level.

    Items:

    Mandatory:

    Spires of the Earth

    If you have all 4 pieces of the set and a Ring of Royal Grandeur then you have to consider what piece you are able to put in to replace the set piece, as well as what ring you are giving up. If you have decent rolls on all your set pieces I recommend that you use all four because your ring slots are more important than the 4 slots that the set takes. Hexing Pants of Mr. Yan is the only item that may be powerful enough to justify wearing a Ring of Royal Grandeur but I haven’t tested it as I have yet to drop a strength pair of Hexing Pants.


    Non Set Options:


    Helm: Primary and Crit chance are the only 2 must haves, but a socket is very good as well. Usually the 4th primary is a defensive ability like allres or vitality. I think that Vit is usually better because it rolls up to 750 on helm whereas the allres rolls the regular amount.


    • Andariels Visage: Hands down the best non set helm. You usually have to sacrifice some survivability but nothing else compares to the % Fire Damage. Ideally it will roll crit chance or a socket naturally so you will be able to roll away the attack speed.
    • Skull of Resonance: You have to run Threatening Shout obviously but that ability is very good anyways. The charm rate on this helm is very high (25-50% would be my estimate) and the survivability that it affords is immense as any charmed elites are silenced for the duration.
    • Aughild’s Spike: This is only an option if you are not only missing the set helm but also Cindercoat or Strongarm Bracers, but if that is the case then the 3p Aughild’s set bonus is very good.
    • Random Legendary with Strength/Crit Chance/Socket/Defensive stat.
    Shoulders: This slot has basically no options besides set shoulders. These should almost always be your Might of the Earth Set, but if you haven’t been able to drop them yet then any strength legendary with some combination of vitality, allres, life %, earthquake damage, cooldown reduction, armor is what you are looking for. If you are missing Cindercoat or good bracers Aughild’s is an option here as well but you should really be rolling for earthquake shoulders from Kadala.

    Amulet: There are so many legendary amulets with varying procs but none of them are enough stronger than the rest that it will outweigh the stats so you will really just be going with whichever one has the best primaries. The ideal amulet would have Fire Damage %, Strength, 80+ Crit hit damage, 8+ Crit hit chance. There really is no substitute for any of these primaries, they are the strongest by a lot but if you don’t have an amulet like this then cooldown reduction, attack speed, and average damage are the next best stats.

    Chest: Strength and 3 sockets are the only must haves on chest. Some combo of allres, vit, and earthquake damage will round out the last slots.


    • Cindercoat: The strongest chest by a huge margin. Not only does it have fire damage %, the secondary is very powerful, letting you use 30% more spenders between leaps. If you don’t have one this must be your priority because it really is too good.
    • Aughild’s Rule: Only if you are wearing a Ring of Royal Grandeur and have another free slot to get the 3p. See helm or shoulders.
    • Random legendary with Strength/3 sockets/All resistance/Vit or Earthquake damage.
    Gloves: These will ideally be Pull of the Earth but if not there is a reasonable option in Magefist. The stats you are looking for are Strength/Crit hit chance/Crit hit damage with the 4th primary being either defensive such as Vitality or Allres, or a damage stat such as cooldown reduction or attack speed. High crit chance and damage rolls are the most important feature.


    • Magefist: Similar to Cindercoat for chest, this is the only real option besides set gloves. If you don’t have set gloves or Magefist roll gloves from Kadala till you have one.
    • Random legendary with Strength/Crit Hit chance/Crit hit damage
    Bracers: The bracers that you wear are really going to define your build more than almost any other piece. Each of the best bracers synergizes with a different skill. You need to have Strength/Fire Damage %/Crit chance and usually a 4th defensive stat unless you happen to have a very nice pair of Lacuni’s Prowlers.


    • Strongarm Bracers: The secondary on these bracers is just insane, doubly so in group play. It says knockback but it triggers from any form of enemy displacement such as the Leap rune, Call of Arreat. If you have these and don’t need to run Death from Above for survivability do so.
    • Ancient Parthan Defenders: In combination with Death from Above these provide nigh invincibility. You effectively no longer need to run any survivability and you will be fine. Very strong defensive option.
    • Reaper’s Wraps: If you are using exceptionally fury intensive skills such as Sprint or Seismic Slam these can provide a lot of extra fury especially if you are also running Threatening Shout with Grim Harvest.
    • Aughild’s Search: See any other Aughild’s piece for my opinion on this set.
    • Lacuni’s Prowlers: Attack speed isn’t great for this build but if you have strong survivability already these could be a decent option. You would have to be very lucky/unlucky to have a great pair of these before any of the above bracers though.
    • Random legendary with Strength/Crit Chance/Fire Damage %/Vit or All resistance.
    Belt: The waist slot also has a couple of cool options but as long as Harrington’s Waistguard procs from all clickable objects instead of just chests, it will be the best option. Keeping another belt around to swap to for zones without many clickables can be very useful. The stats you are looking for are pretty uniform for most belts. Strength/Allres/Vit/Life % usually.


    • Harrington’s Waistguard: The damage bonus on this item is just insane. The proc great uptime and more than doubles your damage while only taking up a secondary affix. Use it if you have it.
    • Pride of Cassius: A great defensive belt especially in a party with the Mob Rule rune on Ignore pain.
    • The Witching Hour: A well rolled Witching Hour gives a ton of damage, unfortunately they are very rare. The second best option for those that either don’t have a Harrington or don’t like the micromanagement that it requires.
    • Chilanik’s Chain: A great belt for clear speed. In a party with others this is probably the strongest option because it not only speeds everyone up it makes less competition for others using Harrington’s.
    • String of Ears: If you are having survivability issues this belt can be very strong on higher torments. Be careful though as it does not work on all the affixes that you would hope it does.
    • Hellcat Waistguard: The poor man’s Witching Hour. If you are unlucky with belts and don’t need the toughness this can work in a pinch.
    • Any legendary with Strength/Vitality/Allres/Life %
    Pants: If you are going to run a Ring of Royal Grandeur for any reason then Hexing Pants are the best. There is no other reason to non Might of the Earth pants but if you don’t have either yet there are a few options.


    • Hexing Pants of Mr. Yan: The only item that is strong enough to be worth giving up a ring slot. With this and Cindercoat all your resource issues are gone and 25% damage is an insane buff. Very easy for us to keep up even while using spenders if you just stutter step between casts.
    • Pox Faulds: Better than a random legendary because the secondary actually does a nice amount of damage and drops right where the Earthquakes are usually, adding damage to the main pack you are killing. Not worth wearing over Weight of the Earth though.
    • Random legendary with Strength/2 Sockets/Allres
    Boots: Wear Lut Socks. 1 Leap is not enough :P

    Rings: The rings you wear are going to be different based on the rest of your pieces because you may or may not need a Ring of Royal Grandeur. I’m not going to list the Royal Grandeur here because you will know if you need to wear it or not. The stats you are looking for on any standard ring are Strength/Crit hit chance/Crit hit damage and either Cooldown Reduction/Attack Speed/Avg damage but most of the best rings have unique primaries that outclass these stats.


    • Stone of Jordan: Just a broken item. It does way too much damage. BiS for any build. Not rare either so roll from Kadala until you get one, ideally with Crit chance/strength/fire dmg %/elite damage %
    • Unity: At first glance this seems like just a worse SOJ and in some senses it is, but multiple Unities can provide a lot of toughness. If you are solo with a Unity equipped then putting a Unity on your follower along with the indestructible token will provide you with a 50% flat damage decrease on top of all other toughness. Almost mandatory to run t6 solo.
    • Rechel’s Ring of Larceny: If you are running Threatening Shout already, using the Terrify rune to proc this speed boost could provide a run speed increase at only the cost of 1 secondary.
    • Any random legendary with Strength/Crit hit chance/Crit hit damage and either Cooldown Reduction/Attack Speed/Avg damage
    Weapons: There are a ton of good weapons in this game and luckily for us one our best is craftable. I’m not going to be able to rank all the weapons because there are so many so I will just list the top few. In general though all that is absolutely mandatory is a socket and strength. These and the strong legendary effects are more important than weapon damage. 2 Handers or shields are not good (yes, even Maximus).


    • Sun Keeper:The way that elite damage scales with the rest of your gear makes it the strongest effect avaliable. A good Sunkeeper will be the strongest weapon you can equip especially on higher torment levels.
    • Burning Axe of Sankis / Devastator: Though Burning Axe may be ever so slightly better, these are effectively the same item, but with different names so you can equip both. If you are missing a strong weapon crafting a Devastator should be first on your list.
    • Thunderfury, Blessed Blade of the Windseeker: Not the strongest in this build but still a very good item. The proc is great and the fact that it is a secondary lets you get Cooldown reduction in the free primary slot which is nice.
    • Exarian / Monster Hunter / The Barber / Bul-Kathos Warrior Blood: If you can’t get elite damage or fire damage % then crit hit damage is the next best thing. Theoretically there could be a crit chance level where this moves above the fire damage % weapons but I doubt that it is easily attainable.
    Posted in: Barbarian: Bastion's Keep
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