[Guide] MOTE6 Earthquake

Hi, everybody, and welcome to the MOTE6 Earthquake guide!

Let’s get started.

For those of you who hate to read and just want the quick version of what gear and skills to equip, here you go: D3planner - Maxroll.gg - Diablo 3 Resource Website Season 27

In season 27, you can use the setup in the link above, with a piece of your gear sanctified with the WOTB “Tempest Rhythm” Angelic Crucible.

But, I believe the most powerful setup for the season will be this: D3planner - Maxroll.gg - Diablo 3 Resource Website Season 27

With this setup, you will use the WW Crucible.


One of the great things about Earthquake builds is how customizable they are, and how many variants there are with nearly equal viability. So, I will endeavor to showcase several viable variants, and the plusses and minuses of taking each of those options. This will include Fire, Physical, and Lightning versions of the build. To prevent this from becoming too convoluted and confusing, instead of giving written stat and gear priorities, I will be giving D3planner links, followed by written instructions on how to alter these setups into different variants.


Many of you have probably played some variant of Leapquake before, as it is one of the most popular Barbarian builds around. But, for those who are true newcomers, here’s how it generally works:

The MOTE set makes the the Leap skill cause an Earthquake when you land. The Lut Socks boots let you Leap 3 times in quick succession before the cooldown is activated. And the Earthen Might passive skill generates Fury for each Earthquake or Avalanche. So, you Leap on your enemies repeatedly, building up your Fury, and damaging the enemies with the quakes.

The MOTE set also reduces the cooldown of Leap when you spend Fury with an attack. So after leaping 3 times, you then attack with Seismic Slam: Rumble, which dumps all your Fury, and resets the cooldown of Leap.

In addition, Leapquake builds also make use of the Blade of the Tribes 2H Mighty Weapon, which makes Threatening Shout and War Cry cause an Earthquake and Avalanche. These add to your damage and help generate extra Fury.

So, an average rotation of skills looks like:
Leap - Leap - Leap - War Cry - Slam
Leap- Leap - Leap- Threatening Shout - Slam
Leap- Leap - Leap- Hard Cast EQ - Slam

This is the central loop of Physical and Fire Leapquake gameplay. LightningQuake has a different cycle, and somewhat different gearing, which I’ll be covering in a dedicated section.

All variants of Leapquake thrive on density, so you will always be searching for big, open maps filled with mobs that pack tightly together and give decent progression. You want to lump enemies into big piles before you try to kill them. This lets Area Damage do as much work for you as possible.

Remember: you can kill 10 enemies faster than you can kill 1, and you can kill 100 enemies faster than you can kill 10.

Also, because each EQ lasts 8 seconds, and you can apply quakes at roughly 1 per second, it takes about 8 seconds of Leaping in one area for you to build up all of your damage in that spot. You should keep this fact carefully in mind, and make decisions accordingly.

For instance, if you’re leaping through a rift and find an area of good mob density with some elites mixed in, you want to build up your damage on those mobs before doing something that further increases your damage, like popping WOTB, or grabbing a power pylon. You should try to Leap on those enemies 8 times before you pop Wrath or grab the pylon, otherwise, you’re leaving damage on the table.

No Leapquake setup is particularly good at killing elites (or dealing any kind of single-target damage) and as a result, you will need to kite elites through each level of the rift until you can either whittle them down to death, or find a conduit pylon and zap them into oblivion. Generally, you want to lead the elites to areas of major trash mob density. The Area Damage from these mobs will help you kill the elites. Once the trash is dead, kite the elites to the next area of density, and repeat until the elites are either dead or you reach the end of the level.

At high levels of pushing, you need to be very aware of how long a level you might have in front of you, as well as that level’s layout. In short levels, elites are often unkillable, so it is often better to essentially ignore them, instead focusing on killing one or two big groups of trash and then reaching the next level as quickly as possible. In these cases, you are trying to reach certain large rooms within that level that are likely to have large numbers of mobs, kill those mobs, and then move on.

Here’s a video example (you may want to watch at 2x speed, just to get the general idea): How to play a short level with Leapquake - YouTube

The ideal GR is two levels of either Festering Woods or Battlefields, filled with a good monster type, like Horror/Mother, Lacuni/Phasebeast, or Transformers, elites that like to chase you and are not too dangerous (the “Fast” elite affix is always nice to see, Arcane not so much), a conduit that can kill 5+ elite packs, and a Power pylon for the boss. The best RG is Saxtris. Slightly less good than him are Binder, Hamelin, Perdition, Man Carver, Cold Snap, Crusader King, and Infernal Maiden.

Choker, Perendi, and Bone Warlock are terrible, nearly unkillable at a high level of push, as they summon adds right from the start of the fight, which eats up your Stricken stacks.

Channeling and shield pylons are also very useful, though not as essential as power or conduit. Depending on which setup you are playing, you may wish to avoid picking up speed pylons, however- the knock-up effect this produces on enemies builds up their CC resist and reduces your ability to Stun them. This means that if you are using the Ancient Parthan Defenders for defense, the Speed pylon will make you more vulnerable to incoming damage. In addition, added attack speed has no effect on your EQ damage.

All versions of Leapquake share one significant weakness, which is relatively low uptime on WOTB. (LightningQuake has much better uptime, but still only about 72%- considerably less than Rend, HOTA, or Slam). This means that CC can be an issue. Fortunately, you are immune to CC while in the air, which, with Physical and Fire builds, is a lot of the time, but you do need to have good situational awareness about various CC effects, particularly Frozen explosions.


CDR: 33.33% - This is minimum number to reach in order to get your Leap reset after you cast Seismic Slam:Rumble. You can reach this number with two 8% rolls on gear, plus 10% in Paragon and 12.5% from a Diamond in your helm.

+Max Fury: +62 / +86. Having extra Fury to dump helps you get your Leap reset after you cast SS. If you are short, you may find yourself stuck on the ground more often than you’d like. You should always have the +50 from paragon and +12 on your belt (+62 total). If carrying Blade of the Tribes, you can also have up to +24 on your weapon (+86 total).

Attack Speed: +10%. The only place you want AS is in Paragon. It doesn’t increase your EQ damage or the speed at which you Leap. The only benefit is that it speeds up the animation of SS a little bit.

CC reduction: 60%+. You can get this with two good rolls on rings, helm, or amulet. CC reduction is important because you lack perma-WOTB and can be frozen, feared, or stunned anytime you are on the ground. 60% is an especially important number because it’s at around this range that you can get frozen partway through your Leap cycle, and still recover in time to keep Leaping before your Lut Socks cooldown passes.

Elemental%: 40%
AD: 154%
CHC: 54%
CHD: +480%
These damage stats are very important, and you basically want as much of them as you can get.

Additive damage (DIBS) bonuses: for all setups, you will want to have TS: Falter (+25%) and two +15% rolls on gear (chest and shoulders), for 55% dibs. Other sources of additive damage used in various setups include Battle Rage (+10%), the Brawler passive (+20%), Strongarm Bracers (+30%), and an additional +15% roll possible if you are carrying Blade of the Tribes. All told, you can have up to +130% dibs, but the ideal amount is dependent on the specific setup. Each of the followers also has an ability that can add an additional +10% additive.

POTION AND FOLLOWER (updated for 2.7.0)

For a potion, you can choose between Diamond (All Resist), Mutilation (Life per Kill), and Unfettered (CC immunity). The other potions are inferior to these 3 options.

The best follower option is currently the Enchantress, though any of the three can be used to achieve good results.

You will want to equip your Enchantress with an invulnerability token (Smoking Thurible), Flavor of Time, Krede’s Flame, Oculus Ring, Nemesis Bracers, and Homing Pads. For speed runs, you can also add Gloves of Worship, the Cain set, and/or the Sage set, as needed. For a weapon, the safest option is any 2-hand weapon without CC stats, though if you want some extra CC, you can also equip her with Thunderfury, Eun-jang-do, or Sultan of Blinding Sand. You need her to reach 25,000 INT for all her abilities to have maximum effectiveness, so make sure you reach this mark.

For skills, you will always want to use the Temporal Pulse, Erosion, and Fate’s Lapse abilities. For her level 20 skill, which gives you either +10% CDR (Prophetic Harmony) or +10% elemental damage (Amplification), you will choose based on your current CDR. If below 33.3%, take Prophetic Harmony. If above, take Amplification.

Unlike in the past, when the best Leapquake follower was Templar, Enchantress does not help with grouping your enemies. In fact, she can often ruin your grouping. Pay close attention to her location, shown as the small purple dot on your mini-map, and plan accordingly. The ideal situation is that she get boxed in by enemies and can’t run around.


Fire has always been the more popular Leapquake element, particularly here in the US and in the EU as well. There have been a lot of solid clears with different Fire variants (including by yours truly), and the build is much more customizable than its Physical sibling.

With the Tribes bonus now able to be fully extracted in the cube, many players will opt to carry The Furnace while cubeing Tribes. This has the benefit of making use of a slightly higher base weapon damage for the 2H Mace, but without the additional +Max Fury (which cannot roll on Maces), cooling down your Leap via Slam is more difficult.

For Both Fire and Physical Leapquake, note that there is now a significant choice of amulet. If you don’t mind spending large numbers of keys on a clear (fishing), then Squirt’s Necklace will likely be the best option. If on the other hand you prefer modest consistency, you will want to take a Hellfire Amulet, with the Brawler, Boon of Bul-Kathos, Ruthless, Rampage, or Earthen Might ability.

I will show Hellfire with Brawler in all d3planner links, but just keep your options in mind.

One of the most fluid, best-known, and easiest-to-play setups is what I call the “base” setup, favored by players like Shamue55 and Wario.

Fire Base Setup: D3planner - Maxroll.gg - Diablo 3 Resource Website Season 27

Note that one item I list here, the Spires of the Earth shoulders, are extremely hard to get with the listed stats. Having Str instead of AllRes is also fine.


Because this setup has no built-in mechanism for grouping mobs, you must rely entirely on drawing aggro on yourself.

I generally do this by finding a good spot, with a lot of mobs around, often a 4-way intersection. I then Leap within a fairly small radius, aiming my Slams at any mobs within range, which draws their attention (note that in Fire variants, Slam does very little damage). Once you have a lot of mobs piled together, pop WOTB. Make use of oculus circles if they spawn in convenient locations within the area of density. If you find yourself starting to take an unsustainable amount of damage, try to shift where you are leaping to hit some mobs you have not stunned recently. This will add more procs of your Parthans and help you to survive.

Because of the difficulty of pulling enemies together, with this setup you really want to fight only in big rooms or at major intersections, where high density can form “organically” around you (rather than you having to pull them in). This can be very problematic when you’re trying to get some weakened elites to chase you, only to find them getting stuck behind a small number of trash mobs in a narrow passage.

It is extremely useful to get a power pylon for the RG. At my current level of push, it reduces the kill time on a good RG from about 5 minutes to about 3.5. If you are using Squirt’s Necklace, then getting a Shield pylon will significantly boost your damage by allowing you to reach maximum stacks. This will help you kill both trash and elites, and if you happen to find a Shield in close proximity to either a Power or Channeling pylon, your damage will be increased further still.

On some excellent levels, filled with high density and killable elites, you can make significant progression at high push, even without a conduit pylon to kill elites. Should you happen to spawn a conduit right before the boss, this can also be useful: I’ve found it reduces my kill time from about 5 minutes to around 4.


In addition to the aforementioned weakness to CC, and inability to easily pull mobs, this setup is terrible at healing. The only significant source of healing you have is from LPFS on your belt. Luckily, with careful gameplay and some luck, you can use your Parthans to keep your toughness so high that even a small amount of healing is enough.


“Hardcore”: Swap Gogok to Esoteric (making sure to still keep your CDR at or above 33.33%), and instead of Brawler you will want Nerves of Steel (also, probably better not to use Squirt’s). With this setup, you are extremely tanky, able to take multiple Molten explosions in the face without dying. If you want more healing, you can also swap War Cry to BR:StP. It’s good to prioritize some Physical Resist rolls on your gear, since Esoteric protects you from the other elements.

“Rage One”: Swap Parthans to Strongarm Bracers, War Cry to BR: StP, and Leap: Death From Above to Leap: Call Of Arreat. I played this setup for a long time and still think it’s good and enjoyable. You heal much better than the base setup (thanks to BR:StP), but you do have to be careful about major sources of incoming damage. Strongarms work on everything hit by Leap, even if it doesn’t actually get moved, which is nice. I cleared 133 with this setup last era (with about 23.5k str / 3k paragon).

“Rage Two”: Swap WC to BR: ItF and Gogok to Zei’s. I have been using this setup for quite a while now and IMHO it has the highest damage that can be reasonably achieved by lower paragon players (below 5000). Zei’s adds considerable damage, especially at range, and BR:ItF can add 30% or more additional CHC at times, which helps you blow through density. When using this setup, it is ok to go a little further from the center of density than you otherwise might, in order to leap in an Oculus circle, since the combined multipliers of Oculus + Zei’s at distance are significant. I cleared 135 with this setup last era (with about 25k str / 3.3k paragon) and 136 so far this era (with about 3.4k paragon).

“The Big Deal”: Swap WC to BR: StP, Leap: DfA to Leap: CoA, Parthans to Strongarms, and Gogok to Zei’s. This setup is somewhat squishy, especially at lower paragon, but does really solid damage. Essentially, it’s like a Fire version of the Phys setup. This is probably the best setup for mid-high paragon players (5k+). The Korean player Deal recently cleared 145 using this setup (with about 10k paragon). If using a Hellfire, you can also opt to add in Relentless rather than Brawler. This costs you about 10% damage but makes the setup playable around 3500 paragon.

“The Kavanagh”: Swap Furnace for the IB swords. Swap WC for BR: StP, Leap: DfA to Leap: CoA, Parthans to Strongarms, and Gogok to Zei’s. This is essentially a dual-wield version of “The Big Deal”. You lose significant weapon damage by swapping away from a 2H weapon, but in return you can pick up extra CHD, AD, CDR, and STR. All EQ damage comes from your main hand, so you can actually roll off damage range on your off-hand weapon. Ideal stats for main hand are Dmg% - CDR - AD - Socket, and for off hand, CDR - AD - STR - VIT - Socket. Kavanagh recently cleared 136 using this setup (with about 6k paragon).

“Speed”: Swap Furnace to Blade of the Tribes, making sure it has +Max Fury as a secondary. Use In-Geom in the cube. Once you kill an elite, In-Geom’s effect allows you to spam Leap and Threatening Shout continuously for 10 seconds. Just remember to Slam occasionally, in order to get the extra damage from Girdle of Giants.


For a long time, most people on the EU and NA servers thought that a Physical setup was significantly inferior to playing with Fire. Meanwhile, our compatriots on the Korean server seem to have had the opposite opinion, and mostly specialized in getting Physical with their enemies.

The reality of the matter is: until fairly recently (patch 2.6.10) the two setups have been nearly equal in clear potential, with neither having an obvious lead over the other. With the update of Tribes from 200% additive to 800% multiplicative, however, Fire will be ahead by a couple GR levels (1-2).

In the past, the Physical setup made use of Fury of the Vanished peak and Bracers of Destruction to get additional damage from Seismic Slam. Now, however, EQ simply does more damage in all cases, so it is better to equip Strongarm Bracers, which are activated by EQ: Cave-In, and use Furnace rather than FotVP.

Physical Base Setup: D3planner - Maxroll.gg - Diablo 3 Resource Website Season 27


First, please note the presence of Battle Rage: Swords to Ploughshares on the bar. You need this! Without it, you will find yourself dying constantly.

Because the Physical rune for Earthquake, Cave In, pulls enemies towards you, you need to be very judicious about where you land with each Leap, and focus carefully on grouping your enemies together. Each time Cave In moves your enemies, they acquire 40% CC resistance, and above 65% resist, knockback no longer functions. So after two hits, the enemies can no longer be pulled.

This can be used to your advantage. If you have one group of 10 mobs where you want them to be, and want to draw in another group of 10 that is perhaps 50 yards away, you can Leap on the initial group 2-3 times, which will make them immune to further knockbacks for a short while, then Leap out to draw in the second group, without fear of knocking the first group out of position.

You can also use your slams to draw aggro on somewhat distant mobs, if you don’t want to Leap too far out of density.

You want to pull your enemies into a rough circle, more or less centered on your follower, so that she doesn’t draw enemies away from the center of density. Focus on getting your quakes well stacked on the enemies.


In addition to the vulnerability to CC that this setup shares with all Leapquake builds, it is also relatively less tough when compared to some Fire setups, which use Parthans to temporarily build up enormous toughness. With this build, you absolutely must avoid huge damage sources like Molten explosions or Mallet Lord hits. Offsetting this somewhat is the fact that you heal very quickly, thanks to BR: StP.


“Hardcore”: Swap Ruthless passive for Nerves of Steel, and Gogok for Esoteric. A good bit less damage, but makes sure you stay alive when death means losing your character for good.

LIGHTNINGQUAKE (a big thank you to Horrax for developing this setup)

Unlike Physical and Fire builds, LightningQuake applies Earthquakes primarily via hard-casts of EQ, Threatening Shout, and War Cry. It utilizes a considerably higher amount of CDR to get these skills off cooldown as quickly as possible. Your gearing is also different from Fire and Physical variants: you will be using the Crimson and Endless Walk sets to increase your CDR, mitigation, and damage. Also note that with this setup, you will always want to take the Enchantress’s Prophetic Harmony (CDR) ability.

Lightning Base Setup: D3planner - Maxroll.gg - Diablo 3 Resource Website Season 27


While you will occasionally be Leaping, in order to apply an EQ and trigger both BoM and the MOTE(4) armor bonus, you want to avoid doing what Horrax has called “too many leaps… which hinders EW’s damage bonus from stacking up”.

He goes on:

Even this rotation may have “too many Leaps”. It may be possible to cut even more Leaps from this cycle by going directly from TS or WC → EQ → SS on some occasions. As this build sees more playtime, I will revise these recommendations.

You will want to be especially careful about major incoming damage and CC when WOTB is down. Because you lack the mobility and the “air-time” of Fire and Physical setups, it is a bit harder to avoid this bad stuff. On the other hand, because you equip Mortick’s Brace with this setup, you end up being nearly unkillable while WOTB is up. Not only is your toughness doubled, but you heal a ton every time you use SS: Rumble.

Because of the high CDR combined with the scaling EW bonus, you generally want to make slightly smaller density pulls with this setup than you would with Fire or Physical. You only want to pull in as many enemies as you are able within the time while WOTB is down, then focus on staying in one place (to maximize EW damage) and killing them while WOTB is up. Repeat.

Channeling pylons are especially valuable with this setup, as they enable you to adopt the cycle:

Leap - EQ - Slam - EQ - Slam - EQ - Slam - EQ - Slam - EQ - Slam, with TS and WC both cast immediately once they are off cooldown. This considerably speeds up your rate of EQ application, since it cuts out a lot of Leaps, which are the slowest method of applying Quakes. On top of that, Channeling also directly increases your damage a bit (about +14%) via the Crimson set’s interaction with CDR.


The first weakness worth mentioning- if you can really call it that- is that it’s very hard to gear. You need a ton of CDR to make the skill cycle flow properly, which means you need to get challenging rolls on gloves, rings, shoulders, and weapon in order to have an optimal setup.

LightningQuake lacks mobility compared to its Fire and Physical cousins, which makes it hard to skip bad levels and avoid major damage sources in fights. It also runs with considerably less AD, meaning you get a bit less benefit from fighting in density.

One “situational” issue is that healing can be a problem. In the “base” setup for this build, I have recommended carrying Tribes, and taking LPFS rather than 10% damage (if you prefer, you could also drop AD for LPFS). If you opt not to do this, and go with the damage, you lack any significant source of healing when WOTB is down, which can be problematic. If you feel you don’t need the LPFS, then carrying Furnace and cubeing Tribes is also an option. Just be sure to avoid taking too much damage when WOTB is down.

A final issue to mention is that the cycle of skills is much more challenging to perform than when playing Fire or Physical, though, of course, this gets easier with practice.


“The Death Wish:” Swap BoM for CoE. Is this even playable? Who the hell knows! Lots of damage, but prepare to die. You will probably want to take Nerves of Steel or Relentless (replace Ruthless) as one of your passives to have even a chance of survival. Relentless synergizes very strongly with the Crimson set (quadruples your toughness below 35% life), but when WOTB is active, you heal to full with every Slam, so NoS may be the better choice.


Q: How good is this build?
A: Okay. It can do 140 between 4k and 5k paragon, and has done 150 at very high paragon (near 20000). Despite not being our most powerful build, it has been my favorite for years, and remains so today. It’s very easy and intuitive to learn, but there are a lot of nuances that take time and practice to work into your brain, and your fingers.

Q: Which is better, Fire or Phys?
A: Previously, they were pretty much equally good. But now (2.6.10 and on) Fire is 1-2 GR levels stronger.

Q: How about Fire vs Lightning?
A: Not entirely clear, though my gut tells me Fire will be a little stronger- also maybe 1-2 GR levels.

Q: Hmm, well, which of the three is the most fun?
A: I really like them all. I suggest you try all three variants and find out for yourself.

Q: My friend told me that Battle Rage: Bloodshed is a good skill to take. Is that true?
A: No. Although I ran with this skill for a while and even cleared 123 (2.6.10 equivalent: 131-132) with it on the bar, I eventually did some further testing and determined that it is really not so good. I made a video that shows how low the damage of Bloodshed is when paired with EQ. Expand the description for some analysis.

Q: My friend told me that War Cry is good, because it causes more Earthquakes, which do damage, and that Battle Rage is bad, because its damage bonus is additive. Is that true?
A: No. Both War Cry and Battle Rage are very good. Pre-2.6.10, The extra quakes from WC actually added almost exactly the same amount of damage as the combination of 10% additive damage and 3% CHC from BR. With the big additive bonus on Tribes removed, that 10% on BR will be a little more valuable. The bottom line: if you feel like you need more toughness, then WC: Veteran’s or Impunity are the way to go. If you would like more healing, BR: StP can’t be beat. And for dealing maximum damage, BR: ItF is the best option.

Q: My friend told me that Earthquakes caused by MOTE(4) and by Blade of the Tribes don’t proc AD. Is that true?
A: No, of course not. With a good amount of AD on your gear, try fighting in density and then against just one isolated enemy of the same type. It’ll take 3-10 times as long to kill him when he’s alone.

Q: My friend also told me that the MOTE(4) armor bonus is bad and doesn’t provide much protection. Is that true?
A: No. On the contrary, that armor bonus provides between 71 and 75% mitigation all by itself, making it one of the best set defensive bonuses in the game. You should probably stop listening to your friend!

Q: Should I try to maximize my Avalanche damage?
A: No, unless you’re just having fun messing around. AV accounts for a tiny % of our damage- about 1.75% of our total in Fire Leapquake. It’s not really worth it to change any gear or skills to boost such a small fraction. But, if you want to try playing a build that does most of its damage with Avalanche, I wrote a post about that here.

Q: Even though I have over 2000 paragon, I’m really struggling to clear GR 130! What am I doing wrong?
A: Probably nothing, so don’t feel bad. Only the very best players around have broken 130 with that amount of paragon. The build is very fishy. If you want to get close to your max clear potential, you will have to spend a lot of keys.

Q: So, what GR marks should I actually aim for, then?
A: I would say that if you can do 123+ at 1500 paragon, or 125+ at 2000 paragon, you’re pretty good.

Q: Do I really need Bane of the Stricken? Doesn’t this build stack Stricken really slowly?
A: It does indeed stack Stricken really slowly. But, if you’re going to push, you still need it. Otherwise, it’s literally impossible to kill the boss in time.

Q: Instead of Gogok / Zei’s / Esoteric in the third gem slot, can I use Bane of the Powerful? Or how about Invigorating Gemstone, to get CC immunity?
A: I’ve played a good bit with Powerful and it’s decent, but honestly just seems worse than either Zei’s or Gogok in most regards. For one thing, the damage bonus just isn’t up very often, since it’s hard to kill elites in a high push. And the amount is just so much less than Zei’s. As for Invigorating, CC immunity is nice, but you can get most of that effect by just having a few good CC reduction rolls on your gear.

Q: Most people seem to carry Furnace now, and put Tribes in the cube. Can I still carry Tribes, and put Furnace in the cube?
A: You sure can. The reason most people cube Tribes now is that it’s much easier to find a good copy of Furnace. And 2H maces like Furnace have a bit higher weapon damage than Mighty Weapons like Tribes. But, a perfect Primal Tribes with Dmg% - AD - EQ% actually still deals a hair more damage than a Furnace for a lot of setups. So it’s definitely still a viable option.

Q: Can I dual-wield the IB set and put Tribes in the cube?
A: Sure (see “The Kavanagh” setup, listed under Fire variants). This setup is, IMO, just a hair worse than carrying Tribes or Furnace. Significant discussion of this topic in posts 119 - 157 in this thread.

Q: Do people still play this build with Focus&Restraint + CoE?
A: Not really. With the other recent buffs to this build’s damage, high paragon players are now pushing into the mid-140’s. And that means a lot of extra incoming damage, which is tough to survive without BoM. You end up having to drop a ton of damage just to get enough toughness to survive, to the point that equipping CoE may be a net negative for your dps potential.

Q: For season 22, what should I put into the additional cube slot?
A: Convention of Elements. This is by far the best option for all three setups (Fire, Phys, Lightning). Just try to time your WOTB so that you start right as your damage phase is beginning.

Q: In season 24 (Ethereals), what weapon should I use?
A: Grandfather, with the power of either Furnace or Tribes (and the other in the cube). If, early in the season, all you have found is a Gimmershred or Doombringer with appropriate power, it’s ok to dual wield till you find Grandfather. Pair with Sankis, Sun Keeper, Doombringer (Legendary), Odyn Son, or Pig Sticker.

Q: In season 25 (Soul Shards), which shards should I use?
A: Terror will generally be the best in your helm slot, though Hatred will do fairly well also, especially if you are running speedier content, and use a “pull” mechanism, like EQ: Cave-in, or Leap: CoA to group mobs. For Terror, you want either ring of fire or +fire/lightning ability. For Hatred, 10–>15% ability. For weapon slot, frankly, none of them are really great choices for Leapquake. Anguish shard, with the extra cooldown ability for speeds, or extra poison damage (this is in reality just a flat 50% damage increase) for pushing, is probably the best option. Unfortunately, Furnace always rolls Fire damage range, so you would need to get a Furnace that already has good rolls, then use your reroll with the Mystic to roll Fire damage → Poison. You could also try using the Sin shard in your weapon- this might help you kill elites in a slightly more timely fashion, although the damage buff only lasts 15 seconds. If taking Sin, you want either the “extra progress globe” or “negate elite affixes” ability.

Q: In season 26, what setup should I use for Echoing Nightmares?
A: For softcore, I would just use the “Main” build, but swap Parthans–>Mortick’s, since you can’t stun enemies. Swap the Leap rune to “no rune”. And, swap Stricken for Zei’s.

For hardcore, the same thing, but use Esoteric instead of Zei’s, and make sure you take Nerves of Steel as a passive- replace either Brawler or Ruthless.

Q: In season 27, what Angelic Crucible should I use?
A: If you want to play a standard Leap-based setup, you can take the WOTB power. But the most powerful setup this season will be a spinning-based setup using the WW power.

With this setup, you only Leap once every 7-8 seconds, to keep up your BoM and MOTE(4) defensive buffs. After Leaping, you tap Seismic Slam once to activate your Girdle of Giants, and since we use Strength from Earth, rather than Rumble, it doesn’t deplete all our Fury. After that, we start spinning with WW, and we mash Threatening Shout as much as possible to generate Earthquakes. Tap SS every 3 seconds to keep up the GoG buff. You want to use the WW power to pull tons of mobs into a big heap, before burning them all down with Earthquakes.

At higher paragon (5000+), you could probably swap BoM–> CoE, and replace Ruthless with Relentless, which synergizes strongly with Crimson.

Q: Is there anywhere I can see video of this build being played well?
A: On Youtube, there are good Leapquake clears by Fatoce (Old Phys with FotVP), Shamue55 (Fire), Deal (Fire), and me (both Fire + Phys).

Q: I have another question, what do I do?
A: Ask, and I’ll do my best to answer!


Nice work fella and ty for writing this up.

S22 seems to be an odd one for EQ but maybe Bluzzard have more in-store for EQ. I just wish if they did give it all at once.

Phys vs Fire :thinking: It’s Dirty for me. Physical wins. Plenty of other Fire builds in the game.

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I feel kind of bad that my LeapQuake Barb is probably one of my best equipped heroes (8 primals, 4 ancients) and the hardest content I’ve probably ever put her into was the MOTE set dungeon. Maybe I’ll take her out for a test drive on the PTR.


Took ya long enough.

Small error: in the S4 setup, I think you meant “with” instead of “without enormous Paragon.”

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Thanks, and you’re welcome!

Me too.

Yeah man, do it! Just make sure to set your expectations for what GR you’re hoping to clear realistically.

Lol, I know! Getting it out was like pulling teeth… I just had such a hard time figuring out how I wanted to convey the idea of all these different viable variants, without the whole thing becoming hopelessly confusing, or insanely long. I hope I succeeded, at least for the most part…

Nope, I meant “without”: this version is hard to play at lower paragon, but it is possible. I did a 120 with it in just a few keys at about 2800 paragon, and a player on the EU server named Incinerate did a 122 at around 2900. So: hard but doable.

Err, okay, but if that’s the case, this sentence doesn’t make sense. It’s only possible without? I mean, it’s a good option for high-Paragon players, right? So . . . see what I mean?

Correct me if I’m wrong, but I think you’re trying to say what you said in your reply: This is doable at lower Paragons, but hard, and is best left to high-Paragon players who want a more powerful, if glassier, build.

Like I said, small potatoes. Great to have an EQ guide back and updated. Thanks for finally writing it!

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Haha, no, that’s not what I mean!

Here’s the offending sentence again:

This is the classic CoE setup, and really the only one playable by people without enormous paragon.

I’m not saying either that it’s “only playable by people with high paragon” or “only playable by people without high paragon”.

What I’m trying to say is: if you want to play some version that uses CoE, at lower paragon, then this is really the only one that allows you to do that.

Of course, one could always just equip Fury of the Vanquished Peak and call it a day. :wink:

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Thanks for clarifying. Then you might simply put that in the guide and rip that other, confusing sentence out. As written, it doesn’t clearly communicate what you’re trying to say with regards to COE.

Love the "My friend told me . . . " section. A lot of players should really stop listening to their friends :rofl:

Will you update the guide with Season-specific builds when the patch drops?

Ok, edited.

Lol, I know!

Yeah, if there are any. That’ll depend a lot on how the shadow clone thing works. The 4th cube slot will basically always have CoE, so there won’t be many surprises there.

Yeah, I’ve been pondering the extra Cube slot and . . . I got nothing. If you Cube COE and Band of Might, you keep FnR and get a few GRs worth of damage, but nothing changes about the build. I guess some folks could Cube RoRG and wear Lut Socks, but there’s not much point to that.

I have a quick question regarding Fury of the Vanished Peak which says…

Reduces the Fury cost of Seismic Slam by 50% and increases its damage by 500%

The SS rune says to dump all fury, the weapon says to dump 50%. Does the rune win out, or do we have to SS twice to reset Leap?

I’m thinking about yet another (NoLeap)Quake build now that finally Blade of the Tribes can be cubed. That change was long overdue.

My Lightning (NoLeap)Quake was the highest EQ clear in Europe Leaderboards back in I think it was Season 8 and since then was and still is highly competetive yet vastly unknown and probably never used by anyone else mainly because of the high gear requirements and even more so the wow like skill rotation playstyle.

If one handed weapon usage will not be too terrible for EQ (probably is, it’s a huge(!) dps loss and you only gain some more cdr / area dmg and a 2nd socket) I thought about using Fjord Cutter and EF or Istvans Blades and cubing Fjord Cutter as 4th Kanai Slot.
With max CDR rolls everywhere, using Orotz and very high Attackspeed SS you can lay down EQs via Threatening Shout much faster than slowly leaping around. (Note: TS/WC triggered EQs can proc AD as well as Leap triggered EQs)
Only need very few Orotz procs to feed into WotB and Leap.
That’s just the theory.

Even if they will turn out worse than the Lightning EQ build it still opens up new thoughts only because Blade of the Tribes can now be cubed.
Can’t wait for some testing during the PTR
too bad EQ is and was almost never the best barb build.

dumps all fury no matter what

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Yeah. What the fury cost reduction ends up doing is reducing the base cost of SS, so that the tremors from Rumble end up doing some extra damage.

Rather than no leap quake why not use avalanche? Avalanche have cooldown reduction from fury spent in the skill itself. There is also a belt that make ground stomp trigger avalanche (mote set quickly refresh leap and ground stomp). The only problem is survival without mote 4-pcs leap armor and standing still in the midst of enemies.

it simply does not enough dmg.
the main reason for that is that it has not the same amount of multipliers compared to EQ.

even if EQ had no cooldown at all and was a free to cast skill it wouldnt be much better than leapquake.

and by the way with no leapquake for sure I mean all serious build iterations must use leap on bar. but lut socks are not necessarily mandatory if you really look at the whole picture.

But my friend told me to drop crimson maybe I should go back to it and struggle with 132s. LOLOLOL!!!

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Haha, yeah, I guess it depends on who your friend is.

Sounds interesting… but, probably not very powerful, even compared to Leapquake.

yep main problem still being that EQ is too weak

What about put fjord cutter in 4th cube slot in s22 for phys leapquake?
What about swap WotB to avalanche for use new bonus from BotT?