[Guide] MOTE6 Earthquake

I added some more stuff to the spreadsheet, might be kind of interesting.

Columns R, S, T, and U now show the % of total shots you need, with each category of damage buffs, to extract the corresponding amount of progression (i.e. kill those enemies). For instance, if you look at cell S10, you can see that when using Ambush and 144% AD, it takes you 11.33% of your total shots to get 23.53% of the progression from the group of enemies.

Columns V, W, X, and Y show what I’m going to call “Shoot/Move Numbers”. (Each is color coded to one of the four sets of damage buffs). What these numbers reflect is the average % of progression extracted, per 1% of total attacks, up to that point.

So, for instance, if you look at cell W7, you can see that when using Ambush and 144% AD, at that point you have gotten an average of 1.29% progression per 1% of total attacks.

What does this mean? Well, if you look at the 4 categories, you can see that each reaches a high point somewhere. That’s when you should probably stop shooting, and move/kite to fresh density. Also of note: this point comes considerably earlier with Ambush + AD than it does with the other three categories.

Columns AA, AB, and AC show the time savings of Ambush + AD, Ruthless + AD, and +10% damage + AD, as compared to “just AD”, for reaching that “shoot/move” point. It’s a percentage. For instance, if you look at cell AA10, you see that reaching that “shoot/move” high point with Ambush + AD shaves off 10.5% of the time needed, as compared to “just AD”. Or for Ruthless, if you look at AB14, you can see that the time savings in this case is 11.9%.

This really just sort of quantifies something we already knew: that it’s sometimes better to drag some enemies with you or just leave them behind rather than stand and fight until they’re all dead. But, it’s kind of interesting to see it in numbers.

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Hmm, well, if you want a significant proportion of your damage to come from Slam, you really need to stick with BoD. If you drop BoD, you’re better off dropping FotVP too.

The setup you have here is going to do most of its damage via EQ, with only a modest contribution from AV and a tiny one from SS. (Looks like about 83% of your damage comes from EQ, 16% from AV, 1% from SS.)

Basically, EQ is so strong at this point that you need to intentionally self-nerf it by dropping either GoG or Lut Socks in order to construct a build that actually deals a reasonable proportion of its damage with AV, SS, or both.

You’re right again! Shortly after posting I came to the same conclusion. The SS skill that I’m using is Strength from the Ground, which purely for extra sustain.

Exactly. Granted, I didn’t do the math, but figured enough to say to say to myself, “What do I want FotVP for?”. So I returned to IB’s. This will boost both EQ & AV. And like you said in the guide, I’m going stack AD by dropping CDR from the rings. So this is what I’m now going to test as soon as the patch goes live (no more changes, for now :rofl:):

https://ptr.d3planner.com/675467338

All I can say is that, you’re the man!

I might be putting stockin this than I should, but think that GS is going to be the kicker for this setup, bunch everything and letting AD take it course. But then again, I do have the habit of getting excited over nothing :neutral_face:.

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If you’re using a spammable rune of SS (i.e. not Rumble), which you are, and using IB for lots of extra AS, which you are, then maybe think about dropping Rogar’s for Zodiac!

That extra slam speed from IB will not only give you extra healing via SS:SfA, but it would let you (via Zodiac) cast TS, WC, or Stomp a lot more frequently!

In fact, if you did that, you might be able to drop Lut Socks + RoRG, pick up CoE, and get fury / apply EQ + AV entirely via casts of WC, TS, and Stomp, with just an occasional Leap thrown in to keep up your defensive buffs.

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:exploding_head: I had to read that a few times. Hmmm… that sounds crazy good! If Strength from the Ground provides enough sustain that would be perfect. It would look like this:

https://ptr.d3planner.com/923185539

This’ll be the setup I try.

Edit: I forgot to address Passives, but I think I would change out Pound of Flesh for Relentless and still keep Juggernaut.

Now you got me thinking about WotB.

Well, WOTB will eat a ton of Zodiac procs, with or without Boon. If you’re looking for a fun build that just spams the hell out of “Earth” skills, I’d leave WOTB behind.

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it is. like you said it helps confirming that it’s better to know when to leave certain mobs even if they’re already low. try to make them follow with as little effort as possible :wink:

what are you trying to achieve here? You might wanna drop Warcry if you wanna apply EQ and AV via TS and reduce it’s cooldown via Zodiac. It’s most likely even better to NOT use ground stomp.
Using any SS rune but Rumble won’t reset Leap or GS in one use and since we must use Leap in any MOTE build it will only eat into additional Zodiac procs for no reason.

The only reasonable CD based choices for such a build in my mind beside of TS (which youre trying to make spammable) are Leap (obviously) and WotB.

In my dreams TS is added to MOTE 2piece bonus and a viable trash clearer in 4man groups :wink:

I guess the next component of analysis I could add would be to make an assumption that you are going to kite the surviving enemies to an identical group and then resume attacking.

So, for instance, with Ruthless, you’d start kiting when you were down to just the 3 toughest enemies remaining. So you’d add those enemies to a fresh set of 16 mobs, and continue calculating the damage. With Ambush, in comparison, you would kite 7 surviving mobs to new density.

Seems like that could be interesting, I’ll try to get to that at some point.

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Hail and Kill and Thx for this Guide, Rage!
Finally I am heard! :handshake:

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Hey Horrax,

I get these crazy ideas of a setup that I would find fun, post it, and go to town on it. Any suggestions from the Barb bros is appreciated. Fun is ultimately my goal. Then I’ll push the given setup as high as I can. :slightly_smiling_face:

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seems legit, mate. good idea! :slight_smile:

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I’ve been killing some time between seasons in hardcore and found that messerwhateverhisnameis’ reaver is a great cube option. Keeping zerker up almost 100% of the time gives a lot of damage and defense.

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Yep, Messerschmidt’s is pretty good for what you might call “high speeds”- where you aren’t instantly killing everything, but you might kill an elite pack in 5-10 seconds or something like that. For easier content than that, In-Geom is going to perform better since it lets you spam TS constantly.

For real pushing, you can’t beat Furnace.

Final 2.6.10 patch notes:
"Avalanche and Earthquake both deal 600-800% increased damage"
So very welcome, New old Napalm Death MotE !!

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I haven’t seen it talked about anywhere else, so sorry if these was already discussed.

What about in S22 using Aughilds instead of CoE + Parthans? On paper, it looks like it should be much stronger and tankier against elites and RG’s, which is where leapquake needs the most help.

Damage against elites = 69% vs 50% from CoE
DR against elites = ~40% vs variable from parthans (almost 0 on RG)

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Rage will need to give his thoughts on aughilds but the same result happen in push anytime you add aughilds to a trash killing build. From your numbers adding 69% of a very small number trash killer do to elites wont change much. When you factor in area damage COE will perform much better. Then on the defense side LQ moves from pack to pack just like wwrend so you should always have density. 40% doesn’t come close to parthans even if its bonus varies. At the end of the day trash killers will rely on condi for big lead to kill 6 elites on a fester then hope it is enough to kill the RG in time. Aughilds wont change anything and the loss of parthans might actually be the biggest factor. Kinda like wwrend and crimson BOM> crimson bonus in all scenarios until paragon makes crimson better way down the road.

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Hey Poco,

I think Chris has presented a pretty solid argument, though I’ll add a couple things:

Keep in mind that because you already have Furnace, the elite dmg from Aughild is a bit less valuable. Also, if you execute your timing right, your bonus from CoE is actually about 1.57x, rather than 1.5.

So, damage to elites with…

CoE: 1.57 * 1.5 = 2.35
Aughild: 1.3 * 1.8 = 2.34

Almost identical. But you’ll have about a 20% damage advantage vs non-elites with CoE.

On the mitigation front, you might be able to get away with Aughild. It would certainly be better for most bosses. But, you’d lack that scaling element of Parthans, that gives you the most mitigation precisely when you are likely to take the most damage: when fighting a ton of density.

Anyway, Aughild will certainly not be a terrible option, though I don’t think it will be the best. Give it a try and see how it feels!

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Ah, yes, didn’t think about that.

I still makes me wonder, though, about ditching BoM and using aughilds along with CoE. Before you call me too crazy, I plead the golden rule: “With enough paragon, mitigation doesn’t matter”.

Could a 12K paragon player use Furnace, aughilds, and CoE and still stay alive? I have no idea what that kind of paragon feels like so I can’t begin to speculate. I just know that I’ve tried the Zuni DoD build and got 1-shotted in GR 110, meanwhile players with 11K paragon have cleared GR142 with it.

Also, question:

Where are you getting 1.8? I’m just getting 1.3 * 1.3.

Idk about this. Everyone said the same thing when we got Mortick’s and WW was the pushing build. “50% DR will never compete against parthans” But now it’s clearly the better option. I realize that Mortick’s offers healing as well, and that 50% is about 20% better than 40%, but the basic idea is the same.

That being said, I totally concede that the damage isn’t there, so I think DR is really the only thing going for it.

That’s not entirely accurate. Morticks is better now because we dropped PoC and IP for Lamentation and Rend; in other words, other items and changes to the build made Morticks the best in slot bracer. Without Ambo’s and Lamentation, Parthans would likely still be the better option for true end-game pushes, or at least much more competitive than it currently is.

But the thing about Parthans and Fire EQ is that you don’t need Freeze rolls or additional CDR to maintain IP. Every leap triggers Parthans, and every leap into massive density makes you practically invulnerable. And to be honest, once you have Band of Might in the build, Fire EQ is among the tankiest builds available to Barbs. Iron Impact is a massive toughness boost that only gets better as your main stat increases. DR has never been the issue with this build.

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To clarify, the legacy weapons will now get the blue affix removed and gain the bigger orange, yeah? Or do we have to farm new ones…