Operation Ground and Pound (EarthQuake/SoR)

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Jackel6672
Thunder Beetle
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Newbking wrote:
Jampula wrote:
Seikun wrote:I'm playing this build and steamrolling pretty much everything, but I got a question.
Is maxxed Immortal really important? My barb seemingly got much sturdier when I respecced points from Immortal to Runemaster. When exactly ~30% avoid while not moving is going to make a difference?

It makes a difference when playing whirlwinder or summoner, maybe thrower, not melee that moves a lot. Don't believe everything that guide says (makers are not all-knowing gods), go with your gut.


Shortly: there are much better investments for this build than Immortal.


Yea I was thinking that too. Would putting excess points into earthquake matter? Its unclear how important (if at all) the bonus physical damage is...


If you are not specifically gearing to maximize the bonus phys, then use 1 point. It is only affected by WPD and skill level.

Later on the bonus damage doesn't really do anything. It can be helpful while leveling, but its mostly redundant. SoR does most of the heavy lifting versus anything with a shred of life.

Immortal is extremely useful when bossing, and everytime you attack you stop. Feel free to try with and without, but its hard to pass up 30% less damage. Necrobots and pretty much all lab monsters shred armor later on, avoid is really the best way to stay alive.
Brian14
Fallen
1 | 0
I really like this combo
Segnitia
Segnitia
Field Plate (Sacred)

Defense: 2699 to 3206
Required Level: 100
Required Strength: 625
Item Level: 120
Guard Tower: +1 Arrow
Cherubim: +(50-75) Magic Damage per Skill Level
If you have at least 30 Levels in any of the following Skills:
ATMG, Charged Strike, Cherubim, Guard Tower, Lex Talionis, Rock Shock, Time Wave
+20% Slow Target
+100 Life after each Kill
+20% Chance of Crushing Blow
Physical Damage Reduced by 150
5% Chance to cast level 10 Thunder Hammer on Striking
Weapon Physical Damage +(200 to 250)%
Elemental Resists +50%
Physical Resist (15 to 20)%
Socketed (6)
and
Akarat's Trek
Akarat's Trek
Light Plated Boots (Sacred)

Defense: (1960 - 2352) to (2170 - 2604)
Required Level: 100
Required Strength: 625
Item Level: 120
2% Chance to cast level 30 Hammertime on Melee Attack
2% Chance to cast level 30 Thunder Wave on Melee Attack
2% Chance to cast level 30 Thunder Hammer Nova on Melee Attack
(10 to 40)% Movement Speed
+(15 to 20) to Charged Strike
Weapon Physical Damage +(60 to 90)%
+(150 to 200)% Enhanced Defense
10% to All Attributes
+10 to Light Radius
Socketed (4)
(for Charged Strike skill to active Segnitia).
Physical Resist (15 to 20)% is a great help for PR - and Physical Damage Reduced by 150 is a big amount.
Never got an
Arrogance
Arrogance
Gothic Plate (Sacred)

Defense: (8308 - 9198) to (10078 - 11157)
Required Level: 120
Required Strength:
1350
Item Level: 130
Restitution
(Based on Restore Percentage)
+50% Combat Speeds
Physical Resist +15%
Maximum Life +7%
Cube with Heavenly Soul: Restore +4%
25% Movement Speed
Adds 15-25 Damage
+(18 to 32) to Stormlord
5% Deadly Strike
+(171 to 200)% Enhanced Defense
+(40 to 50) to all Attributes
Requirements +100%
Socketed (6)

I only play SP (Runemaster setup) - can farm Labs T10 and kill Phoboss (I have 95% max Cold res).
Jackel6672
Thunder Beetle
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Brian14 wrote:I really like this combo
Segnitia
Segnitia
Field Plate (Sacred)

Defense: 2699 to 3206
Required Level: 100
Required Strength: 625
Item Level: 120
Guard Tower: +1 Arrow
Cherubim: +(50-75) Magic Damage per Skill Level
If you have at least 30 Levels in any of the following Skills:
ATMG, Charged Strike, Cherubim, Guard Tower, Lex Talionis, Rock Shock, Time Wave
+20% Slow Target
+100 Life after each Kill
+20% Chance of Crushing Blow
Physical Damage Reduced by 150
5% Chance to cast level 10 Thunder Hammer on Striking
Weapon Physical Damage +(200 to 250)%
Elemental Resists +50%
Physical Resist (15 to 20)%
Socketed (6)
and
Akarat's Trek
Akarat's Trek
Light Plated Boots (Sacred)

Defense: (1960 - 2352) to (2170 - 2604)
Required Level: 100
Required Strength: 625
Item Level: 120
2% Chance to cast level 30 Hammertime on Melee Attack
2% Chance to cast level 30 Thunder Wave on Melee Attack
2% Chance to cast level 30 Thunder Hammer Nova on Melee Attack
(10 to 40)% Movement Speed
+(15 to 20) to Charged Strike
Weapon Physical Damage +(60 to 90)%
+(150 to 200)% Enhanced Defense
10% to All Attributes
+10 to Light Radius
Socketed (4)
(for Charged Strike skill to active Segnitia).
Physical Resist (15 to 20)% is a great help for PR - and Physical Damage Reduced by 150 is a big amount.
Never got an
Arrogance
Arrogance
Gothic Plate (Sacred)

Defense: (8308 - 9198) to (10078 - 11157)
Required Level: 120
Required Strength:
1350
Item Level: 130
Restitution
(Based on Restore Percentage)
+50% Combat Speeds
Physical Resist +15%
Maximum Life +7%
Cube with Heavenly Soul: Restore +4%
25% Movement Speed
Adds 15-25 Damage
+(18 to 32) to Stormlord
5% Deadly Strike
+(171 to 200)% Enhanced Defense
+(40 to 50) to all Attributes
Requirements +100%
Socketed (6)

I only play SP (Runemaster setup) - can farm Labs T10 and kill Phoboss (I have 95% max Cold res).


Nice job! I've yet to get a Segnitia in the 4 or so seasons I've been playing. No Arrogance either.
Ruubel
Son of Lucion
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If you have problems at getting to 200 power or do not want to "compromoze" your current build, shift some hard points to dog tree - at dog WPD % aura. Especially when you are dependant on bloolust on kill mechanics (quarak will) and are facing a boss. (labs! ).

BTW, it's not so easy to hit 200 power as impression left at the guide. You MUST have good stat charms and some upgrades, wormhole charm most probably 135+ level small cycles and good 50+ str teganze charm.

I simply do not want to hit labs before 200 power is not done. EQ as it is - useless, meteor shower triggers is all I have.
Jackel6672
Thunder Beetle
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Ruubel wrote:If you have problems at getting to 200 power or do not want to "compromoze" your current build, shift some hard points to dog tree - at dog WPD % aura. Especially when you are dependant on bloolust on kill mechanics (quarak will) and are facing a boss. (labs! ).

BTW, it's not so easy to hit 200 power as impression left at the guide. You MUST have good stat charms and some upgrades, wormhole charm most probably 135+ level small cycles and good 50+ str teganze charm.

I simply do not want to hit labs before 200 power is not done. EQ as it is - useless, meteor shower triggers is all I have.


I never said anywhere that it was easy to hit 200 power, but it's doable with specific gear earlier. 140 power is more than enough to get the charms needed to hit 200 power in a later geared setup.

if you're having any specific problems, feel free to ask.
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Seikun
Azure Drake
174 | 10
I suppose Thundergod doesn't give EQ barb anything to justify putting even one point into?
Istaryu
Harpylisk
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Seikun wrote:I suppose Thundergod doesn't give EQ barb anything to justify putting even one point into?


I think its worth the 1 point, its a screen wide stun nova that does some dmg so it does make your life slightly easier.
Ruubel
Son of Lucion
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Istaryu wrote:
Seikun wrote:I suppose Thundergod doesn't give EQ barb anything to justify putting even one point into?


I think its worth the 1 point, its a screen wide stun nova that does some dmg so it does make your life slightly easier.


Correct. Currently farming scosglen with my 140 lvl char ( for dul dulra charm components and high runes, got ysT rune for Savage gloves, heehoo!) and this stun nova is really a godsend vs always running dryad spawns.
Jackel6672
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Seikun wrote:I suppose Thundergod doesn't give EQ barb anything to justify putting even one point into?



I've actually been testing that out over the last couple days. Maxed out its about half the damage of your EQ. So apart from it being a good stun if you have trouble being overwhelmed, it can actually be used as a farming tool for going back to lower areas.

I won't be putting it in the guide as of now, but if it ever gets a buff or I make a
Claw of the Spirit Wolf
Claw of the Spirit Wolf
Ida (Sacred)

One-Hand Damage: 50 to 53
(Barbarian Only)
Required Level: 100
Required Strength: 552
Item Level: 120
Strength Damage Bonus: (0.14 per Strength)%
+2% Fire, Cold and Lightning resistances per Wolf Companion Skill Level
Gain 65% of your Wolf Companion Base Damage as Flat Physical Damage
+(4 to 6) to Barbarian Skill Levels
100% Attack Speed
+300 Life Regenerated per Second
Socketed (6)
setup as part of the guide it might be worth it. The Claw setup requires Xod/Atomus, so it would not be something easily built into.

Edit:
I read Thundergod as Thunderslam. :!:
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Seikun
Azure Drake
174 | 10
Ruubel wrote:
Istaryu wrote:
Seikun wrote:I suppose Thundergod doesn't give EQ barb anything to justify putting even one point into?


I think its worth the 1 point, its a screen wide stun nova that does some dmg so it does make your life slightly easier.


Correct. Currently farming scosglen with my 140 lvl char ( for dul dulra charm components and high runes, got ysT rune for Savage gloves, heehoo!) and this stun nova is really a godsend vs always running dryad spawns.


My EQ barb is already breezing through Scosglen, I just didn't bother to spec out of Thundergod to see how he fares without it.