[2.6] Norse's Earthquake Slayer / Budget Viable / Guardian & Shaper Farmable

Looks like a really cool build. Wonder if this or juggernaut is better for start of league uber lab farming.
Slayer has the culling strike, pretty much trivializing the 3rd phase of uber izaro and you also have a nice over leech which makes certain traps a lot easier. Traps are imo a bit less sucky with the juggernaut, but the slayer can do pretty much all content including guardians, shaper and is not bad in maps (due to the reflect reduction, cull and 20% AoE [even though we'll see how it works in 2.6]). I think the slayer is always the better option :)
Pretty huge aoe nurf for EQ. What to do now? I think we just need to use aoe gem and do not take aoe nodes on tree or backwards. Dont know, then we loose a lot of hp if we don't grab aoe nodes at the templar side.
Earthquake's INITIAL hit radius has been reduced from 20 to 18 units.

WOW SOUND THE ALARMS BRO, INSANE NERF...UNPLAYABLE! Let's all go pizza totems with the masses.
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jman1986 wrote:
Earthquake's INITIAL hit radius has been reduced from 20 to 18 units.

WOW SOUND THE ALARMS BRO, INSANE NERF...UNPLAYABLE! Let's all go pizza totems with the masses.


You joke, but it *is* quite a significant change. If you haven't seen it visualized, here's a look

Spoiler


The radius goes from 35 -> 25 with level 20 Inc AoE, Templar AoE cluster, and Slayer's Headsman. That's close to a third of its radius gone (which is reflected in the image), as well as nearly *half* of its area (1156 -> 616).
is it still viable in 2.6. I'm going to try this build in 2.6. although its nerf, is it still good enough? sorry, my English is bad.
Last edited by nmd_vn on Mar 3, 2017, 4:07:08 AM
Do you think Iron Reflexes is worth picking up now that there is an easy pathing way from the leech nodes that we get at the bottom of the duelist tree?

Last edited by ImperiusD3 on Mar 3, 2017, 5:55:18 AM
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malarix1222 wrote:
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jman1986 wrote:
Earthquake's INITIAL hit radius has been reduced from 20 to 18 units.

WOW SOUND THE ALARMS BRO, INSANE NERF...UNPLAYABLE! Let's all go pizza totems with the masses.


You joke, but it *is* quite a significant change. If you haven't seen it visualized, here's a look

Spoiler


The radius goes from 35 -> 25 with level 20 Inc AoE, Templar AoE cluster, and Slayer's Headsman. That's close to a third of its radius gone (which is reflected in the image), as well as nearly *half* of its area (1156 -> 616).


On the initial hit though. Is it really that bad?
Wonder if cleave can replace EQ with recent buffs... can also go 2h sword now as well for free bleed
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Loocid wrote:
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malarix1222 wrote:
"
jman1986 wrote:
Earthquake's INITIAL hit radius has been reduced from 20 to 18 units.

WOW SOUND THE ALARMS BRO, INSANE NERF...UNPLAYABLE! Let's all go pizza totems with the masses.


You joke, but it *is* quite a significant change. If you haven't seen it visualized, here's a look

Spoiler


The radius goes from 35 -> 25 with level 20 Inc AoE, Templar AoE cluster, and Slayer's Headsman. That's close to a third of its radius gone (which is reflected in the image), as well as nearly *half* of its area (1156 -> 616).


On the initial hit though. Is it really that bad?


In a way, yes. Because one of the defenses of this build is the knockback from the Lion's Roar flask when you're clearing difficult trash mobs. Your hit radius basically determines how far away mobs can be pushed with knockback and since your most reliable way of pushing them back is the initial hit, it can make for a lot more risky situations than you otherwise would get before.

Imagine you're fighting a Volatile mob. Now, imagine before this change you would have been able to keep it away just at the edge of the knockback range using Lion's Roar, and it's explosion range also just barely doesn't reach beyond this. With this change, that would mean you'd now be getting hit when this volatile mob explodes.

Also keep in mind that the aftershock of EQ was also reduced in range, it just didn't have any changes to its base radius. Not to mention, having to fight mobs at a closer range in general is more dangerous just by virtue of this game not really allowing characters that build a reasonable amount of damage and be simultaneously able to sustain being hit for very long (barring ES/VP builds).

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