EarthQuake Werebear is Back! | Build Guide | 0.8.4

Endurance is a defensive mechanic that allows you to take less damage while below a certain health value.

While your health is less than your Endurance Threshold, you will take less damage equal to your Endurance value. This reduction applies to health, but does not apply to ward.

Endurance has a cap of 60% less damage taken (multiplicative with other modifiers), while Endurance Threshold does not have a cap.

Endurance applies to any damage taken below your Endurance Threshold, even if the instance of damage applied while you were above it. For example, if you take a hit of 100 damage, but 50 of that damage was below your Endurance Threshold, the last 50 damage will have Endurance applied to it.

All characters start with 20% Endurance and have an Endurance Threshold equal to 20% of their maximum health.

Endurance mitigates both hits and damage over time.

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For those of you still wondering how this build fares before getting the weapon. I’m currently at lvl 79 doing the lvl 90 spirits of fire timeline, and it absolutely decimates everything. The only difference is that I specialized into Upheaval until I get the weapon. I had all the other suggested uniques too. Great build, having a ton of fun. =}

I haven’t seen anyone mention Crushing Wake from the Earthquake tree. I dropped Sunder/The Harder They Fall for it and doubled EQ damage (since Seismic Smash causes aftershock damage to apply to initial hit). It increases stun chance by 100% too…just seems like a better allocation of points

I think this is the point why he was asking. Checked OPs clip and it’s a Lowlife build where ward replaces hp basically.
He has only 100hp and about 2k ward. The 60% reduction would do nothing with so little HP to save if he by any chance has no ward left.
So it seems indeed like a wasted stat and was just kept in there out of convenience or other reasons before really min maxing the build.

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Ow I actually missed this line while reading… Because I always considered this as a global reduction of damage not only applied to health. This would indeed be a wasted stat then… :flushed:
Can someone confirm this?

I think this already was confirmed :worried: Gonna look at my build this evening :slight_smile:
https://forum.lastepoch.com/t/endurance-vs-low-life-or-high-health-regen-builds/29598

In the video guide during the blessings section Boardman does mention that endurance is not needed.

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Hi! If EQ will deal more damage to chilled enemies? Shouldnt we be taking the ice branch in the spriggan form to convert vines damage to cold?

The Tempest Form node on the shaman tree gives 40% chance to chill on hit, so that’s Shatterquake will be applied.

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ah! right! thanks for the headsup!

Has this build a bit better single target than the normal maul warbear build?

Hey man! the passive screenshots and the passive in the build planner is different. which one should i be following man?

also, whats the drop rates like for last step of the living? i did completed the rifts 10 times and i got 10 amulets. -.-

Yes. By a landslide mainly because of how good EQ scales its hitdamage by itself and additional conditional procs (150% more dmg vs chilled/frozen) in the EQ tree.
The only disadvantage in this build is the long cooldown on EQ but the actual hit damage is way bigger and makes boss fights faster.

Before i considered EQ i was fully Maul (skull crusher + upheaval) up intil i fought Emperor of Corpses.
I tickled him, then switched to EQ with my current selfcrafted weapon and went human form / werebear hybrid till i got the unique maul, which made any boss fights in between way faster and easier.

The planner should be the updated one. For last steps it seems it’s 50% chance. If that information is accurate you’re having a very unlucky streak.

Oh yes, indeed. i finally got it after 25 runs!

Returning to LE after a while and loved the earlier Druid EQ build. So, a semi-noob question…what craft (or drop?) creates the red text and additional attribute/affix on the legendaries in this planner?

You have to go in the Dungeon and defeat the boss.
Then, you’ll be able to access the Eternity Cache. In the cache, you put a Unique with Legendary Potential and an Exalted of the same type (dagger, gloves, etc). The cache will randomly select as many affixes on the exalted as you have legendary potential, and will add these affixes to the unique.
For example, for a unique with 2 legendary potential, the cache will add two affixes taken from the exalted. It’s totally random.

Ah, thanks so much. Had heard there was now a dungeon (s?), not sure how you get there, perhaps I need to complete the new (to me) Chapter 9? Also, how do I determine “legendary potential”? That doesn’t appear on any of my current Legendaries.

It will appear. Only on new uniques, and only some of them.

Ah, thanks…I guess I have to go “re-farm” some of these Uniques
:laughing: