Earthquake
Shaman · Primalist
Slam the ground with your weapon damaging enemies in a large area and creating 2 to 4 aftershocks nearby.
More information
Added melee damage applies at 700% effectiveness.
Effect
- Base damage per hit
- 2 Physical
- Critical strike chance
- 5 % · 200% critical damage
- Added damage effectiveness
- 600 %
- Counts as
- Melee
Base values before skill tree nodes, passives and gear.
Skill tree: Earthquake
The skill tree as it appears in game. A specialized skill gains one point per level up to level 20; the number on a connection shows how many points the previous node needs.
Hover or tap a node for its description. The number on a node is its maximum points.
All nodes as a list (31)
-
Lethargy
max 4
Earthquake and its Aftershocks have a chance to slow enemies in their area of effect.
- +50% Slow Chance
-
Outbreak
max 3
Earthquake and its Aftershocks have a larger area of effect.
- +20% Area
Requires 2 points in Lethargy or 2 points in Concussion
-
Magnitude
max 2
Earthquake can cast more maximum possible Aftershocks.
- +1 Maximum Possible Aftershocks
Requires 2 points in Outbreak
-
Shattered Earth
max 5
Aftershocks have a chance when they hit to cast another Aftershock. Maximum of one additional Aftershock.
- 20% Chance To Cast Another Aftershock
Requires Magnitude
-
Snowcrash
max 4
Aftershock hits have a chance to have an Avalanche Boulder cast on their location, and when this effect triggers it consumes mana.
The Boulder is affected by your Avalanche Skill Tree.- 50% Chance To Cast Boulder On Aftershock Hit
- 5 Mana Consumption
Requires Magnitude
-
Divining Totem
max 1
Aftershocks appear around your totems instead if they are nearby.
- Aftershocks Appear Around Totems
Requires 2 points in Magnitude
-
Torpor
max 3
Slows caused by Earthquake and its Aftershocks last longer.
- +50% Slow Duration
Requires 2 points in Lethargy
-
Buffet
max 3
Earthquake and its Aftershocks have an increased chance to stun enemies, and Earthquake costs less mana.
- +40% Increased Stun Chance
- +10% Mana Efficiency
Requires Torpor
-
Overwhelm
max 3
Casting Earthquake grants you Haste and Frenzy for a duration.
- 2 Haste Duration
- 2 Frenzy Duration
Requires 3 points in Torpor
-
Upheaval
max 1
Aftershocks are now damage over time, dealing their normal hit damage each second. Aftershocks last 3 seconds.
- Aftershock Hits -> Damage Over Time
Requires 3 points in Lethargy or 3 points in Crushing Wake
-
Unabating
max 4
Aftershocks deal more damage over time (multiplicative with other modifiers) and last longer.
- +15% Aftershock Damage Over Time
- +15% Aftershock Duration
Requires Upheaval
-
Dust Storm
max 1
Aftershocks blind enemies within their area of effect.
- Aftershocks Blind Enemies
Requires 2 points in Unabating
-
Crushing Wake
max 4
Aftershocks deal more damage (multiplicative with other modifiers) and have an increased chance to stun enemies.
- +20% Aftershock Damage
- +20% Aftershock Stun Chance
-
Tremors
max 3
Earthquake can cast more minimum possible Aftershocks. Each enemy can only be targeted by one Aftershock.
- +1 Minimum Possible Aftershocks
Requires 2 points in Crushing Wake
-
Amplitude
max 3
Aftershocks have a larger area of effect.
- +35% Aftershock Area
Requires Tremors
-
Rupture
max 5
Earthquake's initial slam deals more damage (multiplicative with other modifiers).
- +8% Initial Slam Damage
-
Potency
max 3
Earthquake's initial slam deals more damage (multiplicative with other modifiers), but in a smaller area.
- +15% Initial Slam Damage
- -10% Area
Requires 3 points in Rupture
-
Ground Slam
max 1
Using Earthquake directly it now deals damage in a cone which has increased range. Aftershocks also favour targets in the direction Earthquake is cast.
- Earthquake Deals Damage In Cone
- +30% Range
- Aftershocks Favour Earthquake Direction
Requires 2 points in Potency
-
Seismic Smash
max 1
Modifiers to Aftershock damage on this tree apply to the initial slam, but Earthquake can no longer create Aftershocks.
- Aftershock Damage -> Initial Slam Damage
- Cannot Create Aftershocks
Requires 4 points in Rupture
-
Seismic Tide
max 1
Earthquake's initial slam occurs three times. First with 30% reduced radius and damage, then with 5% reduced radius and damage, then with 30% increased radius and damage.
Earthquake now has a cooldown, and each initial hit consumes mana.- Initial Slam Occurs Three Times
- +2 Cooldown (seconds)
- 16 Mana Consumed Per Additional Slam
Requires Seismic Smash
-
Sunder
max 5
Earthquake's initial slam reduces enemy armor.
- 2 Stacks Of Armor Shred Applied
Requires 2 points in Rupture
-
The Harder They Fall
max 5
Earthquake's initial slam deals more hit damage against rare and boss enemies (multiplicative with other modifiers).
- +15% Initial Slam Hit Damage Against Rares And Bosses
Requires 2 points in Sunder
-
Cataclysm
max 1
Earthquake's base damage is converted to fire damage. Consequently this damage scales with increases to fire damage, but not increases to physical damage.
Additionally, armor shred chance from all sources is converted to ignite chance.- Base Damage -> Fire
- Armor Shred -> Ignite Chance
Requires Sunder
-
Concussion
max 4
Earthquake's initial slam deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.
- +10% Initial Slam Damage
- +25% Increased Stun Chance
Requires 2 points in Outbreak or Rupture
-
Storm Rift
max 1
Earthquake is converted into a spell, and no longer scales with melee damage. Earthquake now deals substantial additional base damage on the initial slam and its base damage is converted to Lightning. Consequently this damage scales with increased lightning damage, but not with increased physical damage.
Aftershocks also deal substantial additional spell damage.- Melee Attack -> Spell
- +80 Initial Slam Spell Damage
- Base Physical Damage -> Lightning
- +20 Aftershock Spell Damage
Requires 3 points in Concussion
This node does not convert to lightning if Earthquake is already converted to fire or cold, but will still convert Earthquake to a spell.
-
Thunderblight
max 4
Earthquake's initial slam deals additional lightning damage, and Earthquake deals more lightning damage (multiplicative with other modifiers).
- +10 Added Lightning Damage
- 10% More Lightning Damage
Requires Storm Rift
-
Fury Of The Elements
max 2
Casting Earthquake expends Storm Stacks over 0.5 seconds.
Storm Bolts triggered this way deal more damage (multiplicative with other modifiers).- 5 Storm Stacks Expended
- +15% Storm Bolt Damage
Requires Thunderblight
Storm Stacks are gained from using Gathering Storm. You can not expend Storm Stacks you do not have.
-
Staggering Force
max 1
Earthquake's initial slam deals more damage and has increased stun chance and stun duration, but Earthquake has a 6 second cooldown.
- +20% Initial Slam Damage
- +80% Increased Stun Chance
- +80% Increased Stun Duration
- +6 Cooldown (seconds)
Requires 4 points in Concussion
-
Shattered Resolve
max 3
Stuns caused by Earthquake and its Aftershocks last longer, but Earthquake has a longer cooldown.
- +50% Increased Stun Duration
- +10% Cooldown
Requires Staggering Force
-
Deep Impact
max 1
Earthquake's initial slam can't be dodged.
- Undodgable fixed
Requires Buffet
-
Shatterquake
max 1
Earthquake's base damage is converted to cold damage. Consequently this damage scales with increases to cold damage, but not increases to physical damage.
Additionally, armor shred chance from all sources is converted to frostbite chance.- Base Damage -> Cold
- Armor Shred -> Frostbite Chance
Requires Outbreak
This node has no effect if Earthquake is converted to fire.