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Nature’s Fury Key Passive in Diablo IV

July 21, 2023 Diablo IV

I don’t, it’s just something I’ve been building, so it surely isn’t optimized.

1, Storm Strike – Enhanced SS – Fierce Storm Strike (Basically 100% uptime on Vulnerability for key targets due to this)

2, Earth Spike – Enhanced ES (Triggers from Keystone passive, and Enhanced ES allows it to hit boss stagger bars when Storm Strike procs it – Not slotted on bar)

3, Landslide – Enhanced LS – Primal Landslide (you get Terramote stacks very easily and they make your landslides insane)

4, Lightning Storm – Enhanced LS – Raging LS (Landslide can proc Lightning Storm, this allows it to hit more targets – Not slotted on bar)

5, Earthen Bulwark – Enhanced EB – Preserving EB (Grants unstoppable and fortify on cast)

6, Blood Howl – Enhanced BH – Preserving BH (Grants attack speed to help get Nature’s Fury procs on Storm Strike and build Spirit faster, later this counts as a Storm skill for Nature’s Fury allowing it to trigger Earthen Bulwark, the only Earth Skill in this cluster of skills for more defense.

7, Trample – Enhanced Trample – Savage Trample (You get to cast this so often it becomes a major contribution toward Spirit, this is your “KERBLAM, the whole room is cleared” skill… Eventually…)

Nature’s Fury Key Passive – The whole build is built around this skill.

Key aspects are (most aren’t showing in my codex, so they may not be available from there, but are quite popular in WT3 and WT4.)

1, When you have Fortify (which we’ll always have fortify due to Earthen Bulwark) your Earth Skills (Landslide, our main source of damage) gain +2 Ranks.)

2, When Nature’s Fury Key Passive triggers a free skill, your non-Ultimate cooldowns of the opposite type are reduced by 4-8 seconds. This is massive, Trample has a 14 second CD, so if you get 7 or 8 on this aspect two procs reset the CD, and the Landslides triggered from one of the other aspects used by Trample can trigger Nature’s Fury, allowing you to cast it 2-3 times in a row.

3, Basic skills reduce damage by 20% for 2-6 seconds, mine has 5 seconds and it still works, highly recommend because premium items hit very hard, this version is not necessary but it’s super useful period.

4, Damage from ground skills slows enemies hit by 25-50% for 5 seconds. The landslides that we flooded the screen now slow enemies, allowing them to be affected by the item “Damage Against Crowd Controlled Enemies”.

5, Trample now summons 6 Landslide Turrets for its duration dealing 105-120% normal damage. Trampling is now a natural and earthy magic skill. This is the key to making Trample such a monstrous skill. The text of this is misleading for what it does, it creates 6 landslides perpendicular to the direction you’re running, every 0.5 seconds or so when stomping, allowing you to flood the screen with landslides stronger than usual.

6, Each Landslide ground turret hits a second time and deals 6-12% more damage for each hit. The great part about this is that it essentially doubles Landslide’s damage, activating a second time, but instead of just doubling the damage, it activates twice, allowing Nature’s Fury to trigger. Once again.

7, The Werewolf skill works like the Storm skill, and the Werewolf skill works like the Earth skill for Nature’s Wrath itself. This allows Blood Howl to activate Earthen Bulwark to create a defensive block and another Unstoppable layer.

There are a few aspects covered in this thread that might be helpful, but those are the ones I’m focusing on, everything else will be added. When I get the unique weapon Greatstaff of the Crone, I will use it because it will turn Claw into a Storm skill and activate Storm Strike with 120-150% normal damage. The good thing is that means two storm skills will be cast with each left click, increasing the chance of activating Earth Spike and reducing the CD.

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