Shadow Trapper 2.0 Diablo IV Rogue Build [RDY-4-Launch]

Shadow Trapper 2.0 Rogue BUILD for Diablo IV [RDY-4-Launch]

(the Dark Side of Alchemy: Deadly, Toxic, and Chilling Traps, Stunning Grenades & a shadowy Flurry of Blades are merely tools to aid us when disposing of our foes)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV‘s Launch is a week away and i’m bringing you another one of my Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Rogue Class called Shadow Trapper 2.0.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated post-launch to a new & expanded version when I have more in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Shadow Trapper 2.0) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active – ONLY put 1 point here) Invigorating Strike – Melee attack an enemy, dealing 23% (X -?) damage and increasing Energy Regeneration by 20% (multiplicative) for 3 seconds.
    Requires Dual Wielded weapons
    Lucky Hit Chance: 50% | Damage: Physical ; Tags: Basic, Melee, Cutthroat
    • (1st upgrade) Enhanced Invigorating Strike Damaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to 30% (multiplicative).
    • (2nd upgrade – my pick of the 2) Fundamental Invigorating Strike Hitting an enemy while below 50% Energy makes them Vulnerable for 3 seconds.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Flurry Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of 60% (X – ?) damage to each.
    Combo Points increase damage and grant an Attack Speed bonus: 1: 75% damage, +15% Attack Speed ; 2: 90% damage, +30% Attack Speed ; 3: 105% damage, +45% Attack Speed
    Requires Dual Wielded weapons | Energy Cost: 25
    Lucky Hit Chance: 8% | Damage: Physical ; Tags: Core, Melee, Imbueable, Cutthroat
    • (1st upgrade) Enhanced Flurry Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.
    • (2nd upgrade – my pick of the 2) Improved Flurry If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.
  • (passive) Sturdy You gain 4%/8%/12% Close Damage Reduction.
    • (upgrade) Siphoning Strikes did NOT take this
  • (passive) did not pick any other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Caltrops Leap backwards and throw Caltrops on the ground, dealing 30% (X – ?) damage and Slowing enemies by 50%. Lasts 6 seconds.
    Energy Cost: 21 | Lucky Hit Chance: 25% | Damage: Physical ; Tags: Agility, Trap
    • (1st upgrade) Enhanced Caltrops Enemies take 3% (multiplicative) increased damage from you each second they’re in Caltrops.
    • (2nd upgrade – my pick of the 2) Methodical Caltrops – Caltrops now deals Cold damage and Chills enemies for 20% per second.
  • (passive) Weapon Mastery Gain a bonus when attacking based on weapon type:
    Daggers: 5%/10%/15% (multiplicative) increased damage to Healthy enemies.
    Swords: 3%/6%/9% (multiplicative) increased damage.
    Bows: 4%/8%/12% (multiplicative) increased damage to Vulnerable enemies.
    Crossbows: 5%/10%/15% (multiplicative) increased Critical Strike Damage.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 ) Not taking an Active Subterfuge skill

  • (active – ONLY put 1 point here) Poison Trap Place a trap that arms after 1.25 seconds. It activates when an enemy moves moves within range, applying 344% (X) Poisoning damage over 9 seconds to enemies in the area.
    Cooldown: 10 seconds. Lucky Hit Chance: 20% | Damage: Poison ; Tags: Subterfuge, Trap
    • (1st upgrade) Enhanced Poison Trap Poison Trap Knocks Down enemies for 1.5 seconds when it activates.
    • (2nd upgrade – my pick of the 2) Countering Poison Trap – Poison Trap has a 20% chance to reset your Imbuement Skill Cooldowns when activated.
  • (passive) Exploit – You deal 6%/12%/18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice – You deal 3%/6%/9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive – ONLY put 1 point here) Agile Using a Cooldown increases your Dodge Chance by 3%/6%/9% for 2 seconds.
    • (upgrade) Mending Obscurity – did NOT take this
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Shadow Imbuement Imbue your weapons with festering shadows. Enemies struck by your next 2 Imbueable Skills deal damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing 40% (X) damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal 40% (X) damage to only that enemy.
    Cooldown: 9 seconds. Lucky Hit Chance: 33% | Damage: Shadow ; Tags: Imbuements
    • (1st upgrade) Enhanced Shadow Imbuement You have +25% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement.
    • (2nd upgrade – my pick of the 2) Blended Shadow Imbuement Shadow Imbue’s primary explosion makes enemies Vulnerable for 2 seconds.
  • (passive) Precision Imbuement – Imbued Skills gain +5%/+10%/+15% increased Critical Strike Chance.
  • (passive – ONLY put 1 point here) Shadow Crash Lucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5/1/1.5 seconds.
    • (upgrade) Consuming Shadows Each time you kill an enemy with Shadow Damage, you generate 10/20/30 Energy.
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Death Trap Place a trap that arms after 1.25 seconds. It activates when an enemy moves near, dealing 250% (X – ?) damage to enemies in the area.
    Cooldown: 50 seconds. Lucky Hit Chance: 4% | Damage: Shadow ; Tags: Ultimate, Trap
    • (1st upgrade) Prime Death Trap Enemies are Pulled into Death Trap when it activates.
    • (2nd upgrade – my pick of the 2) Supreme Death Trap If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.
  • (passive) Innervation – Lucky Hit: Up to a 10%/20%/30% chance to gain 8 Energy.
    • (upgrade) Second Wind – Every 100 Energy you spend grants you +5%/+10%/+15% increased Lucky Hit Chance for 5 seconds.seconds.
    • (upgrade) Alchemist’s FortuneNon-Physical damage you deal has a +5%/+10%/+15% increased Lucky Hit Chance.
  • (passive) Aftermath – After using an Ultimate Skill, restore 25/50/75 Energy.
  • (passive) Trap Mastery When Poison Trap or Death Trap activates, you gain +4%/+8%/+12% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Exposure Lucky Hit: Dealing direct damage to an enemy affected by a Trap Skill has up to a 25% chance to: Reduce the active Cooldowns of your Trap Skills by 20% Drop a cluster of exploding Stun Grenades that deal 40% total Physical Damage and Stun enemies for 0.5 seconds

Class Mechanic:

I don’t have much information about the 3rd Specialization of the Rogue. The 3 Specializations are the Rogues’ Class Mechanics:

  • Combo Points – Your Basic Skills now generate Combo Points. Certain Skills consume Combo Points for additional effects.
  • Inner Sight – Attack marked enemies to fill up your Inner Sight gauge. When it’s full, gain unlimited Energy for 4 seconds.
  • Preparation – This specialization was not available during the closed beta builds of the game.

I prefer and advise using Combo Points but I liked Inner Sight during the beta too so not a bad one either for some 0 cost Skill Spams every now and then. We’ll have to wait and see about the last one.

Unique Gear

In Diablo IV apparently (I have multiple sources that confirmed this) we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Unique inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check the notes under the Aspects list for some additional picks:

Condemnation (Dagger)

+[20%] Damage to Close Enemies

Your Core Skills deal x[20 – 40]% increased damage when spending 3 Combo Points. Your Basic Skills using this weapon have a [30%] chance to generate 3 Combo Points.

+[4 – 10]% Basic Attack Speed
+[4.5 – 12]% Critical Strike Chance Against Injured Enemies
+[7 – 14]% Damage with Dual-Wielded Weapons
+[12.5 – 19.5]% Core Skill Damage


“I’ve never seen such ruthless butchery. He deserves to be be shipped off to die in the swamps with the rest of the godless murderers.” – Witness to the murder of Sergeant Walcot

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Shadow Trapper 2.0) is one of the builds on that spreadsheet.

  • Helm: Frostbitten Aspect / Harlequin Crest Unique Helm (see notes below)
  • Amulet: Infiltrator’s Aspect
  • Chest: Aspect of Lethal Dusk
  • Pants: Aspect of Siphoned Victuals / Eyes in the Dark Unique Pants (see notes below)
  • Gloves: Blast-Trapper’s Aspect
  • Boots: Exploiter’s Aspect
  • Ring 1: Toxic Alchemist’s Aspect
  • Ring 2: Opportunist’s Aspect / Mother’s Embrace Unique Ring (see notes below)
  • 1H Weapon: Icy Alchemist’s Aspect
  • Off-hand: Trickster’s Aspect / Condemnation Unique Dagger (see notes below)
  • 2-H Weapon: Aspect of Encircling Blades
NOTE 1: Trickster's Aspect goes in the Off-hand slot ONLY until you get the Condemnation Unique Dagger. After that discard it to make room for the Unique Dagger.
There are three other alternative picks for Uniques you could use if you get those first: Eyes in the Dark (Pants), Harlequin Crest (Helm), & Mother's Embrace (Ring).
See the 2nd note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Eyes in the Dark (Pants): Aspect of Siphoned Victuals gets removed from the Pants slot to makes room for the Unique Pants. 
- For Harlequin Crest (Helm):  Frostbitten Aspect  gets removed from the Helm slot to make room for the Unique Helm
- For Mother's Embrace (Ring):  Opportunist's Aspect gets removed from the Ring 2 slot to make room for the Unique Ring

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Emerald, Saphire, Diamond, or Skull.
Armor: Ruby or Skull.
Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/5 for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received • Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/39/14.3% for chipped (the 2nd grade at lvl 20)

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 90 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in order of priority):

I’ve shortlisted 42 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority

Bonus to All Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Shadow/Poison/Cold Skills
Critical Chance/Critical Damage with Core/Cutthroat/Trap/Subterfuge/Imbuements/Ultimate Skills
Damage with Core/Cutthroat/Trap/Subterfuge/Imbuements/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Core/Cutthroat/Trap/Subterfuge/Imbuements/Ultimate Skills
+ X Ranks to Flurry/Poison Trap/Shadow Imbuement/Caltrops
Lucky Hit Chance with Physical/Shadow/Poison/Cold Damage
Physical/Shadow/Poison/Cold Damage Bonus
+ % Critical Chance / Critical Damage with Physical/Shadow/Poison/Cold Damage
Resistance to All Elements
Damage to Enemies Affected by Trap Skills
+ % Physical/Shadow/Poison/Cold Damage to Elites
+ % Critical Strike Chance with Physical/Shadow/Poison/Cold Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage / Critical Chance / Critical Damage Against Close Enemies
Damage / Critical Chance / Critical Damage Against Crowd Controlled Enemies
Vulnerable Damage
Damage / Critical Chance / Critical Damage Against Vulnerable Enemies
Reduces the Arm Time of Your Trap Skills by X Seconds
+ % Chill Application
Damage while Healthy
Critical Strike Damage with Imbued Skills
Shadow Imbued Skill Damage
Imbued Skill Damage
Imbuement Potency
Higher Priority
Damage for X Seconds After Dodging an Attack
Attack Speed for X Seconds After Dodging an Attack
Dodge Chance (both +% and x% exist)
Dodge Chance Against Close Enemies
+ All Stats
Damage vs Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Energy Generation / Regeneration/ On Kill
Movement Speed
Attack Speed
Dexterity
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Shadow Trapper 2.0 Rogue Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Arrowstorm 2.0 Diablo IV Rogue Build [RDY-4-Launch]

Arrowstorm 2.0 Rogue BUILD for Diablo IV [RDY-4-Launch]

(MAKE IT RAIN… death from above while dishing out freeze & crits galore)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV‘s Launch is getting closer and it’s time to make some Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Rogue Class called Arrowstorm 2.0.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated post-launch to a new & expanded version when I have more in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Arrowstorm 2.0) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active – ONLY put 1 point here) Heart Seeker Fire an arrow that seeks an enemy, dealing 22% (X – ?) damage and increasing your Critical Strike Chance against them by +3% for 4 seconds, up to +15%. Requires a Ranged Weapon Lucky Hit Chance: 50% Damage: Physical ; Tags: Basic, Ranged, Marksman
    • (1st upgrade) Enhanced Heart Seeker When Heartseeker Critically Strikes, gain +8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable.
    • (2nd upgrade – my pick of the 2) Fundamental Heart Seeker Heartseeker also increases the Critical Strike Damage the enemy takes by +5% for 4 seconds, up to +25%.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Penetrating Shot Fire an arrow that pierces through all enemies in a line, dealing 70% (X – ?) damage. Combo Points increase damage and improve Lucky Hit Chance (LHC): 1: 91% damage & 10% LHC* ; 2: 112% damage & 20% LHC* ; 3: 133% damage & 30% LHC* Requires a Ranged Weapon Energy Cost: 35 Lucky Hit Chance: 50% Damage: Physical ; Tags: Core, Ranged, Imbueable, Marksman
    • (1st upgrade) Enhanced Penetrating Shot Penetrating Shot deals 20% (multiplicative) increased damage per enemy it pierces.
    • (2nd upgrade – my pick of the 2) Improved Penetrating Shot If Penetrating Shot damages at least 3 enemies, your next Penetrating Shot has a +20% increased Critical Strike Chance.
  • (passive) Sturdy You gain 4%/8%/12% Close Damage Reduction.
    • (upgrade – did NOT put points here) Siphoning Strikes
  • (passive) did not pick any other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Caltrops Leap backwards and throw Caltrops on the ground, dealing 30% (X – ?) damage and Slowing enemies by 50%. Lasts 6 seconds. Energy Cost: 21 Lucky Hit Chance: 25% Damage: Physical ; Tags: Agility, Trap
    • (1st upgrade) Enhanced Caltrops Enemies take 3% (multiplicative) increased damage from you each second they’re in Caltrops.
    • (2nd upgrade – my pick of the 2) Disciplined Caltrops You have +5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
  • (passive) Weapon Mastery Gain a bonus when attacking based on weapon type:
    Daggers: 5%/10%/15% (multiplicative) increased damage to Healthy enemies.
    Swords: 3%/6%/9% (multiplicative) increased damage.
    Bows: 4%/8%/12% (multiplicative) increased damage to Vulnerable enemies.
    Crossbows: 5%/10%/15% (multiplicative) increased Critical Strike Damage.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 ) Not taking an Active Subterfuge skill

  • (active) Concealment / Stealth Cloak yourself with shadows to hide from enemies for 4 seconds. Attacks during Stealth break Stealth and deal 50% more damage. You are Unstoppable and can move through enemies freely while in Stealth. Cooldown: 20 seconds. Tags: Subterfuge
    • (1st upgrade) Enhanced Stealth You gain 40 Energy when you enter Stealth.
    • (2nd upgrade – my pick of the 2) Subverting Stealth The skill that breaks Stealth makes enemies Vulnerable for 3 seconds.
  • (passive) Exploit – You deal 6%/12%/18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice – You deal 3%/6%/9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Cold Imbuement Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for 25% per hit. Cooldown: 9 seconds. Lucky Hit Chance: 33% Tags: Imbuements
    • (1st upgrade) Enhanced Cold Imbuement Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds.
    • (2nd upgrade – my pick of the 2) Blended Cold Imbuement Lucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds.
  • (passive) Precision Imbuement – Imbued Skills gain +5%/+10%/+15% increased Critical Strike Chance.
  • (passive) Frigid Finesse You deal 5%/10%/15% (multiplicative) increased damage to Chilled enemies. This bonus increases to 10%/20%/30% (multiplicative) against Frozen enemies.
    • (upgrade – did NOT put points here) Chilling Weight
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Rain of Arrows Arrows rain down over a large area 2 times, each wave dealing 100% (X – ?) damage. Cooldown: 60 seconds. Lucky Hit Chance: 2% Damage: Physical ; Tags: Ultimate, Ranged, Imbueable, Marksman
    • (1st upgrade) Prime Rain of Arrows Imbuement Skill effects applied by Rain of Arrows have 20% (multiplicative) increased potency.
    • (2nd upgrade – my pick of the 2) Supreme Rain of Arrows Rain of Arrows’ second wave Knocks Down enemies for 3 seconds.
  • (passive) Innervation – Lucky Hit: Up to a 10%/20%/30% chance to gain 8 Energy.
    • (upgrade) Second Wind – Every 100 Energy you spend grants you +5%/+10%/+15% increased Lucky Hit Chance for 5 seconds.seconds.
    • (upgrade) Alchemist’s FortuneNon-Physical damage you deal has a +5%/+10%/+15% increased Lucky Hit Chance.
  • (passive – ONLY put 2 points here) Adrenaline Rush While moving, you gain 5%/10%/15% (multiplicative) increased Energy Regeneration.
    • (upgrade) Haste While at or above 50% maximum Energy, gain +5%/+10%/+15% increased Movement Speed. While below 50% maximum Energy, gain +5%/+10%/+15% increased Attack Speed.
    • (upgrade – did NOT put points here) Impetus
  • (passive) Aftermath – After using an Ultimate Skill, restore 25/50/75 Energy.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Precision Critical Strikes with Marksman Skills grant you Precision.
    You gain 4% (multiplicative) increased Critical Strike Damage per stack of Precision, up to a maximum of 20% (multiplicative).
    When you reach maximum Precision, your next Marksman Skill is a guaranteed Critical Strike that deals 40% (multiplicative) increased Critical Strike Damage, then consumes all stacks of Precision.

Class Mechanic:

I don’t have much information about the 3rd Specialization of the Rogue. The 3 Specializations are the Rogues’ Class Mechanics:

  • Combo Points – Your Basic Skills now generate Combo Points. Certain Skills consume Combo Points for additional effects.
  • Inner Sight – Attack marked enemies to fill up your Inner Sight gauge. When it’s full, gain unlimited Energy for 4 seconds.
  • Preparation – This specialization was not available during the closed beta builds of the game.

I prefer and advise using Combo Points but I liked Inner Sight during the beta too so not a bad one either for some 0 cost Skill Spams every now and then. We’ll have to wait and see about the last one.

Unique Item

In Diablo IV apparently (I have multiple sources that confirmed this) we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Unique inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check the notes under the Aspects list for some additional picks:

Word of Hakan (Amulet)

Your Rain of Arrows is always Imbued with all Imbuements at once.

+[7 – 14]% Non-Physical Damage
+[14 – 21]% Ultimate Skill Damage
+[14 – 21]% Critical Strike Damage with Imbued Skills

SkillRankBonus_Rogue_Category_Imbuements (Struck’s note: I’m 100% sure this is +X Ranks to Imbuement Skills)

“Let the great gates of Caldeum be sealed. Let its proud walls stand fiercely defended. The rest of Kehjistan may suffer this plague, but my city, and my people, will not.” – Proclamation of Hakan II

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Arrowstorm 2.0) is one of the builds on that spreadsheet.

  • Helm: Mangler’s Aspect / Harlequin Crest (see notes below)
  • Amulet: Vengeful Aspect / Word of Hakan (see notes below)
  • Chest: Aspect of Lethal Dusk OR Aspect of Might (if you don’t have Word of Hakan)
  • Pants: Aspect of Siphoned Protection
  • Gloves: Blast-Trapper’s Aspect
  • Boots: Exploiter’s Aspect
  • Ring 1: Aspect of Arrow Storms
  • Ring 2: Aspect of The Umbral / Mother’s Embrace (see notes below)
  • 1H Weapon: Aspect of The Expectant
  • Off-hand: Aspect of Corruption Until The Unique goes in the Amulet slot (see notes below)
  • 2-H Ranged Weapon: Aspect of Imitated Imbuement / Skyhunter (see notes below)
NOTE 1: Aspect of Corruption goes in the Off-hand slot ONLY until you get the Word of Hakan Unique Amulet.
Vengeful Aspect replaces Aspect of Corruption on the Off-hand slot to make room for the Unique Amulet.

There are three other alternative picks for Uniques you could use if you get those first: Skyhunter (Bow), Harlequin Crest (Helm), & Mother's Embrace (Ring). See the 2nd note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Skyhunter (Bow): Aspect of Arrow Storms gets removed from the Ring 1 slot & Trickshot Aspect replaces it. This makes room for the Unique Bow. 
- For Harlequin Crest (Helm):  Mangler’s Aspect  gets removed from the Helm slot to make room for the Unique Helm
- For Mother's Embrace (Ring):  Aspect of The Umbral gets removed from the Ring 2 slot to make room for the Unique Ring

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Emerald, Saphire, Skull, or Diamond.
Armor: Ruby, Skull or Diamond.
Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/5% for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received • Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/+39/14.3% for chipped (the 2nd grade at lvl 20)

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 92 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in order of priority):

I’ve shortlisted 44 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority

Bonus to All Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Cold Skills
Critical Chance/Critical Damage with Core/Marksman/Imbuements/Ultimate Skills
Damage with Core/Marksman/Imbuements/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Core/Marksman/Imbuements/Ultimate Skills
+ X Ranks to Penetrating Shot/Cold Imbuement/Stealth
Lucky Hit Chance with Physical/Cold Damage
Physical/Cold Damage Bonus
+ % Critical Chance / Critical Damage with Physical/Cold Damage
Resistance to All Elements
Damage to Enemies Affected by Trap Skills
+ % Physical/Cold Damage to Elites
+ % Critical Strike Chance with Physical/Cold Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage to Distant Enemies
Critical Chance/ Critical Damage Against Distant Enemies
+ % Chill Application
Critical Chance / Critical Strike Damage Against Crowd Controlled Enemies
Damage to Crowd Controlled Enemies
Vulnerable Damage
Critical Chance / Critical Damage Against Vulnerable Enemies
Damage while Healthy
Damage to Vulnerable Enemies with Imbued Skills
Critical Strike Damage with Imbued Skills
Cold Imbued Skill Damage
Imbued Skill Damage
Imbuement Potency
Higher Priority
Damage for X Seconds After Dodging an Attack
Attack Speed for X Seconds After Dodging an Attack
Dodge Chance (both +% and x% exist)
Dodge Chance Against Close Enemies
+ All Stats
Damage vs Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Energy Generation / Regeneration/ On Kill
Movement Speed
Attack Speed
Dexterity
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Arrowstorm 2.0 Rogue Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Icy Hunter Diablo IV Rogue Build [RDY-4-Launch]

Icy Hunter Rogue BUILD for Diablo IV [RDY-4-Launch]

(Shot Bursts Infused with Chilling Cold won’t give your foes breathing room until their hearts are pierced)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV‘s Launch is getting closer and it’s time to make some Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Rogue Class called Icy Hunter.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated post-launch to a new & expanded version when I have more in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Icy Hunter) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active – ONLY put 1 point here) Heart Seeker Fire an arrow that seeks an enemy, dealing 22% (X – ?) damage and increasing your Critical Strike Chance against them by +3% for 4 seconds, up to +15%. Requires a Ranged Weapon Lucky Hit Chance: 50% Damage: Physical ; Tags: Basic, Ranged, Marksman
    • (1st upgrade) Enhanced Heart Seeker When Heartseeker Critically Strikes, gain +8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable.
    • (2nd upgrade – my pick of the 2) Fundamental Heart Seeker Heartseeker also increases the Critical Strike Damage the enemy takes by +5% for 4 seconds, up to +25%.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Rapid Fire Rapidly fire 5 arrows each dealing 24% (X – ?) damage. Combo Points increase damage and Arrows Fired: 1: 26% damage & 6 arrows ; 2: 29% damage & 7 arrows ; 3: 34% damage & 8 arrows Requires a Ranged Weapon Energy Cost: 25 Lucky Hit Chance: 20% Damage: Physical ; Tags: Core, Ranged, Imbueable, Marksman
    • (1st upgrade) Enhanced Rapid Fire Each subsequent arrow from Rapid Fire has +5% increased Critical Strike Chance, up to +25% for the 5th arrow.
    • (2nd upgrade – my pick of the 2) Improved Rapid Fire 20% chance to gain 15 Energy when Rapid Fire damages a Vulnerable enemy.
  • (passive – did NOT put points here) Sturdy
    • (upgrade – did NOT put points here) Siphoning Strikes
  • (passive – ONLY put my last 1 point here as a filler) Stutter Step Critically Striking an enemy grants +5%/+10%/+15% Movement Speed for 4 seconds.
  • (passive) did not pick any other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Caltrops Leap backwards and throw Caltrops on the ground, dealing 30% (X – ?) damage and Slowing enemies by 50%. Lasts 6 seconds. Energy Cost: 21 Lucky Hit Chance: 25% Damage: Physical ; Tags: Agility, Trap
    • (1st upgrade) Enhanced Caltrops Enemies take 3% (multiplicative) increased damage from you each second they’re in Caltrops.
    • (2nd upgrade – my pick of the 2) Disciplined Caltrops You have +5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
  • (passive) Weapon Mastery Gain a bonus when attacking based on weapon type:
    Daggers: 5%/10%/15% (multiplicative) increased damage to Healthy enemies.
    Swords: 3%/6%/9% (multiplicative) increased damage.
    Bows: 4%/8%/12% (multiplicative) increased damage to Vulnerable enemies.
    Crossbows: 5%/10%/15% (multiplicative) increased Critical Strike Damage.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 ) Not taking an Active Subterfuge skill

  • (active) Dark Shroud Surround yourself with up to 5 protective shadows. Gain 8% Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed Cooldown: 20 seconds. Tags: Subterfuge
    • (1st upgrade) Enhanced Dark Shroud Dark Shroud’s shadows have a 10% chance to not be consumed
    • (2nd upgrade – my pick of the 2) Countering Dark Shroud While you have at least 2 active shadow from Dark Shroud, gain +10% Critical Strike Chance.
  • (passive) Exploit – You deal 6%/12%/18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice – You deal 3%/6%/9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) Agile Using a Cooldown increases your Dodge Chance by 3%/6%/9% for 2 seconds.
    • (upgrade – did NOT put points here) Mending Obscurity
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Cold Imbuement Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for 25% per hit. Cooldown: 9 seconds. Lucky Hit Chance: 33% Tags: Imbuements
    • (1st upgrade) Enhanced Cold Imbuement Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds.
    • (2nd upgrade – my pick of the 2) Blended Cold Imbuement Lucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds.
  • (passive) Precision Imbuement – Imbued Skills gain +5%/+10%/+15% increased Critical Strike Chance.
  • (passive) Frigid Finesse You deal 5%/10%/15% (multiplicative) increased damage to Chilled enemies. This bonus increases to 10%/20%/30% (multiplicative) against Frozen enemies.
    • (upgrade – did NOT put points here) Chilling Weight
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Shadow Clone Your shadow mimicks your actions for 15 seconds. The shadow deals 60% of your damage. Cooldown: 60 seconds. Damage: Physical ; Tags: Ultimate
    • (1st upgrade) Prime Shadow Clone You are Unstoppable for 5 seconds after casting Shadow Clone.
    • (2nd upgrade – my pick of the 2) Supreme Shadow Clone Your Shadow Clone deals an additional 20% of your damage.
  • (passive) Innervation – Lucky Hit: Up to a 10%/20%/30% chance to gain 8 Energy.
    • (upgrade) Second Wind – Every 100 Energy you spend grants you +5%/+10%/+15% increased Lucky Hit Chance for 5 seconds.seconds.
    • (upgrade) Alchemist’s FortuneNon-Physical damage you deal has a +5%/+10%/+15% increased Lucky Hit Chance.
  • (passive – ONLY put 1 point here) Adrenaline Rush While moving, you gain 5%/10%/15% (multiplicative) increased Energy Regeneration.
    • (upgrade) Haste While at or above 50% maximum Energy, gain +5%/+10%/+15% increased Movement Speed. While below 50% maximum Energy, gain +5%/+10%/+15% increased Attack Speed.
    • (upgrade – did NOT put points here) Impetus
  • (passive) Aftermath – After using an Ultimate Skill, restore 25/50/75 Energy.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Precision Critical Strikes with Marksman Skills grant you Precision.
    You gain 4% (multiplicative) increased Critical Strike Damage per stack of Precision, up to a maximum of 20% (multiplicative).
    When you reach maximum Precision, your next Marksman Skill is a guaranteed Critical Strike that deals 40% (multiplicative) increased Critical Strike Damage, then consumes all stacks of Precision.

Class Mechanic:

I don’t have much information about the 3rd Specialization of the Rogue. The 3 Specializations are the Rogues’ Class Mechanics:

  • Combo Points – Your Basic Skills now generate Combo Points. Certain Skills consume Combo Points for additional effects.
  • Inner Sight – Attack marked enemies to fill up your Inner Sight gauge. When it’s full, gain unlimited Energy for 4 seconds.
  • Preparation – This specialization was not available during the closed beta builds of the game.

I prefer and advise using Combo Points but I liked Inner Sight during the beta too so not a bad one either for some 0 cost Skill Spams every now and then. We’ll have to wait and see about the last one.

Unique Item

In Diablo IV apparently (I have multiple sources that confirmed this) we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Unique inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check the notes under the Aspects list for some additional picks:

Skyhunter (Bow)

+[20%] Damage to Distant Enemies

The first direct damage you deal to an enemy is a guaranteed Critical Strike. If you had maximum stacks of the Precision Key Passive when you cast the Skill, gain [15 – 25] Energy, this can only happen once per cast.

[49 – 63] Dexterity
+[7 – 14]% Marksman Skill Damage
+[14 – 21]% Critical Strike Damage
+[0.5 – 1] Ranks of the Exploit Passive

“Genai took up her bow and aimed at the sun itself. The light burned her eyes, but her arrow flew true. Wounded, the sun hid, and brought forth the first night. – Fable of the Great Sky-Hunt

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Icy Hunter) is one of the builds on that spreadsheet.

  • Helm: Enshrouding Aspect
  • Amulet: Vengeful Aspect
  • Chest: Aspect of Siphoned Protection
  • Pants: Umbrous Aspect
  • Gloves: Blast-Trapper’s Aspect
  • Boots: Exploiter’s Aspect
  • Ring 1: Aspect of Corruption
  • Ring 2: Ravenous Aspect
  • 1H Weapon: Aspect of The Expectant
  • Off-hand: Aspect of Arrow Storms Until The Unique goes in the 2h slot (see notes below)
  • 2-H Weapon: Aspect of Imitated Imbuement Until The Unique goes here (see notes below)
NOTE 1: Aspect of Arrow Storms goes in the Off-hand slot ONLY until you get the Skyhunter Unique Bow.
Aspect of Imitated Imbuement replaces Aspect of Arrow Storms on the Off-hand slot to make room for the Unique Bow.
There are two other alternative picks for Uniques you could use if you get those first: Frostburn (Gloves) & Harlequin Crest (Helm). See the 2nd note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Frostburn (Gloves): Aspect of Arrow Storms get removed from the Off-hand slot & Blast-Trapper's Aspect replaces it. This makes room for the Unique Gloves. 
- For Harlequin Crest (Helm): Aspect of Arrow Storms get removed from the Off-hand slot & Vengeful Aspect replaces it. Then Enshrouding Aspect goes in the now empty Amulet slot to make room for the Unique Helm.

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Emerald, Saphire, Skull, or Diamond. Maybe even Topaz if no other available options.
Armor: Skull or Ruby.
Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/5% for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received • Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/+39/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Topaz (Requires Level XY)

• Weapon: +N% Basic Skill Damage
• Armor: N% Damage Reduction While Control Impaired
• Jewelry: N% Lightning Resistance

+16.7%/8.2%/14.3% for chipped (the 2nd grade at lvl 20)

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 93 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in order of priority):

I’ve shortlisted 43 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority

Bonus to All Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Cold Skills
Critical Chance/Critical Damage with Core/Marksman/Imbuements/Ultimate Skills
Damage with Core/Marksman/Imbuements/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Core/Marksman/Imbuements/Ultimate Skills
Lucky Hit Chance with Physical/Cold Damage
Physical/Cold Damage Bonus
+ % Critical Chance / Critical Damage with Physical/Cold Damage
Resistance to All Elements
Damage to Enemies Affected by Trap Skills
+ % Physical/Cold Damage to Elites
+ % Critical Strike Chance with Physical/Cold Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage to Close Enemies
Critical Chance/ Critical Damage Against Close Enemies
+ % Chill Application
Critical Chance / Critical Strike Damage Against Crowd Controlled Enemies
Damage to Crowd Controlled Enemies
Vulnerable Damage
Critical Chance / Critical Damage Against Vulnerable Enemies
Damage while Healthy
Damage to Vulnerable Enemies with Imbued Skills
Critical Strike Damage with Imbued Skills
Cold Imbued Skill Damage
Imbued Skill Damage
Imbuement Potency
Higher Priority
Damage for X Seconds After Dodging an Attack
Attack Speed for X Seconds After Dodging an Attack
Dodge Chance (both +% and x% exist)
Dodge Chance Against Close Enemies
+ All Stats
Damage vs Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Energy Generation / Regeneration/ On Kill
Movement Speed
Attack Speed
Dexterity
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Icy Hunter Rogue Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Dark Ice Diablo IV Rogue Build [RDY-4-Launch]

Dark Ice Rogue BUILD for Diablo IV [RDY-4-Launch]

(get up close & personal to cause the shadows to explode, chilling & freezing your foes)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV‘s Launch is getting closer and it’s time to make some Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I’ also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Rogue Class called Dark Ice.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated post-launch to a new & expanded version when I have more in-game information as reference.

Video Version:

https://youtu.be/OrJwt7jVYUc

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Dark Ice) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active – ONLY put 1 point here) Puncture Throw blades a short distance, dealing 21% (X – ?) damage. Every 3rd cast Slows enemies by 2 seconds. Critical Strikes will always Slow. Requires Dual Wielded Weapons. Lucky Hit Chance: 50% Damage: Physical ; Tags: Basic, Ranged, Marksman
    • (1st upgrade) Enhanced Puncture Gain 2 Energy when Puncture damages a Crowd Controlled enemy.
    • (2nd upgrade – my pick of the 2) Fundamental Puncture Puncture now throws 3 blades in a spread, each dealing 35% of its Base damage. Hitting an enemy with at least 2 blades at once makes them Vulnerable for 2 seconds.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Flurry Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of 60% (X – ?) damage to each. Combo Points increase damage and grant an Attack Speed bonus: 1: 75% damage, +15% Attack Speed ; 2: 90% damage, +30% Attack Speed ; 3: 105% damage, +45% Attack Speed Requires Dual Wielded weapons Energy Cost: 25 Lucky Hit Chance: 8% Damage: Physical ; Tags: Core, Melee, Imbueable, Cutthroat
    • (1st upgrade) Enhanced Flurry Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.
    • (2nd upgrade – my pick of the 2) Improved Flurry If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.
  • (passive) Sturdy You gain 4%/8%/12% Close Damage Reduction.
    • (upgrade – ONLY put 2 points here) Siphoning Strikes Heal for 1%/2%/3% of your Maximum Life when you Critically Strike Close enemies.
  • (passive) did not pick any other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Dash Dash forward and slash enemies for 37% (X – ?) damage. Requires Dual Wielded weapons Charges: 2 Lucky Hit Chance: 25% Damage: Physical ; Tags: Agility, Melee, Imbueable, Cutthroat
    • (1st upgrade) Enhanced Dash Enemies damaged by Dash take 20% (multiplicative) increased Critical Strike Damage for 5 seconds.
    • (2nd upgrade – my pick of the 2) Methodical Dash Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 3 seconds per cast.
  • (active – ONLY put 1 point here) Caltrops Leap backwards and throw Caltrops on the ground, dealing 30% (X – ?) damage and Slowing enemies by 50%. Lasts 6 seconds. Energy Cost: 21 Lucky Hit Chance: 25% Damage: Physical ; Tags: Agility, Trap
    • (1st upgrade) Enhanced Caltrops Enemies take 3% (multiplicative) increased damage from you each second they’re in Caltrops.
    • (2nd upgrade – my pick of the 2) Disciplined Caltrops You have +5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
  • (passive) Weapon Mastery Gain a bonus when attacking based on weapon type:
    Daggers: 5%/10%/15% (multiplicative) increased damage to Healthy enemies.
    Swords: 3%/6%/9% (multiplicative) increased damage.
    Bows: 4%/8%/12% (multiplicative) increased damage to Vulnerable enemies.
    Crossbows: 5%/10%/15% (multiplicative) increased Critical Strike Damage.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 ) Not taking an Active Subterfuge skill

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) Exploit – You deal 6%/12%/18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice – You deal 3%/6%/9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Shadow Imbuement Imbue your weapons with festering shadows. Enemies struck by your next 2 Imbuable Skills deal damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing 40% (X) damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal 40% (X) damage to only that enemy. Cooldown: 9 seconds. Lucky Hit Chance: 33% Damage: Shadow ; Tags: Imbuements
    • (1st upgrade) Enhanced Shadow Imbuement You have +25% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement.
    • (2nd upgrade – my pick of the 2) Blended Shadow Imbuement Shadow Imbue’s primary explosion makes enemies Vulnerable for 2 seconds.
  • (passive) Precision Imbuement – Imbued Skills gain +5%/+10%/+15% increased Critical Strike Chance.
  • (passive – Invested 2/3 ranks into it only to save points) Shadow Crash Lucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5/1/1.5 seconds.
    • (upgrade – ONLY put 1 point here) Consuming Shadows Each time you kill an enemy with Shadow Damage, you generate 10/20/30 Energy.
  • (passive) Frigid Finesse You deal 5%/10%/15% (multiplicative) increased damage to Chilled enemies. This bonus increases to 10%/20%/30% (multiplicative) against Frozen enemies.
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Shadow Clone Your shadow mimicks your actions for 15 seconds. The shadow deals 60% of your damage. Cooldown: 60 seconds. Damage: Physical ; Tags: Ultimate
    • (1st upgrade) Prime Shadow Clone You are Unstoppable for 5 seconds after casting Shadow Clone.
    • (2nd upgrade – my pick of the 2) Supreme Shadow Clone Your Shadow Clone deals an additional 20% of your damage.
  • (passive) Innervation – Lucky Hit: Up to a 10%/20%/30% chance to gain 8 Energy.
    • (upgrade) Second Wind – Every 100 Energy you spend grants you +5%/+10%/+15% increased Lucky Hit Chance for 5 seconds.seconds.
    • (upgrade) Alchemist’s FortuneNon-Physical damage you deal has a +5%/+10%/+15% increased Lucky Hit Chance.
  • (passive) Aftermath – After using an Ultimate Skill, restore 25/50/75 Energy.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Close Quarters Combat Damaging a nearby enemy with Marksman or Cutthroat Skills grants a +10% Attack Speed bonus for 8 seconds. While both Attack Speed bonuses are active, you deal 20% (multiplicative) increased damage against Crowd Controlled enemies.

Class Mechanic:

I don’t have much information about the 3rd Specialization of the Rogue. The 3 Specializations are the Rogues’ Class Mechanics:

  • Combo Points – Your Basic Skills now generate Combo Points. Certain Skills consume Combo Points for additional effects.
  • Inner Sight – Attack marked enemies to fill up your Inner Sight gauge. When it’s full, gain unlimited Energy for 4 seconds.
  • Preparation – This specialization was not available during the closed beta builds of the game.

I prefer and advise using Combo Points but I liked Inner Sight during the beta too so not a bad one either for some 0 cost Skill Spams every now and then. We’ll have to wait and see about the last one.

Unique Item

In Diablo IV apparently (I have multiple sources that confirmed this) we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Unique inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check the notes under the Aspects list for some additional picks:

Frostburn (Gloves)

Lucky Hit: Up to a [15 – 25]% chance to Freeze enemies for 2 seconds.

+[3 – 8]% Critical Strike Chance
+[0.07 – 0.14] Cold Damage
+[7 – 14]% Freeze Duration
Lucky Hit: Up to a 5% Chance to Restore +[14 – 28]% Primary Resource

A touch so frigid it stops the heart and chills the very soul.

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Dark Ice) is one of the builds on that spreadsheet.

  • Helm: Exploiter’s Aspect
  • Amulet: Aspect of Encircling Blades
  • Chest: Aspect of Quickening Fog
  • Pants: Aspect of Elusive Menace
  • Gloves: Blast-Trapper’s Aspect Until The Unique goes here
  • Boots: Frostbitten Aspect
  • Ring 1: Icy Alchemist’s Aspect
  • Ring 2: Aspect of Corruption
  • 1H Weapon: Shadowslicer Aspect
  • Off-hand: Aspect of Imitated Imbuement
  • 2-H Weapon: Vengeful Aspect
NOTE 1: Blast-Trapper's Aspect goes in the Gloves slot ONLY until you get the Frostburn Unique Gloves. 
There are two other alternative picks for Uniques you could use if you get those first: Grasp of Shadow (Gloves) & Harlequin Crest (Helm)
See the note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Grasp of Shadow (Gloves): Blast-Trapper's Aspect gets removed from the Gloves to make room for the Unique (same item type as Frostburn so nothing special)
- For Harlequin Crest (Helm): Blast-Trapper's Aspect gets removed from the Gloves and Exploiter’s Aspect goes in the Gloves to make room for the Unique

Sockets & Gems

There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:

Weps: Saphire, Skull, Diamond, or Emerald.
Armor: Skull or Ruby.
Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/5 for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received • Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/39/14.3% for chipped (the 2nd grade at lvl 20)

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 95 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in order of priority):

I’ve shortlisted 45 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority

Bonus to All Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Shadow/Cold Skills
Critical Chance/Critical Damage with Core/Imbuements/Ultimate Skills
Damage with Core/Imbuements/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Core/Imbuements/Ultimate Skills
Lucky Hit Chance with Physical/Shadow/Cold Damage
Physical/Shadow/Cold Damage Bonus
+ % Critical Chance / Critical Damage with Physical/Shadow/Cold Damage
Resistance to All Elements
Damage to Enemies Affected by Trap Skills
+ % Physical/Shadow/Ice Damage to Elites
+ % Critical Strike Chance with Physical/Shadow/Cold Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage to Close Enemies
Critical Strike Chance Against Close Enemies
Critical Strike Damage to Close Enemies
Critical Strike Chance Against Crowd Controlled Enemies
Critical Strike Damage to Crowd Controlled Enemies
Damage to Crowd Controlled Enemies
Critical Strike Chance Against Vulnerable Enemies
Critical Strike Damage to Vulnerable Enemies
Vulnerable Damage
Damage while Healthy
Damage to Vulnerable Enemies with Imbued Skills
Critical Strike Damage with Imbued Skills
Shadow Imbued Skill Damage
Imbued Skill Damage
Imbuement Potency
Higher Priority
Damage for X Seconds After Dodging an Attack
Attack Speed for X Seconds After Dodging an Attack
Dodge Chance (both +% and x% exist)
Dodge Chance Against Close Enemies
+ All Stats
Damage vs Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Energy Generation / Regeneration/ On Kill
Movement Speed
Attack Speed
Dexterity
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Dark Ice Rogue Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Volatile 2.0 Diablo IV Rogue Build [RDY-4-Launch]

Volatile 2.0 Rogue BUILD for Diablo IV [RDY-4-Launch]

(did anyone say “EXPLOSIONS?!” be the bearer of bad news BOOMS & send your victims to the other side with traps & all kinds of explosive goodness)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV‘s Launch is getting closer and it’s time to make some Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I’ also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Rogue Class called Volatile 2.0.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)

This build will be updated post-launch to a new & expanded version when I have more in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Volatile 2.0) is one of the builds on that spreadsheet.

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active) Puncture Throw blades a short distance, dealing 21% (X – ?) damage. Every 3rd cast Slows enemies by 2 seconds. Critical Strikes will always Slow. Requires Dual Wielded Weapons. Lucky Hit Chance: 50% Damage: Physical ; Tags: Basic, Ranged, Marksman
    • (1st upgrade) Enhanced Puncture Gain 2 Energy when Puncture damages a Crowd Controlled enemy.
    • (2nd upgrade – my pick of the 2) Primary Puncture Puncture now throws 3 blades in a spread, each dealing 35% of its Base damage. Hitting an enemy with at least 2 blades at once makes them Vulnerable for 2 seconds.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Twisting Blades Impale an enemy on your blades, dealing 45% (X – ?) damage and making them take 8% (multiplicative) increased damage while impaled. After 1.5 seconds the blades return to you, piercing enemies for 72% (X – ?) damage. Combo Points increase damage and grant a Movement Speed bonus: 1: 58% damage & 20% Movement Speed (*MS) bonus ; 2: 72% damage & 40% *MS bonus ; 3: 86% damage & 60% *MS bonus Requires Dual Wielded weapons Energy Cost: 30 Lucky Hit Chance: 33% Damage: Physical ; Tags: Core, Melee, Imbueable, Cutthroat
    • (1st upgrade) Enhanced Twisting Blades Twisting Blades deals 30% (multiplicative) increased damage when returning.
    • (2nd upgrade – my pick of the 2) Advanced Twisting Blades When your Twisting Blades return, your active Cooldowns are reduced by 1 second per enemy they passed through, up to 3 seconds.
  • (passive) did not pick any Core passives to save points

Agility Skills (Required Points: 6 )

  • (active) Caltrops Leap backwards and throw Caltrops on the ground, dealing 30% (X – ?) damage and Slowing enemies by 50%. Lasts 6 seconds. Energy Cost: 21 Lucky Hit Chance: 25% Damage: Physical ; Tags: Agility, Trap
    • (1st upgrade) Enhanced Caltrops Enemies take 3% (multiplicative) increased damage from you each second they’re in Caltrops.
    • (2nd upgrade – my pick of the 2) Disciplined Caltrops You have +5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
  • (passive) Weapon Mastery Gain a bonus when attacking based on weapon type:
    Daggers: 5%/10%/15% (multiplicative) increased damage to Healthy enemies.
    Swords: 3%/6%/9% (multiplicative) increased damage.
    Bows: 4%/8%/12% (multiplicative) increased damage to Vulnerable enemies.
    Crossbows: 5%/10%/15% (multiplicative) increased Critical Strike Damage.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 )

  • (active) Dark Shroud Surround yourself with up to 5 protective shadows. Gain 8% Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed Cooldown: 20 seconds. Tags: Subterfuge
    • (1st upgrade) Enhanced Dark Shroud Dark Shroud’s shadows have a 10% chance to not be consumed
    • (2nd upgrade – my pick of the 2) Countering Dark Shroud While you have at least 2 active shadow from Dark Shroud, gain +10% Critical Strike Chance.
  • (passive) Exploit – You deal 6%/12%/18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice – You deal 3%/6%/9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) Agile – Using a Cooldown (skill with cooldown) increases your Dodge Chance by 3%/6%/9% for 2 seconds.
    • (upgrade) Mending ObscurityDID NOT INVEST into this to save points
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

  • (active) Shadow Imbuement Imbue your weapons with festering shadows. Enemies struck by your next 2 Imbuable Skills deal damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing 40% (X) damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal 40% (X) damage to only that enemy. Cooldown: 9 seconds. Lucky Hit Chance: 33% Damage: Shadow ; Tags: Imbuements
    • (1st upgrade) Enhanced Shadow Imbuement You have +25% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement.
    • (2nd upgrade – my pick of the 2) Mixed Shadow Imbuement Enemies damaged by Shadow Imbued Skills take 12% (multiplicative) increased Non-Physical damage from you for 8 seconds.
  • (passive) Precision Imbuement – Imbued Skills gain +5%/+10%/+15% increased Critical Strike Chance.
  • (passive – Invested 2/3 ranks into it only to save points) Shadow Crash Lucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5/1/1.5 seconds.
    • (upgrade) Consuming Shadows Each time you kill an enemy with Shadow Damage, you generate 10/20/30 Energy.
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Death Trap Place a trap that arms after 1.25 seconds. It activates when an enemy moves near, dealing 250% (X – ?) damage to enemies in the area. Cooldown: 50 seconds. Lucky Hit Chance: 4% Damage: Shadow ; Tags: Ultimate, Trap
    • (1st upgrade) Prime Death Trap Enemies are Pulled into Death Trap when it activates.
    • (2nd upgrade – my pick of the 2) Supreme Death Trap If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.
  • (passive) Innervation – Lucky Hit: Up to a 10%/20%/30% chance to gain 8 Energy.
    • (upgrade) Second Wind – Every 100 Energy you spend grants you +5%/+10%/+15% increased Lucky Hit Chance for 5 seconds.seconds.
    • (upgrade) Alchemist’s FortuneNon-Physical damage you deal has a +5%/+10%/+15% increased Lucky Hit Chance.
  • (passive ) Trap Mastery – When Poison Trap or Death Trap activates, you gain +4%/+8%/+12% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.
  • (passive) Aftermath – After using an Ultimate Skill, restore 25/50/75 Energy.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Victimize Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a +30% chance to cause an explosion, dealing 23% of the original damage to them and surrounding enemies.

Class Mechanic:

I don’t have much information about the 3rd Specialization of the Rogue. The 3 Specializations are the Rogues’ Class Mechanics:

  • Combo Points – Your Basic Skills now generate Combo Points. Certain Skills consume Combo Points for additional effects.
  • Inner Sight – Attack marked enemies to fill up your Inner Sight gauge. When it’s full, gain unlimited Energy for 4 seconds.
  • Preparation – This specialization was not available during the closed beta builds of the game.

I prefer and advise using Combo Points but I liked Inner Sight during the beta too so not a bad one either for some 0 cost Skill Spams every now and then. We’ll have to wait and see about the last one.

Unique Item

In Diablo IV apparently (I have multiple sources that confirmed this) we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Unique inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check the notes under the Aspects list for some additional picks:

Eyes in the Dark (Pants)

While Injured, Your Potion Also Grants [30%] Movement Speed for 2 Seconds

Unless it hits a Boss or Player, Death Trap will continue to re-arm itself until it kills an enemy. However, Death Trap‘s Cooldown is increased by [15 – 30]%.

[3.1 – 7.3]% Dodge Chance
+[0.07 – 0.14] Shadow Damage
+[16.5 – 23.5]% Damage to Elites
+[7 – 14]% Damage to Trapped Enemies

“And so, when the sun dipped behind the hills each night, he knew that Ashen Jack would soon be near. Watching, and waiting.” – Greenslade’s Tales, Chapter 2: “Each Long Night”

Sockets & Gems

Full Diamonds is a good fit for many builds, including this one. I’ve shortlisted 5 total gems that work well with the build so pick based on your preference. I’d recommend either of those for Weps: Diamond, Skull, Saphire or Emerald. For Armor: Diamond, Skull or Ruby. For Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements

+5%/+5%/5 for chipped (the 2nd grade at lvl 20)

XYZ Skull (Requires Level XY)

• Weapon: +N Life On Kill
• Armor: +N% Healing Received • Jewelry: +N Armor

+13/+5%/+170 for chipped (the 2nd grade at lvl 20)

XYZ Saphire (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance

+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)

XYZ Emerald (Requires Level XY)

• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance

+7.5%/39/14.3% for chipped (the 2nd grade at lvl 20)

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Volatile 2.0) is one of the builds on that spreadsheet.

  • Helm: Enshrouding Aspect
  • Amulet: *Aspect of Unstable Imbuements OR Aspect of Volatile Shadows (see notes)
  • Chest: *Aspect of Cruel Sustenance OR Aspect of Siphoned Protection (see notes)
  • Pants: *Aspect of Cruel Sustenance OR Aspect of Siphoned Protection UNTIL the Unique goes here (see notes)
  • Gloves: Vengeful Aspect
  • Boots: Exploiter’s Aspect
  • Ring 1: Ravenous Aspect
  • Ring 2: Aspect of Unstable Imbuements OR Aspect of Volatile Shadows (see notes)
  • 1H Weapon (see NOTE below): Aspect of Corruption
  • Off-hand (see NOTE below): Blast-Trapper’s Aspect
  • 2-H Weapon: Bladedancer’s Aspect
NOTE 1: You have to pick one aspect that will be discаrded once you get the Unique Pants. You can use both Aspect of Cruel Sustenance AND Aspect of Siphoned Protection only until you get & equip Eyes in the Dark. So pick whichever you feel is weaker and less worth it and discard it while putting the other one in the Chest slot.

NOTE 2: You have to pick one aspect that will be in the +50% effectiveness Amulet slot out of those two: Aspect of Unstable Imbuements OR Aspect of Volatile Shadows. So pick whichever you feel is more worth the bonus and put it on the Amulet slot while putting the other on Ring Number 2.                           

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 94 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

Suggested Gear Rolls to look out for (NOT in order of priority):

I’ve shortlisted 41 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority

Bonus to All Damage
Critical Strike Damage Bonus
Critical Strike Chance
Crit Chance / Critical Strike Damage with Core Skills
Damage with Core Skills
Lucky Hit Chance
Shadow Damage Bonus
Shadow Critical Strike Damage Bonus
Resistance to All Elements
Cooldown Reduction
+ % Critical Strike Chance with Shadow Damage
+ % Damage to Elites
+ % Shadow Damage to Elites
Damage Upon Killing an Elite
+ % Critical Strike Chance with Shadow Damage Against Elites
Damage Reduction for X Seconds After Killing an Elite
+ % Damage for X Seconds After Killing an Elite
Damage Reduction from Elites
Vulnerable Damage
Crit Chance / Critical Strike Damage to Close Enemies
Crit Chance / Critical Strike Damage to Vulnerable Enemies
Crit Chance / Critical Strike Damage to Crowd Controlled Enemies
Crit Chance / Critical Strike Damage with Cuththroat/Imbued/ Skills
Damage while Healthy
Damage to Vulnerable Enemies
Damage to Close Enemies
Damage to Crowd Controlled Enemies
Damage to Vulnerable Enemies with Imbued Skills
Critical Strike Damage with Imbued Skills
Imbuement Potency
Shadow Imbued Skill Damage
Damage to Enemies Affected by Trap Skills
High Priority
+ All Stats
Damage vs Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Energy Generation / Regeneration/ On Kill
Movement Speed
Attack Speed
Dexterity
Resource Cost Reduction
Low Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV RDY-4-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Volatile Rogue 2.0 Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Volatile Diablo IV Rogue Build

Volatile Rogue BUILD for Diablo IV

(vanish from their sight to get up close and personal then unleash clones to throw them into disarray)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV’s Open Beta Tests are almost here and I felt motivated to make some Pre-Launch theorycrafted semi-builds that should be good for ‘fresh-into-endgame’ characters when the game launches. I also plan to evolve them into FULL builds when the game is released & keep them updated when we get rebalance updates. This is one such build for the Rogue Class called Volatile.

The Beta tests will only let us reach lvl 25 and only let us play in the first Act/Zone (Fractured Peaks) so those builds will be more useful for the actual game launch and ideally for characters around lvl 50+ or 60+. I’ve used 50+ and 60+ skill points when making the build instead of the full 100 so that they can be used to jumpstart a player’s post-story endgame grind.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect that work well with the build so one can spend the extra skill points on the way to lvl 100 into those other skills.

This build will be updated post-launch to a new & expanded version when I have actual in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken on the way to lvl 100 + alternative skill options, you can check my pre-launch builds spreadsheet on this link. This build (Volatile) is one of the builds on that spreadsheet.

Some of the skill icon images you see could be outdated & different from what is seen in the Full release version. I plan to replace them once the Beta ends or after the full launch

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active) Puncture Throw your blades, dealing 59.66% (X – ?) damage and Slowing enemies by 20% for 2 seconds. Requires Dual Wielded Weapons. Damage: Physical Tags: Basic, Ranged Lucky Hit Chance: 50%
    • (1st upgrade) Enhanced Puncture Gain 5 Energy when Puncture damages a Crowd Controlled enemy.
    • (2nd upgrade – my pick of the 2) Primary Puncture Puncture has a 30% chance to make Crowd Controlled enemies Vulnerable for 2 seconds.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Twisting Blades Impale an enemy on your blades, dealing 107.38% (X – ?) damage and making them take 8% (multiplicative) increased damage while impaled. After 1.5 seconds the blades return to you, piercing enemies for 139.60% (X – ?) damage. Combo Points increase damage and grant a Movement Speed bonus: 1: 57% damage & 20% Movement Speed bonus ; 2: 70% damage & 40% Movement Speed bonus ; 3: 83% damage & 60% Movement Speed bonus Requires Dual Wielded weapons Energy Cost: 21 Damage: Physical Tags: Core, Melee, Imbueable
  • (1st upgrade) Enhanced Twisting Blades Twisting Blades deals 15% (multiplicative) increased damage per enemy it passes through when returning, up to 60% (multiplicative).
  • (2nd upgrade – my pick of the 2) Improved Twisting Blades Enemies are Immobilized while impaled with Twisting Blades.
  • (passive) Sturdy You gain +12% Melee Damage Reduction.
    • (upgrade) Siphoning Strikes – did not pick to save points
  • (passive) did not pick other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active) Caltrops Leap backwards and throw caltrops on the ground, dealing 71.59% (X – ?) damage and Slowing enemies by 50%. Lasts 6 seconds. Energy Cost: 21 Damage: Physical Tags: Agility, Trap
  • (1st upgrade) Enhanced Caltrops Enemies take 3% (multiplicative) increased damage from all sources each second they’re in Caltrops.
  • (2nd upgrade – my pick of the 2) Disciplined Caltrops You have 15% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
  • (passive) Weapon Mastery Gain a bonus when attacking based on weapon type: Daggers: 15.0% (multiplicative) increased damage to Healthy enemies. Swords: 9% (multiplicative) increased damage. Bows: Up to 12% (multiplicative) increased damage to Vulnerable enemies. Crossbows: 15% (multiplicative) increased Critical Strike Damage. For all weapons: Vulnerable enemies take 20% (multiplicative) increased damage Healthy characters have more than 80% of their life.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 )

  • (active) Dark Shroud Surround yourself with up to 5 protective shadows. Gain 8% Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed Cooldown: 20.0 seconds. Tags: Subterfuge
  • (1st upgrade) Enhanced Dark Shroud Dark Shroud’s shadows have a 10% chance to not be consumed
  • (2nd upgrade – my pick of the 2) Countering Dark Shroud While you have at least 2 active shadow from Dark Shroud, gain 10% Critical Strike Chance.
  • (passive) Exploit You deal 18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice You deal 9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

  • (active) Imbue Weapon: Poison Imbue your weapons with lethal poison. Your next 2 non- Basic Melee or Ranged Skills apply up to 198.85% (X) Poison damage over 5 seconds. Cooldown: 9.0 seconds. Tags: Imbuements
  • (1st upgrade) Enhanced Imbue Weapon: Poison Poison Imbue’s Poison Duration is increased by 1 second.
  • (2nd upgrade – my pick of the 2) Blended Imbue Weapon: Poison Critical Strikes with Poison Imbued Skills deal 30% (multiplicative) increased Poison damage.
  • (passive) Deadly Venom You deal 3% (multiplicative) increased Poison damage.
    • (upgrade DID NOT take) Alchemical Advantage You gain +1% increased Attack Speed for each enemy you’ve Poisoned, up to +15%.
    • (upgrade DID NOT take to save points) Debilitating Toxins Poisoned enemies deal X% less damage.
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Death Trap Place a trap that arms after 1.25 seconds. It activates when an enemy moves near, dealing 596.56% (X – ?) damage to enemies in the area. Cooldown: 45.0 seconds. Damage: Shadow Tags: Ultimate, Imbueable
  • (1st upgrade) Prime Death Trap Enemies are Pulled into Death Trap when it activates.
  • (2nd upgrade – my pick of the 2) Supreme Death Trap If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.
  • (passive) Innervation Lucky Hit: Up to a 20% chance to gain 5 Energy.
    • (upgrade) Second Wind Every 100 Energy you spend grants you +10% increased Lucky Hit Chance for 5 seconds.
    • (upgrade) Alchemist’s Fortune – DID NOT INVEST in this to save points
  • (passive) Aftermath After using an Ultimate Skill, restore 25 Energy.
  • (passive – DID NOT take to save points) Trap Mastery When Poison Trap or Death Trap activates, you gain 4% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Victimize Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a +30% chance to cause an explosion, dealing 23% of the original damage to them and nearby enemies.

Class Mechanic:

I don’t have much information about the 3 Specializations of the Rogue which are their Class Mechanics:

  • Combo Points – Your Basic Skills now generate Combo Points. Certain Skills consume Combo Points for additional effects.
  • Inner Sight – Attack marked enemies to fill up your Inner Sight gauge. When it’s full, gain unlimited Energy for 4 seconds.
  • Preparation – This specialization was not available during the closed beta builds of the game.

My guess is that it would be best to switch between specializations depending on the situation/content. For now I won’t go into detail or say use only a certain one of those until the game launches and I try them out.

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my pre-launch builds spreadsheet on this link. This build (Volatile) is one of the builds on that spreadsheet.

  • Helm: Aspect of The Umbral
  • Amulet: Aspect of Unstable Imbuements
  • Chest: Aspect of Shared Misery
  • Pants: Aspect of Might
  • Gloves: Vengeful Aspect
  • Boots: Ghostwalker Aspect
  • Ring 1: Blast-Trapper’s Aspect
  • Ring 2: Volatile Blades
  • 1H Weapon (see NOTE below): Volatile Shadows
  • Off-hand (see NOTE below): Aspect of Corruption
  • 2-H Weapon (if you decide to use one): Volatile Shadows
NOTE: You'll be using a Dual-Wielded Weapon & Offhand combo for this build.

I do not currently know if having a 2H weapon equipped as a 2nd weapon set will grant the aspect on it at all times so I've put the same aspect on both the 1H and 2H.

Useful Links (Spreadsheets & more):

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Volatile Rogue Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Arrowstorm Diablo IV Rogue Build

Arrowstorm Rogue BUILD for Diablo IV

(MAKE IT RAIN… death from above while dishing out freeze & crits galore)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV’s Open Beta Tests are almost here and I felt motivated to make some Pre-Launch theorycrafted semi-builds that should be good for ‘fresh-into-endgame’ characters when the game launches. I also plan to evolve them into FULL builds when the game is released & keep them updated when we get rebalance updates. This is one such build for the Rogue Class called Arrowstorm.

The Beta tests will only let us reach lvl 25 and only let us play in the first Act/Zone (Fractured Peaks) so those builds will be more useful for the actual game launch and ideally for characters around lvl 50+ or 60+. I’ve used 50+ and 60+ skill points when making the build instead of the full 100 so that they can be used to jumpstart a player’s post-story endgame grind.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect that work well with the build so one can spend the extra skill points on the way to lvl 100 into those other skills.

This build will be updated post-launch to a new & expanded version when I have actual in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken on the way to lvl 100 + alternative skill options, you can check my pre-launch builds spreadsheet on this link. This build (Arrowstorm) is one of the builds on that spreadsheet.

Some of the skill icon images you see could be outdated & different from what is seen in the Full release version. I plan to replace them once the Beta ends or after the full launch

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active) Heart Seeker – Fire an arrow that seeks an enemy, dealing 66.82% (X – ?) damage and increasing your Critical Strike Chance against them by +3% for 4 seconds, up to +15%. Requires a Ranged Weapon Damage: Physical Tags: Basic, Ranged
    • (1st upgrade) Enhanced Heart Seeker When Heartseeker Critically Strikes, gain +6% Attack Speed for 5 seconds. Double this amount if the enemy is Vulnerable.
    • (2nd upgrade – my pick of the 2) Fundamental Heart Seeker Heartseeker also increases the Critical Strike Damage the enemy takes by +4% for 4 seconds, up to +20%.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Barrage Unleash a barrage of 5 arrows that expands outwards, each dealing 49.63% (X – ?) damage, Each arrow has a 20% chance to ricochet off an enemy up to 1 time. Ricochets deal 40% of the arrow’s base damage. Combo Points increase damage and Arrows Fired: 1: 31% damage & 6 arrows ; 2: 36% damage & 7 arrows ; 3: 41% damage & 8 arrows Energy Cost: 21 Damage: Physical Tags: Core, Ranged, Imbueable
  • (1st upgrade) Enhanced Barrage Barrage’s ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critical Strike an enemy
  • (2nd upgrade – my pick of the 2) Advanced Barrage Barrage gains 8% increase Critical Strike Chance against Crowd Controlled enemies.
  • (passive) Sturdy You gain +12% Melee Damage Reduction.
    • (upgrade) Siphoning Strikes – did not pick to save points
  • (passive) did not pick other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active) Caltrops Leap backwards and throw Caltrops on the ground, dealing 71.59% (X – ?) damage and slowing enemies by 50%. Lasts 6 seconds. Energy Cost: 21 Damage: Physical Tags: Agility, Trap
  • (1st upgrade) Enhanced Caltrops Enemies take 3% (multiplicative) increased damage from all sources each second they’re in Caltrops.
  • (2nd upgrade – my pick of the 2) Disciplined Caltrops You have 15% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
  • (passive) Weapon Mastery Gain a bonus when attacking based on weapon type: Daggers: 15.0% (multiplicative) increased damage to Healthy enemies. Swords: 9% (multiplicative) increased damage. Bows: Up to 12% (multiplicative) increased damage to Vulnerable enemies. Crossbows: 15% (multiplicative) increased Critical Strike Damage. For all weapons: Vulnerable enemies take 20% (multiplicative) increased damage Healthy characters have more than 80% of their life.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 )

  • (active) Stealth Cloak yourself with shadows to hide from enemies for 4 seconds. Attacks during Stealth break Stealth and deal 50% more damage. You are Unstoppable and can move through enemies freely while in Stealth. Cooldown: 16.0 seconds. Tags: Subterfuge
  • (1st upgrade) Enhanced Stealth You gain 40 Energy when you enter Stealth.
  • (2nd upgrade – my pick of the 2) Subverting Stealth The skill that breaks Stealth makes enemies Vulnerable for 3 seconds.
  • (passive) Exploit You deal 18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice You deal 9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

  • (active) Imbue Weapon: Cold Imbue your weapons with frigid energies. Your next 2 non-Basic Melee or Ranged Skills deal Cold damage and Chill enemies for up to 50%. Cold Imbued skills deal 15% (multiplicative) damage to Crowd Controlled enemies. Cooldown: 9.0 seconds. Tags: Imbuements
  • (1st upgrade) Enhanced Imbue Weapon: Cold Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds.
  • (2nd upgrade – my pick of the 2) Mixed Imbue Weapon: Cold Cold Imbued Skills deal 30% (multiplicative) increased damage to Frozen enemies.
  • (passive) Frigid Finesse You deal 5% (multiplicative) increased damage to Chilled enemies. This bonus increases to 10% (multiplicative) against Frozen enemies.
    • (upgrade DID NOT take to save points) Chilling Weight Chilled enemies have their Movement Speed further reduced by up to 10%.
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Rain of Arrows Arrows rain down over a large area 2 times, each wave dealing 238.63% (X – ?) damage. Cooldown: 60.0 seconds. Damage: Physical Tags: Ultimate, Ranged, Imbueable
  • (1st upgrade) Prime Rain of Arrows Imbuement Skill effects applied by Rain of Arrows are 20% (multiplicative) stronger.
  • (2nd upgrade – my pick of the 2) Supreme Rain of Arrows Rain of Arrows’ second wave Knocks Down enemies for 3 seconds.
  • (passive) Innervation Lucky Hit: Up to a 20% chance to gain 5 Energy.
    • (upgrade) Second Wind Every 100 Energy you spend grants you +10% increased Lucky Hit Chance for 5 seconds.
    • (upgrade) Alchemist’s Fortune – DID NOT INVEST in this to save points
  • (passive) Aftermath After using an Ultimate Skill, restore 25 Energy.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Precision Critical Strikes with Ranged Skills grant you Precision. You gain 4% (multiplicative) increased Critical Strike Damage per stack of Precision, up to a maximum of 20% (multiplicative). When you reach maximum Precision, your next Ranged Skill is a guaranteed Critical Strike that deals 40% (multiplicative) increased Critical Strike Damage, then consumes all stacks of Precision.

Class Mechanic:

I don’t have much information about the 3 Specializations of the Rogue which are their Class Mechanics:

  • Combo Points – Your Basic Skills now generate Combo Points. Certain Skills consume Combo Points for additional effects.
  • Inner Sight – Attack marked enemies to fill up your Inner Sight gauge. When it’s full, gain unlimited Energy for 4 seconds.
  • Preparation – This specialization was not available during the closed beta builds of the game.

My guess is that it would be best to switch between specializations depending on the situation/content. For now I won’t go into detail or say use only a certain one of those until the game launches and I try them out.

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my pre-launch builds spreadsheet on this link. This build (Arrowstorm) is one of the builds on that spreadsheet.

  • Helm: Aspect of The Umbral
  • Amulet: Aspect of Pummeling
  • Chest: Aspect of Shared Misery
  • Pants: Aspect of Might
  • Gloves: Aspect of Sleeting Imbuements
  • Boots: Ghostwalker Aspect
  • Ring 1: Aspect of Retribution
  • Ring 2: Aspect of Branching Volleys
  • 1H Weapon: see NOTE below
  • Off-hand: see NOTE below
  • 2-H Weapon (if you decide to use one): Aspect of Arrow Storms
NOTE: You'll be using a 2H Bow or Crossbow for this build but I did include suggested picks for 1H hand + off-hand just in case.
Not sure if there are any 1H ranged weapons
If using 1H + off-hand might be best to move Aspect of Arrow Storms onto the Amulet slot and move Aspect of Pummeling elsewhere into the 1H or off-hand slot).

Useful Links (Spreadsheets & more):

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Arrowstorm Rogue Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Shadow Trapper Diablo IV Rogue Build

Shadow Trapper Rogue BUILD for Diablo IV

(eliminate your targets by taking advantage of Deadly Traps & a shadowy Flurry of Blades)

♦ ◊ ♦ ◊ ♦

Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).

Diablo IV’s Open Beta Tests are almost here and I felt motivated to make some Pre-Launch theorycrafted semi-builds that should be good for ‘fresh-into-endgame’ characters when the game launches. I also plan to evolve them into FULL builds when the game is released & keep them updated when we get rebalance updates. This is one such build for the Rogue Class called Shadow Trapper.

The Beta tests will only let us reach lvl 25 and only let us play in the first Act/Zone (Fractured Peaks) so those builds will be more useful for the actual game launch and ideally for characters around lvl 50+ or 60+. I’ve used 50+ and 60+ skill points when making the builds instead of the full 100 so that they can be used to jumpstart a player’s post-story endgame grind.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect that work well with the build so one can spend the extra skill points on the way to lvl 100 into those other skills.

This build will be updated post-launch to a new & expanded version when I have actual in-game information as reference.

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken on the way to lvl 100 + alternative skill options, you can check my pre-launch builds spreadsheet on this link. This build (Shadow Trapper) is one of the builds on that spreadsheet.

Some of the skill icon images you see could be outdated & different from what is seen in the Full release version. I plan to replace them once the Beta ends or after the full launch

Basic Skill (Resource Generator/Builder) (Required Points: 0 )

  • (active) Blade Shift Stab your victim for 53.69% (X – ?) damage and use their vitality to shift, allowing you to move freely through enemies for 3 seconds. Requires Dual Wielded weapons Damage: Physical Tags: Basic, Melee
    • (1st upgrade) Enhanced Blade Shift Damaging an enemy grants +5% Movement Speed while Blade Shift is active, up to +20%
    • (2nd upgrade – my pick of the 2) Primary Blade Shift While Blade Shift is active you gain 15% to all non-Physical Resistances and reduce the duration of Control Impairing Effects by 20%.

Core Skill(s) (Resource Spender) (Required Points: 2 )

  • (active) Flurry Unleash a flurry of stabs and slashes, dealing 200.45% (X – ?) damage to enemies in front of you. Combo Points increase damage and grant a +30% Attack Speed bonus: 1: 95% damage bonus for 1.5 seconds ; 2: 114% damage bonus for 3.0 seconds ; 3: 133% damage bonus for 4.5 seconds Requires Dual Wielded weapons Energy Cost: 17 Damage: Physical Tags: Core, Melee, Imbueable
  • (1st upgrade) Enhanced Flurry Increase Flurry’s radius by 15% (multiplicative).
  • (2nd upgrade – my pick of the 2) Improved Flurry Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for X Life.
  • (passive) Sturdy You gain +12% Melee Damage Reduction.
    • (upgrade) Siphoning Strikes – did not pick to save points
  • (passive) did not pick other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active) Caltrops Leap backwards and throw caltrops on the ground, dealing 71.59% (X – ?) damage and slowing enemies by 50%. Lasts 6 seconds. Energy Cost: 21 Damage: Physical Tags: Agility, Trap
  • (1st upgrade) Enhanced Caltrops Enemies take 3% (multiplicative) increased damage from all sources each second they’re in Caltrops.
  • (2nd upgrade – my pick of the 2) Disciplined Caltrops You have 15% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies.
  • (passive) Weapon Mastery Gain a bonus when attacking based on weapon type: Daggers: 15.0% (multiplicative) increased damage to Healthy enemies. Swords: 9% (multiplicative) increased damage. Bows: Up to 12% (multiplicative) increased damage to Vulnerable enemies. Crossbows: 15% (multiplicative) increased Critical Strike Damage. For all weapons: Vulnerable enemies take 20% (multiplicative) increased damage Healthy characters have more than 80% of their life.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 )

  • (active) Poison Trap Place a trap that arms after 1.25 seconds. It activates when an enemy moves near, applying 821.25% (X) Poisoning damage over 9 seconds to enemies in the area. Cooldown: 10.0 seconds. Damage: Poison Tags: Subterfuge, Trap
  • (1st upgrade) Enhanced Poison Trap Poison Trap immobilizes enemies for 2 seconds when it activates.
  • (2nd upgrade – my pick of the 2) Countering Poison Trap Poison Trap has a 20% chance to reset your Imbuement Skill Cooldowns when activated.
  • (passive) Exploit You deal 18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice You deal 9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

  • (active) Imbue Weapon: Shadow Imbue your weapons with festering shadows. Enemies struck by your next 2 non- Basic Melee or Ranged Skills deal damage and infect enemies such that they explode for up to 73.83% (X) damage on death. Direct damage to infected enemies deals an additional 4.00% (X) Shadow damage. Cooldown: 9.0 seconds. Damage: Shadow Tags: Imbuements
  • (1st upgrade) Enhanced Imbue Weapon: Shadow Lucky Hit: Critically Striking an enemy infected by Shadow Imbue has up to 30% chance to create a mini explosion dealing 26.25% (X- ?) Shadow damage to them and nearby enemies.
  • (2nd upgrade – my pick of the 2) Blended Imbue Weapon: Shadow Shadow Imbue’s primary explosion makes enemies Vulnerable for 2 seconds.
  • (passive) Shadow CrashLucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5 seconds.
    • (upgrade) Consuming Shadows Each time you kill an enemy with Shadow Damage, you generate 10 Energy.
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Death Trap Place a trap that arms after 1.25 seconds. It activates when an enemy moves near, dealing 596.56% (X – ?) damage to enemies in the area. Cooldown: 45.0 seconds. Damage: Shadow Tags: Ultimate, Imbueable
  • (1st upgrade) Prime Death Trap Enemies are Pulled into Death Trap when it activates.
  • (2nd upgrade – my pick of the 2) Supreme Death Trap If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.
  • (passive) Innervation Lucky Hit: Up to a 20% chance to gain 5 Energy.
    • (upgrade) Second Wind – DID NOT INVEST in this to save points
    • (upgrade) Alchemist’s Fortune – DID NOT INVEST in this to save points
  • (passive) Trap Mastery When Poison Trap or Death Trap activates, you gain 4% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds.
  • (passive) Aftermath After using an Ultimate Skill, restore 25 Energy.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Exposure – Lucky Hit: Dealing direct damage to an enemy affected by a Trap Skill has up to a 75% chance to make them Vulnerable for 4 seconds and reduce the Cooldowns of your Trap Skills by 0.5 seconds.

Class Mechanic:

I don’t have much information about the 3 Specializations of the Rogue which are their Class Mechanics:

  • Combo Points – Your Basic Skills now generate Combo Points. Certain Skills consume Combo Points for additional effects.
  • Inner Sight – Attack marked enemies to fill up your Inner Sight gauge. When it’s full, gain unlimited Energy for 4 seconds.
  • Preparation – This specialization was not available during the closed beta builds of the game.

My guess is that it would be best to switch between specializations depending on the situation/content. For now I won’t go into detail or say use only a certain one of those until the game launches and I try them out.

Legendary Aspects / Powers

I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my pre-launch builds spreadsheet on this link. This build (Shadow Trapper) is one of the builds on that spreadsheet.

  • Helm: Ravenous Aspect
  • Amulet: Aspect of Shared Misery
  • Chest: Aspect of Might
  • Pants: Aspect of Disobedience
  • Gloves: Aspect of Explosive Verve
  • Boots: Wind Striker Aspect
  • Ring 1: Blast-Trapper’s Aspect
  • Ring 2: Aspect of Corruption
  • 1H Weapon: Trickster’s Aspect
  • Off-hand: Aspect of Unstable Imbuements
  • 2-H Weapon (if you decide to use one): Trickster’s Aspect

Useful Links (Spreadsheets & more):

For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet

For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet

♦ ◊ ♦ ◊ ♦

This concludes the Shadow Trapper Rogue Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website