Storm Lord 3.0 Druid Build for Diablo IV [S- Tier Potential]

Storm Lord 3.0 Druid BUILD for Diablo IV [S- Tier Potential]

(call upon the forces of Nature, embrace your Inner Wolf, & Claw your foes to Smite them with wrathful Storm Strikes)

♦ ◊ ♦ ◊ ♦

Diablo IV launched on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation) and I’ve had my fair share of playing and testing done. I’m already making full Builds/Theorycrafts that work for both ‘fresh-into-endgame’ characters as well as late endgame. I’ll evolve & keep them updated when we get major rebalance updates. This is one such build for the Druid Class called Storm Lord 3.0.

I’ve also made spreadsheets for my 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 when needed.

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 (Storm Lord 3.0) is one of the builds on that spreadsheet.

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

  • (active) Claw Shapeshift into a Werewolf and shred an enemy, dealing 20% (X-?) damage.
    Lucky Hit Chance: 50%
    Type: Shapeshifting ; Damage: Physical Generates: 9 Spirit
    • (1st upgrade) Enhanced Claw Claw’s Attack Speed is increased by +10%.
    • (2nd upgrade – my pick of the 2) Fierce Claw – Claw applies 10% (X) poisoning damage over 3 seconds.

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

  • (active) Tornado Conjure a swirling tornado that deals 35% (X-?) damage.
    Lucky Hit Chance: 33%
    Type: Storm Magic ; Damage: Physical | Spirit Cost: 40
    • (1st upgrade) Enhanced Tornado Each time you cast Tornado, you have a 20% chance to spawn an additional Tornado.
    • (2nd upgrade – my pick of the 2) Raging Tornado Enemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds.
  • (passive – ONLY put 1 point here) Heart of the Wild Maximum Spirit is increased by 3/6/9.
    • (upgrade – did NOT take to save points) Wild Impulses
    • (upgrade) Abundance Basic Skills generate 6%/12%/18% (multiplicative) more Spirit.
  • (passive) Predatory Instinct Critical Strike Chance against nearby enemies is increased by +3%/+6%/+9%.
    • (upgrade – did NOT take as its’ Werebear synergy) Iron Fur
    • (upgrade – did NOT take to save points) Digitigrate Gait / Lycanthropic Speed
  • (passive) did not pick other Spirit/Core passives to save points

Defensive Skills (Required Points: 6 ) I took both of the Defensive skills listed below

  • (active – ONLY put 1 point here) Earthen Bulwark – Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Base Life in damage.
    Lucky Hit Chance: 50%
    Cooldown: 16 seconds | Type: Earth Magic ; Damage: Physical
  • (1st upgrade) Enhanced Earthen Bulwark Earthen Bulwark makes you Unstoppable while active.
  • (2nd upgrade – my pick of the 2) Preserving Earthen Bulwark – Casting Earthen Bulwark grants 18% Base Life as Fortify.
  • (active – ONLY put 1 point here) Debilitating Roar Shapeshift into a Werebear and bellow a mighty roar, reducing Nearby enemies’ damage dealt by 50% for 4 seconds.
    Cooldown: 22 seconds | Type: Shapeshifting
  • (1st upgrade) Enhanced Debilitating Roar Debilitating Roar also Fortifies you for 22% Base Life.
  • (2nd upgrade – my pick of the 2) Preserving Debilitating Roar – Debilitating Roar also heals you for 4% of your maximum Life each second for its duration.
  • (passive) did not pick any Defensive passives to save points

Companion Skills (Required Points: 11 ) I did NOT take a companion

  • (active) DID NOT TAKE a Companion active due to using already full skillbar
  • (1st upgrade)
  • (2nd upgrade – my pick of the 2)
  • (passive) did not pick any Companion passives to save points

Wrath Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Hurricane Form a hurricane around you that deals 97% (X-?) damage to surrounding enemies over 8 seconds.
    Lucky Hit Chance: 33%
    Cooldown: 20 seconds | Type: Storm Magic ; Damage: Physical
  • (1st upgrade) Enhanced Hurricane Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
  • (2nd upgrade – my pick of the 2)Savage Hurricane Enemies affected by Hurricane deal 20% less damage.
  • (passive – ONLY put 1 point here) Elemental Exposure Lucky Hit: Your Storm Skills have up to 20% chance to make enemies Vulnerable for 1/2/3 second(s).
    • (upgrade) Endless Tempest Increase the duration of Hurricane and Cataclysm by 5%/10%/15% (multiplicative). This node is ONLY required to unlock Bad Omen BUT you’ll also need a point in Atmosphere for Bad Omen
    • (upgrade – did NOT take to save points) Charged Atmosphere
    • (upgrade – did NOT take to save points) Bad Omen
    • (upgrade – did NOT take to save points) Electric Shock
  • (passive) did not pick any other Wrath passives to save points but there are some worth considering

Ultimate Skills (Required Points: 23)

  • (active) Cataclysm A massive storm follows you for 8 seconds. Tornadoes Knock Back enemies, and lightning strikes wildly dealing 52% (X-?) damage.
    Lucky Hit Chance: 82%
    Cooldown: 80 seconds | Type: Storm Magic ; Damage: Lightning
  • (1st upgrade) Prime Cataclysm Cataclysm’s duration is increased by 2 seconds.
  • (2nd upgrade) Supreme Cataclysm Lightning strikes from Cataclysm make enemies Vulnerable for 2 seconds.
  • (passive) Defiance Nature Magic skills deal 4% (multiplicative) increased damage to Elites.
    • (upgrade – did NOT pick to save points) Natural Disaster
    • (upgrade – did NOT pick to save points) Circle of Life
    • (upgrade – did NOT pick to save points) Resonance
  • (passive) Defensive Posture Increases the amount of Fortify you gain from all sources by +5%/+10%/+15%.
    • (upgrade – did NOT pick to save points) Thick Hide
    • (upgrade) Nature’s Resolve 5%/10%/15% chance when struck to Fortify you for 4% Base Life.
    • (upgrade – did NOT pick to save points) Unrestrained
  • (passive – ONLY put 1 point here) Quickshift After Shapeshifting into a different form, your next skill deals 5%/10%/15% (multiplicative) increased damage.
    • (upgrade) Heightened Senses Upon shapeshifting into a Werewolf or Werebear, gain 4%/8%/12% damage reduction against Elites for 5 seconds.
    • (upgrade) Natural Fortitude Shapeshifting Fortifies you for 1%/3%/4% Base Life.
  • (passive) did not pick other Ultimate passives to save points

Key Passive / Capstone (Required Points: 33 )

  • (passive) Lupine Ferocity – Every 6th Werewolf skill hit Critically Strikes and deals 60% (multiplicative) increased damage.

Class Mechanic (Spirit Boons):

The Spirit Boons system lets you pick 1 spirit Boon per bond out of 4 categories. Eventually you unlock the option to specialize into a certain bond which will let you get 2 Boons from that category. I advise using the following 2 + 1 +1 +1 for now.

  • Eagle Category: take those two
    • Scythe Talons: +5% Critical Strike Chance.
    • Avian Wrath +30% Critical Strike Damage.
  • Deer Category: take this one
    • Wariness: Take 10% reduced damage from Elites
  • Snake Category: two decent picks here so choose whichever you like based on whether you need more survivability or ultimate CDR
    • option 1) Masochistic: Critical Strikes with Shapeshifting Skills heal you for 3% of your maximum Life.
    • option 2) Calm Before the Storm: Lucky Hit: Nature Magic Skills (Earth & Storm) have up to a 15% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds.
  • Wolf Category: There are also two decent picks here. Pick based on whether you need longer Ultimates or more survivability.
    • option 1) Calamity: Extend the duration of Ultimate Skills by 25%.
    • option 2) Bolster: Fortify for 10% of your Maximum Life when you use a Defensive Skill

Note: Obsidian Slam on the Snake Category is also a very interesting synergy with this build worth considering for mobbing but won’t be great on Boss figh

Unique Items

In Diablo IV 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 Uniques 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 below it & the notes under the Aspects list for more info:

Top Pick Uniques for the Build

Greatstaff of the Crone (Staff)

+[17.5%] Damage to Crowd Controlled Enemies

Claw is now a Storm Skill and also casts Storm Strike at [120 – 150]% normal damage.

+[16.5 – 23.5]% Damage to Close Enemies
+[9.5 – 16.5]% Damage to Crowd Controlled Enemies
+[7 – 14]% Non-Physical Damage
+[X – 9] Ranks of Claw

“She has existed in Scosglen since before Fiacla-Géar walked the land. Her purpose is a mystery to us all. However, approach her with deference; she may grant you her counsel.” – Airidah, to Donan

Tempest Roar (Helm)

Lucky Hit: Storm Skills have up to a [15 – 25]% chance to grant 10 Spirit. Your base Storm Skills are now also Werewolf Skills

+[7 – 14]% Damage while Shapeshifted
[24.5 – 45.5]% Poison Resistance
+[16 – 24] Maximum Spirit
[0.031 – 0.073] Life On Kill

“Listen, child, to the music of the storm. It has its own rhythm. Its own melody. Hear how beautifully it sings, and perhaps one day you will be able to join in its harmony.” – Airidah

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 is what this build needs most BUT worth trying Topaz too
Armor: Ruby or Saphire/Topaz (dmg reduction is very needed in high tier NM dungeons).
Jewelry: Skull for Armor until they rework resistances. After the rework: 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

+15%/+5%/+8% for Royal (the 5th grade at lvl 60)

XYZ Skull (Requires Level XY)

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

+24/+5%/+250 for Royal (the 5th grade at lvl 60)

XYZ Emerald (Requires Level XY)

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

+12%/+250/22.1% for Royal (the 5th grade at lvl 60)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

+24%/+4.0%/22.1% for Royal (the 5th grade at lvl 60)

XYZ Topaz (Requires Level XY)

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

+20%/10%/22.1% for Royal (the 5th grade at lvl 60)

XYZ Saphire (Requires Level XY)

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

+12%/3%/22.1% for Royal (the 5th grade at lvl 60)

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 (Storm Lord 3.0) is one of the builds on that spreadsheet.

  • Helm: Aspect of Disobedience / Tempest Roar (see notes below)
  • Amulet: Eluding Aspect
  • Chest: Aspect of Might
  • Pants: Vigorous Aspect
  • Gloves: Aspect of the Dark Howl
  • Boots: Stormshifter’s Aspect
  • Ring 1: Accelerating Aspect / Rapid Aspect (see notes below)
  • Ring 2: Stormchaser’s Aspect
  • Main Hand Weapon: I recommend using a 2h axe before you get the unique Staff
  • Off-hand Totem: I recommend using a 2h axe before you get the unique Staff
  • 2-H Weapon: Rapid Aspect / Greatstaff of the Crone (see notes below)
    (I recommend using a 2H Axe as a weapon until Greatstaff of the Crone drops. With a 1h weapon + off-hand totem you can get a bit less dps but more utility (cooldown reduction, spirit cost reduction, etc.) so if you decide to do that a 1h Axe will be the best choice)
NOTES: How to re-arrange if using any of the Uniques:

- For Tempest Roar (Helm): Aspect of Disobedience gets removed from the Helm slot to make room for the Unique Helm.
- For Greatstaff of the Crone (2h Staff): Accelerating Aspect gets removed from the Ring 1 slot. Then, Rapid Aspect goes into the, now empty, Ring 1 slot to make room for the 2H Staff.

Additional Note: Since on higher Nightmare dungeon Tiers damage reduction is too important, the unique werewolf chest armor (Mad Wolf's Glee) is not recommended. BUT you can use if it drops for you up until around NMD Tiers 50-60, especially if you're maxed out and speed-running those tiers.

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 91 with 186 paragon points (so more paragon points will be obtained on the way to 100). The other link is 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 36 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. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.

This is the Sorted by Slot list of Top Priority Affixes/Rolls:

    • Helm:
      • Priority 1: Cooldown Reduction
      • Priority 2: Maximum Life, Basic Skill Attack Speed
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), Maximum Spirit
      • Priority 4: Total Armor
    • Chest:
      • Priority 1: Damage Reduction from Close/Distant Enemies, Damage Reduction while Fortified
      • Priority 2: Maximum Life, + X% Damage, Damage Reduction from Enemies That Are Poisoned
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), +x Ranks to Debilitating Roar/Earthen Bulwark, Total Armor
      • Priority 4: Damage while Shapeshifted, Werewolf Skill Damage, Storm Skill Damage, Lightning Damage, Physical Damage
    • Gloves:
      • Priority 1: + X ranks of Tornado
      • Priority 2: Critical Strike Chance, Damage to Injured Enemies, Attack Speed
      • Priority 3: Storm Skill Cooldown Reduction, Lucky Hit Chance, Lightning Critical Strike Damage, Critical Strike Damage with Werewolf Skills
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats), Critical Strike Chance Against Injured Enemies
    • Pants:
      • Priority 1: Damage Reduction from Close/Distant Enemies, Damage Reduction while Fortified
      • Priority 2: Maximum Life, Damage Reduction while Injured
      • Priority 3: + X ranks of Hurricane, Core Stats (Int, Dex, Wil, All Stats)
      • Priority 4: Total Armor, Damage Reduction
    • Boots:
      • Priority 1: Movement Speed, Damage Reduction while Injured
      • Priority 2: Energy Cost Reduction
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), Fortify Generation
      • Priority 4: Total Armor while in Werewolf Form
    • Amulet:
      • Priority 1: Cooldown Reduction, +X Ranks of Wrath Skills, Movement Speed
      • Priority 2: Maximum Life, +X Ranks of a Passive you like, Storm Skill Cooldown Reduction
      • Priority 3:Damage while Shapeshifted, Werewolf/Storm Skill Damage, +X% Damage, Damage Reduction from Close or Distant Enemies/While Injured/While Fortified, Damage Reduction from Enemies That Are Poisoned
      • Priority 4: Spirit Cost Reduction
    • Rings:
      • Priority 1: Vulnerable Damage, Critical Strike Damage, Core Skill Damage
      • Priority 2: Maximum Life, Critical Strike Chance, Damage to Injured/Close/Poisoned Enemies
      • Priority 3: Physical/Lightning Damage, Lucky Hit Chance
      • Priority 4: Resource Generation, Fortify Generation
    • Main Hand Weapon: See the 2H Weapon Rolls List
    • Off-hand Totem: if you decide to use 1H + Totem
      • Priority 1: Cooldown Reduction, Critical Strike Chance
      • Priority 2: Spirit Cost Reduction
      • Priority 3: Lucky Hit Chance, Core Stats (Int, Dex, Wil, All Stats), Damage Reduction while Fortified
      • Priority 4: Fortify Generation, Up to a 5% Chance to Restore X% Primary Resource, Critical Chance Against Injured
    • 2-H Weapon: See the 1H Weapon Rolls List
      • Priority 1: Vulnerable Damage, Critical Strike Damage, Core Skill Damage
      • Priority 2: Damage to Injured Enemies, Damage to Close Enemies
      • Priority 3: Critical Strike Damage with Werewolf Skills, Lightning Critical Strike Damage, Damage to Poisoned Enemies
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats)

This is the UNsorted by list of useful Affixes/Rolls:

+ X% Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Storm/Nature/Shapeshifting/Werewolf Skills
Critical Chance/Critical Damage with Core/Basic Skills
Damage with Core/Basic/Nature/Storm/Shapeshifting/Werewolf Skills
Lucky Hit Chance
+ X Ranks to Core/Defensive/Wrath Skills
+ X Ranks to Tornado/Debilitating Roar/Earthen Bulwark/Hurricane
Damage vs Injured Enemies
+ Intelligence, + Dexterity, + Willpower
+ All Stats
+ Maximum Life
Spirit Generation / Regeneration / On Kill
Resource/Spirit Cost Reduction
Cooldown Reduction
Attack Speed
Physical/Lightning Skill Damage Bonus
Lucky Hit Chance with Physical/Storm/Nature/Shapeshifting/Werewolf Skill Damage
Resistance to All Elements
Damage Against Close/Distant Enemies
+ % Physical/Lightning Damage to Elites
Vulnerable Damage / Damage Against Vulnerable Enemies
Damage Reduction from Enemies That Are Poisoned
Damage Reduction while Fortified
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
+ % Damage for X Seconds After Killing an Elite
Damage Against Crowd Controlled Enemies
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Lucky Hit: Up to a 5% chance to Heal +X Life
Damage while Healthy
Barrier Generation
Movement Speed
Fortify Generation
Higher Priority
Critical Strike Chance Against Injured Enemies
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Lower Priority

Useful Links (Spreadsheets & more):

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

For my Diablo IV 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 Storm Lord 3.0 Druid 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 Hunter Rogue Build for Diablo IV [S Tier Grade]

Shadow Hunter Rogue BUILD for Diablo IV [S Tier Grade]

(Emerge from the Shadows to Penetrate your foes while splitting your shots to clear big groups at once)

♦ ◊ ♦ ◊ ♦

Diablo IV launched on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation) and I’ve had my fair share of playing and testing done. I’m already making full Builds/Theorycrafts that work for both ‘fresh-into-endgame’ characters as well as late endgame. I’ll evolve & keep them updated when we get major rebalance updates. This is one such build for the Rogue Class called Shadow Hunter.

I’ve also made spreadsheets for my 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 when needed.

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 Hunter) is one of the builds on that spreadsheet.

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

  • (active – ONLY put 1 point here) Forceful Arrow – Fire a powerful arrow at an enemy, dealing 20% (X – ?) damage. Every 3rd cast makes the enemy Vulnerable for 2 seconds.
    Requires a Ranged Weapon
    Lucky Hit Chance: 50% | Damage: Physical ; Tags: Basic, Ranged, Marksman
    • (1st upgrade) Enhanced Forceful Arrow Every 3rd cast of Forceful Arrow additionally has a +15% increased Critical Strike Chance.
    • (2nd upgrade – my pick of the 2) Primary Forceful Arrow – Forceful Arrow pierces through Vulnerable enemies.

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) 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) Shadow Step – Become Unstoppable and quickly move through the shadows and stab your victim from behind for 72% (X – ?) damage. Gain 50% increased Movement Speed for 2 seconds afterwards.
    Requires Dual Wielded weapons
    Cooldown: 9 seconds | Lucky Hit Chance: 100% | Damage: Physical ; Tags: Agility, Melee, Imbueable, Cutthroat
    • (1st upgrade) Enhanced Shadow Step – Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by +8% for 3 seconds
    • (2nd upgrade – my pick of the 2) Disciplined Shadow Step – Shadow Step’s Cooldown is reduced by 3 seconds if it damages an enemy you haven’t hit in the last 4 seconds.
  • (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) Rugged – Gain 5%/10%/15% Damage Reduction against Damage Over Time effects.
    • (upgrade – ONLY put 1 point here) Reactive Defense – Gain 4.5%/9%/13.5% Damage Reduction while inflicted with Control Impairing Effects
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Vanish from sight, gaining an advanced form of Stealth for 4 seconds tat will no be removed by taking damage. Concealment also makes you Unstoppable, grants +30% Movement Speed, and allows you to move freely through enemies for its duration. Using an attack Skill during Concealment will break Concealment .
    Cooldown: 20 seconds. Tags: Subterfuge
    • (1st upgrade) Enhanced Stealth You gain 40 Energy when you enter Stealth.
    • (2nd upgrade – my pick of the 2) Countering Stealth The Skill that breaks Concealment will always be a guaranteed Critical Strike.
  • (active – ONLY put 1 point here) 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 8% 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) 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.
    • (passive) 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 did NOT put point into this
    • (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

Key Passive / Capstone (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 (Specializations):

The 3 Specializations are the Rogues’ Class Mechanics:

  • Combo Points – Your Basic Skills now generate Combo Points. Core 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 – Every 100 Energy you spend reduces your Ultimate Skill’s Cooldown by 4 seconds. Using an Ultimate Skill resets the Cooldowns of your other Skills..

I prefer and advise using Combo Points for this build, especially if you already are using the Condemnation dagger (it would be pointless to use that dagger without that specialization). Also, try to use Penetrating Shot with full Combo Points as much as possible, especially vs Bosses and Elites.

Unique Items

In Diablo IV 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 Uniques 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 below it & the notes under the Aspects list for more info:

Top Pick Unique for the Build

Harlequin Crest (Helm)

Gain [5-8%] Damage Reduction. In addition, gain +[2-4] Ranks to All Skills.

[0.245 – 0.455] Maximum Life
X% Cooldown Reduction
+[42 – 70]% Crafting Material Drop Rate
[14 – 28] All Stats

“This headdress was once worn by an assassin disguised as a court mage. Her treachery was unveiled, but not before she used its magic to curse the king’s entire lineage.” – The Fall of House Aston

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

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 is what this build needs most
Armor: Ruby or Topaz (dmg reduction is very needed in high tier NM dungeons).
Jewelry: Skull for Armor until they rework resistances. After the rework: 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

+15%/+5%/+8% for Royal (the 5th grade at lvl 60)

XYZ Skull (Requires Level XY)

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

+24/+5%/+250 for Royal (the 5th grade at lvl 60)

XYZ Emerald (Requires Level XY)

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

+12%/+250/22.1% for Royal (the 5th grade at lvl 60)

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

+24%/+4.0%/22.1% for Royal (the 5th grade at lvl 60)

XYZ Topaz (Requires Level XY)

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

+20%/10%/22.1% for Royal (the 5th grade at lvl 60)

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 Hunter) is one of the builds on that spreadsheet.

  • Helm: Umbrous Aspect / Harlequin Crest (see notes below)
  • Amulet: Enshrouding Aspect
  • Chest: Aspect of The Protector
  • Pants: Aspect of Disobedience
  • Gloves: Aspect of Inner Calm
  • Boots: Eluding Aspect
  • Ring 1: Accelerating Aspect
  • Ring 2: Aspect of The Expectant
  • Main Hand Weapon: Trickshot Aspect
  • Off-hand Weapon: Vengeful Aspect / Condemnation (see notes below)
  • 2-H Weapon: Rapid Aspect
    (I recommend using a Crossbow in the 2h Weapon slot and using Swords in the 1h Weapon slots, until you equip the Condemnation unique dagger in one of the 1h weapon slots, of course)
NOTES: How to re-arrange if using any of the Uniques:

- For Harlequin Crest (Helm): Aspect of The Protector gets removed from the Helm slot to make room for the Unique Helm.
- For Condemnation (Dagger): Vengeful Aspect gets removed from the Helm slot to make room for the Unique Dagger.

NOTE 2: Keep in mind that, in order to get the most out of the Condemnation Unique dagger, I STRONGLY recommend using Puncture (with the triple shot upgrade) and leaning towards Close Enemies over Distant enemies bonuses (if you need to pick between them in the first place).

Obviously crit dmg, vulnerable dmg, core skill dmg, and Crit Dmg with Imbued skills (and even vs injured enemies) may be better than either dmg vs close or distant but when using Puncture the synergy is better when adopting point blank shotgun playstyle.

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 86 with 166 paragon points (so more paragon points will be obtained on the way to 100). The other link is 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 36 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. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.

This is the Sorted by Slot list of Top Priority Affixes/Rolls:

    • Helm:
      • Priority 1: Cooldown Reduction
      • Priority 2: Maximum Life, Basic Skill Attack Speed
      • Priority 3: Core Stats (Int, Dex, Str, All Stats), Maximum Energy
      • Priority 4: Total Armor
    • Amulet:
      • Priority 1: Cooldown Reduction, +X Ranks of Imbuement Skills, Movement Speed
      • Priority 2: Maximum Life, +X Ranks of a Passive you like, Imbuement Skill Cooldown Reduction
      • Priority 3: Imbuement Skill DMG, +X% Damage, Damage Reduction from Close or Distant Enemies/While Injured,
      • Priority 4: Energy Cost Reduction
    • Chest:
      • Priority 1: Damage Reduction from Close/Distant Enemies
      • Priority 2: Maximum Life, + X% Damage
      • Priority 3: Core Stats (Int, Dex, Str, All Stats), Total Armor
      • Priority 4: Imbuement Skill Damage, Marksman Skill Damage, Shadow Damage
    • Pants:
      • Priority 1: Damage Reduction from Close/Distant Enemies
      • Priority 2: Maximum Life, Damage Reduction while Injured
      • Priority 3: + X ranks of Concealment/Dark Shroud, Core Stats (Int, Dex, Str, All Stats), Imbuement Skill Cooldown Reduction
      • Priority 4: Total Armor, Damage Reduction
    • Gloves:
      • Priority 1: + X ranks of Penetrating Shot
      • Priority 2: Critical Strike Chance, Damage to Injured Enemies, Attack Speed
      • Priority 3: Lucky Hit: Up to a 5% Chance to Restore +X% Primary Resource, Lucky Hit Chance
      • Priority 4: Core Stats (Int, Dex, Str, All Stats)
    • Boots:
      • Priority 1: Movement Speed, Energy Cost Reduction
      • Priority 2: Damage Reduction while Injured
      • Priority 3: Core Stats (Int, Dex, Str, All Stats), +X Ranks of Shadow Step (if using it intead of an Ult)
      • Priority 4: Dodge Chance, Dodge Chance Against Distant Enemies
    • Rings:
      • Priority 1: Vulnerable Damage, Critical Strike Damage, Core Skill Damage
      • Priority 2: Maximum Life, Critical Strike Chance, Damage to Injured Enemies, Damage to Close/Distant Enemies
      • Priority 3: Physical/Shadow Damage, Imbued Skill DMG, Critical Strike DMG with Imbued Skills, Lucky Hit Chance
      • Priority 4: Resource Generation
    • Main Hand Weapon:
      • Priority 1: Vulnerable Damage, Critical Strike Damage, Core Skill Damage
      • Priority 2: Damage to Injured Enemies, Damage to Distant/Close Enemies (depending on preferred playstyle)
      • Priority 3: Critical Strike Damage with Imbued Skills
      • Priority 4: Core Stats (Int, Dex, Str, All Stats)
    • Off-hand Weapon: See the 1H Weapon Rolls List
    • 2-H Weapon: See the 1H Weapon Rolls List

This is the UNsorted by list of useful Affixes/Rolls:

+ X% Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Shadow/Imbued Skills
Critical Chance/Critical Damage with Core Skills
Damage with Core Skills
Lucky Hit Chance
+ X Ranks to Core/Imbuement Skills
+ X Ranks to Penetrating Shot/Concealment/Dark Shroud/Shadow Step
Damage vs Injured Enemies
+ Intelligence, + Dexterity, + Strength
+ All Stats
+ Maximum Life
Energy Generation / Regeneration / On Kill
Resource/Energy Cost Reduction
Cooldown Reduction
Attack Speed
Physical/Shadow/Imbued Skill Damage Bonus
Lucky Hit Chance with Physical/Shadow/Imbued Skill Damage
Resistance to All Elements
Damage Against Close/Distant Enemies
+ % Physical/Shadow Damage to Elites
Vulnerable Damage
Damage Against Vulnerable Enemies
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
+ % Damage for X Seconds After Killing an Elite
Damage Against Crowd Controlled Enemies
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Lucky Hit: Up to a 5% chance to Heal +X Life
Damage while Healthy
Barrier Generation
Movement Speed
Higher Priority
Critical Strike Chance Against Injured Enemies
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Lower Priority

Useful Links (Spreadsheets & more):

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

For my Diablo IV 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 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

Hammer Time Barbarian Build for Diablo IV [S- Tier Grade]

Hammer Time Barbarian BUILD for Diablo IV [S- Tier Grade]

(It’s HAMMER TIME! Slam that massive Warhammer into the ground and grind your foes into dust.)

♦ ◊ ♦ ◊ ♦

Diablo IV launched on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation) and I’ve had my fair share of playing and testing done. I’m now ready to start making full Builds/Theorycrafts that work for both ‘fresh-into-endgame’ characters as well as late endgame. I’ll evolve & keep them updated when we get major rebalance updates. This is one such build for the Barbarian Class called Hammer Time.

I’ve also made spreadsheets for my 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 when needed.

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 (Hammer Time) is one of the builds on that spreadsheet.

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

  • (active – ONLY put 1 point here) Bash Bash the enemy with your weapon, dealing 30% (X – ?) damage. After bashing enemies 4 times, your next Bash will Stun for 1.25 seconds, this increases to 2 seconds if using a Two-Handed weapon.
    Requires bludgeoning weapon. Generate Fury: 10
    Lucky Hit Chance: 50% | Damage: Physical ; Tags: Basic,
    • (1st upgrade) Enhanced Bash Damaging a Stunned enemy with Bash grants you 5% Base Life as Fortify. Double this amount when using a Two-Handed weapon.
    • (2nd upgrade – my pick of the 2) Combat Bash After Critically Striking 4 times with Bash using a Two-Handed weapon, your next Core or Weapon Mastery Skill will Overpower.

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

  • (active) Hammer of the Ancients Slam your hammer down with the fury of the Ancients, dealing 50% X – ?) damage to a concentrated area.
    Requires a two-handed bludgeoning weapon. Fury Cost: 35
    Lucky Hit Chance: 40% | Damage: Physical ; Tags: Core,
    • (1st upgrade) Enhanced Hammer of the Ancients Gain 3% (multiplicative) more Fury for 5 seconds for each enemy damaged by Hammer of the Ancients, stacking up to 10 times.
    • (2nd upgrade – my pick of the 2) Furious Hammer of the Ancients Hammer of the Ancients deals 1% (multiplicative) additional damage for each point of Fury you had when using it.
  • (passive) Pressure Point Lucky Hit: Your Core Skills have up to a 10%/20%/30% to make enemies Vulnerable for 2 seconds.
  • (passive) Endless Fury – Basic Skills generate 5%/10%/15% (multiplicative) more Fury when using Two-Handed weapons.
  • (passive) did not pick any other Core passives to save points

Defensive Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Challenging Shout – Taunt nearby enemies and gain (40/45/50/55/60) Damage Reduction for 8 seconds.
    Cooldown: 25 seconds | Tags: Defensive, Shout
    • (1st upgrade) Enhanced Challenging Shout – While Challenging Shout is active, gain 20% (multiplicative) bonus Maximum Life.
    • (2nd upgrade – my pick of the 2) Tactical Challenging Shout – While Challenging Shout is active you gain 3 Fury each time you take damage.
  • (active – ONLY put 1 point here) Rallying Cry Bellow a rallying cry, increasing your Movement Speed by +30% and Resource Generation by 50% (multiplicative) for 6 seconds, and Nearby allies for 3 seconds.
    Cooldown: 25 seconds | Tags: Defensive, Shout
    • (1st upgrade) Enhanced Rallying Cry Rallying Cry grants you Unstoppable while active.
    • (2nd upgrade – my pick of the 2) Tactical Rallying Cry Rallying Cry generates 25 Fury and grants you an additional 50% (multiplicative) Resource Generation.
  • (passive) Imposing Presence Gain 5%/10%/15% (multiplicative) additional Maximum Life.
    • (upgrade) Martial Vigor Damage Reduction against Elites, is increased by 4%/8%/12% (multiplicative).
  • (passive) did not pick any other Defensive passives to save points

Brawling Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Charge – Become Unstoppable and rush forward pushing enemies with you then swinging through them for 25% (X – ?) damage and Knocking them Back.
    Cooldown: 17 seconds
    Lucky Hit Chance: 33% | Damage: Physical ; Tags: Brawling,
    • (1st upgrade) Enhanced Charge – Enemies who are Knocked Back into terrain by Charge take 15% (X – ?) damage and are Stunned for 3 seconds.
    • (2nd upgrade – my pick of the 2) Mighty Charge – Damaging enemies with Charge makes them Vulnerable for 2 seconds.
  • (passive) Booming Voice Shout Skill effect durations are increased by 10%/20%/30% (multiplicative).
    • (upgrade) Raid Leader – did NOT take this one
    • (upgrade) Guttural Yelldid NOT take this one
  • (passive) did not pick any other Brawling passives to save points

Weapon Mastery Skills (Required Points: 16 ) Not taking an active Weapon Mastery skill

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) Pit Fighter You deal 3%/6%/9% (multiplicative) increased damage to Close enemies and gain 2%/4%/6% Distant Damage Reduction.
    • (upgrade) No Mercy did NOT take this one
    • (upgrade) Slaying Strike You deal 7.5%/15%/22.5% increased damage against Injured enemies.
    • (upgrade) Expose Vulnerability – did NOT take this one
  • (passive) did not pick any other Weapon Mastery passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Wrath of the Berserker Gain Berserking and Unstoppable for 5 seconds. For the next 10 seconds, dealing direct damage with Basic Skills grants Berserking for 25 seconds.
    Cooldown: 60 seconds
    Lucky Hit Chance: 40% | Tags: Ultimate,
    • (1st upgrade) Supreme Wrath of the Berserker While Wrath of the Berserker is active, gain +20% increased Movement Speed and increase Fury Generation by 30% (multiplicative)
    • (2nd upgrade) Prime Wrath of the Berserker While Wrath of the Berserker is active, every 50 Fury spend increases Berserk’s damage bonus by 25% (multiplicative)
  • (passive – ONLY put 1 point here) Wallop – Your Skills using Bludgeoning weapons deal 5%/10%/15% (multiplicative) increased damage if the enemy is Stunned or Vulnerable.
    • (upgrade) Concussion Lucky Hit: Skills using Bludgeoning weapons have up to a 10%/20%/30% chance to Stun enemies for 3 seconds, or up to a 15%/30%/45% chance when using a Two-Handed Bludgeoning weapon.
  • (passive ) Heavy Handed While using Two-Handed weapons you deal 5%/10%/15% (multiplicative) increased Critical Strike Damage.seconds.
    • (upgrade) Brute Force – Your Overpower deals 15%/30%/45% (multiplicative) increased damage when using a Two-Handed weapon *NOTE: Unlocking this skill upgrade requires investing into either Wallop OR Heavy Handed (can still get both if you want)
  • (passive) Tempered Fury Increase your Maximum Fury by 3/6/9.
    • (upgrade) Furious Impulse did NOT take this one
    • (upgrade – ONLY put 1 point here and it’s totally optional) Invigorating Fury Heal for 3%/6%/9% of your Maximum Life for each 100 Fury spent.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Unbridled Rage Core Skills deal 135% (multiplicative) increased damage, but cost 100% (multiplicative) more Fury.

Class Mechanic:

The Barbarian class mechanics is called Arsenal and this is how I believe it works:

The Barbarian class can equip 4 weapons at the same time: a Dual-wielding set of 2x One-Handed weps + two separate Two-Handed weapons (not dual-wielding those). They switch in combat between those based on what weapon is assigned to specific skills via the class unique Arsenal System. So each skill can have its own weapon assigned to it as long as it’s one of the 4 weapons equipped. The weps you don’t actually use work as ‘stat sticks’, even any aspects slotted on them. Here are the types:

  • Dual Wielded 1-Handed Weapons on Barbarians can be either Slashing or Bludgeoning such as: Swords, Axes, or Maces. The game seems to clump all 1-Handed weapons together under the “Dual-Wielding” as far as Barbarians and their skill tags are concerned so regardless of Slashing or Bludgeoning type, a 1-Handed weapon will apparently not count as either.
  • The two slots of Two-Handed Weapons can be occupied by Slashing type weps like Swords, Axes, & Polearms and/or by Bludgeoning Maces
  • Ideally 1x 2h Slashing, 1x 2h Bludgeoning and a Dual-Wield 1h combo for the 4 weps if you go for a swap-centric build

On top of this, each weapon type has it’s own passive bonus levels weapon & a technique which gets unlocked after a certain threshold is reached. Here is how I recommend that you arrange the weapons by skill and also which weapon technique to use:

  • Dual Wielded OR 2-handed Slashing will be attached to Charge But. I personally prefer Dual Wielded for it as I’m looking for speed when used to escape enemy CCs or initiate a fight rather than dmg with that skill.
  • 2-handed Bludgeoning must be on both Bash & Hammer of the Ancients as the build demands it for Bash‘s guaranteed Core Skill Overpower after critically striking 4 times with a 2H Bludgeoning

Unique Items

In Diablo IV 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 Uniques 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 below it & the notes under the Aspects list for more info:

Top Pick Unique for the Build

Harlequin Crest (Helm)

Gain [5-8%] Damage Reduction. In addition, gain +[2-4] Ranks to All Skills.

[0.245 – 0.455] Maximum Life
X% Cooldown Reduction
+[42 – 70]% Crafting Material Drop Rate
[14 – 28] All Stats

“This headdress was once worn by an assassin disguised as a court mage. Her treachery was unveiled, but not before she used its magic to curse the king’s entire lineage.” – The Fall of House Aston

Additional/Alternative Unique for the Build

Ideally I’d want this one in the build but not sure how well it would work considering the Fury Drain that will occur

Melted Heart of Selig (Amulet)

[4 – 25]% Resistance to All Elements

Gain +30% Maximum Resource. In addition, when you take damage, drain [3 – 8] Resource for every 1% of Life you would have lost instead.

[10 – 18] All Stats
+[12.5 – 19.5]%
Core Skill Damage
+[16.5 – 23.5]% Damage while Healthy
[7 – 14]% X Generation (Struck’s note: I’m 100% sure X here stands for each class’ Primary Resource: Mana, Essence, Spirit, Energy, Fury)

“Do not allow your passions to become obsessions. Fuel the fire that burns within you, but it is madness to allow yourself to become ash to please an uncaring universe.” – Last words of Master Selig

This one is an EXTREMELY RARE DROP but IF you get it It may be an amazing one for the 2h Slashing slot. (We get a solid chunk of MULTIPLICATIVE crit dmg from it and that should be a solid dps boost by itself on top of the +% dmg, life and core stats)
The Grandfather (Two-Handed Sword)

+[17.5%] Critical Strike Damage

Increases your Critical Strike Damage by x[60 – 100]%. The other properties on this weapon can roll higher than normal.

+[14 – 28]% Damage
[0.245 – 0.455] Maximum Life
[20 – 36] All Stats
Ignores Durability Loss


This one is an ALTERNATIVE pick and not something I suggested for the final build but worth considering. (It has pretty good rolls that come with it and pretty useful when mobbing, not so much vs bosses)
Mother’s Embrace (Ring)

[6 – 35]% Fire Resistance
[6 – 35]% Cold Resistance

If a Core Skill hits 5 or more enemies, [20 – 40]% of the Resource cost is refunded.

+[2 – 6]% Critical Strike Chance
+[14 – 21]% Critical Strike Damage
+[21 – 42]% Overpower Damage
+[12.5 – 19.5]% Core Skill Damage

“Every tome, every scroll, every book in this temple produces the same answer. The only being willing to stand against the Eternal Conflict, against the Prime Evils, was Lilith.” – Elias

This one is an ALTERNATIVE pick and not something I suggested for the final build but worth considering. (It comes with not so good rolls but the unique affix is nice for either bosses or mobbing)
Ring of Starless Skies (Ring)

[6 – 35]% Lightning Resistance
[6 – 35]% Shadow Resistance

Each consecutive Core Skill cast reduces the Resource cost of your next Core Skill by [5 – 10]%, up to a maximum of 30%.

[10 – 18] All Stats
+[4 – 10]% Lucky Hit Chance
+[9.5 – 16.5]% Damage to Crowd Controlled Enemies
+[12.5 – 19.5]% Core Skill Damage

“Yours is the power to pluck the stars from the heavens with the ease of a child gathering fruit from the bough.” – Unknown

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: Ruby. Emerald is also good, but Ruby is what this build needs more.
Armor: Ruby or Saphire (dmg reduction apparently is very needed in high tier NM dungeons).
Jewelry: Skull for Armor until they rework resistances. After the rework: 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 (Hammer Time) is one of the builds on that spreadsheet.

  • Helm: Aspect of Might OR Aspect of The Protector / Harlequin Crest (see notes below)
  • Amulet: Accelerating Aspect (see notes below)
  • Chest: Aspect of Might OR Aspect of The Protector
  • Pants: Aspect of Disobedience
  • Gloves: Aspect of Ancestral Force
  • Boots: Eluding Aspect
  • Ring 1: Aspect of Echoing Fury
  • Ring 2: Bold Chieftain’s Aspect
  • Main Hand Weapon: Rapid Aspect
  • Off-hand Weapon: Aspect of The Expectant (see notes below)
  • 2-H Weapon (Bludgeoning): Earthstriker’s Aspect
  • 2-H Weapon (Slashing): Aspect of Limitless Rage (see notes below)
NOTES: How to re-arrange if using any of the Uniques:

- For Harlequin Crest (Helm): Aspect of Might OR Aspect of The Protector gets removed from the Helm slot to make room for the Unique Helm.

ALTERNATIVE PICKS (if you decide to use them), my advice will be to sacrifice one of the offensive aspects (especially if already using the Unique Helm):

- For Melted Heart of Selig (Amulet): Aspect of The Expectant gets removed from the Off-hand weapon slot, then Accelerating Aspect goes into the, now empty, Off-hand slot to make room for the Unique Amulet.
- For Grandfather (Greatsword): Aspect of The Expectant gets removed from the Off-hand weapon slot, then Accelerating Aspect goes into the, now empty, Off-hand slot to make room for Aspect of Limitless Rage to go into the Amulet Slot, which makes room for the Unique Greatsword.
- For any 1 of the Unique Rings: You will need to sacrifice one of the Ring aspects and it may be hurting the build to loose any of those two. Up to you to decide which on is okay to sacrifice for that Unique ring but I'd recommend testing out how it will be without Aspect of Echoing Fury as the unique rings will, at least on paper, make up for the lost Fury generation.

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 with 190 paragon points (so more paragon points will be obtained on the way to 100). The other link is what the boards will look like when fully maxed out (I left the last 5 point unspent in case one want the Carnage legendary node) 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. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.

This is the Sorted by Slot list of Top Priority Affixes/Rolls:

    • Helm:
      • Priority 1: Cooldown Reduction
      • Priority 2: Maximum Life, Maximum Fury
      • Priority 3: Core Stats (Str, Dex, Wil, All Stats)
      • Priority 4: Total Armor
    • Amulet:
      • Priority 1: Cooldown Reduction, Movement Speed
      • Priority 2: Maximum Life, +X Ranks of All Brawling Skills or to a Passive you like, +X% Damage with Two-Handed Bludgeoning Weapons
      • Priority 3: +X% Damage, Damage Reduction from Close or Distant Enemies/While Injured,
      • Priority 4: Fury Cost Reduction, Overpower Damage with Two-Handed Bludgeoning Weapons
    • Chest:
      • Priority 1: Damage Reduction from Close or Distant Enemies/while Fortified
      • Priority 2: Maximum Life, + X% Damage
      • Priority 3: Core Stats (Str, Dex, Wil, All Stats), Total Armor
      • Priority 4: Physical Damage, Fortify Generation, Overpower Damage with Two-Handed Bludgeoning Weapons
    • Pants:
      • Priority 1: +Ranks of Charge, Damage Reduction from Close or Distant Enemies/while Fortified
      • Priority 2: Maximum Life, Damage Reduction while Injured
      • Priority 3: Core Stats (Str, Dex, Wil, All Stats), Total Armor
      • Priority 4: Damage Reduction
    • Gloves:
      • Priority 1: + X ranks to Hammer of the Ancients, Critical Strike Chance, Overpower Damage
      • Priority 2: Damage to Injured Enemies, Critical Strike Chance Against Injured Enemies
      • Priority 3: Lucky Hit: Up to a 5% Chance to Restore +X% Primary Resource, Lucky Hit Chance
      • Priority 4: Core Stats (Str, Dex, Wil, All Stats), Lucky Hit: Up to a 5% Chance to Heal +X Life
    • Boots:
      • Priority 1: Movement Speed, Fury Cost Reduction
      • Priority 2: Damage Reduction while Injured
      • Priority 3: Core Stats (Str, Dex, Wil, All Stats)
      • Priority 4: Fortify Generation
    • Ring 1:
      • Priority 1: Overpower Damage, Critical Chance, Maximum Fury
      • Priority 2: Maximum Life, Critical Damage, Vulnerable Damage, Damage to Close Enemies
      • Priority 3: Damage to Stunned/Slowed/Crowd Controlled Enemies
      • Priority 4: Physical Damage, Lucky Hit Chance
    • Ring 2:
      • Priority 1: Overpower Damage, Critical Chance, Maximum Fury
      • Priority 2: Maximum Life, Critical Damage, Vulnerable Damage, Damage to Close Enemies
      • Priority 3: Damage to Stunned/Slowed/Crowd Controlled Enemies
      • Priority 4: Physical Damage, Lucky Hit Chance
    • Main Hand Weapon: Apparently, weapons can NOT roll two types of Damage mods!!!
      • Priority 1: Damage to Vulnerable Enemies & Vulnerable Damage, Damage to Close Enemies, Overpower Damage
      • Priority 2: Critical Strike Damage, Core Skill Damage
      • Priority 3: Damage to Slowed/Stunned Enemies
      • Priority 4: Core Stats (Str, Dex, Wil, All Stats)
    • Off-hand Weapon: See the 1H Weapon Rolls List
    • 2-H Weapons: See the 1H Weapon Rolls List
+ X% Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/2H Bludgeoning Skills
Critical Chance/Critical Damage with Core Skills
Damage with Core Skills
Lucky Hit Chance
+ X Ranks to Core Skills
+ X Ranks to Hammer of the Ancients/Rallying Cry/Challenging Shout/Charge
Overpower Damage
+ Willpower, + Dexterity, + Strength
+ All Stats
+ Maximum Life
Fury Generation / Regeneration / On Kill
Resource/Fury Cost Reduction
Cooldown Reduction
Physical/2H Bludgeoning Damage Bonus
Lucky Hit Chance with Physical/2H Bludgeoning Damage
Resistance to All Elements
+ % Critical Chance / Critical Damage with Physical Damage
+ % Physical Damage to Elites
+ % Critical Strike Chance with Physical 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
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Lucky Hit: Up to a 5% chance to Heal +X Life
Damage while Healthy
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
Movement Speed
Attack Speed
Higher Priority
Damage vs Injured Enemies
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Critical Strike Chance Against Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Lower Priority

Useful Links (Spreadsheets & more):

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

For my Diablo IV 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 Hammer Time Barbarian 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

Mistplosion 2.0 Necromancer Build for Diablo IV [A+ Tier Grade]

Mistplosion 2.0 Necromancer BUILD for Diablo IV [A+ Tier Grade]

(Turn to Mist & turn your fallen foes’ corpses into an explosive bloody spectacle. Death is Your Fuel!)

♦ ◊ ♦ ◊ ♦

Diablo IV launched on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation) and I’ve had my fair share of playing and testing done. I’m now ready to start making full Builds/Theorycrafts that work for both ‘fresh-into-endgame’ characters as well as late endgame. I’ll evolve & keep them updated when we get major rebalance updates. This is one such build for the Necromancer Class called Mistplosion 2.0.

I’ve also made spreadsheets for my 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 when needed.

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 (Mistplosion 2.0) is one of the builds on that spreadsheet.

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

  • (active – ONLY put 1 point here) Reap – Sweep an ethereal scythe in front of you, dealing 12% (X-?) damage. Hitting an enemy with Reap increases your damage Reduction by 15% for 2 seconds.
    Lucky Hit Chance: 17%
    Generates: 4 Essence per enemy hit | Damage: Shadow ; Tags: Basic, Darkness
    • (1st upgrade) Enhanced Reap If an enemy hit by Reap dies within 2 seconds, you gain 30% attack speed for 3 seconds.
    • (2nd upgrade – don’t need any of the 2 but temporary you can use ) Acolyte’s Reap Reap forms a Corpse under the first enemy hit. Can only occur every 5 seconds.

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

  • (active) Blood Surge Draw blood from enemies, dealing 20% (X-?) damage, and expel a blood nova, dealing 50% (X-?) damage. Blood Surge’s nova damage is increased by 10% (multiplicative) per enemy drained, up to 50% (multiplicative).
    Lucky Hit Chance: 20%
    Essence Cost: 30 | Damage: Physical ; Tags: Core, Blood
    • (1st upgrade) Enhanced Blood Surge Blood Surge heals you for 2.5% of your maximum Life when drawing blood from enemies. If 4 or more enemies are drawn from, then Heal for an additional 1.0% of your Maximum Life.
    • (2nd upgrade – my pick of the 2) Paranormal Blood Surge – If an enemy is damaged by Blood Surge’s nova while you are Healthy, then gain 1 stack of Overwhelming Blood. When you have 5 stacks of Overwhelming Blood, your next Blood Surge Overpowers.
  • (passive) Hewed Flesh Lucky Hit: Your damage has up to a 4%/8%/12% chance to create a corpse at the target’s location.
  • (passive) DID NOT INVEST in other Core passives to save points

Macabre Skills (Required Points: 6 )

  • (active) Corpse Explosion Detonate a Corpse, dealing 75% (X-XX) damage to nearby enemies. Lucky Hit Chance: 40% Damage: Physical ; Tags: Corpse, Corruption
    • (1st upgrade) Enhanced Corpse – Corpse Explosion’s radius is increased by 15%.
    • (2nd upgrade – my pick of the 2) Plagued Corpse Explosion Corpse Explosion deals 8% (multiplicative) increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack.
  • (active) Blood Mist Disperse into a bloody mist, becoming Immune for 3 seconds. Your Movement Speed is reduced by 20.00% and you periodically deal 2% (X-?) damage to enemies, healing for 0.5% of your Maximum Life.
    Lucky Hit Chance: 9%
    Cooldown: 20 Seconds. | Damage: Physical ; Tags: Macabre, Blood
    • (1st upgrade) Enhanced Blood Mist Casting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds.
    • (2nd upgrade – my pick of the 2) Ghastly Blood Mist Blood Mist leaves behind a Corpse every 1 second.
  • (passive) Grim Harvest Consuming a Corpse generates 3/6/9 Essence.
    • (upgrade) Fueled by Death You deal 4%/8%/12% (multiplicative) increased damage for 4 seconds after consuming a Corpse.
  • (passive) DID NOT INVEST in other Macabre passives to save points

Corruption Skills (Required Points: 11 )

  • (active) DID NOT TAKE a Corruption active due to using 2 minions on the skillbar
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) Death’s Embrace Enemies in melee range take 2%/4%/6% (multiplicative) more damage from you and deal 3%/6%/9% less damage to you.
  • (passive) DID NOT INVEST in other Corruption passives to save points

Summoning Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Corpse Tendrils Veins burst out of a Corpse, pulling in enemies, Stunning them for 3 seconds, and dealing 20% (X-?) damage to them.
    Lucky Hit Chance: 20%
    Cooldown: 11.0 Seconds. | Damage: Physical ; Tags: Corpse, Corruption
    • (1st upgrade) Enhanced Corpse Tendrils Enemies who are in range of Corpse Tendrils are Slowed by 50% before being pulled.
    • (2nd upgrade – my pick of the 2) Plagued Corpse Tendrils Enemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds.
  • (passive – only put 1 point into this) Gruesome Mending While below 50% Life, you receive +10%/+20%/+30% more Healing from all sources.
    • (upgrade) Coalesced Blood While Healthy your Blood Skills deal 6%/12%/18% (multiplicative) increased damage. Note: Need to invest into this node to unlock BOTH Tides of Blood & Drain Vitality
    • (upgrade) Transfusion – DID NOT INVEST in this to save points
    • (upgrade) Drain Vitality Lucky Hit: Hitting enemies with Blood Skills has up to 25% chance to Fortify you for 2%/5%/8% Base Life.
    • (upgrade) Tides of Blood Your Blood Skills deal 5%/10%/15% (multiplicative) increased Overpower damage. This bonus is doubled while you are Healthy.
  • (passive) Necrotic Carapace – When a Corpse is formed from your Skills or your Minions, Fortify for 2%/4%/6% Base Life.
  • (passive) DID NOT INVEST in other Summoning passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Bone Storm A swirling storm of bones surrounds you and your Golem, dealing 180% (X-?) to surrounding enemies over 10 seconds.
    Lucky Hit Chance: 40%
    Cooldown: 60 Seconds. | Damage: Physical ; Tags: Ultimate, Bone
    • (1st upgrade) Prime Bone Storm Your Damage Reduction is increased by 15% while Bone Storm is active.
    • (2nd upgrade) Supreme Bone Storm Your Critical Strike Chance is increased by +20% while Bone Storm is active.
  • (passive) Stand Alone Increases Damage Reduction by 6%/12%/18%,, reduced by 2% for each active Minion.
    • (upgrade) Memento Mori Sacrificing both Skeletal Warriors and Skeletal Mages increases their Sacrifice bonuses by 20%/40%/60%.
  • (passive) DID NOT INVEST in any other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Rathma’s Vigor Increase your maximum Life by 10% (multiplicative). After being Healthy for 15 seconds, your next Blood Skill Overpowers.

Book of the Dead (Class Mechanic):

This build is all about creating as many corpses as possible and consuming them with Corpse Explosion directly or with the auto-cast via Blood Mist. For that we don’t need minions. There’s room for a basic skill on the skillbar and many may not want it and might rather prefer to use Decrepify there so it’s up to you to decide on this one. I love using Reap at the beginning of a fight as it’s a guaranteed corpse every (5 seconds) that can be used to start the fight off with a Corpse Tendrils for the crit chance buff & crit damage taken debuff + Vulnerable debuff.

I’d advise taking ZERO Minions for this build. So you’ll & Sacrifice the Skeletal Warriors & Mages + the Golem:

  • Skeletal Skirmishers: Sacrifice so that we get extra Crit Chance
    • Description: Your critical strike chance is increased by 5%, but you can no longer raise Skeletal Warriors.
  • Bone Mages: Sacrifice is amazing to get our Overpower damage multiplied by x40%. This is a HUGE boost as the majority of the Overpower for this build is additive.
    • Description: Your Overpower damage is increased by 40% (multiplicative)
  • Iron Golem: Sacrifice so that we get extra Crit Damage
    • Description: You deal 30% (multiplicative) increased critical strike damage, but you lose the ability to summon a Golem.

Unique Items

In Diablo IV 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 Uniques inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top picks will be the following two but check the notes under the Aspects list for more picks:

Black River (Scythe)

[0.06] Life On Kill Corpse Explosion consumes up to 4 additional Corpses around the initial Corpse, dealing x[122-130%] increased damage and with a +[21-25%] larger radius per additional Corpse.

[49 – 63] Intelligence
+[21 – 35]% Damage to Healthy Enemies
+1 Ranks of the Fueled by Death Passive
+[2 – 4] Ranks of Corpse Explosion + X% Damage to Distant Enemies

“The scrolls describe a river of tar that separated the living from the land of the dead. Any unfortunate soul who tried to cross would be dragged down into oblivion.” – Notes of Scholar Kamien

Harlequin Crest (Helm)

Gain [5-8%] Damage Reduction. In addition, gain +[2-4] Ranks to All Skills.

[0.245 – 0.455] Maximum Life
X% Cooldown Reduction
+[42 – 70]% Crafting Material Drop Rate
[14 – 28] All Stats

“This headdress was once worn by an assassin disguised as a court mage. Her treachery was unveiled, but not before she used its magic to curse the king’s entire lineage.” – The Fall of House Aston

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: Ruby.
Armor: Ruby or Saphire (dmg reduction apparently is very needed in high tier NM dungeons).
Jewelry: Skull for Armor until they rework resistances. After the rework: 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 (Mistplosion 2.0) is one of the builds on that spreadsheet.

  • Helm: Exploiter’s Aspect / Harlequin Crest (see notes below)
  • Amulet: Aspect of Grasping Veins
  • Chest: Aspect of The Protector
  • Pants: Aspect of the Embalmer
  • Gloves: Blood-bathed Aspect
  • Boots: Aspect of Explosive Mist
  • Ring 1: Cadaverous Aspect
  • Ring 2: Sacrificial Aspect
  • 1H Weapon: Smiting Aspect / Black River (see notes below)
  • Off-hand: Aspect of Untimely Death
  • 2-H Weapon: Aspect of Grasping Veins OR Cadaverous Aspect OR Sacrificial Aspect BUT I do NOT recommend using a 2-hander as the whole build is centered around the Black River but until you get it you can use a 2-hander and loose one of the offensive aspects
NOTES: How to re-arrange if using any of the Uniques:

- Smiting Aspect stays in the 1-h Weapon slot ONLY until you get the Black River Unique 1-h Scythe. 
- For Harlequin Crest (Helm): Exploiter’s Aspect gets removed from the Helm slot to make room for the Unique Helm.

ALTERNATIVE PICKS (if you decide to use them): 
- For Temerity (Pants): Aspect of The Protector gets removed from the Chest Slot, then Aspect of the Embalmer goes into the now empty Chest slot to make room for the Unique Pants.
- For Mother's Embrace (Ring) in the build, you will need to sacrifice one more aspect and it may be hurting the build to loose any of the remaining aspects once you have the Helmet and 1-h Weapon slots filled up with Uniques. Up to you to decide which on is okay to sacrifice for that Unique ring.

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 91 with 185 paragon points (so more paragon points will be obtained on the way to 100). The other link is 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. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.

This is the Sorted by Slot list of Top Priority Affixes/Rolls:

    • Helm:
      • Priority 1: Cooldown Reduction
      • Priority 2: Maximum Life
      • Priority 3: Total Armor or Maximum Essence (both are kind of equal priority)
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats)
    • Amulet:
      • Priority 1: Cooldown Reduction, Movement Speed
      • Priority 2: Maximum Life, +X Ranks of All Corpse/ Macabre Skills, +X% Core Skill Damage, +X% Blood Skill Damage
      • Priority 3: +X% Damage, Damage Reduction from Close or Distant Enemies/While Injured,
      • Priority 4: Essence Cost Reduction
    • Chest:
      • Priority 1: Damage Reduction from Close or Distant Enemies/while Fortified
      • Priority 2: Maximum Life, + X% Damage
      • Priority 3: Blood Skill Damage, Core Stats (Int, Dex, Wil, All Stats), Total Armor
      • Priority 4: Physical Damage, Fortify Generation, Damage Reduction
    • Pants:
      • Priority 1: +X Ranks of Blood Mist/Corpse Explosion, Damage Reduction from Close or Distant Enemies/while Fortified
      • Priority 2: Maximum Life, Damage Reduction while Injured
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), Total Armor
      • Priority 4: Damage Reduction
    • Gloves:
      • Priority 1: + X ranks to Blood Surge, Critical Strike Chance, Overpower Damage
      • Priority 2: Damage to Injured Enemies, Critical Strike Chance Against Injured Enemies
      • Priority 3: Lucky Hit: Up to a 5% Chance to Restore +X% Primary Resource, Lucky Hit Chance
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats), Lucky Hit: Up to a 5% Chance to Heal +X Life
    • Boots:
      • Priority 1: Movement Speed, Essence Cost Reduction
      • Priority 2: +X Ranks of Corpse Tendrils, Damage Reduction while Injured
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats)
      • Priority 4: Fortify Generation
    • Ring 1:
      • Priority 1: Overpower Damage, Critical Chance
      • Priority 2: Maximum Life, Critical Damage, Vulnerable Damage, Damage to Close/Vulnerable Enemies
      • Priority 3: Damage to Stunned Enemies, X% Damage for 4 Seconds After Picking Up a Blood Orb
      • Priority 4: Physical Damage, Maximum Essence, Lucky Hit Chance
    • Ring 2:
      • Priority 1: Overpower Damage, Critical Chance
      • Priority 2: Maximum Life, Critical Damage, Vulnerable Damage, Damage to Close/Vulnerable Enemies
      • Priority 3: Damage to Stunned Enemies, X% Damage for 4 Seconds After Picking Up a Blood Orb
      • Priority 4: Physical Damage, Maximum Essence, Lucky Hit Chance
    • 1H Weapon: Apparently, weapons can NOT roll two types of Damage mods!!!
      • Priority 1: Damage to Vulnerable Enemies & Vulnerable Damage, Damage to Close Enemies, Overpower Damage
      • Priority 2: Critical Strike Damage, Core Skill Damage
      • Priority 3: Damage to Slowed/Stunned Enemies
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats)
    • Focus Off-hand | When you use a Focus Off-hand:
      • Priority 1: Cooldown Reduction, Essence Cost Reduction
      • Priority 2: Critical Strike Chance
      • Priority 3: Up to a 5% Chance to Restore +[7 – 14]% Primary Resource , Lucky Hit Chance
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats), Damage Reduction while Fortified, Critical Chance Against Injured
    • Shield Off-hand: When you use a Shield Off-hand:
      • Priority 1: Cooldown Reduction, Essence Cost Reduction
      • Priority 2: Critical Strike Chance, Damage Reduction while Fortified/from Close or Distant Enemies
      • Priority 3: Up to a 5% Chance to Restore +[7 – 14]% Primary Resource , Lucky Hit Chance
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats), Critical Chance Against Injured
    • 2-H Weapon: See the 1H Weapon Rolls List
+ X% Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Blood Skills
Critical Chance/Critical Damage with Core/Blood/Corpse/Corruption/Macabre Skills
Damage with Core/Blood/Corpse/Corruption/Macabre Skills
Lucky Hit Chance
+ X Ranks to Core/Blood/Corpse/Corruption/Macabre Skills
+ X Ranks to Blood Surge/Corpse Explosion/Corpse Tendrils/Blood Mist
Overpower Damage
+ Wilpower, + Dexterity, + Intelligence
+ All Stats
+ Maximum Life
Essence Generation / Regeneration / On Kill
Resource/Essence Cost Reduction
Cooldown Reduction
Blood/Corpse/Corruption/Macabre Skills Cooldown Reduction
Physical/Blood Damage Bonus
Lucky Hit Chance with Physical/Blood Damage
Resistance to All Elements
+ % Critical Chance / Critical Damage with Physical/Blood Damage
+ % Physical/Blood Damage to Elites
+ % Critical Strike Chance with Physical/Blood 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
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Lucky Hit: Up to a 5% chance to Heal +X Life
Damage while Healthy
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
Movement Speed
Higher Priority
Damage vs Injured Enemies
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Critical Strike Chance Against Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Attack Speed
Lower Priority

Useful Links (Spreadsheets & more):

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

For my Diablo IV 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 Mistplosion 2.0 Necromancer 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