Hammer Time 2.0 Barbarian Build for Diablo IV S2 [S Tier Overpower DPS]

Hammer Time 2.0 Barbarian BUILD for Diablo IV S2 [S Tier Overpower DPS]

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

♦ ◊ ♦ ◊ ♦

Diablo IV Season 2 (Season of the Blood) started on October 17th, 2023 for Players on PC (Battle.Net & Steam), XBOX, & PlayStation. After extensive testing, I bring you a Hammer of the Ancients & Overpower Barbarian with S Tier Overpower DPS for the Archetype. The build’s relatively easy to gear up & get things going & requires 0 non-codex aspect. Only 1 out of the 3 Uniques is a Duriel Drop. As usual, I’ll evolve & keep my builds updated. This is one such build for the Barbarian Class called Hammer Time 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 a link to a new build calculator/planner (MOBALYTICS) that I’ll be using from now on as well which seems amazing.

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 Latest & older Builds spreadsheet on this link. This build (Hammer Time 2.0) 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 – Y) 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: 13 Lucky Hit Chance: 50% (per hit) Damage: Physical ; Tags: Basic,
    • (1st upgrade) Enhanced Bash Damaging a Stunned enemy with Bash grants you 20% Maximum 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 – potentially can put the last 1 skill point here) Pressure Point Lucky Hit: Your Core Skills have up to a 10%/20%/30% to make enemies Vulnerable for 2 seconds.
  • (passive) did not pick any other Core passives to save points

Defensive Skills (Required Points: 6 )

  • (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) War Cry – Bellow a mighty war cry, increasing your damage dealt by 15% (multiplicative) for 6 seconds, and Nearby allies for 3 seconds. Cooldown: 25 seconds Tags: Brawling, Shout
    Cooldown: 25 seconds | Tags: Defensive, Shout
    • (1st upgrade) Enhanced War Cry War Cry grants you Berserking for 4 seconds.
    • (2nd upgrade – my pick of the 2) Power War Cry If at least 6 enemies are Nearby when War Cry is cast, its damage bonus is increased by an additional 10% (multiplicative).
  • (active – ONLY put 1 point here) Leap Leap forward and then slam down, dealing 32.5% (X – ?) damage and Knocking Back surrounding enemies on impact. Cooldown: 17 seconds Lucky Hit Chance: 66% (per hit) Damage: Physical ; Tags: Brawling,
    • (1st upgrade) Enhanced Leap If Leap doesn’t damage any enemies, its Cooldown is reduced by 4 seconds.
    • (2nd upgrade – my pick of the 2)Power Leap If Leap damages at least one enemy, gain 40 Fury.
  • (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) Swiftness Movement Speed is increased by +4%/+8%/+12%.
    • (upgrade) Quick Impulses – did 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 – ONLY put 1 point here) Thick Skin – Each time you take direct damage gain 0.4%/0.7%/1.1% Maximum Life as Fortify.
    • (upgrade) Defensive Stance did NOT take this one
    • (upgrade) Counteroffensive While you have Fortify for over 50% of your Maximum Life, you deal 4%/8%/12% (multiplicative) increased damage.
  • (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 5 seconds Cooldown: 60 seconds 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), up to 100% (multiplicative).
  • (passive) Wallop – Your Skills using Bludgeoning weapons deal 5%/10%/15% (multiplicative) increased damage if the enemy is Stunned or Vulnerable.
    • (upgrade) Concussion – did NOT take this one
  • (passive ) Heavy Handed While using Two-Handed weapons you deal 5%/10%/15% (multiplicative) increased Critical Strike Damage.
    • (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) Invigorating Furydid NOT take this one
  • (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.

Seasonal Mechanic (Vampiric Powers):

In Season 2 (Season of Blood), the seasonal Mechanics involves slotting in up to 5 (out of 22) Vampiric Powers at once. Each power requires a certain number of pacts to be applied to your armor. There are 3 types of Pacts: Ferocity, Divinity, Eternity. Pacts can be applied to Armor as follows: Helmet & Boots up can have to 3, Pants up to 4, while Chest Armor and Gloves can have up to 5 pacts applied to them. That Makes a Total of 20 and is enough for any possible combination of 5 powers. Below you can find Information of the total pacts this build needs + the 5 powers we’ve used.

VAMPIRIC POWERS:
Vampiric Powers Total Pacts Required: ferocity 4, divinity 3, eternity 12

Powers Used:

  • Metamorphosis = ferocity 2, divinity 2, eternity 2
    Evading making us unstoppable is great! This helps triggering Tibault’s Will‘s unique special/effect. Also causes Vampiric Curse (read below why it’s needed)
  • Blood Boil = eternity 6
    TOP synergy for any Overpower build. Every 20 seconds a guaranteed Overpower
  • Prey on the Weak = ferocity 2
    it’s good bit of extra dps but also good synergy with HotA builds so we don’t require Accursed Touch as evading through enemies will keep the curse on them (due to Metamorphosis).
  • Sanguine Brace = divinity 1 + eternity 1
    a very good fit for classes that can keep the fortify up (like a Barbarian) for that extra +8% crit chance is great here.
  • Hemomancy = eternity 3
    this one helps with trash mobs clear and also heals us a bit every 4 seconds. Very good on Overworld content like Helltide or Blood Harvest.
  • Alternative options (instead of Hemomancy):
    • Undying a bit of extra healing with each attack/cast
    • Resilience extra Damage Reduction so you may prefer it over Undying. For lower tier NMDs & overworld content Resilience won’t be needed and neither will it be needed for Uber Bosses (except maybe for Uber Lilith but for her you need well timed evading & keeping your armor high more than anything)

Class Mechanics (Arsenal, Expertise, Technique):

The Barbarian class mechanics are called Arsenal, Weapon Expertise & Weapon Technique and this is how I 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 not rarely count as either for passives & triggers.
  • The two slots of Two-Handed Weapons can be occupied by 1 Slashing type weps like 2h Swords, 2h Axes, & Polearms and by 1 Bludgeoning Weapon like 2h Hammer and 2h 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 that levels can be leveled up to rank 10 + a weapon technique which gets slotted into a slot that lets you benefit from the passive bonuses of a certain weapon with all attacks, regardless of the weapon they used. 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 Leap. I personally prefer Dual Wielded for it as I’m looking for speed when using Leap 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 picks will be the following:

Top Pick Uniques for the Build

Banished Lord’s Talisman (Amulet)

+[X]% Resistance to All Elements After you spend 300 of your Primary Resource, your next Core Skill is guaranteed to Overpower. Your Critical Strikes that Overpower deal x[80-120]% increased damage.

+[5 – 12]% Resource Generation
+[21 – 42] Overpower Damage
+[1.8 – 5]% Critical Strike Chance
+1 Ranks of All Core Skills (note: this goes to +2 at max upgrade rank)

“His name has been lost to history, but to have been exiled from a land as cursed as Hawezar, his deeds must have been truly depraved.” – Scholar’s Notes

Ring of Red Furor (Ring)

+X% Resistance to All Elements
+Y% Fire Resistance

After spending 100 Fury within 3 seconds, your next cast of Hammer of the Ancients, Upheaval, or Death Blow is a guaranteed Critical Strike and deals x[10 – 30]% (multiplicative) bonus Critical Strike Damage.

+[5 – 13] Maximum Fury
+[10.5 – 17.5]% Resource Generation
+[4.4 – 10]% Attack Speed
+[28 – 42] Strength

“Anger brings strength but clouds the mind. You must learn to focus your fury, direct it with purpose. Keep our sacred duty at the forefront of your mind, always.” – Talic, to Madawc

The Grandfather (Two-Handed Sword) BEST-IN-SLOT 2N Slashing BUT it’s a uber unique so you may never get it before the season ends.

+[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
+[XYZ] Maximum Life
+[36] All Stats
Ignores Durability Loss (this affects all durability loss not just for this item)

An unbroken lineage of unwavering strength.

Godslayer Crown (Helm)

When you Stun, Freeze, or Immobilize an Elite enemy, or damage a Boss, it pulls in nearby enemies. You deal x[30-60]% increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.

+[4.2 – 7]% Cooldown Reduction
+[X – Y] Maximum Life
+[10.5 – 17.5]% Damage
+[5 – 12]% Crowd Control Duration


“The Sahptev faithful believe in a thousand and one gods. If it takes me as many lifetimes, I will find and kill them all.” – Gaspar Stilbian, Veradani Outcast

Ideal & best-in-slot Helm Choice: Right now this seems like a very good option for any build and if you’re lucky enough to get I Strongly advise trying it. I personally felt that my DPS fell too much while wearing it so I went back to a Godslayer Crown.
Harlequin Crest (Helm)

Gain [20%] Damage Reduction. In addition, gain +[4] Ranks to All Skills.

+[N] Maximum Life
+X% Cooldown Reduction
+12% Resource Generation
+[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

Alternative Helm Choice 2: This isn’t a direct Synergy for this build but has it’s worth when used. If you’re lucky enough to get I advise trying it and deciding if you like it or not. The attack speed is pretty great and so is having 90 poison resistance on an item, on the other hand the lifesteal is not that great but is still better than none at all.
Andariel’s Visage (Helm)

Lucky Hit: Up to a [15 – 20]% chance to trigger a poison nova that applies X Poisoning damage over 5 seconds to enemies in the area.

+18 All Stats
+10% Attack Speed
+2% Life Steal (fully upgraded goes to +3%)
+60% Poison Resistance (fully upgraded goes to +90%)

The horrific whispers of the Maiden of Anguish flicker through your mind, pushing you ever closer to madness…

Tibault’s Will (Pants) (this one’s very good to use if you don’t feel like your survivability sucks or for overworld and other easier content as well as to swap to for boss fights)

While Injured, Your Potion Also Restores 20% Resource You deal x[20-40]% increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.

+[2 – 3] Potion Capacity
+[7 – 14]% Damage Reduction from Close Enemies
+[10.5 – 17.5]% Damage
+[5 – 13] Maximum Resource


“The younger apprentices think wearing heavy plate in the swamps is foolish. They fail to understand that our armor is our legacy, and without it we are nothing.” – Crusader Pembroke

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. (if you don’t have any use Topaz for a bit)
Armor: Ruby or Saphire/Topaz (dmg reduction can help you If needed in higher tier NM dungeons).
Jewelry: Skull (ideally) OR Diamond if not capped on resists. Unless you need specific resistance more.

XYZ Diamond (Requires Level XY)

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

+15%/+5%/+5% 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%/+250/30% for Royal (the 5th grade at lvl 60)

XYZ Skull (Requires Level XY)

• Weapon: +N
Health on Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor

+24/+5%/+250 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%/30% 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%/30% 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%/30% 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 Latest & Older Builds spreadsheet on this link. This build (Hammer Time 2.0) is one of the builds on that spreadsheet.

  • Helm: Exploiter’s Aspect / Harlequin Crest OR Godslayer Crown OR an Alternative Helm Pick (see notes in the Unique Items section)
  • Amulet: Rapid Aspect OR Earthstriker’s Aspect / Banished Lord’s Talisman (see notes in the Unique Items section)
  • Chest: Relentless Berserker’s Apect
  • Pants: Aspect of Disobedience / Tibault’s Will (see notes in the Unique Items section)
  • Gloves: Aspect of The Expectant / Until The Grandfather is equipped as a 2h Slashing wep, then put Edgemaster’s Aspect here (see notes in the Unique Items section)
  • Boots: Ghostwalker Aspect
  • Ring 1: Rapid Aspect OR Earthstriker’s Aspect / Ring of Red Furor (see notes in the Unique Items section)
  • Ring 2: Aspect of Echoing Fury
  • Main Hand Weapon: Aspect of Ancestral Force
  • Off-hand Weapon: Aspect of Inner Calm
  • 2-H Weapon 1 (Bludgeoning): Aspect of Limitless Rage
  • 2-H Weapon 2 (Slashing): Edgemaster’s Aspect / Until Grandfather is equipped as a 2h Slashing wep (see notes in the Unique Items section)

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. I’ve made two version: 1 for before the Abattoir of Lord Zir (December 5th) Patch and 1 for after the Abattoir patch. On the link you’ll see what the boards will look like at lvl 100 with ALL paragon points spent and fully min-maxed to get the most out of every board BUT it’s based on my gear’s attributes bonuses (STR, DEX, WIL) so you may need to re-order some of the floating nodes to make sure you get the double bonus requirements of all rare nodes. Leveling in Season 2 is fast so I no longer will provide a version with less points spent.

  • MAX LEVEL & MAX Paragon points spent Before Abattoir Patch : Click THIS LINK
  • MAX LEVEL & MAX Paragon points spent After Abattoir Patch: Click THIS LINK

Suggested Gear Rolls to look out for (in order of priority):

I’ve shortlisted various 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: Damage While Berserking, Total Armor, Cooldown Reduction
        • Priority 2: Maximum Life, Basic Skill Attack Speed
        • Priority 3: Core Stats (Str, Wil, Dex, All Stats)
        • Priority 4: +N% X Resistance(es)
    • Chest:
      • Priority 1: Total Armor, Overpower with 2h Bludgeoning, Damage Reduction from Close/Distant Enemies OR Damage Reduction while Fortified,
      • Priority 2: +N% X Resistance(es), Maximum Life
      • Priority 3: Core Stats (Str, Wil, Dex, All Stats), Damage Reduction
      • Priority 4: + X% Damage, +X Ranks to X Skill, Physical Damage
    • Gloves:
      • Priority 1: + X Ranks to Hammer of the Ancients, Overpower Damage, Critical Strike Chance
      • Priority 2: Attack Speed, Damage to Injured Enemies
      • Priority 3: +N% X Resistance(es), Core Stats (Str, Wil, Dex, All Stats)
      • Priority 4: Critical Strike Chance Against Injured Enemies
    • Pants:
      • Priority 1: Total Armor, Damage Reduction from Close/Distant Enemies, Damage Reduction while Fortified
      • Priority 2: +N% X Resistance(es), Maximum Life, Damage Reduction while Injured
      • Priority 3: Core Stats (Str, Wil, Dex, All Stats)
      • Priority 4: Damage Reduction
    • Boots:
      • Priority 1: Movement Speed, Damage Reduction while Injured
      • Priority 2: +N% X Resistance(es)
      • Priority 3: Core Stats (Str, Wil, Dex, All Stats)
      • Priority 4: Barserking Duration, Fortify Generation
    • Amulet:
      • Priority 1: Total Armor, Movement Speed, Overpower DMG with 2H Bludgeoning, Cooldown Reduction
      • Priority 2: +X% Strength
      • Priority 3: +X Ranks of a Passive you like, Damage Reduction from Close or Distant Enemies/While Injured/While Fortified
      • Priority 4: Critical Strike Chance Against Injured, +X% Damage,
    • Rings:
      • Priority 1: Damage While Berserking, Critical Strike Chance, Overpower Damage, Maximum Fury
      • Priority 2: Critical Strike Damage, Maximum Life
      • Priority 3: Damage to Close/Distant/Injured Enemies, Vulnerable Damage
      • Priority 4: Fortify Generation
    • Main Hand 1H-Weapon:
      • Priority 1: Damage While Berserking, Overpower Damage, Critical Strike Damage, (All Stats or Strength)
      • Priority 2: Core Skill Damage, Damage to Close Enemies
      • Priority 3: Vulnerable Damage, Damage to Injured Enemies, Damage to CCed
      • Priority 4: Other Core Stats (Dex, Wil, Int)
    • Off-hand Weapon:
      • Same priorities as the Main-Hand 1H Weapon (scroll up a bit and read)
    • 2H Weapon 1 & 2H Weapon 2:
      • Same priorities as 1H Main Hand Weapon (scroll up a bit and read)

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

Higher Priority
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV Latest Season 2 & Older (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 2.0 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, Steam)

XBOX

PlayStation

Official Website

Storm Lord 4.0 Druid Build for Diablo IV S2 [ULT Spam Synergy]

Storm Lord 4.0 Druid BUILD for Diablo IV [BIG Spam Synergy]

(Call forth the power of Storms as you rapidly Claw away at your foes)

♦ ◊ ♦ ◊ ♦

Diablo IV Season 2 (Season of the Blood) started on October 17th, 2023 for Players on PC (Battle.Net & Steam), XBOX, & PlayStation). After extensive testing, I bring you a Claw & Petrify Druid with a ULT Spam Synergy for the Archetype. The build’s relatively easy to gear up & get things going but requires 1 non-codex aspect. 4 out of the 5 Uniques are also Duriel Drops. As usual, I’ll evolve & keep my builds updated. This is one such build for the Druid Class called Storm Lord 4.0.

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 a link to a new build calculator/planner (MOBALYTICS) that I’ll be using from now on as well which seems amazing.

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 Latest & older Builds spreadsheet on this link. This build (Storm Lord 4.0) 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) Wild Claw Claw has a 10% chance to attack twice.
  • (active – auto-cast by Greatstaff of the Crone) Storm Strike Electricity gathers around your weapon, dealing 20% (X-?) damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains.
    You gain 25% Damage Reduction for 3 seconds after dealing damage with Storm Strike.
    Lucky Hit Chance: 25%
    Type: Storm Magic ; Damage: Lightning
    Generates: 15 Spirit
    • (1st upgrade) Enhanced Storm Strike Storm Strike has a 15% chance to Immobilize all enemies hit for 2.5 seconds.
    • (2nd upgrade – my pick of the 2) Fierce Storm Strike Storm Strike has a 50% chance to make enemies Vulnerable for 3 seconds.

Spirit / Core Skill(s) (Resource Spender) (Required Points: 2 ) we’re not using an Active Core Skill

  • (active)
  • (1st upgrade)
  • (2nd upgrade – my pick of the 2)
  • (passive) Predatory Instinct Critical Strike Chance against nearby enemies is increased by +3%/+6%/+9%.
    • (upgrade – did NOT take) Iron Fur
    • (upgrade – did NOT take) Digitigrate Gait
  • (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% Maximum 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 70% for 4 seconds.
    Cooldown: 22 seconds | Type: Shapeshifting
  • (1st upgrade) Enhanced Debilitating Roar Debilitating Roar also Fortifies you for 22% Maximum 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) Ancestral Fortitude Increase your Non-Physical Resistances by 5%/10%/15%.
    • (upgrade) Vigilance You gain 5%/10%/15% Damage Reduction for 6 seconds after using a Defensive Skill.

Companion Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Vine Creeper
    Passive: A vine creeper periodically emerges from the ground every 7 seconds and applies 36% (X) Poisoning damage over 6 seconds to an enemy in the area.
    Active: Vines strangle all surrounding enemies, Immobilizing them for 2 seconds and Poisoning them for 30% damage over 2 seconds.
    Lucky Hit Chance: 40% | Cooldown: 20 seconds
    Type: Companion ; Damage: Poison
  • (1st upgrade) Enhanced Vine Creeper Vine Creeper’s Immobilize duration is increased by 1 second.
  • (2nd upgrade – my pick of the 2) Brutal Vine Creeper Your chance to Critically Strike Chance is increased by +20% against enemies strangled by Vine Creeper.
  • (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
    • (upgrade) Bad Omen – Lucky Hit: Up to a 10%/20%/30% chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Strike also hits dealing 55% (X-?) damage.
    • (upgrade – ONLY put 1 point here) Charged Atmosphere – Charged Atmosphere Every 18/15/12 seconds, a Lightning Strike hits a nearby enemy dealing 45% (X-?) damage. This node is required to unlock BOTH Bad Omen & Electric Shock
    • (upgrade – did NOT take) Electric Shock
  • (passive – ONLY put 1 point here) Neurotoxin – Poisoned enemies are slowed by 8%/16%/24%.
    • (upgrade) Envenom – Poisoned enemies take 10%/20%/30% (multiplicative) additional Critical Strike Damage.
    • (upgrade – ONLY put 1 point here) Toxic Claws – Critical Strikes with Werewolf skills deal 8%/15%/23% of their base damage as Poison damage over 4 seconds.
  • (passive) did not pick any other Wrath passives to save points but there are some worth considering

Ultimate Skills (Required Points: 23)

  • (active) Petrify Petrify all Nearby enemies in stone, Stunning them for 3.75 seconds. You deal 25% (multiplicative) increased Critical Strike Damage to enemies affected by Petrify. Against Bosses,the Critical Strike Damage bonus is increased to 50% (multiplicative) and its duration is increased to 7.5 seconds.
    Type: Earth Magic ; Damage: Physical
    Cooldown: 60 seconds
  • (1st upgrade) Prime Petrify Petrify’s duration is increased by 1 seconds.
  • (2nd upgrade – did NOT pick as it’s not needed) Supreme Petrify Killing an enemy affected by Petrify grants 25 Spirit.
  • (passive) Defiance Nature Magic skills deal 4%/8%/12% (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 – 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 – did NOT take) Natural Fortitude
  • (passive) did not pick other Ultimate passives to save points

Key Passive / Capstone (Required Points: 33 )

  • (passive) Nature’s Fury Casting an Earth Skill has a 30% chance to trigger a free Storm Skill of the same category. In addition, casting a Storm Skill has a 30% chance to trigger a free Earth Skill of the same category.

Seasonal Mechanic (Vampiric Powers):

In Season 2 (Season of Blood), the seasonal Mechanics involves slotting in up to 5 (out of 22) Vampiric Powers at once. Each power requires a certain number of pacts to be applied to your armor. There are 3 types of Pacts: Ferocity, Divinity, Eternity. Pacts can be applied to Armor as follows: Helmet & Boots up can have to 3, Pants up to 4, while Chest Armor and Gloves can have up to 5 pacts applied to them. That Makes a Total of 20 and is enough for any possible combination of 5 powers. Below you can find Information of the total pacts this build needs + the 5 powers we’ve used.

VAMPIRIC POWERS:
Vampiric Powers Total Pacts Required: ferocity 4, divinity 3, eternity 6

Powers Used:

  • Metamorphosis = ferocity 2, divinity 2, eternity 2
    Evading making us unstoppable is great! This helps triggering Tibault’s Will‘s unique special/effect. Also causes Vampiric Curse (read below why it’s needed)
  • Prey on the Weak = ferocity 2
    it’s good bit of extra dps but also good synergy with Flickerstep builds so we don’t require Accursed Touch as evading through enemies will keep the curse on them (due to Metamorphosis).
  • Moonrise = eternity 1
    TOP synergy for this build. Why? Well each basic attack is actually two, BUT it can also end up being 3 due to our Key Passive so the bonus DMG to basic attacks really adds up.
  • Anticipation = divinity 1
    -20% cooldown time for our Petrify is great!
  • Sanguine Brace = divinity 1 + eternity 1
    a very good fit for classes that can keep the fortify up (like a Druid) for that extra +8% crit chance is great here.
  • Alternative: Hemomancy = eternity 3
    this one helps with trash mobs clear and also heals us a bit every 4 seconds. Very good on Overworld content like Helltide or Blood Harvest.

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: take this one
    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.
    • Alternative Option 1) Masochistic: Critical Strikes with Shapeshifting Skills heal you for 3% of your maximum Life.
    • Alternative Option 2) Overload: Lucky Hit: Lightning Damage has up to a 20% chance to cause the target to emit a static discharge, dealing 63.53% damage to surrounding enemies.
  • Wolf Category: There are also two decent picks here. I personally think Energize is the best fit since Calamity‘s duration increase only counts Petrify/Cataclysm‘s base duration when counting those 25%. Pick based on whether you need more Poison Creeper Active Skill spamming or longer Ultimates.
    • option 1) Packleader: Lucky Hit: Critical Strikes have up to a 20% chance to reset the Cooldown of your Companion Skills.
    • option 2) Calamity: Extend the duration of Ultimate Skills by 25%.

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:

Top Pick Uniques for the Build

Flickerstep (Boots) [bread and butter of this build]

Attacks Reduce Evade’s Cooldown by 0.8 Seconds

Each enemy you Evade through reduces your active Ultimate Cooldown by 2-4 seconds, up to 10 seconds.

+[10.5 – 17.5]% Movement Speed
+[10 – 18] All Stats
+ [7 – 14]% Damage Reduction from Close Enemies
+[31.5 – 52.5]% Ultimate Skill Damage


“Considered a failure by their creator, it wasn’t until the assassination of an “untouchable” Caldeum noble that these boots’ true power was understood.” – Barrett’s Book of Implements

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

Godslayer Crown (Helm)

When you Stun, Freeze, or Immobilize an Elite enemy, or damage a Boss, it pulls in nearby enemies. You deal x[30-60]% increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.

+[4.2 – 7]% Cooldown Reduction
+[X – Y] Maximum Life
+[10.5 – 17.5]% Damage
+[5 – 12]% Crowd Control Duration


“The Sahptev faithful believe in a thousand and one gods. If it takes me as many lifetimes, I will find and kill them all.” – Gaspar Stilbian, Veradani Outcast

Alternative Helm Choice 1: Right now this seems like a very good option for any build and if you’re lucky enough to get I Strongly advise trying it. I personally felt that my DPS fell too much while wearing it so I went back to a Godslayer Crown.
Harlequin Crest (Helm)

Gain [20%] Damage Reduction. In addition, gain +[4] Ranks to All Skills.

+[N] Maximum Life
+X% Cooldown Reduction
+12% Resource Generation
+[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

Alternative Helm Choice 2: This seems like a very good poison + X’Fal’s Corroded Signet Syenrgy for this build and if you’re lucky enough to get I advise trying it and deciding if you like it or not. The lifesteal also seems like an amazing basic attack build syenrgy too.
Andariel’s Visage (Helm)

Lucky Hit: Up to a [15 – 20]% chance to trigger a poison nova that applies X Poisoning damage over 5 seconds to enemies in the area.

+18 All Stats
+10% Attack Speed
+2% Life Steal (fully upgraded goes to +3%)
+60% Poison Resistance (fully upgraded goes to +90%)

The horrific whispers of the Maiden of Anguish flicker through your mind, pushing you ever closer to madness…

X’Fal’s Corroded Signet (Ring)

+X% Resistance to All Elements
+Y% Fire Resistance

Lucky Hit: Your damage over time effects have up to a 50% chance to erupt, dealing [X-Y] damage of the same type to Nearby enemies.

+[20 – 28] All Stats
+[14 – 28]% Damage Over Time
+[3.2 – 6]% Lucky Hit Chance
+[4.2 – 7]% Cooldown Reduction


Skulking in the shadows of the Realm of Destruction, the Scarred Baron plots the downfall of the mortal who banished him there.

Tibault’s Will (Pants) (this one’s very good to use if you don’t feel like your survivability sucks or for overworld and other easier content as well as to swap to for boss fights)

While Injured, Your Potion Also Restores 20% Resource You deal x[20-40]% increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.

+[2 – 3] Potion Capacity
+[7 – 14]% Damage Reduction from Close Enemies
+[10.5 – 17.5]% Damage
+[5 – 13] Maximum Resource


“The younger apprentices think wearing heavy plate in the swamps is foolish. They fail to understand that our armor is our legacy, and without it we are nothing.” – Crusader Pembroke

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. (if you don’t have any use Topaz for a bit)
Armor: Ruby or Saphire/Topaz (dmg reduction can help you If needed in higher tier NM dungeons).
Jewelry: Skull (ideally) OR Diamond if not capped on resists. Unless you need specific resistance more.

XYZ Diamond (Requires Level XY)

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

+15%/+5%/+5% 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%/+250/30% for Royal (the 5th grade at lvl 60)

XYZ Skull (Requires Level XY)

• Weapon: +N
Health on Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor

+24/+5%/+250 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%/30% 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%/30% 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%/30% 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 Latest & Older Builds spreadsheet on this link. This build (Storm Lord 4.0) is one of the builds on that spreadsheet.

  • Helm: Aspect of The Protector OR Exploiter’s Aspect / Godslayer Crown OR an Alternative Helm Pick (see notes in the Unique Items section)
  • Amulet: Rapid Aspect
  • Chest: Aspect of Disobedience
  • Pants: Aspect of Might or Vigorous Aspect / Tibault’s Will (see notes in the Unique Items section)
  • Gloves: Symbiotic Aspect
  • Boots: Ghostwalker Aspect / Flickerstep
  • Ring 1: Runeworker’s Conduit Aspect
  • Ring 2: Overcharged Aspect / X’Fal’s Corroded Signet
  • Main Hand Weapon: Aspect of Control
  • Off-hand Weapon: Aspect of Three Curses
  • 2-H Weapon: Conceited Aspect or Edgemaster’s Aspect
    (I actually Don’t recommend playing this build before getting at least the unique staff in the first place. However, if you insist on using this build before the staff drops then I recommend ideally using a 1h + Off-hand combo before you get Greatstaff of the Crone. Why? Because it means a LOT of potential Cooldown reduction lost (up to 2x 10.3% at max item power) and this build is heavily dependent on CDR even with Flickerstep equipped. However, if you want to use a Legendary Staff or Hammer for a bit, then make sure you use a very high rolled Conceited Aspect or Edgemaster’s Aspect on the the 2h weapon)

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. I’ve made two version: 1 for before the Abattoire of Lord Zir (December 5th) Patch and 1 for after the Abattoire patch. On the link you’ll see what the boards will look like at lvl 100 with ALL paragon points spent and fully min-maxed to get the most out of every board BUT it’s base on my gear’s attributes bonuses (INT, DEX, WIL) so you may need to reorder some of the floating nodes to make sure you get the double bonus requirements of all rare nodes. Leveling in Season 2 is fast so I no longer will provide a version with less points spent.

  • MAX LEVEL & MAX Paragon points spent Before Abattoire Patch : Click THIS LINK
  • MAX LEVEL & MAX Paragon points spent After Abattoire Patch: Click THIS LINK

Suggested Gear Rolls to look out for (in order of priority):

I’ve shortlisted various 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, Total Armor
      • Priority 2: Maximum Life, Basic Skill Attack Speed
      • Priority 3: Core Stats (Wil, Dex, Int, All Stats)
      • Priority 4: +N% X Resistance(es)
    • Chest:
      • Priority 1: Total Armor, Damage Reduction while Fortified,
      • Priority 2: Maximum Life, Damage Reduction from Close/Distant Enemies
      • Priority 3: Core Stats (Wil, Dex, Int, All Stats), + X% Damage, Damage Reduction
      • Priority 4: +x Ranks to Earthen Bulwark, Damage while Shapeshifted, Werewolf Skill Damage, Storm Skill Damage, Nature Damage, Physical Damage, +N% X Resistance(es)
    • Gloves:
      • Priority 1: Critical Strike Chance, Lucky Hit Chance
      • Priority 2: Attack Speed, Damage to Injured Enemies, Core Stats (Wil, Dex, Int, All Stats)
      • Priority 3: Storm Skill Cooldown Reduction, Lightning Critical Strike Damage, Critical Strike Damage with Werewolf Skills
      • Priority 4: Critical Strike Chance Against Injured Enemies. +N% X Resistance(es)
    • Pants:
      • Priority 1: Total Armor, Damage Reduction from Close/Distant Enemies, Damage Reduction while Fortified
      • Priority 2: Maximum Life, Damage Reduction while Injured
      • Priority 3: Core Stats (Wil, Dex, Int, All Stats)
      • Priority 4: +N% X Resistance(es), Damage Reduction
    • Boots:
      • Priority 1: Movement Speed, Damage Reduction while Injured
      • Priority 2: Core Stats (Wil, Dex, Int, All Stats)
      • Priority 3: Total Armor while in Werewolf Form
      • Priority 4: +N% X Resistance(es), Fortify Generation
    • Amulet:
      • Priority 1: Total Armor, Cooldown Reduction, Movement Speed
      • Priority 2: Storm Skill Cooldown Reduction
      • Priority 3: +X Ranks of a Passive you like, Damage Reduction from Close or Distant Enemies/While Injured/While Fortified
      • Priority 4: Damage while Shapeshifted, Werewolf /Earth Skill Damage, +X% Damage,
    • Rings:
      • Priority 1: Critical Strike Damage, Critical Strike Chance, Damage to Close Enemies
      • Priority 2: Lucky Hit Chance, Maximum Life
      • Priority 3: Damage to Distant/Injured Enemies, Vulnerable Damage, Damage to Poisoned
      • Priority 4: Fortify Generation
    • Main Hand Weapon:
      • Priority 1: Critical Strike Damage, Damage to Close Enemies
      • Priority 2: (All Stats or Willpower), Damage to Distant Enemies
      • Priority 3: Basic Skill Damage, Vulnerable Damage, Damage to Injured Enemies, Critical Strike Damage with Werewolf Skills, Lightning Critical Strike Damage, Damage to Poisoned Enemies, Damage to CCed
      • Priority 4: Other Core Stats (Dex, Int)
    • Off-hand Focus:
      • Priority 1: Cooldown Reduction, Critical Strike Chance, Lucky Hit Chance
      • Priority 2: Basic Skill Attack Speed, Basic Skill Damage
      • Priority 3: Core Stats (Wil, Dex, Int, All Stats), Damage Reduction while Fortified
      • Priority 4: Damage Reduction from Enemies That Are Poisoned, Critical Chance Against Injured
    • 2-H Weapon (1H+off-hand setup is preferred until the unique Staff Drops): Same priorities as 1H Main Hand Weapon (scroll up a bit and read)

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

Higher Priority
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV Latest Season 2 & Older (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 4.0 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, Steam)

XBOX

PlayStation

Official Website

Starfall 3.0 Sorcerer Build for Diablo IV S2 [BIG Spam Synergy]

Starfall 3.0 Sorc BUILD for Diablo IV [BIG Spam Synergy]

(Make the Stars fall to scorch the earth, setting your enemies ablaze, while spamming serpentine Infernos that pull in nearby foes)

♦ ◊ ♦ ◊ ♦

Diablo IV Season 2 (Season of the Blood) started on October 17th, 2023 for Players on PC (Battle.Net & Steam), XBOX, & PlayStation). After extensive testing, I bring you a Sorcerer with a BIG Spam Synergy for the Archetype. The build’s relatively easy to gear up & get things going but requires 1 non-codex aspect. 4 out of the 5 Uniques are also Duriel Drops. As usual, I’ll evolve & keep my builds updated. This is one such build for the Sorcerer Class called Starfall 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 a link to a new build calculator/planner (MOBALYTICS) that I’ll be using from now on as well which seems amazing.

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 Latest & older Builds spreadsheet on this link. This build (Starfall 3.0) is one of the builds on that spreadsheet.

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

  • (active) Fire Bolt – Hurl a flaming bolt, dealing 18.00% (X – ?) damage and Burning for 43.80% (X-?) over 6 seconds.
    Lucky Hit Chance: 35% (per use)
    Damage: Fire ; Tags: Basic, Pyromancy
    • (1st upgrade) Enhanced Fire Bolt Fire Bolt pierces Burning enemies
    • (2nd upgrade) Flickering Fire Bolt Fire Bolt generates 2 Mana when hitting a Burning enemy.

Major Destruction / Core Skill(s) (Resource Spender) (Required Points: 2 ) Remove Fireball after you get Meteor

  • (active – only use this until Meteor unlocks, then keep it at lvl 1) Fireball – Hurl an exploding ball of fire, dealing 60% (X- ?) damage to surrounding enemies. Lucky Hit Chance: 33% (per hit) Mana Cost: 35 Damage: Fire ; Tags: Core, Pyromancy
    • (1st upgrade) Enhanced Fireball Fireball’s radius is increased based on distance traveled, up to 50%.
    • (2nd upgrade – my pick of the 2) Greater Fireball Fireball deals 10% of the Burning damage you’ve applied to enemies as additional direct damage.
  • (passive – I only put 1 point here) Devastation Your Maximum Mana is increased by 3/6/9.
    • (upgrade) Elemental Dominance Your Core Skills deal 4%/8%/12% (multiplicative) increased damage when case above 50 Mana
  • (passive) did not pick any other Core passives to save points

Defensive Skills (Required Points: 6 )

  • (active – I only put 1 point here) Teleport Transform into lightning becoming Unstoppable and surging to the target location dealing 25% (X -?) damage around you upon arrival.
    Lucky Hit Chance: 65% (per hit)
    Cooldown: 11 | Damage: Lightning ; Tags: Defensive, Shock
    • (1st upgrade) Enhanced Teleport Teleport’s cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds.
    • (2nd upgrade – my pick of the 2) Shimmering Teleport After Teleporting, you gain 30% Damage Reduction for 3 seconds.
  • (active – I only put 1 point here) Flame Shield Engulf yourself in flames for 2 seconds, Burning nearby enemies for 40% (X) damage per second. While Flame Shield is active, you are Immune.
    Lucky Hit Chance: 35% (per use)
    Cooldown: 20 | Damage: Fire ; Tags: Defensive, Pyromancy
    • (1st upgrade) Enhanced Flame Shield Flame Shield grants 25% Movement Speed while active.
    • (2nd upgrade – my pick of the 2) Shimmering Flame Shield Flame Shield Heals you for 50% of your missing Life.
  • (active – I only put 1 point here) Frost Nova Unleash a torrent of frost, Freezing enemies around you for 3 seconds.
    Cooldown: 24
    Tags: Defensive, Frost
    • (1st upgrade) Enhanced Frost Nova – Killing enemies Frozen by Frost Nova reduces its Cooldown by 1 seconds, up to 4 seconds per cast.
    • (2nd upgrade – my pick of the 2) Mystical Frost Nova – Frost Nova makes enemies Vulnerable for 4 seconds, increased to 6 seconds against Bosses.
  • (passive) Elemental Attunement Elemental Critical Strikes have a 5%/10%/15% chance to reset the Cooldown of one of your Defensive Skills. Can only happen once every 10 seconds.
  • (passive) did not pick any other Defensive passives to save points

Conjuration Skills (Required Points: 11 ) NOT using an ACTIVE Conjuration

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) Align the Elements You gain 3%/6%/9% Damage reduction against Elites for each second you don’t take damage from any of these sources, up to 40%..  
    • (1st upgrade) Mana Shield – Every time you spend 100 Mana, you gain 7%/14%/21% Damage Reduction for 5 seconds.
    • (2nd upgrade – TOP TIER PASSIVE & MUST HAVE) Protection Using a cooldown grants 10%/20%/30% of your maximum Life as a Barrier for 3 seconds.
  • (passive) Precision Magic Your Lucky Hit Effect Chance is increased by up to 5%/10%/15%.
  • (passive) did not pick any more Conjuration passives to save points

Mastery Skills (Required Points: 16 )

  • (active) Meteor Summon a meteor that strikes the target location, dealing 80% (X – ?) damage and Burning the ground for 35% (X) damage over 3 seconds.
    Lucky Hit Chance: 40% (per use)
    Mana Cost: 40 | Damage: Fire ; Tags: Mastery, Pyromancy
    • (1st upgrade) Enhanced Meteor If Meteor hits 3 or more enemies, there is a 30% chance an additional Meteor falls on the same location.
    • (2nd upgrade – my pick of the 2) Mage’s Meteor Meteor falls 30% faster.
  • (passive) Inner Flames – Your Pyromancy Skills deal 3%/6%/9% (multiplicative) increased damage while you are Healthy.
    • (upgrade – I only put 1 point here) Crippling Flames Lucky Hit: Your Pyromancy Skills have a 5%/10%/15% chance to Immobilize enemies for 2 seconds. This chance is doubled while you are Healthy.
    • (upgrade) Devouring Blaze You deal 7%/14%/21% (multiplicative) increased Critical Strike Damage against Burning enemies. If they are also Immobilized, this bonus is increased to 10%/20%/30% (multiplicative).
  • (passive) Ice Veil Your Barriers have a +5%/+10%/+15% increased duration. (Barriers absorb damage from all sources up to a specified amount.)
    • (upgrade) Snap Freezedid NOT take this one
    • (upgrade) Cold frontdid NOT take this one

Ultimate Skills (Required Points: 23 )

  • (active) Inferno Summon a fiery serpent that continually constricts the target area, Burning enemies for 295% damage over 8 seconds.
    Lucky Hit Chance: 5% (per hit)
    Cooldown: 45 | Damage: Fire ; Tags: Ultimate, Pyromancy
    • (1st upgrade) Prime Inferno Inferno repeatedly Pulls enemies to its center.
    • (2nd upgrade) Supreme Inferno While Inferno is active, your Pyromancy Skills cost no Mana.
  • (passive) Fiery Surge – Killing a Burning enemy increases your Mana Regeneration by +15%/+30%/+45% for 3 seconds.
    • (upgrade – did NOT take to save points) Soulfire
    • (upgrade – did NOT take to save points) Endless Pyre
    • (upgrade – did NOT take to save points) Warmth

Key Passive (Required Points: 33 )

  • (passive) Esu’s Ferocity Your Fire Critical Strike Damage is increased by 25% (multiplicative) against enemies above 50% Life. Your Fire Critical Strike Chance is increased by +5% against enemies below 50% Life.
    Critical Strikes that kill an enemy or hit a Boss grant both bonuses against all enemies for 3 seconds.

Seasonal Mechanic (Vampiric Powers):

In Season 2 (Season of Blood), the seasonal Mechanics involves slotting in up to 5 (out of 22) Vampiric Powers at once. Each power requires a certain number of pacts to be applied to your armor. There are 3 types of Pacts: Ferocity, Divinity, Eternity. Pacts can be applied to Armor as follows: Helmet & Boots up can have to 3, Pants up to 4, while Chest Armor and Gloves can have up to 5 pacts applied to them. That Makes a Total of 20 and is enough for any possible combination of 5 powers. Below you can find Information of the total pacts this build needs + the 5 powers we’ve used.

VAMPIRIC POWERS:
Vampiric Powers Total Pacts Required: ferocity 4, divinity 3, eternity 6

Powers Used:

  • Metamorphosis = ferocity 2, divinity 2, eternity 2
    Evading making us unstoppable is great! This helps triggering Tibault’s Will’s unique special/effect. Also causes Vampiric Curse (read below why it’s needed)
  • Prey on the Weak = ferocity 2
    it’s good bit of extra dps but also good synergy with Flickerstep builds so we don’t require Accursed Touch as evading through enemies will keep the curse on them (due to Metamorphosis).
  • Hemomancy = eternity 3
    this one helps with trash mobs clear and also heals us a bit every 4 seconds. Very good on Overworld content like Helltide or Blood Harvest.
  • Anticipation = divinity 1
    -20% cooldown time for our Inferno is great! As an added bonus the extra dmg *Inferno gets from nearby burning enemies is great when mobbing.
  • Undying = eternity 1
    this one’s optional and I prefer having that healing as the builds very spell-spammy.

Alternative: But I also love having that Resilience extra Damage Reduction so you may prefer it over Undying. For lower tier NMDs & overworld content Resilience won’t be needed and neither will it be needed for Uber Bosses (except maybe for Uber Lilith but for her you need barriers & keeping your armor high more than anything)

Enchantment (Class Mechanic):

I’d recommend mix-and matching two of the following Enchantments (you’ll need at least 1 point invested or from gear in the skills):

  • My MUST HAVE Picks
    • Fireball – When you kill an enemy, they explode in a Fireball for 50% of its damage. NOTE that you’ll need to invest 3 points into it and its 2 Upgrades to get the most out of this. Ideally getting some extra ranks from gear will help too but is not as important. The skill points allocation has accounted for 3 points (1+1+1) into Fireball & its upgrades so no need to worry about that. Very good to use for leveling as well as open world activities.
    • MeteorLucky Hit: 8% chance for a Meteor to fall on enemies.
  • Good Alternatives to try for Boss fights or other situations:
    • Flame ShieldFlame Shield automatically activates when you take fatal damage. Can only happen once every 120 seconds. (An extra “life” every 2minutes is not a bad safety net)
    • Fire Bolt – Direct damage from Skills applies up to an additional 23.2% (X – ?) Burning damage over 8 seconds. (it combines well with the Fireball enchantment when upgrading Fireball with the one that does 10% of the total burning damage applied on an enemy as additional direct damage)

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:

Top Pick Uniques for the Build

Flickerstep (Boots) [bread and butter of this build]

Attacks Reduce Evade’s Cooldown by 0.8 Seconds

Each enemy you Evade through reduces your active Ultimate Cooldown by 2-4 seconds, up to 10 seconds.

+[10.5 – 17.5]% Movement Speed
+[10 – 18] All Stats
+ [7 – 14]% Damage Reduction from Close Enemies
+[31.5 – 52.5]% Ultimate Skill Damage


“Considered a failure by their creator, it wasn’t until the assassination of an “untouchable” Caldeum noble that these boots’ true power was understood.” – Barrett’s Book of Implements

Godslayer Crown (Helm)

When you Stun, Freeze, or Immobilize an Elite enemy, or damage a Boss, it pulls in nearby enemies. You deal x[30-60]% increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.

+[4.2 – 7]% Cooldown Reduction
+[X – Y] Maximum Life
+[10.5 – 17.5]% Damage
+[5 – 12]% Crowd Control Duration


“The Sahptev faithful believe in a thousand and one gods. If it takes me as many lifetimes, I will find and kill them all.” – Gaspar Stilbian, Veradani Outcast

Alternative Helm Choice: Harlequin Crest (Helm) Right now this seems like a very good option for any build and if you’re lucky enough to get I Strongly advise trying it. I personally felt that my DPS fell too much while wearing it so i went back to a Godslayer Crown.

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

[N] Maximum Life
X% Cooldown Reduction
+12% Resource Generation
+[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

Tal Rasha’s Iridescent Loop (Ring)

+X% Resistance to All Elements
+Y% Resistance to All Elements

For each type of Elemental damage you deal, gain x[10 – 15]% (multiplicative) increased damage for 4 seconds. Dealing Elemental damage refreshes all bonuses.

+[19 – 26]% Non-Physical Damage
+[5 – 12]% Resource Generation
+[3.2 – 6]% Lucky Hit Chance
+[4.2 – 7]% Cooldown Reduction

“Fool said he dug it out of the sands near Lut Gholein with a few other ‘worthless trinkets’. I hid my delight at receiving such a treasure in exchange for a meager handful of coins.” – Rakhaan

X’Fal’s Corroded Signet (Ring)

+X% Resistance to All Elements
+Y% Fire Resistance

Lucky Hit: Your damage over time effects have up to a 50% chance to erupt, dealing [X-Y] damage of the same type to Nearby enemies.

+[20 – 28] All Stats
+[14 – 28]% Damage Over Time
+[3.2 – 6]% Lucky Hit Chance
+[4.2 – 7]% Cooldown Reduction


Skulking in the shadows of the Realm of Destruction, the Scarred Baron plots the downfall of the mortal who banished him there.

Tibault’s Will (Pants) (this one’s very good to use if you don’t feel like your survivability sucks or for overworld and other easier content as well as to swap to for boss fights)

While Injured, Your Potion Also Restores 20% Resource You deal x[20-40]% increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.

+[2 – 3] Potion Capacity
+[7 – 14]% Damage Reduction from Close Enemies
+[10.5 – 17.5]% Damage
+[5 – 13] Maximum Resource


“The younger apprentices think wearing heavy plate in the swamps is foolish. They fail to understand that our armor is our legacy, and without it we are nothing.” – Crusader Pembroke

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
Armor: Ruby or Saphire/Topaz (dmg reduction can help you If needed in higher tier NM dungeons).
Jewelry: Skull / Diamond unless you need specific resistance more.

XYZ Diamond (Requires Level XY)

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

+15%/+5%/+5% 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%/+250/30% for Royal (the 5th grade at lvl 60)

XYZ Skull (Requires Level XY)

• Weapon: +N
Health on Kill
• Armor: +N% Healing Received
• Jewelry: +N Armor

+24/+5%/+250 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%/30% 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%/30% 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%/30% 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 Latest & Older Builds spreadsheet on this link. This build (Starfall 3.0) is one of the builds on that spreadsheet.

  • Helm: Aspect of The Protector OR Exploter’s Aspect / Godslayer Crown OR the Alternative Helm Pick (see notes in the Unique Items section)
  • Amulet: Aspect of Disobedience
  • Chest: Aspect of the Unwavering
  • Pants: Frostblitz Aspect / Tibault’s Will (see notes in the Unique Items section)
  • Gloves: Conceited Aspect
  • Boots: Ghostwalker Aspect / Flickerstep
  • Ring 1: Storm Swell Aspect / Tal Rasha’s Iridescent Loop
  • Ring 2: Prodigy’s Aspect / X’Fal’s Corroded Signet
  • Main Hand Weapon: Aspect of Control
  • Off-hand Weapon: Aspect of Three Curses
  • 2-H Weapon: Aspect of Three Curses or Aspect of Control
    (I do not recommend playing this with a Staff as it means a LOT of potential Cooldown reduction lost (up to 2x 10.3% at max item power) and this build is heavily dependent on CDR. However, if you still don’t have some of the uniques and want to use a Staff for a bit, then make sure you use a very high rolled Aspect of Three Curses or Aspect of Control on the Staff)

Paragon Boards:

Use the link below to check the paragon boards selected and the nodes I’ve taken. On the link you’ll see what the boards will look like at lvl 100 with ALL paragon points spent and fully min-maxed to get the most out of every board BUT it’s base on my gear’s attributes bonuses (INT, DEX, WIL) so you may need to reorder some of the floating nodes to make sure you get the double bonus requirements of all rare nodes. Leveling in Season 2 is fast so I no longer will provide a version with less points spent.

Suggested Gear Rolls to look out for (in order of priority):

I’ve shortlisted various 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, Total Armor
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), +N% X Resistance(es)
      • Priority 4: Maximum Mana, Barrier Generation, Basic Skill Attack Speed
    • Chest:
      • Priority 1: Total Armor, Damage Reduction from Close/Distant Enemies
      • Priority 2: Maximum Life, +N% X Resistance (es), Damage Reduction from Burning, Damage Reduction
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats)
      • Priority 4: Pyromancy Skill Damage, +X% Damage, Fire Damage
    • Gloves:
      • Priority 1: Critical Strike Chance, Damage to Injured Enemies
      • Priority 2: Lucky Hit Chance, Core Stats (Int, Dex, Wil, All Stats)
      • Priority 3: + X ranks of Fireball, Attack Speed, +N% X Resistance (es)
      • Priority 4: Critical Strike Damage to Injured, Critical Strike Chance Against Injured
    • Pants:
      • Priority 1: Total Armor, Damage Reduction from Close/Distant Enemies, Maximum Life
      • Priority 2: Damage Reduction while Injured, Damage Reduction from Burning, Damage Reduction
      • Priority 3: +N% X Resistance (es)
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats)
    • Boots:
      • Priority 1: Movement Speed, Damage Reduction while Injured
      • Priority 2: +N% X Resistance(es)
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats)
      • Priority 4: Mana Cost Reduction
    • Amulet:
      • Priority 1: Cooldown Reduction, Movement Speed, Total Armor
      • Priority 2: Damage Reduction from Burning, Damage Reduction from Close/Distant Enemies, +X% Intelligence
      • Priority 3: +X ranks to all Mastery/Defensive Skills, +X Ranks of a Passive you like, Damage Reduction While Injured, Damage Reduction
      • Priority 4: Mana Cost Reduction, Pyromancy Skill Damage, Fire Damage
    • Rings:
      • Priority 1: Critical Strike Damage, Critical Strike Chance
      • Priority 2: Lucky Hit Chance, Maximum Life
      • Priority 3: Vulnerable Damage, Damage to Injured/Close/Distant
      • Priority 4: Fire Damage, Damage to Burning
    • Main Hand Weapon:
      • Priority 1: Mastery Damage, Critical Strike Damage, Vulnerable Skill Damage
      • Priority 2: (All Stats or INT), Damage to Close/Distant Enemies
      • Priority 3: Damage to Injured Enemies
      • Priority 4: Damage to Stunned/Crowd Controlled
        You may or may not need +All Stats on both the Wep + off-hand. At lvl 100 you won’t need two of them thx to X’fal’s & Flickerstep.
    • Off-hand Focus:
      • Priority 1: Cooldown Reduction, Critical Strike Chance, Lucky Hit Chance
      • Priority 2: Damage Reduction from Burning, (All Stats or INT)
      • Priority 3: Barrier Generation
      • Priority 4: Mana Cost Reduction
    • 2-H Weapon (1H+off-hand setup is preferred):
      • Priority 1: Mastery Damage, Critical Strike Damage, Vulnerable Skill Damage
      • Priority 2: (All Stats or INT), Damage to Close/Distant Enemies,
      • Priority 3: Damage to Injured Enemies
      • Priority 4: Damage to Stunned/Crowd Controlled

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

Higher Priority
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV Latest Season 2 & Older (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 Starfall 3.0 Sorcerer 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, Steam)

XBOX

PlayStation

Official Website

Blood Lancer Necro Build for Diablo IV S2 [Top Overpower Synergy]

Blood Lancer Necro BUILD for Diablo IV [Top Overpower Synergy]

(use your foes’ Blood to conjure up deadly Lances and impale the enemies with them)

♦ ◊ ♦ ◊ ♦

Diablo IV Season 2 (Season of the Blood) started on October 17th, 2023 for Players on PC (Battle.Net & Steam), XBOX, & PlayStation). After extensive testing, I bring you a Necromancer with a TOP Overpower Synergy for the Archetype. The build’s easy to gear up & get things going but requires 1 non-codex aspect. 3 out of 4 Uniques are relatively easy to get from Uber Bosses too. As usual, I’ll evolve & keep my builds updated. This is one such build for the Necromancer Class called Blood Lancer.

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 a link to a new build calculator/planner (MOBALYTICS) that I’ll be using from now on as well which seems amazing.

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 Latest & older Builds spreadsheet on this link. This build (Blood Lancer) 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 13% (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 – my pick of the 2)Acolyte’s Reap Reap forms a Corpse under the first enemy hit. Can only occur every 4 seconds.

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

  • (active) Blood Lance Throw a blood lance that lingers in an enemy for 3 seconds, dealing 80% (X-?) damage to the enemy and all other lanced enemies.
    Lucky Hit Chance: 33%
    Essence Cost: 15
    Damage: Physical ; Tags: Core, Blood
  • (1st upgrade) Enhanced Blood Lance Blood Lance Pierces through enemies who are currently lanced, dealing 10% reduced damage to subsequent enemies after the first.
  • (2nd upgrade – my pick of the 2) Supernatural Blood Lance After casting Blood Lance 6 times, your next cast of Blood Lance is guaranteed to Overpower and spawns a Blood Orb under the first enemy hit.
  • (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 – ONLY put 1 point here) Unliving Energy – Your maximum Essence is increased by 3/6/9.
    • (upgrade – ONLY put 2 points here unless you wear Blood Moon Breeches, then take the 1 point from Decrepify and put it here to get rank 3) Imperfectly Balanced – Your Core Skills cost 3%/6%/9% (multiplicative) more Essence, but deal 5%/10%/15% (multiplicative) increased damage.
  • (passive) did not pick any other Core passives to save points

Macabre Skills (Required Points: 6 )

  • (active) Corpse Explosion Detonate a Corpse, dealing 50% (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% and you periodically deal 2% (X-?) damage to enemies, healing for 0.5% of your Maximum Life.
    Lucky Hit Chance: 9% | Cooldown: 24 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 2/4/6 Essence.
    • (upgrade) Fueled by Death You deal 3%/6%/9% (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 – ONLY put 1 point here, remove it when/if you equip Blood Moon Breeches) Decrepify – Curse the target area. Enemies afflicted by Decrepify are Slowed by 40% and deal 20% less damage for 10 seconds. Essence Cost: 10 Damage: Physical ; Tags: Curse, Corruption
    • (1st upgrade) did not take an upgrade
    • (2nd upgrade – my pick of the 2) did not take an upgrade
  • (passive) Death’s Reach You deal 4%/8%/12% (multiplicative) increased damage to Distant enemies.
  • (passive) Amplify Damage – You deal 4%/8%/12% (multiplicative) increased damage to Cursed enemies.
  • (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) Blighted Corpse Tendrils – Corpse Tendrils has a 35% chance when damaging enemies to drop a Blood Orb.
  • (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 30% 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 ) (NOT using an Ultimate skill)

  • (active)
    • (1st upgrade)
    • (2nd upgrade)
  • (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 After being Healthy for 12 seconds, your next Blood Skill Overpowers. This timer is reduced by 2 seconds each time Blood Orbs Heal or Overheal you for an amount greater than or equal to your Base Life.

Seasonal Mechanic (Vampiric Powers):

In Season 2 (Season of Blood), the seasonal Mechanics involves slotting in up to 5 (out of 22) Vampiric Powers at once. Each power requires a certain number of pacts to be applied to your armor. There are 3 types of Pacts: Ferocity, Divinity, Eternity. Pacts can be applied to Armor as follows: Helmet & Boots up can have to 3, Pants up to 4, while Chest Armor and Gloves can have up to 5 pacts applied to them. That Makes a Total of 20 and is enough for any possible combination of 5 powers. Below you can find Information of the total pacts this build needs + the 5 powers we’ve used.

VAMPIRIC POWERS:
Vampiric Powers Total Pacts Required: ferocity 4, divinity 3, eternity 12

Powers Used:
Metamorphosis = ferocity 2 + divinity 2 + eternity 2
Blood Boil = eternity 6
Prey on the Weak = ferocity 2
Hemomancy = eternity 3
Sanguine Brace = divinity 1, eternity 1

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 Ring of the Sacrilegious Soul. 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 something else there (like maybe Bone Storm for DMG reduction) 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 Decrepify, followed by a Corpse Tendrils for the pull + spawning Blood Orbs.

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:

Top Pick Uniques for the Build

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.

+[38 – 52] Intelligence
+[1 – 2] Ranks of the Hewed Flesh Passive (goes to 2-3 when fully upgraded)
+[1 – 2] Ranks of All Corpse Skills (goes to 2-3 when fully upgraded)
+1 Ranks of the Fueled by Death Passive (goes to 2 when fully upgraded)

“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

Godslayer Crown (Helm)

When you Stun, Freeze, or Immobilize an Elite enemy, or damage a Boss, it pulls in nearby enemies. You deal x[30-60]% increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.

+[4.2 – 7]% Cooldown Reduction
+[X – Y] Maximum Life
+[10.5 – 17.5]% Damage
+[5 – 12]% Crowd Control Duration

“The Sahptev faithful believe in a thousand and one gods. If it takes me as many lifetimes, I will find and kill them all.” – Gaspar Stilbian, Veradani Outcast

Alternative Helm Choice: Harlequin Crest (Helm) Right now this seems like a very good option for any build and if you’re lucky enough to get I Strongly advise trying it.

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

[N] Maximum Life
X% Cooldown Reduction
+12% Resource Generation
+[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

Ring of the Sacrilegious Soul (Ring)

+X% Resistance to All Elements
+Y% Poison Resistance

You automatically activate the following equipped Skills on Corpses around you:
Raise Skeleton every [2 – 1] seconds.
Corpse Explosion every [2 – 1] seconds.
Corpse Tendrils every [16 – 8] seconds.

+[X – Y] Maximum Life
+[1 – 2] Ranks of All Corpse Skills (goes to 2-3 when fully upgraded)
+[4.8 – 9]% Lucky Hit Chance
+[3 – 9] Maximum Essence

The mere proximity of a practitioner of such dark arts can rouse the dead and disturb those souls who have earned their rest.

Blood Moon Breeches (Pants)
While Injured, Your Potion Also Grants 30% Movement Speed for 2 Seconds

Your Minions have a 3-7% chance to curse enemies. Enemies affected by at least 1 of your curses take x[70]% (multiplicative) increased Overpower damage from you.

+[4.4 – 8.6]% Damage Reduction from Enemies Affected by Curse Skills
+[X – Y] Maximum Life
+1 Ranks of the Amplify Damage Passive (goes to +2 when fully upgraded)
+[1 – 2] Ranks of All Curse Skills (goes to 2-3 when fully upgraded)

A naturally occurring curiosity, the blood moon persists as a sign of woe for the most superstitious Zakarum faithful. Children born under it are often considered cursed and cast out, lest it spread.

Alternative Legs Armor Choice: Tibault’s Will (Pants) (this one’s very good to use if you don’t have Blood Moon Breeches as well as to swap to for boss fights)

While Injured, Your Potion Also Restores 20% Resource You deal x[20-40]% increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.

+[2 – 3] Potion Capacity
+[7 – 14]% Damage Reduction from Close Enemies
+[10.5 – 17.5]% Damage
+[5 – 13] Maximum Resource


“The younger apprentices think wearing heavy plate in the swamps is foolish. They fail to understand that our armor is our legacy, and without it we are nothing.” – Crusader Pembroke

Banished Lord’s Talisman (Amulet)

+[X]% Resistance to All Elements

After you spend 300 of your Primary Resource, your next Core Skill is guaranteed to Overpower. Your Critical Strikes that Overpower deal x[80-120]% increased damage.

+[5 – 12]% Resource Generation
+[21 – 42] Overpower Damage
+[1.8 – 5]% Critical Strike Chance
+1 Ranks of All Core Skills (note: this goes to +2 when fully upgrade to 5/5)


“His name has been lost to history, but to have been exiled from a land as cursed as Hawezar, his deeds must have been truly depraved.” – Scholar’s Notes

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 Sapphire/Topaz (dmg reduction can help you if needed in higher tier NM dungeons).
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

+15%/+5%/+8% 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 Latest & Older Builds spreadsheet on this link. This build (Blood Lancer) is one of the builds on that spreadsheet.

  • Helm: Aspect of The Protector / Godslayer Crown OR the Alternative Helm Pick (see notes in the Unique Items section)
  • Amulet: Aspect of Disobedience / Banished Lord’s Talisman
  • Chest: Aspect of the Embalmer
  • Pants: Aspect of Might / Blood Moon Breeches OR the Alternative Pants Pick (see notes in the Unique Items section)
  • Gloves: Aspect of Gore Quills
  • Boots: Ghostwalker Aspect
  • Ring 1: Cadaverous Aspect
  • Ring 2: Aspect of Untimely Death / Ring of the Sacrilegious Soul
  • Main Hand Weapon: Aspect of Hungry Blood / Black River
  • Off-hand Weapon: Sacrificial Aspect
    (I recommend using an orb/focus off-hand instead of shield AFTER you get a Black River, before that you could use a shield for Survivability and just use Sacrificial Aspect on the weapon)
  • 2-H Weapon: Aspect of Untimely Death / Sacrificial Aspect
    (I recommend using a Aspect of Untimely Death if you decide to use a 2H weapon before a Black River drops. You will need to move Sacrificial Aspect on another slot then)

Paragon Boards:

Use the link below to check the paragon boards selected and the nodes I’ve taken. On the link you’ll see what the boards will look like at lvl 100 with ALL paragon points spent and fully min-maxed to get the most out of every board BUT it’s base on my gear’s attributes bonuses (INT, DEX, WIL) so you may need to reorder some of the floating nodes to make sure you get the double bonus requirements of all rare nodes. Leveling in Season 2 is fast so I no longer will provide a version with less points spent.

Suggested Gear Rolls to look out for (in order of priority):

I’ve shortlisted various 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, Total Armor
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), +N% X Resistance(es), Basic Skill Attack Speed
      • Priority 4: Maximum Essence
    • Chest:
      • Priority 1: Damage Reduction from Close/Distant Enemies, Damage Reduction while Fortified
      • Priority 2: Maximum Life, +N% X Resistance (es), Damage Reduction
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), Total Armor
      • Priority 4: Blood Skill Damage, +X% Damage, Physical Damage
    • Gloves:
      • Priority 1: + X ranks of Blood Lance, Overpower Damage, Critical Strike Chance
      • Priority 2: Damage to Injured Enemies, Attack Speed
      • Priority 3: +N% X Resistance (es), Critical Strike Damage to Injured, Critical Strike Chance Against Injured
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats)
    • Pants:
      • Priority 1: Damage Reduction from Close/Distant Enemies, Damage Reduction while Injured, Damage Reduction while Fortified
      • Priority 2: Maximum Life, Damage Reduction
      • Priority 3: +N% X Resistance (es), Core Stats (Int, Dex, Wil, All Stats)
      • Priority 4: Total Armor
    • Boots:
      • Priority 1: Movement Speed, Damage Reduction while Injured
      • Priority 2: +N% X Resistance(es) (ideally get 2x resistance types rolls on the boots)
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats)
      • Priority 4: Essence Cost Reduction
    • Amulet:
      • Priority 1: Cooldown Reduction, Movement Speed
      • Priority 2: Total Armor, Damage Reduction while Fortified, Damage Reduction from Close/Distant Enemies,
      • Priority 3: Blood Skill Damage, +X ranks to all Corpse/Curse Skills, +X Ranks of a Passive you like, Damage Reduction While Injured, Damage Reduction
      • Priority 4: Essence Cost Reduction
    • Rings:
      • Priority 1: Overpower Damage, Critical Strike Damage, Critical Strike Chance
      • Priority 2: Maximum Life
      • Priority 3: Vulnerable Damage, Core Skill Damage, Damage to Injured/Close/Distant
      • Priority 4: Physical Damage, Damage for 4 seconds after picking up a Blood Orb
    • Main Hand Weapon: Until the Black River Unique 1H Scythe drops. I recommend using a 2H greatsword, BUT if you want to go 1H+off-hand: Same priorities as the 2h Weapon, also ideally you’ll get a good high roll of +ALL Stats on the Wep and maybe try to also roll it on the off-hand.
    • Off-hand Focus:
      • Priority 1: Cooldown Reduction, Critical Strike Chance, Damage Reduction while Fortified
      • Priority 2: (All Stats or INT)
      • Priority 3: Essence Cost Reduction
      • Priority 4: Fortify Generation
    • Off-hand Shield:
      • Priority 1: Cooldown Reduction, Critical Strike Chance, Damage Reduction while Fortified
      • Priority 2: (All Stats or INT), Maximum Life
      • Priority 3: Damage Reduction, Damage Reduction from Close/Distant Enemies
      • Priority 4: Essence Cost Reduction
    • 2-H Weapon (Greatsword is preferred):
      • Priority 1: Overpower Damage, Critical Strike Damage, Core Skill Damage
      • Priority 2: (All Stats or INT), Vulnerable Damage, Damage to Close/Distant Enemies,
      • Priority 3: Damage to Injured Enemies
      • Priority 4: Damage to Stunned/Crowd Controlled

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

Higher Priority
Lucky Hit Chance with Physical/Corpse/Blood Skill Damage
Barrier Generation
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Weapon Damage (not sure if there are any bonuses to that as rolls)
Lucky Hit: Up to a 5% chance to Heal +X Life
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV Latest Season 2 & Older (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 Blood Lancer 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, Steam)

XBOX

PlayStation

Official Website

Twisted Shade Rogue Build for Diablo IV [Top Melee Synergy]

Twisted Shade Rogue BUILD for Diablo IV S2 [Top Melee Synergy]

(Swift Death awaits in the shadows those who dare come close enough)

♦ ◊ ♦ ◊ ♦

Diablo IV Season 2 (Season of the Blood) started on October 17th, 2023 for Players on PC (Battle.Net & Steam), XBOX, & PlayStation). After extensive testing, I bring you a Melee Rogue with a TOP Synergy for the archetype. The build’s easy to gear up & get things going but requires 1 non-codex aspect. 3 out of 4 Uniques are relatively easy to get from Uber Bosses too. As usual, I’ll evolve & keep my builds updated. This is one such build for the Rogue Class called Twisted Shade.

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 a link to a new build calculator/planner (MOBALYTICS) that I’ll be using from now on as well which seems amazing.

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 Latest & older Builds spreadsheet on this link. This build (Twisted Shade) 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: 35%
    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.

Spirit / 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: 58.5% damage & 20% Movement Speed (*MS) bonus ; 2: 72% damage & 40% *MS bonus ; 3: 85.5% 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 0.1 second per enemy they passed through, up to 2 seconds.
  • (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) 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) 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
    Charges Cooldown: 9 seconds ; Skill Use Cooldown: 0 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) Methodical Shadow Step – Enemies damaged by Shadow Step are Stunned for 2 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) Reactive Defense – Gain 6%/12%/18% Damage Reduction while inflicted with Control Impairing Effects
  • (passive) Rapid Gambits – Your Evade Cooldown is reduced by 0.5/1/1.5 seconds when you Daze an enemy.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Concealment Vanish from sight, gaining an advanced form of Stealth for 5 seconds tat will not 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 Concealment You gain 40 Energy when you enter Stealth.
    • (2nd upgrade – my pick of the 2) Countering Concealment The Skill that breaks Concealment will always be a guaranteed Critical Strike.
    • (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 – While Stealthed, you Heal for 1%/2%/3% Maximum Life per second.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 +15% 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 – 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 – did NOT put any points here) 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) 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) did not pick any Ultimate passives to save points

Key Passive / Capstone (Required Points: 33 )

  • (passive) Close Quarters Combat – Damaging a close enemy with Marksman or Cutthroat Skills each grant a +10% Attack Speed bonus for 8 seconds.

    While both Attack Speed bonuses are active, you deal increased damage equal to 40% (multiplicative) of your Damage vs Crowd Controlled bonus.

Seasonal Mechanic (Vampiric Powers):

In Season 2 (Season of Blood), the seasonal Mechanics involves slotting in up to 5 (out of 22) Vampiric Powers at once. Each power requires a certain number of pacts to be applied to your armor. There are 3 types of Pacts: Ferocity, Divinity, Eternity. Pacts can be applied to Armor as follows: Helmet & Boots up can have to 3, Pants up to 4, while Chest Armor and Gloves can have up to 5 pacts applied to them. That Makes a Total of 20 and is enough for any possible combination of 5 powers. Below you can find Information of the total pacts this build needs + the 5 powers we’ve used.

VAMPIRIC POWERS:
Vampiric Powers Total Pacts Required: ferocity 7, divinity 8, eternity 4

Powers Used:
Metamorphosis = ferocity 2 + divinity 2 + eternity 2
Accursed Touch = divinity 6
Prey on the Weak = ferocity 2
Ravenous = ferocity 3
Resilience = eternity 2

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 Twisting Blades 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 picks will be the following:

Top Pick Uniques for the Build

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.

+[4.4 – 10]% Basic Skill Attack Speed
+[13 – 21]% Critical Strike Damage
+[10.5 – 17.5]% 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

Godslayer Crown (Helm)

When you Stun, Freeze, or Immobilize an Elite enemy, or damage a Boss, it pulls in nearby enemies. You deal x[30-60]% increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.

+[4.2 – 7]% Cooldown Reduction
+[X – Y] Maximum Life
+[10.5 – 17.5]% Damage
+[5 – 12]% Crowd Control Duration

“The Sahptev faithful believe in a thousand and one gods. If it takes me as many lifetimes, I will find and kill them all.” – Gaspar Stilbian, Veradani Outcast

Alternative Choice: Harlequin Crest (Helm) Right now this seems like a very good option for any build and if you’re lucky enough to get I Strongly advise trying it.

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

[N] Maximum Life
X% Cooldown Reduction
+12% Resource Generation
+[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

Tibault’s Will (Pants)

While Injured, Your Potion Also Restores 20% Resource You deal x[20-40]% increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.

+[2 – 3] Potion Capacity
+[7 – 14]% Damage Reduction from Close Enemies
+[10.5 – 17.5]% Damage
+[5 – 13] Maximum Resource


“The younger apprentices think wearing heavy plate in the swamps is foolish. They fail to understand that our armor is our legacy, and without it we are nothing.” – Crusader Pembroke

Grasp of Shadow (Gloves)

Lucky Hit: Damaging a Vulnerable enemy with a Marksman or Cutthroat Skill has up to a [24 – 34]% chance to summon a Shadow Clone that mimics your attack.

+[4.4 – 10]% Attack Speed
+[28 – 42] Dexterity
+[31.5 – 52.5]% Shadow Clone Damage
+[3 – 4] Ranks of All Core Skills (note: you get +5 to 6 ranks when fully upgraded)

Dark wisps creep hungrily across these gloves, like an assassin’s blade seeking a life to steal on a moonless night.

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.
Armor: Ruby or Sapphire/Topaz (dmg reduction can help you needed in higher tier NM dungeons).
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

+15%/+5%/+8% 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 Latest & Older Builds spreadsheet on this link. This build (Twisted Shade) is one of the builds on that spreadsheet.

  • Helm: Aspect of The Protector / Godslayer Crown OR the Alternative Helm Pick (see notes in the Unique Items section)
  • Amulet: Aspect of Disobedience
  • Chest: Aspect of Might
  • Pants: Aspect of Lethal Dusk / Tibault’s Will
  • Gloves: Exploiter’s Aspect / Grasp of Shadow
  • Boots: Mangler’s Aspect
  • Ring 1: Accelerating Aspect
  • Ring 2: Aspect of Inner Calm
  • Main Hand Weapon: Aspect of The Expectant
    I recommend using a sword as the 1h weapon
  • Off-hand Weapon: Rapid Aspect / Condemnation
    (I recommend using another sword until the Unique Dagger Condemnation drops)
  • 2-H Weapon: Bladedancer’s Aspect
    (I recommend using a Crossbow as the 2H weapon)

Paragon Boards:

Use the link below to check the paragon boards selected and the nodes I’ve taken. On the link you’ll see what the boards will look like at lvl 100 with ALL paragon points spent and fully min-maxed to get the most out of every board BUT it’s base on my gear’s attributes bonuses (DEX, STR, INT) so you may need to reorder some of the floating nodes to make sure you get the double bonus requirements of all rare nodes. Leveling in Season 2 is fast so I no longer will provide a version with less points spent.

Suggested Gear Rolls to look out for (in order of priority):

I’ve shortlisted various 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: Basic Skill Attack Speed
      • Priority 4: Core Stats (Dex, Str, Int, All Stats), Total Armor
    • Chest:
      • Priority 1: Damage Reduction from Close/Distant Enemies,
      • Priority 2: Maximum Life, +N% X Resistance, Damage Reduction
      • Priority 3: Core Stats (Dex, Int, Str, All Stats), Total Armor
      • Priority 4: Imbued/Imbuement Skill Damage, Cutthroat Skill Damage, Damage with Dual-Wielded, +X% Damage, Physical Damage
    • Gloves:
      • Priority 1: + X ranks of Twisting Blades, Critical Strike Chance
      • Priority 2: Damage to Injured Enemies, Attack Speed
      • Priority 3: Critical Strike Damage to Injured, Critical Strike Chance Against Injured
      • Priority 4: Core Stats (Dex, Int, Str, All Stats)
    • Pants:
      • Priority 1: Damage Reduction from Close/Distant Enemies, Damage Reduction while Injured
      • Priority 2: Maximum Life, Damage Reduction
      • Priority 3: Core Stats (Dex, Int, Str, All Stats)
      • Priority 4: Total Armor
    • Boots:
      • Priority 1: Movement Speed, Damage Reduction while Injured
      • Priority 2: +N% X Resistance
      • Priority 3: Core Stats (Dex, Int, Str, All Stats)
      • Priority 4: Energy Cost Reduction
    • Amulet:
      • Priority 1: Cooldown Reduction, Movement Speed
      • Priority 2: Damage Reduction from Close/Distant Enemies,
      • Priority 3: Imbuement Skill Damage, Cutthroat Skill Damage, Damage with Dual-Wielded, +X Ranks of a Passive you like, Damage Reduction While Injured, Damage Reduction
      • Priority 4: Energy Cost Reduction
    • Rings:
      • Priority 1: Critical Strike Damage, Critical Strike Chance, Damage to Crowd Controlled
      • Priority 2: Maximum Life
      • Priority 3: Vulnerable Damage, Core Skill Damage, Damage to Injured/Close
      • Priority 4: Physical/Cutthroat Damage
    • Main Hand Weapon: See the 2H Weapon Rolls List. Ideally, you’ll get a good high roll of +ALL Stats on the 2h Wep so that you won’t need to roll it on the 1h wep. It’s best to use a sword.
    • Off-hand Weapon: same stats preferred as main-hand & 2h Wep BUT eventually you’ll use a Unique Dagger here
    • 2-H Weapon:
      • Priority 1: Critical Strike Damage, Core Skill Damage, Damage to Crowd Controlled
      • Priority 2: (All Stats or Dex), Damage to Close Enemies, Vulnerable Damage
      • Priority 3: Damage to Injured Enemies
      • Priority 4: Critical Strike Damage with Imbued Skills

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

Damage Against Crowd Controlled Enemies
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Cutthroat/Imbued/Dual-Wielded Skills
Critical Chance/Critical Damage with Core Skills
Damage with Core/Cutthroat/Imbued/Imbuement/Dual-Wielded Skills
Damage Against Close Enemies
+ X Ranks to Core Skills
+ X Ranks to Twisting Blades
Cooldown Reduction
+ Maximum Life
+ All Stats
+ Dexterity, + Strength, + Intelligence
Vulnerable Damage / Damage Against Vulnerable Enemies
Resource/Spirit Cost Reduction
Attack Speed
Damage Reduction while from Close Enemies
Damage Reduction from Distant Enemies
Damage Reduction while Injured
Movement Speed
Resistance to All Elements / to XYZ type
Total Armor
+ X% Damage
Damage vs Injured Enemies
Damage vs Healthy Enemies
Damage while Healthy
Critical Strike Chance Against Injured Enemies
Physical/Cutthroat/Imbued/Dual-Wielded Skill Damage Bonus
Energy Generation / Regeneration / On Kill
Lucky Hit Chance
Higher Priority
Lucky Hit Chance with Physical/Cutthroat/Imbued/Dual-Wielded Skill Damage
Damage Reduction from Enemies That Are Poisoned
Barrier Generation
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Weapon Damage (not sure if there are any bonuses to that as rolls)
Lucky Hit: Up to a 5% chance to Heal +X Life
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV Latest Season 2 & Older (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 Twisted Shade 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, Steam)

XBOX

PlayStation

Official Website

BIG GRIZZ 4.0 Druid Build for Diablo IV [Top Werebear Synegy]

BIG GRIZZ 4.0 Druid BUILD for Diablo IV S2 [Top Werebear Synegy]

(BIG GRIZZ IS BACK and it’s still got that BIG GRIZZ energy, it’s angrier than ever before, yet still feels beary tanky)

♦ ◊ ♦ ◊ ♦

Diablo IV Season 2 (Season of the Blood) started on October 17th, 2023 for Players on PC (Battle.Net & Steam), XBOX, & PlayStation). After extensive testing, I bring you a Werebear Druid with the TOP Synergy for the archetype. The build’s easy to gear up & get things going but requires 1 non-codex aspect. 2 out of 4 Uniques are relatively easy to get from Uber Bosses too. As usual, I’ll evolve & keep my builds updated. This is one such build for the Druid Class called BIG Grizz 4.0.

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 a link to a new build calculator/planner that I’ll be using from now on as well which seems amazing.

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 Latest & older Builds spreadsheet on this link. This build (BIG Grizz 4.0) is one of the builds on that spreadsheet.

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

  • (active – ONLY put 1 point here) Maul – Shapeshift into a Werebear and maul enemies in front of you, dealing 21% (X-?) damage.
    Lucky Hit Chance: 30%
    Type: Shapeshifting ; Damage: Physical Generates: 11 Spirit
    • (1st upgrade) Enhanced Maul If an enemy is hit by Maul, then Fortify for 2% of your Maximum Life.
    • (2nd upgrade – my pick of the 2) Fierce Maul Increases the range and radius of Maul by 25%.

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

  • (active) Pulverize Shapeshift into a Werebear and slam the ground, dealing 50% (X-?) damage to nearby enemies.
    Lucky Hit Chance: 33% | Type: Shapeshifting ; Damage: Physical
    Spirit Cost: 35
  • (1st upgrade) Enhanced Pulverize – Your next Pulverize will Overpower every 12 seconds while you remain Healthy.
  • (2nd upgrade – my pick of the 2) Primal Pulverize – Enemies hit with Pulverize deal 20% reduced damage for 4 seconds.
  • (passive) Predatory Instinct Critical Strike Chance against nearby enemies is increased by +3%/+6%/+9%.
    • (upgrade) Iron FurYou gain 3%/6%/9% Damage Reduction while in Werebear form. This bonus persists for 3 seconds after leaving Werebear form.
    • (upgrade – did NOT take cuz it’s a Werewolf synergy) Digitigrate Gait
  • (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% Maximum 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 70% for 4 seconds.
    Cooldown: 22 seconds | Type: Shapeshifting
  • (1st upgrade) Enhanced Debilitating Roar Debilitating Roar also Fortifies you for 22% Maximum 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) Trample – Shapeshift into a Werebear , become Unstoppable, and charge forward, dealing 25% (X-?) damage and Knocking Back enemies. Enemies who are Knocked Back into terrain take an additional 45% (X-?) damage and are Stunned for 3 seconds.
    Lucky Hit Chance: 20%
    Cooldown: 14 seconds | Type: Shapeshifting ; Damage: Physical
  • (1st upgrade) Enhanced Trample Trample deals 150% bonus damage. This bonus is reduced by 50% (multiplicative) for each enemy hit after the first.
  • (2nd upgrade – my pick of the 2) Savage Trample Casting Trample grants 40 Spirit.
  • (passive – ONLY put 1 point here) Crushing Earth – Earth Skills deal 5%/10%/15% (multiplicative) increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.
    • (upgrade) Stone Guard – While Fortified for over 50% of your maximum Life, your Earth Skills deal 4%/8%/12% (multiplicative) increased damage.
    • (upgrade) Safeguard – Critical Strikes with Earth Skills Fortify you for 2%/4%/7% Maximum Life.
  • (passive – ONLY put 1 point here) Mending – While in Werebear form, you receive +5%/+10%/+15% additional healing from all sources.
    • (upgrade) Provocation – When you remain in Werebear form for at least 24/20/16 seconds, your next Skill will Overpower.
  • (passive) did not pick any other Wrath passives to save points but there are some worth considering

Ultimate Skills (Required Points: 23)

  • (active) Grizzly Rage – Shapeshift into a Dire Werebear for 10 seconds gaining 20% (multiplicative) bonus damage and 20% damage reduction. Damage bonus is increased by 3% each second while in this form. Kills extend the duration by 1 second up to 10 additional seconds.
    Cooldown: 60 seconds Type: Shapeshifting
  • (1st upgrade) Prime Grizzly Rage Grizzly Rage grants you Unstoppable for 6 seconds.
  • (2nd upgrade) Supreme Grizzly Rage Gain 8% Maximum Life as Fortify per second while Grizzly Rage is active.
  • (passive) Defiance Nature Magic skills deal 4% (multiplicative) increased damage to Elites.
    • (upgrade) Natural Disaster Your Earth Skills deal 4%/8%/12% (multiplicative) increased damage to Vulnerable enemies.
      Your Storm Skills deal 4%/8%/12% (multiplicative) increased damage to enemies that are Stunned, Immobilized, or Knocked Back.
    • (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% Maximum 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% Maximum Life.
  • (passive) did not pick other Ultimate passives to save points

Key Passive / Capstone (Required Points: 33 )

  • (passive) Ursine Strength – Gain 20% (multiplicative) additional maximum Life while in Werebear form and for 3 seconds after leaving Werebear form. While Healthy, deal 25% (multiplicative) increased damage, and 25% (multiplicative) increased Overpower damage.

Seasonal Mechanic (Vampiric Powers):

In Season 2 (Season of Blood), the seasonal Mechanics involves slotting in up to 5 (out of 22) Vampiric Powers at once. Each power requires a certain number of pacts to be applied to your armor. There are 3 types of Pacts: Ferocity, Divinity, Eternity. Pacts can be applied to Armor as follows: Helmet & Boots up can have to 3, Pants up to 4, while Chest Armor and Gloves can have up to 5 pacts applied to them. That Makes a Total of 20 and is enough for any possible combination of 5 powers. Below you can find Information of the total pacts this build needs + the 5 powers we’ve used.

VAMPIRIC POWERS:
Vampiric Powers Total Pacts Required: ferocity 2, divinity 8, eternity 7

Powers Used:
Blood Boil = eternity 6
Accursed Touch = divinity 6
Prey on the Weak = ferocity 2
Sanguine Brace = divinity 1 + eternity 1
Anticipation = divinity 1

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: IMPORTANT TO NOTE that the best pick for mobbing is terrible for single target here!
    That best pick is Obsidian Slam: Every 20th kill will case your next Earth Skill to Overpower.
    As it’s obvious, while it’s a 1on1 fight it’s practically useless. Thus, you may temporarily swap it out for 99% of the boss fights that won’t have constant minions/summons, especially for uber bosses. As replacement, there are 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. I personally think Energize is the best fit since Bolster‘s Survivability is no longer needed and Calamity‘s duration increase only counts Grizzly Rage‘s base duration and not the bonus from the aspect when counting those 25%. Pick based on whether you need more spirit regen or longer Ultimates.
    • option 1) Energize: Lucky Hit: Dealing damage has up to a 15% chance to restore 10 Spirit.
    • option 2) Calamity: Extend the duration of Ultimate Skills by 25%.

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

Insatiable Fury (Chest Armor)

Werebear form is now your true form, and you gain +3 Ranks to all Werebear Skills.

+[10.5 – 17.5]% Physical Damage
+[84 – 126%] Overpower Damage
+[4.9 – 10.5]% Damage Reduction while Fortified
+[25.5 – 46.5]% Total Armor while in Werebear Form


When the Days of Ash began, the great druid Nafain reminded his disciples that nothing, not even the loss of their humanity, was too great a sacrifice to protect Túr Dúlra from Astaroth’s flames.


Vasily’s Prayer (Helm) This one’s currently broken and the Fortify it gives does not scale with level/item power so it’s only half good/half worth it.

Your Earth Skills are now also Werebear Skills and Fortify you for N.

+[10.5 – 17.5]% Damage while Shapeshifted
+[42 – 63%] Overpower Damage
+[X – Y] Maximum Life
+[19 – 40]% Lightning Resistance


“Roots from the Great Oak growing at the seaward statue of Vasily will, on rare occasions, be found twisted back upon themselves, suffused with ferocious magic.” – Barrett’s Book of Implements

Alternative Choice 1: Harlequin Crest (Helm) Right now this seems like a very good option considering how broken Vasily’s Prayer is. It’s acceptable to loose the ability to cast Earthen Bulwark during grizzly rage if it means using a helmet with stats and bonuses that the Shako/Harlequin Crest provides.

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

[N] Maximum Life
X% Cooldown Reduction
+12% Resource Generation
+[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

Alternative Choice 2: Godslayer Crown (Helm) Right now this also seems like a very good option considering how broken Vasily’s Prayer is. It’s acceptable to loose the ability to cast Earthen Bulwark during grizzly rage if it means using a helmet with stats, CC and massive DPS boost that the Godslayer Crown provides.

When you Stun, Freeze, or Immobilize an Elite enemy, or damage a Boss, it pulls in nearby enemies. You deal x[30-60]% increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.

+[4.2 – 7]% Cooldown Reduction
+[X – Y] Maximum Life
+[10.5 – 17.5]% Damage
+[5 – 12]% Crowd Control Duration


“The Sahptev faithful believe in a thousand and one gods. If it takes me as many lifetimes, I will find and kill them all.” – Gaspar Stilbian, Veradani Outcast

Banished Lord’s Talisman (Amulet)

+[X]% Resistance to All Elements

After you spend 300 of your Primary Resource, your next Core Skill is guaranteed to Overpower. Your Critical Strikes that Overpower deal x[80-120]% increased damage.

+[5 – 12]% Resource Generation
+[21 – 42] Overpower Damage
+[1.8 – 5]% Critical Strike Chance
+1 Ranks of All Core Skills (note: this goes to +2 when fully upgrade to 5/5)


Tibault’s Will (Pants)

While Injured, Your Potion Also Restores 20% Resource You deal x[20-40]% increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.

+[2 – 3] Potion Capacity
+[7 – 14]% Damage Reduction from Close Enemies
+[10.5 – 17.5]% Damage
+[5 – 13] Maximum Resource


“The younger apprentices think wearing heavy plate in the swamps is foolish. They fail to understand that our armor is our legacy, and without it we are nothing.” – Crusader Pembroke

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. (if you don’t have any use Emerald for a bit)
Armor: Ruby or Saphire/Topaz (dmg reduction can help you needed in higher tier NM dungeons).
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

+15%/+5%/+8% 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 Latest & Older Builds spreadsheet on this link. This build (BIG Grizz 4.0) is one of the builds on that spreadsheet.

  • Helm: Aspect of Disobedience / Vasily’s Prayer OR 1 of the Alternative Helm Picks (see notes in the Unique Items section)
  • Amulet: Aspect of Retaliation / Banished Lord’s Talisman
  • Chest: Aspect of Might / Insatiable Fury
  • Pants: Aspect of Mending Stone / Tibault’s Will goes here
  • Gloves: Aspect of the Rampaging Werebeast
  • Boots: Ballistic Aspect
  • Ring 1: Aspect of The Ursine Horror
  • Ring 2: Raw Might Aspect
  • Main Hand Weapon: I recommend using a 2h Hammer
  • Off-hand Totem: I recommend using a 2h Hammer
  • 2-H Weapon: Shockwave Aspect
    (I recommend using a 2H Hammer as a weapon. With a 1h weapon + off-hand totem you can get quite a bit less dps but more utility (cooldown reduction, spirit cost reduction, etc.) so if you decide to do that a 1h Mace/Hammer will be the best choice)

Paragon Boards:

Use the link below to check the paragon boards selected and the nodes I’ve taken. On the link you’ll see what the boards will look like at lvl 100 with ALL paragon points spent and fully min-maxed to get the most out of every board BUT it’s base on my gear’s attributes bonuses (WIL, DEX, INT) so you may need to reorder some of the floating nodes to make sure you get the double bonus requirements of all rare nodes. Leveling in Season 2 is fast so I no longer will provide a version with less points spent.

Suggested Gear Rolls to look out for (in order of priority):

I’ve shortlisted various 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 (Wil, Dex, Int, All Stats), Total Armor
      • Priority 4: Maximum Spirit
    • Chest:
      • Priority 1: Damage Reduction from Close/Distant Enemies, Damage Reduction while Fortified, Overpower Damage with Werebear Skills
      • Priority 2: Maximum Life, + X% Damage, Damage Reduction
      • Priority 3: Core Stats (Wil, Dex, Int, All Stats), +x Ranks to Debilitating Roar/Earthen Bulwark, Total Armor
      • Priority 4: Damage while Shapeshifted, Werebear Skill Damage, Earth Skill Damage, Earth Damage, Physical Damage
    • Gloves:
      • Priority 1: + X ranks of Pulverize, Overpower Damage, Critical Strike Chance
      • Priority 2: Damage to Injured Enemies, Attack Speed
      • Priority 3: Earth Skill Cooldown Reduction, Lucky Hit Chance, Earth Critical Strike Damage, Critical Strike Damage with Werebear Skills
      • Priority 4: Core Stats (Wil, Dex, Int, 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 Trample, Core Stats (Wil, Dex, Int, All Stats), Total Armor while in Werebear Form
      • Priority 4: Total Armor, Damage Reduction
    • Boots:
      • Priority 1: Movement Speed, Damage Reduction while Injured
      • Priority 2: Spirit Cost Reduction
      • Priority 3: Core Stats (Wil, Dex, Int, All Stats), Total Armor while in Werebear Form
      • 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 (Wil, Dex, Int, All Stats)

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

Overpower / Overpower with Werebear Skills
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Earth/Nature/Shapeshifting/Werebear Skills
Critical Chance/Critical Damage with Core/Basic Skills
Damage with Core/Basic/Nature/Earth/Shapeshifting/Werebear Skills
Damage Against Close Enemies
+ X Ranks to Core/Defensive/Wrath Skills
+ X Ranks to Pulverizee/Debilitating Roar/Earthen Bulwark/Trample
Cooldown Reduction
+ Maximum Life
+ All Stats
+ Willpower, + Dexterity, + Intelligence
Vulnerable Damage / Damage Against Vulnerable Enemies
Resource/Spirit Cost Reduction
Attack Speed
Damage Reduction while from Close Enemies
Damage Reduction while Fortified
Damage Reduction while Injured
Movement Speed
Resistance to All Elements
Total Armor / Total Armor in Werebear Form
+ X% Damage
Damage vs Injured Enemies
Damage vs Healthy Enemies
Damage while Healthy
Critical Strike Chance Against Injured Enemies
Physical/Earth Skill Damage Bonus
Spirit Generation / Regeneration / On Kill
Lucky Hit Chance
Higher Priority
Lucky Hit Chance with Physical/Earth/Nature/Shapeshifting/Werebear Skill Damage
Damage Reduction from Enemies That Are Poisoned
Damage Against Crowd Controlled Enemies
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Fortify Generation
Lucky Hit: Up to a 5% chance to Heal +X Life
Barrier Generation
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
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 Latest Season 2 & Older (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 BIG Grizz 4.0 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, Steam)

XBOX

PlayStation

Official Website

『Diablo 4』 Devs promise to FIX the 1.1.0 MESS + Hotfix Nerf for Nightmare Dungeons

Diablo 4’s Devs promise to FIX the 1.1.0 MESS + a Hotfix Nerf for Nightmare Dungeons

(yesterday Diablo 4’s devs held another Campfire Chat livestream & made promises to FIX the current balance mess as well as to avoid making the similar messes in the future )

♦ ◊ ♦ ◊ ♦

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. After the 18th of July patch 1.1.0a, the game was left in a severely & unreasonably badly balanced state. All classes received massive nerfs mostly in the shape of reduced bonuses of the stats & affixes we get such as: Cooldown Reduction, Vulnerable Damage, Critical Strike Damage, Core Skill Damage, as well as various types of Damage Reduction, to name a few of the major culprits. There were a plethora of other nerfs that affected all classes as well as some buffs that do so too, but the overall result was that many of the working viable meta builds received a big blow and the ones that were non-meta & barely viable even stopped being viable for endgame content.

The aftermath was that a plethora of players, me including, did not feel the game was worth our time in its current state and were left looking for other games to play in the meantime. Blizzard held a Campfire Chat livestream yesterday and made a bunch of promises to address the situation and “fix” the mess in the upcoming Patch 1.1.1 (ETA around 1-2 weeks from the Campfire Chat on the 21st of July). What promises did they make, how do they plan to “fix” this mess, this article will hopefully answer any questions you may have regarding this.

Video Version:

“We know it is bad, we know it is not fun”

Blizzard acknowledged that reducing player power this drastically was uncalled for… but then why do it in the first place? They have at least realized that they made a big oopsie and are fast with the damage control so we already received (yesterday) a Hotfix that adjusts the hp and damage of the middle & higher tier Nightmare Dungeons. They also promise that they “don’t plan on doing a patch like this ever again”. So without further ado, below is a list of the Nightmare Dungeon changes that the most recent hotfix included:

Gameplay Update

We are implementing a reduction to overall monster power levels in Nightmare dungeons. The new top range for tier 100 will feel like what tier 70 was previously.

Developer Note: Although these values make it appear that the higher tiers are easier than lower tiers, this is not the case because the monsters also benefit from being significantly higher level than players in higher Nightmare Dungeon tiers.

Examples
Tier 35

    HP reduced by ~2%
    Damaged reduced by ~1%

Tier 50

    HP reduced by ~20%
    Damage reduced by ~13%

Tier 70

    HP reduced by ~60%
    Damage reduced by 54%

Tier 100

    HP reduced by ~82%
    Damage reduced by ~79%

Bug Fixes

    Fixed an issue where additional Blood Lances from the Gore Quills aspect could sometimes not deal damage.
    Fixed an issue where the Answers in the Ashes quest could have progression blocked if Varshan was killed before the quest updates to the step to defeat him.
    Fixed an issue where the dungeons Buried Halls and Endless Gates dungeons were not giving players proper rewards upon completion.
    Fixed an issue where the Akhan’s Grasp Nightmare Dungeon was not giving players proper rewards upon completion.
    Fixed an issue where the Moonrage Malignant Power would cause the Wolves power to be unequipped from the action bar.
    Fixed an issue where the Subterranean Legendary aspect was dealing far less damage than intended.
    Fixed an issue where the Frozen Terror Malignant Power could also fear the player with it equipped.
    Fixed an issue where Malignant Hearts could be duplicated when salvaging them, logging out immediately, and logging back in.
    Fixed an issue where Tier Skips wouldn’t be properly rewarded in certain scenarios.
    Fixed an issue where Whispers sometimes wouldn’t grant experience on completion.
    Further stability improvements

Why did they do those Nerfs?

Blizzard explains that the reason for those nerfs is that they did not want to see certain stats over-performing as much as they did compared to others and that they wanted people to use a wider variety of affixes instead of always using the same 5-6 affixes in their gear like Cooldown Reduction, Damage Reductions, Vulnerable Damage, Critical Strike Damage, and Core Skill Damage, for example. And this seems like a sound reason BUT the way they went on about it was FAR from the right way to handle this.

First off, if they wanted people to not feel pressured to use damage reduction in 3 out of 4 of their Leg armor affix slots, for example, they should have just buffed damage reduction to the point where people would feel that 3 of those on the same item are an overkill and just 2 would suffice, but they did the exact opposite and nerfed various kinds of damage reduction affixes. And now comes the damage control hotfix I mentioned & listed earlier where Nightmare Dungeons are getting nerfed to match the weak player power. While it’s better than nothing it’s definitely not the proper way those things should be done. I’ll be logging in later tonight to see how the game feels with the new NMD rebalance.

Another change I strongly disagree with is the cooldown reduction nerfs, they went overboard with that one and this severe of a nerf was totally uncalled for. They could have went for a very minor 5 to 10% nerf and then just increased the cooldown of skills that were being abused if they wanted to prevent infinite resources, infinite cast of certain abilities and so on as they said was their intention.

Addressing The “Vulnerable Problem”

I, among many players, agree that we need a rework or a removal+replacement of the Vulnerable damage mechanic. Simply nerfing the Vulnerable Damage affixes/rolls is not going to magically solve the problem. There is a reason why we take this stat in all our builds and why we take advantage of the mechanic. And apparently Joe Piepiora knows that it’s because of how Vulnerable damage is calculated. So the Devs admitted that it was not the proper way to handle this problem and that they’ll need to do a proper rework of the Vulnerable damage formula. He also said that doing a proper rework on Vulnerable will mean needing to look at other things, such as Overpower damage as an example, because all kinds of builds use it currently to be viable, so good alternatives will be needed.

Diablo IV Mission Statement

Blizzard showed a list of 4 key points that they will use as guidelines when making patches & balance changes to avoid such a big mess of a patch from happening again. They are as follows:

  • A wide variety of viable builds to discover, put together, and optimize, across all five classes
  • New items and powers every season to keep the game fresh and increase build variety
  • Continually evolving endgame content with high monster density for powerful builds to mow down and activities to challenge your build
  • Make the game more fun for players

So, those 4 mission statement points are obviously something that makes sense. So far, since launch, I have never felt that Blizzard was spot on with either of them while playing Diablo 4 on various builds on each class. They definitely have a long way to go before I would feel like each of those things feels accomplished. I obviously can not speak about point 3 as only the future will tell if the endgame evolves in the right pace but I do believe they should have launched with 2 more endgame activities as an alternative to Nightmare Dungeons that are just as rewarding and give us more ways to level up our glyphs and spend our in-game grind time.

Regarding new items and powers patch 1.1.0 was a hit and miss. Sorcerers, once again, getting the short end of the stick with yet another unique that has an awful negative effect, and is still the only class to get negative effect alongside the positives with their unique and legendary powers. 1.1.0 did bring some cool stuff for various classes in terms of unqiues and legendaries but was kind of a 50-50 for me what i considered cool and reasonable. And that also applies to the malignant hearts that also seem to be 50-50 hit or miss, and also has some underwhelming ones for the sorcerer.

A promise to make Sorcs viable & make Barbs worth it again

Blizzard made a promise that with 1.1.1 Sorcs, who were always at the bottom of the barrel in terms of how underpowered they are compared to other classes, a viable class worth playing. They also made a promise to bring Barbs to a reasonable power level again as 1.1.0 hit the very few reasonable Barb builds pretty hard too. Will this happen? Time will tell but I for sure hope it’s not an empty promise as i love playing elemental mages/casters in games or a good close range brawler class, which the Barbarian never felt like one to me (even with a strong build) ever since the game launched.

Players can expect that to happen partially trough re-visiting of the legendary and unique powers for those two classes and reworking + re-balancing those to make the two classes have a reasonable amount of viable builds for players to use.

Changes to Crowd Control in NMDs?

Blizzard also made a promise to address the ridiculously stupid amount of crowd control that exists in Nightmare Dungeons as well as the lack of many builds capable of dealing with it. I hope this change comes with patch 1.1.1 because right now it’s extremely painful to play certain maps & map affixes on the majority of the builds, especially ones that don’t have enough unstoppable (or any for that matter) to counter the freezing, rooting, slowing, etc. enemies

New Endgame Mode to challenge our builds… in Season 3

Apparently, NMDs are not the best type of content to use as a goal/benchmark to challenge one’s builds and Blizzard will be introducing a new Endgame Mode for us to do that. BUT it’s going to be a long wait of at least another half a year before we get a taste of it as it’s coming with Season 3. Not sure if they were talking about this content but they did also say they plan on bringing back the bosses from the campaign story in new endgame type that suits them when asked about bringing those bosses back. Another thing that they were asked about was leaderboards and they did say with Season 3 they will be bringing leaderboards and content where those could fit.

Here’s a wild guess from me: could we be getting a tower/arena/crucible/survival mode type of endgame with X arena stages where every N stages there’s a bigger boss fight? Is this going to have a timer running to see who get to the end of it the quickest? Is this going to be the content that re-uses the story bosses? I say probably but my guess is as good as anyone’s at this point so we’ll just going to have to wait and see.

A promise to leave overpowered builds as they are until given reasonable alternatives

Blizzard also promised to keep some builds overpowered until they have provided the playerbase with a compelling viable alternative to those builds. What is worth noting is that such meta shift changes will occur at predictable times, like the start of a new Season. However, in cases where a bug is causing game-breaking damage or crashes, Blizzard will still react quickly.

Increased density for Helltides and NMDs

Another changed that we’ll supposedly be getting with 1.1.1 is an increase of the mob density is the majority of Helltide area zones as well as in Nightmare Dungeons. They’ll also look into improving performance for certain effects/skills so that the substantial increase to mob density doesn’t result in substantially worse performance.

More storage? Devs: 1 extra stash tab is my best offer!

A big source of the negative experience in Diablo 4 is the inventory and storage tension. And maybe only players who play 1 class and 1 build only don’t feel this but anyone who has played more than 1 character or likes testing multiple builds on at least 1 character has realized how bad and how little the storage we’ve got available is. Blizzard has previously promised that Season 2 will come with a rework to the gem system and that gems will get their own “materials” tab in the way veiled crystals and the likes do. However, players need improvements to inventory and storage space right now. The best Blizzard can do is apparently give is a measly extra stash tab which is, obviously, better than zero extra stash tabs. So what can they do to hopefully solve this problem?

I, and many others i assume, believe that giving us personal stash tabs + much more shared ones would be the best option. 4 to 5 personal stash tabs + 10 shared ones should be all we need to have enough room for all sorts of builds on every single class. Additionally, I believe we’ll need a big change to the aspects & the codex of power where every single aspect is on the codex of power and can be unlocked from dungeons and other types of content. As an added bonus being able to put extracted aspects in the codex with their “better than min-roll” values being selectable from there when imprinting would be an amazing QoL feature

Respec cost will be 40% cheaper

One more area where the game has needed improvement was the respec cost for skill points and paragon points. The devs promised that 1.1.1 will bring a 40% reduction to that cost, which should make it roughly around 7-8 million gold for a full respec at lvl 100 (down from 12-13 mil). While it’s still far from perfect it’s a step in the right direction. I still believe respecs should not cost much at all and the real cost of switching to a new build should be farming the new gear and aspects for it + re-rolling the stats on that new gear to suit the build.

Currently, having to pay 12-13 Million god coins, on top of the already costly re-roll (enchant), extract, and imprint costs that one would need to do when gearing up for a new build is a kick in the nuts. Reducing it by only 40% down to 7-8 Mil will make the kick feel like a punch in the nuts so it will still be pretty painful. I’ve counted that excluding skill & paragon respecs, switching a build could end up somewhere between 20 and 40 mil gold on average. The main reason why the cost is this high is because of the shitty design of the enchantment system where each consecutive enchant gets more expensive. If they change it so that the cost of our 2nd re-roll is as high as the cost goes, then this whole respec “problem” will be much bearable. We need a gold sink but it also needs to be reasonable with the bloody costs.

More Changes to EXP incoming

Blizzard are also promising more changed to EXP, in particular speeding up the leveling from levels 50 to 100. They did not provide any specifics but they did say they don’t want reaching lvl 100 to feel like a job but still want it to feel like a challenge. They added that they don’t want players to reach a wall around lvl 70 or 75 where leveling becomes a total slog. I’m personally looking forward to that as EXP rates are a sore subject for me in looter games like Diablo 4.

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

Hailstorm Sorcerer Build for Diablo IV [B Tier Grade]

Hailstorm Sorcerer BUILD for Diablo IV [B Tier Grade]

(Call forth a Hailstorm and cover the battlefield with Glacial Icicles, let your foes feel the power of Cold )

♦ ◊ ♦ ◊ ♦

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 Sorcerer Class called Hailstorm.

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 (Hailstorm) is one of the builds on that spreadsheet.

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

  • (active) Fire Bolt – Hurl a flaming bolt, dealing 10.00% (X – ?) damage and Burning for 40.00% (X-?) over 8 seconds.
    Lucky Hit Chance: 20% | Damage: Fire ; Tags: Basic, Pyromancy
    Enchantment Effect Direct damage from Skills applies up to an additional 23% (X – ?) Burning damage over 8 seconds.
    • (1st upgrade) Enhanced Fire Bolt Fire Bolt pierces Burning enemies
    • (2nd upgrade) Flickering Fire Bolt Fire Bolt generates 2 Mana when hitting a Burning enemy.

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

  • (active) Frozen Orb Unleash an orb that Chills for 34% and expels piercing shards dealing a total of 32% (X- ?) damage. Upon expiration, Frozen Orb explodes, dealing 29% (X- ?) damage. and Chilling enemies for 9%.
    Lucky Hit Chance: 20%
    Mana Cost: 40 | Damage: Cold ; Tags: Core, Frost
    Enchantment Effect When you cast a Non-Basic Skill, you have a 20% chance to launch a Frozen Orb at a Nearby enemy.
    • (1st upgrade) Enhanced Frozen Orb When cast above 50 Mana, Frozen Orb’s explosion damage is increased by 30% (multiplicative).
    • (2nd upgrade – my pick of the 2) Greater Frozen Orb Frozen Orb’s explosion has a 30% chance to make all enemies hit Vulnerable for 2 seconds. Frozen Orb always makes Frozen enemies Vulnerable.
  • (passive) did not pick any Core passives to save points

Defensive Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Teleport Transform into lightning becoming Unstoppable and surging to the target location dealing 25% (X -?) damage around you upon arrival.
    Lucky Hit Chance: 40%
    Cooldown: 11 | Damage: Lightning ; Tags: Defensive, Shock
    Enchantment Effect: Evade is replaced with a short range Teleport on a 17.0 second Cooldown.
    • (1st upgrade) Enhanced Teleport Teleport’s cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds.
    • (2nd upgrade – my pick of the 2) Shimmering Teleport After Teleporting, you gain 30% Damage Reduction for 5 seconds.
  • (active – ONLY put 1 point here) Frost Nova Unleash a torrent of frost, Freezing enemies around you for 2 seconds. Cooldown: 15 Tags: Defensive, Frost
    Enchantment Effect Lucky Hit: Your Conjuration Skills have a 30% chance to unleash a Frost Nova when hitting enemies.
    • (1st upgrade) Enhanced Frost Nova Killing enemies Frozen by Frost Nova reduces its Cooldown by 2 seconds, up to 6 seconds per cast.
    • (2nd upgrade – my pick of the 2) Mystical Frost Nova Frost Nova makes enemies Vulnerable for 4 seconds, increased to 8 seconds against Bosses.
  • (active – ONLY put 1 point here) Flame Shield Engulf yourself in flames for 2 seconds, Burning nearby enemies for 23% (X) damage per second. While Flame Shield is active, you are Immune.
    Lucky Hit Chance: 50%
    Cooldown: 20 | Damage: Fire ; Tags: Defensive, Pyromancy
    Enchantment Effect: Flame Shield automatically activates when you take fatal damage. Can only happen once every 120 seconds.
    • (1st upgrade) Enhanced Flame Shield Flame Shield grants 25% Movement Speed while active.
    • (2nd upgrade – my pick of the 2) Shimmering Flame Shield Flame Shield Heals you for 50% of your missing Life.
  • (passive) Elemental Attunement Elemental Critical Strikes have a 5%/10%/15% chance to reset the Cooldown of one of your Defensive Skills. Can only happen once every 10 seconds.
  • (passive) did not pick any other Defensive passives to save points

Conjuration Skills (Required Points: 11 ) Not Taking any Active summons

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive – ONLY 1 point here) Align the Elements You gain 5%/10%/15% Damage reduction against Elites for each second you don’t take damage from any of these sources, up to 50%.  
    • (1st upgrade) Mana Shield did NOT take this one
    • (2nd upgrade – TOP TIER PASSIVE & MUST HAVE) Protection Using a cooldown grants 10%/20%/30% of your maximum Life as a Barrier for 5 seconds.
  • (passive) Precision Magic Your Lucky Hit Effect Chance is increased by up to 5%/10%/15%.
  • (passive) did not pick any more Conjuration passives to save points

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

  • (active) Blizzard Summon a frigid blizzard that deals 120% (X) damage and continually Chills enemies for 18% over 8 seconds.
    Lucky Hit Chance: 35%
    Mana Cost: 40 | Damage: Cold ; Tags: Mastery, Frost
    Enchantment Effect Every 15 seconds, a Blizzard forms over you and follows you for 6 seconds.
    • (1st upgrade) Enhanced Blizzard Blizzard deals 25% (multiplicative) increased damage to Frozen enemies.
    • (2nd upgrade – my pick of the 2) Mage’s Blizzard – When cast above 50 Mana, Blizzard’s duration is increased by 4 seconds.
  • (passive) Ice Veil Your Barriers have a +5%/+10%/+15% increased duration. (Barriers absorb damage from all sources up to a specified amount.)
    • (upgrade) Snap Freeze Lucky Hit: Frost Skills have a 3%/6%/9% chance to instantly Freeze.
    • (upgrade) Cold front While you have a Barrier active, you apply 8%/16%/24% (multiplicative) more Chill.

Ultimate Skills (Required Points: 23 )

  • (active) Deep Freeze Encase yourself in ice, becoming Immune for 4 seconds, continually dealing 13% damage, and Chilling enemies for 20%. When Deep Freeze expires, it deals an additional 100% damage. Casting Deep Freeze again ends the effect early.
    Lucky Hit Chance: 5%
    Cooldown: 60 | Damage: Cold ; Tags: Ultimate, Frost
    • (1st upgrade) Prime Deep Freeze When Deep Freeze ends, gain 10% of your Base Life as a Barrier for 6 seconds for each enemy you Froze while it was active.
    • (2nd upgrade) Supreme Deep Freeze When Deep Freeze ends, your Non-Ultimate Cooldowns are reduced by 50%.
  • (passive) Permafrost Frost Skills deal 5%/10%/15% (multiplicative) increased damage to Elites.
    • (upgrade) Icy Touch You deal 4%/8%/12% (multiplicative) increased damage to Vulnerable enemies.
    • (upgrade) Hoarfrost You deal 3%/6%/9% (multiplicative) increased damage to Chilled enemies, and 6%/12%/18% (multiplicative) increased damage to Frozen enemies.
    • (upgrade) Frigid Breeze Lucky Hit: Cold Damage against Vulnerable enemies has a 20%/40%/60% chance to generate 5 Mana.

Specializations (Required Points: 33 )

  • (passive) Avalanche Lucky Hit: Your Frost Skills have up to a 10% chance to make your next Ice Shards, Frozen Orb, or Blizzard consume no Mana and deal 40% (multiplicative) increased damage. Chance is doubled against Vulnerable enemies.

Enchantment (Class Mechanic):

I’d recommend mix-and matching two of the following Enchantments (you’ll need at least 1 point invested or from gear in the skills):

  • My MUST HAVE Picks
    • Frozen Orb – Whenever you cast a non-basic skill, you have a 20% chance to launch a Frozen Orb at a nearby enemy. NOTE that you’ll need to invest 3 points into it and its first & second Upgrades to get the most out of this. Ideally getting some extra ranks from gear will help too but is not as important. The skill points allocation has accounted for this so no need to worry about downgrading anything. This is my ideal pick for Slot 1 @ lvl 15
    • Blizzard Every 15 seconds, a Blizzard forms over you and follows you for 6 seconds. This is my ideal pick for Slot 2 @ lvl 30
  • Good to use For Mobbing AoE & DPS:
    • Fireball – When you kill an enemy, they explode in a Fireball for 50% of its damage. NOTE that you’ll need to invest 2 points into it and its first Upgrade to get the most out of this. Ideally getting some extra ranks from gear will help too but is not as important. The skill points allocation has accounted for 3 points (1+1+1) into Frozen Orb & its upgrades so no need to worry about downgrading other things just use those points… UNLESS you decide to use two core skill enchantments. Very good to use for leveling in the early first 30-40 levels.
      • Ice ShardsIce Shards automatically conjure and fly toward Frozen enemies. NOTE that you’ll need to invest 3 points into it and its first & second Upgrades to get the most out of this. Ideally getting some extra ranks from gear will help too but is not as important. The skill points allocation has accounted for 3 points (1+1+1) into Frozen Orb & its upgrades so no need to worry about downgrading other things just use those points… UNLESS you decide to use two core skill enchantments. Very good to use for leveling in the early first 30-40 levels.

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

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: Amethyst is what this build needs more because DoT (Blizzard is DoT) doesn’t crit or overpwoer
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

+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 Amethyst (Requires Level XY)

• Weapon: +N% Damage Over Time
• Armor: N% Damage Taken Over Time Reduction
• Jewelry: N% Shadow Resistance

+5%/+8.2%/+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 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)

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 (Hailstorm) is one of the builds on that spreadsheet.

  • Helm: Aspect of The Protector / Harlequin Crest (see notes below)
  • Amulet: Aspect of The Unwavering
  • Chest: Frostblitz Aspect
  • Pants: Snowguard’s Aspect
  • Gloves: Aspect of Frozen Memories
  • Boots: Aspect of Fortune
  • Ring 1: Prodigy’s Aspect
  • Ring 2: Aspect of Frozen Orbit
  • Main Hand Weapon: Glacial Aspect
  • Off-hand Focus: Aspect of the Frozen Tundra
  • 2-H Weapon: I do NOT recommend using a 2h weapon as it would mean loosing a precious aspect and cooldown reduction + the wand’s lucky hit chance which helps with both dps and survivability for this build by procing defensive skill resets (which in turn also = mana generation). But if you use a 2hander then the one aspect to sacrifice from the build would be Aspect of Frozen Orbit. I’d also keep the Glacial Aspect imprinted on the 2h slot
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.

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 89 with 179 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 1 point unspent) 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
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), Maximum Mana
      • Priority 4: Total Armor
    • Amulet:
      • Priority 1: Cooldown Reduction, +X Ranks of Mastery Skills, Movement Speed
      • Priority 2: Maximum Life, +X Ranks of a Passive you like, +X% Frost Skills Damage
      • Priority 3: +X% Damage, Damage Reduction from Close or Distant Enemies/While Injured,
      • Priority 4: Mana Cost Reduction
    • Chest:
      • Priority 1: Damage Reduction from Close/Distant Enemies
      • Priority 2: Maximum Life, + X% Damage
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats), Total Armor
      • Priority 4: Cold Damage, Frost Skill Damage
    • Pants:
      • Priority 1: +X Ranks of Blizzard, Damage Reduction from Close/Distant Enemies
      • 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 of Frozen Orb
      • Priority 2: 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, Wil, All Stats), Lucky Hit: Up to a 5% Chance to Heal +X Life
    • Boots:
      • Priority 1: Movement Speed, +4 Ranks of Frost Nova, Mana Cost Reduction
      • Priority 2: Damage Reduction while Injured
      • Priority 3: Core Stats (Int, Dex, Wil, All Stats)
      • Priority 4: Dodge Chance Against Distant Enemies
    • Rings:
      • Priority 1: Damage to Injured Enemies, Vulnerable Damage, Damage to Close Enemies
      • Priority 2: Maximum Life, Damage Over Time
      • Priority 3: Cold Damage, Damage to Burning Enemies, Lucky Hit Chance
      • Priority 4: Damage to Frozen/Crowd Controlled Enemies
    • Main Hand Weapon: Apparently, weapons can NOT roll two types of Damage mods!!!
      • Priority 1: Vulnerable Damage, Damage to Close Enemies
      • Priority 2: Damage to Injured Enemies
      • Priority 3: Damage to Frozen/Crowd Controlled Enemies
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats)
    • Off-hand Focus:
      • Priority 1: Cooldown Reduction, Mana Cost Reduction
      • Priority 2: Lucky Hit Chance
      • Priority 3: Up to a 5% Chance to Restore +[7 – 14]% Primary Resource
      • Priority 4: Core Stats (Int, Dex, Wil, All Stats), Damage Reduction from Enemies that are Burning
    • 2-H Weapon: See the 1H Weapon Rolls List

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

+ X% Damage
Damage with Frost Skills
Damage with Mastery Skills (from paragons only)
Lucky Hit Chance
+ X Ranks to Mastery Skills
+ X Ranks to Blizzard/Frozen Orb/Frost Nova
+ Willpower, + Dexterity, + Strength
+ All Stats
+ Maximum Life
Mana Generation / Regeneration / On Kill
Resource/Mana Cost Reduction
Cooldown Reduction
Attack Speed
Cold Damage Bonus
Lucky Hit Chance with Cold Damage
Resistance to All Elements
Damage to Burning Enemies
+ % Cold Damage to Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage Against Close Enemies
Damage Against Crowd Controlled Enemies
Vulnerable Damage
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
Barrier Generation
Lucky Hit Chance while you have a Barrier
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)
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 Hailstorm Sorcerer 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