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

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

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

♦ ◊ ♦ ◊ ♦

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

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

This build will be updated when needed.

Video Version:

Skill Trees

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

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

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

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

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

Defensive Skills (Required Points: 6 )

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

Brawling Skills (Required Points: 11 )

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

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

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

Ultimate Skills (Required Points: 23 )

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

Specializations (Required Points: 33 )

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

Class Mechanic:

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

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

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

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

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

Unique Items

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

Top Pick Unique for the Build

Harlequin Crest (Helm)

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

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

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

Additional/Alternative Unique for the Build

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

Melted Heart of Selig (Amulet)

[4 – 25]% Resistance to All Elements

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

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

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

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

+[17.5%] Critical Strike Damage

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

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


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

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

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

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

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

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

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

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

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

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

Sockets & Gems

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

Weps: Ruby. Emerald is also good, but Ruby is what this build needs more.
Armor: Ruby or Saphire (dmg reduction apparently is very needed in high tier NM dungeons).
Jewelry: Skull for Armor until they rework resistances. After the rework: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Emerald (Requires Level XY)

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

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

Legendary Aspects / Powers

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

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

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

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

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

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 93 with 190 paragon points (so more paragon points will be obtained on the way to 100). The other link is what the boards will look like when fully maxed out (I left the last 5 point unspent in case one want the Carnage legendary node) on paragon points.

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

I’ve shortlisted 41 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.

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

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

Useful Links (Spreadsheets & more):

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

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

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

♦ ◊ ♦ ◊ ♦

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

PC (Battle.Net)

XBOX

PlayStation

Official Website

Quake Stomp Diablo IV Barbarian Build [RDY-4-Launch]

Quake Stomp Barbarian BUILD for Diablo IV [RDY-4-Launch]

(It’s HAMMER TIME! Do the Sanctuary Shake® with constant Stomps and Leaps that make the ground Quake.)

♦ ◊ ♦ ◊ ♦

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

Diablo IV‘s Launch in less a week and I’m bringing you my 25th Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Barbarian Class called Quake Stomp.

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

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

Video Version:

Skill Trees:

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

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

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

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

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

Defensive Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Ground Stomp Smash the ground, dealing 10% (X – ?) damage and Stunning surrounding enemies for 3 seconds.
    Cooldown: 16 seconds | Damage: Physical ; Tags: Defensive,
    • (1st upgrade) Enhanced Ground Stomp Increase Ground Stomp’s duration by 1 second.
    • (2nd upgrade – my pick of the 2) Tactical Ground Stomp Ground Stomp generates 25 Fury.
  • (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) Leap Leap forward and then slam down, dealing 33% (X – ?) damage and Knocking Back surrounding enemies on impact. Cooldown: 17 seconds Lucky Hit Chance: 33% 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 – ONLY put 1 point here) Aggressive Resistance Gain 4%/8%/12% Damage Reduction while Berserking.
    • (upgrade) Battle Fervor When a Brawling Skill damages at least one enemy, gain Berserking for 1/2/3 second(s).
    • (upgrade) Prolific Fury While Berserking, Fury Generation is increased by 6%/12%/18% (multiplicative).
  • (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 8%/15%/23% increased damage against Injured enemies.
    • (upgrade) Expose Vulnerability – did NOT take this one
  • (passive) did not pick any other Weapon Mastery passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Wrath of the Berserker Gain Berserking and Unstoppable for 5 seconds. For the next 10 seconds, dealing direct damage with Basic Skills grants Berserking for 25 seconds Cooldown: 60 seconds Lucky Hit Chance: 40% Tags: Ultimate,
    • (1st upgrade) Supreme Wrath of the Berserker While Wrath of the Berserker is active, gain +20% increased Movement Speed and increase Fury Generation by 30% (multiplicative)
    • (2nd upgrade) Prime Wrath of the Berserker While Wrath of the Berserker is active, every 50 Fury spend increases Berserk’s damage bonus by 25% (multiplicative)
  • (passive) Wallop did NOT take this one
    • (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.seconds.
    • (upgrade) Brute Force – Your Overpower deals 15%/30%/45% (multiplicative) increased damage when using a Two-Handed weapon *NOTE: Unlocking this skill upgrade requires investing into either Wallop OR Heavy Handed (can still get both if you want)
  • (passive) Tempered Fury Increase your Maximum Fury by 3/6/9.
    • (upgrade) Furious Impulse did NOT take this one
    • (upgrade) Invigorating Fury – did 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.

Class Mechanic:

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

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

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

Unique Gear:

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

The Grandfather (Two-Handed Sword)

+[17.5%] Critical Strike Damage

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

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


An unbroken lineage of unwavering strength.

Sockets & Gems:

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

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

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Emerald (Requires Level XY)

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

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

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 (Quake Stomp) is one of the builds on that spreadsheet.

  • Helm: Steadfast Berserker’s Aspect / Harlequin Crest (see notes below)
  • Amulet: Relentless Berserker’s Apect / Melted Heart of Selig (see notes below)
  • Chest: Aspect of Numbing Wrath / Exploiter’s Aspect (see notes below)
  • Pants: Aspect of Bul-Kathos
  • Gloves: Exploiter’s Aspect / Aspect of Veteran Brawler (see notes below)
  • Boots: Aspect of Perpetual Stomping
  • Ring 1: Aspect of Giant Strides
  • Ring 2: Aspect of Berserk Fury / Mother’s Embrace (see notes below)
  • 1H Weapon: Earthquake Aspect
  • Off-hand: Aspect of Limitless Rage / Ramaladni’s Magnum Opus (see notes below)
  • 2-H Weapon 1: Aspect of Ancestral Force
  • 2-H Weapon 2: Aspect of Veteran Brawler / The Grandfather (see notes below)
NOTE 1: Aspect of Veteran Brawler goes in the 2h Weapon 2 slot ONLY until you get The Grandfather Unique Two-Handed Sword. After that: Aspect of Numbing Wrath gets removed from the Chest slot & discarded. Exploiter's Aspect gets moved from the Gloves slot to the, now empty, Chest slot. Aspect of Veteran Brawler goes in the, now empty, Gloves slot to make room for the Unique Two-Handed Sword. 
There are four other alternative picks for Uniques you could use if you get those: Melted Heart of Selig (Amulet), Harlequin Crest (Helm), Mother's Embrace (Ring) & Ramaladni's Magnum Opus (Sword)
See the 2nd note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Melted Heart of Selig (Amulet): Relentless Berserker's Apect gets removed from the Amulet slot to make room for the Unique Amulet.
- For Harlequin Crest (Helm): Steadfast Berserker’s Aspect gets removed from the Helm slot to make room for the Unique Helm.
- For Mother's Embrace (Ring): Aspect of Berserk Fury gets removed from the Ring slot to make room for the Unique Ring.
- For Ramaladni's Magnum Opus (Sword): Aspect of Limitless Rage gets removed from the Off-hand slot & to make room for the Unique Sword.

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 83 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

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

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

Bonus to All Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Slashing/Bludgeoning Skills
Critical Chance/Critical Damage with Core/Brawling/Basic/Defensive Skills
Damage with Core/Brawling/Basic/Defensive Skills
Lucky Hit Chance
+ X Ranks to Core/Brawling/Ultimate/Basic/Defensive/Shout Skills
+ X Ranks to Hammer of the Ancients/Leap/Ground Stomp/Rallying Cry/Bash
Lucky Hit Chance withPhysical/Slashing/Bludgeoning Damage
Physical/Slashing/Bludgeoning Damage Bonus
+ % Critical Chance / Critical Damage with Physical/Slashing/Bludgeoning Damage
Resistance to All Elements
Overpower Damage
+ % Physical/Slashing/Bludgeoning Damage to Elites
+ % Critical Strike Chance with Physical/Slashing/Bludgeoning Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage to Close Enemies
Critical Chance / Critical Damage Against Close Enemies
Critical Chance / Critical Damage Against Crowd Controlled Enemies
Damage to Crowd Controlled Enemies
Critical Chance / Critical Damage Against Vulnerable Enemies
Vulnerable Damage
Damage while Healthy
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
Overpower Chance
Overpower Damage with Hammer of the Ancients/Leap/Ground Stomp/Bash
Overpower Damage with Core/Brawling/Basic Skills
Overpower Damage with Slashing/2-handed/Sword/Bludgeoning/etc. Weapon
Higher Priority
+ All Stats
Damage vs Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Fury Generation / Regeneration/ On Kill
Movement Speed
Attack Speed
Strength
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

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

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

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

♦ ◊ ♦ ◊ ♦

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

PC (Battle.Net)

XBOX

PlayStation

Official Website.

Scorcher Diablo IV Sorcerer Build [RDY-4-Launch]

Scorcher Sorcerer BUILD for Diablo IV [RDY-4-Launch]

(Set the World on fire and watch it BURN as you listen to the agonizing screams of your scorched foes)

♦ ◊ ♦ ◊ ♦

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

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

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

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

Video Version:

Skill Trees

Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Scorcher) 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 – my pick of the 2) Glinting Fire Bolt Critical Strikes with Fire Bolt increase the burning damage you deal to the enemy by 20% (multiplicative) for 4 seconds

Major Destruction / Core Skill(s) (Resource Spender) (Required Points: 2 ) Use Fireball ONLY until you get Firewall BUT keep the 1+1+1 points in it to boost the enchantment

  • (active – only use this until Firewall unlocks) Fireball Hurl an exploding ball of fire, dealing 60% (X- ?) damage to surrounding enemies. Lucky Hit Chance: 33% Mana Cost: 40 Damage: Fire ; Tags: Core, Pyromancy Enchantment Effect When you kill an enemy, they explode in a Fireball for 50% of its damage.
    • (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) 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
    • (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) 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) Firewall Create a wall of flames that Burns enemies for 160% (X) over 8 seconds. Lucky Hit Chance: 40% Mana Cost: 30 Damage: Fire ; Tags: Mastery, Pyromancy Enchantment Effect Each time an enemy takes Burning damage, there’s a 5% (pre-launch patch: this % will be increased) chance to spawn 2 Firewalls underneath them for 3 seconds.
    • (1st upgrade) Enhanced Firewall Enemies take 25% (multiplicative) increased Burning damage from you while standing in Firewall.
    • (2nd upgrade – my pick of the 2) Mage’s Firewall Enemies continue Burning for 3 seconds after leaving Firewall.
  • (passive) Inner Flames Your Pyromancy Skills deal 3%/6%/9% (multiplicative) increased damage while you are Healthy.
    • (upgrade) 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 10%/20%/30% (multiplicative) increased Critical Strike Damage against Burning enemies. If they are also Immobilized, this bonus is increased to 25%/50%/75% (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 Freeze did NOT take this one
    • (upgrade) Cold front did 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: 38% 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 +10%/+20%/+30% for 3 seconds.
    • (upgrade) Soulfire did NOT take this one
    • (upgrade) Endless Pyre You deal increased Burning damage to enemies for each second they remain Burning, up to 5%/10%/15% (multiplicative) after 5 seconds.
    • (upgrade – ONLY put 2 points here) Warmth Every 1 second, you Heal for 0.3%/0.6%/0.9% of your Maximum Life for each Nearby Burning enemy. Healing increased to 0.6%/1.2%/1.8% from Bosses.

Specializations (Required Points: 33 )

  • (passive) Combustion Your Burning effects deal 2% (multiplicative) increased damage per unique source of Burning you have applied to the enemy. If the enemy is Burning from 3 or more sources, this bonus is doubled.

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):

  • Obvious Synergies
    • Fireball – When you kill an enemy, they explode in a Fireball for 50% of its damage. NOTE that you’ll need to either remove a point from a passive or get +X Ranks to Fireball from an item. (my 1st pick)
    • Fire Bolt – Direct Damage from Skills applies up to an additional 99 burning damage over 8 seconds.(my ideal 2nd pick)
    • Meteor – Lucky Hit: 8% chance for a Meteor to fall on enemies. (my alternative 2nd pick) NOTE that you’ll need to either remove a point from a passive or get +X Ranks to Meteor from an item.
    • Flame Shield – Flame Shield automatically activates when you take fatal damage, Can only happen once every 120 Seconds.
    • Hydra – After spending 300 mana, a 5-headed Hydra appears for 5 seconds.
  • Still good to try
    • 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 either remove a point from a passive or get +X Ranks to Frozen Orb and if you wanna make the most out of it you’ll actually spend 2 more points to get Greater Frozen Orb.

Unique Items

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

Melted Heart of Selig (Amulet)

[4 – 25]% Resistance to All Elements

Gain +100% Maximum Resource. In addition, when you take damage, drain [3 – 6] Resource for every 1% of Life you would have lost instead.

[10 – 18] All Stats
+[12.5 – 19.5]% Core Skill Damage
+[16.5 – 23.5]% Damage while Healthy

[7 – 14]% X Generation (Struck’s note: I’m 100% sure X here stands for each class’ Primary Resource: Mana, Essence, Spirit, Energy, Fury)

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

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

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Emerald (Requires Level XY)

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

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

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)

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

  • Helm: Aspect of The Protector / Harlequin Crest (see notes below)
  • Amulet: Exploiter’s Aspect / Melted Heart of Selig (see notes below)
  • Chest: Frostblitz Aspect
  • Pants: Aspect of The Unwavering / Iceheart Brais (see notes below)
  • Gloves: Accelerating Aspect / Exploiter’s Aspect (see notes below)
  • Boots: Aspect of Fortune / Esu’s Heirloom (see notes below)
  • Ring 1: Prodigy’s Aspect
  • Ring 2: Incendiary Aspect / Accelerating Aspect (see notes below)
  • 1H Weapon: Elementalist’s Aspect
  • Off-hand: Aspect of Engulfing Flames
  • 2-H Weapon (if you decide to use one): Elementalist’s Aspect
NOTE 1: Incendiary Aspect stays in the Ring 2 slot ONLY until you get the Melted Heart of Selig Unique Amulet. After that discard it & put Accelerating Aspect in the, now empty, Ring 2 slot, then put Exploiter's Aspect in the, now empty, Gloves slot to make room for the Unique Amulet.
There are three other alternative picks for Uniques you could use if you get those first: Esu's Heirloom (Boots), Harlequin Crest (Helm), & Iceheart Brais (Pants)
See the other other notes below:

NOTE 2: How to re-arrange if using any of the alternative Uniques (I made it as painless as possible):
- For Esu's Heirloom (Boots): Aspect of Fortune gets removed from the Gloves slot to make room for the Unique Boots
- For Harlequin Crest (Helm): Aspect of The Protector gets removed from the Helm slot to make room for the Unique Helm.
- For Iceheart Brais (Pants): Aspect of The Unwavering gets removed from the Pants slot to make room for the Unique Pants.

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 87 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown). The other link will be what the boards will look like when fully maxed out on paragon points.

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

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

Bonus to All Damage
Critical Strike Chance / Critical Damage Bonus
Critical Chance / Critical Damage with Pyromancy/Fire Skills
Critical Chance / Critical Damage with Mastery/Ultimate/Core/Basic/Defensive Skills
Damage with Mastery/Ultimate/Core/Basic/Defensive Skills
Lucky Hit Chance
+ Ranks to Mastery/Ultimate/Core/Basic/Defensive Skills
+ Ranks to Firewall/Frost Nova/Fire Bolt/Fireball/Flame Shield/Teleport
Lucky Hit Chance with Fire/Burning Damage
Fire/Burning Damage Bonus
+ % Critical Chance / Critical Damage with Fire/Burning Damage
Resistance to All Elements
+ % Chill Application
+ % Fire/Burning Damage to Elites
+ % Critical Strike Chance with Fire/Burning Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage to Close Enemies
Critical Chance / Damage Against Close Enemies
Damage to Crowd Controlled Enemies
Critical Chance / Damage Against Crowd Controlled Enemies
Damage to Vulnerable Enemies
Critical Chance / Damage Against Vulnerable Enemies
Vulnerable Damage
Damage while Healthy
Barrier Generation
Chance When Struck to Gain N Life as Barrier for X Seconds
Lucky Hit Chance while You Have a Barrier
Damage Reduction while You Have a Barrier
Life as Barrier On Kill
Critical Strike Chance Against Burning/DoT affected Enemies
Damage to Burning/DoT affected Enemies
Higher Priority
+ All Stats
Damage vs Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Mana Generation / Regeneration/ On Kill
Movement Speed
Attack Speed
Intelligence
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

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

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

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

♦ ◊ ♦ ◊ ♦

This concludes the Scorcher 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

Hemomancer 2.0 Diablo IV Necromancer Build [RDY-4-Launch]

Hemomancer 2.0 Necromancer BUILD for Diablo IV [RDY-4-Launch]

(the Hemomancer boils the blood of their foes & consumes their flesh to keep themselves Healthy & Fortified)

♦ ◊ ♦ ◊ ♦

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

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

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

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

Video Version:

Skill Trees

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

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

  • (active) Hemorrhage – Burst an enemy’s blood, dealing 25% (X-XX) damage. Hemorrhage has 20% chance to form a Blood Orb. Lucky Hit Chance: 40% Generates: 7 Essence Damage: Physical ; Tags: Basic, Blood
    • (1st upgrade) Enhanced Hemorrhage After picking up a Blood Orb, your next Hemorrhage also hits nearby enemies and grants 2 additional essence per enemy hit
    • (2nd upgrade) Initiate’s Hemorrhage Hemorrhage grants 1.6% Base Life as Fortify each time it hits an enemy, and has a 1.5% chance per enemy hit to Fortify you for 100% Base Life.

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

  • (active) Blood Lance – Throw a blood lance that lingers in an enemy for 3 econd, dealing 45% (X-?) damage to the enemy and all other lanced enemies. Lucky Hit Chance: 40% Essence Cost: 25 Damage: Physical ; Tags: Core, Blood
    • (1st upgrade) Enhanced Blood Lance – Blood Lance Pierces through enemies who are currently lanced, dealing 15% reduced damage to subsequent enemies after the first.
    • (2nd upgrade – my pick of the 2) Supernatural Blood Lance – After casting Blood Lance 8 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) DID NOT INVEST in other Core passives to save points

Macabre Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Blood Mist Disperse into a bloody mist, becoming Immune for 3 seconds. Your Movement Speed is reduced by 20.00% and you periodically deal 2% (X-?) damage to enemies, healing for 0.5% of your Maximum Life. Lucky Hit Chance: 9% Cooldown: 20 Seconds. Damage: Physical ; Tags: Macabre, Blood
    • (1st upgrade) Enhanced Blood Mist Casting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds.
    • (2nd upgrade – my pick of the 2) Dreadful Blood Mist – Blood Mist Fortifies you for 0.5% Base Life each time it hits an enemy.
  • (passive) Grim Harvest Consuming a Corpse generates 3/6/9 Essence.
    • (upgrade) Fueled by Death You deal 4%/8%/12% (multiplicative) increased damage for 4 seconds after consuming a Corpse.
  • (passive) Skeletal Warrior Mastery – Increase the damage and Life of your Skeletal Warriors by 15%/30%/45% (multiplicative).
  • (passive) DID NOT INVEST in other Macabre passives to save points

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

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) DID NOT INVEST in any Corruption passives to save points

Summoning Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Corpse Tendrils Veins burst out of a Corpse, pulling in enemies, Stunning them for 3 seconds, and dealing 20% (X-?) damage to them. Lucky Hit Chance: 20% Cooldown: 11.0 Seconds. Damage: Physical ; Tags: Corpse, Corruption
    • (1st upgrade) Enhanced Corpse Tendrils Enemies who are in range of Corpse Tendrils are Slowed by 50% before being pulled.
    • (2nd upgrade – my pick of the 2) Plagued Corpse Tendrils – Enemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds.
  • (passive – ONLY put 1 point here) 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 – ONLY put 1 point here) Transfusion – Blood Orbs also heal your Minions for 15%/30%/45% of the amount. Note: Unlike Coalesced Blood, this node is only connected to Tides of Blood
    • (upgrade) Drain Vitality Lucky Hit: Hitting enemies with Blood Skills has up to 25% chance to Fortify you for 2%/5%/8% Base Life.
    • (upgrade) Tides of Blood Your Blood Skills deal 5%/10%/15% (multiplicative) increased Overpower damage. This bonus is doubled while you are Healthy.
  • (passive) Necrotic Carapace – When a Corpse is formed from your Skills or your Minions, Fortify for 2%/4%/6% Base Life.
  • (passive) DID NOT INVEST in other Summoning passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Blood Wave Conjure a tidal wave of blood that deals 90% (X-?) damage and knocks enemies back. Lucky Hit Chance: 30% Cooldown: 50 Seconds. Damage: Physical ; Tags: Ultimate, Blood
    • (1st upgrade) Prime Blood Wave Blood Wave Slows enemies by 50% for 4 seconds.
    • (2nd upgrade) Supreme Blood Wave Blood Wave leaves behind 3 Blood Orbs as it travels.
  • (passive) Bonded in Essence – Every 5 seconds, your Skeletal Priest’s Healing will Heal your skeletons for 20%/40%/60% of their Maximum Life.
    • (upgrade) Death’s Defense – Your Minions can’t lose more than 75%/50%/25% of their maximum Life from a single damage instance.
    • (upgrade) Inspiring Leader – After you have been Healthy for at least 4 seconds, you and your Minions gain +4%/+8%/+12% Attack Speed. (seems to need a point in Death’s Defence to unlock this)
      • (upgrade) Hellbent Commander – Your Minions deal 10%/20%/30% (multiplicative) increased damage while you are near them.
  • (passive) DID NOT INVEST in any other Ultimate passives to save points

Specializations (Required Points: 33 )

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

Book of the Dead (Class Mechanic):

This build is all about creating as many corpses as possible and getting Fortify for each corpse generated. On top of that we can keep spamming Blood Lance as long as we keep consuming the corpses as that gives us Essence. For that reason we take the Corpse generation & Fortify bonuses for our Minions.

I’d advise taking one Minion Type for this build & Sacrificing the other. I prefer using the Skeletal Warriors & Skeletal Mages, while scrapping the & Golem. The types + sacrifices are:

  • Skeletal Reapers: Upgrade 2for that extra Corpse generation
    • Description: Reapers have a 10% chance to carve the flesh off enemies, forming a corpse. This cannot happen on the same enemy more than once every 5 seconds.
  • Bone Mages: Upgrade 2 is amazing to keep granting us Fortify
    • Description: Each time a Bone Mage dies from its own attack, they leave behind a corpse and Fortify you for X.
  • 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 Item

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

Ring of Starless Skies (Ring)

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

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

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

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

Sockets & Gems

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

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

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage
• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance

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

XYZ Emerald (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

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

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

  • Helm:Aspect of Might / Harlequin Crest (see notes below)
  • Amulet: Smiting Aspect / Melted Heart of Selig (see notes below)
  • Chest: Viscous Aspect
  • Pants: Aspect of the Embalmer / Temerity (see notes below)
  • Gloves: Aspect of Rathma’s Chosen
  • Boots: Exploiter’s Aspect
  • Ring 1: Aspect of Grasping Veins
  • Ring 2: Blood Seeker’s Aspect / Ring of Starless Skies (see notes below)
  • 1H Weapon: Aspect of Hungry Blood
  • Off-hand: Cadaverous Aspect
  • 2-H Weapon (if you decide to use one): Aspect of Hungry Blood
NOTE 1: Blood Seeker's Aspect goes in the Ring slot ONLY until you get the Ring of Starless Skies Unique Ring.
There are three other alternative picks for Uniques you could use if you get those first: Melted Heart of Selig (Amulet), Harlequin Crest (Helm), & Temerity (Pants)
See the notes below for more info:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Melted Heart of Selig (Amulet): Smiting Aspect gets removed from the Amulet slot to make room for the Unique Amulet
- For Harlequin Crest (Helm): Aspect of Might gets removed from the Helm slot to make room for the Unique Helm.
- For Temerity (Pants): Aspect of the Embalmer gets removed from the Ring 2 slot to make room for the Unique Pants.

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 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown). The other link will be what the boards will look like when fully maxed out on paragon points.

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

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

Bonus to All Damage
Critical Strike Chance / Critical Damage Bonus
Critical Chance / Critical Damage with Blood/Physical Skills
Critical Chance / Critical Damage with Core/Macabre/Corpse/Corruption/Basic/Ultimate Skills
Damage with Core/Macabre/Corpse/Corruption/Basic/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Blood Lance/Hemorrhage/Blood Wave/Blood Mist/Corpse Tendrils
+ X Ranks to Core/Macabre/Corpse/Corruption/Basic Skills
Lucky Hit Chance with Blood/Physical Damage
Blood/Physical Damage Bonus
+ % Critical Chance / Critical Damage with Blood/Physical Damage
Resistance to All Elements
+ % Blood/Physical Damage to Elites
+ % Critical Strike Chance with Blood/Physical Damage Against Elites
+ % Damage for X Seconds After Killing an Elite
Damage Reduction for X Seconds After Killing an Elite
Damage Reduction from Elites
Damage to Close Enemies
Critical Chance / Critical Damage Against Close Enemies
Damage to Crowd Controlled Enemies
Critical Chance / Critical Damage Against Crowd Controlled Enemies
Vulnerable Damage
Critical Chance / Critical Damage Against Vulnerable Enemies
Fortify Generation
Damage while Fortified
Chance When Struck to Fortify for X Life
Overpower Chance
Overpower Damage with Blood Lance/Hemorrhage/Blood Wave/Blood Mist/Bone Storm
Overpower Damage with Core/Blood/Macabre/Corpse/Corruption/Basic/Ultimate Skills
Damage to Slowed/Stunned/Immobilized Enemies
Critical Strike Chance Against Slowed/Stunned/Immobilized Enemies
Lucky Hit: Critical Strikes From Your Minions Have up to a 5% Chance to Reduce Enemy Damage Dealt by X% for N Seconds
Higher Priority
+ All Stats
Damage while Healthy
Damage vs Healthy Enemies
Damage vs Injured Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Essence Generation
Essence Regeneration
Essence On Kill
Movement Speed
Attack Speed
Intelligence
Resource Cost Reduction
Lower Priority

Useful Links (Spreadsheets & more):

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

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

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

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

PC (Battle.Net)

XBOX

PlayStation

Official Website