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

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

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.

Overkiller Diablo IV Barbarian Build [RDY-4-Launch]

Overkiller Barbarian BUILD for Diablo IV [RDY-4-Launch]

(get MAD, Charge headfirst into combat & Overpower your foes before dealing a final Death Blow)

♦ ◊ ♦ ◊ ♦

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 Barbarian Class called Overkiller.

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

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

  • (active) Lunging Strike – Lunge forward and strike an enemy for 30% (X – ?) damage. Generate Fury: 9 Lucky Hit Chance: 50% Damage: Physical ; Tags: Basic,
    • (1st upgrade) Enhanced Lunging Strike Lunging Strike deals 30% (multiplicative) increased damage and Heals you for 2% Maximum Life when it damages a Healthy enemy.
    • (2nd upgrade – my pick of the 2) Combat Lunging Strike Critical Strikes with Lunging Strike grant you Berserking for 1.5 seconds

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

  • (active) Upheaval Tear into the ground with your weapon and fling debris forward, dealing 70% (X – ?) damage. Requires a two-handed weapon Fury Cost: 40 Lucky Hit Chance: 20% Damage: Physical ; Tags: Core,
    • (1st upgrade) Enhanced Upheaval Upheaval has an 20% chance to Stun all enemies it damages for 2.5 seconds.
    • (2nd upgrade – my pick of the 2) Furious Upheaval Dealing direct damage to an enemy with a Skill that is not Upheaval causes your next cast of Upheaval to deal 8% (multiplicative) increased damage, stacking up to 10 times.
  • (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) I did NOT take any Active Defensive Skills due to lack of enough skillbar slots
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (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 other Defensive passives to save points

Brawling Skills (Required Points: 11 )

  • (active 1 rank/level only) War Cry Bellow a mighty war cry, increasing your damage dealt by 15% (multiplicative) for 8 seconds, and Nearby allies for 4 seconds. Cooldown: 25 seconds Tags: Brawling, Shout
    • (1st upgrade) Enhanced War Cry War Cry grants you Berserking for 4 seconds.
    • (2nd upgrade – my pick of the 2) Mighty War Cry War Cry grants grants you 28% Base Life as Fortify.
  • (active 1 rank/level only) 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) Guttural Yell Your Shout Skills cause enemies to deal 8%/16%/24% (multiplicative) less damage for 5 seconds.
    • (upgrade) Raid Leader – did NOT take this one
  • (passive 1 point/rank only) Aggressive Resistance Gain 4%/8%/12% Damage Reduction while Berserking.
    • (upgrade) Battle Fervor – did NOT take this one
    • (upgrade) Prolific Fury – did NOT take this one
  • (passive) did not pick other Brawling passives to save points

Weapon Mastery Skills (Required Points: 16 )

  • (active) Death Blow Attempt a killing strike, dealing 120% (X – ?) to enemies in front of you. If this kills an enemy, the Cooldown is reset. Cooldown: 15 seconds Lucky Hit Chance: 50% Damage: Physical ; Tags: Weapon Mastery,
    • (1st upgrade) Enhanced Death Blow Death Blow deals 100% (multiplicative) increased damage to bosses.
    • (2nd upgrade – my pick of the 2) Fighter’s Death Blow If Death Blow damages at least 1 enemy, gain 20 Fury.
  • (passive) Pit Fighter You deal 3%/6%/9% (multiplicative) increased damage to Close enemies and gain 2%/4%/6% Distant Damage Reduction.
    • (upgrade) Slaying Strike You deal 8%/15%/23% increased damage against Injured enemies.
    • (upgrade) No Mercy – did NOT take this one
    • (upgrade) Expose Vulnerability – did NOT take this one
  • (passive) did not pick 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 – my pick of the 2) 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 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.
    • (upgrade) Brute Force – did NOT take this one
  • (passive ) Heavy Handed While using Two-Handed weapons you deal 5%/10%/15% (multiplicative) increased Critical Strike Damage.seconds.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Unconstrained Increase Berserk’s maximum duration by 5 seconds and increase its damage bonus by +25%.

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 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:

Overkill (Two-Handed Mace)

+[31.5]% Overpower Damage

Death Blow creates a shockwave, dealing [16 – 30]% of its Base damage to enemies. Enemies who die to this effect also reset Death Blow’s Cooldown.

+[21 – 35]% Damage to Injured Enemies
+[4.5 – 12]% Critical Strike Chance Against Injured Enemies
Elite_Kill_Damage (Struck’s note: I suspect this is X% dmg after killing an Elite for X seconds)
+[2 – 4] Ranks of Death Blow

The malformed snake creatures that live in the swamps are not content with simply killing their prey. They seem to take a malicious pleasure from inflicting as much suffering as possible before death.

Sockets & Gems

Full Diamonds is a good fit for many builds, not so much for this one due to not much Barrier sources. I’ve shortlisted 5 total gems that work well with the build so pick based on your preference. I’d recommend either of those for Weps: Diamond, Skull, Saphire or Emerald. For Armor: Diamond, Skull, Saphire or Ruby. For Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Emerald (Requires Level XY)

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

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

Legendary Aspects / Powers

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

  • Helm: Aspect of Might
  • Amulet: Exploiter’s Aspect
  • Chest: Weapon Master’s Aspect
  • Pants: Steadfast Berserker’s Aspect
  • Gloves: *Aspect of Inner Calm (see NOTE below)
  • Boots: Relentless Berserker’s Apect
  • Ring 1: Bold Chieftain’s Aspect (see notes for alternative choices)
  • Ring 2: Bear Clan Berserker’s Aspect (see notes for alternative choices)
  • 1H Weapon: Aspect of Brawler’s Aspect
  • Off-hand: Edgemaster’s Aspect
  • 2-H Weapon 1: Aspect of Encroaching Wrath
  • 2-H Weapon 2 (see NOTE below): Aspect of Veteran Brawler
NOTE 1: Aspect of Veteran Brawler should go into the 2nd 2-Hander slot until the Overkill Unique 2-handed mace drops. After that, move it to the Gloves slot and discard the aspect there (Aspect of Inner Calm). 

NOTE 2: The two Resource aspects I put for the Ring slots can me mix-and-matched with those two other resource aspects in any ways between the 4: Aspect of Echoing Fury & Aspect of Berserk Fury. 

It's up to you which 2 of the 4 resource Aspects to take if you're not "feeling it" with the two I picked.

Paragon Boards:

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

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

I’ve shortlisted 37 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority

Bonus to All Damage
Critical Strike Damage Bonus
Critical Strike Chance
Crit Chance / Critical Strike Damage with Core Skills
Damage with Core Skills
Lucky Hit Chance
Physical Damage Bonus
Physical Crit Chance / Critical Strike Damage Bonus
Resistance to All Elements
Cooldown Reduction
Weapon Mastery Skill Damage
+ % Damage to Elites
+ % Physical Damage to Elites
Damage Upon Killing an Elite
+ % Critical Chance / Crit Damage with Physical Damage Against Elites
Damage Reduction for X Seconds After Killing an Elite
+ % Damage for X Seconds After Killing an Elite
Damage Reduction from Elites
Vulnerable Damage
Crit Chance / Critical Strike Damage to Close Enemies
Crit Chance / Critical Strike Damage to Vulnerable Enemies
Crit Chance / Critical Strike Damage to Crowd Controlled Enemies
Damage while Healthy
Damage to Vulnerable Enemies
Damage to Close Enemies
Damage to Crowd Controlled Enemies
Damage to Vulnerable Enemies with Core / Weapon Mastery Skills
Crit Chance/ Critical Strike Damage with Weapon Mastery Skills
+ 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
Low Priority

Useful Links (Spreadsheets & more):

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

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

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

♦ ◊ ♦ ◊ ♦

This concludes the Overkiller 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