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

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

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

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

♦ ◊ ♦ ◊ ♦

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

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

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

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

Video Version:

Skill Trees

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

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

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

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

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

Agility Skills (Required Points: 6 )

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

Subterfuge Skills (Required Points: 11 )

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

Imbuements Skills (Required Points: 16 )

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

Ultimate Skills (Required Points: 23 )

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

Specializations (Required Points: 33 )

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

Class Mechanic:

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

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

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

Unique Item

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

Eyes in the Dark (Pants)

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

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

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

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

Sockets & Gems

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

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Emerald (Requires Level XY)

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

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

Legendary Aspects / Powers

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

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

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

Paragon Boards:

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

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

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

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

Useful Links (Spreadsheets & more):

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

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

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

♦ ◊ ♦ ◊ ♦

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

PC (Battle.Net)

XBOX

PlayStation

Official Website

BIG GRIZZ 2.0 Diablo IV Druid Build [RDY-4-Launch]

BIG GRIZZ 2.0 Druid BUILD for Diablo IV [RDY-4-Launch]

(this build’s got that BIG GRIZZ energy & uses two defensive skills, making it beary tanky)

♦ ◊ ♦ ◊ ♦

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 Druid Class called BIG GRIZZ 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 (BIG GRIZZ 2.0) is one of the builds on that spreadsheet.

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

  • (active) Storm Strike – Electricity gathers around your weapon, dealing 20% (X-?) damage to your target and chaining to up to 3 surrounding enemies, dealing 20% less damage each time it chains. You gain 25% Damage Reduction for 3 seconds after dealing damage with Storm Strike. Lucky Hit Chance: 25% Type: Storm Magic ; Damage: Lightning Generates: 15 Spirit
    • (1st upgrade) Enhanced Storm Strike – Storm Strike has a 15% chance to Immobilize all enemies hit for 2.5 seconds.
    • (2nd upgrade – my pick of the 2) Fierce Storm Strike – Storm Strike has a 50% chance to make enemies Vulnerable for 3 seconds.

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

  • (active) Pulverize Shapeshift into a Werebear and slam the ground, dealing 50% (X-?) damage to nearby enemies. Lucky Hit Chance: 33% Type: Shapeshifting ; Damage: Physical Spirit Cost: 35
  • (1st upgrade) Enhanced Pulverize – Your next Pulverize will Overpower every 10 seconds while you remain Healthy.
  • (2nd upgrade – my pick of the 2) Raging Pulverize – Enemies are Stunned for 2 seconds when they are Overpowered with Pulverize.
  • (passive) Predatory Instinct Critical Strike Chance against nearby enemies is increased by +3%/+6%/+9%.
    • (upgrade) Iron Fur – You gain 3%/6%/9% Damage Reduction while in Werebear form. This bonus persists for 3 seconds after leaving Werebear form.
    • (upgrade – did NOT take cuz it’s a Werewolf synergy) Digitigrate Gait / Lycanthropic Speed
  • (passive) did not pick other Spirit/Core passives to save points

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

  • (active) Earthen Bulwark – Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Base Life in damage. Lucky Hit Chance: 50% Cooldown: 16 seconds Type: Earth Magic ; Damage: Physical
  • (1st upgrade) Enhanced Earthen Bulwark Earthen Bulwark makes you Unstoppable while active.
  • (2nd upgrade – my pick of the 2) Preserving Earthen Bulwark – Casting Earthen Bulwark grants 18% Base Life as Fortify.
  • (active) Blood Howl – Shapeshift into a Werewolf and howl furiously, Healing you for 20% of your Maximum Life. Cooldown: 15 seconds Type: Shapeshifting
  • (1st upgrade) Enhanced Blood Howl – Kills reduce the Cooldown of Blood Howl by 1 second.
  • (2nd upgrade – my pick of the 2) Innate Blood Howl Blood Howl also generates 20 Spirit.
  • (passive) Ancestral Fortitude Increase your Non-Physical Resistances by 5%/10%/15%.
    • (upgrade) Vigilance did not take to save points
  • (passive) did not pick other Defensive passives to save points

Companion Skills (Required Points: 11 ) I did NOT take a companion BUT if you want to sacrifice one of the Defensive skills, I recommend the skills & upgrades below

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

Wrath Skills (Required Points: 16 )

  • (active) Hurricane Form a hurricane around you that deals 97% (X-?) damage to surrounding enemies over 8 seconds. Lucky Hit Chance: 33% Cooldown: 20 seconds Type: Storm Magic ; Damage: Physical
  • (1st upgrade) Enhanced Hurricane Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
  • (2nd upgrade – my pick of the 2)Savage Hurricane Enemies affected by Hurricane deal 20% less damage.
  • (passive) Crushing Earth Earth Skills deal 5%/10%/15% (multiplicative) increased damage to Slowed, Stunned, Immobilized or Knocked Back enemies.
    • (upgrade) Stone Guard While Fortified for over 50% of your maximum Life, your Earth Skills deal 4%/8%/12% (multiplicative) increased damage.
    • (upgrade) Safeguard Critical Strikes with Earth Skills Fortifiy you for 2%/4%/7% Base Life.
  • (passive) did not pick any other Wrath passives to save points but there are some worth considering

Ultimate Skills (Required Points: 23 )

  • (active) Grizzly Rage Shapeshift into a Dire Werebear for 10 seconds gaining 20% (multiplicative) bonus damage and 20% damage reduction. Damage bonus is increased by 3% each second while in this form. Kills extend the duration by 1 second up to 10 additional seconds. Cooldown: 60 seconds Type: Shapeshifting
  • (1st upgrade) Prime Grizzly Rage – You are Unstoppable when Grizzly Rage is active.
  • (2nd upgrade) Supreme Grizzly Rage Gain 8% Base Life as Fortify per second while Grizzly Rage is active.
  • (passive) Defiance Nature Magic skills deal 4% (multiplicative) increased damage to Elites.
    • (upgrade) Natural Disaster Your Earth Skills deal 4%/8%/12% (multiplicative) increased damage to Vulnerable enemies. Your Storm Skills deal 4%/8%/12% (multiplicative) increased damage to enemies that are Stunned, Immobilized, or Knocked Back.
    • (upgrade – did NOT pick to save points) Circle of Life Nature Magic skills that consume Spirit restore 1%/2%/3% of your maximum Life.
    • (upgrade) Resonance Nature Magic Skills deal 2%/4%/6% (multiplicative) increased damage. Triple this bonus if an Earth Skill is the next Skill cast after a Storm Skill, or a Storm Skill is the next Skill cast after an Earth Skill.
  • (passive) Defensive Posture – Increases the amount of Fortify you gain from all sources by +5%/+10%/+15%.
    • (upgrade) Thick Hide Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for 6%/13%/19% Base Life.
    • (upgrade – only invested 1 point due to lack of points) Nature’s Resolve – 5%/10%/15% chance when struck to Fortify you for 4% Base Life.
    • (upgrade) Unrestrained – Reduce the duration of control impairing effects by 3%/6%/9%. Triple this effect while you have Fortify for over 50% of your maximum Life.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Ursine Strength – Gain 20% (multiplicative) additional maximum Life while in Werebear form and for 3 seconds after leaving Werebear form. While Healthy, deal 30% (multiplicative) increased damage.

Class Mechanic (Spirit Boons):

I don’t have much info regarding the Spirit Boons but I think you can pick at least 2 from the same category + maybe 1 more from another. I’d advise getting the following 2 for now.

  • Eagle Category, Scythe Talons: +5% Critical Strike Chance.
  • Eagle Category, Avian Wrath +30% Critical Strike Damage.

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:

Insatiable Fury (Chest Armor)

Werebear form is now your true form, and you gain +2 Ranks to all Werebear Skills.

+[0.07 – 0.14] Physical Damage
+[21 – 42]% Overpower Damage
[7 – 14]% Damage Reduction while Fortified
+[0.07 – 0.14] Armor

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

Sockets & Gems

Full Diamonds is a good fit for many builds, including this one. I’ve shortlisted 5 total gems that work well with the build so pick based on your preference. I’d recommend doing for Weps: Diamond, Skull, Saphire, Ruby 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 (BIG GRIZZ 2.0) is one of the builds on that spreadsheet.

  • Helm: Stormshifter’s Aspect
  • Amulet: Ballistic Aspect
  • Chest: *Earthguard Aspect OR Exploiter’s Aspect OR Symbiotic Aspect (see note below)
  • Pants: Mending Stone
  • Gloves: Aspect of The Ursine Horror
  • Boots: *Symbiotic Aspect OR Exploiter’s Aspect (see note below)
  • Ring 1: Aspect of Retaliation
  • Ring 2: Mangled Aspect
  • 1H Weapon (see note below): Aspect of Natural Balance
  • Off-hand (see note below): *Shockwave Aspect (see note below)
  • 2-H Weapon (see note below): Aspect of Natural Balance
NOTE 1: Get rid of 1, keep 1 in the boots, and use temporarily the other between: Earthguard Aspect OR Symbiotic Aspect OR Exploiter’s Aspect. This is a tough choice to make and it's up to you which one you like most to keep in the Boots and which one you want to use until the Unique. We'll need to empty this slot for the awesome unique eventually. You can have 1 here & the other in the Boots before you get the Unique Chest. I'd go Earthguard in the Chest as temp and Exploiter's in the Boots

NOTE 2: You may wanna consider putting Crashstone Aspect in the Off-hand slot or maybe put Aspect of The Rampaging Werebeast there

Paragon Boards:

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

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

I’ve shortlisted 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
Critical Strike Damage with Core Skills
Damage with Core Skills
Lucky Hit Chance
Earth/Lightning Damage Bonus
Earth/Lightning Critical Strike Damage Bonus
Resistance to All Elements
Cooldown Reduction
+ % Critical Strike Chance with Earth/Lightning Damage
+ % Damage to Elites
+ % Earth/Lightning Damage to Elites
Damage Upon Killing an Elite
+ % Critical Strike Chance with Earth/Lightning 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
Critical Strike Damage to Close Enemies
Critical Strike Damage to Vulnerable Enemies
Critical Strike Damage to Crowd Controlled Enemies
Critical Strike Damage with Nature/Earth/Shapeshifting/Storm Skills
Damage while Healthy
Damage to Vulnerable Enemies
Damage to Close Enemies
Damage to Crowd Controlled Enemies
Damage while Fortified
High Priority
+ All Stats
Damage vs Injured Enemies
Damage vs Healthy Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Spirit Generation / Regeneration / On Kill
Movement Speed
Attack Speed
Willpower
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 BIG GRIZZ 2.0 Druid Build for Diablo IV. If you’re interested in the game, below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Chaining Thunder 2.0 Diablo IV Sorcerer Build [RDY-4-Launch]

Chaining Thunder 2.0 Sorcerer BUILD for Diablo IV [RDY-4-Launch]

(be the Master of Thunder & Storms that shocks & electrifies enemies while zapping around the map)

♦ ◊ ♦ ◊ ♦

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 Sorcerer Class called Chaining Thunder 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 (Chaining Thunder 2.0) is one of the builds on that spreadsheet.

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

  • (active) Arc Lash – Unleash arcing lightning that shocks enemies in front of you for 42.00% (X- ?). Every 10 times Arc Lash swipes, it Stuns all enemies hit for 2 seconds. Lucky Hit Chance: 30% Damage: Lightning ; Tags: Basic, Shock
    • (1st upgrade) Enhanced Arc Lash If Arc Lash’s initial swipe Critically Strikes, it swipes and additional time.
    • (2nd upgrade – no point invested here but it’s my pick of the 2) Glinting Arc Lash Hitting a Stunned enemy with Arc Lash reduces your Cooldowns by 0.25 seconds.

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

  • (active) Chain Lightning Unleash lightning that deals 42% (X-?) damage and chains and chains between Nearby enemies and you up to 6 times. Lucky Hit Chance: 25% Mana Cost: 35 Damage: Lightning ; Tags: Core, Shock
  • (1st upgrade) Enhanced Chain Lightning Chain Lightning gains a +3% increased Critical Strike Chance per bounce.
  • (2nd upgrade – my pick of the 2) Greater Chain Lightning When Chain Lightning Critically Strikes, it has a 25% chance to form a Crackling Energy.
  • (passive) did not pick any Core passives to save points

Defensive Skills (Required Points: 6 )

  • (active) 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) Mystical Teleport For 4 seconds after Teleporting, Crackling Energy deals 40% (multiplicative) more damage.
  • (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 )

  • (active) Lightning Spear Conjure a crackling spear of lightning that seeks out enemies for 6 seconds, dealing 15% (X – ?) damage per hit. Lucky Hit Chance: 35% Cooldown: 20 Damage: Lightning ; Tags: Conjuration, Shock
  • (1st upgrade) Enhanced Lightning Spear After Critically Striking, Lightning Spear has a 5% increased stacking Critical Strike Chance for its duration.
  • (2nd upgrade – my pick of the 2) Invoked Lightning Spear Lightning Spear Stuns enemies for 2 seconds when Critically Striking.
  • (passive – i only put 1 point here to unlock the next passives) 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 – not a must have but I maxed it) Mana Shield – Every time you spend 100 Mana, you gain 5%/10%/15% Damage Reduction for 5 seconds.
    • (2nd upgrade – TOP TIER PASSIVE & MUST HAVE) Protection Using a cooldown grants 10%/20%/30% of your maximum Life as a Barrier for 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 )

  • (active – did not invest points into it but good to consider) Ball Lightning – Conjure a ball of lightning that slowly moves forward, continually zapping enemies for 18% (X -?) damage. Lucky Hit Chance: 20% Mana Cost: 50 Damage: Lightning ; Tags: Mastery, Shock
  • (1st upgrade – no need to get upgrades if only getting it for the Enchantment) Enhanced Ball Lightning Ball Lightning’s damage rate is increased by 200% of your Attack Speed Bonus.
  • (2nd upgrade – my pick of the 2) Wizard’s Ball Lightning If an enemy is hit at least 4 times by a cast of Ball Lightning, a Crackling Energy is formed. Can only happen once per cast.
  • (passive) Static Discharge Critical Strikes with Shock Skills have a 5% chance to form a Crackling Energy.
    • (upgrade) Shocking ImpactEvery time you Stun an enemy, you deal 15%/30%/45% Lightning Damage to them. [this is further boosted by the Unique Item]
    • (upgrade) Regenerative ConduitCrackling Energy restores 4/8/12 Mana upon pickup.
  • (passive) Ice Veil Your Barriers have a +5%/+10%/+15% increased duration. (Barriers absorb damage from all sources up to a specified amount.)
    • (upgrade) Snap Freezedid NOT take this one
    • (upgrade) Cold frontdid NOT take this one

Ultimate Skills (Required Points: 23 )

  • (active) Unstable Currents Lightning surges within you for 10 seconds. Whenever you cast a Shock Skill, a random Core, Conjuration, or Mastery Shock Skill is also cast. Cooldown: 70 Damage: Lightning ; Tags: Ultimate, Shock
  • (1st upgrade) Prime Unstable Currents – Unstable Currents increases your Attack Speed by +25% while active.
  • (2nd upgrade) Supreme Unstable Currents While Unstable Currents is active, Crackling Energy continually pulses and consumes no charges.
  • (passive) Coursing Currents – Hitting enemies with Shock Skills increases your Critical Strike Chance by +1%/+2%/+3%. Resets upon getting a Critical Strike.
    • (upgrade- did NOT take to save points) Conduction – Critical Strikes with Shock Skills increase your Movement Speed by +3%/+6%/+9% for 3 seconds.
    • (upgrade) Electrocution – Enemies deal 5%/10%/15% less damage for 5 seconds after being Critically Struck by your Shock Skills.
    • (upgrade) Convulsions – Lucky Hit: Shock Skills have a 3%/6%/9% chance to Stun enemies for 3 seconds.

Specializations (Required Points: 33 )

  • (passive) Overflowing Energy Crackling Energy hits 1 additional enemy. Each time Crackling Energy hits an enemy, your Shock Skill Cooldowns are reduced by 0.1 seconds, increased to 0.25 seconds against Elites.

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
    • Chain Lightning – Chain Lightning forms automatically after spending 100 Mana. (my pick)
    • Lightning Spear – Absorbing Crackling Energy has a 10% chance to conjure a Lightning Spear. (my pick)
    • Arc Lash – When you use a Cooldown (skill with cooldown), enemies around you are Stunned for 0.5 seconds.
    • Ball Lightning – Lucky Hit: Critical Strikes have a 25% chance to spawn a static Ball Lightning. (you’ll need to put at least 1 point into this as it’s not part of the build)
  • Still good to try
    • Frost Nova – Lucky Hit: Your Conjuration Skills have a 30% chance to unleash a Frost Nova when hitting enemies. (you’ll need to put at least 1 point into this as it’s not part of the build)
    • Hydra – After spending 300 Mana, a 5-headed Hydra spawns for 5 seconds. (you’ll need to put at least 1 point into this as it’s not part of the 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:

Esadora’s Overflowing Cameo (Amulet)

[4 – 25]% Resistance to All Elements Upon collecting Crackling Energy, there’s a 10% chance to release a lightning nova, dealing N Lightning Damage.
+[7 – 14]% Non-Physical Damage
Damage_CracklingEnergy (Struck’s note: I’m 99% sure this is +X% Damage With Crackling Energy)
+[1 – 2] Ranks of the Shocking Impact Passive
+[16.5 – 23.5]% Movement Speed

The only thing more potent than Esadora’s magic was her endless hatred of humanity. As she lay dying, the pale amulet around her neck drank in both.

Sockets & Gems

Full Diamonds is a good fit for most builds, including this one, and I’d recommend doing this. For this build some people may prefer Skulls or Saphires in the weapons or even Skull in Jewelry.

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)

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

  • Helm: Exploiter’s Aspect
  • Amulet: *Aspect of Shared Misery Until The Unique goes here (see note below)
  • Chest: Aspect of Fortune
  • Pants: Aspect of The Unwavering
  • Gloves: Aspect of the Unbroken Tether
  • Boots: *Aspect of Shared Misery (see note below)
  • Ring 1: Aspect of Splintering Energy
  • Ring 2: Prodigy’s Aspect OR Aspect of The Umbral is a great alternative but only REALLY good with Aspect of Shared Misery in the builds
  • 1H Weapon: Aspect of Overwhelming Currents
  • Off-hand: Stable Aspect
  • 2-H Weapon (if you decide to use one): Aspect of Overwhelming Currents
NOTE: After the unique goes on the Amulet slot, Shared Misery goes in the Boots slot. Before that use a filler in the Boots. My choice will be Charged Aspect. OR keep Shared Misery in the Boots then in the Amulet put Accelerating Aspect if you can manage the mana drain all that attack speed will cause. Alternatively, for the Amulet move the Splintering Energy there and use Aspect of The Umbral in the 1st Ring instead of it.

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 97 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 39 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
Critical Strike Damage with Core Skills
Damage with Core Skills
Damage with Crackling Energy
Lightning Damage Bonus
Lightning Critical Strike Damage Bonus
Critical Strike Damage vs Crowd Controlled Enemies
Cooldown Reduction
+ % Critical Strike Chance with Lightning Damage
+ % Damage to Elites
+ % Lightning Damage to Elites
Damage Upon Killing an Elite
+ % Critical Strike Chance with Lightning Damage Against Elites
Damage Reduction for X Seconds After Killing an Elite
+ % Damage for X Seconds After Killing an Elite
Damage Reduction from Elites
Resistance to All Elements
Attack Speed
Higher Priority
+ All Stats
Damage while Healthy
Damage vs Healthy Enemies
Damage vs Injured Enemies
Damage vs Close Enemies
Weapon Damage (not sure if there are any bonuses to that as rolls)
Damage vs Stunned Enemies
Damage vs Slowed Enemies
Damage vs Immobilized Enemies
Mana On Kill
Mana Generation
Mana Regeneration
Barrier Generation Bonus
Damage Reduction with an Active Barrier
Lucky Hit Chance with an Active Barrier
Lucky Hit Chance
Movement 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 Chaining Thunder 2.0 Sorcerer Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website

Endgame Growth & Activities, PVP & Release Times in Diablo IV

Endgame Growth & Activities, PVP & Release times in Diablo IV

(a look at growing stronger after completing the campaign, endgame exploration & activities plus PVP)

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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 team has shared some additional information (via a video) about the post-story experience and the PVP aspects of the game. I’ve got some of things I’d like to say about what was shared with us in that video. I’ll express my thoughts, including some concerns, regarding what was revealed as well as what is already known from previous Blizzard videos and interviews.

Video Version:

Post-story Experiences

Blizzard are promising “A variety of different experiences players can pursue. An entire world of sanctuary for players to offer. There’s going to never be an absence of something to do. After a player has finished the campaign, there’s a lot more game to go and participate in.” Players gain access to a special – what Blizzard calls – Capstone Dungeon that they have to complete. Once players finish this Capstone Dungeon they will gain access to the first additional World Tier (Word Tier III a.k.a. Nightmare). Each World Tier brings better experience rates and gold drop rates. It’s worth noting that certain powerful loot (Unique Items also Ancestral & Sacred gear) only drop on World Tier III and above (it supposedly will go all the way to World Tier VI).

Whether we’re fans of dungeons, PVP or just roaming around the world (Whispers) there’s a way to continue our Diablo adventure long after hitting max level.

Growing in Power

Blizzard states that, as our character(s) continue(s) to grow in power, we’ll start with the skill tree and expand out into the Paragon system. A lot of the choices the players will make are grounded on skills themselves and the fantasies associated with those skills.

The Paragon Boards will allow us to have a lot more depth, a lot more customization, many more options as we go. We can rotate the board so we can choose a different path. This will allow us to approach the Glyphs, board sockets, and legendary tiles we are after in different ways that will involve taking different board tiles on the way. The majority of tiles on each board are basic ones that simply give + 5 to one of the core attributes but there are also blue and yellow ones that give a little bit more depth and are more suitable for specific types of builds. Charting their own path trough the Paragon Boards (and picking the Boards that suit their chosen Skills and Playstyle) will hopefully be enough for the more capricious players out there that were unhappy with how ‘small’ the Skill Tree was in the Beta. The Paragon Boards are a way for a player to keep expanding their character(s) and making it/them ‘uniquely yours’. I’ll make content dedicated specifically to this as a deep-dive very soon.

Blizzard also briefly talked about the Codex of Power (for which I already have a written guide+list). In a nutshell, it’s a system that allows players to obtain certain Legendary Aspects/Powers by completing dungeons for the first time as well as by reaching certain points in the game’s main story/campaign. In the Open Beta there were 114 Aspects that can be obtained via the Codex which is around half of the total number of Aspects in the Beta, 224, that was confirmed via a Beta datamine. Codex of Power Aspects always have the minimum roll possible unless obtained regularly by a drop but can be imprinted as many times as you want while dropped Aspects can be re-used, sadly, only once. This allows players to take Rare or Legendary item bases that they like and imprint them with the exact Aspect that their build needs. Rare items Imprinted that way automatically turn into a Legendary item.

Nightmare Dungeons

Blizzard says that every part of Sanctuary is fulfilling and satisfying. Nightmare Dungeons are going to give players the opportunity to experience the regular dungeons in each area they might have already done in the past BUT with various twists added to them. Players will enter a Nightmare Dungeon with a Sigil (that they either found or crafted at the Occultist). That dungeon will be a modified version of one of the 120+ standard dungeons with added modifiers that may alter the playstyle & the intensity of the dungeon. Those dungeons will be more difficult and may even have additional objectives. This is achieved by introducing dungeon affixes/modifiers that grow in number as the rank/grade of the Sigil goes up.

One example of such Nightmare Dungeon affix is called Hell Gate. Occasionally, portals will come up throughout the area that will just pour out different monsters that aren’t native to that region/dungeon. Players will have the added difficulty of dealing with those extra enemies while handling everything else inside the dungeon. Imagine the Butcher showing up for some fresh meat as you’re dealing with a Hell Gate + some regular dungeon-native enemies at the same time. The number of dungeons Blizzard has confirmed is 120+. I do remember them previously saying 150+ in an interview or a video. I guess the other 30 have either been removed or won’t be ready for launch. Any one of those 120+ dungeons can become a nightmare dungeon if you find or craft the right Nightmare Sigil and then use it. Using a Nightmare Sigil will activate a Nightmare version of that dungeon with the affixes that were on the Sigil. This will supposedly “add a little bit of a twist of flavor on your particular dungeon”.

Endgame Exploration

There will be some targeted activities in Diablo IV that suit what players are feeling in the mood for. The forces of Hell are starting to have more influence in parts of Sanctuary, in the vast, interconnected overworld of the experience, and as the players are going into Helltide Areas, they’re going to find even more powerful enemies. By killing those enemies, players will be able to “gain these special shards they can take to go and use to purchase these big rewards that are available at these caches that are found throughout Helltide Areas“. Basically, what they are saying here is that we, the players, will encounter Helltide events, and upon clearing those, we’ll be awarded keys that can unlock Helltide caches, which can be found in Helltide Areas.

“The sky darkens and the rivers run red, meteors fall from the sky and the monsters get harder”. Blizzard say they really want to create new experiences for the players. One such experience is the Whispers of the Dead system.

Whispers of the Dead

Whispers of the Dead is a system similar to Diablo III‘s bounties. Players get Whispers of the Dead/bounties from the Tree of Whispers. Apparently, “the tree has a little bit of a grudge against our players, and it would like for them to go serve its needs”. Players will take 10 bounties that they need to serve, which the game seems to refer to as “Whispers silenced“. Here I hope it’s not time-gated but rather simply limiting it to just 10 bounties per full whispers run. We’ll gather different rewards, different items, and bring those back to the tree, in hopes that the tree will reward us something really meaningful (hello bounty rewards RNG à la D3).

One thing that Blizzard revealed is the choice between 3 different types of rewards players can make. So, while it seems to be random what 3 types of rewards collections we’ll get, it’s also going to be random what is in those collections. My guess is that they may have made it to maybe have a guaranteed at least 1 Legendary but that’s just me being hopeful. Whispers are contained activities that can be done either solo or in a group. Here I’m hoping that split-pushing whispers will be possible. Blizzard says that they really “wanted to create a variety for people to be able to spend time where they wanted to in the world”.

The Fields of Hatred

In Diablo IV, the focus is on the world of Sanctuary, and there are parts of that world that are called the Fields of Hatred, where Lilith’s presence in Sanctuary has begun to seep through and manifest these poisonous areas throughout the world. When players go to these regions, they get to engage in player-vs-player conflict. These offer opportunities for the player to collect shards, with a catch. Shards need to be purified before players can take them back to town and turn them in for random gear rewards. When someone attempts to purify their shards, other players in the same field of hatred will know of this and can choose to go and intervene for the chance to steal those shards for themselves. Blizzard mentions that people should “be prepared that you might lose some stuff in the meantime”. What this refers to should be the loss of unpurified shards (purified shards can not be dropped as per what was officially confirmed many months ago).

Once players have purified their shards, “they can take these, go back to nearby towns to sell them, and then use that to buy a whole bunch of interesting cosmetic items and rewards.” While technically true, and they are not lying in our faces, they do make it sound that EVERYTHING you can buy via PVP rewards is cosmetic BUT that’s not the case. Yes, you can exchange purified shards for cosmetic rewards (not sell the shards as Blizzard said but straight up use them as currency as seen in the video). Note how they said “cosmetic items and rewards” and that is not clear whether cosmetic refers to the rewards part of this statement. Well, it doesn’t.

As the video showed us, we can use the shards at a PVP gambler vendor to directly buy random gear the same way gold can be used to gamble at the regular gambler npc. So, what I’ve been trying to warn people about is how this introduces a terrible dis-balance by not separating PVP and PVE gear and by letting people earn non-cosmetic rewards by partaking in PVP. PvE players may feel forced to partake in PVP IF, AND ONLY IF, the good loot chance from the PVP gambler ends up like a faster and a better way to earn good loot than the regular gambler, doing Nightmare Dungeons, and silencing Whispers.

Further on, Blizzard confirms that the Fields of Hatred are “a place for people who really love PVP and want to still get loot and still increase their character’s power. If that’s the way they want to play, they can.” While there’s nothing wrong in getting stronger and rewarded for partaking in PVP, it’s only right & fair if there are separate PVP and PVE versions of one’s character (like, for example, Guild Wars 2 structured PVP versions of the PvE characters).

Launch is just the beginning

“Launch is just the beginning” is what Blizzard say and it’s to be expected with a game that has adopted a seasonal content model. They say that one of the things they are really focused on is “creating a living, breathing set of updates for players to engage with after the game has gone live”. It’s going to be “a way to keep coming back and experiencing more Diablo IV in fresh ways”.


Global Launch Times

North America Early Access:
Pacific Daylight Time (PDT): 4PM, June 1
Eastern Daylight Time (EDT): 7PM, June 1

South America Early Access:
Brasilia Time (BRT): 8PM, June 1

Europe Early Access:
British Summer Time (BST): 12AM, June 2
Central Europe Summer Time (CEST): 1AM, June 2

Asia and Australia Early Access:
Korea Standard Time (KST): 8AM, June 2
Australian Eastern Daylight Time (AEDT): 10AM, June 2

North America standard release:
Pacific Daylight Time (PDT): 4PM, June 5
Eastern Daylight Time (EDT): 7PM, June 5

South America standard release:
Brasilia Time (BRT): 8PM, June 5

Europe standard release:
British Summer Time (BST): 12AM, June 6
Central Europe Summer Time (CEST): 1AM, June 6

Asia and Australia standard release:
Korea Standard Time (KST): 8AM, June 6
Australian Eastern Daylight Time (AEDT): 10AM, June 6

Useful Links (Spreadsheets & more):

I’ve also made two spreadsheets: one for theorycrafts/builds that shortlist the active and passive skills + legendary aspects that work well together with each build & the second one contains the full skill trees of all classes + all aspects (known so far) that the classes can use.

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

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

♦ ◊ ♦ ◊ ♦

This concludes My Endgame Growth & Activities, PVP and Release Times info post 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