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

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

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

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

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

This build will be updated when needed.

Video Version:

Skill Trees

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

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

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

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

  • (active) Penetrating Shot Fire an arrow that pierces through all enemies in a line, dealing 70% (X – ?) damage.
    Combo Points increase damage and improve Lucky Hit Chance* (LHC):
    1: 91% damage & 10% LHC*
    2: 112% damage & 20% LHC*
    3: 133% damage & 30% LHC*
    Requires a Ranged Weapon
    Energy Cost: 35 | Lucky Hit Chance: 50% | Damage: Physical ; Tags: Core, Ranged, Imbueable, Marksman
    • (1st upgrade) Enhanced Penetrating Shot Penetrating Shot deals 20% (multiplicative) increased damage per enemy it pierces.
    • (2nd upgrade – my pick of the 2) Improved Penetrating Shot If Penetrating Shot damages at least 3 enemies, your next Penetrating Shot has a +20% increased Critical Strike Chance.
  • (passive) Sturdy You gain 4%/8%/12% Close Damage Reduction.
    • (upgrade) Siphoning Strikes Heal for 1%/2%/3% of your Maximum Life when you Critically Strike Close enemies.
  • (passive) did not pick any other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Shadow Step – Become Unstoppable and quickly move through the shadows and stab your victim from behind for 72% (X – ?) damage. Gain 50% increased Movement Speed for 2 seconds afterwards.
    Requires Dual Wielded weapons
    Cooldown: 9 seconds | Lucky Hit Chance: 100% | Damage: Physical ; Tags: Agility, Melee, Imbueable, Cutthroat
    • (1st upgrade) Enhanced Shadow Step – Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by +8% for 3 seconds
    • (2nd upgrade – my pick of the 2) Disciplined Shadow Step – Shadow Step’s Cooldown is reduced by 3 seconds if it damages an enemy you haven’t hit in the last 4 seconds.
  • (passive) Weapon Mastery Gain a bonus when attacking based on weapon type:
    Daggers: 5%/10%/15% (multiplicative) increased damage to Healthy enemies.
    Swords: 3%/6%/9% (multiplicative) increased damage.
    Bows: 4%/8%/12% (multiplicative) increased damage to Vulnerable enemies.
    Crossbows: 5%/10%/15% (multiplicative) increased Critical Strike Damage.
  • (passive) Rugged – Gain 5%/10%/15% Damage Reduction against Damage Over Time effects.
    • (upgrade – ONLY put 1 point here) Reactive Defense – Gain 4.5%/9%/13.5% Damage Reduction while inflicted with Control Impairing Effects
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Vanish from sight, gaining an advanced form of Stealth for 4 seconds tat will no be removed by taking damage. Concealment also makes you Unstoppable, grants +30% Movement Speed, and allows you to move freely through enemies for its duration. Using an attack Skill during Concealment will break Concealment .
    Cooldown: 20 seconds. Tags: Subterfuge
    • (1st upgrade) Enhanced Stealth You gain 40 Energy when you enter Stealth.
    • (2nd upgrade – my pick of the 2) Countering Stealth The Skill that breaks Concealment will always be a guaranteed Critical Strike.
  • (active – ONLY put 1 point here) Dark Shroud Surround yourself with up to 5 protective shadows. Gain 8% Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed
    Cooldown: 20 seconds. Tags: Subterfuge
    • (1st upgrade) Enhanced Dark Shroud Dark Shroud’s shadows have a 8% chance to not be consumed
    • (2nd upgrade – my pick of the 2) Countering Dark Shroud While you have at least 2 active shadow from Dark Shroud, gain +10% Critical Strike Chance.
  • (passive) Exploit – You deal 6%/12%/18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice – You deal 3%/6%/9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

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

Ultimate Skills (Required Points: 23 )

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

Key Passive / Capstone (Required Points: 33 )

  • (passive) Precision Critical Strikes with Marksman Skills grant you Precision.

    You gain 4% (multiplicative) increased Critical Strike Damage per stack of Precision, up to a maximum of 20% (multiplicative).

    When you reach maximum Precision, your next Marksman Skill is a guaranteed Critical Strike that deals 40% (multiplicative) increased Critical Strike Damage, then consumes all stacks of Precision.

Class Mechanic (Specializations):

The 3 Specializations are the Rogues’ Class Mechanics:

  • Combo Points – Your Basic Skills now generate Combo Points. Core Skills consume Combo Points for additional effects.
  • Inner Sight – Attack marked enemies to fill up your Inner Sight gauge. When it’s full, gain unlimited Energy for 4 seconds.
  • Preparation – Every 100 Energy you spend reduces your Ultimate Skill’s Cooldown by 4 seconds. Using an Ultimate Skill resets the Cooldowns of your other Skills..

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

Unique Items

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

Top Pick Unique for the Build

Harlequin Crest (Helm)

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

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

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

Condemnation (Dagger)

+[20%] Damage to Close Enemies

Your Core Skills deal x[20 – 40]% increased damage when spending 3 Combo Points. Your Basic Skills using this weapon have a [30%] chance to generate 3 Combo Points.

+[4 – 10]% Basic Attack Speed
+[4.5 – 12]% Critical Strike Chance Against Injured Enemies
+[7 – 14]% Damage with Dual-Wielded Weapons
+[12.5 – 19.5]% Core Skill Damage

“I’ve never seen such ruthless butchery. He deserves to be be shipped off to die in the swamps with the rest of the godless murderers.” – Witness to the murder of Sergeant Walcot

Sockets & Gems

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

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

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Emerald (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Topaz (Requires Level XY)

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

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

Legendary Aspects / Powers

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

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

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

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

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

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 86 with 166 paragon points (so more paragon points will be obtained on the way to 100). The other link is what the boards will look like when fully maxed out on paragon points.

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

I’ve shortlisted 36 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority. NOTE: I’ve added a new “Top Priority per Slot” list but left the old unsorted list below it.

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

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

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

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

Useful Links (Spreadsheets & more):

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

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

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

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

PC (Battle.Net)

XBOX

PlayStation

Official Website

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

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

(MAKE IT RAIN… death from above while dishing out freeze & crits galore)

♦ ◊ ♦ ◊ ♦

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

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

  • (active – ONLY put 1 point here) Heart Seeker Fire an arrow that seeks an enemy, dealing 22% (X – ?) damage and increasing your Critical Strike Chance against them by +3% for 4 seconds, up to +15%. Requires a Ranged Weapon Lucky Hit Chance: 50% Damage: Physical ; Tags: Basic, Ranged, Marksman
    • (1st upgrade) Enhanced Heart Seeker When Heartseeker Critically Strikes, gain +8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable.
    • (2nd upgrade – my pick of the 2) Fundamental Heart Seeker Heartseeker also increases the Critical Strike Damage the enemy takes by +5% for 4 seconds, up to +25%.

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

  • (active) Penetrating Shot Fire an arrow that pierces through all enemies in a line, dealing 70% (X – ?) damage. Combo Points increase damage and improve Lucky Hit Chance (LHC): 1: 91% damage & 10% LHC* ; 2: 112% damage & 20% LHC* ; 3: 133% damage & 30% LHC* Requires a Ranged Weapon Energy Cost: 35 Lucky Hit Chance: 50% Damage: Physical ; Tags: Core, Ranged, Imbueable, Marksman
    • (1st upgrade) Enhanced Penetrating Shot Penetrating Shot deals 20% (multiplicative) increased damage per enemy it pierces.
    • (2nd upgrade – my pick of the 2) Improved Penetrating Shot If Penetrating Shot damages at least 3 enemies, your next Penetrating Shot has a +20% increased Critical Strike Chance.
  • (passive) Sturdy You gain 4%/8%/12% Close Damage Reduction.
    • (upgrade – did NOT put points here) Siphoning Strikes
  • (passive) did not pick any other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) 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 ) Not taking an Active Subterfuge skill

  • (active) Concealment / Stealth Cloak yourself with shadows to hide from enemies for 4 seconds. Attacks during Stealth break Stealth and deal 50% more damage. You are Unstoppable and can move through enemies freely while in Stealth. Cooldown: 20 seconds. Tags: Subterfuge
    • (1st upgrade) Enhanced Stealth You gain 40 Energy when you enter Stealth.
    • (2nd upgrade – my pick of the 2) Subverting Stealth The skill that breaks Stealth makes enemies Vulnerable for 3 seconds.
  • (passive) Exploit – You deal 6%/12%/18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice – You deal 3%/6%/9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Cold Imbuement Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for 25% per hit. Cooldown: 9 seconds. Lucky Hit Chance: 33% Tags: Imbuements
    • (1st upgrade) Enhanced Cold Imbuement Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds.
    • (2nd upgrade – my pick of the 2) Blended Cold Imbuement Lucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds.
  • (passive) Precision Imbuement – Imbued Skills gain +5%/+10%/+15% increased Critical Strike Chance.
  • (passive) Frigid Finesse You deal 5%/10%/15% (multiplicative) increased damage to Chilled enemies. This bonus increases to 10%/20%/30% (multiplicative) against Frozen enemies.
    • (upgrade – did NOT put points here) Chilling Weight
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Rain of Arrows Arrows rain down over a large area 2 times, each wave dealing 100% (X – ?) damage. Cooldown: 60 seconds. Lucky Hit Chance: 2% Damage: Physical ; Tags: Ultimate, Ranged, Imbueable, Marksman
    • (1st upgrade) Prime Rain of Arrows Imbuement Skill effects applied by Rain of Arrows have 20% (multiplicative) increased potency.
    • (2nd upgrade – my pick of the 2) Supreme Rain of Arrows Rain of Arrows’ second wave Knocks Down enemies for 3 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 – ONLY put 2 points here) Adrenaline Rush While moving, you gain 5%/10%/15% (multiplicative) increased Energy Regeneration.
    • (upgrade) Haste While at or above 50% maximum Energy, gain +5%/+10%/+15% increased Movement Speed. While below 50% maximum Energy, gain +5%/+10%/+15% increased Attack Speed.
    • (upgrade – did NOT put points here) Impetus
  • (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) Precision Critical Strikes with Marksman Skills grant you Precision.
    You gain 4% (multiplicative) increased Critical Strike Damage per stack of Precision, up to a maximum of 20% (multiplicative).
    When you reach maximum Precision, your next Marksman Skill is a guaranteed Critical Strike that deals 40% (multiplicative) increased Critical Strike Damage, then consumes all stacks of Precision.

Class Mechanic:

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:

Word of Hakan (Amulet)

Your Rain of Arrows is always Imbued with all Imbuements at once.

+[7 – 14]% Non-Physical Damage
+[14 – 21]% Ultimate Skill Damage
+[14 – 21]% Critical Strike Damage with Imbued Skills

SkillRankBonus_Rogue_Category_Imbuements (Struck’s note: I’m 100% sure this is +X Ranks to Imbuement Skills)

“Let the great gates of Caldeum be sealed. Let its proud walls stand fiercely defended. The rest of Kehjistan may suffer this plague, but my city, and my people, will not.” – Proclamation of Hakan II

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

  • Helm: Mangler’s Aspect / Harlequin Crest (see notes below)
  • Amulet: Vengeful Aspect / Word of Hakan (see notes below)
  • Chest: Aspect of Lethal Dusk OR Aspect of Might (if you don’t have Word of Hakan)
  • Pants: Aspect of Siphoned Protection
  • Gloves: Blast-Trapper’s Aspect
  • Boots: Exploiter’s Aspect
  • Ring 1: Aspect of Arrow Storms
  • Ring 2: Aspect of The Umbral / Mother’s Embrace (see notes below)
  • 1H Weapon: Aspect of The Expectant
  • Off-hand: Aspect of Corruption Until The Unique goes in the Amulet slot (see notes below)
  • 2-H Ranged Weapon: Aspect of Imitated Imbuement / Skyhunter (see notes below)
NOTE 1: Aspect of Corruption goes in the Off-hand slot ONLY until you get the Word of Hakan Unique Amulet.
Vengeful Aspect replaces Aspect of Corruption on the Off-hand slot to make room for the Unique Amulet.

There are three other alternative picks for Uniques you could use if you get those first: Skyhunter (Bow), Harlequin Crest (Helm), & Mother's Embrace (Ring). See the 2nd note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Skyhunter (Bow): Aspect of Arrow Storms gets removed from the Ring 1 slot & Trickshot Aspect replaces it. This makes room for the Unique Bow. 
- For Harlequin Crest (Helm):  Mangler’s Aspect  gets removed from the Helm slot to make room for the Unique Helm
- For Mother's Embrace (Ring):  Aspect of The Umbral gets removed from the Ring 2 slot to make room for the Unique Ring

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, Skull, or Diamond.
Armor: Ruby, Skull or Diamond.
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)

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

Bonus to All Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Cold Skills
Critical Chance/Critical Damage with Core/Marksman/Imbuements/Ultimate Skills
Damage with Core/Marksman/Imbuements/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Core/Marksman/Imbuements/Ultimate Skills
+ X Ranks to Penetrating Shot/Cold Imbuement/Stealth
Lucky Hit Chance with Physical/Cold Damage
Physical/Cold Damage Bonus
+ % Critical Chance / Critical Damage with Physical/Cold Damage
Resistance to All Elements
Damage to Enemies Affected by Trap Skills
+ % Physical/Cold Damage to Elites
+ % Critical Strike Chance with Physical/Cold 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 Distant Enemies
Critical Chance/ Critical Damage Against Distant Enemies
+ % Chill Application
Critical Chance / Critical Strike Damage Against Crowd Controlled Enemies
Damage to Crowd Controlled Enemies
Vulnerable Damage
Critical Chance / Critical Damage Against Vulnerable Enemies
Damage while Healthy
Damage to Vulnerable Enemies with Imbued Skills
Critical Strike Damage with Imbued Skills
Cold Imbued Skill Damage
Imbued Skill Damage
Imbuement Potency
Higher Priority
Damage for X Seconds After Dodging an Attack
Attack Speed for X Seconds After Dodging an Attack
Dodge Chance (both +% and x% exist)
Dodge Chance Against Close Enemies
+ 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
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 Arrowstorm 2.0 Rogue Build for Diablo IV. If you’re interested in the game below are links to the various platforms where one can buy it (you can just click the links to open a new tab):

PC (Battle.Net)

XBOX

PlayStation

Official Website