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

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

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

♦ ◊ ♦ ◊ ♦

Diablo IV Season 2 (Season of the Blood) started on October 17th, 2023 for Players on PC (Battle.Net & Steam), XBOX, & PlayStation. After extensive testing, I bring you a Hammer of the Ancients & Overpower Barbarian with S Tier Overpower DPS for the Archetype. The build’s relatively easy to gear up & get things going & requires 0 non-codex aspect. Only 1 out of the 3 Uniques is a Duriel Drop. As usual, I’ll evolve & keep my builds updated. This is one such build for the Barbarian Class called Hammer Time 2.0.

I’ve also made spreadsheets for my builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added a link to a new build calculator/planner (MOBALYTICS) that I’ll be using from now on as well which seems amazing.

This build will be updated when needed.

Video Version:

Skill Trees

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

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

  • (active – ONLY put 1 point here) Bash – Bash the enemy with your weapon, dealing 30% (X – Y) damage. After bashing enemies 4 times, your next Bash will Stun for 1.25 seconds, this increases to 2 seconds if using a Two-Handed weapon. Requires bludgeoning weapon. Generate Fury: 13 Lucky Hit Chance: 50% (per hit) Damage: Physical ; Tags: Basic,
    • (1st upgrade) Enhanced Bash Damaging a Stunned enemy with Bash grants you 20% Maximum Life as Fortify. Double this amount when using a Two-Handed weapon.
    • (2nd upgrade – my pick of the 2) Combat Bash After Critically Striking 4 times with Bash using a Two-Handed weapon, your next Core or Weapon Mastery Skill will Overpower.

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

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

Defensive Skills (Required Points: 6 )

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

Brawling Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) War Cry – Bellow a mighty war cry, increasing your damage dealt by 15% (multiplicative) for 6 seconds, and Nearby allies for 3 seconds. Cooldown: 25 seconds Tags: Brawling, Shout
    Cooldown: 25 seconds | Tags: Defensive, Shout
    • (1st upgrade) Enhanced War Cry War Cry grants you Berserking for 4 seconds.
    • (2nd upgrade – my pick of the 2) Power War Cry If at least 6 enemies are Nearby when War Cry is cast, its damage bonus is increased by an additional 10% (multiplicative).
  • (active – ONLY put 1 point here) Leap Leap forward and then slam down, dealing 32.5% (X – ?) damage and Knocking Back surrounding enemies on impact. Cooldown: 17 seconds Lucky Hit Chance: 66% (per hit) Damage: Physical ; Tags: Brawling,
    • (1st upgrade) Enhanced Leap If Leap doesn’t damage any enemies, its Cooldown is reduced by 4 seconds.
    • (2nd upgrade – my pick of the 2)Power Leap If Leap damages at least one enemy, gain 40 Fury.
  • (passive) Booming Voice Shout Skill effect durations are increased by 10%/20%/30% (multiplicative).
    • (upgrade) Raid Leader – did NOT take this one
    • (upgrade) Guttural Yelldid NOT take this one
  • (passive) Swiftness Movement Speed is increased by +4%/+8%/+12%.
    • (upgrade) Quick Impulses – did NOT take this one
  • (passive) did not pick any other Brawling passives to save points

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

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) Pit Fighter You deal 3%/6%/9% (multiplicative) increased damage to Close enemies and gain 2%/4%/6% Distant Damage Reduction.
    • (upgrade) No Mercy did NOT take this one
    • (upgrade) Slaying Strike You deal 7.5%/15%/22.5% increased damage against Injured enemies.
    • (upgrade) Expose Vulnerability – did NOT take this one
  • (passive – ONLY put 1 point here) Thick Skin – Each time you take direct damage gain 0.4%/0.7%/1.1% Maximum Life as Fortify.
    • (upgrade) Defensive Stance did NOT take this one
    • (upgrade) Counteroffensive While you have Fortify for over 50% of your Maximum Life, you deal 4%/8%/12% (multiplicative) increased damage.
  • (passive) did not pick any other Weapon Mastery passives to save points

Ultimate Skills (Required Points: 23 )

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

Specializations (Required Points: 33 )

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

Seasonal Mechanic (Vampiric Powers):

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

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

Powers Used:

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

Class Mechanics (Arsenal, Expertise, Technique):

The Barbarian class mechanics are called Arsenal, Weapon Expertise & Weapon Technique and this is how I it works:

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

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

On top of this, each weapon type has it’s own passive bonus that levels can be leveled up to rank 10 + a weapon technique which gets slotted into a slot that lets you benefit from the passive bonuses of a certain weapon with all attacks, regardless of the weapon they used. Here is how I recommend that you arrange the weapons by skill and also which weapon technique to use:

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

Unique Items

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

Top Pick Uniques for the Build

Banished Lord’s Talisman (Amulet)

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

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

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

Ring of Red Furor (Ring)

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

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

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

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

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

+[17.5%] Critical Strike Damage

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

+[14 – 28]% Damage
+[XYZ] Maximum Life
+[36] All Stats
Ignores Durability Loss (this affects all durability loss not just for this item)

An unbroken lineage of unwavering strength.

Godslayer Crown (Helm)

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

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


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

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

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

+[N] Maximum Life
+X% Cooldown Reduction
+12% Resource Generation
+[28] All Stats


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

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

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

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

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

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

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

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


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

Sockets & Gems

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

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

XYZ Diamond (Requires Level XY)

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

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

XYZ Emerald (Requires Level XY)

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

+12%/+250/30% for Royal (the 5th grade at lvl 60)

XYZ Skull (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

+24%/+4.0%/30% for Royal (the 5th grade at lvl 60)

XYZ Topaz (Requires Level XY)

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

+20%/10%/30% for Royal (the 5th grade at lvl 60)

XYZ Saphire (Requires Level XY)

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

+12%/3%/30% for Royal (the 5th grade at lvl 60)

Legendary Aspects / Powers

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

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

Paragon Boards:

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

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

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

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

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

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

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

Higher Priority
Lower Priority

Useful Links (Spreadsheets & more):

For all of my Diablo IV Latest Season 2 & Older (Post-Launch, RDY-4-Launch) Theorycrafts/Builds: This Spreadsheet

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

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

♦ ◊ ♦ ◊ ♦

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

PC (Battle.Net, Steam)

XBOX

PlayStation

Official Website

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

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

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

♦ ◊ ♦ ◊ ♦

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

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

This build will be updated when needed.

Video Version:

Skill Trees

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

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

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

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

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

Defensive Skills (Required Points: 6 )

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

Brawling Skills (Required Points: 11 )

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

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

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

Ultimate Skills (Required Points: 23 )

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

Specializations (Required Points: 33 )

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

Class Mechanic:

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

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

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

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

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

Unique Items

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

Top Pick Unique for the Build

Harlequin Crest (Helm)

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

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

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

Additional/Alternative Unique for the Build

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

Melted Heart of Selig (Amulet)

[4 – 25]% Resistance to All Elements

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

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

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

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

+[17.5%] Critical Strike Damage

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

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


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

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

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

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

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

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

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

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

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

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

Sockets & Gems

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

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

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Emerald (Requires Level XY)

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

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

Legendary Aspects / Powers

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

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

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

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

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

Paragon Boards:

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

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

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

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

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

Useful Links (Spreadsheets & more):

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

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

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

♦ ◊ ♦ ◊ ♦

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

PC (Battle.Net)

XBOX

PlayStation

Official Website

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

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

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

♦ ◊ ♦ ◊ ♦

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

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

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

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

Video Version:

Skill Trees:

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

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

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

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

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

Defensive Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Ground Stomp Smash the ground, dealing 10% (X – ?) damage and Stunning surrounding enemies for 3 seconds.
    Cooldown: 16 seconds | Damage: Physical ; Tags: Defensive,
    • (1st upgrade) Enhanced Ground Stomp Increase Ground Stomp’s duration by 1 second.
    • (2nd upgrade – my pick of the 2) Tactical Ground Stomp Ground Stomp generates 25 Fury.
  • (active – ONLY put 1 point here) Rallying Cry Bellow a rallying cry, increasing your Movement Speed by +30% and Resource Generation by 50% (multiplicative) for 6 seconds, and Nearby allies for 3 seconds.
    Cooldown: 25 seconds | Tags: Defensive, Shout
    • (1st upgrade) Enhanced Rallying Cry Rallying Cry grants you Unstoppable while active.
    • (2nd upgrade – my pick of the 2) Tactical Rallying Cry Rallying Cry generates 25 Fury and grants you an additional 50% (multiplicative) Resource Generation.
  • (passive) Imposing Presence Gain 5%/10%/15% (multiplicative) additional Maximum Life.
    • (upgrade) Martial Vigor Damage Reduction against Elites, is increased by 4%/8%/12% (multiplicative).
  • (passive) did not pick any other Defensive passives to save points

Brawling Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Leap Leap forward and then slam down, dealing 33% (X – ?) damage and Knocking Back surrounding enemies on impact. Cooldown: 17 seconds Lucky Hit Chance: 33% Damage: Physical ; Tags: Brawling,
    • (1st upgrade) Enhanced Leap If Leap doesn’t damage any enemies, its Cooldown is reduced by 4 seconds.
    • (2nd upgrade – my pick of the 2) Power Leap If Leap damages at least one enemy, gain 40 Fury.
  • (passive) Booming Voice Shout Skill effect durations are increased by 10%/20%/30% (multiplicative).
    • (upgrade) Raid Leader – did NOT take this one
    • (upgrade) Guttural Yelldid NOT take this one
  • (passive – ONLY put 1 point here) Aggressive Resistance Gain 4%/8%/12% Damage Reduction while Berserking.
    • (upgrade) Battle Fervor When a Brawling Skill damages at least one enemy, gain Berserking for 1/2/3 second(s).
    • (upgrade) Prolific Fury While Berserking, Fury Generation is increased by 6%/12%/18% (multiplicative).
  • (passive) did not pick any other Brawling passives to save points

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

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (passive) Pit Fighter You deal 3%/6%/9% (multiplicative) increased damage to Close enemies and gain 2%/4%/6% Distant Damage Reduction.
    • (upgrade) No Mercy did NOT take this one
    • (upgrade) Slaying Strike You deal 8%/15%/23% increased damage against Injured enemies.
    • (upgrade) Expose Vulnerability – did NOT take this one
  • (passive) did not pick any other Weapon Mastery passives to save points

Ultimate Skills (Required Points: 23 )

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

Specializations (Required Points: 33 )

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

Class Mechanic:

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

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

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

Unique Gear:

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

The Grandfather (Two-Handed Sword)

+[17.5%] Critical Strike Damage

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

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


An unbroken lineage of unwavering strength.

Sockets & Gems:

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

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

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Emerald (Requires Level XY)

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

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

Legendary Aspects / Powers:

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

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

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

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 83 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

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

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

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

Useful Links (Spreadsheets & more):

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

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

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

♦ ◊ ♦ ◊ ♦

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

PC (Battle.Net)

XBOX

PlayStation

Official Website.

Bladestorm 2.0 Diablo IV Barbarian Build [RDY-4-Launch]

Bladestorm 2.0 Barbarian BUILD for Diablo IV [RDY-4-Launch]

(SPIN your way to Victory while being a speedy & angry Bladestorm with this spin2win setup)

♦ ◊ ♦ ◊ ♦

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

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

  • (active – ONLY put 1 point here) Frenzy Unleash a rapid flurry of blows, dealing 20% (X – ?) damage with each pair of hits. If Frenzy hits an enemy, its Attack Speed is increased by +20% for 3 seconds, up to +60%. Requires dual-wielding weapons. Generate Fury: 4 Lucky Hit Chance: 30% Damage: Physical ; Tags: Basic,
    • (1st upgrade) Enhanced Frenzy While Frenzy is granting +60% bonus Attack Speed, it also generates 2 additional Fury.
    • (2nd upgrade – my pick of the 2) Battle Frenzy While Berserking, your other Skills gain +5% Attack Speed for each stack of Frenzy you have.

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

  • (active) Whirlwind Rapidly attack surrounding enemies for 12% (X – ?) damage. Fury Cost: 20 per seconds Lucky Hit Chance: 20% Damage: Physical
    • (1st upgrade) Enhanced Whirlwind Gain 1 Fury each time Whirlwind deals direct damage to an enemy, or 6 Fury if the enemy is Stunned.
    • (2nd upgrade – my pick of the 2) Violent Whirlwind After using Whirlwind for 2 seconds, Whirlwind deals 30% (multiplicative) increased damage until it is cancelled.
  • (passive) Pressure Point Lucky Hit: Your Core Skills have up to a 10%/20%/30% to make enemies Vulnerable for 2 seconds.
  • (passive) did not pick any other Core passives to save points

Defensive Skills (Required Points: 6 )

  • (active – ONLY put 1 point here) Rallying Cry Bellow a rallying cry, increasing your Movement Speed by +30% and Resource Generation by 50% (multiplicative) for 6 seconds, and Nearby allies for 3 seconds. Cooldown: 25 seconds Tags: Defensive, Shout6 seconds Damage: Physical ; Tags: Defensive,
    • (1st upgrade) Enhanced Rallying Cry Rallying Cry grants you Unstoppable while active.
    • (2nd upgrade – my pick of the 2) Tactical Rallying Cry Rallying Cry generates 25 Fury and grants you an additional 50% (multiplicatrive) Resource Generation.
  • (passive) Imposing Presence Gain 5%/10%/15% (multiplicative) additional Maximum Life.
    • (upgrade) Martial Vigor Damage Reduction against Elites, is increased by 4%/8%/12% (multiplicative).
  • (passive) did not pick any other Defensive passives to save points

Brawling Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Leap Leap forward and then slam down, dealing 33% (X – ?) damage and Knocking Back surrounding enemies on impact. Cooldown: 17 seconds Lucky Hit Chance: 33% Damage: Physical ; Tags: Brawling,
    • (1st upgrade) Enhanced Leap If Leap doesn’t damage any enemies, its Cooldown is reduced by 4 seconds.
    • (2nd upgrade – my pick of the 2) Power Leap If Leap damages at least one enemy, gain 40 Fury.
  • (passive) Booming Voice Shout Skill effect durations are increased by 10%/20%/30% (multiplicative).
    • (upgrade – did NOT put points here) Raid Leader
    • (upgrade – ONLY put 1 point here) Guttural Yell Your Shout Skills cause enemies to deal 8%/16%/24% (multiplicative) less damage for 5 seconds.
  • (passive) Aggressive Resistance Gain 4%/8%/12% Damage Reduction while Berserking.
    • (upgrade – ONLY put 1 point here) Battle Fervor When a Brawling Skill damages at least one enemy, gain Berserking for 1/2/3 second(s).
    • (upgrade) Prolific Fury While Berserking, Fury Generation is increased by 6%/12%/18% (multiplicative).
  • (passive) did not pick any other Brawling passives to save points

Weapon Mastery Skills (Required Points: 16 )

  • (active – ONLY put 1 point here) Steel Grasp Throw out a trio of chains that deal 23% (X – ?) damage and Pull In enemies. Charges: 2 Charge Cooldown: 11 seconds Lucky Hit Chance: 25% Damage: Physical ; Tags: Weapon Mastery,
    • (1st upgrade) Enhanced Steel Grasp Steel Grasp also makes enemies Vulnerable for 2.5 seconds.
    • (2nd upgrade – my pick of the 2) Warrior’s Steel Grasp Steel Grasp gains 1 additional Charge.
  • (passive – ONLY put 1 point here) Pit Fighter You deal 3%/6%/9% (multiplicative) increased damage to Close enemies and gain 2%/4%/6% Distant Damage Reduction.
    • (upgrade) No Mercy You have +3%/+6%/+9% increased Critical Strike Chance against Immobilized, Stunned, or Slowed enemies.
    • (upgrade) Slaying Strike did NOT take this one
    • (upgrade – ONLY put 2 points here) Expose Vulnerability Dealing direct damage with a Weapon Mastery Skill causes your next Core Skill to make enemies Vulnerable for 1/2/3 second(s).
  • (passive) Thick Skin Each time you take direct damage gain 0.4%/0.7%/1.1% Base Life as Fortify.
    • (upgrade) Counteroffensive – did NOT take this one
    • (upgrade) Defensive Stance – did NOT take this one
  • (passive) did not pick any other Weapon Mastery passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Wrath of the Berserker Gain Berserking and Unstoppable for 5 seconds. For the next 10 seconds, dealing direct damage with Basic Skills grants Berserking for 25 seconds Cooldown: 60 seconds Lucky Hit Chance: 40% Tags: Ultimate,
    • (1st upgrade) Supreme Wrath of the Berserker While Wrath of the Berserker is active, gain +20% increased Movement Speed and increase Fury Generation by 30% (multiplicative)
    • (2nd upgrade – 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 did NOT take this one
    • (upgrade) Concussion did NOT take this one
  • (passive ) Heavy Handed While using Two-Handed weapons you deal 5%/10%/15% (multiplicative) increased Critical Strike Damage.seconds.
    • (upgrade) Brute Force – did NOT take this one
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

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

Class Mechanic:

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

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

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

Unique 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:

Gohr’s Devastating Grips (Gloves)

Whirlwind explodes after it ends, dealing [50 – 70]% of the total Base damage dealt to surrounding enemies as Fire damage.

+[4 – 10]% Attack Speed
+[7 – 14]% Lucky Hit Chance
[12 – 20] Fury On Kill
+[2 – 4] Ranks of Whirlwind

“The brutish construction of these gloves belies the strength they bestow. Gohr was clearly no craftsman, but it would be foolish to ignore the triumph of his work.” – Barrett’s Book of Implements

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

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Emerald (Requires Level XY)

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

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

XYZ Topaz (Requires Level XY)

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

+16.7%/8.2%/14.3% for chipped (the 2nd grade at lvl 20)

Legendary Aspects / Powers

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

  • Helm: Aspect of Grasping Whirlwind Aspect
  • Amulet: Exploiter’s Aspect
  • Chest: Weapon Master’s Aspect
  • Pants: Steadfast Berserker’s Aspect
  • Gloves: Dust Devil’s Aspect Until The Unique goes here (see notes below)
  • Boots: Relentless Berserker’s Apect
  • Ring 1: Aspect of Giant Strides
  • Ring 2: Aspect of Berserk Fury
  • 1H Weapon: Rapid Aspect
  • Off-hand: Aspect of The Expectant
  • 2-H Weapon 1: Aspect of The Dire Whirlwind
  • 2-H Weapon 2: Accelerating Aspect
NOTE 1: Dust Devil’s Aspect goes in the Gloves slot ONLY until you get the Gohr's Devastating Grips Unique Gloves. After that discard it from the build. 
There are three other alternative picks for Uniques you could use if you get those first: Battle Trance (Chest Armor) & Harlequin Crest (Helm) & Ancients' Oath (Two-Handed Axe). See the 2nd note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Battle Trance (Amulet): Aspect of Grasping Whirlwind gets removed from the Helm and Exploiter’s Aspect replaces it to make room for the Unique Amulet.
- For Harlequin Crest (Helm): Aspect of Grasping Whirlwind gets removed from the Helm slot to make room for the Unique Helm.
- For Ancients' Oath (2-Handed Axe): Aspect of Berserk Fury gets removed from the Ring 2 slot & discarded. Accelerating Aspect goes in the now empty Ring 2 slot to make room for the Unique 2-Handed Axe.

Paragon Boards:

Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 89 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.

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

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

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

Useful Links (Spreadsheets & more):

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

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

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

♦ ◊ ♦ ◊ ♦

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

PC (Battle.Net)

XBOX

PlayStation

Official Website

Bladestorm Diablo IV Barbarian Build

Bladestorm Barbarian BUILD for Diablo IV

(SPIN your way to Victory while being a speedy critmonster with this spin2win setup)

♦ ◊ ♦ ◊ ♦

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 Open Beta Tests are almost here and I felt motivated to make some Pre-Launch theorycrafted semi-builds that should be good for ‘fresh-into-endgame’ characters when the game launches. I also plan to evolve them into FULL builds when the game is released & keep them updated when we get rebalance updates. This is one such build for the Barbarian Class called Bladestorm.

The Beta tests will only let us reach lvl 25 and only let us play in the first Act/Zone (Fractured Peaks) so those builds will be more useful for the actual game launch and ideally for characters around lvl 50+ or 60+. I’ve used 50+ and 60+ skill points when making the build instead of the full 100 so that they can be used to jumpstart a player’s post-story endgame grind.

I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect that work well with the build so one can spend the extra skill points on the way to lvl 100 into those other skills.

This build will be updated post-launch to a new & expanded version when I have actual 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 on the way to lvl 100 + alternative skill options, you can check my pre-launch builds spreadsheet on this link. This build (Bladestorm) is one of the builds on that spreadsheet.

Some of the skill icon images you see could be outdated & differ from what is seen in the Full release version. I plan to replace them once the Beta ends or after the full launch

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

  • (active) Lunging Strike – Lunge forward and strike an enemy for 51.74% (X – ?) damage. Critical Strikes with Lunging Strike grant you Berserking for 1.5 seconds. Lunging Strike deals 30% (multiplicative) increased damage and Heals you for X Life when it damages a Healty enemy Damage: Physical Generate Fury: 5 Lucky Hit Chance: 50%
    • (1st upgrade) Enhanced Lunging Strike Critical Strikes with Lunging Strike grant you Berserking for 1.5 seconds
    • (2nd upgrade – my pick of the 2) Battle Lunging Strike When using a Slashing weapon, Lunging Strike has a 30% chance to make enemies Vulnerable for 2 seconds.

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

  • (active) Whirlwind Rapidly attack enemies nearby for 27.68% (X – ?) damage. Damage: Physical Fury Cost: 20 per seconds Lucky Hit Chance: 20%
  • (1st upgrade)Enhanced Whirlwind Gain 1 Fury each time Whirlwind deals direct damage to an enemy, or 6 Fury if the enemy is Stunned.
  • (2nd upgrade – my pick of the 2) Furious Whirlwind After using Whirlwind for 2 seconds, Whirlwind deals 30% (multiplicative) increased damage until it is cancelled.
  • (passive – NOT INVESTED INTO IT but good to consider) Pressure Point – Lucky Hit: Your Core Skills have up to a 10% chance to make enemies Vulnerable for 2 seconds.
  • (passive) Endless Fury Basic Skills generate 5% (multiplicative) more Fury when using Two-Handed weapons.
  • (passive) did not pick any other Core Passives to save points

Defensive Skills (Required Points: 6 )

  • (active) Rallying Cry Bellow a rallying cry, granting allies +30% increased Movement Speed, and 50% (multiplicative) increased Resource Generation for 7.8 seconds. Cooldown: 25 seconds
  • (1st upgrade) Enhanced Rallying Cry Rallying Cry grants Unstoppable while active.
  • (2nd upgrade – my pick of the 2) Tactical Rallying Cry Rallying Cry grants 25 Fury. You gain +50% increased Resource Generation from Rallying Cry
  • (passive) Imposing Presence Gain 15% (multiplicative) additional Maximum Life.
    • (upgrade) Martial Vigor Damage Reduction against Elites, Bosses, and Players is increased by 4% (multiplicative).
  • (passive) did not pick any other Defensive Passives to save points

Brawling Skills (Required Points: 11 )

  • (active) Leap Leap forward and slam downward, dealing 62.28% (X – ?) damage and Knocking Back nearby enemies on impact. Cooldown: 17.0 seconds Damage: Physical
  • (1st upgrade) Enhanced Leap If Leap doesn’t damage any enemies, its Cooldown is reduced by 4 seconds.
  • (2nd upgrade – my pick of the 2) Power Leap If Leap damages at least one enemy, gain X Fury.
  • (passive- I did invested into but may want to skip it) Booming Voice Shout skill durations are increased by 30% (multiplicative).
    • (upgrade) Raid Leader did not pick to save points
    • (upgrade) Guttural Yell – did not pick to save points
  • (passive – I ONLY put 1 point to unlock the Fury upgrade) Aggressive Resistance Gain 4% Damage Reduction while Berserking.
    • (upgrade) Battle Frenzy did not pick to save points
    • (upgrade) Prolific Fury While Berserking, Fury Generation is increased by 6% (multiplicative).
  • (passive) did not pick any other Brawling Passives to save points

Weapon Mastery Skills (Required Points: 16 )

  • (active) Death Blow Attempt a killing strike, dealing 126.00% (X – ?) to enemies in front of you. If this kills an enemy, the Cooldown is reset. Cooldown: 15.0 seconds Damage: Physical Tags: Weapon Mastery Lucky Hit Chance: 50%
  • (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 one enemy, gain 20 Fury.
  • (passive – did not pick but worth considering) Thick Skin Each time you take direct damage gain X Fortify.
    • (upgrade – did not pick but worth considering) Counteroffensive While Fortified for over 50% of your Maximum Life, you deal 5% (multiplicative) increased damage.
    • (upgrade – did not pick but worth considering) Defensive Posture Increase the Damage Reduction gained while you are Fortified by an additional +3%.
  • (passive) did not pick any other Weapon Mastery Passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Wrath of the Berserker Gain Berserking and Unstoppable for 5 seconds. For the next 10 seconds, dealing direct damage with Basic skills grants Berserking for 25 seconds Cooldown: 60.0 seconds Tags: Ultimate
  • (1st upgrade) Supreme Wrath of the Berserker While Wrath of the Berserker is active, gain +20% increased Movement Speed and increase Fury Generation by 30% (multiplicative)
  • (2nd upgrade – 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 – did not pick but worth considering) Tempered Fury Increase your Maximum Fury by 3.
    • (upgrade) Furious Impulse – DID NOT INVEST in this to save points
    • (upgrade – did not pick but worth considering) Invigorating Fury Heals you for 2% of your Maximum Life for each 100 Fury spent.
  • (passive) Wallop Your Skills using Bludgeoning weapons deal 5% (multiplicative) increased damage if the enemy is Stunned or Vulnerable.
    • (upgrade) Concussion Lucky Hit: Skills using Bludgeoning weapons have up to a 10% chance to Stun enemies for 3 seconds, or up to a 15% chance when using a Two-Handed Bludgeoning weapon.
    • (upgrade) Brute Force Your Overpower deals 15% (multiplicative) increased damage when using a Two-Handed weapon *NOTE: It seems that unlocking this skill upgrade requires investing into either Wallop OR Heavy Handed (can still get both if you want)
  • (passive) Heavy Handed While using Two-Handed weapons you deal 5% (multiplicative) increased Critical Strike Damage.
  • (passive) did not pick any other Ultimate Passives to save points

Specializations (Required Points: 33 )

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

Arsenal (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-weilding 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’. Here are the types:

  • Dual Wielded 1-Handed Weapons are Slashing and can be Swords, Axes, or Maces (strange why the 1H Maces are clumped together with Swords & Axes under Slashing and not listed as Bludgeoning maybe the information I found is incorrect… hopefully 1h Maces are not Slashing)
  • 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 got for a swap-centric build

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 pre-launch builds spreadsheet on this link. This build (Bladestorm) is one of the builds on that spreadsheet.

  • Helm: Aspect of Shared Misery
  • Amulet: Aspect of Pummeling
  • Chest: Aspect of Anemia
  • Pants: Aspect of Numbing Wrath
  • Gloves: Relentless Berserker’s Apect
  • Boots: Wind Striker Aspect
  • Ring 1: Aspect of Echoing Fury
  • Ring 2: Aspect of Unrelenting Fury
  • 1H Weapon: Aspect of Berserk Ripping
  • Off-hand: Aspect of Veteran Brawler
  • 2-H Weapon One (see Class Mechanic for info): Aspect of Retribution
  • 2-H Weapon Two (see Class Mechanic for info): Aspect of The Dire Whirlwind

Useful Links (Spreadsheets & more):

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

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This concludes the Bladestorm 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