Twisted Shade Rogue Build for Diablo IV [Top Melee Synergy]

Twisted Shade Rogue BUILD for Diablo IV S2 [Top Melee Synergy]

(Swift Death awaits in the shadows those who dare come close enough)

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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 Melee Rogue with a TOP Synergy for the archetype. The build’s easy to gear up & get things going but requires 1 non-codex aspect. 3 out of 4 Uniques are relatively easy to get from Uber Bosses too. As usual, I’ll evolve & keep my builds updated. This is one such build for the Rogue Class called Twisted Shade.

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 (Twisted Shade) is one of the builds on that spreadsheet.

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

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

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

  • (active) Twisting Blades Impale an enemy on your blades, dealing 45% (X – ?) damage and making them take 8% (multiplicative) increased damage while impaled. After 1.5 seconds the blades return to you, piercing enemies for 72% (X – ?) damage. Combo Points increase damage and grant a Movement Speed bonus: 1: 58.5% damage & 20% Movement Speed (*MS) bonus ; 2: 72% damage & 40% *MS bonus ; 3: 85.5% damage & 60% *MS bonus
    Requires Dual Wielded weapons
    Energy Cost: 30 | Lucky Hit Chance: 33%
    Damage: Physical ; Tags: Core, Melee, Imbueable, Cutthroat
  • (1st upgrade) Enhanced Twisting Blades Twisting Blades deals 30% (multiplicative) increased damage when returning.
  • (2nd upgrade – my pick of the 2) Advanced Twisting Blades When your Twisting Blades return, your active Cooldowns are reduced by 0.1 second per enemy they passed through, up to 2 seconds.
  • (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) Stutter Step – Critically Striking an enemy grants +5%/+10%/+15% Movement Speed for 4 seconds.
  • (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
    Charges Cooldown: 9 seconds ; Skill Use Cooldown: 0 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) Methodical Shadow Step – Enemies damaged by Shadow Step are Stunned for 2 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) Reactive Defense – Gain 6%/12%/18% Damage Reduction while inflicted with Control Impairing Effects
  • (passive) Rapid Gambits – Your Evade Cooldown is reduced by 0.5/1/1.5 seconds when you Daze an enemy.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 )

  • (active – ONLY put 1 point here) Concealment Vanish from sight, gaining an advanced form of Stealth for 5 seconds tat will not 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 Concealment You gain 40 Energy when you enter Stealth.
    • (2nd upgrade – my pick of the 2) Countering Concealment The Skill that breaks Concealment will always be a guaranteed Critical Strike.
    • (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 – ONLY put 1 point here) Agile – Using a Cooldown increases your Dodge Chance by 3%/6%/9% for 2 seconds.
      • (upgrade) Mending Obscurity – While Stealthed, you Heal for 1%/2%/3% Maximum Life per second.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 +15% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement.
    • (2nd upgrade – my pick of the 2) Mixed Shadow Imbuement – Enemies damaged by Shadow Imbued Skills take 12% (multiplicative) increased Non-Physical damage from you for 8 seconds.
  • (passive) Precision Imbuement – Imbued Skills gain +5%/+10%/+15% increased Critical Strike Chance.
  • (passive – 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 – did NOT put any points here) 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) Shadow Clone Your shadow mimicks your actions for 15 seconds. The shadow deals 60% of your damage.
    Cooldown: 60 seconds.
    Damage: Physical ; Tags: Ultimate
    • (1st upgrade) Prime Shadow Clone You are Unstoppable for 5 seconds after casting Shadow Clone.
    • (2nd upgrade – my pick of the 2) Supreme Shadow Clone Your Shadow Clone deals an additional 20% of your damage.
  • (passive) did not pick any Ultimate passives to save points

Key Passive / Capstone (Required Points: 33 )

  • (passive) Close Quarters Combat – Damaging a close enemy with Marksman or Cutthroat Skills each grant a +10% Attack Speed bonus for 8 seconds.

    While both Attack Speed bonuses are active, you deal increased damage equal to 40% (multiplicative) of your Damage vs Crowd Controlled bonus.

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 7, divinity 8, eternity 4

Powers Used:
Metamorphosis = ferocity 2 + divinity 2 + eternity 2
Accursed Touch = divinity 6
Prey on the Weak = ferocity 2
Ravenous = ferocity 3
Resilience = eternity 2

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 Twisting Blades 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 picks will be the following:

Top Pick Uniques for the Build

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.

+[4.4 – 10]% Basic Skill Attack Speed
+[13 – 21]% Critical Strike Damage
+[10.5 – 17.5]% 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

Godslayer Crown (Helm)

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

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

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

Alternative Choice: Harlequin Crest (Helm) Right now this seems like a very good option for any build and if you’re lucky enough to get I Strongly advise trying it.

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

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


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

Tibault’s Will (Pants)

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

Grasp of Shadow (Gloves)

Lucky Hit: Damaging a Vulnerable enemy with a Marksman or Cutthroat Skill has up to a [24 – 34]% chance to summon a Shadow Clone that mimics your attack.

+[4.4 – 10]% Attack Speed
+[28 – 42] Dexterity
+[31.5 – 52.5]% Shadow Clone Damage
+[3 – 4] Ranks of All Core Skills (note: you get +5 to 6 ranks when fully upgraded)

Dark wisps creep hungrily across these gloves, like an assassin’s blade seeking a life to steal on a moonless night.

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.
Armor: Ruby or Sapphire/Topaz (dmg reduction can help you needed in higher tier NM dungeons).
Jewelry: Diamond unless you need specific resistance more than all.

XYZ Diamond (Requires Level XY)

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

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

XYZ Emerald (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Topaz (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

+12%/3%/22.1% for Royal (the 5th grade at lvl 60)

Legendary Aspects / Powers

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

  • Helm: Aspect of The Protector / Godslayer Crown OR the Alternative Helm Pick (see notes in the Unique Items section)
  • Amulet: Aspect of Disobedience
  • Chest: Aspect of Might
  • Pants: Aspect of Lethal Dusk / Tibault’s Will
  • Gloves: Exploiter’s Aspect / Grasp of Shadow
  • Boots: Mangler’s Aspect
  • Ring 1: Accelerating Aspect
  • Ring 2: Aspect of Inner Calm
  • Main Hand Weapon: Aspect of The Expectant
    I recommend using a sword as the 1h weapon
  • Off-hand Weapon: Rapid Aspect / Condemnation
    (I recommend using another sword until the Unique Dagger Condemnation drops)
  • 2-H Weapon: Bladedancer’s Aspect
    (I recommend using a Crossbow as the 2H weapon)

Paragon Boards:

Use the link below to check the paragon boards selected and the nodes I’ve taken. On the link you’ll see what the boards will look like at lvl 100 with ALL paragon points spent and fully min-maxed to get the most out of every board BUT it’s base on my gear’s attributes bonuses (DEX, STR, INT) so you may need to reorder some of the floating nodes to make sure you get the double bonus requirements of all rare nodes. Leveling in Season 2 is fast so I no longer will provide a version with less points spent.

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

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

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

    • Helm:
      • Priority 1: Cooldown Reduction
      • Priority 2: Maximum Life
      • Priority 3: Basic Skill Attack Speed
      • Priority 4: Core Stats (Dex, Str, Int, All Stats), Total Armor
    • Chest:
      • Priority 1: Damage Reduction from Close/Distant Enemies,
      • Priority 2: Maximum Life, +N% X Resistance, Damage Reduction
      • Priority 3: Core Stats (Dex, Int, Str, All Stats), Total Armor
      • Priority 4: Imbued/Imbuement Skill Damage, Cutthroat Skill Damage, Damage with Dual-Wielded, +X% Damage, Physical Damage
    • Gloves:
      • Priority 1: + X ranks of Twisting Blades, Critical Strike Chance
      • Priority 2: Damage to Injured Enemies, Attack Speed
      • Priority 3: Critical Strike Damage to Injured, Critical Strike Chance Against Injured
      • Priority 4: Core Stats (Dex, Int, Str, All Stats)
    • Pants:
      • Priority 1: Damage Reduction from Close/Distant Enemies, Damage Reduction while Injured
      • Priority 2: Maximum Life, Damage Reduction
      • Priority 3: Core Stats (Dex, Int, Str, All Stats)
      • Priority 4: Total Armor
    • Boots:
      • Priority 1: Movement Speed, Damage Reduction while Injured
      • Priority 2: +N% X Resistance
      • Priority 3: Core Stats (Dex, Int, Str, All Stats)
      • Priority 4: Energy Cost Reduction
    • Amulet:
      • Priority 1: Cooldown Reduction, Movement Speed
      • Priority 2: Damage Reduction from Close/Distant Enemies,
      • Priority 3: Imbuement Skill Damage, Cutthroat Skill Damage, Damage with Dual-Wielded, +X Ranks of a Passive you like, Damage Reduction While Injured, Damage Reduction
      • Priority 4: Energy Cost Reduction
    • Rings:
      • Priority 1: Critical Strike Damage, Critical Strike Chance, Damage to Crowd Controlled
      • Priority 2: Maximum Life
      • Priority 3: Vulnerable Damage, Core Skill Damage, Damage to Injured/Close
      • Priority 4: Physical/Cutthroat Damage
    • Main Hand Weapon: See the 2H Weapon Rolls List. Ideally, you’ll get a good high roll of +ALL Stats on the 2h Wep so that you won’t need to roll it on the 1h wep. It’s best to use a sword.
    • Off-hand Weapon: same stats preferred as main-hand & 2h Wep BUT eventually you’ll use a Unique Dagger here
    • 2-H Weapon:
      • Priority 1: Critical Strike Damage, Core Skill Damage, Damage to Crowd Controlled
      • Priority 2: (All Stats or Dex), Damage to Close Enemies, Vulnerable Damage
      • Priority 3: Damage to Injured Enemies
      • Priority 4: Critical Strike Damage with Imbued Skills

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

Damage Against Crowd Controlled Enemies
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Cutthroat/Imbued/Dual-Wielded Skills
Critical Chance/Critical Damage with Core Skills
Damage with Core/Cutthroat/Imbued/Imbuement/Dual-Wielded Skills
Damage Against Close Enemies
+ X Ranks to Core Skills
+ X Ranks to Twisting Blades
Cooldown Reduction
+ Maximum Life
+ All Stats
+ Dexterity, + Strength, + Intelligence
Vulnerable Damage / Damage Against Vulnerable Enemies
Resource/Spirit Cost Reduction
Attack Speed
Damage Reduction while from Close Enemies
Damage Reduction from Distant Enemies
Damage Reduction while Injured
Movement Speed
Resistance to All Elements / to XYZ type
Total Armor
+ X% Damage
Damage vs Injured Enemies
Damage vs Healthy Enemies
Damage while Healthy
Critical Strike Chance Against Injured Enemies
Physical/Cutthroat/Imbued/Dual-Wielded Skill Damage Bonus
Energy Generation / Regeneration / On Kill
Lucky Hit Chance
Higher Priority
Lucky Hit Chance with Physical/Cutthroat/Imbued/Dual-Wielded Skill Damage
Damage Reduction from Enemies That Are Poisoned
Barrier Generation
Lucky Hit: Up to a 5% chance to Restore +X% Primary Resource
Weapon Damage (not sure if there are any bonuses to that as rolls)
Lucky Hit: Up to a 5% chance to Heal +X Life
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites
Lower Priority

Useful Links (Spreadsheets & more):

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

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

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

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This concludes the Twisted Shade 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, Steam)

XBOX

PlayStation

Official Website

『Diablo 4』 Devs promise to FIX the 1.1.0 MESS + Hotfix Nerf for Nightmare Dungeons

Diablo 4’s Devs promise to FIX the 1.1.0 MESS + a Hotfix Nerf for Nightmare Dungeons

(yesterday Diablo 4’s devs held another Campfire Chat livestream & made promises to FIX the current balance mess as well as to avoid making the similar messes in the future )

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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. After the 18th of July patch 1.1.0a, the game was left in a severely & unreasonably badly balanced state. All classes received massive nerfs mostly in the shape of reduced bonuses of the stats & affixes we get such as: Cooldown Reduction, Vulnerable Damage, Critical Strike Damage, Core Skill Damage, as well as various types of Damage Reduction, to name a few of the major culprits. There were a plethora of other nerfs that affected all classes as well as some buffs that do so too, but the overall result was that many of the working viable meta builds received a big blow and the ones that were non-meta & barely viable even stopped being viable for endgame content.

The aftermath was that a plethora of players, me including, did not feel the game was worth our time in its current state and were left looking for other games to play in the meantime. Blizzard held a Campfire Chat livestream yesterday and made a bunch of promises to address the situation and “fix” the mess in the upcoming Patch 1.1.1 (ETA around 1-2 weeks from the Campfire Chat on the 21st of July). What promises did they make, how do they plan to “fix” this mess, this article will hopefully answer any questions you may have regarding this.

Video Version:

“We know it is bad, we know it is not fun”

Blizzard acknowledged that reducing player power this drastically was uncalled for… but then why do it in the first place? They have at least realized that they made a big oopsie and are fast with the damage control so we already received (yesterday) a Hotfix that adjusts the hp and damage of the middle & higher tier Nightmare Dungeons. They also promise that they “don’t plan on doing a patch like this ever again”. So without further ado, below is a list of the Nightmare Dungeon changes that the most recent hotfix included:

Gameplay Update

We are implementing a reduction to overall monster power levels in Nightmare dungeons. The new top range for tier 100 will feel like what tier 70 was previously.

Developer Note: Although these values make it appear that the higher tiers are easier than lower tiers, this is not the case because the monsters also benefit from being significantly higher level than players in higher Nightmare Dungeon tiers.

Examples
Tier 35

    HP reduced by ~2%
    Damaged reduced by ~1%

Tier 50

    HP reduced by ~20%
    Damage reduced by ~13%

Tier 70

    HP reduced by ~60%
    Damage reduced by 54%

Tier 100

    HP reduced by ~82%
    Damage reduced by ~79%

Bug Fixes

    Fixed an issue where additional Blood Lances from the Gore Quills aspect could sometimes not deal damage.
    Fixed an issue where the Answers in the Ashes quest could have progression blocked if Varshan was killed before the quest updates to the step to defeat him.
    Fixed an issue where the dungeons Buried Halls and Endless Gates dungeons were not giving players proper rewards upon completion.
    Fixed an issue where the Akhan’s Grasp Nightmare Dungeon was not giving players proper rewards upon completion.
    Fixed an issue where the Moonrage Malignant Power would cause the Wolves power to be unequipped from the action bar.
    Fixed an issue where the Subterranean Legendary aspect was dealing far less damage than intended.
    Fixed an issue where the Frozen Terror Malignant Power could also fear the player with it equipped.
    Fixed an issue where Malignant Hearts could be duplicated when salvaging them, logging out immediately, and logging back in.
    Fixed an issue where Tier Skips wouldn’t be properly rewarded in certain scenarios.
    Fixed an issue where Whispers sometimes wouldn’t grant experience on completion.
    Further stability improvements

Why did they do those Nerfs?

Blizzard explains that the reason for those nerfs is that they did not want to see certain stats over-performing as much as they did compared to others and that they wanted people to use a wider variety of affixes instead of always using the same 5-6 affixes in their gear like Cooldown Reduction, Damage Reductions, Vulnerable Damage, Critical Strike Damage, and Core Skill Damage, for example. And this seems like a sound reason BUT the way they went on about it was FAR from the right way to handle this.

First off, if they wanted people to not feel pressured to use damage reduction in 3 out of 4 of their Leg armor affix slots, for example, they should have just buffed damage reduction to the point where people would feel that 3 of those on the same item are an overkill and just 2 would suffice, but they did the exact opposite and nerfed various kinds of damage reduction affixes. And now comes the damage control hotfix I mentioned & listed earlier where Nightmare Dungeons are getting nerfed to match the weak player power. While it’s better than nothing it’s definitely not the proper way those things should be done. I’ll be logging in later tonight to see how the game feels with the new NMD rebalance.

Another change I strongly disagree with is the cooldown reduction nerfs, they went overboard with that one and this severe of a nerf was totally uncalled for. They could have went for a very minor 5 to 10% nerf and then just increased the cooldown of skills that were being abused if they wanted to prevent infinite resources, infinite cast of certain abilities and so on as they said was their intention.

Addressing The “Vulnerable Problem”

I, among many players, agree that we need a rework or a removal+replacement of the Vulnerable damage mechanic. Simply nerfing the Vulnerable Damage affixes/rolls is not going to magically solve the problem. There is a reason why we take this stat in all our builds and why we take advantage of the mechanic. And apparently Joe Piepiora knows that it’s because of how Vulnerable damage is calculated. So the Devs admitted that it was not the proper way to handle this problem and that they’ll need to do a proper rework of the Vulnerable damage formula. He also said that doing a proper rework on Vulnerable will mean needing to look at other things, such as Overpower damage as an example, because all kinds of builds use it currently to be viable, so good alternatives will be needed.

Diablo IV Mission Statement

Blizzard showed a list of 4 key points that they will use as guidelines when making patches & balance changes to avoid such a big mess of a patch from happening again. They are as follows:

  • A wide variety of viable builds to discover, put together, and optimize, across all five classes
  • New items and powers every season to keep the game fresh and increase build variety
  • Continually evolving endgame content with high monster density for powerful builds to mow down and activities to challenge your build
  • Make the game more fun for players

So, those 4 mission statement points are obviously something that makes sense. So far, since launch, I have never felt that Blizzard was spot on with either of them while playing Diablo 4 on various builds on each class. They definitely have a long way to go before I would feel like each of those things feels accomplished. I obviously can not speak about point 3 as only the future will tell if the endgame evolves in the right pace but I do believe they should have launched with 2 more endgame activities as an alternative to Nightmare Dungeons that are just as rewarding and give us more ways to level up our glyphs and spend our in-game grind time.

Regarding new items and powers patch 1.1.0 was a hit and miss. Sorcerers, once again, getting the short end of the stick with yet another unique that has an awful negative effect, and is still the only class to get negative effect alongside the positives with their unique and legendary powers. 1.1.0 did bring some cool stuff for various classes in terms of unqiues and legendaries but was kind of a 50-50 for me what i considered cool and reasonable. And that also applies to the malignant hearts that also seem to be 50-50 hit or miss, and also has some underwhelming ones for the sorcerer.

A promise to make Sorcs viable & make Barbs worth it again

Blizzard made a promise that with 1.1.1 Sorcs, who were always at the bottom of the barrel in terms of how underpowered they are compared to other classes, a viable class worth playing. They also made a promise to bring Barbs to a reasonable power level again as 1.1.0 hit the very few reasonable Barb builds pretty hard too. Will this happen? Time will tell but I for sure hope it’s not an empty promise as i love playing elemental mages/casters in games or a good close range brawler class, which the Barbarian never felt like one to me (even with a strong build) ever since the game launched.

Players can expect that to happen partially trough re-visiting of the legendary and unique powers for those two classes and reworking + re-balancing those to make the two classes have a reasonable amount of viable builds for players to use.

Changes to Crowd Control in NMDs?

Blizzard also made a promise to address the ridiculously stupid amount of crowd control that exists in Nightmare Dungeons as well as the lack of many builds capable of dealing with it. I hope this change comes with patch 1.1.1 because right now it’s extremely painful to play certain maps & map affixes on the majority of the builds, especially ones that don’t have enough unstoppable (or any for that matter) to counter the freezing, rooting, slowing, etc. enemies

New Endgame Mode to challenge our builds… in Season 3

Apparently, NMDs are not the best type of content to use as a goal/benchmark to challenge one’s builds and Blizzard will be introducing a new Endgame Mode for us to do that. BUT it’s going to be a long wait of at least another half a year before we get a taste of it as it’s coming with Season 3. Not sure if they were talking about this content but they did also say they plan on bringing back the bosses from the campaign story in new endgame type that suits them when asked about bringing those bosses back. Another thing that they were asked about was leaderboards and they did say with Season 3 they will be bringing leaderboards and content where those could fit.

Here’s a wild guess from me: could we be getting a tower/arena/crucible/survival mode type of endgame with X arena stages where every N stages there’s a bigger boss fight? Is this going to have a timer running to see who get to the end of it the quickest? Is this going to be the content that re-uses the story bosses? I say probably but my guess is as good as anyone’s at this point so we’ll just going to have to wait and see.

A promise to leave overpowered builds as they are until given reasonable alternatives

Blizzard also promised to keep some builds overpowered until they have provided the playerbase with a compelling viable alternative to those builds. What is worth noting is that such meta shift changes will occur at predictable times, like the start of a new Season. However, in cases where a bug is causing game-breaking damage or crashes, Blizzard will still react quickly.

Increased density for Helltides and NMDs

Another changed that we’ll supposedly be getting with 1.1.1 is an increase of the mob density is the majority of Helltide area zones as well as in Nightmare Dungeons. They’ll also look into improving performance for certain effects/skills so that the substantial increase to mob density doesn’t result in substantially worse performance.

More storage? Devs: 1 extra stash tab is my best offer!

A big source of the negative experience in Diablo 4 is the inventory and storage tension. And maybe only players who play 1 class and 1 build only don’t feel this but anyone who has played more than 1 character or likes testing multiple builds on at least 1 character has realized how bad and how little the storage we’ve got available is. Blizzard has previously promised that Season 2 will come with a rework to the gem system and that gems will get their own “materials” tab in the way veiled crystals and the likes do. However, players need improvements to inventory and storage space right now. The best Blizzard can do is apparently give is a measly extra stash tab which is, obviously, better than zero extra stash tabs. So what can they do to hopefully solve this problem?

I, and many others i assume, believe that giving us personal stash tabs + much more shared ones would be the best option. 4 to 5 personal stash tabs + 10 shared ones should be all we need to have enough room for all sorts of builds on every single class. Additionally, I believe we’ll need a big change to the aspects & the codex of power where every single aspect is on the codex of power and can be unlocked from dungeons and other types of content. As an added bonus being able to put extracted aspects in the codex with their “better than min-roll” values being selectable from there when imprinting would be an amazing QoL feature

Respec cost will be 40% cheaper

One more area where the game has needed improvement was the respec cost for skill points and paragon points. The devs promised that 1.1.1 will bring a 40% reduction to that cost, which should make it roughly around 7-8 million gold for a full respec at lvl 100 (down from 12-13 mil). While it’s still far from perfect it’s a step in the right direction. I still believe respecs should not cost much at all and the real cost of switching to a new build should be farming the new gear and aspects for it + re-rolling the stats on that new gear to suit the build.

Currently, having to pay 12-13 Million god coins, on top of the already costly re-roll (enchant), extract, and imprint costs that one would need to do when gearing up for a new build is a kick in the nuts. Reducing it by only 40% down to 7-8 Mil will make the kick feel like a punch in the nuts so it will still be pretty painful. I’ve counted that excluding skill & paragon respecs, switching a build could end up somewhere between 20 and 40 mil gold on average. The main reason why the cost is this high is because of the shitty design of the enchantment system where each consecutive enchant gets more expensive. If they change it so that the cost of our 2nd re-roll is as high as the cost goes, then this whole respec “problem” will be much bearable. We need a gold sink but it also needs to be reasonable with the bloody costs.

More Changes to EXP incoming

Blizzard are also promising more changed to EXP, in particular speeding up the leveling from levels 50 to 100. They did not provide any specifics but they did say they don’t want reaching lvl 100 to feel like a job but still want it to feel like a challenge. They added that they don’t want players to reach a wall around lvl 70 or 75 where leveling becomes a total slog. I’m personally looking forward to that as EXP rates are a sore subject for me in looter games like Diablo 4.

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)

♦ ◊ ♦ ◊ ♦

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

♦ ◊ ♦ ◊ ♦

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

Icy Death Rogue Build for Diablo IV [S Tier Grade]

Icy Death Rogue BUILD for Diablo IV [S Tier Grade]

(Emerging from the Shadows & entrapping your foes to a Cold Death)

♦ ◊ ♦ ◊ ♦

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 Rogue Class called Icy Death.

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 (Icy Death) is one of the builds on that spreadsheet.

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

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

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

  • (active) Flurry Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of 60% (X – ?) damage to each.
    Combo Points increase damage and grant an Attack Speed bonus:
    1: 75% damage, +15% Attack Speed ;
    2: 90% damage, +30% Attack Speed ;
    3: 105% damage, +45% Attack Speed
    Requires Dual Wielded weapons
    Energy Cost: 25 | Lucky Hit Chance: 8% | Damage: Physical ; Tags: Core, Melee, Imbueable, Cutthroat
    • (1st upgrade) Enhanced Flurry Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.
    • (2nd upgrade – my pick of the 2) Improved Flurry If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.
  • (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 – ONLY put 2 points here) Stutter Step – Critically Striking an enemy grants +5%/+10%/+15% Movement Speed for 4 seconds.
  • (passive) did not pick any other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (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 – 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) 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% | Damage: Shadow ; 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) Mixed Cold Imbuement Cold Imbued Skills deal 20% (multiplicative) damage to Crowd Controlled enemies. Double this bonus against Frozen enemies.
  • (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) 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 (Required Points: 33 )

  • (passive) Momentum – Cutthroat Skills grant a stack of Momentum for 8 seconds if they either:
    Hit a Stunned, Dazed, or Frozen enemy
    Hit any enemy from behind

    While at 3 stacks of Momentum, you gain:
    20% increased Damage Reduction
    30% (multiplicative) increased Energy Regeneration
    +15% increased Movement Speed

Class Mechanic (Specializations):

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. 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 Preparation for this build. However, Combo Points is an amazing syenrgy with Flurry, especially if you take the Cunning Stratagem Paragon Node.

Unique Items

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

Eyes in the Dark (Pants)

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

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

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

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

Harlequin Crest (Helm)

Gain [5-8%] Damage Reduction. In addition, gain +2 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

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, Diamond, or Skull.
Armor: 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 (Icy Death) is one of the builds on that spreadsheet.

  • Helm: Exploiter’s Aspect / Harlequin Crest (see notes below)
  • Amulet: Aspect of Stolen Vigor OR Aspect of the Crowded Sage
  • Chest: Aspect of Stolen Vigor OR Aspect of the Crowded Sage
  • Pants: Aspect of The Protector* / Eyes in the Dark (see notes below)
  • Gloves: Conceited Aspect* (only use while you have Aspect of the Protector for Barriers) / Frostburn (see notes below)
  • Boots: Ghostwalker Aspect / Exploiter’s Aspect
  • Ring 1: Aspect of Volatile Shadows
  • Ring 2: Accelerating Aspect
  • 1H Weapon: Aspect of Encircling Blades
  • Off-hand: Vengeful Aspect
  • 2-H Weapon: Smiting Aspect
NOTES: How to re-arrange if using any of the Uniques:

- Aspect of the Protector stays in the Pants slot ONLY until you get the Eyes in the Dark Unique Pants.  For after that just discard it from the build or move it to the Helm slot. If you also have the Unique Helm you're better off removing this Aspect from the build.  
- For Frostburn (Gloves): Conceited Aspect gets removed from the Gloves slot to make room for the Unique Gloves. Many (me including) may prefer Legendary Gloves for the +4 Ranks to Flurry they give but Frostburn is a pretty good synergy with the build too, especially for mobbing.
- For Harlequin Crest (Helm): Ghostwalker Aspect get removed from the Boots slot & replaced by Exploiter’s Aspect, this makes room for the Unique Helm.
- For Eyes in the Dark (Pants): Aspect of Control gets removed from the Ring 1 slot to make room for the Unique Ring. 

ALTERNATIVE: If you decide to use Doombringer (Sword) in the build, you may wanna sacrifice one of the Ring Aspects (Accelerating Aspect OR Aspect of Volatile Shadows) and move the Aspect of the weapon/off-hand that Doombringer Replaces on that Ring slot.

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 with 179 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 but i did leave the last 1 up to you to spend.

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

I’ve shortlisted 45 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/Shadow/Cold Skills
Critical Chance/Critical Damage with Core/Imbuements/Ultimate Skills
Damage with Core/Imbuements/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Core/Imbuements/Ultimate Skills or to Flurry
Lucky Hit Chance with Physical/Shadow/Cold Damage
Physical/Shadow/Cold Damage Bonus
+ % Critical Chance / Critical Damage with Physical/Shadow/Cold Damage
Resistance to All Elements
Damage to Enemies Affected by Trap Skills
+ % Physical/Shadow/Cold Damage to Elites
+ % Critical Strike Chance with Physical/Shadow/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 Close Enemies
Critical Strike Chance Against Close Enemies
Critical Strike Damage to Close Enemies
Critical Strike Chance Against Crowd Controlled Enemies
Critical Strike Damage to Crowd Controlled Enemies
Damage to Crowd Controlled Enemies
Critical Strike Chance Against Vulnerable Enemies
Critical Strike Damage to Vulnerable Enemies
Vulnerable Damage
Damage while Healthy
Damage to Vulnerable Enemies with Imbued Skills
Critical Strike Damage with Imbued Skills
Shadow 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 Icy Death 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

Shadow Trapper 2.0 Diablo IV Rogue Build [RDY-4-Launch]

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

(the Dark Side of Alchemy: Deadly, Toxic, and Chilling Traps, Stunning Grenades & a shadowy Flurry of Blades are merely tools to aid us when disposing of our foes)

♦ ◊ ♦ ◊ ♦

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

Diablo IV‘s Launch is a week away and i’m bringing you another one of my 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 Shadow Trapper 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 (Shadow Trapper 2.0) is one of the builds on that spreadsheet.

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

  • (active – ONLY put 1 point here) Invigorating Strike – Melee attack an enemy, dealing 23% (X -?) damage and increasing Energy Regeneration by 20% (multiplicative) for 3 seconds.
    Requires Dual Wielded weapons
    Lucky Hit Chance: 50% | Damage: Physical ; Tags: Basic, Melee, Cutthroat
    • (1st upgrade) Enhanced Invigorating Strike Damaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to 30% (multiplicative).
    • (2nd upgrade – my pick of the 2) Fundamental Invigorating Strike Hitting an enemy while below 50% Energy makes them Vulnerable for 3 seconds.

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

  • (active) Flurry Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of 60% (X – ?) damage to each.
    Combo Points increase damage and grant an Attack Speed bonus: 1: 75% damage, +15% Attack Speed ; 2: 90% damage, +30% Attack Speed ; 3: 105% damage, +45% Attack Speed
    Requires Dual Wielded weapons | Energy Cost: 25
    Lucky Hit Chance: 8% | Damage: Physical ; Tags: Core, Melee, Imbueable, Cutthroat
    • (1st upgrade) Enhanced Flurry Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.
    • (2nd upgrade – my pick of the 2) Improved Flurry If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.
  • (passive) Sturdy You gain 4%/8%/12% Close Damage Reduction.
    • (upgrade) Siphoning Strikes did NOT take this
  • (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) Methodical Caltrops – Caltrops now deals Cold damage and Chills enemies for 20% per second.
  • (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 – ONLY put 1 point here) Poison Trap Place a trap that arms after 1.25 seconds. It activates when an enemy moves moves within range, applying 344% (X) Poisoning damage over 9 seconds to enemies in the area.
    Cooldown: 10 seconds. Lucky Hit Chance: 20% | Damage: Poison ; Tags: Subterfuge, Trap
    • (1st upgrade) Enhanced Poison Trap Poison Trap Knocks Down enemies for 1.5 seconds when it activates.
    • (2nd upgrade – my pick of the 2) Countering Poison Trap – Poison Trap has a 20% chance to reset your Imbuement Skill Cooldowns when activated.
  • (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 – ONLY put 1 point here) Agile Using a Cooldown increases your Dodge Chance by 3%/6%/9% for 2 seconds.
    • (upgrade) Mending Obscurity – did NOT take this
  • (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.
    • (upgrade) Consuming Shadows Each time you kill an enemy with Shadow Damage, you generate 10/20/30 Energy.
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Death Trap Place a trap that arms after 1.25 seconds. It activates when an enemy moves near, dealing 250% (X – ?) damage to enemies in the area.
    Cooldown: 50 seconds. Lucky Hit Chance: 4% | Damage: Shadow ; Tags: Ultimate, Trap
    • (1st upgrade) Prime Death Trap Enemies are Pulled into Death Trap when it activates.
    • (2nd upgrade – my pick of the 2) Supreme Death Trap If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds.
  • (passive) Innervation – Lucky Hit: Up to a 10%/20%/30% chance to gain 8 Energy.
    • (upgrade) Second Wind – Every 100 Energy you spend grants you +5%/+10%/+15% increased Lucky Hit Chance for 5 seconds.seconds.
    • (upgrade) Alchemist’s FortuneNon-Physical damage you deal has a +5%/+10%/+15% increased Lucky Hit Chance.
  • (passive) 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

Specializations (Required Points: 33 )

  • (passive) Exposure Lucky Hit: Dealing direct damage to an enemy affected by a Trap Skill has up to a 25% chance to: Reduce the active Cooldowns of your Trap Skills by 20% Drop a cluster of exploding Stun Grenades that deal 40% total Physical Damage and Stun enemies for 0.5 seconds

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 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:

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

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 Trapper 2.0) is one of the builds on that spreadsheet.

  • Helm: Frostbitten Aspect / Harlequin Crest Unique Helm (see notes below)
  • Amulet: Infiltrator’s Aspect
  • Chest: Aspect of Lethal Dusk
  • Pants: Aspect of Siphoned Victuals / Eyes in the Dark Unique Pants (see notes below)
  • Gloves: Blast-Trapper’s Aspect
  • Boots: Exploiter’s Aspect
  • Ring 1: Toxic Alchemist’s Aspect
  • Ring 2: Opportunist’s Aspect / Mother’s Embrace Unique Ring (see notes below)
  • 1H Weapon: Icy Alchemist’s Aspect
  • Off-hand: Trickster’s Aspect / Condemnation Unique Dagger (see notes below)
  • 2-H Weapon: Aspect of Encircling Blades
NOTE 1: Trickster's Aspect goes in the Off-hand slot ONLY until you get the Condemnation Unique Dagger. After that discard it to make room for the Unique Dagger.
There are three other alternative picks for Uniques you could use if you get those first: Eyes in the Dark (Pants), 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 Eyes in the Dark (Pants): Aspect of Siphoned Victuals gets removed from the Pants slot to makes room for the Unique Pants. 
- For Harlequin Crest (Helm):  Frostbitten Aspect  gets removed from the Helm slot to make room for the Unique Helm
- For Mother's Embrace (Ring):  Opportunist's Aspect 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, Diamond, or Skull.
Armor: Ruby 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)

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

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

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

Bonus to All Damage
Critical Strike Chance/Critical Damage Bonus
Critical Chance / Critical Damage with Physical/Shadow/Poison/Cold Skills
Critical Chance/Critical Damage with Core/Cutthroat/Trap/Subterfuge/Imbuements/Ultimate Skills
Damage with Core/Cutthroat/Trap/Subterfuge/Imbuements/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Core/Cutthroat/Trap/Subterfuge/Imbuements/Ultimate Skills
+ X Ranks to Flurry/Poison Trap/Shadow Imbuement/Caltrops
Lucky Hit Chance with Physical/Shadow/Poison/Cold Damage
Physical/Shadow/Poison/Cold Damage Bonus
+ % Critical Chance / Critical Damage with Physical/Shadow/Poison/Cold Damage
Resistance to All Elements
Damage to Enemies Affected by Trap Skills
+ % Physical/Shadow/Poison/Cold Damage to Elites
+ % Critical Strike Chance with Physical/Shadow/Poison/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 / 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
Reduces the Arm Time of Your Trap Skills by X Seconds
+ % Chill Application
Damage while Healthy
Critical Strike Damage with Imbued Skills
Shadow 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 Shadow Trapper 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

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

Icy Hunter Diablo IV Rogue Build [RDY-4-Launch]

Icy Hunter Rogue BUILD for Diablo IV [RDY-4-Launch]

(Shot Bursts Infused with Chilling Cold won’t give your foes breathing room until their hearts are pierced)

♦ ◊ ♦ ◊ ♦

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 Icy Hunter.

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 (Icy Hunter) 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) Rapid Fire Rapidly fire 5 arrows each dealing 24% (X – ?) damage. Combo Points increase damage and Arrows Fired: 1: 26% damage & 6 arrows ; 2: 29% damage & 7 arrows ; 3: 34% damage & 8 arrows Requires a Ranged Weapon Energy Cost: 25 Lucky Hit Chance: 20% Damage: Physical ; Tags: Core, Ranged, Imbueable, Marksman
    • (1st upgrade) Enhanced Rapid Fire Each subsequent arrow from Rapid Fire has +5% increased Critical Strike Chance, up to +25% for the 5th arrow.
    • (2nd upgrade – my pick of the 2) Improved Rapid Fire 20% chance to gain 15 Energy when Rapid Fire damages a Vulnerable enemy.
  • (passive – did NOT put points here) Sturdy
    • (upgrade – did NOT put points here) Siphoning Strikes
  • (passive – ONLY put my last 1 point here as a filler) Stutter Step Critically Striking an enemy grants +5%/+10%/+15% Movement Speed for 4 seconds.
  • (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) Dark Shroud Surround yourself with up to 5 protective shadows. Gain 8% Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and a shadow is consumed Cooldown: 20 seconds. Tags: Subterfuge
    • (1st upgrade) Enhanced Dark Shroud Dark Shroud’s shadows have a 10% chance to not be consumed
    • (2nd upgrade – my pick of the 2) Countering Dark Shroud While you have at least 2 active shadow from Dark Shroud, gain +10% Critical Strike Chance.
  • (passive) Exploit – You deal 6%/12%/18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice – You deal 3%/6%/9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) Agile Using a Cooldown increases your Dodge Chance by 3%/6%/9% for 2 seconds.
    • (upgrade – did NOT put points here) Mending Obscurity
  • (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) Shadow Clone Your shadow mimicks your actions for 15 seconds. The shadow deals 60% of your damage. Cooldown: 60 seconds. Damage: Physical ; Tags: Ultimate
    • (1st upgrade) Prime Shadow Clone You are Unstoppable for 5 seconds after casting Shadow Clone.
    • (2nd upgrade – my pick of the 2) Supreme Shadow Clone Your Shadow Clone deals an additional 20% of your damage.
  • (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 1 point 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:

Skyhunter (Bow)

+[20%] Damage to Distant Enemies

The first direct damage you deal to an enemy is a guaranteed Critical Strike. If you had maximum stacks of the Precision Key Passive when you cast the Skill, gain [15 – 25] Energy, this can only happen once per cast.

[49 – 63] Dexterity
+[7 – 14]% Marksman Skill Damage
+[14 – 21]% Critical Strike Damage
+[0.5 – 1] Ranks of the Exploit Passive

“Genai took up her bow and aimed at the sun itself. The light burned her eyes, but her arrow flew true. Wounded, the sun hid, and brought forth the first night. – Fable of the Great Sky-Hunt

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 (Icy Hunter) is one of the builds on that spreadsheet.

  • Helm: Enshrouding Aspect
  • Amulet: Vengeful Aspect
  • Chest: Aspect of Siphoned Protection
  • Pants: Umbrous Aspect
  • Gloves: Blast-Trapper’s Aspect
  • Boots: Exploiter’s Aspect
  • Ring 1: Aspect of Corruption
  • Ring 2: Ravenous Aspect
  • 1H Weapon: Aspect of The Expectant
  • Off-hand: Aspect of Arrow Storms Until The Unique goes in the 2h slot (see notes below)
  • 2-H Weapon: Aspect of Imitated Imbuement Until The Unique goes here (see notes below)
NOTE 1: Aspect of Arrow Storms goes in the Off-hand slot ONLY until you get the Skyhunter Unique Bow.
Aspect of Imitated Imbuement replaces Aspect of Arrow Storms on the Off-hand slot to make room for the Unique Bow.
There are two other alternative picks for Uniques you could use if you get those first: Frostburn (Gloves) & Harlequin Crest (Helm). See the 2nd note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Frostburn (Gloves): Aspect of Arrow Storms get removed from the Off-hand slot & Blast-Trapper's Aspect replaces it. This makes room for the Unique Gloves. 
- For Harlequin Crest (Helm): Aspect of Arrow Storms get removed from the Off-hand slot & Vengeful Aspect replaces it. Then Enshrouding Aspect goes in the now empty Amulet slot to make room for the Unique Helm.

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. Maybe even Topaz if no other available options.
Armor: Skull 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)

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 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 43 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
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 Close Enemies
Critical Chance/ Critical Damage Against Close 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 Icy 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

Dark Ice Diablo IV Rogue Build [RDY-4-Launch]

Dark Ice Rogue BUILD for Diablo IV [RDY-4-Launch]

(get up close & personal to cause the shadows to explode, chilling & freezing your foes)

♦ ◊ ♦ ◊ ♦

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

Diablo IV‘s Launch is 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 Dark Ice.

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:

https://youtu.be/OrJwt7jVYUc

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 (Dark Ice) is one of the builds on that spreadsheet.

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

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

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

  • (active) Flurry Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of 60% (X – ?) damage to each. Combo Points increase damage and grant an Attack Speed bonus: 1: 75% damage, +15% Attack Speed ; 2: 90% damage, +30% Attack Speed ; 3: 105% damage, +45% Attack Speed Requires Dual Wielded weapons Energy Cost: 25 Lucky Hit Chance: 8% Damage: Physical ; Tags: Core, Melee, Imbueable, Cutthroat
    • (1st upgrade) Enhanced Flurry Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.
    • (2nd upgrade – my pick of the 2) Improved Flurry If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds.
  • (passive) Sturdy You gain 4%/8%/12% Close Damage Reduction.
    • (upgrade – ONLY put 2 points here) 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) Dash Dash forward and slash enemies for 37% (X – ?) damage. Requires Dual Wielded weapons Charges: 2 Lucky Hit Chance: 25% Damage: Physical ; Tags: Agility, Melee, Imbueable, Cutthroat
    • (1st upgrade) Enhanced Dash Enemies damaged by Dash take 20% (multiplicative) increased Critical Strike Damage for 5 seconds.
    • (2nd upgrade – my pick of the 2) Methodical Dash Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 3 seconds per cast.
  • (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)
    • (1st upgrade)
    • (2nd upgrade – my pick of the 2)
  • (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 Imbuable Skills deal damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing 40% (X) damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal 40% (X) damage to only that enemy. Cooldown: 9 seconds. Lucky Hit Chance: 33% Damage: Shadow ; Tags: Imbuements
    • (1st upgrade) Enhanced Shadow Imbuement You have +25% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement.
    • (2nd upgrade – my pick of the 2) 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 – Invested 2/3 ranks into it only to save points) Shadow Crash Lucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5/1/1.5 seconds.
    • (upgrade – ONLY put 1 point here) Consuming Shadows Each time you kill an enemy with Shadow Damage, you generate 10/20/30 Energy.
  • (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.
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Shadow Clone Your shadow mimicks your actions for 15 seconds. The shadow deals 60% of your damage. Cooldown: 60 seconds. Damage: Physical ; Tags: Ultimate
    • (1st upgrade) Prime Shadow Clone You are Unstoppable for 5 seconds after casting Shadow Clone.
    • (2nd upgrade – my pick of the 2) Supreme Shadow Clone Your Shadow Clone deals an additional 20% of your damage.
  • (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) 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) Close Quarters Combat Damaging a nearby enemy with Marksman or Cutthroat Skills grants a +10% Attack Speed bonus for 8 seconds. While both Attack Speed bonuses are active, you deal 20% (multiplicative) increased damage against Crowd Controlled enemies.

Class Mechanic:

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

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

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

Unique Item

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

Frostburn (Gloves)

Lucky Hit: Up to a [15 – 25]% chance to Freeze enemies for 2 seconds.

+[3 – 8]% Critical Strike Chance
+[0.07 – 0.14] Cold Damage
+[7 – 14]% Freeze Duration
Lucky Hit: Up to a 5% Chance to Restore +[14 – 28]% Primary Resource

A touch so frigid it stops the heart and chills the very soul.

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 (Dark Ice) is one of the builds on that spreadsheet.

  • Helm: Exploiter’s Aspect
  • Amulet: Aspect of Encircling Blades
  • Chest: Aspect of Quickening Fog
  • Pants: Aspect of Elusive Menace
  • Gloves: Blast-Trapper’s Aspect Until The Unique goes here
  • Boots: Frostbitten Aspect
  • Ring 1: Icy Alchemist’s Aspect
  • Ring 2: Aspect of Corruption
  • 1H Weapon: Shadowslicer Aspect
  • Off-hand: Aspect of Imitated Imbuement
  • 2-H Weapon: Vengeful Aspect
NOTE 1: Blast-Trapper's Aspect goes in the Gloves slot ONLY until you get the Frostburn Unique Gloves. 
There are two other alternative picks for Uniques you could use if you get those first: Grasp of Shadow (Gloves) & Harlequin Crest (Helm)
See the note below:

NOTE 2: How to re-arrange if using any of the alternative Uniques:
- For Grasp of Shadow (Gloves): Blast-Trapper's Aspect gets removed from the Gloves to make room for the Unique (same item type as Frostburn so nothing special)
- For Harlequin Crest (Helm): Blast-Trapper's Aspect gets removed from the Gloves and Exploiter’s Aspect goes in the Gloves to make room for the Unique

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: Saphire, Skull, Diamond, or Emerald.
Armor: Skull 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)

Paragon Boards:

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

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

I’ve shortlisted 45 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/Shadow/Cold Skills
Critical Chance/Critical Damage with Core/Imbuements/Ultimate Skills
Damage with Core/Imbuements/Ultimate Skills
Lucky Hit Chance
+ X Ranks to Core/Imbuements/Ultimate Skills
Lucky Hit Chance with Physical/Shadow/Cold Damage
Physical/Shadow/Cold Damage Bonus
+ % Critical Chance / Critical Damage with Physical/Shadow/Cold Damage
Resistance to All Elements
Damage to Enemies Affected by Trap Skills
+ % Physical/Shadow/Ice Damage to Elites
+ % Critical Strike Chance with Physical/Shadow/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 Close Enemies
Critical Strike Chance Against Close Enemies
Critical Strike Damage to Close Enemies
Critical Strike Chance Against Crowd Controlled Enemies
Critical Strike Damage to Crowd Controlled Enemies
Damage to Crowd Controlled Enemies
Critical Strike Chance Against Vulnerable Enemies
Critical Strike Damage to Vulnerable Enemies
Vulnerable Damage
Damage while Healthy
Damage to Vulnerable Enemies with Imbued Skills
Critical Strike Damage with Imbued Skills
Shadow 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 Dark Ice 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

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

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

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

♦ ◊ ♦ ◊ ♦

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

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

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

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

Video Version:

Skill Trees

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

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

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

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

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

Agility Skills (Required Points: 6 )

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

Subterfuge Skills (Required Points: 11 )

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

Imbuements Skills (Required Points: 16 )

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

Ultimate Skills (Required Points: 23 )

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

Specializations (Required Points: 33 )

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

Class Mechanic:

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

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

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

Unique Item

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

Eyes in the Dark (Pants)

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

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

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

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

Sockets & Gems

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

XYZ Diamond (Requires Level XY)

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

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

XYZ Skull (Requires Level XY)

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

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

XYZ Saphire (Requires Level XY)

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

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

XYZ Ruby (Requires Level XY)

• Weapon: +N% Overpower Damage

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

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

XYZ Emerald (Requires Level XY)

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

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

Legendary Aspects / Powers

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

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

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

Paragon Boards:

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

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

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

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

Useful Links (Spreadsheets & more):

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

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

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

♦ ◊ ♦ ◊ ♦

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

PC (Battle.Net)

XBOX

PlayStation

Official Website

Coldstep Diablo IV Rogue Build

Coldstep Rogue BUILD for Diablo IV

(vanish from their sight to get up close and personal then unleash clones to throw them into disarray)

♦ ◊ ♦ ◊ ♦

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 Rogue Class called Coldstep.

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

Some of the skill icon images you see could be outdated & different 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) Forceful Arrow – Fire a powerful arrow at an enemy, dealing 78.75% (X – ?) damage and making them Vulnerable for 2. seconds. Requires a Ranged Weapon Damage: Physical Tags: Basic, Ranged
    • (1st upgrade) Enhanced Forceful Arrow Forceful Arrow makes the enemy Vulnerable for 4 seconds instead if they are nearby.
    • (2nd upgrade – my pick of the 2) Primary Forceful Arrow Forceful Arrow pierces through the first enemy it damages if they are nearby.

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

  • (active) Rapid Fire Rapidly fire 5 arrows each dealing 37.46% (X – ?) damage. Combo Points increase damage and Arrows Fired: 1: 22% damage & 6 arrows ; 2: 24% damage & 7 arrows ; 3: 29% damage & 8 arrows Requires a Ranged Weapon Energy Cost: 25 Damage: Physical Tags: Core, Ranged, Imbueable
  • (1st upgrade) Enhanced Rapid Fire Each subsequent arrow from Rapid Fire has +5% increased Critical Strike Chance.
  • (2nd upgrade – my pick of the 2) Advanced Rapid Fire Rapid Fire deals 15% (multiplicative) increased Critical Strike Damage to Vulnerable enemies.
  • (passive) Sturdy You gain +12% Melee Damage Reduction.
    • (upgrade) Siphoning Strikes – did not pick to save points
  • (passive) did not pick other Core passives to save points

Agility Skills (Required Points: 6 )

  • (active) Shadow Step Become unstoppable and quickly move through the shadows and stab your victim from behind for 171.81% (X – ?) damage. Gain 50% increased Movement Speed for 2 seconds afterwards. Requires Dual Wielded weapons Cooldown: 9.8 seconds Damage: Physical Tags: Agility, Melee, Imbueable
  • (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) Methodical Shadow Step Enemies damaged by Shadow Step are Immobilized for 2 seconds.
  • (passive) Weapon Mastery Gain a bonus when attacking based on weapon type: Daggers: 15.0% (multiplicative) increased damage to Healthy enemies. Swords: 9% (multiplicative) increased damage. Bows: Up to 12% (multiplicative) increased damage to Vulnerable enemies. Crossbows: 15% (multiplicative) increased Critical Strike Damage. For all weapons: Vulnerable enemies take 20% (multiplicative) increased damage Healthy characters have more than 80% of their life.
  • (passive) did not pick other Agility passives to save points

Subterfuge Skills (Required Points: 11 )

  • (active) 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: 16.0 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 18% (multiplicative) increased damage to Healthy and Injured enemies.
    • (upgrade) Malice You deal 9% (multiplicative) increased damage to Vulnerable enemies.
  • (passive) did not pick other Subterfuge passives to save points

Imbuements Skills (Required Points: 16 )

  • (active) Imbue Weapon: Cold Imbue your weapons with frigid energies. Your next 2 non-Basic Melee or Ranged Skills deal Cold damage and Chill enemies for up to 50%. Cold Imbued skills deal 15% (multiplicative) damage to Crowd Controlled enemies. Cooldown: 9.0 seconds. Tags: Imbuements
  • (1st upgrade) Enhanced Imbue Weapon: Cold Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds.
  • (2nd upgrade – my pick of the 2) Mixed Imbue Weapon: Cold Cold Imbued Skills deal 30% (multiplicative) increased damage to Frozen enemies.
  • (passive) Frigid Finesse You deal 5% (multiplicative) increased damage to Chilled enemies. This bonus increases to 10% (multiplicative) against Frozen enemies.
    • (upgrade DID NOT take to save points) Chilling Weight Chilled enemies have their Movement Speed further reduced by up to 10%.
  • (passive) did not pick other Imbuements passives to save points

Ultimate Skills (Required Points: 23 )

  • (active) Shadow Clone Your shadow mimicks your actions for 15 seconds. The shadow deals 60% of your damage. Cooldown: 60.0 seconds. Damage: Physical Tags: Ultimate
  • (1st upgrade) Prime Shadow Clone You are Unstoppable while your Shadow Clone is active.
  • (2nd upgrade – my pick of the 2) Supreme Shadow Clone Your Shadow Clone deals an additional 20% of your damage.
  • (passive) Innervation Lucky Hit: Up to a 20% chance to gain 5 Energy.
    • (upgrade) Second Wind Every 100 Energy you spend grants you +10% increased Lucky Hit Chance for 5 seconds.
    • (upgrade) Alchemist’s Fortune – DID NOT INVEST in this to save points
  • (passive) Aftermath After using an Ultimate Skill, restore 25 Energy.
  • (passive) did not pick other Ultimate passives to save points

Specializations (Required Points: 33 )

  • (passive) Close Quarters Combat Damaging a nearby enemy with a Ranged or Melee Skill grants a +5% Attack Speed bonus for 8 seconds. While both Attack Speed bonuses are active, you gain “Lucky Hit: up to a 75% chance to generate 10 Energy and deal +15% increased damage when you deal direct damage to a Crowd Controlled enemy.”

Class Mechanic:

I don’t have much information about the 3 Specializations of the Rogue which are their 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.

My guess is that it would be best to switch between specializations depending on the situation/content. For now I won’t go into detail or say use only a certain one of those until the game launches and I try them out.

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

  • Helm: Aspect of The Umbral
  • Amulet: Aspect of Pummeling
  • Chest: Aspect of Shared Misery
  • Pants: Aspect of Might
  • Gloves: Vengeful Aspect
  • Boots: Ghostwalker Aspect
  • Ring 1: Ravenous Aspect
  • Ring 2: Aspect of Unstable Imbuements
  • 1H Weapon (see NOTE below): Aspect of Inner Calm
  • Off-hand (see NOTE below): Aspect of Corruption
  • 2-H Weapon (if you decide to use one): Aspect of Arrow Storms
NOTE: You'll be using a 2H Bow or Crossbow + a Dual-Wielded Weapon & Offhand combo for this build. I do not currently know how swapping out will work for different skills. 

Barbs auto-swap when you use the skill to the weapon it requires due to their arsenal system which Rogues don't have. There may just be a button to swap between 2h and dual wield so we'll see about that. 

The good thing is that shadow step might be able to work even if you have the dual-wield setup on your secondary weapon set

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

♦ ◊ ♦ ◊ ♦

This concludes the Coldstep 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