Diablo 4 Classes Explained: Which one to choose and why

In this guide, we break down each of the five classes in Diablo 4 and what they offer when compared to others, so you can choose your favorite to start with!

This guide is up-to-date for Season 3 and Patch 1.3.0 . Check our Diablo 4 Builds Catalog of uniquely crafted builds for each class.

Diablo 4 currently has five different classes: Barbarian, Druid, Necromancer, Rogue, and Sorcerer. Each of these classes has different advantages and disadvantages, which unless you’re absolutely sold on a specific fantasy, can make it quite the proposition to choose a class to main.

We will break down the advantages and disadvantages of each class and why you might want to consider each. We’ll be talking about their power levels in various areas as well as covering their class mechanics before giving them a quick summary. Finally, we’ll go into further depth and give insight as to which classes are better for new players or a fresh start.

The Barbarian

The Barbarian is predominately a melee class, which makes them inherently slower. While they do get some solid early AoE options in many of the Core Skill choices, they’ll often still feel a bit lackluster due to their slow animations. Though overall they have many advantages for a new player.

Power Scaling

Barbarians are a class that is definitely a slow starter. This slower start to how they play isn’t a bad thing, especially for beginners. You’re more able to focus on what is right in front of you with fewer worries about any upcoming encounters much easier. They end up slowly ramping into their end-game state, which makes the process much smoother and more comfortable overall.

Their strong AoE options either, like Hammer of the Ancients and Whirlwind to help with AoE clearing. Due to reliable access to Bleed from Flay and Rend, as well as faster single-target attacks like Frenzy and Double Swing, you won’t be hurting for options to take down Elites or bosses either.

While most other classes get mobility options starting around level 10, the Barbarian will be left waiting until around level 20 before they can even consider a mobility option. However, Leap is easily one of the strongest mobility options among all mobility skills offered by all classes, falling just behind Sorcerer’s Teleport.

Barbarians get some of the best options for reducing incoming damage, which includes an inherent damage reduction that you get from level one. That’s not even accounting for skills like Iron Skin providing Barrier, or Challenging Shout providing 40% damage reduction.

Combined with other aspects and effects and the Barbarian is easily the most durable of the five classes available without relying heavily on just avoiding damage. They can take just as much of a beating as they can dish out.

Class Mechanic – Arsenal

Unlike other classes though, the Barbarians get their Class Mechanics, Arsenal, much earlier than most classes and get it right at Level 5. This helps balance out their early power fairly well, making them much more reliable when used well.

Their Arsenal is broken down into seven categories of weapon: Polearms as well as the One-Handed and Two-Handed variations of Axes, Maces, and Swords. Each of the weapon categories grants different bonuses that also level up over time as you use a weapon type.

This also allows you to Assign skills to use a specific weapon in your Arsenal, rather than the strongest equipped weapon. Doing so allows you to control both what Expertise you level, but also which Expertise bonus is applied to each skill. This gives them a lot of additional power that scales with them.

If you’re the type that like the in-your-face brawler type of class, the Barbarian will definitely give you just that. You’ll be one of the most durable and arguably easiest classes to pilot in the end game for most content.

Being a pure melee class and a bulky one at that, you’ll be a bit on the slower side to start. However, once you get access to your mobility skills around level 15 or so, you’ll have access to one of the stronger mobility options available, Leap.

That said, you won’t lack any late-game power or have any shortage of power fantasy options as you get deeper into the game. The Barbarian scales incredibly well into late game with plenty of build options.

If the Barbarian sounds like a fit for you, check out our Barbarian Leveling Build Guide . After the campaign, you can switch to our Endgame Berserking Barbarian Build to try something extremely powerful and fun.

The Druid is a hybrid magic and melee class, having solid options for both styles that allow for a fair degree of mix-and-match that makes them fairly versatile. You’ll definitely want to take advantage of this versatility to have fun with this class.

Much like the Barbarian, the Druid is another class that is a slow starter. However, unlike the Barbarian, you have more options to deal damage at range as needed. With skills allowing you to shapeshift into a Werebear or Werewolf for high melee potential, as well as Earth-based and Storm-based magics to deal damage or offer additional protection.

As for their general power curve, Druids will likely steadily rise in power until they get access to most of their boons from Spirit Animals, their class mechanic. Once they have access to those, as well as aspects, they’ll be able to quickly spike their power up relative to the build used. Aspects will still play a part in their early power, but become truly powerful when paired with their boons.

Much of their early power will ultimately come from their Companion Skills which they’ll get around level 15, which offer a great amount of additional damage. As not only do companions offer additional passive damage, they all have active skills that can be used to dish out heavy damage

While they lack mobility in general, the high AoE potential from Companion Skills like Ravens or Storm Magic like Tornado make up for that by allowing you to just demolish groups of enemies faster compared to classes like the Barbarian who may still have some struggles depending on build.

They also make up for this lack of mobility with plenty of Defensive and Recovery options among their skills. While they’ll be a bit more fragile than the Barbarian until they get access to this category of skill around level 10 like most classes, they still get them early enough to give you that bit of extra safety in combat.

With skills like Cyclone Armor which offers some passive damage reduction and Earthen Bulwark which provides more active shielding, you can be quite durable. What defensive options you end up using will vary from build to build, but can offer a lot of synergies with other aspects of building out a Druid.

Class Mechanic – Spirit Boons

Unlike the Barbarian, it’ll be a while until you get your Class Mechanic having to wait until Level 15 and you have access to the Scosglen region. This isn’t too far off from when most classes get their respective Class mechanics.

Once you are able to get it, this is where a lot of the Druid’s power will come from. You’ll be able to make offerings to Spirit Animals who will offer you powerful boons, with up to a total of five active at the later stages of the game.

With there being a total of five slots and only four Spirit Animals, this means you’ll get to get double the bonuses from a preferred spirit. This will enable a ton of build diversity and synergy with however you want to build your Druid.

Overall, the Druid offers a unique mix of Melee and Magic that can be combined to incredibly high potential. If you’re torn between having a pure magic Sorcerer, or pure melee Barbarian, the Druid may just offer the flexibility you’re looking for, being able to almost swap on demand. This flexibility gives them plenty of options both early on and later in the game that can make them a force to be reckoned with.

It’s worth keeping in mind that the Druid doesn’t have a ton of mobility, so you’ll need to rely on defensive skills to help you through combat. Thankfully, with plenty of AoE skills to choose from as well as a fair account of crowd control, you’ll be more than fine.

If the Druid sounds like a fit for you, check out our build guides below.

The Necromancer

Similar to Druids, Necromancers can also be a hybrid between magic and melee, but more predominately focus on magic and their army of skeletons. Being the class that will let you dive into their power fantasy the earliest, it’s no surprise the Necromancer is a fan-favorite.

Necromancers are a class that, unlike the previous two, has a fairly strong early start. With easy access to multiple AoE Skills like Blood Surge and Corpse Explosion and even potent single-target options like Bone Spear, they’re able to handle most situations exceptionally well early on, despite their relative fragility.

Many of their skills also have exceptionally strong Legendary Aspects, which can really accelerate them into mid and even late-game with ease. This allows them to scale up fairly easily and quickly, should you be lucky enough to find a decent one early on.

While the Necromancer lacks mobility, they have a number of tools to help them survive. This is everything from becoming immune to damage with Blood Mist, Trapping enemies with Bone Prison, or even weakening them with Decrepify. Additionally, they’ll almost always have some form of minion to draw attention away from themselves.

Minions themselves also heavily contribute to the Necromancer’s ability to scale. Not only do they provide meaningful damage, but they also have a number of options that grant excellent utility. This includes things like resource recovery, critical chance, damage reduction, and even taunting. It all comes down to how you use their Class Mechanic.

Class Mechanic – Book of the Dead

While you don’t get full access to your Class Mechanic until you get all of your minion types at later levels, you will get access to it at a very basic level from Level 5. The Book of the Dead allows you to adjust how each of your minions handles combat, allowing for a wide array of offensive, defensive, and support options across all of them.

Each of your three summon types has three variations that affect their purpose and utility which alone give you plenty of options. However, you’re also able to sacrifice one of each type of minion (Warrior, Mage, Golem) and instead enhance a solo-caster style as well. These options are where you’ll find a lot of the Necromancer’s strengths and build-tuning potential.

If you love that fantasy of just having an army of minions that do most of the work for you, the Necromancer is the best option for that. While Sorcerers may have their Conjuration Skills and Druids have their Companion Skills, neither have the same consistent access to them as the Necromancer.

Necromancers are also able to fill that potent caster fantasy as well, with a variety of Blood, Bone, and Darkness skills. These skills allow them to progress smoothly in the early game and can even accelerate them into mid and late-game with the added damage and protection found within these skills.

If the Necromancer sound like a fit for you, check out our Necromancer Leveling Build Guide . After you are done with the campaign, use our Blood Necromancer Build or Bone Necromancer Build to tackle the endgame.

The Rogue is a class that combines Melee and Ranged physical attacks to devastating effect. They are the premiere “glass cannon” class, having both high damage potential but also lower durability.

Unlike all of the other classes in Diablo 4, Rogues tend to have the least stable power curve as they progress. This is due to their lack of defenses making them generally more fragile than other classes as well as their Apsects and Class Mechanic spiking their power so easily.

All of that in combination with many powerful skills and high mobility makes them relatively strong and dominant in the early game. While they primarily focus on single-target damage, which would make them feel like a slower start, they also have a few strong AoE options too, which is what gives them a lot of early-game power.

While they have high damage potential with their skills, many of their skills rely on positioning to line things up just right. Many of their skills that deal AoE damage also require you to group or line enemies up in just the right way for maximum effect. This can make them tricky to play at times.

Rouges are also limited by their lack of defensive options, with Dark Shroud being their premiere and most reliable defensive option for most builds. Outside of this, they have to rely on their mobility to avoid damage which inherently makes them harder to play for a new player.

Class Mechanic – Specializations

Their Class Mechanic, Specializations, come in the form of additional abilities that they unlock as they level. These powerful passive abilities add a ton of power to many of their skills, and can very easily enable builds to just deal insane burst damage or give periods of high sustained damage that is practically unmatched by most classes.

Currently, Rogues have three Specializations that are unlocked starting at Level 15 and completing the Rogue’s “True Potential” quest. This unlocks the Combo Points Specialization, with the remaining two unlocking at level 20 (Inner Sight) and level 30 (Preperation) respectively.

Each of these provides various effects to the Rogue. Combo Points allows the Rogue to empower their Core Skills by using their Basic Skill. Inner Sight grants a meter that grants them infinite Energy for a short duration after it fills. The effects of Preparation are currently unknown at this time.

If the quick and flashy assassin style of play is what you prefer, you’ll be right at home on Rogue. While we recommend against playing it if you’re new to Diablo or the ARPG genre in general, the Rogue is quite a powerful early-game class that can still make it exceptionally fun to play.

While quick and flashy, the Rogue is also incredibly fragile. This fragility is offset by their mobility, which they also need to utilize to maximize their damage potential

If this playstyle sounds right for you, check out our Rogue Leveling Build Guide . When you are done with the campaign, our Endgame Imbuement Rogue Build is waiting for you!

The Sorcerer

The Sorcerer is a class that specializes in magic attacks across the three elements of Fire, Ice, and Lightning. Similar to the Rogue, they can also be a bit of a glass cannon but have better defensive options overall.

Sorcerers will scale well into the end game, with spikes similar to those of the Rogue, but not quite as strong spikes making them fairly stable overall. They have great defense and mobility options making them really solid in the early game where you might otherwise be lacking in those areas.

They have great damage with Ice Skills like Ice Shards and Lightning Skills like Arc Lash and Chain Lightning often carrying their early damage. Fire Skills are a little more touch and go, as while there are decent options, they don’t feel all too powerful early game.

Many of their skills also have AoE, which makes them exceptionally good at clearing packs. They don’t have nearly as many great options for Elites or Bosses, but the few they do have like Chain Lightning are exceptionally powerful.

Similar to the Druid and Necromancer, they also have a good mix of defensive options which helps cover for being otherwise fragile. With options like Barrier-granting Ice Armor, Becoming immune to damage with Flame Shield, or even Chilling and Freezing foes with Ice Skills.

Class Mechanic – Enchantments

The Sorcerer’s Class Mechanic, Enchantments, allows them to use any of their learned spells to enhance their build in various ways. They’ll get access to this at Level 15 after completion of the “Legacy of the Magi” quest and a second slot at level 30.

With the exception of their Ultimate Skills, Sorcerers are able to use any skill that have at least one level. This level can even be provided by the added Skill Level effect found on armors, which can allow you to use a skill as an enchantment without investing a passive point.

The number of options this opens up to the Sorcerer for added damage and utility is pretty insane. You can get everything from a guaranteed Burn, allowing your Conjurations to summon themselves, or even casting skills as you use mana. It makes them incredibly versatile.

Sorcerers are ultimately one of the more flexible classes available and a great starter class. We’d highly recommend the Sorcerer class to those new to the game or genre looking to play a class that’s fun and flashy, but not super demanding.

Since Sorcerers have great early damage, access to early mobility and defensive options, and are consistent at all stages of the game, they’re good all-rounders. They have the potential to be incredibly flashy, without the same fragility drawbacks of the Rogue.

If the Sorcerer sound like a fit for you, check out our Sorcerer Leveling Build Guide and the Endgame Shock Build , which is a variation of the leveling build, but tailored for the post-campaign challenges. You can also use our Frost Sorcerer Build or Fire Sorcerer Build to tackle Diablo 4’s Endgame.

Which Class Should You Choose

If you’ve played previous Diablo titles, there’s a chance you’ve played earlier incarnations of these classes. You might already have a favorite in mind or be open to trying something new. So here are our recommendations to help alleviate those pains.

Out of all the reasons you could pick any of the classes, the one that stands above everything else is how much you enjoy them. Their looks, their gameplay, all of that. There’s a high chance that unless you’re a “meta chaser” type of player, your enjoyment will matter the most.

That said, the Necromancer is great if you want to immediately get right into the class fantasy . With early access to their Class Mechanic and by extension their minions, the Necromancer is able to deliver on their fantasy very early on. This can make it very enjoyable if that’s the concept you enjoy the most. As a side bonus, they also have great early-game damage.

If you are the type to chase the meta, there’s a high chance Rogue will be part of that. With their high damage and mobility, Rogues have everything a veteran player would want . They offer some of the highest damage but also have a great deal of skill expression and can be highly demanding.

If Diablo 4 is your first foray into the ARPG Genre or you’re just looking for a class that is simple but can still be rewarding, the Barbarian might be for you. While a slower class to start with, the Barbarian is inherently durable which makes it exceptionally new player friendly . It might not be the most exciting class, but they currently have a ton of potential to scale into the endgame.

Are melee classes not your thing? Sorcerers are also a great class for new players . Sorcerers are a class that has well-balanced damage and defenses and still has plenty of fun and flashy skills to play with. While on the more fragile side of things like the Rogue, their strong defensive options make them much more accessible.

Finally, there’s the Druid. The Druid is a bit of a hidden gem, offering great damage and durability . Between its class mechanic and Legendary Aspects, it has the potential to go crazy late-game. The main problem is that unless you enjoy the fantasy of the class, it’ll be a slow process getting there. Once you get there though, you’ll be rewarded for the time spent.

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Diablo IV Feature Overview

Diablo IV Feature Overview

We know you’re all eager to learn as much about Diablo IV as possible, and we’re incredibly excited to share everything with you! To get you started, we’re taking a comprehensive look over the features and details we’re sharing at BlizzCon 2019 and answering a few of the most common questions you undoubtedly have about the next mainline entry in the Diablo franchise.

The Classes of Diablo IV

At launch, Diablo IV will have five unique character classes, each bringing its own distinct mechanics that embodies their respective fantasy. Today, let’s talk about the first three we’re bringing to life: the Barbarian , the Sorceress , and the Druid .

A brutal, physical warrior, the Barbarian roams around the battlefield constantly, dishing heavy damage and wielding an array of powerful weapons with ease. With the Arsenal system, Barbarians can swap between different types of weapons, such as from a heavy two-handed mace to a pair of sharp, agile hand axes, depending on the situation, skill, and your player needs.

Barbarians will be able to haul around four total weapons and swap between them dynamically at any time. You’ll also be able to assign specific weapons to different skills, allowing advanced players even greater depths of customization.

Harnessing potent elemental powers, the Sorceress is brimming with all your favorite flavors of magic. Fragile but destructive, this high-risk, high-reward hero weaves between Fire, Cold, and Lightning. Her mastery of magic is an iconic and indelible part of the Diablo power fantasy, and we’ve only continued to build upon this sturdy foundation.

You’ll be able to control and dominate enemies with a new Chilling mechanic. The more Cold damage you deal, the more foes will be slowed, frozen, and eventually shattered by your attacks.

The master of shapeshifting makes his triumphant return to Sanctuary! Seamlessly changing forms from human to Werebear to Werewolf, his command over earth and storm magic is second to none.

Different skills utilize different forms, and entirely new skills like Cataclysm will annihilate hordes of enemies with the unbridled fury of nature itself. Storm magic persists on the battlefield, so you’ll be able to unleash torrents of lightning, wind, and rain before shifting forms to ravage foes.

Skill Points & Talent Trees

Diablo IV will feature permanent character progression as well as personal customization. To accomplish this, we’re reintroducing both Skill Points and Talent Trees.

Skill Points will be earned by leveling up as well as by hunting down rare tomes out in the world. You can choose to spend Skill Points as you go, save them up to invest more heavily in skills that are unlocked at higher levels, spread them out between multiple skills, or focus on your favorites to make them more powerful.

Each class also has a dedicated Talent Tree for further character customization, though your choices may come at a cost. For example, the Sorceress concentrate on skills that emphasize mobility or Lightning damage while passing up more powerful Cold powers in the process. The Druid might choose to become a tanky melee combatant by investing in Werebear talents, though this doesn’t prevent him from using his Werewolf or Caster skills; they’ll just be less optimized. Where you want to specialize is up to you, and your Talent investments will reflect these decisions.

Talents get more powerful the further down the tree you travel, so make sure you’re choosing wisely as you grow!

Open World & Multiplayer Gameplay

Unlike previous Diablo games, Diablo IV is fully open world . This means you can explore any of the five distinct regions in any order, at any time, and travel seamlessly between them. Sanctuary will become a living, breathing place to explore and plunder. With introductions like monster ecologies tied to regions, a shared player world with public events, and town points of interest that act as social hubs, Diablo IV will feel a little less lonely (though no less bleak).

The distinctive regions we’re introducing are connected contiguously, for streamlined adventuring from area to area with no loading interruptions.

Home to the Druids, this verdant and rainy land is heavily forested and borders the coast. Werewolves lurk in the thick foliage and the new monster family, the Drowned, crowd the haunted coastlines, waiting to drag unsuspecting victims to a watery doom.

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Fractured Peaks

Snowy and secluded, a sect of devout priests find refuge in the isolation of this high mountain range. They seek enlightenment while remaining unaware of the horrors that dwell in the dark cave complexes below.

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Dry Steppes

The unforgiving, harsh environment of the Dry Steppes is home only to the hardiest—or desperate—souls. Be warned; the denizens of this land will do anything to survive, resorting to anything from petty banditry to savage cannibalism.

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Witches and zealots call this snake-infested swampland home, scouring the murky depths for ancient artifacts. The unaware will quickly find themselves in dire straits.

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As we’ve seen from previous visits to Alcarnus and Caldeum, the desert shadows of Kejhistan make excellent cover for a group of rising cultists. They quietly plumb abandoned ruins, seeking power to aid the return of the ancient Prime Evils.

To Party or Not to Party

Whether you’re prone to partying up or an independent adventurer, Diablo IV will have a way for you to play.

When it comes to the Campaign, you’ll be able to play through the entire story at your own pace or alongside friends, with progress syncing up to the party leader so there’s no question about what’s been done or what’s next on the checklist.

While most of the world is socially open, certain, smaller parts of each region are campaign specific. Once the campaign objectives have been completed, those areas will also dynamically open to other players. This means you might see another party of adventurers pass you by or you could organically stumble into an event or World Boss other players are already battling. You won’t need to party up to enjoy these activities; whether you decide to join the fray or continue your own journey, that decision remains yours.

Delving Dank Dungeons

Dungeons will be separate, instanced experiences. While you won’t see wandering adventurers alongside you as you delve an abandoned ruin, you can opt to bring up to a party of four players in to tackle tougher challenges for greater rewards.

As has become hallmark to Diablo, Dungeons are randomized experiences, including both their layouts and the events that might occur within them. They can be interior or exterior landscapes, may mix and match between different tilesets, and offer totally seamless exploration; moving from one level or scene to another is now a natural, loading screen-free process.

We’re also introducing Dungeon Objectives, which help guide your adventure and offer greater rewards and increased danger. As you complete Dungeon Objectives, the goals you have will continue to update, and the Dungeon itself might respond by sending tougher enemies and challenges your way. Each Objective has been custom designed to give their Dungeons their own identity and character, and there are hundreds of dungeons with tons of events, ensuring each delve is a unique one!

We’re also evolving endgame Dungeons by building them around three pillars: variety, strategic depth, and player agency. One new system we’re sharing today is what we’re calling Keyed Dungeons. By finding a key out in the world of Sanctuary, you can upgrade an existing Dungeon into a special endgame version with increased difficulty, greater rewards, and dungeon affixes. Between the natural randomization, knowing the strength and affixes you’re going to face, and choosing your skills and equipment in advance, we’re hitting all three of these pillars for a unique, ever-evolving endgame.

Monsters of Sanctuary

You know where you’re going to kill things, and how you’re going to kill them. But what, exactly, is threatening you? Let’s look at some of the enemies you can expect to face in Diablo IV.

Monster Families

To breathe new and realistic life into the world of Sanctuary, we’re taking a fundamentally new approach to how we create and design monsters. Each monster is now part of a Monster Family, which usually includes a handful of different enemies based around a theme and location. Check out one of our new families, the Drowned.

The Drowned are watery entities that can be found around the coasts of Scosglen. You won’t find them anywhere else in the world, and if you’re looking specifically to hunt them down, you’ll need to travel to find them. Each member of the family has a specialty or signature ability that synergizes with other members of that family, becoming stronger when they’re fighting together.

Reimagining Affixes

Affixes work a little differently this time around. While you’ll still see expected effects like Molten, you might be surprised at how the Multishot affix changes up strategic gameplay depending on which enemy it affects.

For example, take the Fallen family. A Multishot enchanted ranged Fallen might throw three projectiles at you, as you’d probably expect. Put that Multishot enchantment on a Fallen Shaman, though, and your priorities change as he begins to revive three of his friends at a time instead of just one. Affixes should change the way you look at and strategize against your enemies, as well as offer different gameplay depending on the monsters they affect.

Ashava and World Bosses

If you got your hands on our BlizzCon demo or watched our gameplay trailer closely, you may have noticed a massive new addition: Ashava. Ashava, the first of our new World Bosses, is an ancient demon lurking below Sanctuary who will take more than just one mighty hero to fell.

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Not only will you need to group up (or at least join several other players) to challenge Ashava, but you’ll want to pay close attention to her abilities and carefully make use of your skills. Avoid her deadly strikes with the baseline Evade ability and leverage the new Stagger mechanic in your favor. Rather than having bosses be immune to crowd control effects, they can instead become Staggered, losing some of their capabilities or powering down once a certain threshold has been met. When battling Ashava, Staggering her will shatter her arm blades and greatly diminish the range of her whirlwind attack, making her a little less deadly for you and your friends.

Itemization

It’s not a Diablo game without tons of new loot to find, and we want to share a broad, top-down approach to our itemization. First, you’ll see the familiar return of most item categories:

Normal -> Magic -> Rare -> Legendary / Set -> Ancient -> Mythic

In Diablo IV, we want Legendaries to be just as, if not more , powerful than Set items. We don’t want you to feel beholden to one particular class set to play your chosen style. Ancient items are a system we’ll be leveraging for Seasons, but we’ll dig into that at a later date. As for Mythic items, these will be so powerful you’ll only be able to equip one of them at a time, so choose wisely!

When it comes to combat statistics, we’ve simplified the math problem. Players should spend more time thinking about stats that change how they play rather than solving arithmetic. Attack and Defense will be your bread and butter; one stat for increasing your damage, and one stat for decreasing damage taken.

More complex stats like Attack Speed or Melee Damage Reduced will still exist; however, these are stats that can change your approach to combat in more than a numerical way. While they might still increase your damage output or reduction, they do so in ways that make you think about the battlefield or which skills work best in different situations.

Some items will also boost individual Talents, effectively acting as bonus points spent in them. If you want to go all-in on Pulverize, you can do so with Skills, Talents, and items!

Legendary Powers

Legendaries should fundamentally change the gameplay of abilities, and that’s exactly the approach we’re taking in Diablo IV. The best way to illustrate this is to review a few powers we’ve worked on for the Sorceress skill Teleport.

One Legendary might increase your defense shortly after you Teleport, making it a great defensive escape tool. Another might increase your damage for a short period of time after you Teleport, making you more likely to want to jump into the fray. Still another removes the Teleport cooldown entirely, but now sends you in a random direction, so you have high, but unpredictable mobility. Lastly, we have a power that adds a burst of area damage to enemies upon your arrival.

Combining all these Legendaries can result in some pretty wild and satisfying results, and it’s up to you (and perhaps a little luck) to decide which ones to combine.

Runes are back and better than ever! Runes in Diablo IV translate to another layer of gear customization. They come in two types: Conditions and Effects. It’s as easy as socketing in one Condition and one Effect to create your own Legendary power. There will be a great variety of both types of Runes and we can’t wait to see what sorts of combinations you come up with.

Frequently Asked Questions

Have a question not covered above? Check out the FAQ below.

Q: Will there be trading? A: Yes. While we’re still working on the details, we know this is a huge community request and we want to reintroduce some level of trading while still preserving the loot-finding experience.

Q: Will there be clans? A: Yes! Clans will be a key feature in Diablo IV.

Q: Will there be PvP? A: Yes. Some areas of the world will offer opt-in PvP experiences where you’ll need to watch your back while you adventure.

Q: Will there be Seasons? A: Yes! Seasons will be returning, and we’d like them to heavily impact your approach to gameplay. More details to come.

Q: Will there be Hardcore? A: Yes! We’ve loved this feature ever since it started as a player-created and self-imposed challenge in the original Diablo.

Q: Is Diablo IV coming to consoles? A: We are working with our partners to bring Diablo IV to both PC and console, including Xbox One and PS4. We have no additional platforms to announce at this time.

Q: What about [insert game feature we haven’t yet mentioned here]? A: We know you have a lot of questions about what the final form of Diablo IV will look like. While we’ve been hard at work on all the art, story, and systems we’ve shown so far, we’re far from done and still quite early in the development process. What you’ve seen this weekend is a high-level overview. As we continue working to get the next iteration of Diablo into your hands, it’s likely many things will change.

A Lot to Share, More to Work On

Diablo IV is early in development, but we just couldn’t wait any longer to share with you where we are so far. While we don’t have any news on when we’ll be moving into our first public access stage, we will be keeping up with quarterly updates available here on the Diablo community site and mirrored on our forums for your easy access.

We’ve got a lot of work to do and even more hell to raise. We can’t wait to see you on the other side!

Want to continue to discussion? Head over to the  General Forum !

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A featured armor bundle coming to Diablo 4 in season 4.

Diablo 4 season four class tier list

Image of Bhernardo Viana

We already know Diablo 4 season four’s best classes thanks to the game’s test period before the season’s release on May 14.

Our Diablo 4 season four class tier list takes into account various community and content creator tests conducted during the PTR, as well as the nerfs and other adjustments Blizzard already confirmed for the live servers. These changes, mostly nerfs, were based on player feedback and data that proved a few builds were too broken to go live.

Best classes in Diablo 4 season four, ranked

  • Tier S : Necromancer
  • Tier A : Druid (Tornado Werewolf)
  • Tier B : Sorcerer (Frost Orb), Barbarian (Dust Devil, Bash)
  • Tier C : Rogue

  • Rogue : Rapid Fire build

Rogue fans, I’m sorry, but Rogue is the weakest class in Diablo 4 season four today. Don’t get me wrong: you can still run a really effective and powerful Rapid Fire build in the endgame, but it requires a lot more effort to hit high damage numbers compared to every other class. It also has worst defenses compared to everyone else, which is part of why it requires very active and precise gameplay. Barrage Rogue is your best bet for leveling and probably where you’ll have the most fun playing this class during season four.

  • Sorcerer : Frozen Orb, Bolt Lightning, Blizzard
  • Barbarian : Dust Devil, Bash

Sorcerers and Barbarians are tied in tier B for Diablo 4 season four, though Sorcerers have a slight edge due to their better leveling than Barbarians. They are both really good classes to use in the endgame with similar power levels once fully set up and geared.

The Frozen Orb Sorcerer was so effective during the PTR that it actually got nerfed before season four was released on the live servers. Thanks to its new Unique Amulet, Fractured Winterglass, you could have up to a 100-percent chance of having Frozen Orbs cast automatically with every Conjuration, which is now down to 70 percent. Still, Frozen Orb Sorcerer is the best build to go for early, though Bolt Lightning and Blizzard are also pretty good and viable.

Barbarians received a buff to their Dust Devils build thanks to the new Aspect of Fierce Winds and the Unique Gloves, Twin Strikes. The former makes your Shout skills cast Dust Devils, while the latter increases their size and damage. They were also nerfed during the PTR, but Dust Devils Barbarian remains a powerful build. Bash Barbarian is another great endgame build as a boss killer with extreme single-target damage, though it is not great for leveling.

  • Druid : Tornado Werewolf (Werenado)

The best Druid build to go for in the late game of Diablo 4 season four is the Tornado Werewolf, due to the many different mechanics introduced. First, the new Unique boots called Wildheart Hunger can give you up to 30 percent more damage with Shapeshifting skills. Then, using the new Tempering feature, you can gain a lot of Damage vs. Close and vs. Distance to boost your Thunderstruck Paragon node damage significantly, all while also having the new Chance to Cast Twice affix being applied to Tornadoes. This combination lets the Werenado Druid be a menace in the endgame of Diablo 4 season four and likely makes it the best build for the class.

As for leveling, you can still stick with Overpower Druid until you acquire all the pieces you need to make the Werenado build run smoothly.

  • Necromancer : Mage Minions, Golem Minions, Blight Minions

Necromancer is the best class in Diablo 4 season four , and that’s mostly because all companions now receive 100 percent of the player’s attributes, which include Necromancer minions. This makes any pure minion build not only viable but really good. Additionally, Mage minions are now great at dealing area damage thanks to their new ability to pierce through enemies, essentially fixing one of the Necro’s summon weaknesses.

Golem Minions were broken in the early days of the season four test servers because you could add Golem Mastery to all your gear, leading to an absurd build where you could deal literally billions of damage with Golems. This has now been fixed, reducing the number of pieces of gear you can add that mastery to, which will turn Golem Necros from obscenely overpowered to “just” extremely good. Some Necro veterans still think you can pull of one billion damage post-nerf, though it’s yet to be test.

A Diablo 4 Necromancer with his minions in the Helltide.

Helltide Icon

All Diablo 4 Season 4 Class Changes

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Today’s PTR patch notes were huge and brought a giant amount of changes to all classes for Season 4. We have everything from actual skill and passive changes to Unique item and Legendary Aspect adjustments, Paragon node tweaks and bug fixes.

Blizzard Logo

  • Necromancer, Barbarian, Druid, and Sorcerer Companions now receive 100% of the player’s attributes.
  • Barbarian’s 10% innate Damage Reduction has been removed.
  • Legendary powers that require Call of the Ancients to be equipped no longer have that requirement.
  • Damage reduced from 250% to 180%.

Power Charge

  • Cooldown Reduction per Target Hit reduced from 3 to 2 seconds.
  • Cooldown Reduction for hitting a Boss reduced from 6 to 4 seconds.
  • Maximum Cooldown Reduction reduced from 9 to 6 seconds.

Furious Hammer of the Ancients

  • Previous – Hammer of the Ancients deals 1%[x] increased damage for each point of Fury you had when using it.
  • Now – Hammer of the Ancients gains 2%[+] increased Critical Strike Chance for every 10 Fury you had when using it.

Violent Rend

  • Rend’s Damage against Vulnerable enemies increased from 12%[x] to 25%[x].
  • The initial damage dealt from Rupture is now guaranteed to Overpower.

Call of the Ancients

  • Korlic Leap damage increased from 104% to 156%.
  • Korlic Frenzy damage increased from 39% to 59%.
  • Talic Whirlwind damage increased from 65% to 98%.
  • Madawc Upheaval damage increased from 195% to 293%.
  • Range of damage increased from 2.2 meters to 3 meters.
  • Additional damage when enemy is knocked into a wall increased from 70% to 105%.
  • Damage per 10 Fury consumed increased from 20% to 25%.

Unbridled Rage

  • Bonus damage reduced from 135%[x] to 100%[x].

Weapon Expertise

Polearm Expertise

  • Lucky Hit chance increased from 10%[x] to 15%[x].
  • Damage while Healthy increased from 10%[+] to 15%[x].

Two-Handed Mace Expertise

  • Previous – You deal 15%[x] increased Critical Strike damage to Stunned and Vulnerable enemies while Berserking.
  • Now – You deal 15%[x] increased Critical Strike damage while Berserking.

Two-Handed Axe Expertise

  • Vulnerable Damage reduced from 15%[x] to 10%[x].

One-Handed Axe Expertise

  • Critical Strike Chance against Injured enemies increased from 5%[+] to 10%[+].

Marshal Glyph

  • Cooldown reduction reduced from 4 to 2 seconds.

Blood Rage Legendary Node

  • Damage increased by Berserking bonus reduced from 25% to 10%, and caps at 30%[x] damage bonus.

Crusher Glyph

  • Additional Bonus: Overpower damage reduced from 30%[x] to 20%[x].

Dominate Glyph

  • Bonus Overpower Damage per 5 Willpower reduced from 39.9% to 14.9% at Glyph level 21.
  • Previous – After not Overpowering for 30 seconds, your next attack will Overpower.
  • Now – Every 30 seconds, your next attack will Overpower.

Seething Glyph

  • Additional Bonus: Fury gain on enemy kill increased from 3 to 5.

Legendary Aspects

Aspect of Sundered Ground

  • Previous – Every 25 seconds, Upheaval is guaranteed to Overpower and deals 10–25%[x] increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy.
  • Now – Every 25 seconds, your next Upheaval cast is guaranteed to Overpower and deals 10-25%[x] increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy.

Earthstriker’s Aspect

  • Bonus Overpower Damage reduced from 35-50%[x] to 15%-30%[x].

Aspect of the Relentless Armsmaster

  • Fury Generation while all three Walking Arsenal bonuses are active increased from 20-35% to 35-65%.
  • Previously, Dust Devils would have varying durations, speeds, and movement patterns based on which legendary Aspect created them. Now, they all behave consistently regardless of which Aspect they are from.

Windlasher’s Aspect

  • Previous – Casting Double Swing twice within 1.5 seconds creates a Dust Devil that deals 0.22-0.32 damage to enemies behind the target.
  • Now – Casting Double Swing creates a Dust Devil that deals 0.35-0.5 damage to enemies in its path. Triple the amount of Dust Devils created if Double Swing is cast twice within 2 seconds.

Devilish Aspect

  • Previous – After generating 100 Fury, your next attack that deals direct damage creates a Dust Devil that deals 0.24-0.38 damage to enemies behind the target.
  • Now – After generating 100 Fury, your next direct damage creates 3 Dust Devils that deal 0.4-0.6 damage to enemies in their path.

Dust Devil’s Aspect

  • Previous – Whirlwind leaves behind Dust Devils that deal 0.22-0.32 damage to surrounding enemies (1 Dust Devil every 1.5 seconds).
  • Now – Whirlwind leaves behind Dust Devils that deal 0.4-0.6 damage to enemies in their path (1 Dust Devil every 0.75 second).

Veteran Brawler’s

  • Now increases the damage for Charge, Leap, and Kick.
  • The timer on the buff has been removed.

Of Giant Strides

  • Previous – Reduces the Cooldown of Leap by seconds per enemy hit, up to a maximum of 9 seconds.
  • Now – Reduces the Cooldown of Leap by (2.5-5) seconds per enemy hit, up to a maximum of 9 seconds. Hitting a Boss with Leap provides the maximum cooldown reduction.
  • Previous – Lucky Hit: Direct damage against Bleeding enemies has a 15-30% chance to Stun them for 2 seconds.
  • Now – Lucky Hit: Damaging Bleeding or Vulnerable enemies has a 15-30% chance to Stun them for 2 seconds.

Of Vocalized Empowerment (Previously Of Echoing Fury)

  • Previous – Your Shout Skills generate 2-4 Fury per second while active.
  • Now – Your Shout Skills generate 5-10 Primary Resource per second while active.

Unique Items

Rage of Harrogath

  • Previous – Lucky Hit: Up to a 20-40% chance to reduce the Cooldowns of your non-Ultimate Skills by 1.5 seconds when you inflict Bleeding on Elites.
  • Now – Lucky Hit: Inflicting Bleeding on an enemy has up to a 20-40% chance to reduce the Cooldowns of your Skills by 1 second.
  • Damage dealt when Freezing enemies increased from 2.0-3.0 to 3.0-4.5.
  • Can now trigger from Non-Core skills.

Fields of Crimson

  • The blood pool now makes enemies take increased damage from all damage types.
  • Fixed an issue where Iron Skin did not benefit from bonus Barrier Generation sources.
  • Fixed an issue where Upheaval cast by Madawc with Call of the Ancients would not stun with the Supreme Upgrade enabled.
  • Fixed an issue where the tooltip for the Aspect of Ancestral Charge did not denote that the damage bonus is multiplicative.
  • Fixed an issue where the Rumble Glyph did not fully give bonus damage to all Earthquake effects.
  • Fixed an issue where some non-skill damage effects, such as Metamorphosis or Gohr’s Devastating Grips, could grant stacks of Furious Upheaval.
  • Fixed an issue where the Aspect of Ancestral Charge legendary could occasionally stop functioning properly.

Spirit Boons

  • Cooldown reset chance increased from 20% to 25%.
  • Spirit restoration increased from 10 to 20.

Masochistic

  • Critical Strike Healing increased from 3% to 5%.
  • Damage increased by ~10% (.25 to .28).
  • Attack Speed increased from 15% to 20%.
  • Damage increased by ~10% (.24 to .26).
  • Fortify increased from 5% to 8%.

Raging Pulverize

  • Stun duration increased from 2 to 3 seconds.
  • Damage increased by 10%.
  • Healing increased from 2% to 4%.

Debilitating Roar

  • Now categorized as a Shout skill.
  • Wolves now gain Unstoppable when the Skill is cast.
  • Previous – Petrify’s effect durations are increased by 1 second.
  • Now – Petrify grants 50 Spirit when cast and its effect durations are increased by 1 second.
  • Previous – Killing an enemy affected by Petrify grants 25 Spirit.
  • Now – Killing an enemy affected by Petrify reduces its Cooldown by 1 second. Hitting a Boss with Petrify reduces its Cooldown by 10 seconds.
  • Damage increased by 22%.
  • Previous – Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes.
  • Now – Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes. The first Critical Strike is guaranteed and deals 150% increased damage.
  • Previous – Lacerate’s initial strike is guaranteed to Critically Strike and deals 150% increased damage.
  • Now – Whenever Lacerate Critically Strikes, your Shapeshifting Skills deal 4% increased damage for 10 seconds, up to 40%.

Call of the Wild

  • Damage increased from 10% to 12%.
  • Previous – When a Shapeshifting Skill transforms you into a different form, it deals 7% increased damage.
  • Now – When Shapeshifting into a new animal form, you deal 1% increased damage for 3 seconds, up to 6%.

Heightened Senses

  • Previous – Upon Shapeshifting into a Werebear or Werewolf, gain 4% Damage Reduction against Elites for 5 seconds.
  • Now – When Shapeshifting into an animal form, Werebear grants 2% Damage Reduction and Werewolf grants 2% Movement Speed, each for 6 seconds. Bonuses are doubled while both are active.
  • Previous – Gain 2 Spirit when transforming into Human form.
  • Now – After casting a Companion Skill, your next Core or Wrath Skill’s damage and Critical Strike Chance are increased by 5%, up to 15%.

Digitigrade Gait

  • Movement Speed increased from 3% to 4%.

Of The Changeling’s Debt

  • Previous – Damaging a Poisoned enemy with a Werebear Skill will instantly deal 120-124% of the Poisoning damage and consume the Poisoning.
  • Now – You deal 25-40% increased damage while hitting a Poisoned enemy as a Werebear or a Crowd Controlled enemy as a Werewolf.

Of The Unsatiated

  • Previous – After killing an enemy with Shred, your next Werewolf Skill generates 25-32% more Spirit and deals 25-32% increased damage.
  • Now – After killing an enemy with Shred, you gain 20 Spirit. Your Werewolf Skills deal 10-25% increased damage when cast above 50 Spirit.

Of The Blurred Beast

  • Damage increased from 25-32% to 25-35%.

Nighthowler’s

  • Previous – Blood Howl increases Critical Strike Chance by 5-10%. In addition, Blood Howl also affects Nearby Companions and Players for 3 seconds.
  • Now – Blood Howl is now a Shout Skill and increases Critical Strike Chance by 5-10%. In addition, Blood Howl also affects Nearby Companions and Players for 3 seconds.
  • Now all Shapeshifting Skills contribute to the buff stacks.
  • Damage increased from 35-50% to 40-55%.
  • Now Wrath Skills also gain increased damage from Companions.
  • Previous – When you are struck as a Werebear you have a 25-40% chance to gain 3 Spirit.
  • Now – While in Werebear form, you gain 10-25 Spirit every 8 seconds.

Of Mending Stone

  • Killing an enemy with any Skill now replenishes the Barrier as well as Earth Skills.

Of Vocalized Empowerment (Previously of Echoing Fury)

Fleshrender

  • Damage bonus increased from 10% to 15%.
  • Previous – Debilitating Roar and Blood Howl deal damage to Nearby Poisoned enemies, increased by 15% for every 100 Willpower you have.
  • Now – Casting a Defensive Skill deals damage to Nearby Poisoned enemies, increased by 15% for every 100 Willpower you have.

Tracker Glyph

  • Poisoning damage effect duration increased from 33% to 40%.
  • Poison effect double damage chance increased from 10% to 15%.

Shapeshifter Glyph

  • Critical Strike Chance increased from 20% to 25%.

Wilds Glyph

  • Damage increased from 120% to 130%.

Inner Beast Legendary Node

  • Previous – After Shapeshifting, your Spirit costs are reduced by 10% for 5 seconds, up to 30%.
  • Now – After Shapeshifting, your Spirit costs are reduced by 5% for 10 seconds, up to 45%. If you reach 10 stacks, this bonus resets and reduces the Cooldown of your Ultimate Skill by 5 seconds.
  • Fixed an issue where the bonus damage from the Wild Impulses passive was additive instead of multiplicative.
  • Fixed an issue where Hurricane was not displaying decimal values for its duration when affected by the Endless Tempest passive.
  • Fixed an issue where the damage bonus from the Aspect of Retaliation bonus could apply twice.
  • Fixed an issue where Storm Strike and Claw could attack in place instead of attempting to path the player.
  • Fixed an issue where Blood Howl would not heal the player or properly regenerate Spirit when equipped with the Nighthowler’s Aspect.
  • Fixed an issue where the Fortify values generated by Safeguard was using Base Life instead of Maximum Life.
  • Fixed an issue where the multiplicative damage from the Wilds Glyph did apply for passive attacks from companions.

Necromancer

Enhanced Blight

  • The Tooltip now correctly references the defiled area for the Slow effect.
  • Removed the movement speed reduction.
  • This ability can now be activated while crowd controlled. Activating this ability makes the player Unstoppable.
  • Reworded description to be more consistent with the use of Corpses.
  • Interval reduced from 1.5 seconds to 1 second.
  • Increased channeling Essence generation from 8 to 10 per second.
  • Upgrades now activate when spawning corpses instead of channeling for 1 second.
  • Decompose now causes an explosion [40% weapon damage] when creating a corpse or when the target dies.
  • Now also generates 10 Essence when creating a corpse.
  • Previous – Every 1.5 seconds, Decompose makes Enemies Vulnerable for 4 seconds.
  • Now – Decompose explosions make enemies vulnerable.
  • Movement Speed bonus is now on Decompose explosions instead of channeling.

Army of the Dead

  • Increased spawn rate of Volatile Skeletons by 50%.
  • Supreme Army of the Dead spawn rate adjusted to match Volatile Skeletons.
  • Is now categorized as a Summoning skill.

Inspiring Leader

  • Previous – After you have been Healthy for at least 2 seconds, you and your Minions gain 4/8/12%[+] Attack Speed.
  • Now – While you are Healthy, you gain 4/8/12%[+] increased critical chance and your Minions gain 6/12/18%[+] increased Critical Strike Chance.

Kalan’s Edict

  • Previous – After you have not taken damage in the last 2 seconds, your Minions gain 15% Attack Speed. This bonus is doubled while you have at least 7 Minions.
  • Now – Your Minions gain 3% Attack Speed for each active Minion.

Book of the Dead

  • Skeletal Warriors will now run ahead of the Necromancer more often, and can initiate combat.
  • Skirmishers – Removed 3 second limit from the second upgrade.
  • Previous – Reaper attacks against enemies who are Immobilized, Slowed, Stunned, or Vulnerable reduce the cooldown of their powerful wind-up attack by 2 seconds.
  • Now – Wind-up attacks now reduce one of your active Cooldowns by 3 seconds.
  • Now Taunts in an area around them, instead of negating damage every 6 seconds from the first upgrade.
  • Changed functionality from Thorns upgrade instead to take 99% reduced damage from the second upgrade.
  • Attacks now pierce.
  • Previous – Shadow Mage attacks have a 10% chance to Stun for 2 seconds. This cannot happen toon the same enemy more than once every 5 seconds.
  • Now – You deal 3%[x] increased damage for each active Shadow Mage.
  • Additional Shadow Bolt now occurs every 2nd attack after the second upgrade.
  • Attacks now gain 3 Essence from the first upgrade.
  • Attacks now apply Vulnerable without condition.
  • Previous – Reduce the Life cost of your Bone Mages’ Attack from 15% to 10%. After being alive for 5 seconds, Bone mages deal 40%[x] increased damage.
  • Now – Bone Mages have a 25% chance to cast Bone Splinters or Bone Spear if it is on your equipped Skills.
  • Previous – Each time a Bone Mage dies from its own attack they leave behind a corpse and Fortify you for 20% of your Maximum Life.
  • Now – Bone Mages drop a corpse when they die. Bone Mage attacks will grant 3% of Maximum Life Fortify.
  • Golem now absorbs 30%, up from 15%, from the first upgrade.
  • The second upgrade active ability from Golem also heals the player for 5% of Maximum Life for each enemy drained.
  • Previous – Each time your Bone Golem takes up to 20% of its Maximum Life as damage, it sheds a corpse.
  • Now – Spawn 5 corpses around the Golem where its ability is used.
  • Previous – Your Bone golem gains 10% Maximum Life and the amount of Thorns it inherits from you is increased from 30% to 50%.
  • Now – Your Bone Golem unleashes Bone Spikes when taking damage.
  • Now casts the Shockwave every 2 attacks instead of 4.
  • Shockwave damage increased from 40% to 154%.
  • Now also pulls enemies in instead of applying Vulnerable.

Blood-soaked Aspect

  • Previous – Your movement speed is no longer reduced while Blood Mist is active.
  • Now – While in Blood Mist form, increases movement speed by 20%.

Unyielding Commander Aspect

  • Previous – While Army of the Dead is active, your Minions gain 70-84% Attack Speed and take 90% reduced damage.
  • Now – While Army of the Dead is active, your Minions deal 70-84% increased damage and take 90% reduced damage.

Occult Dominion

  • Also increases the max number of Skeletal Warriors by 2.

Blood Getter’s

  • Previous – Your Maximum number of Skeletal Warriors is increased by 2.
  • Now – Your Skeletal Priests also empower you at 55-70% effectiveness.

Flesh-Rending

  • Previous – When Decompose spawns a Corpse, gain 25-40 Essence.
  • After: When Decompose explodes, gain 25-40 Essence.
  • Previous – Decompose can chain and burst up to 2 additional targets. When Decompose spawns a Corpse, it has a 50-100% chance to spawn a Corpse under all afflicted targets.
  • After: Decompose can chain and burst up to 2 additional targets. Explosions from Decompose deals 15-30%[x] increased damage.

of the Damned

  • Previous – You deal 40-50%[x] increased Shadow damage to enemies afflicted by both Decrepify and Iron Maiden.
  • After: You deal 40-50%[x] increased Shadow damage to enemies afflicted by any Curse.

of Untimely Death

  • Previous – Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%[x] bonus Overpower damage on your next Overpowering attack, up to a 30-60%[x] bonus.
  • After: Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%[x] bonus Critical Strike Damage on your next Critical Strike, up to a 30-60%[x] bonus.

of Potent Blood

  • Previous – While Healthy, Blood Orbs grant 10-25 Essence.
  • After: Blood Orbs grant 10-25 Essence.

Ring of Mendeln

  • Previous – Lucky Hit: Up to a 10% chance to empower all of your Minions, causing the next attack from each to explode for X Physical damage.
  • Now – Every 6th attack from each Minion is empowered, exploding for X Physical damage.

Control Glyph

  • Previous – Additional Bonus: You and your Minions deal 10%[X] increased damage to Slowed or Chilled enemies or, instead, 20%[X] increased damage to Stunned or Frozen enemies.
  • Now – Additional Bonus: You and your Minions deal 20%[X] increased damage to Crowd Controlled targets.

Deadraiser Glyph

  • Additional Bonus maximum bonus buffed to 15%[X].

Cult Leader Paragon Node

  • Previous – Your Minions deal 15%[X] increased damage for each 20%[X] of Attack Speed Bonus they have.
  • Now – Your Minions deal 30%[X] increased damage for each 20%[X] of Attack Speed Bonus they have, up to a maximum of 100% Attack Speed Bonus.
  • Fixed an issue where the bonus from the Bone Graft Legendary Paragon Node, which should only trigger from damage, could be triggered when enemies were made Vulnerable by Enhanced Bone Prison.
  • Fixed an issue where the bonus Movement speed from Death’s Approach was not active while in town.
  • Fixed an issue where the Requiem Aspect was granting lower Maximum Essence per minion than intended.
  • Fixed an issue where a Golem attack initiated right after dismounting wouldn’t complete.
  • Stun Grenades (granted by various aspects) base stun duration increased from .5 to 1 second.

Inner Sight

  • While the Inner Sight gauge is full, you also gain 25%[+] Critical Strike Chance for 4 seconds.
  • Attacking enemies that are not marked will fill the gauge but at 5% of the normal rate.

Preparation

  • Reduced energy requirement from 100 to 75.
  • Damage increased from 66% to 75%.
  • Can now be cancelled slightly earlier from another skill.
  • Fixed an issue where this wasn’t activating and scaling from certain instances.
  • Increased chance to proc from 45% to 50%.

Exploit Weakness Legendary Node

  • Maximum increased damage buffed from 15%[x] to 25%[x].

Leyrana’s Instinct Legendary Node

  • Previous – When Inner Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2.0 seconds. Your next 3 Core Skills deal increased damage equal to 25%[x] of your Core Skill Damage Bonus.
  • New: When Inner Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2.0 seconds. Your Core Skills deal increased damage equal to 25%[x] of your Core Skill Damage Bonus while Inner Sight’s gauge remains full.
  • Increased physical damage bonus from 6.6% to 9.9% for each 5 Dexterity purchased within range.

Aspect of Encircling Blades

  • Increased damage range buffed from 10-25% to 15-30%.

Opportunist’s

  • Previous – When you break Stealth with an attack, you drop a cluster of exploding Stun Grenades around your location that deal Physical damage and Stun enemies for 0.5 seconds.
  • Now – When you enter or break Stealth, you drop a cluster of exploding Stun Grenades around you that deal Physical damage and Stun enemies for 1 second. Your Grenade Skills deal 25-40% more damage.

Trickster’s

  • Now additionally increases Grenade Skill damage by 25-40%.

Of Surprise

Of Artful Initiative

  • Grenade Skill damage increase is now a range with higher potential, increased to 25-40%.

Of Uncanny Treachery

  • Previous – Dealing direct damage to a Dazed enemy with an Agility Skill grants Stealth for 4 seconds. Breaking Stealth with an attack grants you 15-21% Control Impaired Duration Reduction for 4 seconds.
  • Now – Dealing damage to a Dazed enemy with an Agility Skill grants Stealth for 4 seconds. When Stealth breaks, you gain 85-100% Dodge Chance for 2 seconds.

Of Siphoned Victuals

  • Previous – Lucky Hit: Damaging a Vulnerable enemy with a Core skill has up to a 10-20% chance to drop a Healing Potion.
  • Now – Damaging a Vulnerable enemy with a Non-Basic Skill has a 5-20% chance to drop a Healing Potion.

Frostbitten

  • Previous – Chilled enemies hit by your Grenade Skills have a chance equal to double your Critical Strike Chance to be instantly Frozen for 2 seconds. You deal x10-25% increased Critical Strike Damage against Frozen enemies.
  • Now – Enemies hit by your Grenade Skills have the same chance as your Critical Strike Chance to be Frozen for 2 seconds. You deal x10-25% increased Critical Strike Damage to Stunned or Frozen enemies.

Escape Artist’s

  • Smoke Grenade Dodge effect Cooldown has been reduced from 45 to 25 seconds.

Of Quickening Fog

  • Maximum Dash Cooldown Reduction is reached from hitting 3 enemies, reduced from 5.

Of Volatile Shadows

  • Previous – When a Dark Shroud shadow was removed, you would trigger an explosion around yourself that dealt Shadow damage.
  • Now – When a Dark Shroud shadow is removed, you trigger an explosion around yourself that deals Shadow damage and applies Shadow Imbuement to each enemy it hits.

Blast Trapper’s

  • Previous – Lucky Hit: Dealing direct damage to enemies affected by your Trap skills has up to a 30-50% chance to make them Vulnerable for 3 seconds.
  • Now – Lucky Hit: Dealing damage to enemies affected by your Trap skills has a 15-30% chance to cause an explosion that deals Shadow Damage and applies Vulnerable for 2 seconds.

Of Lethal Dusk

  • Previous – Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth with an attack grants you 1-5% Maximum Life on Kill for 6 seconds.
  • Now – Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth grants you 10-25% Maximum Life.
  • Previous – Lucky Hit: Making an enemy Vulnerable has up to a 40-60% chance to grant 3% increased Critical Strike Chance for 3 seconds, up to 9%.
  • Now – Lucky Hit: Damaging a Vulnerable enemy has a 25% chance to create an Arrow Storm at the location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 25-40% more damage.

Of Arrow Storms

  • Previous – Lucky Hit: Your Marksman Skills have up to a 10% chance to create an arrow storm at the enemy’s location, dealing physical damage over 3 seconds. You can have up to 5 active arrow storms.
  • Now – Lucky Hit: Your Marksman Skills have up to a 36% chance to create an Arrow Storm at the enemy’s location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 25-40% increased damage.
Developer’s Note: The maximum number of active Arrows storms remains at 5, we are just removing this from the tooltip to make it more succinct.

Writhing Band of Trickery

  • Reduced cooldown from 10 to 6 seconds.
  • Fixed an issue where Enhanced Shadow Imbuement always granted extra Critical Strike Chance instead of just on injured targets.
  • Fixed an issue where the tooltip for the Chilling Weight passive did not denote increased chill amount in the next rank up tooltip.
  • Fixed an issue where Shadow Clones weren’t inheriting Ultimate Skill damage from the No Witnesses Legendary Paragon node.
  • Fixed an issue where Thorns damage could apply Skyhunter’s Critical Strike Effect.
  • Fixed an issue where the Glyph Upgrade pedestal could spawn directly on top of a player if a Nightmare Dungeon was completed while casting Barrage.
  • Mastery Skills are now also considered Core Skills.

Enchantments

Frost Nova Enchantment

  • Chance for conjuration skills to case a Frost Nova increased from 30 to 35%.

Frost Bolt Enchantment

  • Chill amount increased from 15% to 18%.

Flame Shield Enchantment

  • Previous – Flame Shield automatically activates upon taking fatal damage. This effect can only happen once every 120 seconds.
  • Now – Flame Shield automatically activates after cumulatively losing 100% Maximum Life. Can only happen once every 30 seconds.
Developer’s Note: We’ve received feedback from players that “Cheat Death” mechanics are not desired. The Flame Shield enchantment has been changed to not react to fatal damage, but instead react to taking 100% of your health within a 30 second window.
  • New Functionality: Travel distance is now controllable.
  • Damage increased by 20% (.34 to .41).
  • Previous – When cast above 40 Mana, Frozen Orb’s explosion damage is increased by 45% against Elites and 30% against all other enemies.
  • Now – While Healthy, the explosion of Frozen Orb deals 45% increased damage.

Greater Frozen Orb

  • Vulnerable chance increased from 30% to 40% and duration increased from 2 to 3 seconds.
  • Mana Regeneration increased from 25% to 30%.
  • Previous – Enemies that hit you while Ice Armor is active have a 15% chance to become Frozen for 3.23 seconds.
  • Now – While Ice Armor is active, you reduce its Cooldown by 2 seconds for every 50 Mana you spend.
  • Previous – Damage against Vulnerable enemies contributes 50% more to Ice Armor’s Barrier.
  • Now – While Ice Armor is active, you periodically Chill Close enemies for 20% and deal 15% increased damage to Frozen enemies.

Shimmering Frost Nova

  • Previous – Frost Nova generates 4 Mana per enemy hit.
  • Now – Frost Nova grants 3% Dodge Chance per enemy hit, up to 15%. Hitting a Boss gives the maximum amount. For the next 8 seconds, you keep this effect, and successful Dodges generate 20 Mana.

Flame Shield

  • Previous – Flame Shield grants 25% increased Movement Speed while active.
  • Now – Flame Shield has a 50% larger burn radius.
  • Previous – You gain 25% Mana Cost Reduction while Flame Shield is active.
  • Now – After Flame Shield ends, surrounding enemies are Stunned for 3 seconds and your next Skill within 10 seconds is a guaranteed Critical Strike.
  • Previous – Teleport’s Cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds.
  • Now – You gain 30% Movement Speed for 3 seconds after Teleporting.
  • Previous – For 4 seconds after Teleporting, Crackling Energy hits 2 additional enemies.
  • Now – Teleport deals 500% increased damage. It also forms a Crackling Energy for each enemy it hits, up to 3 Deep Freeze.

Supreme Deep Freeze

  • Now applies Vulnerable for 5 seconds when it ends.
  • Damage increased by 28% (1.25 to 1.6).
  • Ricochet chance increased from 40% to 50%.
  • Baseline maximum amount increased from 1 to 2.

Lightning Spear

  • Damage increased by 8% (.15 to .16).

Greater Charged Bolts

  • Damage increased from 25% to 35%.
  • New Functionality: Gain 15% baseline Damage Reduction while channeling.
  • Damage increased by 10% (.76 to .84).

Elemental Attunement

  • Cooldown reset chance increased from 5% to 7%.

Mana Shield

  • Damage Reduction increased from 7% to 8%.

Devouring Blaze

  • Crowd Controlled enemies now provide the damage bonus instead of Immobilized.

Conjuration Mastery

  • Previous – You gain 1% increased damage for each active conjuration.
  • Now – You gain 1% increased damage, 1% Movement Speed, and 2% Mana Generation for each active Conjuration.

Convulsions

  • Lucky Hit Chance increased from 3% to 5%.

Shocking Impact

  • Damage increased by 100% (.2 to .4).

Elemental Dominance

  • Damage increased from 3% to 4%.

Bounding Conduit

  • Previous – Gain 15-30% Movement Speed for 3 seconds after Teleporting.
  • Now – Teleport’s Cooldown is reduced by 1.0-2.5 seconds. After Teleporting, Crackling Energy hits 2 additional enemies for 5 seconds.

Of Frozen Orbit

  • Damage increased from 30-40% to 45-60%.

Of Concentration

  • Previous – Your Mana Regeneration is increased if you have not taken damage in the last 2 seconds.
  • Now – Casting a Conjuration Skill grants you 10-25% Damage Reduction for 5 seconds.

Of Abundant Energy

  • Chance to chain to an additional enemy increased to 35-50%.

Snowguard’s Aspect

  • Damage reduction increased from 10-25% to 15-30%.

Of Singed Extremities

  • Now both Immobilize and Stun trigger the Slow effect.

Of Conflagration

  • Previous – While channeling Incinerate, your Burning damage is increased by 25-40%.
  • Now – While channeling Incinerate, your Burning damage is increased by 25-40%. Enemies hit by Incinerate explode, Burning all surrounding enemies for over 6 seconds. This effect occurs once per 3 seconds.

Of Splintering Energy

  • Previous – Lightning Spear has a 35-50% chance to spawn an additional Lightning Spear when you cast it.
  • Now – Casting Lightning Spear always spawns an additional Lightning Spear and increases your damage with Lightning Skills by 10-25% for 3 seconds.
  • Enemies no longer need to die while Frozen to trigger the bonus damage.
  • Damage increased from 25-40% to 30-45%.

Staff of Lam Esen

  • Damage to Close Enemies replaced with Ranks of Charged Bolts.

Tactician Glyph

  • New Functionality: Now lasts 4 seconds longer for each Defensive Skill not on your Action Bar.

Winter Glyph

  • Cold damage increase maximum raised from 15% to 18%.
  • Fixed an issue where the bonus damage from the Torch and Tactician Glyphs were additive instead of multiplicative.
  • Fixed an issue where the Frigid Breeze passive would activate on any type of damage, instead of just cold damage.
  • Fixed an issue where Esu’s Ferocity was applying increase Critical Strike Damage to all damage types, instead of just Fire Damage.
  • Fixed an issue where Frozen Orb was applying vulnerable to frozen enemies without the Greater Frozen Orb upgrade.
  • Fixed an issue where the Destructive Ice Shards vulnerable effect could be applied by free Ice Shards casts granted by the Ice Shards Enchantment.
  • Fixed an issue where the effect from the Aspect of Searing Wards could be consumed by free casts granted by the Firewall enchantment.
  • Fixed an issue where other players in the party could trigger the Fireball enchantment effect when far away from the Sorcerer.
  • Fixed an issue where the damage bonus for the Winter Glyph was additive and not multiplicative.
  • The tooltip for the Aspect of Engulfing Flames now properly describes that it can grant both effects simultaneously.
  • Fixed an issue where the Mana Reduction from the Efficiency aspect only benefited Incinerate for the first second of channeling the ability.
  • Fixed an issue where the additional Ice Shards from the Aspect of Piercing Cold were dealing more damage than intended.
  • Fixed an issue where Frozen Orbs fired from the Enchantment effect did not prioritize targeting enemies on-screen.

You can read the entire official news post HERE

Diablo IV News

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Den of Geek

Best Diablo 4 Classes: Every Season 4 Class Ranked Worst to Best

Here are the best and worst classes in Diablo 4's massive Season 4 update.

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Diablo 4

Diablo 4 ‘s “Loot Reborn” season is the game’s most significant update yet . While there are so many individual aspects of that update that are worth diving into, many of them are designed to impact the power level of the game’s five classes in direct and indirect ways. As a result, the game’s “meta” looks a little different than it has in recent months.

Before we dive into that topic, keep in mind that these rankings represent an overall snapshot of the power levels of those classes at the moment. In other words, everything from leveling speed to the viability of each of these classes in the endgame factor into their rankings. Since we’re early into to Season 4 meta, those rankings are also based on precedent, PTR performance, and all other currently available information. In other words, they are subject to change as further updates are released and subsequent tests reveal new information.

presentation classe diablo 4

5. Sorcerer

Leveling as a Sorcerer remains one of your best bets if your goal is to reach Diablo 4 ’s Level 50+ content as soon as possible. Sorcerers are truly blessed with several viable leveling builds that include Chain Lightning, Firewall, and Frozen Orb-focused packages. No matter what your preferred playstyle is and what gear you pick up along the way, you will pilot a fun, fast, and devastating Sorcerer build that will tear through Helltide mobs with little effort required. They are comically overpowered early on. 

The “problem” is that the 1-50 leveling process in Diablo 4 is easier than ever. Even the worst leveling classes will be able to make it to that part of the game with relatively little effort required. What matters more than ever is how a class performs in Diablo 4 ’s endgame. 

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That’s where Sorcerers hit a wall. There are multiple viable endgame Sorcerer builds and possibilities out there. At the moment, though, there are fewer of them compared to other classes, and those builds that are so powerful early on are currently struggling to scale with their competition that begins to enjoy such massive power buffs around that time. 

If you consider survivability, AoE, and single-target damage to be separate, but equally desirable endgame power categories, many endgame Sorcerer builds currently require you to focus on two of those categories at a time. Single-target damage is the biggest overall problem at the moment, as Sorcerers’ best single-target spells currently feel too far removed from the heart of the heart of what their AoE builds are trying to do. It doesn’t feel great to go so far out of your way just to try to incorporate those ultimately underwhelming boss-killing abilities. 

Again, Sorcerers are still incredibly powerful. It’s just that the Diablo 4 team is more conscious of those absurd Sorcerer builds that allow them to essentially produce infinite spells while dodging most of the class’ intended mechanics. Someone may find a new combo of abilities and gear that allows them to reach those power levels once more, but until that hypothetical build is discovered (assuming that strategy isn’t quickly nerfed), Sorcerers are going to have to try a bit harder in the endgame. 

Diablo 4 Rogue

It feels like Rogues are generally considered to be the worst class in Diablo 4 : Season 4, and I understand why. Now that the Diablo 4 team has finally put their foot down on those positively broken Twisting Blade builds of the past, Rogue players are scrambling for the next dominant strategy. 

At the moment, most of those strategies rely on Rogue’s various ranged attack packages (Barrage, Rapid Fire, and Penetrating Shot). The good news is that those builds are more powerful than ever thanks to a series of buffs, tweaks, and gear additions. The bad news is that ranged Rogue is one of the few archetypes in Diablo 4 that is inherently difficult to play. Mastering those ranged attacks requires quite a lot of precision and the ability to properly manage your resources and cooldowns. 

So what’s keeping Rogues from the bottom of this list? Well, despite losing so much melee power, Rogues theoretically have all the ranged tools they will ever need to perform well in just about every endgame scenario. They’re quick, they operate at a distance, and they’re blessed with single-target and AoE abilities that can be used in conjunction without having to force an awkward build or constantly switch strategies. They have a build variety problem at the moment (which means you’ll be hunting for specific gear/items), but the tools are certainly there. 

Rogues are also fair levelers, though they are not nearly as capable in that area of the game as Sorcerers and Necromancers. It takes a little while for their best AoE speed farming abilities to come together, but their natural movement speed and early access to powerful core abilities certainly help ease the pain.

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Again, the problem with discussing Rogues at the moment is that they are more dependent on the skills of the individual player than ever. If you can consistently land your shots, time your combos, and manage your cooldowns while staying on the move and enjoying a little bit of loot luck, you’ll like what you get from Rogues. That’s just more “ifs” than we have to apply to any other class. 

Diablo 4 Druid

The next two classes are largely interchangeable in terms of their rankings. In case you’re wondering, Druids earn the slightly lower spot due to their slower leveling speed. You’ll also have trouble speed farming with them until you unlock certain endgame items designed to enhance and enable late-game ability combos. 

However, Druid’s true endgame (a little before level 100 and beyond) power is just ridiculous. Tornado Werewolf Druids, in particular, are capable of dealing the kind of screen-clearing damage that makes them feel like a cheat code. Yes, variations of that build have been powerful for quite some time now, but the current version of that concept is so ridiculously overpowered that it’s arguably not even fun to play (except that it very much is). On top of that, Druids generally boast excellent survivability. 

As we’ve seen with previous Druid builds, utilizing that particular build will require you to acquire a very specific set of items that you likely won’t get your hands on until Level 75 or so. This time around, though, Druids actually have access to a number of viable early and mid-game builds that will get you to that point with comparatively little trouble. Notably, it’s also easier than ever to access a viable Pulverize build earlier in the game, which certainly helps soothe the pain of the Druid experience. 

At this point, it seems clear that the Diablo 4 team is pretty content with Druids suffering through the leveling process until they acquire a specific set of skills and gear that turn them into gods. As long as you’re also ok with that process, you’ll be fine. 

Diablo 4 Barbarian

2. Barbarian

The amount of nerfs/changes that Barbarians suffered during this latest season update borders on comical. The Diablo 4 team removed their global damage reduction buff, took the nerf hammer to their most powerful legacy abilities, and generally singled them out as the problem child of the game’s classes. To be clear, Barbarians are a shadow of their former selves. 

It’s a pretty impressive shadow, though. Barbarians may have lost a lot, but they got a hell of a consolation package in the new Double Swing Dust Devil build. Do you like the thought of breezing through the toughest endgame content while filling the screen with tornadoes that deal a constant stream of absurd damage? If so, you’re going to love what that build does for you. It’s honestly hilarious that such a strategy is as good as it is given what a big deal the Diablo 4 team made about Barbarians having too many obviously powerful builds in the past. 

It’s not just Dust Devils, though. Barbarians also boast a powerful (and quite fun) Bash build that is made possible by a new Tempering Affix that converts Bash into an incredible AoE skill. They also have access to a Thorns package that feels like a possible nerf candidate due to its almost autopilot nature. Mind you, each of those builds is equally viable against massive waves of enemies as they are the most powerful single targets. 

Much like Druids, Barbarians are incredibly gear-dependent and still suck as levelers. However, they now have access to a greater array of viable leveling options that won’t make you want to instantly log out and just play as a Sorcerer. It’s not a great time, but it’s not nearly as bad as it used to be. Similarly, you won’t have to spend as much time hunting for specific endgame items, though that’s still part of the process. 

Ultimately, it’s important to remember that the Diablo 4 team has said they want to bring more classes to Barbarian’s level rather than just nerf them into the dust. Barbarians still have so much going for them even if they can’t simply shout and spin their way through the game. 

Diablo 4 Necromancer

1. Necromancer

There’s really no question that Necromancers are the best class in Diablo 4 : Season 4. At this point, the only debate is whether or not they are the most powerful class we’ve ever seen at the start of a new season. 

See, the Diablo 4 team decided to do something they’ve seemingly feared to do in the past by buffing the global power of Necromancer’s minions. At the moment, we’re all seeing exactly what they were so afraid of. Necromancers currently have access to multiple minion-based builds that feel simply broken. It’s not just the damage those minions do or that they do it with relatively little guidance. No, it’s the fact that they can now stun most enemies as they are dealing all of that automatic damage to them. It’s like playing a tower defense game while everyone else is stuck in an ARPG. 

What’s really “funny” is that Sorcerers aren’t even limited to minions. Blood and Corpse Explosion Necromancers are also endgame viable at the moment, which means that you can easily tweak your Necromancer build based on the gear you happen to receive along the way. Granted, Bone Necromancers are in a relatively rough spot, but that’s a minor complaint given that every other aspect of the class borders on broken. 

As for leveling…look, if we ever see a faster leveling class in Diablo 4 , it’ll be because the team agreed to let you pay them money to instantly hit Level 100. Minions have always been a powerful leveling tool for Necromancers, but their newfound ability to essentially level up as you do means that Necromancers quickly gain access to an incredible weapon that only becomes stronger as you go along. 

Necromancers will most likely have to be nerfed relatively soon on general principle. For the moment, though, you might as well try out what will likely be one of the most absurd classes in Diablo 4 history. 

Matthew Byrd

Matthew Byrd | @SilverTuna014

Matthew Byrd is Games Editor at Den of Geek and an entertainment enthusiast living in Brooklyn. When he's not exploring the culture of video games, he's…

Barbarian Class Overview

Last Updated: February 14th 2024

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The Barbarian is a staple class in the Diablo franchise and returns for glory in Diablo 4. They use overwhelming strength and a mastery of weapons to turn battlefields into wastelands. This overview covers their Strengths & Weaknesses, Skills, Passives, Legendaries and much more. Let's jump in and learn about the true god of weapons!

Class Identity

The Barbarian has unparalleled strength and expertly wields multiple weapons during battle. He bellows intimidating war cries and unleashes ground-shaking slams to send approaching hordes reeling. Barbarians are fun to play with fast-paced action and many customization options. Their skills are fueled by Fury , a resource that generates while in battle and depletes slowly outside of it. All Barbarian skills deal Physical damage by default.

  • Tremendous Damage. Barbarian Core Skills are devastating, especially when supported by their additional skills and buffs.
  • Berserking . The Barbarian is the only class in Diablo 4 with the amazing Berserking buff, which gives them 25% increased damage and 15% Movement Speed.
  • Quick Movement. The Barbarian has multiple movement skills and various ways to boost their base Movement Speed both actively and passively.
  • Can DPS at Range or while Moving. With skills like Upheaval , Whirlwind , and Call of the Ancients , the Barbarian has many DPS options for different scenarios.
  • Very Tanky. Challenging Shout and many bonuses like Fortify make Barbarians very hard to bring down.
  • Fury Dependent. Fury depletes over time while out of combat and the powerful Core Skills consume it quickly.
  • Long Cooldowns. All your Shouts and Ultimate Skills have long cooldowns. While there are ways to reduce these, they still significantly stall your damage potential in longer fights.
  • Close Combat. Most Barbarian builds are melee based and some Elite and Boss abilities can be hard to dodge while close by.
  • All Alone. Other than Call of the Ancients , Barbarians can't summon pets to DPS or tank for them.
  • Slow Early Game . A fully powered-up Barbarian is one of the scariest opponents you'll ever face, but in the early game they're slow mostly due to poor resource generation.

The Barbarian has the unique ability to equip FOUR WEAPONS at the same time:

  • 2x Two-Handed Weapons (Bludgeoning Maces and Slashing Swords/Polearms/Axes), and
  • Dual Wielded One-Handed Weapons (Bludgeoning Maces and Slashing Swords/Axes)

They can swap between them depending on the ability used, and the Barbarian's Arsenal System lets you choose which Weapon applies to each ability.

The rolled affixes of each Weapon always apply to your damage, however the raw Damage per Second (DPS) of a skill is determined only by the attacking Weapon in the Arsenal System . In other words: your main weapon does your damage, and the others are "stat sticks".

There is one final advantage to holding this many items: more Legendary Powers ! These extra powers are very useful and gives the Barbarian a notable advantage.

Barbarian Item Slots:

Helm Chest Armor Gloves Pants Boots

Amulet Ring (x2)

Two-Handed Bludgeoning Weapon Two-Handed Slashing Weapon One-Handed Weapons (x2)

Check out our Legendary Aspects and Codex of Power Overview or our Uniques Overview to learn more about which items the Barbarian has access to.

Skills & Passives

Skill points are unlocked by level-ups and the Renown system . As you spend more points, you unlock multiple categories of skills. Each active skill can be leveled up 5 times (and further with items), increasing their power (usually +10% of the base value) or reducing their cooldown by 5% with each additional rank. After unlocking a skill, you can enhance it with another point and then choose one out of two upgrades to specialize it even further.

In addition, there are passives found all over the tree, attached as optional choices to certain skill clusters. They grant small bonuses to damage, defense or utility under certain conditions and help to round out your build by shifting it further in the direction you want to take. All passives have 3 ranks and usually scale linearly.

Check out our Skill Tree Overview to learn more details.

Basic Skills

Basic skills are weak and are used to generate Fury. and apply debuffs like Vulnerable . When you run out of resources, they are useful to finish off small enemies or to add extra damage against an Elite or Boss while you prepare one of your stronger Fury -spending attacks.

Enhanced Flay

Battle Flay

Combat Flay

Flay has a relatively high potential damage per hit compared to other basic skills. However, like all Bleed skills, that potential is only realized if the DoT ticks for its entire duration. This ability also gives a respectable Damage Reduction bonus, or increases total Bleed damage. Because of that, it's best when facing a boss with a Bleed build.

Lunging Strike

Enhanced Lunging Strike

Combat Lunging Strike

Battle Lunging Strike

Lunging Strike gives great mobility, has a large damage bonus against healthy enemies, heals you, and either triggers Berserking or adds a large bleed. On top of that, this skill can deal more damage out of all the basic skills. It's easy to see why this is the most popular basic skill for Barbarians.

Enhanced Frenzy

Battle Frenzy

Combat Frenzy

Frenzy is typically taken for its high Damage Reduction. It is the only basic skill with a dedicated Unique item, which makes it quite popular in the endgame for players fortunate enough to find Battle Trance .

Enhanced Bash

Battle Bash

Combat Bash

Bash is the most under-appreciated basic skill. It should scale well in the endgame: with enough attack speed, it can stunlock opponents. It quickly generates Fortify , which can be a life-saver. Finally, it can guarantee an Overpower , which could give Barbarians the crazy damage numbers they need to annihilate endgame bosses.

Core Skills

These skills are primary damage dealers of most Barbarian builds. They spend lots of Fury but deal much higher damage and hit more targets than Basic Skills . In addition, Core Skills can be amplified by multiple Legendary effects.

Enhanced Rend

Violent Rend

Furious Rend

  • Rend is best known for its fantastic power in player-versus-player combat. It has the highest damage per hit of all core skills, but you must be patient for it to pay off. It is also very Fury -efficient, which makes it a popular choice for leveling.

Hammer of the Ancients

Enhanced Hammer of the Ancients

Violent Hammer of the Ancients

Furious Hammer of the Ancients

  • Hammer of the Ancients is one of the most popular core skills in the game, and with good reason. With Ancestral Force , it has a huge AOE. It is expensive, but it regenerates Fury quickly when Enhanced Hammer of the Ancients is stacked up. Furious Hammer of the Ancients makes it scale better into endgame than any other Core skill.

Enhanced Upheaval

Violent Upheaval

Furious Upheaval

  • Upheaval is great in the early-game because it has a huge AOE, it deals enough damage to kill trash in a single hit, and it can give Berserking. However, it is awkward to use optimally, it has poor efficiency and low single-target damage, and is incredibly slow to cast. Still, it can be fun, if you can get past feeling like you're sweeping the floor.

Enhanced Whirlwind

Furious Whirlwind

Violent Whirlwind

  • Whirlwind is an old fan-favorite with a long history of being either incredibly overpowered, or virtually useless. Some Barbarians love the unique playstyle and freedom it gives. Even when it is not the meta, it seems to sneak its way into builds. It is extremely Fury -efficient, but has poor single-target damage. One thing is for sure - we never know what to expect with this unique core skill.

Double Swing

Enhanced Double Swing

Furious Double Swing

Violent Double Swing

  • Double Swing is another skill with a large diehard fanbase. It has some of the best Fury -efficiency and single-target DPS out of all the core skills. Its ability to make targets Vulnerable or maintain Berserking is priceless. However, it has a very small AOE.

Endless Fury

Pressure Point

Defensive Skills

These skills significantly boost your defensive capabilities. Many of them also allow you to control enemies and increase your Thorns damage.

Rallying Cry

Enhanced Rallying Cry

Strategic Rallying Cry

Tactical Rallying Cry

  • Rallying Cry gives movement speed, Fury generation, and grants Unstoppable. Because it is a Shout, you can use it without interrupting attacks or movement. Most people take this as soon as possible, and never remove it from their hotbar.

Enhanced Iron Skin

Tactical Iron Skin

Strategic Iron Skin

  • Iron Skin is attractive, especially with Iron Warrior . However, it seems like the Barrier it gives is so squishy, it only stays up for a fraction of a second. Could it be that we take increased damage while a Barrier is up? Testing indicates that, yes, we do. Sadly, this skill is not worth the space on the bar.

Challenging Shout

Enhanced Challenging Shout

Strategic Challenging Shout

Tactical Challenging Shout

  • Challenging Shout is great in the endgame when you need the extra Life and Damage Reduction to stand toe-to-toe with hell's most brutal demons.

Ground Stomp

Enhanced Ground Stomp

Tactical Ground Stomp

Strategic Ground Stomp

  • Ground Stomp has great synergy with Double Swing, helps you stay alive, and makes a big difference in generating Fury or getting your Ultimate Skill off of cooldown.

Imposing Presence

Martial Vigor

Tough as Nails

Brawling Skills

This cluster of skills adds various utility choices to your setup. Generally you want to choose one of these depending on your build and play style to assist you either offensively, defensively, or both.

Enhanced War Cry

Power War Cry

Mighty War Cry

  • War Cry is not as critical as Rallying Cry or Challenging Shout, but it's a great skill nonetheless. The most valuable aspect of this skill is that it grants Berserking for a whopping 4 seconds. The damage bonus is good as well, but the cooldown is very long.

Enhanced Kick

Mighty Kick

  • Kick is useful for applying Vulnerable. The most notable thing about it, however, is the ability to dump all of your Fury with a single move. This is actually a huge benefit to some off-meta builds that don't have a Fury -hungry core skill.

Enhanced Leap

Mighty Leap

  • Leap is another old fan-favorite skill that is immensely fun. It's great to have while leveling, since its mobility makes up for your lack of movement speed. Leap-quake builds are fun and interesting, but it's very difficult to find the necessary gear to make them work. Leap has a few problems, however: it's difficult to aim on console, and it pushes enemies away from you.

Enhanced Charge

Power Charge

Mighty Charge

  • Charge is a great mobility skill, like Leap. It's useful that it also grants Unstoppable and Vulnerable. It's tempting to try to make a Charge build work, but unfortunately it feels a bit difficult to aim, and it leaves you vulnerable during its long animation, and you're not always in control of where you'll end up.

Booming Voice

Raid Leader

Guttural Yell

Aggressive Resistance

Battle Fervor

Prolific Fury

Weapon Mastery Skills

These skills allow you to master your Weapons, dealing significant damage with cooldown based attacks.

Enhanced Rupture

Fighter's Rupture

Warrior's Rupture

  • Rupture is not what you'd expect. Basically, it seems like a good idea to take the enemy's remaining bleed and deal it all to them at once ... but that's damage that they were going to take anyway, making Rupture almost a waste of time. The Enhanced Rupture bleeding explosion scales very well in endgame, and some players actually open combat with this for the attack speed bonus.

Enhanced Death Blow

Warrior's Death Blow

Fighter's Death Blow

  • Death Blow has potential to do the highest damage in the game against bosses with Encroaching Wrath and Earthstriker on Two-Handed weapons. It is incredibly fun, but a very big risk. If you don't kill an enemy with it, the long cooldown is soul-crushing.

Steel Grasp

Enhanced Steel Grasp

Warrior's Steel Grasp

Fighter's Steel Grasp

  • Steel Grasp is very useful. It's nice that it grants Berserking and Vulnerable , but the real value is how it stacks up enemies, which really helps accelerate clear times, especially with ranged enemies that always seem to be too spread out.

Pit Fighter

Slaying Strike

Expose Vulnerability

Cut to the Bone

Counteroffensive

Defensive Stance

Ultimate Skills

Ultimates are high-impact abilities with a long cooldown and need to be built around to be effective, so not every build runs with one of them. Only one can be chosen and only have a single rank with a two-step linear upgrade path that offers no extra choices.

Wrath of the Berserker

Prime Wrath of the Berserker

Supreme Wrath of the Berserker

  • Wrath of the Berserker is the most popular Ultimate in the endgame. It gives Fury Generation, Movement Speed, grants Unstoppable, and can double the damage bonus of Berserking . It buffs the base 25% into 50%, and as long as you keep that Berserking buff rolling, the buffed value never fades.

Call of the Ancients

Prime Call of the Ancients

Supreme Call of the Ancients

  • Call of the Ancients is very fun early-game because it generates Fury . It doesn't scale well into endgame, unfortunately.

Iron Maelstrom

Prime Iron Maelstrom

Supreme Iron Maelstrom

  • Iron Maelstrom does huge damage, but its long animation feels bad. The skill seems to be more concerned with looking flashy than getting the job done. Half the time, you're stuck spinning around posing after everything is already dead.

Tempered Fury

Invigorating Fury

Furious Impulse

Heavy Handed

Brute Force

Key Passives

These passives are located at the very bottom of the Skill Tree and couldn't be reached in the preview version. They are extremely powerful and define the overall playstyle of your build. Similar to Ultimate Skills, only one of them can be chosen !

Unconstrained

This passive improves the damage bonus of Berserking , as well as its maximum duration. By default, when you gain or extend the duration of Berserking , it cannot exceed 5 seconds. Unconstrained increases this duration cap to 10 seconds. In addition, this key passive improves the multiplicative damage bonus granted by Berserking from 25%[x] to 100%[x]. Note that with Supreme Wrath of the Berserker and Unconstrained , your 100%[x] Berserking damage bonus doubles to 200%[x]. And yes, you can keep that bonus up indefinitely.

Walking Arsenal

This key passive is significantly more difficult to make good use of compared to Unconstrained . You will need to design a build around the expectation that you'll use 3 different weapons, each at least once every 10 seconds. The damage bonus is significant, and the attack speed bonus feels great too. However, having 3 offensive abilities means you're pulling in multiple directions at once, and it's difficult to optimize a build around those competing interests.

Unbridled Rage

This skill feels like cheating once you can actually afford it. At first, spending extra Fury to deal extra damage is a fair trade - but in the endgame, it's a win-win! Barbarians are rewarded in numerous ways for spending Fury quickly, and there's plenty to go around when you prioritize Resource Generation on your gear. This is considered by many to be the best key passive for any endgame build that relies on core skills for their damage - even Bleed builds.

Gushing Wounds

Out of all of the Key Passive skills available to Barbarians, this one is the most challenging to make good use of. Other key passives will yield better damage bonuses unless you have a build designed around maximizing your Critical Strike Chance and Critical Strike Damage bonuses, including perfectly rolled gear and The Grandfather - one of the rarest weapons in the game. For those who enjoy Bleed builds and are ready to commit to making this work, there's no greater achievement than making Gushing Wounds viable.

Unique Class Mechanic - The Arsenal System

The Arsenal System allows Barbarians to wield 4 weapons and assign different weapons to each of their attacks. Each weapon gives a different Expertise bonus to the Barbarian's attacks. In addition, the Technique Slot is unlocked via a quest chain at level 15. In addition to getting the Weapon Expertise bonus for the weapon they are currently using, Barbarians also get the benefit of the Weapon Expertise they have assigned to their Technique Slot regardless of what weapon they are using. Note that the Technique slot only gives the first part of Expertise, not the bonus. The Weapon Expertise and the Weapon Technique stack, so it's okay (and sometimes optimal) to assign a weapon currently in use to the Technique slot.

Check out our Barbarian Arsenal System post for more details on this system.

The four core attributes provide the following to the Barbarian:

  • Strength: Skill Damage (10% per 100), Armor (1 each)
  • Intelligence: All Resistances (5% per 100)
  • Willpower: Resource Generation (3% per 100), Healing Received (10% per 100), Overpower Damage (25% per 100)
  • Dexterity: Critical Strike Chance (2% per 100), Dodge Chance (2.5% per 100)

Strength is considered the main attribute as it multiplies all of your skill damage. Dexterity and Willpower are also useful for their offensive and defensive bonuses, while Intelligence improves magical resistances. Some items can roll bonuses to attributes and later on Paragon boards allow stacking the right stats for your character. In addition, you may find hidden Altars of Lilith in the open world that unlock a permanent bonus for all of your characters.

Check out our Stat Overview to learn more.

Video Guide

Barbarian Summary

  • Barbarians are powerful, mobile and tanky, but they fight alone, have to be in close quarters, and struggle with resource generation early on.
  • They deal Physical damage with melee attacks.
  • Fury is their primary resource. It degenerates slowly and has to be generated in battle to unleash powerful attacks.
  • With Four Weapons equipped at the same time, they have advantages from Weapon swaps, extra stats and additional Legendary Powers .
  • Core Skills deal massive damage at the cost of significant Fury .
  • Barbarians bring incredible utility from their shouts, making them a strong choice for group play.
  • The Arsenal System allows Barbarians to use a variety of weapons for every attack, Weapon Expertise gives each weapon a unique bonus, and the Technique slot gives one additional Weapon Expertise at all times.

Written by Slothmaster Contributions by Raxxanterax , Rob Reviewed by Aristotelian , Echohack

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Diablo 4 Builds Tier List

Discover the best Diablo 4 builds that suit your playstyle! Our list is curated by the best players and provides a lot of options for Endgame. Choose the build you like and get the full guide, even in-game with our Overlay!

Tier List Diablo 4 : Quels sont les meilleurs classes et builds de leveling pour débuter ?

Bien choisir son personnage est important, car ce sera lui qui définira votre façon de jouer. Voici une tier list des classes et builds de D4, afin de savoir ce qui va XP le plus rapidement et facilement jusqu'au niveau 50 durant la saison, avant de suivre un guide de démarrage.

Qu'on les aime ou pas, les Tier Lists sont importantes et relativement pertinentes dans Diablo 4 , puisqu'elles permettent de mesurer l'efficacité des classes et des builds, les uns par rapport aux autres. Le fait que tout cela soit surtout déterminé par les maths plutôt que le skill des joueurs aide aussi. Il y a aussi d'autres facteurs importants, que nous allons vous détailler.

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Un des plus grands choix en démarrant D4 est la sélection d'une des 5 classes à votre disposition : Sorcier, Barbare, Voleur, Druide et Nécromancien. Voici des infos et conseils dans ce guide, avec des précisions sur leur style de jeu, leurs points forts et faibles, le classement, etc.

L'importance du premier personnage dans Diablo 4

L'objectif de cette première Tier List est simple : classer les builds de montée en niveau de Diablo 4 jusqu'au niveau 50 . Cela demande de prendre en compte plusieurs critères, comme la rapidité avec laquelle les tonnes d'ennemis rencontrés sont tués, ainsi que celle à laquelle les boss sont vaincus. La mobilité est aussi un facteur important, puisque cela fait gagner du temps, en plus d'apporter du confort au joueur, en l'absence de la monture, qui n'est débloqué que bien plus tard , durant la Campagne principale. D'autres facteurs sont pris en compte, comme la gestion de la ressource principale, la facilité (ou la difficulté) d'obtention des meilleurs Aspects pour jouer d'une manière performante, et les apports de groupe. Tout cela est assez important, puisque votre premier personnage a la lourde charge d'ouvrir la voie pour vos éventuels rerolls, qui auront une progression bien plus aisée et rapide grâce aux bonus de Renom , à la monture, aux Aspects débloqués et à la possibilité de passer complètement la campagne, par exemple. Sans oublier l'équipement que vous avez pu spécifiquement mettre de côté dans votre coffre.

En résumé, votre premier personnage va débuter à la dure dans Diablo 4. Si vous souhaitez vous ménager et être le plus performant possible avant de créer (ou pas) un deuxième personnage, ce qui suit devrait vous intéresser.

La monture n'est pas disponible tout de suite. - Diablo IV

N'oubliez pas le plaisir de jeu

C'est un peu contradictoire avec le principe d'une Tier List, mais il convient de rappeler que Diablo 4 est un jeu, et l'aspect compétitif est presqu'entièrement absent en dehors des saisons. Il est normal de prendre son temps et de profiter à son rythme de la campagne, puis de la progression, sans se préoccuper de ce qui est le plus optimisé à un moment donné. Si vous préférez jouer une classe et un build relativement peu performants, mais dont le principe et le gameplay vous ont séduit, alors c'est clairement du SSS Tier pour vous.

Diablo IV

Tier List de leveling

Voici enfin la Tier List en elle-même, avec ce que nous considérons être les principaux builds du genre, même si la liste est très loin d'être exhaustive. De nouveaux builds émergent régulièrement, et il est toujours possible de monter en niveaux en se basant sur d'autres compétences que celles populaires actuellement. Si le build que vous cherchez n'est pas listé, c'est qu'il est soit émergeant, et nous l'ajouterons le moment venu, soit qu'il entre dans la corbeille qu'est l'invisible F Tier.

Tier List Diablo 4 : Leveling - Diablo IV

Sorcier Chaîne d'éclairs : Ce build est la combinaison entre un personnage quasiment impossible à tuer, la meilleure technique de mobilité du jeu, et un sort qui permet de nettoyer des salles entières d'ennemis d'un clic, sans avoir à viser. Même les Aspects dont vous avez vraiment besoin sont faciles à obtenir, ce qui aidera à régler les problèmes de mana rencontrés. Au final, le seul défaut du Sorcier Chaîne d'éclairs est qu'il perd sérieusement en performances à partir du niveau 50. Il faudra jouer quelque chose de différent si vous souhaitez être compétitif à haut niveau.

Sorcier Murs de feu : Ce build alternatif est au sommet pour des raisons similaires au Sorcier Chaîne d'éclairs. Les capacités d'attaque sont différentes, et les dégâts sont moins immédiats, mais l'avantage est que vous pourrez continuer de le jouer d'une façon plus compétitive à haut niveau.

Voleur Lames sournoises (Ombre ou Poison) : Ce build dispose de plusieurs variantes, mais elles sont toutes dévastatrice. Le personnage dispose d'une incroyable mobilité, et du DPS le plus élevé du jeu si vous le jouez bien, ce qui permet de farmer ou de tuer les boss à une vitesse incroyable. Ce build est aussi plus que viable à haut niveau, ce qui évite d'avoir à passer par une respécialisation. Son défaut est qu'il demande d'être toujours en mouvement et d'être très actif, ce qui peut s'avérer fatigant. Le personnage est aussi assez fragile.

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Sorcier Éclats de glace : Le troisième Build Sorcier est bien placé, pour les mêmes raisons que les précédents. Sur le leveling, la version Éclats de glace est un peu en-dessous des autres, puisqu'il faut disposer des bons Aspects et/ou objets légendaires pour être performant. Vous risquez de souffrir sur les boss avant de disposer de tous vos outils pour compenser leur immunité au gel. En contrepartie, ce build surpasse les autres à très haut niveau.

Voleur Rafale : Sans surprise, le Voleur squatte ici aussi, avec un build alternatif également. Il libère une pluie de dagues sur ses ennemis en étant toujours incroyablement mobile. Vous gagnez en AoE avec ce build, même si la zone d'effet reste assez réduite, et en contrepartie, vous perdez du DPS sur les boss, ce qui explique sa position un peu plus basse dans le classement.

Nécromancien Lance d'os Sacrifice : Ce très puissant build va envoyer des Lance d'os surpuissantes qui vont dévaster les rangs adverses à travers tout l'écran. Les boss et les groupes d'ennemis n'ont aucune chance non plus face à son arsenal. En contrepartie, il n'a aucun serviteur, et absolument aucune compétence de mobilité, sans quoi, il se serait facilement hissé au sommet.

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Barbare Marteau des anciens : Le Barbare pointe le bout de son nez avec un build classique. Il a de la mobilité, et un bonus de groupe très apprécié en coopératif, et le marteau des anciens inflige de bons dégâts, même si l'AoE est plutôt réduite. Le problème est que la gestion de la Fureur est pénible au départ, et que les dégâts monocibles ne suivent pas.

Barbare Déchirure : On retrouve un peu les mêmes éléments que pour le Barbare HOTA au-dessus, mais avec encore plus de bonus de groupe, qui en font un choix populaire en coop. C'est cependant l'inverse en termes de dégâts, il est très bon en monocible, mais faiblard en AoE sur les groupes de monstres. Il n'a pas non plus grand-chose à gagner de la part des Aspects, ce qui bride sa progression.

Voleur Tir pénétrant : Pour les joueurs souhaitant une alternative au Chasseur de démon ou à l'Amazone, c'est le meilleur build possible. Il est simple à jouer, et ses AoE sont puissantes et utilisables de très loin. C'est le véritable sniper de Diablo 4. Cela se paye tout de même, avec un rythme de jeu un peu plus lent, qui demande de bien utiliser ses techniques à temps de recharge, et surtout de très bien viser. Rater un tir vous fera verser une petite larme à chaque fois.

Druide Tornade : Le Druide fait enfin son entrée dans le classement, avec un build viable à longue distance, qui inflige de larges dégâts de zone et qui dispose en prime d'une excellente survie. Bien entendu, il a ses défauts aussi, comme une mobilité et des dégâts monocibles faibles. Mais ce qui risque aussi de frustrer les joueurs est la difficulté de bien viser avec les tornades, ainsi que la gestion de sa ressource principale qui demandera votre attention en permanence.

Nécromancien Lance d'os serviteurs : On retrouve pas mal de points communs avec le build Lance d'os sacrifice. La différence majeure est qu'on utilise un maximum de serviteurs dans le cas présent, ce qui a ses avantages et inconvénients. D'un côté, ils vont tanker pour vous, et même avoir un DPS plutôt correct, ce qui rend ce build très confortable à jouer, surtout sur les boss. De l'autre, ils vont aussi partir dans tous les sens et éparpiller les ennemis. Ils ont aussi fortement tendance à mourir très rapidement dans certaines situations, ce qui demande de passer sont temps à les ramener à la vie plutôt qu'à DPS. L'absence d'une capacité de mobilité, mais aussi de la moindre compétence défensive, est un gros malus. Sans vos serviteurs, vous êtes vraiment tout nu. Vous pouvez aussi faire une croix sur ce build à haut niveau, si vous souhaitez être performant, les serviteurs ne servent plus à rien.

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Barbare Tourbillon : Le build le plus iconique du Barbare souffre toujours des mêmes problèmes, c'est-à-dire une gestion de la Fureur très difficile au départ, ainsi que des dégâts monocibles vraiment faiblards. Il faut mettre la main sur pas mal d'Aspects et certaines compétences de haut niveau avant de vraiment pouvoir commencer à jouer, ce qui n'est jamais plaisant durant le leveling. En contrepartie, il a d'excellents apports de groupe, et c'est un des meilleurs builds du jeu a très haut niveau, avec un farming de zone à une vitesse frénétique. Ce n'est pas pour rien qu'il a été utilisé par les premiers joueurs ayant atteint le niveau 100.

Druide pulvérisation : Les joueurs qui aiment les poils, mais qui ne veulent pas jouer Barbare, peuvent se rabattre sur le Druide Ursoïde. Ils vont alors pulvériser (littéralement) des groupes d'ennemis avec leurs grosses pattes. C'est plutôt amusant à jouer, et quasiment impossible à tuer, c'est un build tout à fait viable. Sa position est expliquée par son manque relatif de mobilité, son DPS monocible faiblard, et la gestion de l'Esprit, toujours problématique en druide.

Druide éboulement : Un build Druide spécialisé dans les sorts de terre et les familiers en tout genre. Quelque part, c'est un peu la version écolo du Nécromancien armée des morts. C'est assez simple et confortable à jouer, à défaut d'être très mobile. La gestion de l'esprit reste aussi un problème majeur.

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Cette section est plutôt vide, puisque, par définition, nous traitons plutôt les builds performants. La majorité des builds à thème que vous pouvez concevoir entrent probablement dans cette section, ou en F tier. Nous y listons le Nécromancien Sang et le Druide Déchiquetage (alias loup-garou), puisque ce sont les deux gros types de builds complètement absents au-dessus. Rappelons néanmoins que rien ne vous empêche de les jouer tout de même. Terminer la campagne avec, et pousser plus loin avec eux est possible. C'est simplement plus lent.

Diablo IV

En commençant la campagne au niveau 1 sur D4, le premier objectif est de la terminer et débloquer le niveau de monde 3. Afin de vous aider à monter en niveaux rapidement et à vaincre Lilith, découvrez des builds variés pour le Barbare, le Druide, le Sorcier, le Nécromancien et le Voleur.

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Bien choisir son build de haut niveau est important dans un Hack 'n' slash comme D4, puisque vous allez passer des dizaines, voire des centaines d'heures à l'optimiser. Voici une TL des classes et builds de D4 màj pour la S3, afin de savoir ce qui est le plus performant du niveau 50 à 100.

presentation classe diablo 4

Fan de nombreux types de jeux, j'accroche surtout quand il faut faire souffrir ses méninges et peaufiner son gameplay. Des raids WoW, je suis passé aux CRPG, puis des tacticals aux 4X, mais aussi les jeux FromSoftware.

presentation classe diablo 4

Le necro pet pas puissant haut niveau .... ce qui faut pas lire. Apprenez a faire votre taf avant de sortir des guides.<br /> <br /> Le necro invoc est niquel . Faut juste les buff en vie et degats avec les stuff . Avant de sortir un guide faite des spe en tier 4 .

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Pas surprenant mais je ne suis pas d’accord avec cette liste.<br /> Par exemple pour le leveling le druide compagnon est S-tier alors qu’il n’apparaît même pas dans votre classement, contrairement a d’autres sites bien réputés qui le mettent en haut du panier.<br /> Et ce n’est qu’un exemple parmi d’autres.<br /> Hormis le Sorcier qui est fumé (vous sentez la bonne odeur du nerf qui arrive…) cette liste est clairement à revoir.

L'actu

16:00 Nouveaux Aspects légendaires Diablo 4 Saison 4 : Ajouts du Patch 1.4.0

12:17 Diablo 4 : Table de butin des Uber Boss de la Saison 4, quels objets uniques et cosmétiques donnent t-ils ?

06:00 La saison 4 de Diablo 4 vient de commencer, et voici les 5 changements à ne surtout pas manquer !

06:00 Les meilleurs objets sur Diablo 4 coûtent 10 millions de pièces d'or, mais c'est une bonne chose d'après les joueurs pour la saison 4 et le jeu

16:16 Diablo 4 : Battle Pass Saison 4, prix, contenu, quels sont les cosmétiques gratuits à débloquer ?

15:00 Diablo 4 : Comment et où invoquer les 6 Uber Boss de la saison 4 ?

14:40 Nouveaux objets uniques Diablo 4 Saison 4 : Ajouts du Patch 1.4.0

06:00 "C'est un nouveau départ pour le jeu", les joueurs de Diablo 4 sont très enthousiastes et pressés de jouer à la Saison 4 proposée par Blizzard

08:00 Blizzard sort enfin une nouvelle classe sur Diablo, c'est seulement la deuxième en un an et ce n'est toujours pas pour Diablo 4...

06:00 "Laissez le décider de tout à partir de maintenant", les joueurs de Diablo 4 reprennent espoir avec le jeu grâce à un développeur qui leur ressemble

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The best Druid builds and skills in Diablo 4

Do you want to be a Werewolf or Werebear?

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Concept art of the druid in Diablo 4 in legendary gear

Druids are one of the most interesting classes in Diablo 4 . They’re not only able to control animals — they can turn into animals (and also cast powerful spells). The result is a class that’s packed with complex ability combinations that can deal massive damage. As such, designing an ideal Druid build is a puzzle in its own right. That’s where we come in, with our suggestions of the best Druid builds for Diablo 4 season 4 .

Druids can cast storm spells, control the earth, summon companions, or shapeshift into one of two creatures: a Werebear or a Werewolf. But what makes the class really interesting is its host of Legendaries that can make certain skills behave like others, allowing you to mix and match skills regardless of type.

In this Diablo 4 guide, we’ve gathered and simplified the best Diablo 4 Druid builds for season 4 . If you need even more information on item affixes or other more complex ideas, we’ve been sure to link out to the more detailed versions of these builds, as well as where to find their original creators.

Best Druid leveling build in Diablo 4 season 4

A Druid battles a giant evil skeleton world boss in Diablo 4

This build is based off browncoats’ Druid leveling guide at IcyVeins , and is purely for leveling: i.e., allocating your 58 skill points between levels 1 and 50. If you want more detailed information about the item affixes you want to look for on your gear, or which other Legendary powers are great for your build, check out the original IcyVeins guide .

Best skills for leveling

One of the easiest Druid leveling guides you can play is the companion build. It relies heavily on summoning allies like Wolves to fight alongside you, which reduces your own dependency on your Spirit resource, which is in short supply in those early levels. In this build, you’ll also be using Storm Strike , Blood Howl , Poison Creeper , Landslide/Tornado/Pulverize , and Cyclone Armor .

Here are the best skills for a Druid leveling build, organized by the exact order you should purchase them in — bearing in mind that some skills require you to allocate a number of skill points in the tree in order to unlock them. As such, you’ll need to unlock new skills before enhancing existing ones.

Note : browncoats’ guide recommends investing entirely in Storm Strike , Tornado , and Cyclone Armor until level 15. Then, once you unlock Spirit Bonds , you should reset and follow this order:

  • Storm Strike / Enhanced Strom Strike / Fierce Storm Strike / Storm Strike (ranks 2-4)
  • Cyclone Armor
  • Enhanced Cyclone Armor / Preserving Cyclone Armor
  • Enhanced Blood Howl
  • Poison Creeper
  • Landslide or Tornado or Pulverize (the Core skill is dependent on player preference)
  • Enhanced Poison Creeper / Brutal Poison Creeper
  • Enhanced Wolf Pack
  • Enhanced Landslide or Tornado or Pulverize
  • Brutal Wolf Pack
  • Passive Choice for Landslide or Tornado or Pulverize
  • Call of the Wild (rank 1-3)
  • Predatory Instinct (rank 1-3)
  • Preserving Blood Howl
  • Poison Creeper (rank 2-5)
  • Wolves (rank 2-3)
  • Ursine Strength
  • Wolves (rank 4-5)
  • Cyclone Armor (rank 2-5) or Blood Howl (rank 2-5)
  • Blood Howl (rank 2-5) or Cyclone Armor (rank 2-5)
  • Storm Strike (rank 5)
  • Digitigrade Gait (rank 1-3)
  • Ancestral Fortitude (rank 1-3)
  • Vigilance (rank 1-3)
  • Heightened Senses (rank 1-3)

Best Spirit Boon setup for leveling

Once you unlock the Spirit Boon system for your Druid, you’ll want to use your Druidic Spirit Offerings to select these five Boons in this order:

  • Packleader – Wolf
  • Scythe Talons – Eagle
  • Wariness – Stag
  • Overload – Snake
  • Swooping Talons – Eagle

Best Legendary Aspects for Druid leveling build

When you first start your new character, complete these three dungeons first in order to collect their Aspects . Then place them on a piece of gear (ideally jewelry, when possible). Just keep in mind that you should replace these Legendaries with new versions using the imprint system every few levels.

  • Nighthowler’s Aspect (Forbidden City in Fractured Peaks) — Blood Howl increases Critical Strike Chance X%. In addition, Blood Howl also affects nearby companions and players for 3 seconds.
  • Aspect of Cyclonic Force (Collapsed Vault in Kehjistan) — Cyclone Armor also provides Physical Damage Reduction. In addition, Cyclone Armor will also be applied to all nearby allies
  • Aspect of Might (Dark Ravine in Dry Steppes) — Basic Skills grant 20% Damage Reduction for X seconds.

Best Druid endgame build for season 4 — Werewolf Tornado

This build is based off of IBoilerUp ’s Werewolf Tornado Druid endgame guide at MaxRoll.gg , and is a general endgame guide capable of finding success in all activities. This guide assumes that you’re over level 50, have access to all 58 skill points, and are making progress on your Paragon Boards. If you want more detailed information about the item affixes you want to look for on your gear, or why these Legendary powers are great for your build, check out the original MaxRoll guide .

Best skill points for Werewolf Tornado Druid build for endgame

This build utilizes Tornado as its core skill and main means of dealing damage. It also uses Trample , Poison Creeper , Raven , Debilitating Roar , and Wolves .

Since you need all 58 points for this build, the order you select these skills in doesn’t matter as long as you have the pre-requisite points in the earlier Skill Tree tiers. Here is how you should spend your skill points for this build:

  • Wind Shear / Enhanced Wind Shear
  • Tornado (rank 1-5) / Enhanced Tornado / Raging Tornado
  • Heart of the Wild
  • Wild Impulses (rank 1-3)
  • Iron fur (rank 1-3)
  • Debilitating Road / Enhanced Debilitating Roar / Preserving Debilitating Roar
  • Ancestral Fortitude
  • Ravens / Enhanced Raven / Brutal Ravens
  • Trample / Enhanced Trample / Savage Trample
  • Toxic Claws
  • Envenom (rank 1-3)
  • Defiance (rank 1-3)
  • Circle of Life (rank 1-3)
  • Natural Disaster (rank 1-3)
  • Quickshift (rank 1-3)
  • Bestial Rampage

Druid Spirit Boons for Werewolf Tornado build

Here are the five Spirit Boons you want to select for this Druid build:

  • Wariness - Stag
  • Avian Wrath - Eagle
  • Iron Feather - Eagle
  • Bolster - Wolf
  • Masochistic - Snake

Legendary Powers and Uniques for Werewolf Tornado Druid build

To make this build work, you’re going to need powerful Legendary Powers and Unique items to augment your build.

IBoilerUp recommends these items:

  • Helm : Tempest Roar (Unique)
  • Chest : Vigorous Aspect (dungeon drop)
  • Gloves : Stormchaser’s Aspect
  • Pants : Juggernaut’s Aspect
  • Boots : Wildheart Hunger (Unique) or Wind Striker (dungeon drop)
  • Two-handed axe : Shepherd’s Aspect (dungeon drop)
  • Amulet : Aspect of the Changeling’s Debt (dungeon drop)
  • Ring 1 : Hunter’s Zenith (Unique) or Aspect of Retaliation (dungeon drop)
  • Ring 2 : Aspect of the Stampede

If you want to get into the nitty gritty of stat priorities, refer to IBoilerUp’s original guide .

Paragon Boards for Werewolf Tornado Druid build

The Paragon Board system is very complex, and you’ll want to carefully pair your Glyphs with specific boards for your class:

  • Starter Board / Werewolf Glyph
  • Ancestral Guidance / Exploit Glyph
  • Lust for Carnage / Undaunted Glyph
  • Thunderstruck / Earth and Sky Glyph
  • Heightened Malice / Legendary Node only, no Glyph
  • Constricting Tendrils / Territorial Glyph

You should level your Glyphs to 15 in this specific order:

  • Territorial
  • Earth and Sky

You can path your own way through the Paragon Boards following these basic guidelines. However, for the best results, follow IBoilerUp’s p ath exactly.

How to make a great Druid build

A druid sits at a campfire next to a textual description of the druid class in Diablo 4.

Druids is Diablo 4 ’s hybrid caster and melee class, but their most unique trait is their ability to shapeshift into either a Werebear or a Werewolf. Druids have access to six Key Passives , but four builds that primarily stem from them:

Werebear is the Druid’s more defensive transformation, although it can be extremely deadly when built out correctly. Werebear’s will take advantage of either the Ursine Strength Key Passive or the Bestial Rampage Key Passive . Werewolf builds are the faster, deadlier Druid builds, but they’re also far less defensive. Werewolf builds will use either the Lupine Ferocity Key Passive or the Bestial Rampage Key Passive .

Druid’s caster builds mimic shapeshifts. Earth builds are the more defensive of the two (and are typically melee-based), and will use either the Earthen Might or Nature’s Fury Key Passives . Storm skills are heavy Spirit spenders, and can be cast from much further away. Storm builds benefit from the Perfect Storm or Nature’s Fury Key Passives .

Many of the class’ Legendaries allow you to transform certain skills into other skills (turning all Storm skills into Werewolf skills, for example). But if you’re building your own Druid class, keep in mind that you’ll end up building either a caster or a shapeshifter and selecting one of these Key Passives. However, it’s also important to keep in mind that — with the use of some powerful Legendaries and Uniques — you can make shapeshifter builds that are also casters.

Looking for other Diablo 4 builds? We have explainers on the Sorcerer , Rogue , Barbarian , and Necromancer classes.

  • Altar of Lilith map
  • Endgame bosses
  • How to farm XP
  • All Vampiric Powers
  • All Aspect and dungeon locations

Diablo 4 guide and tips

  • 13 things to know before starting Diablo 4
  • Should you choose the Seasonal or Eternal Realm?
  • Who are Inarius and Lilith?
  • How to change World Tier difficulty level
  • The best Diablo 4 campaign mission order
  • What is the level cap and max Item Power?
  • When do you get a horse?
  • What is the best class in Diablo 4 for you?
  • The best Barbarian builds and skills (updated for season 2)
  • The best Necromancer builds and skills (updated for season 2)
  • The best Rogue builds and skills (updated for season 2)
  • The best Sorcerer builds and skills (updated for season 2)
  • All Season Journey objectives (updated for season 2)
  • All Vampiric Powers and effects (season 2)
  • How to summon endgame bosses (season 2)
  • How to farm Malignant Rings
  • How to use Smoldering Ashes and Season Blessings
  • All Faded Plaque solutions and buffs
  • All Malignant Hearts and effects
  • All Uniques and effects
  • How to switch weapons as a Barbarian
  • How to summon a golem as a Necromancer
  • What does ‘Fortified’ mean and how does it work?
  • What does ‘Lucky Hit’ mean and how does it work?
  • What does ‘Overpower’ mean and how does it work?
  • The best ways to farm XP
  • How to use Aspects to power up your gear
  • How elemental resistance works
  • How to get Crushed Beast Bones and upgrade your potion
  • How to use Invokers
  • How and where to use Murmuring Obols
  • How to salvage your gear, and why you should
  • How to get Sigil Powder
  • How to transmog gear (change its appearance)
  • How to get Whispering Keys
  • What to do in the endgame
  • How to unlock Nightmare Dungeons
  • World Boss times, locations, and rewards
  • Helltide timer and loot guide
  • ‘A Prayer of Salvation’ walkthrough
  • ‘Keeping the Old Traditions’ walkthrough
  • ‘Reject the Mother’ riddle solution
  • ‘Rite of Passage’ Holy Cedar Tablet inscription solution
  • ‘Secret of the Spring’ riddle solution
  • All Altars of Lilith map
  • All Dungeons map, plus full Aspects list
  • All Malignant Tunnels map
  • All Purveyors of Curiosity map
  • All Strongholds map
  • All Tortured Gifts of Mysteries map
  • Altars of Lilith locations (Dry Steppes)
  • Altars of Lilith locations (Fractured Peaks)
  • Altars of Lilith locations (Hawezar)
  • Altars of Lilith locations (Kehjistan)
  • Altars of Lilith locations (Scosglen)
  • Stronghold locations (Dry Steppes)
  • Stronghold locations (Fractured Peaks)
  • Stronghold locations (Hawezar)
  • Stronghold locations (Kehjistan)
  • Stronghold locations (Scosglen)

presentation classe diablo 4

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Diablo 4 Beginner's Guide: Levels 1-50 - Season 4

  • Beginner's Guide to World Tiers I and II covers beginning steps as well as the leveling experience up to Level 50. You are currently viewing this guide, and your character level should be between level 1 and 50.
  • Beginner's Guide to World Tier III discusses midgame progression and strategies, coaching players through what they need to know in preparation for the endgame grind.
  • Beginner's Guide to World IV presents the endgame in all its difficulty and richness. In this final guide, players will be introduced to the core endgame activities and our associated guides, e.g. Post-Campaign Activities and Build Recommendations, the Diablo 4 Boss Overview, and our Guide to Target Farming Unique and Uber Unique items.

Getting Started in Sanctuary

Class selection.

  • The Barbarian on the far left sharpens their axe and inspects it; this class is known for rushing into battle fearlessly with an arsenal of weapons at their disposal, shouting both at enemies and allies in a way that blurs the line between right and wrong. It is not death that the Barbarian fears, rather they dread the lapse of fervor.
  • The Necromancer next to them fidgets abruptly and begins summoning skeletons up from the ground behind them; this class is known by their ability to summon hordes of minions to suit their needs through the use of shadow, bone, and death magics.
  • The Sorcerer plays with the fire they've summoned in the palms of their hands; this class is a master of the elements and controls enemies through those very means.
  • The Rogue comes to attention with the slash of their daggers glowing with a shadowy hue; this class moves the fastest of all five, outmaneuvering enemies to deliver blow after blow.
  • The Druid kneels by the fireside with a pair of wolves surrounding them; as you hover over this class, an earthly presence alights in the eyes of the Druid and its summoned companions — a lightning bolt crashes above the ruinous cathedral that looms in the background.

Gameplay Options

  • Select Hero Realm Diablo 4 is a live-service action role-playing game (with massive multiplayer online vibes), and that means the newest and freshest in-game content is released on a seasonal cadence through the Seasonal Realm . This is the realm you want to choose to experience the newest season, which typically includes new activities, crafting options, and a storyline. Notably, all characters that were created in the Seasonal Realm will be moved to the Eternal Realm when the season ends. These characters can continue to be played on the Eternal Realm , and their seasonal Stash is transferred with them. Both of these realms are online, meaning that Diablo 4 currently was no way to play in offline mode.
  • Select Difficulty Difficulty in Diablo 4 is dictated by the specific World Tier your character is in, so this is the way we are separating out the Beginner's Guides. We'll discuss the different World Tiers in more detail later on as they become more applicable to character progression. For right now though, choosing between World Tier 1 and World Tier 2 is a matter of your own experience and comfortability playing ARPGs. The game's tooltip provides the majority of information you need to decide, but it is important to note that World Tier 2 provides 20% increased Experience gain from killing monsters. You can also change the World Tier difficulty at any time from either the Character Select Screen or from the World Tier Statue in the middle of Kyovashad.

Gameplay Mechanics

  • Character movement , how players move their character around the screen, defaults to mouse movement. This means the character moves to the location where the cursor has clicked. Keyboard movement, or W-A-S-D movement, can be chosen in the Options > Controls > Key Bindings > Preset menu. And for controllers, character movement simply happens via joystick direction. Check out our guide on User Interface Options and Keyboard Shortcuts to learn more about accessibility options.
  • Evade , the movement ability all classes have, can be used with the space bar on PC, the B button on Xbox, or the O button on PlayStation. Evade charges, or the number of times a character can dash, are increased through gear.
  • Healing Potion , the primary source of healing in Diablo 4, can be used by pressing "Q" on your keyboard, LB on Xbox, or L1 on PlayStation. Potion Capacity, or the number of Healing Potions available to players, are increased in two ways: 1) Zone Renown and 2) Gear Affixes. Renown is discussed in the "Exploring the World" section.
  • Mount , the preferred method of travel across Sanctuary, can be accessed by pressing "Z" on your keyboard or Right on the D-Pad on controllers. If you have not completed the Campaign, Mounts will not be available until after completing Acts 2 and 3. Complete information on unlocking Mounts is available in our Mount Overview Guide.

Multiplayer Overview

  • Parties and Clans — Parties in Diablo 4 are temporary and consist of up to four players. If you are looking for a more permanent option that can fit many players, Clans make this possible — Clans = guilds. They offer a Clan interface with many settings, such as setting a message of the day, a separate Clan voice chat, and much more. You are also able to list your Clan so that others can apply for it or search for a Clan yourself through the game menu.
  • Trading Items and Gold — You can trade with other players by standing near them and opening the Action Wheel (default key bind E or Up on the D-Pad ) or by right-clicking their portrait if it is a party member. Choose Invite To Trade or Request Trade depending on your option of choice.
  • World Events and Dungeons — World Events like World Bosses and The Gathering Legions can have up to 12 players participate at once. Players can simply run into the zone, which is illuminated on your map, and automatically find other players. Dungeons and the endgame equivalent Nightmare Dungeons can be entered with a party of up to four players. Dungeons are always private for you and your party.
  • Player-versus-Player Combat — PvP gameplay in Diablo 4 is restricted to a single zone: the Fields of Hatred. Once you walk into this zone, you'll recieve a tutorial quest that explains how the zone works. More on PvP can be found in the Fields of Hatred PvP Guide.

Progressing Your Character

Campaign walkthrough, early game crafting.

  • Alchemist — The Alchemist unlocks via a priority quest when characters reach Level 10. At that point, players can upgrade their Healing Potion and begin crafting Elixirs. As players continue to level, different kinds of Elixirs and Incense will unlock, allowing players to buff primary and secondary stats, Experience gain, and certain Resistances. Once a character unlocks the Alchemist, all other characters on the same account are able to use their services.
  • Occultist — The Occultist unlocks via a priority quest at Level 25 and is a very important vendor available to players throughout the extent of the game, given that Occultists have the ability to Imprint Legendary Aspects onto items. As we will discuss at greater length in the "Beginner's Guide to World Tier III," the core gameplay loop of itemization has to do with slotting in various Legendary Aspects that provide a variety of both active and passive player powers. On top of this system, the Occultist also crafts Nightmare Sigils for use in Nightmare Dungeons and Enchants items. Players will come to use both of these systems often in mid- and endgame progression. For now, Imprinting Aspects is the focus for players in the early stages of leveling.
  • Jeweler — The Jeweler unlocks via a priority quest at Level 20. At this point, players can begin Crafting and Salvaging Gems and adding Gem Sockets to gear. Throughout world content, players will find Gem Fragments that drop for each Gem type. Those Gem Fragments are combined to create any one of the five power levels for each Gem type. Gems provide primary and secondary Stats and Resistances.
  • Blacksmith — The Blacksmith unlocks via a priority quest at level 10. At this point, players can begin: salvaging items they don't need for the crafting materials; salvaging Legendary items to extract the Aspect and have it stored automatically in the player's Codex of Power; repair all gear, which after death losses 10% durability; and Temper all gear.
  • Tempering — One of the newest crafting systems for use throughout the extent of leveling and endgame content is Tempering. This crafting system allows players to customize gear through the use of Temper Manuals that add specific, powerful affixes to Legendary and Rare items. These affixes support specific builds and playstyles that align to certain class themes, examples of those affixes include general class-agnostic affixes such as +Maximum Life, +Movement Speed, +Damage and class-specific affixes such as +Berserking Duration, +Chance for Tornado Projectiles to Cast Twice, and +Corpse Explosion Size. This system unlocks as soon as players find a Temper Manual drop.
  • Masterworking — Another system added in Season 4, Masterworking allows players to upgrade the Gear Affixes and Tempering Affixes on their gear. This is an endgame system that requires materials dropped from challenging content, so don't worry about this yet.

Leveling Build

  • How Skill Points are Spent — Each level through Level 49 awards a skill point. At Level 50, players will have a total of 58 points to spend. Ten of those points come directly from the Renown system, which we discuss further into this guide. Within the skill tree itself, it takes two points to progress from Basic to Core Skills, four more points to progress into Defensive Skills, five more points to progress into the next cluster of class-specific skills, five more points to progress to the next class-specific skill cluster, seven more points to progress into Ultimate Skills, and 10 additional points to progress to Key Passives. In some cases, it's better to invest one point into a skill for immediate use, and then come back later to invest more into rounding out its strength. This is typically done with Core Skills.
  • The Appropriate Class Mechanic — All classes have a specific Class Mechanic that provides some inherent buffs to performance. For example, Druids have the Spirit Boon system, which provides passive buffs to certain skills and synergies. Necromancers have what is called the Book of the Dead, which empowers and upgrades your minions. More information on each unique Class Mechanic can be found on our class overview guides.
  • Which Legendary Aspects and Temper Manuals Synergize Best — Central to a leveling build's strength is the synergy between its chosen skills, equipped Legendaries, and Temper Manuals. Each of the Wowhead build guides point out the required and alternate Aspects for players to achieve each build's true strength. If you'd like to check out a specific class Skill Tree and begin modeling a future character or build yourself, check out the Wowhead Build Planner .

Exploring the World

Overview of sanctuary.

  • The Alchemist who is marked in your map by the Mortar and Pestle icon.
  • The Occultist who is marked in your map by the Trefoil icon.
  • The Jeweler who is marked in your map by the Gem icon.
  • The Blacksmith who is marked in your map by the Anvil icon.
  • The Purveyor of Curiosities who is marked in your map by the Gold Bag icon.
  • The Stable Master who is marked in your map by the Horse icon.
  • The Stashes are marked in your map by the Chest icon.

Renown System

  • Waypoints — As mentioned above, unlocking Waypoints is both simple and important to efficiently traveling around Sanctuary. Waypoints grant 20 Renown.
  • Strongholds — Initially showcased as one of the premier leveling experiences in Diablo 4, Strongholds are one-time per character open-world events. Each zone has three Strongholds and an accompanying narrative, so it's not simply killing monsters for killing's sake. Once the Stronghold has been liberated, a difference in the world will occur for your character. Some Strongholds host events, others turn into towns with the expected amenities, and some will reveal Dungeons. These events can be completed solo or in a group and will earn you 100 Renown points per Stronghold.
  • Altars of Lilith — This Renown Activity is low-key one of the most important parts of your leveling experience, to the degree that it's recommended you go through with the grind and unlock all Altars of Lilith that are hidden throughout the open world of Sanctuary before tackling the Capstone Dungeon. They are usually found off the beaten path, e.g., in dead ends, down tunnels, or on cliff faces. Finding an Altar will permanently increase a specific stat for all characters on your account. This is especially useful for speeding up the early stages of leveling for another character. Collecting all Altars will result in a total stat gain of: +68 Strength, +68 Intelligence, +68 Willpower, +68 Dexterity, +100 Murmuring Obol Capacity, and +4 Paragon Points.

Open-World Events

  • World and Zone Events — Certain locations around the map host World Events - small objectives that, upon completion, provide players with gear, Gold, and Murmuring Obols that serve as a currency for Gambling at the Purveyor of Curiosities vendor in Diablo 4. Other players in the world around you can join these World Events seamlessly, so you won't necessarily be going it alone, though all World Events are soloable if you're the only adventurer in that particular corner of Sanctuary.
  • Helltides — In Season 4, Helltides have transformed from the endgame material farm of past seasons into the S-tier method of leveling for characters in World Tiers I and II. Monster density has been decreased to avoid overwhelming characters that have less defined builds and toolkits on these lower World Tiers, but the event has received additional mechanics to make gameplay more involved, rewarding, and challenging. For example, they've introduced a Threat Meter that eventually initiates an ambush frenzy marked by a giant wyrm-like beast emerging from Hell to vomit up hordes of demons.

Capstone Dungeon for World Tiers I and II

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The Wowhead Client is a little application we use to keep our database up to date, and to provide you with some nifty extra functionality on the website!  

It serves 2 main purposes:  

  • It maintains a WoW addon called the Wowhead Looter , which collects data as you play the game!  
  • It uploads the collected data to Wowhead in order to keep the database up-to-date!  

You can also use it to keep track of your completed quests, recipes, mounts, companion pets, and titles! 

So, what are you waiting for? Download the client and get started. 

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Diablo 4 Rogue

Best Rogue build for The Pit of Artificers in Diablo 4 Season 4

Image of Alejandro Josan

Use your agility and your arsenal of arrows to deal with the strongest demons ever in Sanctuary. Here is the best Rogue build for The Pit of Artificers in Diablo 4 Season 4: Loot Reborn.

Diablo 4: Best Rogue Build for The Pit of Artificers

While I tend to favor the hard-hitting classes such as the Barbarian or Druid, it is undeniable that the Rogue class has been on top of the meta for a time. And while Season 4 favors other classes like the Necromancer, they still are a class perfectly capable of clearing The Pit of Artificers thanks to the Rogue Barrage build . Thanks to your shadow damage and countless of Barrage arrows, your Rogue will deal with those merciless hordes guarding those precious Masterworking materials .

With Tibault’s Will as your Uber Unique multiplying your damage output, head on first with your Heartseeker arrows and use Shadow Imbuement to boost your damage further . Use your Dash skill and Shadow Step to increase the enemy’s Critical Strike Damage intake and stun your enemies, respectively, becoming Unstoppable in the process – which can also be achieved by using Concealment .

Diablo 4 Pit Of Artificers Portal

Double Swing Barbarian The Pit Build: Skill Bar

  • Heartseeker : Fire an arrow that seeks an enemy, dealing 24% damage and increasing your Critical Strike Chance against them by 5%[+] for 4 seconds, up to 15%[+].
  • Barrage : Unleash a barrage of 5 arrows that expands outwards, each dealing 22% damage. Each arrow has a 20% chance to ricochet off an enemy up to 1 time. Ricochets deal 40% of the arrow’s Base damage.
  • Shadow Step : Become Unstoppable and quickly move through the shadows to stab your victim from behind for 72% damage. Gain 50% increased Movement Speed for 2 seconds afterwards.
  • Dash : Dash forward and slash enemies for 36% damage.
  • Concealment : Vanish from sight, gaining an advanced form of Stealth for 5 seconds that 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.
  • Shadow Imbuement : Imbue your weapons with festering shadows. Your next 2 Imbueable Skills deal Shadow damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing 40% damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal 40% damage to only that enemy.
  • Combo Points (Specialization): Your Basic Skills now Generate Combo Points. Certain skills consume Combo Points for additional effects.

Double Swing Barbarian The Pit Build: Skill Point allocation

Double swing barbarian the pit build: paragon board classes and glyphs.

Alternatively, you can choose Poison Imbuement and exchange the Nightstalker Glyph with Tracker, allowing you to deal more Poison damage to your enemies. Test this build if you wish and adapt it to your playstyle and be sure to check out more of our build guides for Loot Reborn, I bet you will also find that classes such as the Necromancer are fun to play as well!

How to unlock the Exhibition Room keypad in Lorelei and the Lazer Eyes

Blizzard's internal Diablo 4 playtests are a 'cursed problem' where 'to really test our game, you need to spend your life playing our game,' designer says

Some problems take 200 hours to identify.

Diablo 4's lead class designer called trying to test an action RPG made to be played for hundreds of hours "a cursed problem" (referencing a 2019 Riot GDC talk ) that would take "more hours than what you would normally expect someone to work at a job," in an interview today with Diablo 4 streamer Raxxanterax .

Jackson was answering a question about how the team incorporates player feedback and internal playtesting into Diablo 4's development. He said the live team regularly monitors feedback from Reddit, streams, and the forums but also spends every day playing the game on their own, keeping a list of things that could be better.

"We have the ability to see data all over the game of how many people are equipping different legendary aspects, how many people are engaging with certain types of content," Jackson says. "We can see what's working, what's not working, what people are actually doing versus what they say."

But player feedback and data don't exist for new systems that haven't been added to the game yet, which is "where things get a lot harder," Jackson says. He calls it a "cursed problem" trying to thoroughly test a game as complex as Diablo 4.

We have to use our guts and existing ideas and telemetry to figure out if the decisions we make are right. Adam Jackson, lead class designer

"Diablo is a freakin' huge game that takes forever to play and really truly understand because our systems are so interconnected. So there is no substitute for actually going through that 80-hour experience and playing everything," he explained. "The part that makes that really hard, and where I think the community gives us a hard time sometimes … is that to really test our game you need to spend your life playing our game."

That's why they need the help of data analysts and QA testers, he says. "I would love to play season 5 200 hours before it comes out [but] I only get it for 50 hours. We have to use our guts and existing ideas and telemetry to figure out if the decisions we make are right."

Diablo 4 season 4 masterworking menu

As an example, Jackson pointed to Diablo 4's new masterworking crafting system on the season 4 public test realm (PTR) last month. Every single time you upgraded an item, you were forced to watch a short animation of a circle filling up with molten metal. Players immediately revolted at the prospect of having to sit through it hundreds of times as they play.

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Blizzard has since fixed that issue by including a skip button, but Jackson says it's an example of the kind of thing that's hard to test internally. "That kind of stuff is where sometimes things fall through the cracks," he said, and that you have to balance the feedback of "doing this thing 2000 times is actually terrible because you gotta wait forever versus well, we want to have a moment of celebration and for the cool thing to be cool."

Now, Jackson says, the team considers what every new feature should be like if you're doing it for 200 hours, while also thinking about the presentation of it for less-experienced players. "The answer is not always so obvious, but we are receptive to when the community tells us clearly 'hey, no, we want it this way,' we're going to do it that way."

Diablo 4 season 4 launches on May 14 with one of its biggest updates ever.

Tyler has covered games, games culture, and hardware for over a decade before joining PC Gamer as Associate Editor. He's done in-depth reporting on communities and games as well as criticism for sites like Polygon, Wired, and Waypoint. He's interested in the weird and the fascinating when it comes to games, spending time probing for stories and talking to the people involved. Tyler loves sinking into games like Final Fantasy 14, Overwatch, and Dark Souls to see what makes them tick and pluck out the parts worth talking about. His goal is to talk about games the way they are: broken, beautiful, and bizarre.

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COMMENTS

  1. Classes Diablo 4 : Liste et infos, lesquelles sont disponibles à la

    25. 7. Vous pourrez choisir parmi 5 classes dans Diablo IV, découvrez le Barbare, la Sorcière, le Druide, la Voleuse et le Nécromancien, ainsi que leurs capacités, mais aussi nos théories et ...

  2. Classes

    Classes. Diablo 4 is an action role-playing game featuring multiple Classes that players can choose from to fight the relentless armies of Hell. Each of these iconic classes focus on powerful hero ...

  3. Diablo IV

    Your look. Your build. Your class.Learn how you can play your way in #DiabloIV.Pre-purchase and get up to 4 days Early Launch Access: https://diablo4.com

  4. Diablo 4 Classes Explained: Which one to choose and why

    This guide is up-to-date for Season 3 and Patch 1.3.0. Check our Diablo 4 Builds Catalog of uniquely crafted builds for each class. Diablo 4 currently has five different classes: Barbarian, Druid, Necromancer, Rogue, and Sorcerer. Each of these classes has different advantages and disadvantages, which unless you're absolutely sold on a ...

  5. Diablo 4 Les Meilleures Classes, Builds Et Tier Liste

    Nouvelle vidéo sur DIABLO 4 : Les meilleures classes ! Comment bien choisir sa classe ? Quels builds choisir durant le leveling ? Je résume les cinq classe...

  6. Class Tier List for Diablo 4 (Season 4)

    The class tier lists are up to date as of May 12th, 2024, and account for all the balance patches since Diablo 4 was launched (including seasons). Class Overview Barbarian. The Barbarian is a melee class that is tanky and mobile, with the ability to deal good close-range damage and bleed effects. This class can equip multiple weapons and assign ...

  7. What is the best class in Diablo 4 for you?

    What is the best class to pick for Diablo 4 season 4? Based on Blizzard's very first public test realm for Diablo 4 season 4, Loot Reborn , is debatably the game's most-balanced season to date.

  8. Diablo IV Feature Overview

    Diablo IV will feature permanent character progression as well as personal customization. To accomplish this, we're reintroducing both Skill Points and Talent Trees. Skill Points will be earned by leveling up as well as by hunting down rare tomes out in the world. You can choose to spend Skill Points as you go, save them up to invest more ...

  9. Season 4 Class Tier List Predictions and Preferences : r/diablo4

    For my part I really want to make a frozen orb wizard I have watched several videos already on the subject and it looks interesting. Robs predicted tierlist is Necro > Druid > Barb/Sorc > Rogue. honestly, it looks like there's going to be decently good builds for every skill.

  10. Diablo 4 Classes Guide: What Class to Play? (Gameplay Breakdown)

    Check out the GNC Gaming page: https://bit.ly/GNCxRhykker and use discount code rhykker15, good for a single item!Wondering which class to play in Diablo 4? ...

  11. Diablo 4 season four class tier list

    Necromancer is the best class in Diablo 4 season four, and that's mostly because all companions now receive 100 percent of the player's attributes, which include Necromancer minions. This ...

  12. All Diablo 4 Season 4 Class Changes

    Today's PTR patch notes were huge and brought a giant amount of changes to all classes for Season 4. We have everything from actual skill and passive changes to Unique item and Legendary Aspect adjustments, Paragon node tweaks and bug fixes. ( Source URL ) Necromancer, Barbarian, Druid, and Sorcerer Companions now receive 100% of the player ...

  13. Best Diablo 4 Classes: Every Season 4 Class Ranked Worst to Best

    4. Rogue. It feels like Rogues are generally considered to be the worst class in Diablo 4: Season 4, and I understand why. Now that the Diablo 4 team has finally put their foot down on those ...

  14. Barbarian Class Overview Diablo 4

    Berserking. The Barbarian is the only class in Diablo 4 with the amazing Berserking buff, which gives them 25% increased damage and 15% Movement Speed. Quick Movement. The Barbarian has multiple movement skills and various ways to boost their base Movement Speed both actively and passively. Can DPS at Range or while Moving.

  15. Quelle classe choisir pour débuter sur Diablo 4

    Le plus important est de choisir la classe qui vous plaît, tout en jetant quand même un oeil pour savoir si elle est bien placée pour vos activités de prédilection. Si vous n'avez jamais joué à un Diablo et que vous savez d'avance que vous avez peu d'heures à consacrer à D4, le Druide n'est peut-être pas le choix idéal.

  16. Diablo 4 Tier List

    Simple, Bashic Barbarian. Arc Lash - Ghostface Sorcerer. Blizzard - King of the North Sorcerer. Ball Lightning - Zeus Tank Sorcerer. Frozen Orb - Jon Snow Sorcerer. Gigachad Minions Necromancer. WereNado - Tornado Druid. World of Thorns - Thorns Barbarian. Season 4 Builds Available Now Loot Reborn is changing the meta!

  17. The best Barbarian builds and skills in Diablo 4

    Best Barbarian leveling build in Diablo 4 season 4. This build is based off Lexyu 's Barbarian leveling guide at IcyVeins, and is purely for leveling: i.e., allocating your 58 skill points ...

  18. Which class should you play in Diablo 4 Season 4?

    Druid in patch 1.4.0. The Druid is D4's hybrid class with the chance to swap quickly between multiple playstyles — shifting into a tanky Werebear or slashing Werewolf, slinging Tornados from a distance, and overall surrounding yourself with Nature's strength to dominate your enemies. The D4 Druid is the jack of all trades class, but remember, that saying ends with "master of none."

  19. Tier List Diablo 4 : Quels sont les meilleurs classes et builds de

    Bien choisir son personnage est important, car ce sera lui qui définira votre façon de jouer. Voici une tier list des classes et builds de D4, afin de savoir ce qui va XP le plus rapidement et ...

  20. The best Druid builds and skills in Diablo 4

    Best Druid leveling build in Diablo 4 season 4. This build is based off browncoats' Druid leveling guide at IcyVeins, and is purely for leveling: i.e., allocating your 58 skill points between ...

  21. Diablo 4 Beginner's Guide: Levels 1-50

    Class Selection In Diablo 4, players have the choice of five different classes, each with a move-set and playstyle that intuitively reflects the nature of their archetypes. After class selection, players will go through customization options, choosing everything from skin tone and eye color to hairstyles, jewelry, makeup, and markings or ...

  22. Diablo 4 expert reveals best class in Season 4

    Although Diablo 4 won't see the arrival of a new class in Season 4, the existing classes are getting some tweaks and balances when the new season drops on May 14.. The changes that are coming to every class in Diablo 4 have been detailed in the patch notes for the new season, giving players and theory crafters enough grounds to speculate what the best class could be.

  23. Best classes in Diablo 4 Season 4, ranked

    NPC knows Peter is Spider-Man. Next. Stay. Necromancer. best class to play. Golem Mastery Shadowblight Wither Legendary Node. Sorcerer. Necromancer. Barbarian.

  24. Best Rogue build for The Pit of Artificers in Diablo 4 Season 4

    Barrage: Unleash a barrage of 5 arrows that expands outwards, each dealing 22% damage. Each arrow has a 20% chance to ricochet off an enemy up to 1 time. Ricochets deal 40% of the arrow's Base ...

  25. Diablo 4: Players Share the Most Fun Classes in the Game

    Players who relish the role of summoning minions and controlling the battlefield gravitate towards the Necromancer, enjoying the strategic gameplay and thematic depth the class provides. For a Diablo 4 player, the choice of the 'funnest' class is a deeply personal one, influenced by their gameplay preferences, nostalgia for past Diablo ...

  26. BIEN DEBUTER SUR DIABLO 4

    Bonjour a vous les diabloteurs !J'espère que vous allez bien, maintenant on est a 5 jours de la sortie en early access! C'est pour bientôt !Une rapide présen...

  27. Blizzard's internal Diablo 4 playtests are a 'cursed problem' where 'to

    Diablo 4's lead class designer called trying to test an action RPG made to be played for hundreds of hours "a cursed problem" (referencing a 2019 Riot GDC talk) that would take "more hours than ...