Introdução
Bem-vindo ao Guia de Classe do Bárbaro para Diablo 4. O Bárbaro é uma das cinco classes jogáveis de Diablo IV. Ele tem uma força incomparável e maneja habilmente todo um arsenal em batalha, com uma arma para cada ocasião. Ele emite gritos de guerra intimidadores e desfere golpes que fazem tremer o solo, enviando hordas que se aproximam cambaleando.
O Bárbaro é uma classe fisicamente poderosa, capaz de empunhar duas armas e causar danos significativos. Eles também são bastante resistentes, capazes de suportar muitos abusos e ainda lutar. Bárbaros são uma classe flexível que pode ser usada de várias maneiras. Eles podem ser projetados para causar grandes quantidades de dano, tanque ou atender qualquer necessidade entre elas. Os Bárbaros também têm uma variedade de talentos que lhes permitem desferir ataques rápidos em frenesi, reintroduzindo um estilo popular de jogos anteriores.
Este artigo aborda tudo o que você precisa saber sobre o Bárbaro, incluindo habilidades, atributos, equipamento ideal e mecânica detalhada. Este artigo será atualizado regularmente com as informações mais recentes, ajustes de estratégia, teorias e registros que serão alterados com as atualizações do jogo, e todas as alterações serão documentadas abaixo. Para obter mais informações e feedback da comunidade, leia a Seção de Comentários desta página ou visite o Canal do Dustbowl 1930 no Discord.
Resumo do Bárbaro
Atributos Básicos
Com cada nível, os jogadores podem alocar pontos para Força, Inteligência, Força de Vontade e/ou Destreza, dependendo de sua classe e estilo de jogo. Os efeitos de cada Atributo Básico variam dependendo da classe escolhida, permitindo que os jogadores ajustem suas construções e adaptem seus personagens ao seu estilo de jogo preferido.
Os quatro Atributos Básicos do jogo afetam o Bárbaro da seguinte forma:
-
Força
- Aumenta o Dano da Habilidade;
- Aumenta a Armadura;
-
Destreza
- Aumenta a chance de acerto crítico;
- Melhora a chance de esquivar de ataques;
-
Inteligência
- Aumenta todas as resistências;
-
Força de Vontade
- Aumenta a Geração de Recursos;
- Aumenta o Dano de Dominação;
- Melhora a Cura Recebida;
Para os Bárbaros, Força é vista como o atributo mais importante, pois tem impacto direto na quantidade de dano causado pelo jogador. Destreza e Força de Vontade também desempenham papéis fundamentais, fornecendo bônus valiosos tanto para ataque quanto para defesa. Destreza aumenta a Chance de Acerto Crítico e a Chance de Esquiva, e Força de Vontade fornece Geração de Recursos, Cura Recebida e Dano de Dominação.
Builds do Bárbaro
Os Bárbaros têm acesso a uma ampla gama de habilidades que podem ser personalizadas para se adequar ao estilo de jogo e aos objetivos de combate do jogador. Os jogadores podem optar por se concentrar em reforçar seus ataques, concedendo-lhes bônus poderosos para sua produção de dano, ou optar por mais habilidades defensivas que lhes permitem ignorar os danos recebidos.
Atualizaremos esta seção conforme o jogo se aproxima de sua data de lançamento.
Sistema de Arsenal
Em Diablo 4, a mecânica de classe exclusiva do Bárbaro é o Sistema de Arsenal, que dá aos jogadores a liberdade de alternar entre vários conjuntos de armas durante as batalhas. Essa versatilidade aprimora o estilo de combate do Bárbaro, proporcionando aos jogadores a capacidade de selecionar as armas mais adequadas para um cenário específico ou implantar a estratégia perfeita.
Atualizaremos esta seção conforme o jogo se aproxima de sua data de lançamento.
Habilidades do Bárbaro
Cada classe em Diablo IV tem vários conjuntos de habilidades para escolher. A maioria das habilidades do bárbaro está ligada ao seu arquétipo corpo a corpo/luta, com ênfase em acertos críticos pesados, sangramento e velocidade de ataque rápida.
Habilidades Básicas
As Habilidades Básicas dão aos jogadores ataques relativamente fracos projetados para gerar fúria. Eles também podem ser usados contra inimigos mais fracos para gerar e armazenar a fúria necessária para ataques mais poderosos.
flay
Generate Fury +9Physical DamageRequires Slashing Weapon
Flay the enemy, dealing 5% damage. Inflicts 38% Bleeding damage over 5 seconds.
Enhanced FlayWhen Flay deals direct damage to an enemy, they take x10% increased Bleeding damage for the next 3 seconds.
Battle FlayFlay has a 10% chance to make the enemy Vulnerable for 2 seconds. Double this chance when using a Two-Handed weapon.
Combat FlayWhen Flay deals direct damage you gain 1% damage reduction and 4 Thorns for 3 seconds. This stacks up to 5 times.
bash
Generate Fury +10Physical DamageRequires bludgeoning weapon
Bash the enemy with your weapon, dealing 57.49% (443 - 542) damage. Has a 20% chance to stun for 1.25 seconds.
Enhanced bashDamaging an enemy with Bash grants you 6.2 Fortify. Double this amount when using a Two-Handed weapon.
Battle bashBash deals x50% bonus Overpower damage and grants 10 additional Fury when Overpowering enemies.
Combat bashIncreases Bash's stun duration to 1.50 seconds, or to 2.0 seconds if using a two-handed weapon.
Lunging Strike
Generate Fury +5Physical Damageno weapon requirement
Lunge forward and strike an enemy for 51.74% (441 - 539) damage.
Critical Strikes with Lunging Strike grant you Berserking for 1.5 seconds.
Lunging Strike deals x30% increased damage and Heals you for 12.4 Life when it damages a Healty enemy.
Enhanced Lunging StrikeCritical Strikes with Lunging Strike grant you Berserking for 1.5 seconds.
Battle Lunging StrikeWhen using a Slashing weapon, Lunging Strike has a 30% chance to make enemies Vulnerable for 2 seconds.
Combat Lunging StrikeLunging Strike deals x30% increased damage and Heals you for 12.4 Life when it damages a Healthy enemy.
Frenzy
Generate Fury +5Physical DamageRequires dual-wielding weapons
Unleash a rapid flurry of blows, dealing 26.83% (194 - 237) damage with each pair of hits.
Dealing damage with Frenzy increases Frenzy's Attack Speed by +20% for 3 seconds up to 60%.
Enhanced Lunging StrikeCritical Strikes with Lunging Strike grant you Berserking for 1.5 seconds.
Battle FrenzyFrenzy deals x30% increased damage while Berserking.
Combat FrenzyYou gain x8% Damage Reduction for each stack of Frenzy you currently have.
Competências Essenciais
Essas habilidades são a principal fonte de dano para os Bárbaros. Eles consomem muita Fúria, mas causam muito mais dano do que as Habilidades Básicas. As Habilidades Básicas parecem definir seu Bárbaro, com habilidades distintas que podem ser aprimoradas ainda mais com múltiplos efeitos.
Hammer of the Ancients
Fury Cost: 35Physical DamageRequires a two-handed bludgeoning weapon
Slam your hammer down with the fury of the ancients, dealing 107.31% (907 - 1,109) damage to a concentrated area.
Gian 10 Fury when Hammer of the Ancients damages 2 or more enemies.
Gain Berserking for 2 seconds when hitting 2 or more enemies with Hammer of the Ancients.
Enhanced Hammer of the AncientsGain 10 Fury when Hammer of the Ancients damages 2 or more enemies.
Furious Hammer of the AncientsGain Berserking for 2 seconds when hitting 2 or more enemies with Hammer of the Ancients.
Violent Hammer of the AncientsAfter 8 Critical Strikes with Hammer of the Ancients, your next cast Overpowers all enemies it damages.
Rend
Fury Cost: 35Physical DamageRequires a slashing weapon
Cleave enemies in front of you, dealing 23.00% (214 - 262) damage and inflicting 183.96% 1,910 Bleeding * over 5 seconds.
Enhanced RendDealing direct damage with Rend extends the duration of Vulnerable on enemies by 2 seconds.
Furious RendDirect damage with Rend grants 4 Fury per enemy hit, up to a maximum of 20 Fury.
Violent RendRend deals 12% increased Bleeding damage to enemies that are already Bleeding.
Upheaval
Fury Cost: 40Physical DamageRequires a two-handed weapon
Tear into the ground with your weapon and fling debris forward, dealing 134.14% (1,253 - 1,532) damage.
Enhanced UpheavalUpheaval has an 20% chance to Stun all enemies it damages for 2.5 seconds.
Furious UpheavalDealing direct damage to an enemy with a Skill that is not Upheaval causes your next cast of Upheaval to deal x8% increased damage, stacking up to 10 times.
Violent UpheavalIf Upheaval deals damage to an enemy you gain Berserking for 2 seconds, or 3 seconds if it deals damage to 4 or more enemies.
Double Swing
Fury Cost: 25Physical DamageRequires dual wielded weapons
Sweep your weapons from opposite directions, dealing 68.99% (547 - 669) damage with each weapon. Enemies caught in the center are hit by both.
Enhanced Double SwingIf Double Swing damages a Stunned or Knocked Down enemy, gain 25 Fury.
Furious Double SwingCasting Double Swing while Berserking grants 2 additional seconds of Berserking.
Violent Double SwingDamaging an enemy with Double Swing causes its next cast within 3 seconds to deal x15% increased damage.
Whirlwind
Fury Cost: 20 per secondsPhysical Damageno weapon requirement
Rapidly attack enemies nearby for 27.68% (258 - 316) damage.
Enhanced WhirlwindGain 1 Fury each time Whirlwind deals direct damage to an enemy, or 6 Fury if the enemy is Stunned.
Furious WhirldwindWhile using a Slashing weapon, Whirlwind also inflicts 47.91% 450 Bleeding damage over 5 seconds.
Violent WhirlwindAfter using Whirlwind for 2 seconds, Whirlwind deals x30% increased damage until it is cancelled.
Habilidades Defensivas
Habilidades Defensivas são habilidades que não consumirão Fúria, mas estarão disponíveis com tempo de espera. Algumas das habilidades na categoria aumentarão significativamente suas capacidades defensivas, enquanto outras são projetadas para controle de multidão. A intercambialidade deles se resume à construção e estratégia do seu personagem.
Challenging Shout
Cooldown: 16.0 secondsno damageno weapon requirement
Taunt nearby enemies and gain x40% Damage Reduction for 10.4 seconds.
While Challenging Shout is active, gain x20% bonus maximum Life.
While Challenging Shout is active, gain Thirns equal to +20% bonus Maximum Life.
Enhanced Challenging ShoutWhile Challenging Shout is active, gain +20% bonus Maximum Life.
Tactical Challenging ShoutWhile Challenging Shout is active you gain 3 Fury each time you take damage.
Strategic Challenging ShoutWhile Challenging Shout is active, gain Thorns equal to +50% of your Maximum Life.
Ground Stomp
Cooldown: 16.0 seconds Physical Damageno weapon requirement
Smash the ground, dealing 18.20% (119 - 146) damage and stunning enemies for 3 seconds.
Enhanced Ground StompIncrease Ground Stomp’s duration by 1 second.
Tactical Ground StompGround Stomp generates 25 Fury.
Strategic Ground StompReduce the Cooldown of your Ultimate skill by 1 second for each enemy damaged by Ground Stomp.
Iron Skin
Cooldown: 14.0 seconds no damageno weapon requirement
Steel yourself, gaining a Barrier that absorbs 50% of your missing Life for 5 seconds
Enhanced Iron SkinIron Skin absorbs +10% more Missing Life.
Tactical Iron SkinWhile Iron Skin is active, restore Life equal to 10% of the Barrier's original amount per second.
Strategic Iron SkinIron Skin also grants 55.8 Fortify. Double this amount if cast while below 50% Life.
Rallying Cry
Cooldown: 25.0 seconds no damageno weapon requirement
Bellow a rallying cry, granting allies +30% increased Movement Speed, and x50% increased Resoure Generation for 7.8 seconds.
Enhanced Rallying CryRallying Cry grants Unstoppable while active.
Tactical Rallying CryRallying Cry grants 25 Fury. You gain +50% increased Resource Generation from Rallying Cry.
Strategic Rallying CryRallying Cry grants 62 Fortify. While Rallying Cry is active, you gain an additional 12.4 Fortify each time you take or deal direct damage.
Habilidades de Briga
As Habilidades de Briga são uma mistura de habilidades recarregáveis e de tempo de espera, com exceção de [Charge]. Eles não envolvem a arma do Bárbaro, então os danos são condicionados por uma infinidade de fatores. As Habilidades de Briga também são bastante distintas umas das outras, então sua intercambialidade se resume à construção e estratégia de seu personagem.
War Cry
Cooldown: 25 seconds no damageno weapon requirement
Bellow a mighty war cry. You and nearby allies deal x15% increased damage for 10.4 seconds.
War Cry grants you Berserking for 3 seconds.
War Cry grants 173.6 Fortify.
Enhanced War CryWar Cry grants you Berserking for3 seconds.
Mighty War CryWar Cry grants 173.6 Fortify.
Power War CryIf at least 4 enemies are nearby when War Cry is cast, its damage bonus is increased by 15%.
Kick
Charges: 2Physical Damageno weapon requirement
Throw a powerful kick that deals 34.49% (225 - 277) damage and Knocks Back enemies in front of you. Enemies who are Knocked Back into terrain take an additional 103.48% (679 - 831) damage and are Stunned for 3 seconds.
Kick an enemy for X damage and knock them backwards. On collision, enemies in the area take an additional Y damage.
Enhanced KickKick makes enemies it damages Vulnerable for 4 seconds.
Mighty KickKicked enemies deal 54.00% (354 - 433) damage to enemies they collide with while being Knocked Back. Enemies damaged this way are Knocked Down for 2 seconds.
Power KickIf Kick damages an enemy, it consumes all of your Fury and deals an additional 38.32% (251 - 307) damage per 10 Fury spent. Kick no longer Knocks Back enemies.
Charge
Cooldown: 17.0 secondsPhysical Damageno weapon requirement
Become Unstoppable and rush forward pushing enemies with you then swinging through them for 47.91% (347 - 425) damage and knocking them back.
Enhanced ChargeEnemies who are Knocked Back into terrain by Charge take 28.74% (188 - 230) damage and are Stunned for 3 seconds.
Mighty ChargeDamaging enemies with Charge makes them Vulnerable for 2seconds.
Power ChargeReduce Charge's Cooldown by 3 seconds if it Knocks Back an enemy into terrain.
Leap
Cooldown: 17.0 seconds Physical Damageno weapon requirement
Leap forward and slam downward, dealing 62.28% (452 - 522) damage and Knocking Back nearby enemies on impact.
Enhanced LeapIf Leap doesn't damage any enemies, its Cooldown is reduced by 4 seconds.
Mighty LeapEnemies damaged by Leap are Slowed by 50% for 5 seconds.
Power LeapIf Leap damages at least one enemy, gain X Fury.
Maestria em Armas
Essas habilidades são aprimoradas por cooldowns curtos e não requerem o uso de Fury. A Maestria em Armas também oferece um grande impacto, oferecendo habilidades com alto dano. Com exceção de [Primal Axe], as habilidades nesta dependerão de Armas Cortantes de duas mãos.
Death Blow
Cooldown: 15.0 seconds Physical DamageTags: Weapon Mastery
Attempt a killing strike, dealing 126.00% (48 - 59) to enemies in front of you.
If this kills an enemy, the Cooldown is reset.
Enhanced Death BlowDeath Blow deals x100% increased damage to bosses.
Fighter's Death BlowIf Death Blow damages at least one enemy, gain 20 Fury.
Warrior's Death BlowIf Death Blow damages at least one enemy, gain Berserking for 3 seconds.
Rupture
Cooldown: 15.0 seconds Physical DamageRequires a slashing weapon
Skewer enemies in a line, inflicting 13.65% (5 - 6) damage then rip your weapon out, damaging enemies for their total Bleeding amount reviving all Bleeding damage from them.
Enhanced RuptureIf an enemy dies while being skewered by Rupture, then reset its Cooldown. Enemies who survive take x20% increased Bleeding damage for the next 8 seconds.
Fighter's RuptureEnemies killed by Rupture Heal you for 6.
Warrior's RuptureKilling enemies with Rupture increases your Attack Speed by +20% for 4 seconds.
Steel Grasp
Charges: 2Charge Cooldown: 11.0 secondsPhysical Damage
Throw out a trio of chains that deal 24.15% (9 - 11) damage and Pull In enemies.
Enhanced Steel GraspSteel Grasp also makes enemies Vulnerable for 2.5 seconds.
Fighter's Steel GraspIf Steel Grasp damages an enemy, gain Berserking for 2 seconds.
Warrior's Steel GraspSteel Grasp gains 1 additional Charge.
Habilidades Finais
Habilidades Finais são habilidades extremamente poderosas com longos cooldowns projetados para impedir que os jogadores abusem delas. Eles também são bastante definidos e distintos entre si. A abordagem eficaz e lógica é projetar seu Bárbaro em torno de suas habilidades finais.
Call of the Ancients
Cooldown: 50.0 secondsPhysical DamageTags: Ultimate
Call upon 3 Ancients to aid you in battle for 6 seconds.
Korlic leaps and enemies, dealing 80.00% (30 - 37) damage and swings his weapon in a frenzy dealing 30.00% (11 - 14) damage per hit.
Talic spins in a whirlwind rapidly attacking enemies for 50.00% (19 - 23) damage.
Madawc upheaves the ground, dealing 150.00% (57 - 70) damage.
Prime Call of the AncientsWhile Call of the Ancients is active, gain +10% bonus Attack Speed and x10% increased damage.
Supreme Call of the AncientsEach of the Ancients gains additional power:
Korlic: You gain 10 Fury each time Korlic damages an enemy with Frenzy.
Talic: Enemies are Slowed by 50% for 1 second when damaged by his Whirlwind.
Madawc: 30% chance to Stun enemies for 3 seconds when using his Upheaval.
Iron Maelstrom
Cooldown: 60.0 secondsPhysical DamageRequires a Full Arsenal of weapons
Activate to attach a chain to your Two-Handed Bludgeoning weapon and slam the ground, dealing 63.00% (23 - 28) damage and Stunning them for 2 seconds.
Reactivate a second time to attack a chain to you Two-Handed Slashing weapon and swipe it in front of you, dealing 21.00% (7 - 9) damage and 126.00% 51 Bleeding damage over 5 seconds.
Reactivate a final time to attach a chain to your Dual Wield weapons and swing them around you, dealing 34.13% (12 - 15) damage per hit.
Prime Iron MaelstromIron Maelstrom gains +10% increased Critical Strike Chance and deals x20% increased Critical Strike Damage
Supreme Iron MaelstromDealing direct damage to an enemy after swapping weapons reduces Iron Maelstrom's Cooldown by 1 second.
Wrath of the Berserker
Cooldown: 60.0 seconds no damageno weapon requirement
Gain Berserking and Unstoppable for 5 seconds. For the next 10 seconds, dealing direct damage with Basic skills grants Berserking for 25 seconds
Supreme Wrath of the BerserkerWhile Wrath of the Berserker is active, gain +20% increased Movement Speed and increase Fury Generation by x30%
Prime Wrath of the BerserkerWhile Wrath of the Berserker is active, every 50 Fury spend increases Berserk's damage bonus by x25%
Estória do Bárbaro
Estaremos atualizando esta seção em breve.
Notas
The barbarian is the only returning class. Originally we actually planned to have no returning classes, but as we developed the barbarian, it essentially ended up turning into a barbarian. We sort of got to the point where we went – because we actually had a different name for him originally – I think we’re going to call it this other name and everyone else is just going to call it the barbarian, so maybe we should just call it the barbarian. One of the things we really did not want to do – it’s why we set that initial goal to not repeat classes – was, we didn’t just want a rehash; we wanted to make the sequel and the sequel has new gameplay and new experiences. I know a lot of people really love the classes in Diablo 2 and it’s not my desire to intentionally arc those people – I like those classes to; I love the Necromancer, he’s my favorite class from Diablo 2 – but as our goal, we really wanted to provide new experiences; that was our focus.