Introdução
Welcome to Dustbowl 1930's Barbarian Class Overview for Diablo 4. The Barbarian is one of Diablo IV's five playable classes. The Barbarian has unparalleled strength and expertly wields an entire arsenal in battle, with a weapon for every occasion. He bellows intimidating war cries and unleashes ground-shaking slams to send approaching hordes reeling.
He is a physically powerful class, capable of wielding two weapons and dealing significant damage. They are also quite tough, able to endure a lot of abuse and still fight. Barbarians are a flexible class that may be used in a variety of ways. They can be designed to deal huge amounts of damage, tank, or fall somewhere in between. Barbarians also have a variety of talents that allow them to deal fast-paced strikes in frenzy, reintroducing a popular style from previous games. The Barbarian, with their physical power and ferocity, will be a feared fighter in Sanctuary.
This article covers everything you need to know about the Barbarian, including skills, atributes, optimal gear and in-depth mechanics. This article will be updated on a regular basis with the most recent information, strategy tweaks, theories and records that will change with the game's updates, and all changes will be documented below. For more information and community feedback, make sure to read the Comments Section on this page or stop by our Discord Channel.
Barbarian Overview Sheet
Basic Stats
With each level up, players can allocate points to Strength, Intelligence, Willpower, and/or Dexterity, depending on their class and playstyle. The effects of each primary stat will vary depending on the chosen class, allowing players to fine-tune their builds and tailor their characters to their preferred playstyle.
The game's four basic stats affect the Barbarian as follow:
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Strength
- Increases Skill Damage;
- Increases Armor;
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Dexterity
- Increases Critical Strike Chance;
- Improves Chance to Dodge attacks;
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Intelligence
- Increases All Resistances;
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Willpower
- Increases Resource Generation;
- Increases Overpower Damage;
- Improves Healing Received;
For Barbarians, Strength is viewed as the most important attribute, as it has a direct impact on the amount of damage dealt by the player. Dexterity and Willpower also play crucial roles, providing valuable bonuses for both offense and defense. Dexterity increases Critical Strike Chance and Dodge Chance and Willpower provides Resource Generation, Healing Received and Overpower Damage.
Barbarian Builds
Barbarians have access to a wide range of abilities that can be customized to suit the player's playstyle and combat goals. Players can choose to focus on beefing up their attacks, granting them powerful bonuses to their damage output, or opt for more defensive skills that allow them to shrug off incoming damage.
We will update this section as the game gets closer to it's lauch date.
The Arsenal System
In Diablo 4, The Barbarian's unique class mechanic is the Arsenal System, which gives players the freedom to switch between multiple weapon sets during battles. This versatility enhances the Barbarian's combat style, providing players with the ability to select the most suitable weapons for a specific scenario, or to deploy the perfect strategy.
We will update this section as the game gets closer to it's lauch date.
Barbarian Skills
Each class in Diablo IV has multiple skill sets to choose from. Most of the barbarian's skills are bound to his melee/fighting archetype, with an emphasis on heavy critical hits, bleeding, and fast attack speed.
Basic Skills
The Basic Skill category gives players weak attacks designed to generate fury. They can also be used against weaker enemies to generate and store the rage needed for more powerful attacks.
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.
Core Skills
These abilities are the primary source of damage for Barbarians. They consume a lot of Fury, but do a lot more damage than Basic Skills. Core Skills seems to define your Barbarian, with distinct abilities that can be further enhanced with multiple effects.
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.
Defensive Skills
Defensive Skills are abilities which will not consume Fury, but rather they'll be available with cooldowns. Some of the skills in the category will significantly boost your defensive capabilities while others are designed for crowd control. Their interchangeability will come down to your character build and strategy.
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.
Brawling Skills
Brawling Skills are a mix of rechargeable and cooldown skills, with the exception of Charge. They don't involve the Barbarian's weapon, so damage are conditioned by a multitude of factors. Brawling Skills are also quite dinstinct from one-another, so their interchangeability will come down to your character build and strategy.
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.
Weapon Mastery
With the exception of Primal Axe, the remaining skills in Weapon Mastery will depend on the Barbarian's Two-Handed Slashing Weapon. These skills are boosted by short cooldowns and do not require Fury to be used. Weapon Mastery also delivers quite a punch, offering skills with high damage output.
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.
Ultimate Skills
Ultimates are extremely powerful abilities with long cooldowns designed to prevent players from abused them. They are also quite defined and distinct from each other. The effective and logical approach is to design your Barbarian around his Ultimate Skills.
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%
Barbarian Lore
We'll be updating this section soon.
Notes
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.