
How the engine works
You hold Whirlwind and walk through the pack. With the Tornado upgrade every channel also throws out two Dust Devils, and those are what clear whole screens. Gohr's Devastating Grips multiplies Whirlwind and drags enemies into you every 2 seconds. Around that you keep three Shouts and Wrath of the Berserker running all the time for damage, Berserking, Fury and Unstoppable. The big multipliers sit on top: Channeling while you spin, Heavy Hitting for the Dust Devils, Crushing while Fortified, Ramaladni's Magnum Opus for every point of Fury you are holding, and the Sescheron's Fury charm set for staying at or above 100 Fury. Keep the Fury bar full and everything else follows.
Who it's for
Anyone who wants a fast, low-effort farmer. It is at its best in Helltides, speed farming and anything with big packs; single-target damage is its weak side, so bosses are slower.
- Rating
- S-Tier
- Difficulty
- Easy — Fury upkeep
- Key stat
- Cooldown Reduction (60%)
- Must have
- Gohr's Devastating Grips
The bar
One damage skill and five buttons that keep it running. Nothing here is a generator: once the gear is on, Rallying Cry and Tibault's Will refill your Fury. There is no Key Passive and no passive points to spend.
Rank 15 with Tornado (two Dust Devils), Cost Damage Bonus (+40% damage for 10 more Fury) and Channel Damage Bonus (+1% per hit, stacking to 25). Put it on your Two-Handed Bludgeoning weapon. Always be spinning, and move in circles through the pack rather than standing still.
Hold — constantlyRank 15 with Booming, Fortify and Potency. It costs Fury now instead of having a cooldown. It is your Fury engine, your movement speed and your Fortify for Crushing. Re-press it as the buff is about to run out, not before.
Keep it upRank 15 with Mighty Roar, Ferocity and Duration Increase. A damage buff that also grants Berserking and two stacks of Ferocity for attack speed.
Press — on cooldownOne point, with Raging, Damage Bonus and Weaken. Raging trades the Shout's damage reduction for 20% more damage against Burning enemies, and the first five enemies you taunt take 20% more damage. If you keep dying, take Bawl instead of Raging and use the Shout as a defensive button.
Press — on cooldownRank 15 with Maximum Carnage, Berserking and Duration Bonus. Berserking and Unstoppable for 12 seconds, and every 200 Fury you spend extends it by a second. The Unstoppable is what switches on Tibault's Will. With enough Cooldown Reduction it never drops.
Keep it upRank 4 with Juggernaut, Movement Speed and Maximum Life. A Barrier, and with Juggernaut it makes you Unstoppable. Press it when your Barrier is getting low or when you get stunned.
Press — when hurtPassives
There is no Key Passive and there are no passive nodes. All 83 points go into the six skills on the bar and their upgrades: Whirlwind, Rallying Cry, War Cry and Wrath of the Berserker to rank 15, Iron Skin to 4 and a single point in Challenging Shout.
Arsenal and Technique
You carry four weapons and each skill is tied to one of them. Assign Whirlwind to your strongest two-hander. That is normally the Two-Handed Bludgeoning weapon, though either two-hander works. In the Technique slot, take the Polearm. Its Expertise is Lucky Hit Chance, and once the Expertise reaches rank 10 it adds 15% more damage while you are Healthy, which means above 80% Life. Your Barrier and Fortify keep you there most of the time, so the bonus is nearly always on.
| Pick | What it gives you |
|---|---|
| Technique slot: Polearm | Lucky Hit Chance that grows with Expertise level, up to 15% at rank 10. At rank 10 only, you also deal 15% more damage while above 80% Life. |
| Whirlwind on Two-Handed Bludgeoning | Whirlwind uses this weapon's damage, so it is the weapon to upgrade first. It also carries Channeling early on. |
| Dual-wield pair | Ramaladni's Magnum Opus plus a legendary one-handed sword. They are here for their stats and aspects; you never swing them. |
What to wear
The starter version uses no uniques at all, so you can play this the moment you hit 70. The finished version is built on four uniques, two rune-crafted uniques and a Mythic amulet.
Uniques
| Item | What it does | Priority |
|---|---|---|
| Gohr's Devastating Grips | Gloves. Whirlwind deals 75–90% more damage and pulls enemies to you every 2 seconds. It also rolls ranks to Whirlwind. This is the core of the build, so get it first: upgrade common gloves in the Horadric Cube for a chance at it. | Core |
| Tuskhelm of Joritz the Mighty | Helm. When you gain Berserking while already Berserk you get 40–50% more damage, 6 Fury per second and 10% Cooldown Reduction. Anger Management triggers it constantly. | Core |
| Tibault's Will | Pants. More damage and 25 Resource Regeneration per second (your Fury) while Unstoppable and for 5 seconds after. Wrath of the Berserker keeps it on. If you feel fragile, swap it for legendary pants with the same stats and Juggernaut's Aspect. | Core |
| Ramaladni's Magnum Opus | One-handed sword. Every skill deals 0.35–0.5% more damage per point of Fury you have, but it drains 7% of your Fury every second in combat. Wait for Insight before you equip it. | Core |
| Insight | Polearm, rune-crafted. Put a common polearm in the Cube with the runes Ral, Tir, Tal and Sol. It has an All Stats affix, gives a Barbarian 30 Resource Regeneration and a very large amount of Critical Strike Chance. Re-roll its Weapon Damage affix to Maximum Life at the enchanter. | Core Crafted |
| Locran's Talisman | Amulet. Critical Strikes deal far more damage but your Critical Strike Chance drops by 50%. Insight gives enough crit to cover the loss, which makes this a huge multiplier. It is the first item to upgrade to Mythic. | Mythic |
| Enigma | Chest, rune-crafted. A strong defensive piece that also gives you Teleport, which does a lot for a build that is always moving. It replaces a legendary chest with Heavenly Strength. | Recommended Crafted |
| The Furnace | Two-handed mace. Only worth using as a Mythic. It evens out how long elites and normal monsters take to die, and it makes bosses trivial. | Mythic |
Before they drop
Wear legendaries in every slot: Anger Management on the helm, Heavenly Strength on the chest, Crushing on the gloves, Might on the pants, Channeling on the two-handed mace, Heavy Hitting on the polearm and Edgemaster's on a one-handed sword. Vocalized Empowerment and Bold Chieftain's carry your Fury and Shout uptime until Cooldown Reduction takes over. Run Lunging Strike and Call of the Ancients in place of Iron Skin and Wrath of the Berserker, and use Lunging Strike to rebuild Fury.
Legendary aspects
| Aspect | What it does for you |
|---|---|
| Aspect of Anger Management | Boots, then the amulet's extra aspect once you can transfigure it. Above 50 Fury you deal 15–20% more damage and gain Berserking, at the cost of 3 Resource Regeneration. It keeps Berserking up permanently and switches on Tuskhelm. Get this before any other aspect; gamble Obols on gloves and upgrade the result in the Cube if you have to. |
| Channeling Aspect | Two-handed mace at first, a ring in the finished build. All damage is 50–70% higher while you channel a skill, and you are always channelling Whirlwind. |
| Aspect of Heavy Hitting | Polearm at first, then the dual-wield sword. Skills that create Dust Devils deal 40–60% more damage. It works because of the Tornado upgrade. |
| Crushing Aspect | Gloves, then amulet, then a ring as uniques take the slots. 45–65% more damage while Fortified. Rallying Cry and the Warbringer board keep you Fortified. |
| Aspect of Heavenly Strength | Chest, until Enigma. 20–30% damage reduction while using a two-hander. The best defensive aspect a two-handed build can wear. |
| Edgemaster's Aspect | One-hander or ring. Up to 40–60% more damage based on how much Fury you have. Good while you can keep the bar full; the finished build drops it. |
| Battle-Mad Aspect | Boots in the finished build. Swapping weapons five times gives Berserking for 4 seconds, and you deal more damage while Berserking. |
| Juggernaut's Aspect | Pants, if you skip Tibault's Will. 100–150% more total Armour, but your Evade cooldown is doubled. The defensive fallback. |
Don't equip Ramaladni's too early
Ramaladni's Magnum Opus drains a share of your Fury every second. If you put it on before Insight and Tibault's Will are feeding the bar, you will run dry, stop spinning and lose the multiplier anyway. Craft Insight first.
Stats, gems and paragon
Roll and masterwork toward these, in this order.
| # | Stat | Where you roll it |
|---|---|---|
| 1 | Cooldown Reduction | Helm (masterwork it there), tempered on amulet and rings, and 10% from Tuskhelm. |
| 2 | Critical Strike Chance | Amulet and rings first, then gloves; tempered on all weapons. Insight supplies the rest. |
| 3 | Attack Speed | Gloves (masterwork it there), amulet and rings. |
| 4 | Maximum Fury | Helm, chest and Ramaladni's, plus one charm. |
| 5 | Skill Ranks | Five charms, and the Whirlwind ranks on Gohr's. |
| 6 | Strength | Every slot that can roll it. |
| 7 | Critical Strike Damage | Weapons first, then amulet and rings; tempered on gloves. |
| 8 | Vulnerable Damage | Jewellery and gloves. Physical and All Damage come last, because your Skull gems already give most of it. |
Hard targets
Cooldown Reduction 60%. Critical Strike Chance 100%. Attack Speed 48.8% or more, which is the 17-frame breakpoint for a two-handed mace, axe or polearm; the ones before it are 40.4% and 27.5%, and the next is 56.9%. Maximum Fury 200 or more. Skill Ranks 35 or more. Strength 2,500 or more. Armour and resistances have no hard cap any more, so watch your Toughness figure instead.
Tempering & masterworking
Temper Armour or Maximum Life on helm, chest and pants, Critical Strike Damage on gloves, Movement Speed on boots, Cooldown Reduction on amulet and rings, and Critical Strike Chance on every weapon. Masterwork toward Cooldown Reduction on the helm, Life on chest and pants, Attack Speed on gloves, Movement Speed on boots, Critical Strike Chance on jewellery and Weapon Damage on Whirlwind's weapon. When you transfigure, look for Physical Damage, Cooldown Reduction, Strength, Maximum Fury, Skill Ranks and All Stats. If Fury still runs dry, add Resource Regeneration on chest, pants and boots, Fury on Kill on weapons and rings, and the Lucky Hit temper that restores Fury on jewellery.
Gems, runewords & Splinters
- Skulls in weapons, Rubies in armour. Jewellery holds your Soul Splinters; until you have them, use Diamonds or Skulls depending on what is killing you.
- Runewords: Bac + Que and Igni + Gar. Bac and Que give you a constant Barrier, and Gar gives Critical Strike Chance. Early on use Cir + Qua for movement speed and Moni + Gar. For speed farming, swap Que for Kel.
- Soul Splinters: Anguish, then Pain, then the Black Soulstone. Pain gives 40% damage reduction for 30% less movement speed. The Black Soulstone adds 5% damage per soul for 15 seconds.
- There are two ways to think about Hellfire. It doubles your damage but removes all your Critical Strike Chance. This build is tuned to reach 100% crit and leans on Locran's Talisman, so Hellfire costs more than it gives. Leave it out, and leave out Sin too, because it lowers your Maximum Fury and weakens Ramaladni's.
- Charms: five pieces of Sescheron's Fury on a Legendary seal with +1 Charm Slot. At or above 100 Fury you become Colossal: 50% slower casts, bigger skills and, with all five pieces, +50 Maximum Fury and 600% damage. Berserker's Crucible is the other option. It is smoother early, with 30% damage reduction while Berserking and a free random Shout every 5 seconds, so wear it until your Fury can hold 100.
- Sixth charm: Fists of Fate for more damage. Your attacks then deal a random share of their normal damage, which averages out ahead. Emblem of Staalbreak is the alternative if you want a steady bonus while Berserking.
Paragon
Below roughly 200 Paragon points, rush the legendary nodes: Start board with Marshal, then Blood Rage with Twister, then Carnage, Force of Nature and Flawless Technique. Respec once you pass 200. The final layout is Start (Challenger), Warbringer (Wrath), Force of Nature (Marshal), Carnage (Twister) and Flawless Technique (Exploit). Level the glyphs in this order: Twister, Exploit, Wrath, Challenger, Marshal. Glyphs reach full radius and their legendary bonus at level 50; aim for level 100 at around 300 points and level 150 when all 346 are spent. There is one choice among the glyphs. Exploit is the default on Flawless Technique. Imbiber is the pushing option, and if you take it, only press Iron Skin when you need to use potions.
| Glyph | Where and why |
|---|---|
| Twister | Carnage board. Level it first. |
| Exploit | Flawless Technique board. Second priority. Swap to Imbiber only for deep Pit pushing. |
| Wrath | Warbringer board. Warbringer is also where part of your Fortify comes from. |
| Challenger | Start board in the final layout. |
| Marshal | Force of Nature board. It sits on the Start board during the early rush. |
Mercenary
Hire Raheir with Ground Slam, Raheir's Aegis, Bastion and Inspiration. He is strong defensively and Inspiration adds a decent damage multiplier. There are two ways to fill the reinforcement slot. Aldkin with Field of Languish slows enemies by 40% and makes them deal 20% less damage for 6 seconds. Varyana with Bloodthirst, triggered by War Cry, is the damage option. Take Aldkin: this build already kills packs, and the damage reduction is what it lacks.
From fresh 70 to finished
You can spin from the first minute at 70. The uniques arrive in a fixed order because each one fixes the Fury problem the next one creates.
Unlock Torment 1. Bar: Lunging Strike, Whirlwind, Rallying Cry, War Cry, Challenging Shout and Call of the Ancients with the Highlander upgrade for one permanent Ancient. Polearm in the Technique slot. Re-press Rallying Cry about every 7 seconds. Runewords Cir + Qua and Moni + Gar. Spend Obols on gear; at 70 they give item power 850 with a small chance of Ancestral.
Upgrade common gloves in the Cube until Gohr's Devastating Grips appears. Find Anger Management as well, because nothing else keeps Berserking up. Put it on the helm for now.
Add Tuskhelm and move Anger Management to the boots. Add Tibault's Will and swap Lunging Strike and Call of the Ancients for Iron Skin and Wrath of the Berserker, whose Unstoppable feeds the pants. Craft Insight. Only then equip Ramaladni's Magnum Opus. Swap runes to Cir + Qua and Poc + Gar.
Craft Enigma for the chest, find Locran's Talisman and The Furnace, and move to five pieces of Sescheron's Fury. Transfigure Anger Management onto the amulet. Runes become Bac + Que and Igni + Gar.
You can only wear one Mythic that you made with the Cube's Upgrade to Mythic recipe. The order of value is Locran's Talisman, Gohr's, Ramaladni's, The Furnace, Tuskhelm, then Tibault's Will. For pure speed farming, swap Iron Skin for Leap, use the Kel rune, and wear Leoric's Crown with the Lies and Damnation Splinters for more gold and experience.
The rotation
Re-press it just as the buff ends. It refills Fury, speeds you up, Fortifies you, and the Fury you spend extends Wrath of the Berserker.
All three are damage. With 60% Cooldown Reduction, Wrath of the Berserker stays up the whole time.
Walk through the pack in circles. Gohr's pulls enemies in every 2 seconds and the Dust Devils kill what you have passed.
Press it when your Barrier is low or you are stunned. Juggernaut breaks the stun.
Ramaladni's and Sescheron's Fury both pay out for a full bar. If it dips below 100, stop pressing Rallying Cry early and let it recover.
On bosses
Nothing changes in what you press. Save War Cry for the moment the boss is in front of you, keep Wrath of the Berserker running, and keep spinning on top of it. Single-target damage is this build's weak side. The Furnace as a Mythic is the fix: with it, bosses stop being a problem.
Strengths, weaknesses, mistakes
What it's good at
- Extremely relaxed to play: one held button and a few buffs.
- Very fast, with screen-wide clear from the Dust Devils.
- Playable at 70 with no uniques at all.
- Good defensive layers: Barrier, Fortify, Heavenly Strength and permanent Unstoppable.
Where it struggles
- Fury upkeep. If the bar empties you stop spinning and your biggest multipliers switch off.
- Needs a lot of Cooldown Reduction before the Shouts and Wrath stay up.
- Single-target damage is well behind its area damage.
- The finished version leans heavily on Mythics and rune-crafted uniques.
Mistakes that ruin it
- Equipping Ramaladni's before Insight. The Fury drain is more than an unfinished build can refill.
- Letting Rallying Cry or Wrath of the Berserker drop. They are what stop you running out of Fury, not just damage buffs.
- Spamming Rallying Cry. It costs Fury now. Pressing it early empties the bar and weakens Ramaladni's.
- Using the Hellfire or Sin Splinter. Hellfire removes the crit the build is tuned around, and Sin takes away Maximum Fury.
- Chasing the old Melted Heart of Selig setup. It still works, but it is now both weaker and more fragile than the Life version, and it needs gear with no Life on it at all.
Not for you? The other Barbarian builds: Hammer of the Ancients · Charge.