Where can I find the build list of the Barbarian Roarless Death Strike stream in "Diablo 4"? The editor has seen that many netizens have asked this question. There is still a lot of information on the Internet, and the content provided in many places is not accurate, so where should I find the answer? Don't worry, come and see if the following content is useful!
This gameplay is suitable for players who like to play output loops and have the ability to easily surpass 10 floors.
Suitable for players who don’t like three roars and prefer a sense of impact
Main core passive - humanoid weapons
Weapon Type Color: Two-Handed Blunt Weapon Two-Handed Slashing Weapon Dual Wield Weapon
Detailed Build: Click to enter
Suitable for scenes where the death blow is not ready and the mob's blood volume is too high
Suitable for scenes where the image can be cleared after molding
Classic double roar, a gameplay that everyone likes
In short, the core skills are just the 4 others.
1. Taking [Humanoid Weapons] as the main operation and construction idea, that is, switching weapons (I personally think the most unique gameplay point of this barbarian)
2. Skill selection: Thrust Strike, Slam, Pain, Rupture, Rupture, Death Blow/Death Blow, Charge
Stab Strike + Slam are the 12 starting skills. Their main function is to stack humanoid weapons.
Thrusting Strike is very suitable for the first position of the rotation as a displacement, allowing your subsequent rotations to be released at close range without moving.
Slam is used as a two-position linking skill. Two-handed bludgeoning weapons allow subsequent use of chopping weapons as the main output skill linking.
[Thrusting Strike] Violence can make the running map smoother. If you start violently, it can also cover the damage increase of the latter two skills.
[Slam] Combat Slam triggers stable suppression, allowing Death Smash to deal super high damage.
As the third position in the cycle, painful cutting is stable, vents anger, bleeds and is easy to be injured (passive skill [revealing weaknesses]), and the forward and backward shaking speed is fast.
[Frenzy Cut] Rage will not be lacking if it has dual basic skills & passive skill [Rage Impulse] (simple arithmetic 19+3*6=37 37-35=2 + 2), but you can also choose [Frenzy Cut] to cooperate [Power of Endless Fury] to obtain higher gains. Personally, it is recommended to choose [Frenzy Cut] when the anger is low in the early stage.
Death Blow/Death Blow can be inserted into the loop according to the weapon type to kill with the highest priority. With the buff of [Angry Bullying Power], it can achieve extremely high damage.
[Death Blow] As the core output skill, you can choose a two-handed bludgeoning weapon or a two-handed chopping weapon. It depends on the player's peak glyph selection (Sword Mastery/Hammer Mastery) or weapon panel damage.
Before there are no glyphs, you can choose higher damage. If you want to output comfortably, then the two-handed bludgeoning weapon can be connected very smoothly and naturally after the pain.
If you choose a two-handed slashing weapon, you need to insert a slam or thrust strike after the cut.
It is also the core triggering skill of the violent state. The violent coverage rate depends on the player's killing judgment ability.
The main function of Rupture/Rip is to improve blood-sucking survivability + fight with [Death Strike] left and right to reduce CD (glyph [Weapon Master])
[Split], as a survival and sustaining skill, has a certain output capability. It can also be responsible for solving certain refresh CD problems during the CD window period of death blows and solving the overall cycle smoothness.
If you like to cut and then cut, you can choose dual-wielding weapons, but the most important thing is to adjust according to your own output method.
Charge has the three advantages of short CD, displacement and skill point savings. It is the uncontrollable skill I chose.
You can use roar or something like that during the transitional period or you can magically modify BD by yourself. The power of Steel Skin takes up precious defensive power slots, so I passed it.
Thrusting Strike + Slam + Cut + Death Blow
Thrusting Strike + Slam + Cut + Rupture (actually it doesn't matter, just use the red ending for the critical hit and you can continue to thrust and strike the starting hand)
Thrusting Strike + Slam + Death Blow
Thrusting Strike + Slam + Rupture
Thrusting Strike + Death Blow/Death Blow
Thrusting Strike + Rupture
In short, I just give some examples to express that this system is relatively mature. Once you are familiar with the weapon-changing system, you can do whatever you want.
Buffs/Cycles to note
After 3 painful cuts, the buff is triggered and then receiving a death hit/mutilation will increase the damage.
Even after 4 critical hits, there will be certain suppression
Prioritize what you can withstand and then whether the output is enough
★[The power of numbness and sullenness] Since anger is always flowing out when cutting weapons, having it means a strong state throughout the process.
★[Power of Brave] Due to the regular release of basic skills, it means almost permanent 20% damage reduction, and full roll can also deal with damage reduction when being controlled.
★[Power of Disobedience] I don’t need to say more about the value of armor. With the talent of a high-level dragon, the so-called 100% physical damage reduction on the panel is 8200 armor value. I don’t know if there will be an additional increase after exceeding it. . If there is no improvement, there is no need to set it on the necklace.
[Iron-Blooded Power] is embedded in jewelry to obtain 30% damage reduction. Of course, if you feel that your current layer does not require such high damage reduction, you can choose to give up this power (but I recommend it)
For shoes, you can choose the escape power, the ghost walker power, or the dark gold ice shoes.
★[Power of Angry Bullying] The core of explosive killing is approximately equal to free rage.
★[Advantage Master's Power] Blue stickers are temporarily unavailable. Who doesn't like the damage increase that can be easily filled up?
★[Power of Weapon Master] Core within core, allowing you to circulate skills, release them more freely, and refresh each other's CDs more easily
★[Acceleration Power] Extra multiplication zone for attack speed to solve the problem of back and forth speed of beheading and thrusting.
[Prepared Power] mainly focuses on basic skills. A left and right fight will increase the core damage by 20%. Interspersed with a left heavy hit and a right laceration, it can easily take up 30%.
[Power of Endless Fury] There will be benefits when anger overflows. Generally speaking, the core damage will be increased by about 20%.
[Rapid Power] has many basic attacks and high benefits. Increasing the frequency of attacks is the best additional multiplication area. (My hands will be a little tired)
[Earthbreaker's Power] was originally the core of the core, but due to being hit, the buff will disappear and it cannot be played, which will inevitably suppress it and fall into the cold palace.
Point out the seven plate carvings as the core idea
The following glyphs are required:
★[Fatal Attraction] Increases the damage of the God of Gods.
★[Weapon Master] A must-have for cycling
[Evisceration] Also makes circulation smooth
[Brave Strength]Increase damage
[Rage] Increase damage + defense in one
[Fearless] Increase damage + defense in one
[Territory] Increase damage + defense in one
[Blood Feeder] increased damage