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Double Swing Barbarian Endgame Guide

Last Updated: February 17th 2024

Season 3 - ConstructS-Tier

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The Double Swing Barbarian is a hard-hitting, fast-paced melee build that excels at all content the game has to offer. Its small hit zone may seem underwhelming at first, but once the attack speed buffs start stacking Double Swing becomes a deadly force - quickly laying waste to small groups of enemies with its hit-and-run style of play, while also making short work of any Bosses that try to stand in the way.

Simply put, speed is the name of the game here. We prioritize attack speed through various means, including the Accelerating Aspect, paragon nodes such as Carnage, and certain gear (like the amazing Tuskhelm of Joritz the Mighty).

For skills, we focus on abilities that enable us to keep our damage and Fury levels high. Ground Stomp and Charge are great in this regard, since Enhanced Double Swing will always return Fury when hitting a Stunned target. Wrath of the Berserker gives us a massive damage boost and resource regeneration, and of course, a nice movement speed boost to go along with it. Rallying Cry is yet another source of Fury recoup and one of our main sources of Unstoppable, ensuring that any control-impairing effects do not slow us down. Oh, and did I mention even more movement speed?

And with that said, let's not let this introduction slow us down any longer as we slash our way through this Double Swing endgame guide.

Double Swing Barbarian Endgame Setup

This build guide assumes you have a Level 50 Character and finished the Campaign. Level up with our Double Swing Barbarian Leveling Guide. If you are looking for a different Barbarian playstyle, check out all of our Barbarian Guides

DifficultyLow
SpeedfarmingExcellent
NM DungeonsGreat
BossingGreat
DefenseGood

Season 3 - Season of the Construct

In Season 3, you obtain the Seneschal Construct through the Season Questline, then collect Governing Stones or Tuning Stones to add attacks and augment them to support your build. Only certain Tuning Stones work with a particular Governing Stone. Look at the bottom of any Tuning Stone tooltip to see if it is compatible with your Construct's currently equipped Stones. Lastly, they can be leveled up by getting duplicates to max out their power. Check out our full Season 3 guide for more information.

Note: All recommendations are speculative until proper testing during the season can be done.

  1. Flash of Adrenaline - The base skill grants us a damage boost, and we support it with stones that give us additional buffs.
    • Duration
      • As it implies, increases the duration of all buffs granted to us.
    • Safeguard
      • Gives us additional damage reduction.
    • Tactical
      • Decreases the skill's cooldown for better uptime.
  2. Lightning Bolt - This is used as a debuff tool with a large area of effect.
    • Arcing
      • Increases the amount of targets hit.
    • Breaking
      • Primarily used to inflict Vulnerable, but also breaks enemy Barriers.
    • Efficiency
      • Gives us a large Critical Strike Chance increase against all targets that are hit.

Alternative Stones

  1. Swap Evernight in place of Tactical - This should always be the first choice, but for now it is listed as an alternative due to its unknown rarity.
  2. Swap Resource in place of Breaking or Efficiency - Only do so if Fury management is too much of an issue.

If you are lucky enough to get either Evernight or Genesis from Uber Malphas, you want to swap them in on your Construct for their powerful effects.

Skill Tree & Gameplay

The Double Swing Barbarian is a dual-wielding machine that has great single target damage, but a small area of effect. To avoid becoming overwhelmed, we specialize in Stuns for an extra defensive layer, as well as support in providing us sustainable damage.

  • Double Swing is our main Core ability. It comes packed with some great utility by providing us a way to constantly refresh our Berserking status any time it is used. Against Stunned enemies, it even becomes spammable because of Enhanced Double Swing.
  • Ground Stomp gives us a 4 second Stun that increases with Crowd Control Duration. As previously mentioned, this is extremely useful in helping with Fury generation while using Enhanced Double Swing.
  • Rallying Cry - Movement Speed boost, source of Unstoppable and Fury generation.
  • Challenging Shout - Provides a massive chunk of Damage Reduction, and also taunts enemies into melee range.
  • Charge does quite a few things for us. It's a travel tool, a means of inflicting Stun, a source of Unstoppable and Berserking, a damage dealer, and a Fury generator all in one with the proper gear setup.
  • Wrath of the Berserker - A great skill to fall back on when things get too dicey. Also helps us deal with Bosses in a timely fashion.
Double Swing Endgame Skill Tree
  • The gameplay loop goes something like this:
  • Charge into battle to grant Berserking and also activate Tibault's Will. If the terrain allows for it, aim at a wall or other environmental obstacle to also inflict Stun.
  • On the first pack of enemies: Use Wrath of the Berserker and spam Double Swing in an attempt to dump enough Fury to activate Supreme Wrath of the Berserker. Once this damage bonus is granted, it will be active as long as we keep up Berserking. Double Swing inherently refreshes this buff on use, so losing it will almost never become an issue.
  • Use Ground Stomp when there are many enemies in the surrounding area, or to quickly lock down Elites. This is also a good time to activate Challenging Shout for a large chunk of damage reduction.
  • Shred enemies with Double Swing until none are left standing! Each cast of this skill also extends the Berserking status, even if it does not hit a target. Keep this in mind if it is ever about to fall off.
  • Use Rallying Cry to help offset Fury costs, or as another source of Unstoppable as needed.
  • Continue to play around your cooldowns of Ground Stomp and Shouts. Skip very small packs of enemies, or engage them while these skills are on cooldown.
  • Wrath of the Berserker is always in your pocket for when it's needed - always try to make sure it's back up in time for Boss fights.
Tier 100 Nightmare Dungeon Showcase

Arsenal System

The Arsenal System allows you to use a specific weapon for every attack skill, with each weapon granting different bonuses. You also have what is called the Technique Slot. With this, you can use any weapon of your choosing to always reap the benefit from, regardless of which weapon is equipped.

For this purpose of this guide, the One-Handed Sword Expertise and One-Handed Mace Expertise are our main weapon choices since we are dual-wielding. The first offers us a way to help offset our Fury consumption, and to better utilize Ramaladni's Magnum Opus when it is acquired in the endgame. Our second choice has great utility when used against Stunned enemies, offering us a generic damage multiplier as well as another source of Berserking.

In the Technique Slot, the Two-Handed Axe increases your damage to Vulnerable enemies. Unfortunately, its secondary effect does not apply here - the limitation of the Technique Slot is that it does not allow you to benefit from the second bonus that is normally gained from reaching rank 10 with any weapon expertise.

Learn more details and how to unlock this class specification in our full Arsenal System Guide.

Resource & Cooldown Management

In order to play this build effectively, some attention is required in overcoming our Fury-spending issue, which can be a drawback early on. The use of Unbridled Rage is the main culprit here. Here's what we do to help it:

  • Use Tactical Rallying Cry. This is one of our main sources of Fury regeneration and we make sure this is active during any major fight.
  • Prolific Fury multiplies our Fury Generation.
  • Fury Cost Reduction on gear. We prioritize this on our Boots and Amulet.
  • Resource Generation on our Rings. While damage stats are always more appealing, they mean nothing if we can't cast our skill.
  • Berserk Fury grants us up to 6 Fury per second while we are Berserking, which is essentially always.
  • Unrelenting Fury returns a percentage of Fury when killing an enemy or hitting a Boss. This scales with Resource Generation and is a very effective way of keeping our Fury constantly topped off.
  • Enhanced Double Swing itself give us back Fury when we hit a Stunned enemy. Our main sources of Stun are Ground Stomp and the Concussion passive.
  • The One-Handed Sword Expertise inherently gives us a chance to gain Fury on hit.
  • On the Warbringer paragon board, we take nodes that grant us Fury on Kill.

Reductions to our Cooldowns are also important, but to a lesser extent. That said, without ways to mitigate their downtime, the build can definitely feel weaker, slower, and more clunky. We solve this by doing the following:

  • Rolling Cooldown Reduction wherever we can get it. In our case, the Helm slot (if not using Tuskhelm of Joritz the Mighty), as well as the Amulet.
  • Power Charge and additional points in the base skill are taken to increase its uptime. With about 18% Cooldown Reduction, it can be used once approximately every 4 seconds - just enough to refresh the damage bonus from Tibault's Will.
  • In general, being smart with our cooldowns and not using them where they aren't needed drastically improves our gameplay flow. This means not using Shouts when no enemies are around, methodically using Ground Stomp, and saving Wrath of the Berserker for tougher fights, etc.

Paragon Board

Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 when they reach level 15!

← Scroll to Level →

Level the Paragon Board by scrolling. Each step optimizes progression.

Glyphs

We need to level up our Glyphs to increase their power and activate their Additional Bonus with surrounding nodes. Glyphs have a radius of 3 by default, this increases to 4 at Glyph level 15. Complete Nightmare Dungeons to obtain Glyph experience.

Note that there are some Glyph position swaps and a few adjustments to surrounding Paragon nodes once they reach level 15. See the last two steps in the Paragon progression above for details. The setup displayed by default is the final version of the build.

Placeholder Glyphs

These Glyphs are only used while leveling because some of our endgame Glyphs can't be activated until they reach level 15. They are useful in the meantime, but don't level these Glyphs up because they will be replaced later. Both of these technically have some use later and can be considered a player preference, but for the purpose of this guide they are excluded from our main setup.

  • Seething

Glyph Leveling Priorities

Level 15

  1. Ire
  2. Ambidextrous
  3. Undaunted
  4. Territorial
  5. Twister
  6. Exploit

Level 21

  1. Ire
  2. Ambidextrous
  3. Territorial
  4. Undaunted
  5. Exploit
  6. Twister

Also check out our dedicated in-depth guides to learn more about Paragon Boards and Glyphs.

Endgame Progression & Variants

When you start diving into the Endgame, you don't have all the tools available to achieve the final build versions. Let us guide you through different progression points to give you a smooth transition from our Leveling Guides to the final build version.

Progression Goals

Some of your Skill Tree choices depend on what Legendary Aspects and Unique items are available to you. These are listed in priority order:

  1. Unlock the following Aspects from Dungeons:
  2. Find the following Legendary Aspects either as a random drop or by gambling with Obols:
    • Accelerating: Gamble One-Handed Weapons
      • This replaces Retribution.
    • Limitless Rage: Gamble One-Handed Weapons
      • This replaces Veteran Brawler's.
    • Exploiter's: Gamble Boots
      • Replaces Might.
    • Berserk Fury: Gamble Rings
      • Replaces Echoing Fury.
    • Juggernaut's: Gamble Pants
      • Replaces Shared Misery in Endgame. Can also serve as a replacement for Disobedience at any point if more Armor is gained from swapping.
    • Windlasher: Gamble One-Handed Weapons
      • Replaces Anemia in Endgame.
    • Ancestral Charge: Gamble One-Handed Weapons
      • Used in any Charge focused variant.
  3. Acquire the following Unique items either as a random drop or by farming specific Boss drops.
    Note: You cannot gamble Unique items with obols!
    • Ramaladni's Magnum Opus
      • Replaces Berserk Ripping.
    • Tibault's Will:
      • Replaces Disobedience.
    • Tuskhelm of Joritz the Mighty:
      • Replaces Exploiter's. An amazing helmet that offers us a little bit of everything in the way of offense. It is even a great defensive choice since it grants additional ranks of Aggressive Resistance.
  4. If you're lucky enough to obtain the following Uber Uniques, they're useful for the build.
    • The Grandfather:
      • Replace Edgemaster’s, or alternatively, Limitless Rage.
    • Doombringer:
      • This item trades some damage for a big boost in survivability. Replace Accelerating, but move it to replace either Edgemaster’s or Limitless Rage. It's worth noting that Concussion and Wallop will no longer work when this item is equipped. Alternative point options are Charge, Duelist, Tempered Fury, etc.
    • Harlequin Crest:
      • Replace Tuskhelm of Joritz the Mighty.
    • Ring of Starless Skies:
      • Used in place of Berserk Fury.

Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.

Progression Setups

Follow the build's gearing progression from level 50 to 100, including the changes that need to be made as you obtain Legendary Aspects and Uniques.

Starter
Early Endgame
Endgame
Charge / DS
No Shouts Speedfarming

Once you have completed the leveling guide, only the Codex of Power Aspects are guaranteed. With this setup you can farm the Legendary Aspects and Unique items you need for the next progression point.

Upon finishing the leveling process and approaching the endgame grind, many of the Aspects you use are already available to us from the Codex of Power. There is no reason you shouldn't put them to immediate use, since they can be imprinted as often as needed as you upgrade your gear. Start by doing the following:

Gear

Helm, Chest, Pants:

  • Might
  • Numbing Wrath
  • Disobedience

Gloves, One-Handed Weapons

  • Anemia
  • Berserk Ripping
  • Veteran Brawler's

Two-Handed Weapons

  • Retribution
  • Edgemaster’s

Boots

  • Ghostwalker

Amulet

  • Shared Misery

Rings

  • Echoing Fury
  • Unrelenting Fury

This gives us a functional build to begin farming with. Some Fury issues might be present early on until we find the required gear to solve them. Generally though, Double Swing doesn't suffer much from this due to its lower Fury cost and ability to self-sustain, so it should be smooth sailin'.

Starter Gear

Skills

  • Lunging Strike is used early on to help with any Fury issues that might be present when our gear is still improving. It also proves is with some additional damage reduction withMight.
  • Extra points in Charge are taken early on to reduce its cooldown. It also serves as a great secondary damage source when combined with Veteran Brawler's. This is our primary way to start Berserking, as well.
  • Call of the Ancients can be used as the preferred Ultimate Skill early on, but Double Swing typically doesn't struggle with single target damage. Only use if gear is extremely lacking.
Starter Skill Tree

In this setup, you have access to all Legendary Aspects, allowing you to pilot a much stronger version of this build. Additional Legendary Aspects are used to fill slots that may be replaced with Unique items later on.

Gear

Seekout the following aspects that aren't available in the Codex of Power:

  • Exploiter's replaces Might on our Helmet. Audacity can also be a comfy option for this slot - use whichever feels best.
  • Accelerating replaces Retribution.
  • Limitless Rage replaces Veteran Brawler's.
  • Berserk Fury replaces Echoing Fury. If a well-rolled Echoing Fury is found, it is also a suitable option here - both are very similar in what they provide to the build.

Paragon Related Gear Changes:

  • Damage while Berserking should start being prioritized once the Blood Rage paragon node has been activated. Until then, generic additives such as Core Skill Damage or Damage to Close Enemies are better.
Early Endgame Gear

Skills

  • We drop Lunging Strike from our skill bar in favor of Challenging Shout for some extra damage reduction as we start getting into more difficult content. Some points in the Shout passives are also taken to help support this.
Early Endgame Skill Tree

In this setup, you have access to all Unique items and Legendary Aspects. This allows you to pilot this build at its peak efficiency. Let's take a look at the changes you need to make to implement them.

Gear

  • Tuskhelm of Joritz the Mighty is incredible for this build, since not a single stat on it is wasted.
  • Tibault's Will gives us a very large damage multiplier while Unstoppable. This is easy for us to achieve with Rallying Cry and Charge.
  • Ramaladni's Magnum Opus is our best weapon and gives us a massive boost in power when we prioritize Maximum Fury on our gear and paragon.

We also add two new Aspects to the build:

  • Windlasher. This is primarily for the bonus granted by the Twister glyph, but Dust Devils themselves have some utility in picking off weakened enemies as well.
  • Juggernaut's goes on our Amulet, replacing Shared Misery. This gives us a crazy amount of flat Armor with virtually no downside.
Endgame Gear

Skills

  • With good endgame gear, Unbridled Rage becomes the best option for raw damage.
  • Since we are spending Fury more rapidly, Invigorating Fury becomes a great option for some passive healing.
Endgame Skill Tree

This variant shifts some of our damage from Double Swing and focuses it more on Charge. Rather than being a pure Double Swing build, this is more of a well-rounded hybrid that uses Charge for fast clearing, and then Double Swing to clean up and deal with Bosses.

Gear

  • Brawler's goes on our Gloves, replacing Windlasher. This Aspect makes our clear become quite literally explosive... even small packs get destroyed by this once they are grouped up with Charge.
  • Ancestral Charge replaces Limitless Rage. This gives our Charge a massive area of effect increase and a huge chunk of damage on top of it. Limitless Rage can either be removed entirely or replace Accelerating - both are fine choices, so this is player preference.
  • Veteran Brawler's replaces Berserk Fury here. We'll benefit from this frequently since we are often switching between Charge and Double Swing. Another great option here is Ring of the Ravenous for Bleed application and more Charge uptime. Yet another third option is Bold Chieftain's for more uptime on Shouts.
Charge / Double Swing Gear

Skills

  • Charge is maxed to increase its damage output and lower its cooldown.
  • We pick up a third Shout with War Cry. This could technically be anything, but running three Shouts with Marshal allows for very fast and fluid gameplay; the main purpose here being easy Charge resets when moving between packs.
Charge / Double Swing Skill Tree

Paragon

  • We swap in Brawl for more Charge damage, and Marshal to help reset its cooldown when needed (usually due to not hitting enough enemies).
Charge / Double Swing Paragon Board

The Speedfarming setup makes you more efficient in farming the Open World, Helltide zones, Tree of Whispers, regular Dungeons, and Nightmare Dungeons below Tier 50.

Our optimized endgame build is already pretty well-suited for speedfarming most content, but if more speed is desired and losing some damage or defense isn't a hindrance, there are some small adjustments we can make. The gameplay loop doesn't really change, we're just trying to speed it up.

Gear

  • Earthquake and Bul-Kathos are great for this variant. They deal pretty solid damage on their own in low-tier content, but they also give us huge damage and defensive buffs when we stand in 'em.
  • Giant Strides is used here to help keep Leap off cooldown.
  • Ancestral Charge gives our Charge some nice grouping utility and some damage on top of it.
No Shouts Speedfarming Gear

Skill Tree

  • This variant takes skills that offer us more speed and mobility in order to traverse the open world more efficiently.
  • Maxed out Leap lets us frequently close gaps and ignore elevation. It's a great skill for quickly navigating through many parts of the game.
  • Charge offers us the same utility as usual; we put more points in it to ensure it's off cooldown as often as possible.
  • Rupture is a fun skill with a relatively short cooldown that gives us a short burst of attack speed. There are other options that can be used here as well, such as Lunging Strike or Steel Grasp.
No Shouts Speedfarming Skill Tree

Paragon

Rumble is a nice addition here; it boosts Earthquake damage and gives us a chunky multiplicative damage boost to all of our skills when we have Earthquakes active.

No Shouts Speedfarming Paragon Board

Hardcore Adjustments

Hardcore requires you to build into more defenses. Here are some tips to successful in this game mode:

  • We can opt for more defensive oriented passives, such as Defensive Stance and Martial Vigor. These can replace offensive options such as Wallop or Counteroffensive .
  • Prioritize more defensive rolls on gear, such as Maximum Life on Rings.
  • Iron Skin can replace Wrath of the Berserker and be supported with Aspect of the Iron Warrior.

Build Scaling & Stat Priorities

Learn about the important build scaling mechanics and stat weights.

Damage
Defense

Fury and Cooldown Reduction:

  • Our Fury and Cooldown management is instrumental to our success when playing Double Swing .
  • With the Unbridled Rage passive (which is a huge multiplier to our damage), Double Swing has a high rate of Fury consumption. In order to be able to use this skill continuously, we need to put a lot of effort into maintaining its regeneration. One main source of this is the Aspect of Echoing Fury in combination with our Shouts. To have our Shouts (and Fury generation) up as much as possible, we invest into Cooldown Reduction which is further bolstered by the Bold Chieftain's Aspect and Marshal.
  • Cooldown Reduction is available on Helm and Amulet.
  • Resource Generation is available on Rings.
  • Fury Cost Reduction is available on Boots and Amulet.
  • Enhanced Double Swing inherently returns Fury when hitting Stunned enemies.

Weapon Damage:

  • Our Double Swing only scales off the weapons that we are currently using. This means that in all other weapon slots, the only requirement is an item level of 725 or more (to maximize ranges on the stats that can roll.) Weapon damage does not matter on these.

Damage while Berserking:

  • One of the biggest sources of increased damage for us. Berserking acts as a 1.25x multiplier while it is active, and this damage scales even higher with the help of the Blood Rage paragon node. Because of this, we want to prioritize Berserking at all times and take Damage while Berserking anywhere that it is feasible - on gear and the Paragon Board.
  • Furious Double Swing grants us additional Berserking time when we hit, making it extremely easy to keep up.
  • Combat Lunging Strike gives us Berserking when it scores a Critical Strike.
  • Wrath of the Berserker and War Cry are both great ways to instantly activate Berserking.
  • The One-Handed Mace Expertise grants us a chance to activate Berserking through Lucky Hits.

Critical Strike Damage:

  • This is no longer as needed as it once was due to it being an additive source of damage, but it's still nice to have when possible. Even though we don't prioritize them, Critical Strike Damage rolls (and any additive damage roll) on all of our weapons apply to us even if we are not using them, including the Royal Emeralds socketed within. Whenever a Critical Strike is dealt, the resulting damage is multiplied by 1.5x
  • To help our odds of dealing Critical Strikes, we take Critical Strike Chance as a priority roll on Gloves and Rings.

Vulnerable Damage:

  • This status acts as a 1.2x multiplier to our damage. We don't actively try to scale Vulnerable damage beyond this, since anything beyond this is also considered additive.
  • Exploit allows us to inflict Vulnerable whenever we initiate combat, and can be a main source of application. However, once its duration ends, we have to wait quite a while for its effect to activate again.

Damage from Stuns:

  • Concussion allows us to inflict Stun via Lucky Hit procs.
  • The One-Handed Mace Expertise increases our damage against Stunned enemies.
  • Wallop multiplies damage if enemies are Stunned or Vulnerable.
  • Ground Stomp is used to inflict Stun in an area.

Limitless Rage and Edgemaster’s:

  • These Aspects are damage multipliers that significantly increase their effectiveness when we are capped or overcapped on Fury, another reason why our resource management becomes so important.

Accelerating Aspect

  • Grants us Attack Speed when we inflict a Critical Strike. In general, Attack Speed greatly benefits this build and should be a priority when gearing.

Damage Reduction:

  • Challenging Shout is one of our main sources of damage reduction. We can further increase its effectiveness by rolling + Ranks of this skill on our Chest Armor.
  • We take various forms of damage reduction through rolls on our gear, such as:
    • Damage Reduction from Close Enemies
    • Damage Reduction while Fortified
    • Damage Reduction from Enemies That Are Bleeding
  • Aggressive Resistance is a source of damage reduction while we are Berserking.
  • Pit Fighter offers us a small amount of Distant Damage Reduction.
  • If desirable, Iron Skin in combination with Aspect of the Iron Warrior can be a source of flat damage reduction.
  • There is a stacking damage reduction with our Shouts thanks to Guttural Yell.

Fortify:

  • While we are Fortified, we gain a baseline 10% damage reduction that can be scaled even further with Royal Sapphires in our Helm, Chest Armor, and Pants.
  • Numbing Wrath is used to constantly generate Fortify when we overcap on Fury.

Armor:

Another form of damage mitigation. Armor is important as it is not conditional and always in effect. It reduces all incoming Physical damage by a percentage, so a high armor value is extremely ideal.

  • Our Strength stat inherently grants us Armor, with a 1:1 ratio.
  • Aspect of Disobedience increases our total Armor by a percentage.
  • Royal Skulls can be socketed in Amulet and Rings for additional Armor, but they contend with gems that grant Resistances.
  • % Total Armor rolls are taken on non-Unique Helmet, Chest Armor, and Pants.

Unstoppable:

  • Enhanced Rallying Cry is our main source if prolonged Unstoppable.
  • Charge grants us this effect during its attack animation.
  • Wrath of the Berserker provides us Unstoppable for 5 seconds on use.

Unstoppable is our means of ignoring or escaping the many types of enemy Crowd Control effects.

Our Damage Explained article explains how to scale your Offense.
Learn all you need to know to scale Defense with our Defense Explained Article.

Stat Priorities

There are many stats and status effects that generate on gear, but many are not important for your build. See below for a general breakdown as well as a per slot priority list in the list.

  • Helm: Tuskhelm of Joritz the Mighty
    1. + Ranks of the Aggressive Resistance Passive
    2. Maximum Fury
    3. Damage while Berserking
    4. % Attack Speed
    5. % Chance to Become More Enraged (60)
  • Otherwise Look For: Exploiter's
    1. Cooldown Reduction
    2. Maximum Fury
    3. Damage while Berserking
    4. Maximum Life
    5. % Total Armor
    6. Strength / All Stats
    7. Resistance (as needed)
    8. Crowd Control Duration
  • Chest Armor: Numbing Wrath
    1. Damage Reduction from Close Enemies
    2. Damage Reduction while Fortified
    3. % Total Armor
    4. Maximum Life
    5. Damage Reduction
    6. Resistance (as needed)
  • Gloves: Windlasher
    1. + Ranks of Double Swing
    2. Critical Strike Chance
    3. Attack Speed
    4. Strength / All Stats
    5. Dexterity / Willpower
    6. Critical Strike Chance Against Injured Enemies
    7. Lucky Hit: Up to a 5% Chance to Restore Primary Resource
  • Pants: Tibault's Will
    1. Increased Damage while Unstoppable (40%)
    2. Maximum Resource
    3. Damage Reduction from Close Enemies
    4. % Damage
    5. Potion Capacity
  • Otherwise Look For: Steadfast Berserker's
    1. % Total Armor
    2. Damage Reduction from Close Enemies
    3. Damage Reduction while Fortified
    4. Damage Reduction
    5. Maximum Life
    6. Resistance (as needed)
  • Boots: Ghostwalker
    1. Movement Speed
    2. Cold / Lightning / Poison Resistance
    3. Cold / Lightning / Poison Resistance
    4. Cold / Lightning / Poison Resistance
    5. Resistance (as needed)
    6. Damage Reduction while Injured
    7. Fury Cost Reduction
    8. Strength / All Stats
    9. Movement Speed for 4 Seconds After Killing an Elite
  • Amulet: Juggernaut's
    1. Cooldown Reduction
    2. Fury Cost Reduction
    3. + Ranks of the Counteroffensive Passive
    4. Movement Speed
    5. + Ranks of the Wallop Passive
  • Rings: Unrelenting Fury & Berserk Fury
    1. Damage while Berserking
    2. Critical Strike Chance
    3. Resource Generation
    4. Maximum Fury
    5. Maximum Life
    6. Damage to Close Enemies
    7. Physical Damage
  • Two-Handed Bludgeoning Weapon: Limitless Rage
    1. Damage while Berserking
    2. Strength
    3. All Stats
    4. Damage to Close Enemies
    5. Damage with Core Skills
    6. Critical Strike Damage
    7. Damage to Bleeding Enemies
  • Dual-Wield Weapon 1: Ramaladni's Magnum Opus
    1. High Damage Per Second
    2. Increased Damage per Point of Fury (0.4)
    3. Maximum Fury
    4. Damage to Close Enemies
    5. Damage with Dual-Wielded Weapons
  • Otherwise Look For: Ancestral Charge
    1. High Damage Per Second
    2. Damage while Berserking
    3. Strength
    4. All Stats
    5. Damage to Close Enemies
    6. Damage with Core Skills
    7. Critical Strike Damage
    8. Damage to Bleeding Enemies
  • Dual-Wield Weapon 2 (Mace): Accelerating
    1. High Damage Per Second
    2. Damage while Berserking
    3. Strength
    4. All Stats
    5. Damage to Close Enemies
    6. Damage with Core Skills
    7. Critical Strike Damage
    8. Damage to Bleeding Enemies
  • Two-Handed Slashing Weapon (Sword): Edgemaster’s
    1. Damage while Berserking
    2. Strength
    3. All Stats
    4. Damage to Close Enemies
    5. Damage with Core Skills
    6. Critical Strike Damage
    7. Damage to Bleeding Enemies

This build benefits the most from the following consumables:

  • Elixirs: Elixir of Cruelty, Iron Skin Elixir, Elixir of Fortitude, Heady Assault Elixir & Heady Precision Elixir
  • Incenses: Song of the Mountain, Reddamine Buzz & Chorus of War

FAQ & Mechanics

Once a guide is released, many players have questions on why and how we are approaching certain choices. In this section you can find the answers to the questions that have been asked the most.

Why take Blood Rage with no source of Bleed?

Why am I running out of Fury?

How do I assign skills to the correct weapon?

Mechanics

Learn about the mechanical details which makes the build tick.

Fortify

Unbridled Rage

Summary

  • The Double Swing Barbarian is a fast and powerful build that can sustain permanent Berserking status and decimate all content Diablo 4 has to offer.
  • It dual wields Swords and Maces to destroy everything in its path, using Lunging Strike and Rallying Cry to quickly dash between packs of monsters.
  • Ground Stomp gives it the ability to lock down and eliminate weak and strong foes alike.
  • With the ability to invoke the Wrath of the Berserker, even the toughest of enemies will be shredded to pieces!

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Credits

Written by maxroll
Updated by snail
Reviewed by Facefoot, snail

© 2024 Maxroll Media Group, All Rights Reserved