Minion Barbarian Endgame Build Guide
Welcome to the Minion Barbarian Build Guide! This is a brand new archetype in Season 8, made possible thanks to some changes on how Call of the Ancients is categorized; most importantly, it gained the Summon tag, but also got newfound synergy with Arreat's Bearing. That's right, procs from this item now benefit from Summon and Ultimate damage, as well as all of their related multipliers!
This technically gives us a few options. The Ancients summoned from Call of the Ancients consist of three members:
- Korlic, who uses Leap to create Earthquakes.
- Talic, who spawns Dust Devils whenever he spins with Whirlwind.
- Madawc, who scorches the Earth with his massive Upheaval swing.
While all of these are technically viable sources of damage, for the purpose of this guide, we are focusing on Earthquakes primarily, with Twisters as our secondary focus. Before starting, take note of the:
Requirement for this build
- Arreat's Bearing (this item pretty much makes the build).
This build guide assumes you have a Level 60 Character and unlocked Torment 1. To get there, level up with one of our Barbarian Leveling Guides. See how this Build compares against others with our various Build Tier Lists.
Season Theme
The Season 9 theme is the Sins of the Horadrim. This season allows you to craft unique Horadric Spells using three different components: a Catalyst, an Infusion, and three Arcana. You earn Catalysts and Infusions through the Seasonal Questline, and Arcana can be found while exploring Nightmare Dungeons. You choose a Skill as the trigger for your Horadric Spell. Once in Torment I or higher, Horadric Jewels can be crafted which replace the Gems in your Jewelry, that add additional power to your build.
Endgame Horadric Spell
Catalyst
You use Disintegrate as it has a long duration and is incredibly reliable. As long as you are positioned between the enemy and the Disintegrate, it applies its effects to the target.
Infusion
The Nebulous Extract Infusion is taken for the damage reduction it grants.
Arcana
- Fractured Core - Disables the damage resistance (purple) aura that is often seen in The Pit.
- Potent Alloy - Gets rid of enemy Barriers and incapacitates them; especially useful for higher levels of The Pit.
- Bloody Charm - Allows us to execute any non-Boss enemy when it reaches a certain health threshold (40% for normal enemies, 20% for everything else).
Optional Arcana
- Gleaming Conduit - Replaces Fractured Core for content where the damage resistance aura is not an issue. This makes Disintegrate a bit larger to help make Executions easier.
- Sapping Crux - This Arcana gives us the ability to have permanent uptime on Vulnerable without having to prioritize it elsewhere.
Best-in-Slot Horadric Jewels
- Reverie Horn - This is the dedicated Summon Jewel; it gives our Ancients a temporary 1.3x damage multiplier whenever something dies or becomes Injured.
- Idol From Below - Grants us a small boost to our Strength and Maximum Life, and also the Unhindered effect. The Jewel Guardians spawned from this help with progressing in The Pit and give us additional targets on Boss fights - this is useful for Shout uptime with Bold Chieftain's and more Rage of Harrogath resets.
- Willbreaker - Our Earthquake and Dust Devil procs deal Physical damage, so this is a no-brainer damage boost for them.
Learn more details about the season theme in our full Season Guide.
Skills & Gameplay
- Lunging Strike is needed to progress the skill tree, but also enables the Moni + Tec Runeword, which is very good in the early leveling process. When using Lunging Strike, this combination spawns an Earthquake wherever the cursor is pointed. With Battle Lunging Strike chosen, it also serves as a secondary source of cooldown resets.
- Rallying Cry provides us multiple buffs, with the most important ones being the invaluable Unstoppable and Fortify effects.
- War Cry grants us the Berserking buff, but its main appeal is the generous multiplicative damage boost it gives while active.
- Challenging Shout gives us huge damage reduction and a boost to our Maximum Life. This is a crucial skill for surviving the more difficult content in the game, such as higher levels of The Pit.
- Call of the Ancients is essentially where all of our damage comes from when it is used in conjunction with Arreat's Bearing. The bulk of this damage comes in the form of Earthquakes, and to a lesser extent, Dust Devils.
- Rupture is the key to making the final version of the build function. With Rage of Harrogath and The Third Blade equipped, this skill constantly refreshes our cooldowns when it Bleeds enemies, which lets us spam Call of the Ancients.
Skill Rotation
- Spam Rupture, pretty much all the time. Doing so lets us refresh all of our cooldowns with Rage of Harrogath. Since this skill always results in an Overpower, it activates Warpath and Bone Breaker, which give our Minions permanent damage buffs.
- Cast Call of the Ancients whenever it is off cooldown. This is where all of our damage comes from when equipped with Arreat's Bearing.
- Cast War Cry, Rallying Cry and Challenging Shout whenever they are off cooldown to keep their buffs active.
- Use Lunging Strike as needed to help reset Call of the Ancients, typically in low density or during Boss fights. It should also be used semi-regularly to keep Belligerence active.
Arsenal System
The Arsenal System allows us to use a specific weapon for every attack skill, with each weapon granting different bonuses. We also have what is called the Technique Slot. With this, we can use any weapon of our choosing to always reap the benefit from, regardless of which weapon we have equipped.
For this purpose of this guide, the One-Handed Sword Expertise and One-Handed Mace Expertise are our main weapon choices. Rupture requires a Slashing weapon, which in our case is Ramaladni's Magnum Opus. We use a One-Handed Mace in the other dual-wield slot mostly to benefit from the Wallop passive.
In the Technique Slot, the Two-Handed Axe Expertise allows us to deal 10% more damage to Vulnerable enemies. Thankfully, this build has very high Vulnerable uptime, so this is practically a no-brainer. Unfortunately, its secondary effect does not apply here - the limitation of the Technique Slot is that it does not allow us 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 system in our full Barbarian Class Overview.
Paragon & Glyphs
Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 at level 15 and from 4 to 5 at level 46. Some of them cannot be activated before reaching these thresholds! Progress through The Pit to rank up your Glyphs.
Use the slider to see the progression steps. At around Paragon 200, leveling slows down significantly and all important Rare clusters, Legendary nodes and Glyph sockets should be unlocked. Afterwards, you can min/max your build with minor tweaks and by picking up additional smaller nodes.
Minion Barbarian Endgame Paragon
Some Glyph position swaps, board changes and other pathing adjustments may occur as you unlock your full potential. The setup displayed by default is the final version of the build before spending additional points that do not significantly impact your character's power.
Placeholder Glyphs
- Bloodfeeder
- Useful early on for some extra Critical Strike Chance and before finding a good set of dual-wield weapons (and a Ramaladni's Magnum Opus). This is swapped for Ambidextrous once these are acquired.
Glyph Leveling Priorities
Level 15
- Rumble
- Twister
- Challenger
- Marshal
- Bloodfeeder
Level 46
- Rumble
- Twister
- Challenger
- Marshal
- Ambidextrous
Learn more details about the Paragon System in our in-depth Paragon Boards and Glyphs guide.
Runes
You can have up to two Runewords in your setup, each consisting of one Ritual and one Invocation Rune. Socket them in Two-Handed Weapons if your build calls for them, otherwise place them into your Armor pieces to replace normal gems. The Minion Barbarian focuses on the following combos:
Best in Slot
- Moni + Ohm - This combination allows us to keep War Cry and Berserking up during Boss fights, as we have no way to do this otherwise.
- Ahu + Qax - This Runeword straight up doubles our damage; it's most effective when fighting in large density since the trigger effect applies to each enemy it hits.
Alternative choices
If you haven't unlocked the final setup or found the top runes, you can also benefit from these options:
- Zan - Alternative Ritual Rune.
- Kry - A good replacement for Ohm when War Cry uptime isn't needed.
- Zec - Good option that helps with Ultimate cooldown.
- Gar - Can be used early on to help cap Critical Strike Chance.
- Jah - Great choice for some extra zoom, especially when combined with Leap in the Speedfarming variant.
Learn more about Runes and how they work in our dedicated Runewords Overview and Runewords Tier List.
Mercenaries
Mercenaries are unlocked during the Vessel of Hatred campaign and assist you in battle. There are 4 separate Mercenaries to choose from, each with their own skill trees and abilities. You can have one hired (permanent) mercenary during solo play and a reinforcement who assists you from time to time in certain situations.
Hired: Subo
He's mainly used for his Seeker ability, which is just incredibly useful in all content since it reveals enemies on the mini-map; the value this has can not be understated. Aside from that, he just kinda shoots stuff and occasionally applies Stuns. His Iconic Skill, Cover Fire, gives us a pretty decent 25% damage multiplier as well when linked with Opening Fire.
Reinforcement: Varyana
She gives us some extra Attack Speed with her Bloodthirst, which helps us reduce our Cooldowns quicker. She's also a Barbarian, so she gets cool points.
Learn more about Mercenaries and how they work in our dedicated Mercenaries Overview.
Stat Priorities & Item Progression
To enable the Minion Barbarian to perform optimally, hunt for these stats on your gear with good rolls and aim to Temper ⚒️ & Masterwork Crit ↑ them accordingly. The green arrow ↑ indicates which affix is most impactful to Masterwork Crit, and it does not indicate how many Masterwork Crits you need on that particular affix. Keep in mind that certain stats, such as Armor, Resistances, Extra Size Tempers, Attack Speed, and more, have caps that may affect your priorities according to the items and Paragon points available at that moment.
Recommended Endgame Stat Thresholds
- 90%+ Critical Strike Chance
- 90%+ Lucky Hit Chance
- ( with Rupture & Lunging Strike)
- 40%+ Earthquake Size
- 25% Earthquake Duration (paragon)
- 200+ Maximum Fury
- 4000+ Strength
- Armor Capped 1,000
- Resistance Capped 75%+
- 15,000+ Life
- 70%+ Ultimate Cooldown Reduction
- (aim for 9.5 seconds on Call of the Ancients with Vehement Brawler's active)
Item Progression Goals
Before you dive into the Endgame with the Minion Barbarian, take a look at this overview of the items used in the build. See below for further details about the different progression steps and variants. Some of your Skill Tree choices depend on what Legendary Aspects and Unique items are available to you. Keep in mind that while we can guarantee that everyone has access to the same Codex of Power Aspects, the exact progression is different for everyone.
Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.
Build Variants
This section is designed to guide your Minion Barbarian from a fresh level 60 into the very late endgame using the three variants Starter, Ancestral and Mythic. At the final step, you should be fully decked out with a great all-rounder build. From there, follow the other min/max variants if you want to optimize around certain activities such as Pit Pushing, Speedfarming and more.
If you are fresh in Torment 1 coming from a leveling guide, this is where you begin. Since only some Aspects can be guaranteed from Dungeon unlocks for the Codex of Power, focus on acquiring the additional Aspects via gambling with Murmuring Obols.
Gear & Skills
- Important: This build heavily relies on Arreat's Bearing in order to do any kind of meaningful damage. It is not recommended to play without first acquiring this item.
- The Starter variant of the Earthquake Barbarian Endgame Guide is a good place to start before transitioning to this build.
- During early progression, Armor & Resistances should be prioritized in order to survive. Each Torment difficulty adds a penalty of -250 Armor and -25% to all Resistances and it's recommended to keep both capped at all times; this means having a value of 1,000 for Armor and 75% for each Resistance.
- As masterworking levels and Paragon points are unlocked, character power naturally scales into the higher difficulties. As this happens, most of these stats can start being replaced with utility or offensive-oriented ones.
- Focus on acquiring and improving the Earthquake themed Aspects as well as Fierce Winds, as these contribute the most to our damage output.
- Earthquakes
- Executioner's
- Incendiary Fissures
- Boss Powers used in this variant are slightly different than the ones used in the final build - adjust them accordingly (shown to the right).
- Next, focus on the Summon and Ultimate-themed Aspects for their strong multiplicative damage boosts. Note that though some of these Aspects call out specific skills, they aren't required to be used to gain the damage bonus. They include:
- Ancestral Charge
- Ancestral Echoes
- Apogeic Furor
- Juggernaut's and Steadfast Berserker's are both extremely important, especially at this progression point. The former is very helpful for reaching Armor cap, while the latter is a worry-free way of keeping Fortify.
- Vehement Brawler's is a good generic multiplier that also gives us +2 Ranks of Call of the Ancients.
- Hectic is useful early on to help reset all of our cooldowns, but Ghostwalker can be used instead for some extra Movement Speed.
The goal here is to progress through the Torment difficulties as you unlock Ancestrals, Paragon points, all Legendary Aspects, Temper mods and the most important Uniques to pilot this build. Some Legendary Aspects are used temporarily to fill slots that may be replaced with more Unique items later on.
Gear & Skills
- As gear is upgraded to Ancestral and more masterworking levels and Paragon points are unlocked, we can focus on replacing Armor and Resistance rolls with more desirable stats; however, staying capped at 1,000 Armor and 75% for all Resistances should always remain a priority for the current difficulty level.
- Tuskhelm of Joritz the Mighty is a good choice at this progression stage as it offers us a ton of useful stats, as well as a pretty decent 1.35x damage multiplier from its Unique effect.
- Rage of Harrogath is a core part of the build and enables Rupture to constantly reset all of our cooldowns. This is important because we get a lot of power and defense from having our Shouts and Ultimate up permanently.
- Fists of Fate is an excellent choice for both damage and utility with its high Lucky Hit Chance (for more Rage of Harrogath procs). It also serves as our primary way of inflicting Vulnerable on enemies. All of the stats here are very valuable, but the most important ones to prioritize are:
- Unique effect; aim for 280% or higher.
- Lucky Hit: Chance to Make Enemies Vulnerable; this needs to be rolled decently high in order to benefit from it frequently. If low rolled, the other options are:
- Expose Vulnerability.
- Pressure Point.
- Rolling this same affix on a Ring instead.
- Hooves of the Mountain God is an excellent Unique to pair with Lunging Strike. The Attack Speed it grants helps it activate Rage of Harrogath when Rupture is unavailable, and it also gives a ton of Belligerence ranks to boost our damage.
- Ramaladni's Magnum Opus gives us a damage multiplier that is based on our Maximum Fury. At this stage, we have ~150 Fury, which translates to a 1.75x multiplier. For this reason, Maximum Resource is an acceptable stat to get on an Amulet (and much easier than a double passive).
This is the final version of the build's progression, including all regular Unique items, Mythic Uniques, Legendary Aspects, Temper mods and Masterworking, leaving you with a great all-rounder build for all content in the game. Additional variants use this as a baseline to optimize around certain activities.
Gear & Skills
- Heir of Perdition is our best choice when it comes to the Helm slot. Although + Ranks to Core Skills is a dead stat, the extra Lucky Hit and Critical Strike Chance are quite nice, along with its inherent 1.6x damage multiplier.
- The Grandfather is an excellent option, and unlike Heir of Perdition, all of its stats are beneficial to us. The Maximum Resource is especially useful for helping to scale the damage multiplier of Ramaladni's Magnum Opus.
This is an alternative way to play the build. Instead of using Rage of Harrogath to reset Call of the Ancients, it instead relies on using Evade with Flickerstep and exploding Earthquakes with Hammer of the Ancients.
ㅤ
Gear & Skills
- Additional explanations for this variant will be added at a later time.
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.
- Multiple reasons:
- Heavy Hitter was removed as a temper option on weapons, which is where a large chunk of the build's power came from since it double dips. The damage was also decreased.
- Both Earthquakes and Dust Devils (from Arreat's Bearing) received nerfs that cut their damage in half, or worse.
- It lost a large damage multiplier from Beastmaster's Training.
- Various other small nerfs to the Barbarian in general affect this build.
Mechanics
Much of the information in this section has been carefully and thoroughly tested by Icytroll and is extracted directly from the Barbarian Compendium. This should be your main source for the most accurate and up-to-date explanations on all mechanics that pertain to the Barbarian class.
- Earthquakes tick for damage every 0.5s
- Earthquakes only use skill variance: [dmg*0.9,dmg*1.1].
- You can have 10 Earthquakes active at the same time (including Tec and "cast twice" EQ's)
- Earthquakes can not trigger Lucky Hit effects.
- Earthquakes can not Overpower.
Earthquake sources and their Skill% scaling at max ranks are:
Earthquake source | Weapon Damage scaling |
Earthquakes | 229% (458% with double dmg bug) |
Bul-Kathos | 260% (520% with double dmg bug) |
Call of the Ancients with Arreat's Bearing | 270% (540% with double dmg bug) |
Executioner's | 481% (962% with double dmg bug) |
Tec | 1680% (3360% with double dmg bug) |
With "Skill% scaling" we mean the value used as "Skill%" in the general damage formula found in our In-Depth Damage Guide.
Interactions that work with Earthquake
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Berserk Ripping
- Bul-Kathos
- Earthquakes
- Elements
- Executioner's
- Incendiary Fissures
- Inner Calm
- Retribution
- Skills and Passives
- Belligerence
- Counteroffensive
- Gushing Wounds with Berserk Ripping
- Heavy Handed
- Heavy Hitter
- Pit Fighter
- Slaying Strike
- Wallop
- Warpath
- Prime Call of the Ancients
- Supreme Wrath of the Berserker
- Unconstrained
- Walking Arsenal
- Legendary Nodes
- Blood Rage
- Flawless Technique
- Hemorrhage with Berserk Ripping
- Force of Nature
- Glyphs
- Ambidextrous
- Bloodfeeder
- Cleaver
- Executioner
- Might
- Revenge
- Rumble
- Uniques and Mythic Uniques
- Arreat's Bearing
- Fists of Fate
- Mantle of Mountain's Fury
- Ramaladni's Magnum Opus
- Stats
- Earthquake Size temper (scales area, capped at 100%)
- Earthquake Duration temper (not capped, adds another tick every 12.5% extra duration, no partial tick dmg)
- Earthquake Cast Twice temper (capped at 100%)
- Earthquake Damage paragon nodes
- Runes
- Tec
Interactions that partially work with Earthquake
The following interactions have been verified through damage recording or footage to ensure they have buggy/unintutive interactions. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- [BUG] Earthquake ticks currently deal 100% more damage than expected compared to their tooltip.
- [BUG] The tooltip above the skill bar showing that you are standing in a Bul-Kathos Earthquake and have increased Damage Reduction, uses the Earthquake damage multiplier, while the real value for the Damage Reduction is 30% as indicated by the aspect tooltip.
- Runes
- [BUG] Earthquakes from the Tec Rune does x20% more damage than expected compared to the base value of 1400%.
- Skills and Passives
- When you spawn an Earthquake by any means the rank 10 Polearm bonus from Polearm Expertise drops until you use a skill that has a Polearm selected as its arsenal selection.
Interactions that do not work with Earthquake
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Edgemaster's
- Skills and Passives
- Furious Upheaval
- Glyphs
- Earthquake crits do not count towards Wrath Fury gain.
- The Unconstrained (UC) Key Passive increases the global damage multiplier of Berserking from 25%[x] to 60%[x], and while below 65% HP you are always Berserking and gain 30% physical damage reduction.
- The interaction with Wrath of the Berserker functions the same as with the base 25%[x] multiplier here, increasing the 60%[x] Berserking multiplier by 25% for every 50 Fury spent:
Total Fury spent | Calculation | Resulting damage increase of Berserking |
50 | 60%[x] * 1.25 | 75%[x] |
100 | 60%[x] * 1.5 | 90%[x] |
150 | 60%[x] * 1.75 | 105%[x] |
200 | 60%[x] * 2 | 120%[x] |
- The physical damage reduction does not have any effect on the hit that takes you below 65% HP, the physical DR is only applied to damage taken while you are below 65% HP.
- [BUG] Unconstrained raises the maximum Berserking time to 10 seconds instead of 5 seconds even though the tooltip does not indicate this.
- [BUG] Using Shroud of False Death while having a point in Unconstrained adds an additional point which adds another 35% damage making Berserking a 95%[x] multiplier (190%[x] with Wrath of the Berserker) instead of just a 60%[x] multiplier.
- The base functionality adds Earthquake damage to your additive damage bucket based on how much strength is found in the glyph range.
- [BUG] The additional bonus of dealing 10%[x] increased damage against bosses and crowd controlled enemies for each active Earthquake up to 50%[x], is applied in steps of 10% multiplicatively and thus goes above the 50% cap for a total damage increase of: (1+10%)^5 - 1 = 61.1%[x].
- The legendary bonus works as expected and is a separate multiplier on Earthquake damage.
Berserking is a vital mechanic for the Barbarian, securing high Berserking uptime with your build is often essential to making your character as powerful as possible.
- Berserking provides a global 1.25[x] damage multiplier (1.6[x] with the Unconstrained key passive) and 25%[+] movement speed.
Working sources and interactions of Berserking
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Anger Management
- Berserk Ripping
- Burning Rage
- Skills and Passives
- Aggressive Resistance
- Battle Fervor
- Prolific Fury
- Unconstrained
- Combat Lunging Strike
- Furious Double Swing
- Violent Upheaval
- Enhanced War Cry
- Warrior's Death Blow
- Fighter's Steel Grasp
- Wrath of the Berserker
- Supreme Wrath of the Berserker
- Legendary Nodes
- Blood Rage
- Carnage
- Glyphs
- Ire
- Uniques and Mythic Uniques
- Tuskhelm of Joritz the Mighty
- Ugly Bastard Helm
- Stats
- Damage while Berserking temper and paragon nodes
Interactions that do not work with Berserking
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
N/A
- Fortify can be seen as an extra layer of defense that acts alongside your health. It's built up through various skills, glyphs, passives and paragon nodes and can reach the same value as your max HP. While you have equal or more Fortify than your current HP, you have an additional 15% generic damage reduction.
- It should be noted that damage reductions are applied through inverse multiplication, which means if you're taking 1000 damage from a hit without being Fortified, you will take:
1000*(1-15%) = 850
damage if you instead were Fortified. If you for example are Fortified and have an additional 10% damage reduction against Close enemies, you will instead take:1000*(1-15%)*(1-10%) = 765
damage from Close enemies. This is how all separate damage reduction sources function in Diablo 4. - Fortify is a dynamic damage reduction. This means that if you have more HP than Fortify, but the next hit will bring your HP below your current amount of Fortify, the game will look at how big the incoming hit is compared to your current HP and Fortify amount and calculate how much of the 15% Fortify damage reduction should be accounted for. We can set it up a general equation which given your current HP, current Fortify and the damage you will take from the incoming hit without being Fortified ("dmg" in the formula below), will calculate your remaining HP and whether to account for a partial Fortify damage reduction:

- The above equation covers all 3 damage taken cases of:
- Your HP is lower or equal to your Fortify amount (full 15% reduction)
- The incoming hit will take you below your current Fortify amount (partial reduction)
- The incoming hit will not take you below your current Fortify amount (no reduction)
Interactions that work with Fortify
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Steadfast Berserker's
- Numbing Wrath
- Tempering Blows
- Assimilation
- Skills and Passives
- Enhanced Bash
- Strategic Rallying Cry
- Strategic Iron Skin
- Mighty War Cry
- Defensive Stance is additive with the 15% base damage reduction of Fortify
- Thick Skin
- Counteroffensive
- Irrepressible
- Legendary Nodes
- Warbringer
- Stats
- Damage while Fortified paragon nodes
- Fortify Generation paragon nodes (are multiplicative, separate nodes are additive with each other)
- Damage Reduction while Fortified paragon nodes (separate DR from being Fortified, separates nodes are inverse multiplicative with each other)
- %Thorns while Fortified temper
Interactions that partially work with Fortify
The following interactions have been verified through damage recording or footage to ensure they have buggy/unintuitive interactions. Anything not listed here has not explicitly been verified during the creation of this list.
- Glyphs
- The additional bonus from the Undaunted glyph does not work as expected. The additional damage reduction is not applied based on the amount of Fortify you have before you take a hit, but by the amount of Fortify you have after you take a hit. If you for example have 100% HP and Fortify before taking a hit, if you have 50% Fortify after taking that hit you gain 50% of the Undaunted bonus, e.g. 10%*50% = 5% damage reduction for that hit.
Interactions that do not work with Fortify
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
N/A
Summary
The Minion Barbarian is a lot weaker going into Season 9, but if you enjoy the playstyle, it's still worth the effort. Here's why it's great:
- Very relaxed gameplay. Hold down Rupture while your Minions auto-target and destroy everything.
- High defense and passive healing with great uptime on Challenging Shout, Rallying Cry, and War Cry.
- High Ultimate uptime due to stacking Cooldown Reduction with Arreat's Bearing.
- Very little Fury maintenance - Call of the Ancients solves this on its own simply by being active.
- Great area of effect and high damage output via Earthquakes and Dust Devils. Madawc's Upheaval is surprisingly strong as well!
Credits
Written by snail
Contributions by Icytroll