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Walking Arsenal Barbarian Endgame Build Guide

Last Updated: March 5th 2024

Season 3 - ConstructS-Tier

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The Walking Arsenal Barbarian (also nicknamed Kratos Barb because of the frequent uses of Iron Maelstrom) is a fun, fast and engaging playstyle that plays around the Barbarian's class mechanic to its fullest potential.

Swapping between all three different weapon types all the time, you become a machine that mows through hordes of demons and one-shots dungeon bosse thanks to the combination of Encroaching Wrath and Enhanced Death Blow. Large packs of weak enemies are decimated with Upheaval, which also grants and Vulnerable.

This build is designed to excel at leveling to 100 and speedfarming. Due to the nature of Death Blow requiring a killing blow, it shines in easy content but can slow down in high-end challenges such as pushing towards Tier 100 Nightmare Dungeons or fighting Pinnacle Bosses, where the lack of cooldown resets hurt the build's performance. However, thanks to Overpower synergies such as Brute Force and Earthstriker's Aspect, it's still possible to deliver devastating oneshots to elites and bosses with well-timed combos.

All in all, the Walking Arsenal Barbarian is a great package if you just want to blast and have fun with what the class does best: smashing your foes to bits and pieces. Let's jump in and see what it's all about!

Walking Arsenal Barbarian Endgame Speedfarming Setup

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

DifficultyAverage
SpeedfarmingExcellent
NM DungeonsStrong
BossingExcellent
DefenseStrong

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.

  1. Tempest - We don't take this Governing Stones for its damage, but instead for its rapid long-range attack.
    • Fortify Support - This Tuning Stones takes effect every time the connected skill is used, which makes it work well with fast attacks. This is our only early source of Fortify, which makes it a necessary part of this leveling build.
    • Swift Support - We take this to make the offensive ability even faster, which allows the other Tuning Stones to support us more often.
    • Safeguard Support - While the recent patch buffed our offense considerable, we lack the defense to stand toe-to-toe with the toughest foes. This stone helps us avoid becoming a glass cannon.
  2. Reconstruct - This is one of the best Governing Stones for Barbarian leveling builds. The healing this stone gives is significant, even at its minimum power level. When we find Tactical and Duration Tuning Stones, attaching them to Reconstruct will eventually allow our companion to have 100% uptime on this healing ability.
    • Tactical Support - Legendary stones like Tactical may be very difficult to find, and some may not even be obtainable until later World Tiers. However, if you don't have one of these stones, there's nothing else to take its place, so just leave this slot empty until you find this stone.
    • Duration Support - By combining Duration and Tactical, we can make the effects of some Governing Stones (and their Tuning Stones) have 100% Uptime.
    • Initiative Support - One concern with the Construct is that it may get separated from us. To solve that problem, assign this Tuning Stones to Utility Governing Stone that affects us, and the Construct will occasionally teleport to us. If we are counting on the companion to keep us alive, then this could be the difference between life and death

Alternative Stones

Resource Support - This Tuning Stone is a good choice when leveling, because we need all the extra Fury we can get. Putting this on a fast attack enables us to take advantage of the benefit very often. We could use this instead of Safeguard if we feel that we don't need to extra toughness we get from Safeguard.

Evernight is one of the best Tuning Stones in the game. If you get this, use it over Safeguard or Resource.

Flash of Adrenaline is a great Utility type Governing Stone that boosts our damage. However, like Tactical and Duration, it can be very difficult or impossible to obtain in the early game. Once we obtain it, we can use it to increase our damage, but that seems unnecessary. Still, you may want to try using this stone instead of Reconstruct.

Genesis may be used in place of Safeguard Support if you find it.

Skill Tree & Gameplay

  • You need to rotate your weapons to keep up all buffs and make sure to not run out of Death Blow charges to be effective.
  • On engaging an enemy pack or moving between enemies quickly, use Lunging Strike once. This gives you a 10 second timer for the Dual-Wield buff of Walking Arsenal, which is this skill's main purpose.
  • Use Upheaval at least once to gain the Two-Handed Bludgeoning buff and to apply Vulnerable to all enemies hit via the Exploit Glyph.
    • When your Fury is high and you have stacked up Furious Upheaval, use it to deal massive damage in a large AoE and refresh the buff.
  • Finish off targets with Death Blow to gain the Two-Handed Slashing buff and gain Berserking. Whenever possible, aim for a killing blow to reset its cooldown.
    • When your damage is very good, prioritize the bigger targets with Death Blow and smaller ones with Upheaval.
  • If there are still enemies around, rotate between Upheaval and Death Blow to keep all buffs & debuffs up and use Lunging Strike at least once every 10 seconds.
  • If your Death Blow goes on cooldown because you missed a hit or the enemy survived, try to finish off any easy targets in the area and move on. Without the big hits and Vulnerable from Exploit Glyph, it may not be worth the time to fight remaining monsters.
Walking Arsenal Barbarian Endgame Skill Tree
  • Use Rallying Cry to gain Unstoppable as well as extra speed.
  • Activate Charge whenever needed to become Unstoppable or to quickly avoid hazards. Charge through at least 3 enemies to minimize its cooldown through Power Charge.
  • Freely activate your Iron Maelstrom Ultimate in large packs. Especially when enemies are spread out, it's a great skill to use to clean up the entire screen. This skill has a very short cooldown compared to other Ultimates in the game thanks to Supreme Iron Maelstrom, so you can use it often.

Against Bosses, follow this rotation:

  • Right before entering a Boss arena, make sure to prepare the Encroaching Wrath buff by using Upheaval to clean up the last monster pack. If possible, enter with full Fury for the buff from Edgemaster’s Aspect.
  • Prepare 4-5 stacks of Earthstriker's Aspect. You can watch your buff bar and swing in the air by holding down the Force Attack button if necessary.
  • Approach the target, activate Iron Maelstrom to get all your Walking Arsenal bonuses.
  • Trigger Earthstriker's Aspect with more weapon swaps if necessary.
  • Once you have the effect, follow up with a massive Death Blow.
  • If the Boss survived, weapon swap back and forth for Earthstriker's Aspect until you're ready to repeat the combo.
  • If the Boss is close to death, finish them off with Upheaval + Lunging Strike.
  • If the Boss is far from death, refill your Fury and repeat the combo above.

You can use the same combo against any tough enemies, such as tanky elites, the Butcher and similar.

Walking Arsenal Barbarian Skill Showcase

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 the Technique Slot that allows us to profit from one Expertise effect of our choosing at any time. 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.

Weapon Expertise Selection

For this build, we assign our weapon slots as follows:

  • Lunging Strike: Dual-Wield
  • Upheaval: Two-Handed Bludgeoning
  • Charge: Two-Handed Slashing
  • Death Blow: Two-Handed Slashing

This allocation is chosen for two reasons. First, we need three different attacks with three different weapons to activate our Walking Arsenal bonuses, the main combo of this entire build. Second, with a Two-Handed Axe we produce the biggest damage output and that's exactly what we need for Death Blow to be useful. Upheaval on the other hand is often used more as a utility skill to apply buffs and debuffs and for dealing with smaller monsters in AoE combat. Assigning our Two-Handed Slashing weapon to both Death Blow and Charge provides some redundancy that will help us keep all of the Walking Arsenal damage bonuses up even when we fail to land a killing blow with Death Blow.

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

Resource & Cooldown Management

This build is mostly filled with attack skills and short cooldowns and barely has any Fury issues.

Fury Generation

Lunging Strike generates Fury on attack and Aspect of Berserk Fury passively while we are Berserking. By following the gameplay rotation above, you generally don't run out of Fury because only one of your attacks is a spender. To help with resource generation early on, you can pick up Hungering Fury Paragon cluster until you have the Wrath Glyph later.

Unstoppable Buffs

Both Charge and Rallying Cry provide the Unstoppable buff. In case there are many elites with crowd control effects around, you can stagger Charge, then Rallying Cry, then Charge again to repeatedly break crowd control and become immune for a short period.

Iron Maelstrom

This skill has a very short cooldown so use it whenever you feel it could speed up a fight, especially in large monster packs. If you know your way around specific dungeons well enough, you can also keep it ready the right moment to make it shine.

Death Blow

It's important to not run out of Death Blow charges. Thanks to Weapon Master's Aspect we gain two maximum charges which can be replenished with a single attack, given that we finish off two targets with it. This allows you to occasionally miss a hit and still continue your rotation as usual. If you somehow end up without any charges, consider simply moving on from the current fight while you're waiting for the skill to cool down.

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 →
Walking Arsenal Barbarian Paragon

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

This build's Paragon board has a pretty straightforward progression. The only point where we swap around some Glyphs is when the Ire Glyph reaches level 15. At this point you move it to the Carnage board and place Undaunted on the Decimator and Territorial on the Blood Rage board.

In addition, if you feel Fury starved early on, you can pick up Hungering Fury + surrounding nodes for better resource recovery until later.

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.

Glyph Leveling Priorities

Level 15

  1. Might
  2. Ire
  3. Territorial
  4. Mortal Draw
  5. Undaunted
  6. Exploit

Level 21

  1. Ire
  2. Undaunted
  3. Might
  4. Territorial
  5. Mortal Draw
  6. Exploit

There are a total of 225 Paragon Points. Starting with level 50 you gain 4 Paragon Points per level, plus 20 from Renown, and 4 from Altars of Lilith.

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

Many of our Skill choices depend on what Legendary Aspects and Unique items are available to us. While we can guarantee that everyone has access to the same Codex of Power Aspects, the progression might be different for everyone!

  1. Unlock the following Aspects in your Codex of Power:
  2. Find the following Legendary Aspects either as a random drop or by gambling with Obols:
    • Encroaching Wrath: Gamble One-Handed Axes. The key to one-shotting Bosses and adds extra damage for our Death Blow throughout the run from time to time. This replaces Death Wish.
    • Weapon Master's: Gamble Boots. Important to provide us with a second charge for Death Blow in case we miss a hit. This replaces Rapid.
    • Steadfast Berserker's: Gamble Pants. Our primary source of Fortify later on, replacing Numbing Wrath.
    • Accelerating: Gamble One-Handed Axes. We swap weapons all the time so this Aspect smooths out the gameplay especially with the long Upheaval animation. This replaces a defensive Aspect later.
    • Berserk Fury: Gamble Rings. Grants us extra Fury for more Upheaval spam. This replaces Relentless Armsmaster.
    • Ancestral Charge: Gamble One-Handed Axes. This turns Charge into a large AOE that is much better at clearing trash and resetting its cooldown.
    • Brawler: Gamble One-Handed Axes. This ability greatly increases the damage of Charge by setting off a chain reaction of explosions when we kill enemies recently damaged by Charge.
    • Bear Clan Berserker: Gamble Rings. This aspect helps to solve Charge's only weakness: it has a cooldown.
  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!
    • Overkill: Replacing either Conceited or Accelerating, this is amazing weapon for lategame that adds an extra shockwave to your Death Blow at the cost of better stats on a regular weapon and a doubled offensive Aspect. All in all, it's a great item to use for this build especially in easy content where the lower damage shockwave is strong enough to finish regular monsters.
    • Tibault's Will: Replacing Disobedience, this item offers lots of extra damage on an otherwise defensive slot. If you feel too squishy, you can run with a legendary item instead.
  4. If you get lucky with Uber Unique drops, consider the following adjustments:
    • Harlequin Crest or Andariel's Visage: Replace Might for extra damage, life or life recovery.
    • Doombringer: You can use this weapon instead of Edgemaster’s. This sword has amazing stats and a damage reduction proc to survive high end content more easily.
    • The Grandfather: This sword adds tons of great stats but prevents you from running Encroaching Wrath on a two-handed slot if you're also using Overkill. It's still an amazing upgrade and replaces Berserk Ripping.

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

Progression Setups

Starter
Early Endgame
Late Endgame & Speedfarming
T100 NM Dungeons
Gauntlet

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 we use are already available to us from the Codex of Power. There is no reason we shouldn't put them to immediate use, since they can be imprinted as often as needed as we upgrade our gear. We'll start by doing the following:

Gear

  • This is a functional setup that works without any drops. As you acquire more pieces, start replacing Codex powers with the ones we're after for the Endgame setup.
  • Death Wish and Rapid are filler Aspects that can be tossed out early on or omitted in case you are low on materials.
  • Numbing Wrath gets replaced by the much better Steadfast Berserker's as soon as possible.
  • Start working towards capping your Resistances and Armor.
Starter Gear

Skills

  • This is the standard setup for the build.
Starter Skills

Gameplay

Early on, you have to play a lot more carefully with your Death Blow until you acquire the Weapon Master's Aspect. If you miss a killing blow, you are locked out of using your main combo and might even lose the Walking Arsenal buff due its long cooldown. Prioritize using Death Blow only when you are sure to finish off a target or you have Charge ready to keep the Walking Arsenal up if we have to wait for Death Blow.

Before you acquire Encroaching Wrath your single target damage on Bosses may be lacking due to the missing buff. Avoid dungeons that have Bosses as much as possible as they may slow you down significantly if you're not overgeared.

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.

At this point of progression, prioritize using any well-rolled Aspects on pieces of gear that will not be replaced soon. If they are not build-enabling, it is even acceptable to save them for endgame pieces.

Gear

  • Our first Two-Handed Aspect is Encroaching Wrath to ensure smooth Boss fights.
  • Our second Two-Handed Aspect can be either Accelerating (for smoother gameplay) or Edgemaster’s (for bigger bonks). Choose whichever works better for you.
  • Weapon Master's makes sure that we don't have any issues with Death Blow going on cooldown in regular combat.
  • Steadfast Berserker's adds tons of Fortify which provides damage reduction and other synergies.
  • Start working on capping your resists up to 70% each and stack enough Armor (8000-9200) to progress through Torment difficulty.
Early Endgame Gear

Skills

  • This is the standard setup for the build.
Early Endgame Skills

Gameplay

At this point, you have the full setup completed and everything should be running smoothly. Follow the general skill rotation described in the section above.

In this setup, you have access to all Legendary Aspects and Unique items, unleashing the strongest version of this build. Be prepared to grind to access some of these highly sought after items!

Gear

  • This setup includes Overkill that buffs Death Blow, shifting a bigger focus onto that skill. This item replaces a defensive Aspect by moving an offensive Aspect to the Amulet instead.
  • Tibault's Will replaces Disobedience as we can cap our Armor without it in most cases. If you feel too squishy, you can run with a legendary item instead.
  • Be aware that equipping unique items may require to shift Resistances to other slots to stay capped.
  • Ensure you reach at least 9200 Armor to be capped against level 100 enemies or more if you farm higher Tier NM Dungeons.
Late Endgame & Speedfarming Setup

Skills

  • This is the standard setup for the build.
Late Endgame & Speedfarming Skills

Gameplay

With Overkill in the build, we naturally want to use Death Blow more than before because it's stronger and behaves quite similarly to Upheaval in the way that it applies Vulnerable to many targets thanks to the shockwave. Instead of cycling back and forth between Upheaval and Death Blow, you can now use Upheaval less often and more like another support skill similar to Lunging Strike. The rotation on Bosses remains unchanged.

For pushing all the way to Tier 100, you have to adjust your playstyle to focus a lot more on the power of Aspect of Encroaching Wrath and Earthstriker's Aspect. Simply chain killing enemies with Death Blow may not be enough after a certain point, especially against elite enemies.

Avoid these Nightmare Dungeon Affixes

  • Stormbane's Wrath
  • Lightning Storm
  • Physical Resist
  • Monster Life
  • Melee Defenders
  • Armor Breakers
  • Vulnerable Resist

To make it easier, you are looking for a Nightmare Dungeon that contains mostly melee enemies. It's recommended to use defensive consumables such as Iron Skin Elixir, Song of the Mountain and Reddamine Buzz to survive.

Gear

  • Against higher level monsters we need more Armor to survive (ideally ~13300 against lvl 154 monsters). This is achievable with high item power gear, Royal Skull socketed into Jewelry and some % Armor rolls.
  • Consumables can be used to fill the gap in case you're close, but if you can't hit the Armor cap, include Aspect of Disobedience instead of Aspect of Might.
  • This setup uses leans more into Crit + Overpower damage with Banished Lord's Talisman and Ring of Red Furor to guarantee Big Bonks(TM) for maximum damage output.
Nightmare Dungeon Push Gear

Skills

  • This setup is the same as the standard version.
  • If you want to have extra defense, you can drop Iron Maelstrom to pick up Challenging Shout. The Ultimate doesn't have the best damage output in high tiers and we generally avoid fighting large monster packs whenever possible.
Nightmare Dungeon Push Skills

Gameplay

  • Play more defensively than before. Focus on making smaller pulls and nuking down enemies one by one with the combo of Upheaval and Death Blow.
  • It's likely that Death Blow goes on cooldown because you don't finish off your target and without it you don't deal much damage, so it may be better to disengage and come back with your cooldowns ready.
  • In order to get the most out of your Overpower damage, combine Earthstriker's with Ring of Red Furor by weapon swapping and then using Upheaval 3 times in a row for the guaranteed Big Bonk(TM) combo (Banished Lord's Talisman).

The Gauntlet is a timed dungeon full of level 124 monsters equivalent in difficulty to a Tier 70 Nightmare Dungeon. The optimal build for this challenge requires more movement speed and less defense.

Gear

  • Because our enemies are only level 124, the armor cap is significantly lower than what it would be for a Tier 100 Nightmare Dungeon. Rather than aiming for approximately 13300 armor, we only need about 10700. We can hit this number without Juggernaut or Disobedience - all we need is two Total Armor rolls: one on our amulet, and one on our chest.
  • The best amulet for the Gauntlet has Movement Speed, Ranks of Brawling Skills, Cooldown Reduction, Total Armor, and an offensive Legendary Aspect like Ancestral Charge.
  • The best chest armor for the Gauntlet Total Armor and 3 Damage Reduction stats (or Maximum Life) and a defensive Legendary Aspect like Numbing Wrath or Iron Blood.
Gauntlet Gear

Skills

  • We use the standard setup for skills, paragon and seasonal mechanics.
Gauntlet Skill Tree

Gameplay

Follow the general skill rotation described in the section above.

Hardcore Adjustments

  • The setup presented here is already quite tanky as is, running multiple defensive legendary aspects and stacking various defensive nodes and Glyphs on the Paragon board.
  • Prioritize more defensive rolls on gear, such as Maximum Life on Rings and Helm and make sure to stack them entirely on Chest & Pants.
  • Tibault's Will is an optional unique that can be replaced with a defensive legendary item.

Build Scaling & Stat Priorities

Read on to learn all you need about how to scale this build into endgame.

Damage
Defense

Weapon Damage:

  • Iron Maelstrom scales off the weapon damage every slot, so it's important to prioritize high item power on all weapons when using this skill. Death Blow scales off our Two-Handed Slashing Weapon and Upheaval scales off our Two-Handed Bludgeoning Weapon.

Critical Strikes:

  • Critical Strike Chance is a priority roll on Gloves and Rings.
  • The Prime Iron Maelstrom enhancement grants the skill +30% Critical Strike Chance and +40%[x] Critical Strike Damage.
  • Heavy Handed and the Two-Handed Mace Expertise are separate multipliers to our Critical Strike Damage.
  • The Mortal Draw gives us a second chance to roll a Crit after swapping weapons.

Vulnerable Damage:

  • The window in which enemies are Vulnerable is generally when we deal the most damage, because this effect acts as its own separate damage multiplier.
  • The Two-Handed Axe Expertise is another multiplier to our Vulnerable damage.
  • Exploit allows us to inflict Vulnerable whenever we initiate combat, and is our main source of application. However, once its duration ends, we have to wait quite a while for its effect to activate again.

Aspect of Encroaching Wrath:

  • Once we spend 100 Fury with Upheaval, the next Death Blow gets a massive damage multiplier. This allows to oneshot big elites and bosses regularly.

Berserking:

  • Warrior's Death Blow makes it easy to keep up Berserking because we use it all the time.
  • With Battle Fervor, Charge is another source of Berserking that we activate regularly.
  • We stack tons of Damage while Berserking from items, Paragon and the Ire Glyph to add a massive damage multiplier via the Blood Rage node.

Damage Reduction:

  • We take various forms of damage reduction through rolls on our gear, including:
    • Damage Reduction
    • Damage Reduction while Fortified
    • Damage Reduction from Close Enemies
    • Damage Reduction from Bleeding Enemies
  • Pit Fighter offers us a small amount of Distant Damage Reduction.
  • Aspect of Might gives us damage reduction after using Lunging Strike.

Fortify:

  • While we are Fortified, we gain a baseline 10% damage reduction.
  • While Berserking, Steadfast Berserker's Aspect is used to generate Fortify.
  • Undaunted gives us even more Damage Reduction while Fortified.

Armor & Resistances:

  • Resistances: As we approach lategame, we focus on capping all of our elemental resists at 70% through rolls on Armor pieces, Paragon nodes and Jewelry sockets.
  • Armor: Similar to resistances, we aim to hit the 85% damage reduction armor cap (~9200 vs. lvl 100 monsters, ~13300 vs. lvl 154 monsters) to be well protected against any damage type.
  • Aspect of Disobedience is used in some setups.
  • % Total Armor can be rolled on Helmet, Chest Armor, Pants, and Amulet.

Unstoppable:

  • Enhanced Rallying Cry is our main source.
  • Additionally, Charge in combination with Battle Fervor.
  • Unstoppable is our means of ignoring or escaping the many types of enemy Crowd Control effects. With the above skills, we have very high uptime on this effect.

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 & Gear Options

Choosing the right stats for your gear can make or break your build. You won't always find perfect stats (also known as affixes or modifiers) though, and you may need to make a tough choice between two good pieces of equipment. Use the following list of priorities to compare your gear and pick the best.

  • Helm: Disobedience
    1. Ranks to Death Blow
    2. Any Resistance
    3. % Total Armor
    4. Cooldown Reduction
    5. Maximum Life
    6. Any Resistance
  • Chest Armor: Steadfast Berserker's
    1. % Total Armor
    2. Damage Reduction
    3. Close Damage Reduction
    4. Damage Reduction while Fortified
    5. Distant Damage Reduction
    6. Maximum Life
  • Gloves: Weapon Master's
    1. Ranks to Upheaval
    2. Critical Strike Chance
    3. Attack Speed
    4. Lucky Hit Chance
    5. All Stats
    6. Strength
  • Pants: Tibault's Will, look for high Close Damage Reduction & effect rolls
  • Otherwise Look For: Might
    1. % Total Armor
    2. Damage Reduction
    3. Close Damage Reduction
    4. Damage Reduction while Fortified
    5. Distant Damage Reduction
    6. Maximum Life
  • Boots: Ghostwalker
    1. Implicit: Maximum Evade Charges
    2. Movement Speed
    3. Any Resistance
    4. Any Resistance
    5. Any Resistance
    6. Movement Speed on Elite Kill
    7. Dodge Chance
    8. All Stats
    9. Strength
  1. Amulet: Ancestral Charge
    1. Movement Speed
    2. Ranks to Weapon Mastery Skills
    3. Cooldown Reduction
    4. Ranks to Heavy Handed*
    5. Ranks to Counteroffensive *
    6. Damage Reduction
    7. % Total Armor
    8. Close Damage Reduction

* Cannot appear on the same item together.

  • Rings: Berserk Fury & Berserk Ripping
    1. Critical Strike Chance
    2. Damage while Berserking
    3. Maximum Life
    4. Resource Generation
    5. Fortify Generation
    6. Damage to Close Enemies
  • Bludgeoning Weapon: Overkill, look for high effect roll and Death Blow ranks
  • Otherwise Look For: Accelerating
    1. High DPS (Item Power)
    2. Damage while Berserking
    3. All Stats
    4. Strength
    5. Damage to Close Enemies
    6. Vulnerable Damage
  • Dual-Wield (Axes): Earthstriker's & Edgemaster’s
    1. High DPS (Item Power)
    2. Damage while Berserking
    3. All Stats
    4. Strength
    5. Damage to Close Enemies
    6. Vulnerable Damage
  • Slicing Weapon: Encroaching Wrath
    1. High DPS (Item Power)
    2. Damage while Berserking
    3. All Stats
    4. Strength
    5. Damage to Close Enemies
    6. Vulnerable Damage

Fill your item's sockets with the following:

  • Royal Skull into Weapons for health recovery.
  • Royal Ruby into Armor for more survivability.
  • Any gem type of Resistances you are missing into Jewelry, prioritizing Fire and Lightning first. If you are capped on all of them, add Royal Skull for more Armor.

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

How do I assign my weapons to the correct slot?

My Death Blow doesn't finish bosses, what can I do?

I'm constantly running out of Fury, what should I do?

Why no Hellhammer?

Mechanics

Overkill

Fortify

Walking Arsenal

Video Guide

Summary

The Walking Arsenal Barbarian is a great leveling and speedfarming build that incorporates the basic principles of what the class is all about in the coolest way possible. Enjoy becoming an engine of destruction with this build!

  • Assign your four attack skills to three different weapons and keep all of them up-to-date as you progress.
  • Use each weapon at least once every 8 seconds for the Walking Arsenal buffs.
  • Swap between attacks to activate damage bonuses and bring back Iron Maelstrom faster.
  • Protect yourself withCharge and Rallying Cry (for Unstoppable).
  • Activate Encroaching Wrath before engaging Bosses to deal a heavy blow to them.

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Credits

Written by wudijo
Updated by slothmaster
Contributions by snail

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