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Whirlwind Twisters Barbarian Endgame Build Guide

Last Updated: September 11, 2024

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Season 5 - InfernalA-Tier

The Whirlwind Barbarian Guide provides an iconic playstyle that is loved by many - the classic "hold down one button and destroy everything in my path" playstyle, or as it is more commonly known, "spin to win."

Whether it's speedfarming, pushing Nightmare Dungeons, or anything in between - Whirlwind does it all. It is extremely versatile in both what it can accomplish and also in its choice of gearing. Feel like bludgeoning your foes to death in a whirling fit of rage? Pick up that Two-Handed Mace and go ham. Want to just spin faster and rip things to shreds? Then dual-wielding a One-Handed Mace and One-Handed Sword might be for you.

In this guide, we'll focus primarily on the latter choice, as it offers us a good balance of power and comfiness for much of the game. We eventually scale its power even more with the use of powerful Unique items such as Ramaladni's Magnum Opus.

For Season 5, we're also funneling a lot of our power into the buffed Dust Devils from Aspects such as Devilish and Fierce Winds, and increasing their size and effectiveness through precviously added Tempered Affixes. That's right, spin to win just got a whole new meaning!

So if that sounds like your idea of a good time, then let out your loudest Rallying Cry as we Whirlwind our way through this Endgame Barbarian Guide.

Leveling
Endgame
Mythic

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

DifficultyLow
SpeedfarmingExcellent
The PitGreat
BossingNot Great
DefenseGreat

Season 5 - Infernal Hordes

In Season 5, the Season Theme brings your hero back into the bowels of Hell, in the Infernal Hordes endgame activity. You're first introduced to Hellbreach Dungeons, miniature Horde-like micro-dungeons that teach you the new mechanics and rewards systems. As you slay more powerful Demons and Bosses, you're rewarded with the new Reputation progression that comes with amazing rewards. These include Crafting Materials, unlocking Season's Journey tiers and even the coveted Resplendent Spark, needed to craft a mythic unique.

Follow the seasonal questline until you unlock the Reputation system, check which rewards suit you most and then follow your regular leveling path. To learn more, check out our full Season 5 guide for more information.

Skill Tree & Gameplay

The Whirlwind build is entirely melee-focused, as one might expect. The majority of the time, we hold down our spin button and everything around us dies.

  • Lunging Strike is needed to progress the skill tree. This is dropped later on but is used for much of the early leveling process.
  • Whirlwind is the core of our build, but not because of the base damage of the skill itself. We instead use it as a Bleed source and as our main way of spawning Dust Devils, which is where the bulk of our damage comes from.
  • Rallying Cry provides us multiple buffs, including Fury regeneration, movement speed, and the invaluable Unstoppable effect while active.
  • Challenging Shout boosts our defenses even higher with its massive damage reduction and health increase, while also Taunting any monsters in range.
  • War Cry grants us the Berserking buff and a generous multiplicative damage boost while active.
  • Kick is purely for keeping Vulnerable applied to Bosses, which is where Whirlwind mostly struggles. Tempered Kick Vulnerable Duration makes it so this effect lasts upward of 20 seconds or more with just one use.
  • Wrath of the Berserker is taken for some extra mobility, Fury generation, and a damage spike as needed.
Whirlwind Endgame Skill Tree
  • The gameplay loop goes something like this:
  • Spin. Yeah. That's kind of it. Spin and cast Shouts.
    • (Shouts keep us passively healed from Raid Leader and also spawn additional Dust Devils).
  • Against Bosses, use Kick to apply a lengthy Vulnerable effect and then continue spinning and shouting.
  • Use Wrath of the Berserker for fun whenever it's off cooldown, but try to at least make sure it's back up in time for Boss fights.
Whirlwind Twisters 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 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 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. Here's what we do to help it:

  • Using Tactical Rallying Cry. This is one of our main sources of Fury regeneration and we make sure this is active during any major fight.
  • Taking Prolific Fury multiplies our Fury Generation.
  • 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.
  • Enhanced Whirlwind itself give us back Fury for each enemy we hit. This makes it ideal to always be fighting large groups of enemies when possible.
  • Resource Cost Reduction on a Two-Handed Weapons can drastically decreases our Fury consumption.
  • Starlight recoups Fury based on our healing, which we get from Invigorating Fury. This is our primary way of solving resource problems in the endgame.

Reductions to our Cooldowns (Shouts) are equally as important. Without ways to drastically mitigate their downtime, the build becomes weaker, slower, clunky, and unfun. We solve this by doing the following:

  • Rolling Cooldown Reduction wherever we can get it. In our case, the Helm slot as well as the Amulet.
  • Imprinting the Bold Chieftain's Aspect. It saves us up to 6 seconds on each of our Shouts under ideal circumstances, and really helps make the build feel smooth. Acquiring this should actively be one of our first priorities.
  • Rage of Harrogath is amazing for resetting cooldowns since we are constantly applying Bleed to enemies.
  • The Disembowel Glyph works wonders for reducing cooldowns when fighting large groups, as long as we are applying Bleed. The can be used by simply swapping it withUndaunted.
  • 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, saving Wrath of the Berserker for tougher fights, etc.

Paragon Board

The early portion of this dual-wielding focused board is designed to help ease some early struggles that typically present themselves when leveling with Whirlwind, specifically Fury management. It also takes Blood Rage early to ensure we stay powerful throughout the leveling process. The final version eventually drops some of the early game utility in favor of more damage and more optimizations revolving around the use of Ramaladni's Magnum Opus.

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
  • Ire

Glyph Leveling Priorities

Level 15

  1. Twister
  2. Exploit
  3. Disembowel
  4. Ambidextrous
  5. Undaunted
  6. Bloodfeeder

Level 21

  1. Twister
  2. Ambidextrous
  3. Bloodfeeder
  4. Undaunted
  5. Exploit
  6. Disembowel

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:
    • Bold Chieftain's: Gamble Rings
      • Replaces Berserk Ripping.
    • Starlight: Gamble Rings
      • Replaces Vocalized Empowerment.
    • Ancestral Charge: Gamble One-Handed Weapons
      • Replaces Dire Whirlwind.
  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 Brawler's.
    • Tibault's Will:
      • Replaces Iron Blood and trades some defense for a large power increase.
    • Rage of Harrogath:
      • Replaces Relentless Berserker's. This becomes our primary way of reducing our cooldowns.
    • Tuskhelm of Joritz the Mighty:
      • Replaces Steadfast Berserker's.
  4. If you're lucky enough to obtain the following Uber Uniques, they're useful for the build.
    • Ring of Starless Skies:
      • Replaces Starlight. This item makes Fury management practically a non-issue.
    • Tyrael's Might:
      • Can replace Rage of Harrogath for more damage and area clear.
    • The Grandfather:
      • Replaces Fierce Winds, which is moved to the Amulet and replaces Slaking.
    • Harlequin Crest:
      • Replaces Tuskhelm of Joritz the Mighty for huge Cooldown and Damage Reduction.

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.

Whirlwind + Charge
[Starter / Level 50]
Whirlwind Twisters
[Leveling to 100]
Whirlwind Twisters
[Endgame / Pit 61+]
Whirlwind Twisters
[Mythic / Pit 101+]

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

Note: In the early stages of the leveling process, the main focus should be obtaining Dust Devil-themed Aspects; for this build, that primarily means Dust Devil's. It can be found as a random drop or by gambling, with One-Handed Weapons being the most efficient source.

Helm, Chest, Pants

  • Numbing Wrath
  • Relentless Berserker's
  • Iron Blood

Gloves, One-Handed Weapons

  • Edgemaster’s
  • Brawler's
  • Dire Whirlwind

Two-Handed Weapons

  • Fierce Winds
  • Dust Devil's

Boots

  • Ghostwalker

Amulet

  • Devilish

Ring

  • Vocalized Empowerment
  • Slaking

This gives us a functional build to begin farming with. As a fair warning, leveling with Whirlwind in the early stages without Dust Devil's can sometimes feel underwhelming - there's no shame in switching up skills if you're struggling, at least until this Aspect is acquired.

Starter Gear

Skills

The preliminary version of our build makes a few changes to the skill tree to compensate for our lack of gear and to better suit our dual-wielding playstyle. Specifically:

  • Early on, Lunging Strike earns a slot on our active skill bar early on to help mitigate Fury issues that could be present.
  • We take points in Charge to use it as a secondary damage source with support from Brawler's.

Alternate Options:

  • Call of the Ancients is very strong early on and can help alleviate some of our damage issues against Bosses. If Fury feels comfortable, replace Lunging Strike Otherwise, Challenging Shout can be replaced until the extra damage reduction is required.
Starter Skill Tree

Gameplay

The playstyle of this early version doesn't differ much from the endgame build, we're just trying to take things that are available and helpful to us early on that aren't required once the build is finished. Using Lunging Strike and Charge to help supplement our damage is the main difference.

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

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

  • Bold Chieftain's Aspect replaces Slaking for the time being and helps keep our Shouts off cooldown more often.
  • Giant Strides replaces Vocalized Empowerment. With Resource Cost Reduction and help from paragon, replacing this Aspect shouldn't feel too impactful in regards to Fury loss. If it does, Fury per Second can be taken as a roll on our Chest Armor.
  • Steadfast Berserker's replaces Numbing Wrath. It serves the same purpose, but is just overall better.
  • Ancestral Charge replaces Edgemaster's. Charge and its supporting Aspects just make leveling feel faster and more smooth until the build is completely online.
  • Anger Management replaces Dire Whirlwind to grant us permanent Berserking. One this is acquired, points in Battle Fervor can be allocated elsewhere; Martial Vigor is one example.
  • It is important to start paying attention to Resistances the further we progress. If incoming damage becomes an issue, prioritize single Resistances on gear, particularly in the Jewelry slots.

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 Damage to Close Enemies are better.
  • Fury on Kill rolls can start being replaced on gear once nodes on the Warbringer board are picked up, or whenever it feels comfortable to drop them.
Early Endgame Gear

Skills

  • We've added Leap here as a replacement for Lunging Strike. It accomplishes the same thing in generating Fury, but generally does it better. It's also a great mobility skill to help speed up leveling.
Early Endgame Skill Tree

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

  • Tuskhelm of Joritz the Mighty replaces Steadfast Berserker's, since Strategic Rallying Cry will be our main source of Fortify. This item grants us a huge power spike with its naturally high Damage while Berserking roll, as well as a pretty decent flat damage multiplier from its Unique power.
  • Rage of Harrogath is swapped in place of Bul-Kathos. This is incredibly useful for resetting our cooldowns, and gives us some great damage reduction and Critical Strike Chance as well.
  • Ramaladni's Magnum Opus is our best weapon for increasing the damage done by Dust Devils. It gives us a massive boost in power when we prioritize Maximum Fury on our gear and paragon. It replaces Brawler's since we aren't using Charge in this setup.
  • For the same reason, we replace Ancestral Charge and move Devilish here instead.
  • Slaking goes on the Amulet where Devilish used to be.
  • Tibault's Will occupies our Pants slot, replacing Iron Blood for a rather large damage increase.
  • Lastly, we take Starlight in place of Giant Strides. This mostly comes into play when Crown of Lucion is acquired.

Alternative Options:

  • Crown of Lucion, although it doesn't offer much in the way of damage, is a solid choice for the massive amounts of Fury recoup and health regeneration it provides in combination with Starlight and Invigorating Fury. It's worth using if you're already doing fine on damage output, but not-so-good on resource and life sustain.
Late Endgame Gear

Skills

  • Wrath of the Berserker takes the place of Leap to give us some extra burst damage during tough encounters.
  • Kick replaces Charge with this setup. Its primary use is keeping up Vulnerable on Bosses, which we would struggle with otherwise.
Late Endgame Skill Tree

Gameplay

The gameplay loop is pretty much the same! With our added Uniques, we are just much stronger while doing it. This setup revolves around spending a lot of Fury in exchange for the power granted by Crown of Lucion, and constantly refunding it with Starlight, Invigorating Fury and Raid Leader.

Standard
Fists of Fate

This setup includes all relevant Mythic Uniques and can be considered the final step in gear progression. Note that all of these items are considerably large upgrades; the build will not feel "complete" before acquiring all of them. A subjective opinion in order or importance:
Harlequin CrestRing of Starless SkiesTyrael's MightThe Grandfather.

Gear

  • Harlequin Crest replaces Tuskhelm of Joritz the Mighty / Crown of Lucion for massive Cooldown Reduction, Shout ranks, and damage mitigation.
  • Ring of Starless Skies replaces Starlight for a rather large damage increase and Fury spending solution.
  • Tyrael's Might is swapped in for Rage of Harrogath. Another giant source of damage reduction, as well as supplemental area damage from its divine barrage.
  • The Grandfather replaces Fierce Winds, which is moved to the Amulet. Comes packed with a bunch of great stats, while also doubling any damage that scores a Critical Strike.
  • Devilish (previously on the Amulet), is moved to the Gloves slot.
Late Endgame Gear (Mythics)

Skills

  • Call of the Ancients is the better Ultimate here, because we aren't spending Fury fast enough to benefit much from Wrath of the Berserker.
Late Endgame Tree (Mythics)

Paragon

  • Warbringer is dropped since Strategic Rallying Cry is active practically all the time, and we also aren't spending as much Fury to activate it.
  • Minor pathing differences from standard version to grab the Restorative clusters.
Late Endgame Paragon Board (Mythics)

An alternative variant that uses Fists of Fate for an overall damage increase compared to the standard version. The catch: You must unequip and re-equip Ramaladni's Magnum Opus whenever a new instance is joined. This includes, but is not limited to: entering Boss rooms in The Pit, entering Dungeons from the overworld, entering an area by using a portal from town, etc.

Gear

  • Fists of Fate is the only gear swap made in this variant. Devilish can me moved to replace Anger Management.
  • Because our Lucky Hit Chance is much higher in this setup, the Lucky Hit: Chance to Make Enemies Vulnerable affix should be taken on a Ring.
Late Endgame Gear (Mythics)

Skills

  • Kick is dropped in this setup because Vulnerable application can be taken care of solely with gear. This allows a few replacement options:
    • Steel Grasp can be used for grouping enemies.
    • Iron Skin can be used as an extra defensive layer via life and Barrier generation.
    • Rupture can be used for reliable activation of the Decimator paragon node.
    • Strategic Ground Stomp can be used to lower Ultimate cooldowns and free up a related Cooldown Reduction roll on a Ring or Amulet.
    • For extra points to acquire Enhanced versions of skills, remove from Swiftness. All of the base skills are automatically granted by wearing a Harlequin Crest.
  • Points in Battle Fervor allow Dust Devils spawned from War Cry to grant Berserking. This is important because we don't use Anger Management in this setup.
Late Endgame Tree (Mythics)

Paragon

  • No changes are required when using this variant.
Late Endgame Paragon Board (Mythics)

Hardcore Adjustments

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

  • Prioritize more defensive rolls on gear, such as Maximum Life on Rings or Amulet.
  • Tibault's Will can always be replaced with a Defensive Aspect, such as Iron Blood.

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 Whirlwind.
  • Due to constantly being channeled, Whirlwind has a high rate of Fury consumption. In order to be able to use this skill continuously, we need to put effort into maintaining its regeneration.
  • In the endgame, Starlight solves most of our issues completely when combined with Invigorating Fury.
  • Slaking offers Lucky Hit-based Resource Generation.
  • Enhanced Whirlwind inherently returns Fury when hitting enemies.
  • Cooldown Reduction is available on Helms and Amulets.
  • 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.
  • Rage of Harrogath resets all of our cooldowns when we inflict Bleed.

Weapon Damage:

  • Our Whirlwind only scales off the weapon(s) that we are currently using. This means that in all other weapon slots, the only requirement is an item level of 780 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 generic 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 status at all times and take enough sources of Damage while Berserking to reach its cap.
  • In the main version of this build, Anger Management solves uptime on this buff completely. Outside of that, though:
    • War Cry and Wrath of the Berserker are both great ways to instantly activate Berserking.
    • The One-Handed Mace Expertise grants us a chance to activate Berserking through Lucky Hits.
    • Blood Rage periodically refreshes Berserking when killing enemies affected by Bleed.

Critical Strike Damage:

  • This is a good generic additive damage source to prioritize when possible, as it usually has higher rolls than other additives. With good endgame gear, our Critical Strike Chance is very high, so we tend to get slightly better mileage out of this compared to other options. It's important to note that Critical Strike Damage rolls (and any other additive damage roll) on all of our weapons apply to us even if we are not using them with our main skill.
  • 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, Rings, and Amulet.

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 it acts as just another additive damage source.
  • 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.
  • Taking a Lucky Hit: Chance to Make Enemies Vulnerable roll on one Ring is usually an efficient way to keep this debuff active once Exploit expires.
  • In the main version of this build, Kick is used to apply Vulnerable.

Damage from Stuns:

  • The One-Handed Mace Expertise increases our damage against Stunned enemies.
  • The Concussion passive provides us a Lucky Hit-based option for Stuns.
  • Wallop multiplies damage if enemies are Stunned or Vulnerable.

Maximum Resource:

  • This build prioritizes Maximum Fury to benefit from the damage multiplier granted by Ramaladni's Magnum Opus.
  • Apart from Ramaladni's Magnum Opus itself, this can be found on Amulets, Helms, and the paragon board. On gear there are typically better options but this stat is always a good option as filler.

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.
  • While enemies are Bleeding, we benefit from Iron Blood Aspect.

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 can be used to constantly generate Fortify.
  • The Vampiric Power, Sanguine Brace, is used as a way to consistently generate Fortify.

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. Damage while Berserking
    2. Maximum Life
    3. Movement Speed while Berserking
    4. Attack Speed while Berserking
  • Otherwise Look For: Concussive Strikes / Steadfast Berserker's
    1. Strength
    2. Maximum Resource
    3. Maximum Life
  • ⚒️Invigorating Fury
  • ⚒️Concussion / Crowd Control Duration
  • Chest Armor: Rage of Harrogath
    1. Damage Reduction from Bleeding Enemies
    2. % Chance to Reduce Cooldowns [60]
    3. Critical Strike Chance
    4. Maximum Life
    5. Damage Over Time
  • Otherwise Look For: Fortress / Juggernaut's (as needed)
    1. Strength ↑ ↑
    2. Maximum Life
    3. Resistance / Armor (as needed)
  • ⚒️Invigorating Fury / Raid Leader
  • ⚒️Concussion / Crowd Control Duration
  • Gloves: Devilish
    1. Armor
    2. Critical Strike Chance
    3. Strength / Resistance (as needed)
  • ⚒️Kick Vulnerable Duration
  • ⚒️Damage while Berserking
  • Pants: Tibault's Will
    1. Increased Damage while Unstoppable (20%)
    2. Damage Reduction while Unstoppable
    3. Maximum Resource
    4. Maximum Life
    5. All Stats
  • Otherwise Look For: Iron Blood
    1. Strength
    2. Maximum Life
    3. Resistance / Armor (as needed)
  • ⚒️Invigorating Fury / Raid Leader
  • ⚒️Concussion / Crowd Control Duration
  • Boots: Ghostwalker
    1. Movement Speed
    2. + Ranks to War Cry
    3. Fury per Second / Strength / Resistance (as needed)
  • ⚒️Movement Speed
  • ⚒️Concussion
  • Amulet: Slaking
    1. + Ranks to Counteroffensive / Pit Fighter
    2. Critical Strike Chance
    3. Cooldown Reduction / Movement Speed
  • ⚒️Invigorating Fury
  • ⚒️Movement Speed
  • Ring 1: Starlight
    1. Critical Strike Chance
    2. Resistance (as needed)
    3. Strength / Maximum Life
  • ⚒️Resource Generation with Dual-Wielded Weapons
  • ⚒️Damage while Berserking
  • Ring 2: Bold Chieftain's
    1. Critical Strike Chance
    2. Resistance (as needed)
    3. Strength / Maximum Life
  • ⚒️Resource Generation with Dual-Wielded Weapons
  • ⚒️Damage while Berserking
  • Two-Handed Bludgeoning Weapon: Fierce Winds
    1. Strength
    2. Critical Strike Damage
    3. Maximum Life
  • ⚒️Chance for Dust Devil Projectiles to Cast Twice
  • ⚒️Damage to Close Enemies
  • Dual-Wield Weapon 1: Ramaladni's Magnum Opus
    1. High Damage Per Second
    2. Increased Damage per Point of Fury [0.5]
    3. Maximum Resource
    4. Strength
    5. Critical Strike Damage
  • Otherwise Look For: Accursed Touch
    1. High Damage Per Second
    2. Strength
    3. Critical Strike Damage
    4. Maximum Life
  • ⚒️Dust Devil Damage / Chance for Dust Devil Projectiles to Cast Twice (as needed)
  • ⚒️Damage to Close Enemies
  • Dual-Wield Weapon 2 (Mace): Anger Management
    1. High Damage Per Second
    2. Strength
    3. Critical Strike Damage
    4. Maximum Life
  • ⚒️Dust Devil Size
  • ⚒️Damage to Close Enemies
  • Two-Handed Slashing Weapon (Sword): Dust Devil's
    1. Strength
    2. Resource Cost Reduction
    3. Critical Strike Damage / Maximum Life
  • ⚒️Dust Devil Damage
  • ⚒️Damage to Close 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.

Furious Whirlwind vs. Violent Whirlwind:

How do I assign skills to the correct weapon?

Why not use Gohr's Devastating Grips?

Why am I running out of Fury?

Overcapping Movement Speed:

Mechanics

Learn about the mechanical details which makes the build tick.

Whirlwind

Fortify

Summary

The Whirlwind Barbarian offers a comfy and enjoyable way to experience all that the game has to offer. Dungeons? Spin. Helltide? Spin. Uber Lilith? Maybe spin. A lot. Basically, whatever it is you wish to accomplish, the answer is more than likely spin.

Credits

Written by snail

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