All NewsDiablo IV
Powered By

Whirlwind Barbarian Endgame Build Guide

Last Updated: February 1st 2024

Season 3 - ConstructB-Tier

Share on Social

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 a powerful Unique item, Ramaladni's Magnum Opus.

If spinning 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.

Whirlwind Barbarian Endgame Gear

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
NM DungeonsGreat
BossingGood
DefenseGreat

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

Alternative Stones

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

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

Skill Tree & Gameplay

The 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. Violent Whirlwind is our enhancement of choice since we are not scaling Bleed damage, and also because we have a different source of Bleed application for the utility it provides.
  • 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.
  • Charge is our way of starting off every battle with fresh Berserking and Unstoppable buffs to activate Tibault's Will. It's also great for providing Stuns in tight areas, which give us a damage boost thanks to the One-Handed Mace Expertise and Wallop.
  • Wrath of the Berserker provides us a situational plethora of buffs including Fury generation, Movement Speed, Unstoppable and Berserking. It also multiplies our damage even more as we continually spend Fury.
Whirlwind Endgame Skill Tree
  • The gameplay loop goes something like this:
  • On the first pack of enemies: Use ‍Wrath of the Berserker and begin channeling Whirlwind in an attempt to dump enough Fury to activate ‍Wrath of the Berserker. Once this damage bonus is granted, it will be active as long as we keep up Berserking. Use ‍Charge and ‍War Cry to refresh Berserking if it is ever about to fall off.
  • Once this has been set up, use Charge to initiate most fights - this will cause a weapon swap, which is important for snapshotting the damage bonus of the Mortal Draw glyph.
  • Use Challenging Shout, War Cry, and Rallying Cry to have a constant source of Fury generation from Echoing Fury. Ideally they should also be cast while in dense areas to activate Bold Chieftain's as well. Rallying Cry is best used as a way to refresh Tibault's Will without breaking the channel. Challenging Shout should be used when there are many Elites or other particularly dangerous enemies present.
  • All that is left to do is hold down right click and just spin to your heart's content.
Tier 100 Nightmare Dungeon 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 Sword Expertise allows us to inflict Bleeding on enemies. This lets us benefit from the effects of Bleed-related damage reduction bonuses and serves as a reliable way to keep up Disobedience stacks. It is also our way of activating Disembowel, which helps our Shouts stay off cooldown.

Alternatively, the Two-Handed Axe Expertise can be used for a small multiplicative damage boost to Vulnerable enemies. If this route is taken, Violent Whirlwind or Berserk Ripping are required for Bleed application.

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

Resource & Cooldown Management

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

  • Use Tactical Rallying Cry. This is one of our main sources of Fury regeneration and we make sure this is active during any major fight.
  • Prolific Fury multiplies our Fury Generation.
  • Fury Cost Reduction on gear. We prioritize this on our Boots and Amulet.
  • Resource Generation on our Rings. While damage stats are always more appealing, they mean nothing if we can't cast our skill.
  • Aspect of Echoing Fury grants us 10 base Fury per second while we have at least one Shout active.
  • 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.
  • Lunging Strike acts as a Fury generator when used. Likewise, Charge does the same as long as Tibault's Will is equipped.
  • The One-Handed Sword Expertise inherently gives us a chance to gain Fury on hit.
  • On the Warbringer paragon board, we take nodes that grant us Fury on Kill.

Reductions to our Cooldowns (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 - this is a major obstacle unless we're lucky, since it is quite rare to find. 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.
  • Relentless Berserker's Aspect helps us keep our Berserking status from going on cooldown - if this ever falls off it is a large hit to our damage.
  • The Disembowel Glyph works wonders for reducing cooldowns when fighting large groups, as long as we are applying Bleed.
  • 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
  • Undaunted

Glyph Leveling Priorities

Level 15

  1. Ire
  2. Mortal Draw
  3. Ambidextrous
  4. Wrath
  5. Exploit
  6. Disembowel

Level 21

  1. Ire
  2. Ambidextrous
  3. Mortal Draw
  4. Wrath
  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
      • Put this on a Ring you aren't likely to replace soon.
    • Limitless Rage: Gamble One-Handed Weapons
      • This replaces Retribution.
  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 Dire Whirlwind. Some Aspect swapping on gear may be required to accomplish this. Ultimately, just make sure Dire Whirlwind is not present once this item and all other Aspects are acquired.
    • Tibault's Will:
      • Replaces Iron Blood and trades some defense for a large power increase.
    • Tuskhelm of Joritz the Mighty:
      • Replaces Steadfast Berserker's. An amazing helmet that offers us a little bit of everything in the way of offense. It is even a great defensive choice since it grants additional ranks of Aggressive Resistance.
    • Rage of Harrogath:
      • This is a completely optional item that can be used in the speedfarming variant. It replaces Disobedience.
  4. If you're lucky enough to obtain the following Uber Uniques, they're useful for the build.
    • The Grandfather:
      • Replace Edgemaster’s with this, and replace Berserk Ripping with Dire Whirlwind. The Two-Handed Sword Expertise should be swapped in to not lose our source of Bleed.
    • Doombringer:
      • This item trades some damage for a big boost in survivability. Replace Berserk Ripping with it and take Two-Handed Sword Expertise. It's worth noting that Concussion and Wallop will no longer work when this item is equipped. Alternative options are Defensive Stance, Slaying Strike, etc.
    • Harlequin Crest:
      • Replace Tuskhelm of Joritz the Mighty.

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

Progression Setups

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

Starter
Early Endgame
Endgame
Speedfarming

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

Upon finishing the leveling process and approaching the endgame grind, many of the Aspects 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

Helm, Chest, Pants

  • Disobedience
  • Numbing Wrath
  • Iron Blood

Gloves, One-Handed Weapons

  • Relentless Berserker's
  • Expectant
  • Veteran Brawler's

Two-Handed Weapons

  • Dire Whirlwind
  • Edgemaster’s

Boots

  • Ghostwalker

Amulet

  • Anemia

Ring

  • Echoing Fury
  • Berserk Ripping

This gives us a functional build to begin farming with. Some Fury issues will likely be present early on until we find the required gear to solve them, but we have to start somewhere - don't let this be discouraging.

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 for several reasons. Firstly, it helps mitigate Fury issues that are likely to be present when starting out, since it acts as a generator when it is used. Secondly, it allows us to use Aspect of the Expectant, a Codex power that we have guaranteed access to so long as we complete the Dungeon that rewards it. Finally, as the name implies, it allows us to lunge forward into enemies to quickly initiate combat or even traverse the map as long as we have a target.
  • We take more points in Charge to use it as a secondary damage source with support from Veteran Brawler's.
  • Call of the Ancients is very strong early on and can help alleviate some of our damage issues against Bosses. Wrath of the Berserker can still be used instead, if desired.
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 to proc Expectant before channeling is the main difference here.

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

Once we have the means to solve any Fury issues that may have been present in the early endgame, we can start to transition into the Two-Handed Mace setup. The following is recommended before considering the switch:

  • Bold Chieftain's Aspect has been acquired and imprinted on a Ring. This is an extremely uncommon Aspect in comparison to most, so it is strongly recommended to have a Ring that is unlikely to be replaced in the near future before making the decision to consume it.
  • Resource Regeneration rolls on (preferably both) Rings.
  • A well-rolled Aspect of Echoing Fury.
  • Cooldown and/or Fury Cost Reduction rolls on Helmet, Boots, and Amulet.
  • It is important to start paying attention to Resistances the further we progress. If incoming damage becomes an issue, prioritize single Resistances on gear, namely the Boots slot and Jewelry sockets.

There is one Aspect that we add to the build as well:

  • Limitless Rage is placed on one of our Two-Handed Weapons for maximum effect. It replaces Dire Whirlwind, which is moved to a One-Handed Weapon.

Paragon Related Gear Changes:

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

Skills

  • We can use our endgame tree now if it feels comfortable. This means picking up Challenging Shout and swapping in Wrath of the Berserker if it hasn't been already. Charge will now be our primary way of initiating fights and gaining Berserking.
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

This is the final version of our build.

  • We drop Berserk Ripping in favor of Ramaladni's Magnum Opus.
  • Tuskhelm of Joritz the Mighty is our Helm of choice and replaces Disobedience, which is moved to our Amulet.
  • Tibault's Will occupies our Pants slot, replacing Iron Blood.
Late Endgame Gear

Skills

Nothing changes here.

Late Endgame Skill Tree

Gameplay

The gameplay loop is the same! With our added Uniques, we are just much stronger while doing it.

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

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

Gear

  • Rage of Harrogath can be used in the Chest Armor slot for content where defensive stats aren't as needed. In tandem with Disembowel, it allows tremendous uptime on our Shouts. Relentless Berserker's is moved from this slot to our Boots instead.
  • Godslayer Crown is great when used in combination with Concussion to pull the screen to us while also giving us some burst damage.
  • Aspect of Grasping Whirlwind can replace Expectant for even more pulling.
  • Ghostwalker moves from our Boots to the Amulet slot, making it 50% more effective in the process. This helps slightly in reducing the movement speed penalty while using Whirlwind.
Speedfarming Gear

Skill Tree

  • We take Leap and Battle Fervor here for terrain traversal and another Berserking source. The cooldown on this skill isn't terrible since we have multiple ways of resetting it, but Giant Strides is always an option to decrease it even further. Bold Chieftain's is what should be traded for it.
Optional Considerations:

There are several other skills that can replace Lunging Strike. These are player preference and not limited to these choices. Some examples:

  • Ground Stomp in combination with Earthquake Aspect for extra damage.
  • Steel Grasp for pulling enemies, Berserking, and additional Vulnerable uptime.
  • Experiment to see what feels good to you!
Speedfarming Skill Tree

Paragon

  • No paragon changes are needed for this variant.

Hardcore Adjustments

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

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

Build Scaling & Stat Priorities

Learn about the important build scaling mechanics and stat weights.

Damage
Defense

Fury and Cooldown Reduction:

  • Our Fury and Cooldown management is instrumental to use success as a Whirlwind Barbarian.
  • In order to be able to channel this skill continuously, we need to put effort into maintaining Fury generation. One of our main ways of accomplishing this is by using Aspect of Echoing Fury in combination with our Shouts. To have our Shouts (and thus Fury generation) up as much as possible, we invest into Cooldown Reduction alongside the Bold Chieftain's Aspect. Combined with the Disembowel Glyph, we have should have very little trouble keeping our resources high the majority of the time.
  • Cooldown Reduction is available on Helm and Amulet.
  • Resource Generation is available on Rings.
  • Fury Cost Reduction is available on Boots and Amulet.

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 sources of increased damage for us. Berserking acts as a 1.25x multiplier while it is active, and this damage scales even higher with the help of the Blood Rage paragon node. Because of this, we want to prioritize Berserking at all times and take Damage while Berserking anywhere that it is feasible - on gear and the Paragon Board.
  • War Cry is a great way to instantly activate Berserking.
  • Relentless Berserker's Aspect is important for keeping Berserking up during fights.
  • Wrath of the Berserker is yet another way to activate this status.
  • The One-Handed Mace Expertise grants us a chance to activate Berserking through Lucky Hits.

Critical Strike Damage:

  • This is no longer as needed as it once was due to it being an additive source of damage, but it's still nice to have when possible. Even though we don't prioritize them on gear, Critical Strike Damage rolls (or any additive damage rolls) on all of our weapons apply to us even if we are not using them, including the Royal Emeralds socketed within. Whenever a Critical Strike is dealt, the resulting damage is multiplied by 1.5x
  • To help our odds of dealing Critical Strikes, we take Critical Strike Chance as a priority roll on Gloves and Rings. Dire Whirlwind and the Mortal Draw Glyph further increase this chance.
  • The Wrath Glyph and several nodes on the Flawless Technique paragon board provide us extra Critical Strike Damage, so we try to prioritize them.

Vulnerable Damage:

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

Damage from Stuns:

  • The One-Handed Mace Expertise increases our damage against Stunned enemies.
  • Enhanced Charge provides us a way to Stun. The Concussion passive provides us a Lucky Hit-based option as well.
  • Wallop multiplies damage if enemies are Stunned or Vulnerable.

Limitless Rage and Edgemaster’s:

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

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

This build benefits the most from the following consumables:

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

FAQ & Mechanics

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

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?

Mechanics

Learn about the mechanical details which makes the build tick.

Whirlwind

Fortify

Unbridled Rage

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.

Hungry for more Guides?

Credits

Written by snail
Reviewed by Facefoot

© 2024 Maxroll Media Group, All Rights Reserved