Whirlwind Barbarian Endgame Build Guide
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 Nightmare Dungeons, circling the Infernal Hordes, blasting through The Pit 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, our primary focus will be on wielding a Polearm, as it offers us a good balance of power and comfiness for much of the game.
In Season 7, we're completely abandoning the familiar Dust Devils-themed setups that previously made Whirlwind great, and instead focusing on the newly buffed Earthquakes, which have some amazing new supporting Aspects such as Executioner's and Incendiary Fissures. The good news is, the build plays practically the same - just with much more power!
If becoming a human blender and conjuring up natural disasters 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!
Requirements for this build
- Tec (this is how we make Earthquakes!)
This build guide assumes you have a Level 60 Character and unlocked Torment 1. To get there, level up with one of our Barbarian Leveling Guides. See how this Build compares against others with our various Build Tier Lists.
Witchcraft Powers
Season 7 is the Season of Witchcraft. It features two separate borrowed power mechanics in the forms of Witchcraft Powers and Occult Gems. Both Seasonal mechanics are unlocked and improved by new NPCs found at the Tree of Whispers after collecting resources from Headhunt Zones, Seasonal areas similar to Helltide that appear across Sanctuary.
There are 25 Witchcraft Powers, 6 of which can be equipped at a time. Each Power belongs to one of four Schools (Eldritch, Growth & Decay, Psyche, and Lost), tags that promote synergies within themselves and with Occult Gems. Each School has a single Unique Witchcraft Power, only one of which can be equipped at a time. These Unique Powers max out and gain an additional effect at rank 5, while the other Powers max at rank 21 and gain their bonus effects at various levels. To unlock and improve Witchcraft Powers, defeat Headrotten or complete Whispers within the Headhunt Zones to collect Restless Rot. Lost Powers are an exception, requiring you to randomly encounter a Forgotten Altar in Dungeons to unlock them.
Best-in-Slot Witchcraft Powers
- Piranhado - This is a fantastic ability that passively and automatically groups up enemies for us.
- Soul Harvest - This Power dramatically increases Core Stats based on monster density and is a reliably strong choice, especially since we are pretty much always casting a skill that has a cooldown.
- Shaken Soul - This is used in combination with Aura of Siphoning to constantly apply Vulnerable to all enemies in its radius.
- Aura of Siphoning - As mentioned above, this is our primary source of Vulnerable. The additional healing this Power gives is also a very welcome defensive buff.
- Aura Specialization - The extra area of effect that it grants our Aura is nice, but the Critical Strike Damage multiplier that comes with leveling it makes this an even better choice.
- Hex of Whispers - Serves as our third Growth & Decay Power, which is necessary in order to activate Friend of the Bog.
Alternate Witchcraft Powers
- The Cycle - This power can be used as a replacement Growth & Decay Power for Aura of Siphoning. If this is used, it's wise to socket the Hungering Void Occult Gem to keep some grouping utility.
- Aura of Misfortune - The alternative to Aura of Siphoning, this Power mitigates some incoming damage while boosting Movement Speed. Unfortunately, it's ineffective against Bosses.
Occult Gems
Rarely, Headrotten Bosses appear with a still-attached Fugitive Head stolen from the Tree of Whispers. Slay these enemies and return the Heads to Gelena to unlock and upgrade Occult Gems. These Gems are socketable in Jewelry and each provide +160 Armor and +8% Resistance to All Elements. More importantly, each Occult Gem grants a unique effect that synergizes with your equipped Witchcraft Powers to provide a variety of Offensive, Defensive, and Utility-based bonuses.
Best-in-Slot Occult Gems
- Friend of the Bog - Extra Core Stats improve both skill damage (which includes Earthquakes) and the Executioner's damage multiplier. Maximum Life is self-explanatory; more life = less dying. Unhindered is extremely useful for this build, as it removes the inherent Movement Speed penalty from channeling Whirlwind. For all of these reasons, especially the latter, make this your first priority!
- Moonlight Ward - This a fantastic defensive Gem that scales with our Piranhado levels for a total of 15% damage reduction and 2.5% to our maximum resistances.
- Hungering Void - Another way to pull mobs together, on an 8 second timer. It can also just be used as a replacement for Piranhado.
Alternate Occult Gems
- Dust Stone - We have one Aura and one Hex in this setup, so this Gem gives enemies a total of 5% increased damage taken.
- Killing Wind - Provides some extra Critical Strike Chance and Movement Speed. It has some use in the early gearing process.
Learn more details about the season theme in our full Season Guide.
Skills & Gameplay
- Lunging Strike is needed to progress the skill tree. This is not used in the build but can have its uses during 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 Earthquakes, 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.
- War Cry grants us the Berserking buff and a generous multiplicative damage boost while active.
- Challenging Shout gives us huge damage reduction and a boost to our Maximum Life. This is a crucial skill for surviving the more difficult content in the game, such as higher levels of The Pit.
- Rupture is a damage multiplier for our Earthquakes when combined with Warpath and Decimator. This is technically a flexible slot; Ground Stomp is also a fine choice here.
- Call of the Ancients is taken for its multiplicative damage boost, and also as a secondary high damage source when combined with Arreat's Bearing and Heavy Hitter.
Skill Rotation
- Spin. Yeah. That's kind of it. Spin and cast Shouts.
- Call of the Ancients can generally be cast whenever it's off cooldown for another big damage spike. It also pulls enemies when linked with Raheir's Crater.
- Rupture should be used on Elite packs and Bosses as needed for, you guessed it, more damage.
- Earthquakes from the Tec Rune also passively generate Dust Devils thanks to Force of Nature for a slight overall damage increase.
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 Polearm Expertise is our main weapon choice. This is a great weapon to wield because it enables us to inflict Bleeds with Furious Whirlwind. The inherent 15% damage multiplier it gives us is quite nice, and it also has one of the best weapon-based damage Glyphs, Executioner.
In the Technique Slot, the Two-Handed Axe allows us to deal 10% more damage to Vulnerable enemies. This build has high Vulnerable uptime with Tactical Ground Stomp and Shaken Soul. Unfortunately, its secondary effect does not apply here - the limitation of the Technique Slot is that it does not allow us to benefit from the second bonus that is normally gained from reaching rank 10 with any weapon expertise.
Learn more details and how to unlock this class specification in our full Arsenal System Guide.
Paragon & Glyphs
Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 at level 15 and from 4 to 5 at level 46. Some of them cannot be activated before reaching these thresholds! Progress through The Pit to rank up your Glyphs.
Use the slider to see the progression steps. At around Paragon 200, leveling slows down significantly and all important Rare clusters, Legendary nodes and Glyph sockets should be unlocked. Afterwards, you can min/max your build with minor tweaks and by picking up additional smaller nodes.
Whirlwind Barbarian Endgame Paragon
Some Glyph position swaps, board changes and other pathing adjustments may occur as you unlock your full potential. The setup displayed by default is the final version of the build before spending additional points that do not significantly impact your character's power.
Optional Glyphs
- Marshal
- Used in Pit Pushing variant.
Glyph Leveling Priorities
Level 15
- Rumble
- Ire
- Territorial
- Challenger
- Executioner
Level 46
- Rumble
- Challenger
- Ire
- Territorial
- Executioner
There are a total of 328 Paragon Points. After reaching level 60, you gain up to 300 Paragon Levels, 24 from Renown and 4 from Altars of Lilith. Check out our dedicated in-depth guides to learn more about Paragon Boards and Glyphs.
Runes
You can have up to two Runewords in your setup, each consisting of one Ritual and one Invocation Rune. Socket them in Two-Handed Weapons if your build calls for them, otherwise place them into your Armor pieces to replace normal gems. The Whirlwind Barbarian focuses on the following combos:
Best in Slot
- Bac + Tec - This combination allows us to spawn Earthquakes while channeling Whirlwind. We get the majority of our damage from this Runeword.
- Igni + Gar - This Runeword passively helps us cap our Critical Strike Chance. It's a simple but effective boost to our overall damage output.
Alternative choices
If you haven't unlocked the final setup or found the top runes, you can also benefit from these options:
- Poc - Alternative for Bac.
- Ohm - Gives us a way to cast War Cry without having it on our skill bar. For Barbarians, this Rune scales with any additional ranks we have in the skill tree or on gear.
- Lum - Helps with Fury sustain.
- Zec - Can assist with keeping our Ultimate off cooldown; useful early on when lacking Cooldown Reduction.
Learn more about Runes and how they work in our dedicated Runewords Overview and Runewords Tier List.
Mercenaries
Mercenaries are unlocked during the Vessel of Hatred campaign and assist you in battle. There are 4 separate Mercenaries to choose from, each with their own skill trees and abilities. You can have one hired (permanent) mercenary during solo play and a reinforcement who assists you from time to time in certain situations.
Hired: Subo
He's mainly used for his Seeker ability, which is just incredibly useful in all content since it reveals enemies on the mini-map; the value this has can not be understated. Aside from that, he just kinda shoots stuff and occasionally applies Stuns. His Iconic Skill, Cover Fire, gives us a pretty decent 25% damage multiplier as well when linked with Opening Fire.
Reinforcement: Raheir
He uses the Crater skill, which helps keep enemies grouped up. This can act as an extra defensive layer as well since it has the ability to inflict Stun.
Learn more about Mercenaries and how they work in our dedicated Mercenaries Overview.
Stat Priorities & Item Progression
To enable the Whirlwind Barbarian to perform optimally, hunt for these stats on your gear with good rolls and aim to Temper ⚒️ & Masterwork Crit ↑ them accordingly. Keep in mind that certain stats, such as Armor, Resistances, Extra Size Tempers, Attack Speed and more, have caps that may affect your priorities according to the items and Paragon points available at that moment.
Recommended Endgame Stat Thresholds
- 80%+ Critical Strike Chance (with Gar)
- 70%+ Chance for Earthquakes to Cast Twice
- 70%+ Earthquake Size
- 25% Earthquake Duration
- 450%+ Damage while Berserking (Blood Rage)
- 500%+ Damage to Close Enemies (Force of Nature)
- 3000+ Strength
- Armor Capped 1,000
- Resistance Capped 70%+
- 15,000+ Life
- 180%+ Movement Speed
- 60%+ Ultimate Cooldown Reduction
Item Progression Goals
Before you dive into the Endgame with the Whirlwind Barbarian, take a look at this overview of the items used in the build. See below for further details about the different progression steps and variants. Some of your Skill Tree choices depend on what Legendary Aspects and Unique items are available to you. Keep in mind that while we can guarantee that everyone has access to the same Codex of Power Aspects, the exact progression is different for everyone.
Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.
Build Variants
This section is designed to guide your Whirlwind Barbarian from a fresh level 60 into the very late endgame using the three variants Starter, Ancestral and Mythic. At the final step, you should be fully decked out with a great all-rounder build. From there, follow the other min/max variants if you want to optimize around certain activities such as Pit Pushing, Speedfarming and more.
If you are fresh in Torment 1 coming from a leveling guide, this is where you begin. Since only some Aspects can be guaranteed from Dungeon unlocks for the Codex of Power, focus on acquiring the additional Aspects via gambling with Murmuring Obols.
Gear & Skills
- Note: If arriving here after following the Whirlwind Barbarian Leveling Guide, it's perfectly fine to continue using the Starter variant described in that guide if there are no issues. There is often more than one way to play a build successfully; feel free to choose or even combine ideas from both to customize the experience!
- During early progression, Armor & Resistances should be prioritized in order to survive. Each Torment difficulty adds a penalty of -250 Armor and -25% to all Resistances and it's recommended to keep both capped at all times; this means having a value of 1,000 for Armor and 70% for each Resistance. As masterworking levels and Paragon points are unlocked, character power naturally scales into the higher difficulties. As this happens, most of these stats can start being replaced with utility or offensive-oriented ones.
- Focus on acquiring and improving the Earthquake themed Aspects, as these contribute the most to our damage output:
- Bul-Kathos
- Earthquakes
- Executioner's
- Incendiary Fissures
- Juggernaut's, Steadfast Berserker's, and Anger Management are all extremely important, especially at this progression point. The former is very helpful for reaching Armor cap, while the latter two provide worry-free ways of keeping Fortify and Berserking. Offset Anger Management with Fury per Second rolls.
- Bold Chieftain's helps keep our Shouts off cooldown so we can benefit from them as much as possible.
- Elements is a solid generic multiplier that increases our damage when it changes to Physical.
- Ghostwalker is used in tandem with Rallying Cry for a large Movement Speed increase.
- If Resource is an issue:
- Roll Resource Cost Reduction instead of Vulnerable Damage on weapons.
- Use Poc (or any other trigger) + Lum to recoup some Fury.
- Use Lunging Strike! Optional points can be taken in Endless Fury as well.
- Roll Fury per Second (can be rolled on Helm, Chest and Boots).
The goal here is to progress through the Torment difficulties as you unlock Ancestrals, Paragon points, all Legendary Aspects, Temper mods and the most important Uniques to pilot this build. Some Legendary Aspects are used temporarily to fill slots that may be replaced with more Unique items later on.
Gear & Skills
- As gear is upgraded to Ancestral and more masterworking levels and Paragon points are unlocked, we can focus on replacing Armor and Resistance rolls with more desirable stats; however, staying capped at 1,000 Armor and 70% for all Resistances should always remain a priority for the current difficulty level.
- Ugly Bastard Helm is an incredibly strong item that gives some damage reduction from ranks of Aggressive Resistance, as well as a hefty damage multiplier via its Unique effect. The Wrath of the Berserker Cooldown Reduction can be completely ignored; even though this is a wasted stat, everything else is too good to pass up.
- Arreat's Bearing allows tremendous uptime on Call of the Ancients and helps us cap our Resistances. Aside from that, the Ancients themselves are very powerful; the Dust Devils and Earthquakes that they generate benefit from pretty much all of the modifiers we're already using to buff our own.
- Fists of Fate, when rolled well, is a 50% damage multiplier on average and provides a lot of good stats along with it. The Lucky Hit-based Crowd Controls are great for locking down enemies and staggering Bosses. The high amount of Lucky Hit Chance this item provides also ensures we have good uptime on any ability or effect that relies on it.
- Don't use this item if it is rolled poorly. The Unique effect is the most important (aim for 280%+), but consider the other stats as well (Critical Strike Chance in particular, as it can roll as low as 0.1%). Legendary Gloves with Strength and an Offensive Aspect like Elements are solid placeholders, and in some cases they are just the better option.
- Vocalized Empowerment is taken here to help with our Fury costs.
- Continue using Lunging Strike at this stage if needed.
This is the final version of the build's progression, including all regular Unique items, Mythic Uniques, Legendary Aspects, Temper mods and Masterworking, leaving you with a great all-rounder build for all content in the game. Additional variants use this as a baseline to optimize around certain activities.
Gear & Skills
- Shroud of False Death is generally the best Armor choice for most content when:
- Using Unconstrained.
- Not using Hammer of the Ancients for Earthquake explosions.
- The huge amount of All Stats is great (Strength naturally scales our Earthquake damage, even more so with Executioner's), but the ranks to All Passives is the main draw here, especially since this (likely unintentionally) includes Unconstrained.
- Damage multiplier without Shroud of False Death: 1 + (0.6 (Unconstrained)) = 1.6x
- Damage multiplier with Shroud of False Death: 1 + (0.95 (Unconstrained)) = 1.95x
- This is a total of ~21.9% more damage.
- Damage is increased further from the additional extra ranks of various offensive Passives:
- Damage multiplier from Passives without Shroud of False Death: (1.12 (Warpath) * 1.18 (Pit Fighter Rank 6) * 1.15 (Slaying Strike) * 1.12 (Counteroffensive ) * 1.36 (Heavy Handed Rank 6) * 5.05 (Heavy Hitter Rank 27)) = ~11.7x
- Damage multiplier from Passives with Shroud of False Death: (1.16 (Warpath) * 1.21 (Pit Fighter Rank 7) * 1.2 (Slaying Strike) * 1.16 (Counteroffensive ) * 1.42 (Heavy Handed Rank 7) * 5.2 (Heavy Hitter Rank 28)) = ~14.4x
- This is a total of ~23.1% more damage.
- So what about the All Stats? We naturally gain damage just from increasing Strength, but it is also used to scale Earthquake damage with Executioner's Aspect. To keep things simple, let's use a character with 4,000 Strength and no additional Strength modifiers as an example (10 Strength = 1% increased damage):
- Damage multipliers from Strength without Shroud of False Death: (5 (4,000 Strength) * 7 (Executioner's)) = 35x
- Damage multipliers from Strength with Shroud of False Death (fully masterworked for All Stats): (5.432 (4,432 Strength) * 7.6 (Executioner's)) = ~41.3x
- This is a total of ~18% more damage.
- With all of that in mind, in this example, we gain a grand total of ~77.1% more damage by equipping Shroud of False Death (1.219 * 1.231 * 1.18 = ~1.771).
- To compare, Mantle of Mountain's Fury gives us only 60.7% more damage on average.
- Additionally, we also reap the benefits of extra ranks of defensive and utility passives such as Martial Vigor, Imposing Presence , Booming Voice, and Raid Leader.
(Moving on...)
- Ring of Starless Skies is a rather obvious choice; it gives a bunch of Critical Strike Chance, Attack Speed, and a large damage multiplier that is very simple to keep active.
- Why Rupture?
- This activates Warpath (1.16x) and the second part of Decimator (1.2x) for a total of ~39% more damage for 5 seconds.
- Why not Hammer of the Ancients?
- It's not needed in pretty much all content, and at the time of this writing, still a little buggy. If you like seeing the explosions though, it's a perfectly viable choice (and it's fun).
- Why no Movement Speed on Boots?
- Once Friend of the Bog is acquired, this is no longer needed. This is because the Unhindered effect from this Gem removes the Movement Speed penalty that Whirlwind usually possesses, so we only need +100% total. We get this from:
- Ghostwalker (+30%).
- Rallying Cry (+30%).
- Berserking (+15%).
- Tempers (as needed).
- Furthermore, Rank 5 Call of the Ancients gives another +50% while active. With the correct gear, this is essentially a permanent buff, which means Rallying Cry and Berserking are practically enough to cap Movement Speed on their own. Always be cautious of this fact when tempering or rolling gear! Relentless Berserker's, Concussive Strikes, or Grasping Whirlwind all have their uses if Ghostwalker is not needed.
- Once Friend of the Bog is acquired, this is no longer needed. This is because the Unhindered effect from this Gem removes the Movement Speed penalty that Whirlwind usually possesses, so we only need +100% total. We get this from:
- Tempering Jewelry:
- This can be a little tricky depending on gear choices. With a Cooldown Reduction greater affix on Arreat's Bearing, especially with masterwork hits, it's entirely possible that this stat becomes almost meaningless when tempered on a Ring or Amulet. Likewise, as explained above, Movement Speed isn't needed with good gear either. That leaves these as our best remaining choices:
- Rupture Cooldown Reduction.
- Ground Stomp Cooldown Reduction (if playing this skill instead).
- War Cry Cooldown Reduction.
- Resource Generation.
- Basically, it's a good idea to figure out which option suits your playstyle before strictly committing to the choices described here, especially if you're planning on playing a different build.
- For example, if you have trouble managing your Movement Speed buffs, the build will feel vastly better by prioritizing Movement Speed rolls and tempers on gear.
- This can be a little tricky depending on gear choices. With a Cooldown Reduction greater affix on Arreat's Bearing, especially with masterwork hits, it's entirely possible that this stat becomes almost meaningless when tempered on a Ring or Amulet. Likewise, as explained above, Movement Speed isn't needed with good gear either. That leaves these as our best remaining choices:
This Speedfarming variant optimizes the build for easy activities like Helltides, Whispers, Nightmare Dungeons and lower Pit Tiers after you have finished the Mythic variant and reached a plateau in your progression.
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Gear & Skills
- For a setup that is focused purely on speed, Harlequin Crest is a great choice for the sheer amount of Cooldown Reduction it gives to all of our skills, especially ones that keep us mobile like Leap.
- Grasping Whirlwind instead of Fists of Fate gives us some more grouping utility and eliminates random damage.
This setup optimizes the build to push the highest possible Tiers in The Pit after you have finished the Mythic variant and reached a plateau in your progression.
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Gear & Skills
- Mantle of Mountain's Fury is ideal for pushing since the explosions caused from detonating Earthquakes with Hammer of the Ancients contribute more overall damage than just letting them tick, as one might typically do with Shroud of False Death.
- Exploiter's gives us a large multiplicative damage boost against enemies that become Unstoppable from Crowd Control effects, mostly from Fists of Fate.
- Concussive Strikes gives us a 1.25x damage multiplier against Dazed enemies, which is inflicted by both this Aspect and Fists of Fate. This is effective versus Staggered Bosses as well.
- Violent Hammer of the Ancients grants a 1.4x global damage multiplier when it lands an Overpower hit with the Igni + Xan combo. This hit also activates Warpath and Decimator.
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.
- Bring up your active skills (default keybind: [s]).
- Hover over the skill you wish to assign a weapon to.
- Cycle through the available weapons to choose which to assign to the skill (default keybind: MOUSE3).
To see which weapons for each skill are used in this build, hover over the skill bar in the introduction of this guide.
This build can be very resource intensive, especially in the early stages. Some things that can help:
- Prioritize Rallying Cry being active as often as possible. This is especially valuable when combined with the Vocalized Empowerment Aspect.
- Fury Cost Reduction can be be rolled on Two-Handed Weapons. Replace an offensive stat like Vulnerable Damage or Critical Strike Damage with this instead. Fury on Kill is another great option in this slot.
- Roll Fury per Second on gear, notably Boots, since this slot is often not occupied by a Unique item.
- Use skills like Ground Stomp and Call of the Ancients to help recoup Fury. There's no shame in resorting to a Basic Skill generator like Lunging Strike, either.
- Ring of Starless Skies, though it can't be obtained until much later, is huge for minimizing Fury consumption.
- The Lum Rune is great for passively generating Fury. It can be combined with trigger Runes like Poc or Igni.
- Try to avoid Attack Speed on gear whenever possible; this stat makes Whirlwind consume Fury at a much faster rate.
- When there are no enemies around, just run! There is no need to spam Whirlwind while travelling if it's only going to drain Fury.
Mechanics
Much of the information in this section has been carefully and thoroughly tested by Icytroll and is extracted directly from the Barbarian Compendium. This should be your main source for the most accurate and up-to-date explanations on all mechanics that pertain to the Barbarian class.
- Earthquakes tick for damage every 0.5s
- Earthquakes only use skill variance: [dmg*0.9,dmg*1.1].
- You can have 10 Earthquakes active at the same time (including Tec and "cast twice" EQ's)
- Earthquakes can not trigger Lucky Hit effects.
- Earthquakes can not Overpower.
Earthquake sources and their Skill% scaling at max ranks are:
Earthquake source | Weapon Damage scaling |
Earthquakes | 229% (458% for ticks) |
Bul-Kathos | 260% (520% for ticks) |
Call of the Ancients with Arreat's Bearing | 270% (540% for ticks) |
Executioner's | 481% (962% for ticks) |
Tec | 1680% (3360% for ticks) |
With "Skill% scaling" we mean the value used as "Skill%" in the general damage formula found in our In-Depth Damage Guide.
Interactions that work with Earthquake
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Berserk Ripping
- Bul-Kathos
- Earthquakes
- Elements
- Executioner's
- Incendiary Fissures
- Inner Calm
- Retribution
- Skills and Passives
- Belligerence
- Counteroffensive
- Gushing Wounds with Berserk Ripping
- Heavy Handed
- Heavy Hitter
- Pit Fighter
- Slaying Strike
- Wallop
- Warpath
- Prime Call of the Ancients
- Supreme Wrath of the Berserker
- Unconstrained
- Walking Arsenal
- Legendary Nodes
- Blood Rage
- Flawless Technique
- Hemorrhage with Berserk Ripping
- Force of Nature
- Glyphs
- Ambidextrous
- Bloodfeeder
- Cleaver
- Executioner
- Might
- Revenge
- Rumble
- Uniques and Mythic Uniques
- Arreat's Bearing
- Fists of Fate
- Mantle of Mountain's Fury
- Ramaladni's Magnum Opus
- Stats
- Earthquake Size temper (scales area, capped at 100%)
- Earthquake Duration temper (not capped)
- Earthquake Cast Twice temper (capped at 100%)
- Earthquake Damage paragon nodes
- Runes
- Tec
Interactions that partially work with Earthquake
The following interactions have been verified through damage recording or footage to ensure they have buggy/unintutive interactions. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- [BUG] Earthquake ticks currently deal 100% more damage than expected by their tooltip.
- [BUG] The tooltip above the skill bar showing that you are standing in a Bul-Kathos Earthquake and have increased Damage Reduction, uses the Earthquake damage multiplier, while the real value for the Damage Reduction is 30% as indicated by the aspect tooltip.
- Runes
- [BUG] Earthquakes from the Tec Rune does x20% more damage than expected compared to the base value of 1400%.
- Skills and Passives
- When you spawn an Earthquake by any means the rank 10 Polearm bonus from Polearm Expertise drops until you use a skill that has a Polearm selected as its arsenal selection.
Interactions that do not work with Earthquake
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Edgemaster's
- Skills and Passives
- Furious Upheaval
- Glyphs
- Earthquake crits do not count towards Wrath Fury gain.
- Whirlwind can not Overpower.
- Whirlwind snapshots Attack Speed effects at the start of its channel. Buffs/effects that are procced during a channel do not apply before you stop the current channel and start a new one.
- Using Whirlwind applies a 25% penalty to your Movement Speed, meaning if you have 150% Movement Speed you'd only have
150%*(1-25%) = 112.5%
Movement Speed when using Whirlwind. Being Unhindered while using Whirlwind cancels the 25% penalty meaning you move with full speed. - Whirlwind spends 40% of the in-game tooltip Fury amount for each attack animation. For example:
- If we have 0% Resource Cost Reduction (RCR), 0% Attack Speed and assigned a 2H Mace for Whirlwind (26 frames for attack animation, you can find breakpoints in the Attack Speed Breakpoints menu below), we will drain:
25*40%*(60/26) = 23.077
Fury per second. - If we instead have 15% RCR, 30% Attack Speed and assigned Dual Wield weapons for Whirlwind (16 frames for attack animation), we will drain:
25
Fury per second.*(1-15%)
*40%*(60/16) = 31.875
- If we have 0% Resource Cost Reduction (RCR), 0% Attack Speed and assigned a 2H Mace for Whirlwind (26 frames for attack animation, you can find breakpoints in the Attack Speed Breakpoints menu below), we will drain:
Attack Speed
The following Attack Speed % sources function for Whirlwind. For a more in-depth explanation of how Attack Speed works, please read our Attack Speed Mechanics article.
Cap 1
- Moonrise
- Elixir of Advantage II
- Attack Speed (Gear Affix)
- Attack Speed while Berserking (Gear Affix)
- Nimble
- Enhanced Mighty Throw
- Duelist
- Artillery Shrine (100% AS)
Cap 2
- Accelerating
- Carnage
- One-Handed Axe Expertise Rank 10 BonusWarrior's Rupture
- One-Handed Sword Expertise Rank 10 Bonus
- Walking Arsenal
- Prime Call of the Ancients
Frames | APS | 2H Mace/Axe/Polearm AS% | 2H Swords AS% | Dual Wield AS% |
---|---|---|---|---|
26 | 0.900 | 0% | - | - |
25 | 0.934 | 3.8% | - | - |
24 | 0.963 | 7% | 0% | - |
23 | 1.005 | 11.7% | 0.5% | - |
22 | 1.044 | 16% | 4.4% | - |
21 | 1.093 | 21.4% | 9.3% | 0% |
20 | 1.148 | 27.5% | 14.8% | 4.3% |
19 | 1.202 | 33.5% | 20.2% | 9.2% |
18 | 1.264 | 40.4% | 26.4% | 14.9% |
17 | 1.339 | 48.8% | 33.9% | 21.7% |
16 | 1.412 | 56.9% | 41.2% | 28.4% |
15 | 1.505 | 67.2% | 50.5% | 36.8% |
14 | 1.605 | 78.3% | 60.5% | 45.9% |
13 | 1.719 | 91% | 71.9% | 56.3% |
12 | 1.847 | 105.3% | 84.7% | 67.9% |
11 | 2.005 | 122.8% | 100.5% | 82.3% |
10 | 2.192 | 143.5% | 119.2% | 99.2% |
9 | 2.407 | 167.4 | 140.7% | 118.8% |
8 | 2.677 | 197.4 | 167.7% | 143.3% |
7 | 3.009 | - | - | 173.5% |
Interactions that work with Whirlwind
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Retribution
- Inner Calm
- Elements
- Edgemaster's
- Accelerating
- Skills and Passives
- Concussion
- Counteroffensive
- Gushing Wounds with Berserk Ripping
- Heavy Handed
- Pit Fighter
- Slaying Strike
- Wallop
- Enhanced Whirlwind
- Furious Whirlwind
- Violent Whirlwind
- Legendary Nodes
- Blood Rage
- Carnage
- Hemorrhage with Berserk Ripping
- Weapons Master
- Glyphs
- Ambidextrous
- Bloodfeeder
- Cleaver
- Crusher
- Dominate
- Executioner
- Might
- Revenge
- Wrath
- Uniques and Mythic Uniques
- Mother's Embrace
- Ring of Starless Skies
- Stats
- Whirlwind Size temper (scales area, capped at 100%)
Interactions that do not work with Whirlwind
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
N/A
- The Unconstrained (UC) Key Passive increases the global damage multiplier of Berserking from 25%[x] to 60%[x], and while below 65% HP you are always Berserking and gain 30% physical damage reduction.
- The interaction with Wrath of the Berserker functions the same as with the base 25%[x] multiplier here, increasing the 60%[x] Berserking multiplier by 25% for every 50 Fury spent:
Total Fury spent | Calculation | Resulting damage increase of Berserking |
50 | 60%[x] * 1.25 | 75%[x] |
100 | 60%[x] * 1.5 | 90%[x] |
150 | 60%[x] * 1.75 | 105%[x] |
200 | 60%[x] * 2 | 120%[x] |
- The physical damage reduction does not have any effect on the hit that takes you below 65% HP, the physical DR is only applied to damage taken while you are below 65% HP.
- [BUG] Unconstrained raises the maximum Berserking time to 10 seconds instead of 5 seconds even though the tooltip does not indicate this.
- [BUG] Using Shroud of False Death while having a point in Unconstrained adds an additional point which adds another 35% damage making Berserking a 95%[x] multiplier (190%[x] with Wrath of the Berserker) instead of just a 60%[x] multiplier.
- The base functionality adds Earthquake damage to your additive damage bucket based on how much strength is found in the glyph range.
- [BUG] The additional bonus of dealing 10%[x] increased damage against bosses and crowd controlled enemies for each active Earthquake up to 50%[x], is applied in steps of 10% multiplicatively and thus goes above the 50% cap for a total damage increase of: (1+10%)^5 - 1 = 61.1%[x].
- The legendary bonus works as expected and is a separate multiplier on Earthquake damage.
- Blood Rage is a global multiplier [x] for all your damage which scales off of your Damage while Berserking stat, up to a cap of 45%[x] damage increase with 450%[+] Berserking damage.
- Force of Nature is a multiplier [x] for Earthquake damage which scales off of 40% of your Close Damage, up to a cap of 200%[x] damage increase.
- [BUG] It appears that the tooltip of Force of Nature scales with the statsheet value of Close Damage (which is affected by Pit Fighter and Ire multipliers), however only the Ire glyph works an actual damage increase to the Force of Nature multiplier, ranks in Pit Fighter will increase the tooltip value but won't actually increase the actual damage output. In summary, Ire double-dips its Close Damage multiplier for Earthquakes by being a global multiplier and also increasing the Force of Nature multiplier.
- Every time you swap weapons, i.e. you cast a skill that uses a different weapon than the one you're currently holding, Weapons Master generates 8% of your maximum Fury.
- This works even when using the different attacks of Iron Maelstrom.
- [BUG] Weapons Master applies its 30% as both an additive and a multiplicative value for damage vs Healthy and Injured enemies, meaning if you no other additive damage vs Healthy stats for instance, your statsheet value will be:
(1+additive%)*multipliers-1 = statsheetValue
->(1+30%)*1.3-1 = 69%
(same for damage vs Injured).
The new Barbarian unique for Season 7 introduces a new mechanic, in the form of being able to detonate active Earthquakes for their total damage in one big hit by hitting them with a line that shoots out from your character when you use Hammer of the Ancients. Lets look at some of the affixes.
Chance for Earthquake to Deal Double Damage. When an Earthquake is created the affix rolls a die, and if successful that Earthquake will deal double damage for all of its damage ticks and a subsequent explosion if detonated via the Unique effect.
HotA shoots out a line that explodes any Earthquakes it passes through. The explosion damage is based off of the total damage an earthquake would deal over it's duration. So if we were to write out the damage an Earthquake would deal per tick it would look like:
EQtickDmg = [wpnDmg] * [Skill%] * [1+mainstat/1000] * [1+add%] * [multipliers] * 2 * 1/8
where the 2
is from Earthquakes having a bug that makes their ticks deal double damage compared to their tooltip values, and the 1/8
represents the damage of 1 tick (4s duration with a tick every 0.5s). The damage of an Earthquake detonation is simply written as:
EQdetonationDmg = [wpnDmg] * [Skill%] * [1+mainstat/1000] * [1+add%] * [multipliers]
where Earthquake detonations don't benefit from the aforementioned double damage bug. Each Earthquake tick has a separate roll to cause a Critical Strike on each individual enemy hit, where as an Earthquake detonation just rolls a Critical Strike on each individual enemy hit as it's 1 instance of damage instead of several ticks.
Some findings about the detonations:
- Increased Earthquake Duration has no effect on the detonation damage.
- The size of the explosion scales with increased Earthquake Size and goes further than the area covered by an Earthquake (exception being the Tec Rune where the explosion only happens within the area of an Earthquake).
- The number of exploded Earthquakes has no effect on their damage, each Earthquake tracks its own explosion damage.
- The damage of a detonation is not affected by how long an Earthquake has already been active, popping it after 0.5 or 3.5s yields the same detonation damage.
- The damage increase from Violent Hammer of the Ancients is a dynamic multiplier which means it affects detonation damage even if it wasn't active when an Earthquake was spawned.
- Spawning an Earthquake while wielding Ramaladni's Magnum Opus increases the damage of an Earthquake for all its damage ticks by an amount corresponding to how much Fury we had when that Earthquake was spawned, and this damage multiplier also carries over to when that Earthquake is detonated (i.e. it's snapshotted at Earthquake spawn).
- The weapon that you are wielding when spawning an Earthquake is also snapshotted, meaning if you're holding an ilvl 800 2H Mace compared to wielding ilvl 800 1H Swords, the Earthquake that was spawned while holding a 2H Mace will deal more damage when detonated compared to if it was spawned while wielding 1H Swords.
- The Ring of Starless Skies buff is dynamic for Earthquake ticks and is also dynamic for the detonation.
- A list of aspects and passives that are applied to Earthquake explosions include but is not limited to:
- Bul-Kathos
- Earthquakes
- Incendiary Fissures
- Executioner's
- Force of Nature
- Heavy Handed
- Heavy Hitter
- Pit Fighter
- Slaying Strike
- Wallop
- Warpath
- Weapons Master (adds +30% additive damage and a x30% multiplier vs Healthy and Injured enemies)
In general, if a multiplier snapshots to an Earthquake for its regular tick damage when that Earthquake is created, it will also be active for the detonation. See the Earthquake header for more information on Earthquake interactions.
The unique effect of Ugly Bastard Helm converts all your damage to Fire damage while you're Berserking and provides a Fire damage multiplier on top. The only exception to this is Bleed damage which stays as Physical damage but still gets the Fire multiplier on top. All other additive damage sources function as normal. In other words:
Additive damage matrix | Non-Bleed damage | Bleed damage |
Berserking without Ugly Bastard Helm | +Physical damage works +Fire damage doesn't work | +Physical damage works +Fire damage doesn't work |
Berserking with Ugly Bastard Helm | +Physical damage doesn't work +Fire damage works | +Physical damage works +Fire damage doesn't work |
- [BUG] The Fire Damage proc does not gain the Fire damage multiplier unless you are Berserking.
- The Fire Damage proc works with Berserk Ripping, and the resulting Bleed has no variance in its damage.
- The Fire Damage proc works with Ramaladni's Magnum Opus when Dual Wielding.
Berserking is a vital mechanic for the Barbarian, securing high Berserking uptime with your build is often essential to making your character as powerful as possible.
- Berserking provides a global 1.25[x] damage multiplier (1.6[x] with the Unconstrained key passive) and 25%[+] movement speed.
Working sources and interactions of Berserking
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Anger Management
- Berserk Ripping
- Burning Rage
- Skills and Passives
- Aggressive Resistance
- Battle Fervor
- Prolific Fury
- Unconstrained
- Combat Lunging Strike
- Furious Double Swing
- Violent Upheaval
- Enhanced War Cry
- Warrior's Death Blow
- Fighter's Steel Grasp
- Wrath of the Berserker
- Supreme Wrath of the Berserker
- Legendary Nodes
- Blood Rage
- Carnage
- Glyphs
- Ire
- Uniques and Mythic Uniques
- Tuskhelm of Joritz the Mighty
- Ugly Bastard Helm
- Stats
- Damage while Berserking temper and paragon nodes
Interactions that do not work with Berserking
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
N/A
- Fortify can be seen as an extra layer of defense that acts alongside your health. It's built up through various skills, glyphs, passives and paragon nodes and can reach the same value as your max HP. While you have equal or more Fortify than your current HP, you have an additional 15% generic damage reduction.
- It should be noted that damage reductions are applied through inverse multiplication, which means if you're taking 1000 damage from a hit without being Fortified, you will take:
1000*(1-15%) = 850
damage if you instead were Fortified. If you for example are Fortified and have an additional 10% damage reduction against Close enemies, you will instead take:1000*(1-15%)*(1-10%) = 765
damage from Close enemies. This is how all separate damage reduction sources function in Diablo 4. - Fortify is a dynamic damage reduction. This means that if you have more HP than Fortify, but the next hit will bring your HP below your current amount of Fortify, the game will look at how big the incoming hit is compared to your current HP and Fortify amount and calculate how much of the 15% Fortify damage reduction should be accounted for. We can set it up a general equation which given your current HP, current Fortify and the damage you will take from the incoming hit without being Fortified ("dmg" in the formula below), will calculate your remaining HP and whether to account for a partial Fortify damage reduction:

- The above equation covers all 3 damage taken cases of:
- Your HP is lower or equal to your Fortify amount (full 15% reduction)
- The incoming hit will take you below your current Fortify amount (partial reduction)
- The incoming hit will not take you below your current Fortify amount (no reduction)
Interactions that work with Fortify
The following interactions have been verified through damage recording or footage to ensure they are functional. Anything not listed here has not explicitly been verified during the creation of this list.
- Aspects
- Steadfast Berserker's
- Numbing Wrath
- Tempering Blows
- Assimilation
- Skills and Passives
- Enhanced Bash
- Strategic Rallying Cry
- Strategic Iron Skin
- Mighty War Cry
- Defensive Stance is additive with the 15% base damage reduction of Fortify
- Thick Skin
- Counteroffensive
- Irrepressible
- Legendary Nodes
- Warbringer
- Stats
- Damage while Fortified paragon nodes
- Fortify Generation paragon nodes (are multiplicative, separate nodes are additive with each other)
- Damage Reduction while Fortified paragon nodes (separate DR from being Fortified, separates nodes are inverse multiplicative with each other)
- %Thorns while Fortified temper
Interactions that partially work with Fortify
The following interactions have been verified through damage recording or footage to ensure they have buggy/unintuitive interactions. Anything not listed here has not explicitly been verified during the creation of this list.
- Glyphs
- The additional bonus from the Undaunted glyph does not work as expected. The additional damage reduction is not applied based on the amount of Fortify you have before you take a hit, but by the amount of Fortify you have after you take a hit. If you for example have 100% HP and Fortify before taking a hit, if you have 50% Fortify after taking that hit you gain 50% of the Undaunted bonus, e.g. 10%*50% = 5% damage reduction for that hit.
Interactions that do not work with Fortify
The following interactions have been verified through damage recording or footage to ensure they are not functional. Anything not listed here has not explicitly been verified during the creation of this list.
N/A
Summary
The Whirlwind Barbarian is a very relaxed build that does well in most content, especially speedfarming. Here's why it's a great build:
- Extremely relaxed and chill gameplay!
- High uptime on all Shout buffs: Rallying Cry, War Cry and Challenging Shout (as needed).
- High Ultimate uptime with Call of the Ancients and Arreat's Bearing.
- High mobility; Whirlwind is one of the few skills that can be used continuously while moving.
- Great area of effect and damage via Earthquakes, with multiple ways to generate them.
Credits
Written by snail
Contributions by Icytroll