Diablo 4 Season 3 Barbarian Progression Guide
This article will cover the Barbarian's performance and tips in Diablo 4 Season 3. The Barbarian did not receive a devastating nerf in S3 like the Melee Rouge. Due to the strong linking effects of Hammer of the Ancients and Unbridled Rage, Barbarian dominated in season 2 with this playstyle. Instead of critically nerfing this playstyle in season 3, the designers have strengthened other key passive and active skills, giving barbarians more playstyle choices.
Nerf Introduction
The hardest nerf Barbarian received in Season 3 was a mechanic change to Suppress Attributes, as well as a nerf to the associated passive, and a bug fix to Hammer of the Ancients. Considering only the changes to Hammer of the Ancients, the barbarian is expected to do only about 30% of the amount of damage it did in season three as it did in season two. All other pressure playstyles have been affected to some degree as well. However, Season 3 does not currently appear to have a particularly high-pressure damage detection environment playstyle like Zir. The result of this is that the barbarian's suppression playstyle damage remains high. A billion damage nerfed to 300 million can still kill 10 solo Liliths with a single hammer, so all three of barbarian's suppression playstyles are still usable and strong, as long as there are no other underhanded changes in season three.
The other playstyles, such as Thorn Blood Blast, Bleeding Cyclone, or the Entertainment-based normal attack playstyles, also have room to survive in a low-pressure damage environment. In the mid to late season, if Unique Items like The Grandfather and Harlequin Crest arrive, you can even ditch the suppression playstyle and just play Bludgeoning Hammer. Because this playstyle can easily crush 100 tiers. Especially after the Ring of Starless Skies change, when players speed past the dungeon, they may just abandon the suppression playstyle and just hammer their way through and end it.
Progression Builds
There are a total of 4 advantages to barbarian progression in season 3. Once you understand them, you can know the idea of progression build.
Charge
The sickest thing is that the base damage of the Charge skill has been increased to 10x. Level 5 Charge now has a damage value of 350%, which is 5x higher than the base damage of Hammer of the Ancients. The triggering conditions for the CD reduction effect are also no longer so harsh, the cooldown of level 5 Charge in the early stages is around 14 seconds, just make sure to charge three monsters at a time with Charge to shorten the cooldown to 5 seconds. In this way, the early stage can simultaneously take into account the powerful output to clean up ordinary small monsters, efficient displacement, and trigger weapon switching three functions.
Earthstriker's Aspect
The Aspect bug was fixed in season three. It is now not consumed by basic skills. It can be set on a weapon, and when the effect is triggered, it can have 2.4 times the horrible damage even without other gain buffs. Use Hammer or Charge to trigger this effect and the damage will be high. Be careful not to use Iron Maelstrom to trigger this effect, because although this skill has three damage, only the first damage will be augmented by Earthbreaker.
Aspect of Echoing Fury
This Aspect has been enhanced so that it only takes 1 Challenging Shout to trigger its full effect in Season 3, and in the Progression phase, it only takes Rallying Cry to enjoy a high amount of Rage recovery. In a battle in the wild, one Challenging Shout is enough time to clear out the monsters.
Walking Arsenal
This is the key passive skill in the barbarian progression phase. Not only has its damage limit been increased to 60%, but it also gives the player an additional 20% attack speed bonus. The 10-second duration change will also make it easier for players to rely on skills like Charge to maintain it. The perpetual Walking Arsenal also gives the barbarian access to Aspect of the Relentless Armsmaster's rage restoration effect.
A barbarian with this set of changes would not be short on rage during the progression phase as long as it had two yellow-quality rings and then cleared two low-security dungeons to gain access to the base Aspects of the setting. This allows you to just go with the Charge and Hammer combo for progression.
Progression
At the beginning of the season, players need to prioritize completing the season journey until they unlock the Spider Servant. Spiders can provide us with various gains. In the early stage, if you have the conditions, you can use the attack type control stone for the spider, because this spider is affected by the character attributes, barbarian has a lot of damage type wordings, and the spider's damage will be higher in the early stage. In the middle and late stages, according to their situation, replacing the skills that provide gain buffs can be done.
After you have the spider, you can get the equipment. Generally speaking, choose Arcane Tremors to get gear, which is a new playthrough for Season 3, where you can see quest points on the map and complete quests to participate in the playthrough. Being a wilderness-themed playthrough, it will provide us with tons of basic gear. Domhainne is still the best choice if you need to upgrade. If you're looking for Aspects that aren't dungeon-spawned, you'll need to go to the Elemental Vault, although this playthrough isn't very barbarian-friendly.
After level 40 or so, you can pass Church of Light to enter World Difficulty 3, and once you're in there, you can choose to continue with Domhainne and Arcane Tremors upgrades to get the most out of the game. Arcane Tremors upgrades to get equipment. You can also do quests to get summoning materials, and at level 50, you can start the battle with Valshen, where Barbarian can get the Red Ring of Fury, which is a very imbalanced piece of equipment. With this ring, the damage of the hammer will be very stable. After that, just keep upgrading and pass the Temple of the Fallen to enter difficulty 4, which officially opens up the later stages of play.
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