Barbarians in Diablo 4 are certainly a decisive class; you either love them or you hate them. There’s no middle ground. The reason is that they can be easy to play or downright hard, which makes them rather unpredictable. However, depending on what build you create for the Barbarian your experience may be a good one. It does seem like that’s the case for the Walking Arsenal Barbarian. Since the class can use up to 4 weapons, this build makes use of that ability. On the other hand, when you have more weapons to use, you have a more active playstyle that may overburden you. This endgame build guide of the Walking Arsenal Barbarian for Diablo 4 should make things easier to manage.Â
Diablo 4: Walking Arsenal Barbarian endgame build guide
While playing this build, you may see the full potential of the Barbarian and what it’s capable of. As mentioned, you’ll face a more active playstyle, meaning you’ll need to pay attention to the cooldowns much more often. You’ll also need skills that are designated for each weapon you have on you such as Two-Handed, Duel Weilding, and Bludgeoning. So if you use a skill for a certain weapon, you change to the other 3. Much of the Walking Arsenal build requires you to swap weapons based on the skill you’re using. This can make things harder, however, the class can be fun to play.
Walking Arsenal Barbarian endgame build guide skills
Level 1-10
- Lunging Strike 1 / 5
           Enhanced Lunging Strike
        Combat Lunging Strike
- Upheaval 1 / 5
        Enhanced Upheaval
         Violent Upheaval
- Imposing Presence 1 / 3
- Martial Vigor 1 / 3
- Iron Skin 1 / 5
Your first ten skills should be about taking on a wide variety of enemies. For example, Martial Vigor can help buffer attacks from Elites. On the offensive end, your two-handed Violent Upheaval attack helps you control the fight, by damaging up to 4 enemies.
At this point, with Iron Skin and Imposing Presence, you should be able to clear out overcrowded rooms like cellars and dungeons. Iron Skin creates a barrier that absorbs at least 50 percent of your missing Life for 5 seconds, and then Imposing Presence increases your health by 5 percent.Â
Level 11-20
- Iron Skin 3 / 5
- Kick 3 / 5
       Enhanced Kick
       Mighty Kick
- Pit Fighter 1 / 3
The second set of skills used is going to be about controlling the fight, and the enemy’s attacks. You won’t gain many new skills for the second round, but you’ll make the skills you already have much better. However, consider buying the Kick skill and leveling up to the Mighty Kick.
When you Kick an enemy, you’ll send them flying back while dealing 18 percent damage, and stun them for 3 seconds. Also, if the enemy lands in the terrain, they’ll get hit for another 54 percent damage. Mighty Kick not only stuns enemies but if they hit another enemy that’s Knocked Back, another 70 percent damage is applied when they collide. The passive Pit Fighter is also great for control because you gain 3 percent for closer enemies.Â
Level 21-30
- Pit Fighter 2 / 3
- No Mercy 1 / 3
- Expose Vulnerability 1 / 3
- Death Blow 1 / 5
- Think Skin 1 / 3
- Iron Malestorm 1 / 1
        Prime Iron Malestorm
        Supreme Iron Malestorm
- Tempered Fury 1 / 3
- Furious Impulse 1 / 3
A lot of these skills will work in tandem with one another. Since Mighty Kick can make enemies Vulnerable, the No Mercy passive adds 3 percent damage to those enemies. On top of that, your weapon mastery skill Death Blow will also cause enemies to go Vulnerable with the Expose Vulnerability passive. The Iron Malestorm Ultimate is what the Walking Arsenal build is centered around.
At the top of this guide, I explained how this build relies on you switching weapons that you have equipped. For your two-handed bludgeoning weapon, you’ll deal around 60 percent damage, plus enemies will be stunned for at least 2 seconds. Your two-handed slashing weapon deals 20 percent damage causing Bleeding at 120 percent for a bit over 5 seconds. My favorite aspect of this skill is that the duel-wielding weapons now deal 33 percent more damage per hit. This is where your power will come from. The Supreme Malestorm reduces the cooldown by 1 second per direct hit, so your duel-wielding weapons may make this possible.Â
Both the passives Tempered Fury and Furious Impulse are critical. They both help you get more, and use more Fury over time. Tempered Fury adds more Fury permanently by 3, and Furious Impulse makes it so that each time you swap weapons, you’ll gain 2 Fury. Swapping weapons is something you will be doing quite often, so it makes absolute sense to get those passives.Â
Level 31-40
- Walking Arsenal 1 / 1
- Death Blow 3 / 5
       Enhanced Death Blow
       Fighter’s Death Blow
- Pit Fighter 3 / 3
- No Mercy 2 / 3
- Expose Vulnerability 2 / 3
- Thick Skin 3 / 3
Apart from Walking Arsenal, there shouldn’t be any more skills or passives to buy. So for these batches of skills, I suggest putting them towards the passives and skills you already have. Let’s start with Walking Arsenal which completes this build. Dealing direct damage to all the weapons you have equipped now does ten times more damage for around 6 seconds. In other words, you can go overboard with this key passive.
With your Fighter’s Death Blow, the generation of Fury has increased by a lot. If you damage at least 1 enemy with Death Blow, you gain 20 Fury. Around these levels, you should be able to use all your skills more often. With your Thick Skin passive maxed out, your base Life will turn into 1.2 percent of Fortify. Imagine being able to attack more often and being able to protect yourself consistently. Diablo 4 as a whole may be more manageable on the higher World Tiers when you play this way.
Level 41-57
To follow this guide better, get all the renown, this way you can get the maximum amount of skill points.
- Lunging Strike 2 / 5
- Upheaval 2 / 5
- Pressure Point 2 / 3
- Imposing Presence 3 / 3
- Martial Vigor 3 / 3
- No Mercy 3 / 3
- Expose Vulnerability 3 / 3
- Defensive Stance 3 / 3
- Counteroffensive 3 / 3
At this point let’s focus on maxing out the important abilities like your core skills such as Lunging Strike and Upheaval, and the passives. Pressure Point is a great passive to get around these levels because it has a 20 percent chance to make enemies Vulnerable with core skills. Now, you have many abilities in your toolkit to make enemies go into that state, which in turn, makes them easier to take down.
Defensive Stance and Counteroffensive make it easier to stay in the fight longer and be stronger at those crucial points. The Defensive Stance increases your damage reduction by 6 percent while Fortified. Afterward, Counteroffensive comes in and makes your attack stronger by 12 percent. However, you must be Foriftied for over 50 percent of your base Health for this to work.Â
Best Aspects for Walking Arsenal Barbarian endgame build
- Aspect of Retribution: Can be found in the Abandoned Mineworks dungeon in Kehijstan
- Edgemaster’s Aspect: Complete the Oldstone dungeon in Scosglen
- Earthquake Aspect: Obtained by extracting from a Legendary Item
- Aspect of Might: Do the Dark Ravine dungeon in the Dry Steppes
- Steadfast Berserker’s Aspect: Can be extracted from a Legendary Item
- Aspect of the Expectant: Found after beating the Underroot dungeon in Scosglen
- Aspect of Disobedience: Complete the Halls of the Damned dungeon in Kehjustan
- The Aspect of the Relentless Armmaster: Do the Calibel’s Mine dungeon in Scosglen
- Aspect of Giant Strides: Found by extracting a Legendary Item
A lot of this build adds debuffs to the enemy. These aspects make those effects last longer, and add more damage over time. Since you have many abilities that make the enemy stunned, Edgemaster’s Aspect, Earthquake Aspect, and the Aspect of Retribution add significantly more damage to those enemies. You should already have damage reduction from the Defensive Stance passive, however, the defensive Aspect of Might grants around 20 percent more. On top of that, Steadfast Berserker’s Aspect and Aspect of Disobedience add more Health, and in some cases, faster attack speed.Â
Best Walking Arsenal Barbarain endgame build armor, weapons, and gear
Best armor for the Walking Aresnal BarbarianÂ
Out of the armor and gear you get, I recommend the 100,000 Steps boots. Which can only be found on World Tier 3 and 4. With these boots equipped, Walking Arsenal now does a Ground Stop which will gain you a certain amount of Fury. Anything that helps generate Fury at a fast rate is beneficial.Â
Best weapons for the Walking Arsenal Barbarian
The Hellhammer two-handed mace stands out the most out of all the weapons. However, you need to play on World Tier 3 or 4 to get it. It will add burning damage for 3 seconds, which is great for crowd control, plus you’ll also get a rank up in your Upheaval skill. Potentially, you could max out this skill to deliver a lot of high-damage attacks.Â
Best gear for the Walking Arsenal Barbarian
Search for the Battle Trance amulet on World Tier 3 or 4 from drops. With this equipped, your No Mercy is ranked up and causes Death Blow skill to do even more damage. Having a chain reaction like this makes the fights more manageable. The main highlight of the Battle Trance amulet is that it stacks the Frenzy basic skill. While you don’t have that, you could always re-spec and use Frenzy rather than Lunging Strike. Because when you have Frenzy maxed out, your attack speed is increased.Â
Best Walking Arsenal Barbarian endgame build Paragon board and Glyphs
Best Walking Arsenal Paragon boards
- Starting board
- Warbringer
- Decimator
- Weapons Master
- CarnageÂ
- Bone Breaker
These boards are simple for what they do by making your weapons stronger, taking less damage, and generating more Fury. There’s more of what the Paragon board can do, so I suggest looking at this layout for more assistance. The skills of this build are all about making you strong while being able to withstand large amounts of damage. This is why I recommend investing more in the Decimator, Warbringer, and Weapon Master boards. You can fight a little more aggressively when they’re built correctly.Â
Best Walking Arsenal GlpyhsÂ
- Might
- Exploit
- Undaunted
- TerritorialÂ
- Wrath
- Mortal Draw
If you haven’t noticed yet, damage and damage reduction are what this build is about. Wrath increases your critical strike damage, while Territorial increases damage to close enemies. So when they’re working together, your damage output will go sky-high. Plus, Undaunted makes you deal more damage when Fortified. I think that should be in a Glyph to invest in more so. Again, Vulnerability plays a massive role in this build with Exploit adding even more damage to enemies at about 4 percent per enemy.Â
Published: Jul 28, 2023 04:27 pm