Diablo 2 Daggers aren’t popular owing to their low damage. There is only one dagger-specific skill hanging around, the Necromancer’s Poison Dagger. However, that’s still an underpowered skill in Diablo 2 outside the early game or single-player.
Shorter and less damaging, these melee weapons may be used with a shield by any character, and usually have a faster swing speed compared to larger, two-handed models, though they are doing lower damage and also have less durability like a trade-off. These are best used having a shield, or dual-wielded if you're a Barbarian.
The Diablo 2 dagger class may be the only kind of weapon hanging around a Necromancer may use with his Poison Dagger skill. The skill adds poison harm to his melee attack but only works together with daggers. As it’s unlikely every other class may have much use for daggers since put into their low damage may be the fact that daggers possess a surprisingly slow Attack Rate, it appears as though saving high-quality ones for your Necromancer friends is going to be something to plan on.
Damage Bonus: This determines the way you multiply the product damage because of your stats to achieve the actual damage. Every 100 points for the reason that stat doubles your weapon’s total physical damage. All Daggers within the Expansion are 50/50 Str/Dex, meaning every 100 points of either of those stats doubles the weapon’s total (non-elemental) damage. This is an excellent thing since all points in Str or Dex add bonus damage.
Item Level: Used in many in-game calculations. Monsters should be of this level to drop the product, also it factors in when you are getting to gamble with this item type too.
Weapon Speed: A relative comparison with other weapons of the identical type. 0 may be the base -10, -20, etc is faster, 10, 20, etc is slower, always in increments of 10. Each 10 is the same as a SIAS item. Characters are abbreviated for their first letter, with Am = Amazon and As = Assassin.
Range: Goes from 1 (least) to five (most), and it is identical for those weapon types. I.E. a 3 sword = a 3 spear = a 3 hammer. All daggers possess the least range, one, just like most melee weapons.
THROWING KNIVES
Designed to be used like a ranged weapon, all throwing knives have lower damage hand-at-hand than when thrown.
Stack Size: Min = the tiniest stack a monster can drop. Max = the biggest a stack may be. Throwing weapons stack only on others of the same type and mods.
Throwing weapons are indestructible when employed for melee in Diablo II. In the expansion, each one within the stack has durability much like other melee weapons.
Throwing weapons will never be magical in Diablo II, only within the expansion.
EXCEPTIONAL
Poignard
9-18 Damage
16 Durability
Str Req: 25
Dex Req: None
Item Level: 31
Clvl Req: 19 * D2 Sockets: 1
D2X Sockets: 1
Range: 1
D2 Dmg Bonus: 100 Str
D2X Dmg Bonus: 50/50 Str/Dex
Inv Size: 1×2 Weapon Speed: -20
Attack Rate:
Very Fast: Am/As/B/D/N/S
Fast: P
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Diablo 2 Daggers aren’t popular owing to their low damage. There is only one dagger-specific skill hanging around, the Necromancer’s Poison Dagger. However, that’s still an underpowered skill in Diablo 2 outside the early game or single-player.
Shorter and less damaging, these melee weapons may be used with a shield by any character, and usually have a faster swing speed compared to larger, two-handed models, though they are doing lower damage and also have less durability like a trade-off. These are best used having a shield, or dual-wielded if you're a Barbarian.
The Diablo 2 dagger class may be the only kind of weapon hanging around a Necromancer may use with his Poison Dagger skill. The skill adds poison harm to his melee attack but only works together with daggers. As it’s unlikely every other class may have much use for daggers since put into their low damage may be the fact that daggers possess a surprisingly slow Attack Rate, it appears as though saving high-quality ones for your Necromancer friends is going to be something to plan on.
Damage Bonus: This determines the way you multiply the product damage because of your stats to achieve the actual damage. Every 100 points for the reason that stat doubles your weapon’s total physical damage. All Daggers within the Expansion are 50/50 Str/Dex, meaning every 100 points of either of those stats doubles the weapon’s total (non-elemental) damage. This is an excellent thing since all points in Str or Dex add bonus damage.
Item Level: Used in many in-game calculations. Monsters should be of this level to drop the product, also it factors in when you are getting to gamble with this item type too.
Weapon Speed: A relative comparison with other weapons of the identical type. 0 may be the base -10, -20, etc is faster, 10, 20, etc is slower, always in increments of 10. Each 10 is the same as a SIAS item. Characters are abbreviated for their first letter, with Am = Amazon and As = Assassin.
Range: Goes from 1 (least) to five (most), and it is identical for those weapon types. I.E. a 3 sword = a 3 spear = a 3 hammer. All daggers possess the least range, one, just like most melee weapons.
THROWING KNIVES
Designed to be used like a ranged weapon, all throwing knives have lower damage hand-at-hand than when thrown.
Stack Size: Min = the tiniest stack a monster can drop. Max = the biggest a stack may be. Throwing weapons stack only on others of the same type and mods.
Throwing weapons are indestructible when employed for melee in Diablo II. In the expansion, each one within the stack has durability much like other melee weapons.
Throwing weapons will never be magical in Diablo II, only within the expansion.
EXCEPTIONAL
Poignard
9-18 Damage
16 Durability
Str Req: 25
Dex Req: None
Item Level: 31
Clvl Req: 19 * D2 Sockets: 1
D2X Sockets: 1
Range: 1
D2 Dmg Bonus: 100 Str
D2X Dmg Bonus: 50/50 Str/Dex
Inv Size: 1×2 Weapon Speed: -20
Attack Rate:
Very Fast: Am/As/B/D/N/S
Fast: P
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Welcome to the Arc Lash Sorcerer Endgame Build Guide. This build dishes out incredibly high damage also it does that by spamming an art that you unlock at level 2 - Arc Lash. Being a melee construct it might not be the simplest build for conquering high-tier Nightmare Dungeons however with smart using Frost Nova and Flame Shield your survivability is effectively infinite, therefore the sky is the limit.
The build deals damage by attacking extremely fast with Arc Lash, producing plenty of Unstable Currents and Ball Lightning Enchantment procs. Since a large part of our damage originates from Lucky Hit procs, it naturally grows higher the greater enemies we fight. But even against Bosses, the harm is more than fine, as long as they don't constantly exhaust Ball Lightnings.
With all 4 Defensive Skills on our bar and additional Cooldown Reduction from Glinting Arc Lash, this build is all about as tanky as a Sorcerer could get. Still, moving into melee range in high-tier Nightmare Dungeons is difficult and you will want to use your abilities cautiously.
The build doesn't have any specific Legendary Aspects in the future online. Each one of them supplies a small bonus and passing up on one or two isn't gonna break the build. Rather than Aspects, this build is extremely hungry for stats. You need a great deal of Cooldown Reduction, Attack Speed, and Critical Strike Chance to create everything that falls under place. Because of that you simply have to modify your build and play a weaker version before you get each one of these stats.
In this informative guide, we educate you on all you have to know to develop from Level 50 Crook having a tiny lightning whip right into a Level 100 Avatar of Elemental Destruction whose mere presence instantly disintegrates all enemies. Let's dive into it!
Skills
Arc Lash
Arc Lash is our main skill, it deals decent damage by itself but that's not the key reason we use it. Arc Lash has an extremely fast animation and hits twice on Crits, which is ideal for proccing various Lucky Hit effects, mainly Ball Lightning and Meteor Enchantments. On top of that the Cooldown Reduction from Glinting Arc Lash is completely invaluable for any build where almost every other skill includes a cooldown.
Skill Progression
With this build, you have several distinct points in your journey from fresh level 50 to completely maxed and optimized level 100:
You begin with your Critical Strike Chance, Attack Speed, and Cooldown Reduction being too low to create Lucky Hit effects work. So instead you simply play Vyr's Mastery and employ Fireball Enchantment.
When you receive around 30% CDR, 30% CSC, plus some Attack Speed, you may make a change to Ball Lightning Enchantment. Remove points from Teleport, Icy Veil, and Shocking Impact. Use them to obtain Wizard's Ball Lightning, Supreme Unstable Currents, Precision Magic, and max out Static Discharge.
At around level 70, when you begin picking up Burning-related nodes alongside Burning Instinct Socket, you need to change to Fire Bolt Enchantment. Use 5 points from Fireball to obtain Fire Bolt, Inner Flames, and 3x Devouring Blaze.
Finally, whenever you optimize your stats even more (50% CSC, 43% CDR), you can remove points from Static Discharge and Precision Magic to obtain Hoarfrost and much more ranks in Ball Lightning. If you have anything that gives you ranks in Ice Armor, move that could indicate Ball Lightning too.
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Welcome to the Chain Lightning Sorcerer Leveling Guide! This is pound-for-pound among the best leveling builds for just about any class. We combine the astonishing AOE from Chain Lightning using the high-damage basic skill Arc Lash to destroy our enemies.
We take Frost Nova, Ice Armor, and Teleport as our main defensive skills. Teleport gets us from harm's way, Frost Nova freezes enemies and applies Vulnerable from Mystical Frost Nova, and Ice Armor provides us a nice barrier and mana regeneration from Enhanced Ice Armor. These tools ought to keep you alive while you torment the enemies who are around you with lightning!
One problem this build faces is Unstable Currents, to be more specific, it's a 70-second cooldown. There is no fantastic way to solve this issue with our leveling setup, so only pop Unstable Currents on big Elite packs and Bosses.
Overall this build feels incredible while leveling. In the endgame, you can keep playing the same build with very few changes, or swap to 1 of the many powerful endgame options we now have!
Skills
Arc Lash is an incredible basic skill. It deals very respectable damage and attacks quickly. Flickering Arc Lash allows us to move faster since we can not make use of Glinting Arc Lash because we lack stuns.
Skill Tree & Gameplay
Getting Started (Levels 2-7, 6 Skill Points)
We begin with Arc Lash for its incredible AOE damage. At early levels, we use the Flickering Arc Lash upgrade because Cooldown Reduction doesn't become important until later. At level 4 we get Chain Lightning and also the fun begins. Grab Enhanced Chain Lightning and Greater Chain Lightning to improve your Critical Strike Chance and single target DPS.
Level 2: Arc Lash
Level 3: Enhanced Arc Lash
Level 4: Chain Lightning
Level 5: Enhanced Chain Lightning
Level 6: Greater Chain Lightning
Level 7: Flickering Arc Lash
Adding Defense, Damage & an Enchantment (Levels 8-18, 11 Skill Points)
After investing 6 skill points we access the Defensive skill cluster. Here we instantly get Teleport, Ice Armor, and Frost Nova. These are our main utility spells and they'll stay with us before the very end. We also max our two damaging skills: Chain Lightning and Arc Lash.
For the very first enchantment slot, we take Chain Lightning which provides us a free cast for every three times we throw it. This allows us to on boss fights, which is the only stuff that can survive our damage at this time. Other Sorcerer builds may choose to take the Fireball enchantment for additional AOE, but since we now have level 5 Chain Lightning and already master AOE clearing, you no longer need it here.
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The Exploding Arrow Amazon, also called Fire Bowazon, may be the Fire counterpart to the Freezing Arrow Amazon. While she turns monsters into ice cubes, this build uses explosions and burning ground to melt the demons from Hell!
The mixture of Exploding Arrow Immolation Arrow Pierce
Fire Bowazon becomes a lot more versatile with the help of Flame RiftTerror Zone.
While the offense from the Fire Bowazon is rather strong, this comes at the cost of survivability. You see this general theme in Bow-builds. They have a difficult time capping their Resistance. So her capability to Dodge Avoid Evade
Note: The Item-stat +x to xx Fire Damage drastically boosts the explosion damage of Exploding Arrow Immolation Arrow
Best
Stony Tomb - High Density, No Immunities, Many Elite Groups
The Secret Cow Level - High Density, No Immunities,
Tal Rasha's Tombs - High Density, SKIP Tombs with Burning Dead
Flayer Jungle + Flayer Dungeon - High Density, SKIP Shamans
Frigid Highlands - Quick Access, Only kill Eldritch the Rectifier
Worst
Chaos Sanctuary - Immunities, Tanky enemies
River of Flame + City from the Damned - Immunities, Tanky enemies, Trash Mobility
Act 2 Sewers - Immunities
Travincal - Immunities, High Elemental Damage
Arcane Sanctuary - Immunities, Trash Mobility
Setup
The Standard setup stacks just as much +x to Fire Damage and +x to Skills, while keeping the highest Attack Speed possible. Faith Matriarchal Bow +5 to Skills, +120 Fire Damage, and massive +x% Increased Attack Speed from Fanaticism Hustle Ashwood BowAttack Speed Breakpoint by proccing Burst of Speed Body Armor Helmet Rainbow Facets+x Fire Damage, +x% Fire Skill Damage and -x% Enemy Fire Resistance. Razortail Pierce Raven FrostCannot Be Frozen, The Rising Sun The Stone of Jordan+x to Skills around the build. Flame Rift
Mercenary
We make use of a Holy Freeze Infinity Giant Thresher Conviction Andariel's Visage Ruby Jewel of Fervor Fortitude Sacred Armor
Skills
Put 1 Skill Point into each of the following Skills:
1. Dodge
Avoid
Evade
Strafe Hustle Ashwood Bow
Pierce (You need to reach 67% Chance to Pierce!)
Max the following Skills within this order:
1. Exploding Arrow
Fire Arrow
Immolation Arrow
Penetrate
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As alluded to earlier, the Pit is a straightforward area to farm due to the low Life monsters that spawn here. High mobility is essential to make this farming area as efficient as possible.
Amazon - Lightning Fury
The Javazon may be the pinnacle of harm on the Amazon. To kill every Elite Group she uses Mercenary with Infinity as Dark Archers are Immune to Lightning. Any other monster is simply pickings on her, even without them.
Without Enigma, she faces some mobility problems.
Assassin - Lightning Sentry
The Trapsin can kill my way through the Pit, even without Infinity. Utilize Fire Blast against Dark Archers (Immune to Lightning) and Lightning Sentry + Death Sentry through the area.
Burst of Speed grants great mobility all the time, making Enigma less important.
Barbarian - Berserk
When you are looking at Elite hunting, no build around the Barbarian is as efficient because of the Zerker. When properly equipped, this person just jumps onto a boss, uses Howl, and one-shots the boss.
Find Item adds an opportunity for additional drops in the boss. This increases farming efficiency associated with a Barbarian build by around 30%.
This build is often called the "Pit-Zerker" because it may be the best build to farm here.
Druid - Hurricane Tornado
This Druid is perfect for farming the Pit by absorbing a lot of harm with Cyclone Armor. He has little to fear with a high Life pool through Oak Sage and summons to tank melee attack damage.
With Physical and Cold Damage, this build is capable of killing every monster in the region. A lot of the low Life monsters explode from a couple of ticks from Hurricane.
Necromancer - Poison Nova
Corpse Explosion is an extremely powerful capability to clear out density quickly. As it is a native Skill from the Necromancer, almost all their builds are powerful within the Pit.
Due to the low Life of monsters, Poison Nova is particularly powerful to produce the first corpses for the chain reaction with Corpse Explosion.
Bone Armor enables you to be virtually immortal since many damages in here's Physical.
Paladin - Blessed Hammer
The Hammerdin may be the best build for farming the Pit like a Paladin. Even before Enigma this character can shred el born area. His high mobility from Charge, Vigor, and Staff of Teleportation
There aren't any monsters that may be Immune to Magic, that allows the Hammerdin to kill everything.
Sorceress - Fire Ball Nova
This hybrid build is made to destroy the Pit in solo gameplay. With both Fire and Lightning Damage, you can kill every monster inside.
Infinity can improve your kill speed significantly but is not required whatsoever!
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As alluded to earlier, the Pit is a straightforward area to farm due to the low Life monsters that spawn here. High mobility is essential to make this farming area as efficient as possible.
Amazon - Lightning Fury
The Javazon may be the pinnacle of harm on the Amazon. To kill every Elite Group she uses Mercenary with Infinity as Dark Archers are Immune to Lightning. Any other monster is simply pickings on her, even without them.
Without Enigma, she faces some mobility problems.
Assassin - Lightning Sentry
The Trapsin can kill my way through the Pit, even without Infinity. Utilize Fire Blast against Dark Archers (Immune to Lightning) and Lightning Sentry + Death Sentry through the area.
Burst of Speed grants great mobility all the time, making Enigma less important.
Barbarian - Berserk
When you are looking at Elite hunting, no build around the Barbarian is as efficient because of the Zerker. When properly equipped, this person just jumps onto a boss, uses Howl, and one-shots the boss.
Find Item adds an opportunity for additional drops in the boss. This increases farming efficiency associated with a Barbarian build by around 30%.
This build is often called the "Pit-Zerker" because it may be the best build to farm here.
Druid - Hurricane Tornado
This Druid is perfect for farming the Pit by absorbing a lot of harm with Cyclone Armor. He has little to fear with a high Life pool through Oak Sage and summons to tank melee attack damage.
With Physical and Cold Damage, this build is capable of killing every monster in the region. A lot of the low Life monsters explode from a couple of ticks from Hurricane.
Necromancer - Poison Nova
Corpse Explosion is an extremely powerful capability to clear out density quickly. As it is a native Skill from the Necromancer, almost all their builds are powerful within the Pit.
Due to the low Life of monsters, Poison Nova is particularly powerful to produce the first corpses for the chain reaction with Corpse Explosion.
Bone Armor enables you to be virtually immortal since many damages in here's Physical.
Paladin - Blessed Hammer
The Hammerdin may be the best build for farming the Pit like a Paladin. Even before Enigma this character can shred el born area. His high mobility from Charge, Vigor, and Staff of Teleportation
There aren't any monsters that may be Immune to Magic, that allows the Hammerdin to kill everything.
Sorceress - Fire Ball Nova
This hybrid build is made to destroy the Pit in solo gameplay. With both Fire and Lightning Damage, you can kill every monster inside.
Infinity can improve your kill speed significantly but is not required whatsoever!
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As alluded to earlier, the Pit is a straightforward area to farm due to the low Life monsters that spawn here. High mobility is essential to make this farming area as efficient as possible.
Amazon - Lightning Fury
The Javazon may be the pinnacle of harm on the Amazon. To kill every Elite Group she uses Mercenary with Infinity as Dark Archers are Immune to Lightning. Any other monster is simply pickings on her, even without them.
Without Enigma, she faces some mobility problems.
Assassin - Lightning Sentry
The Trapsin can kill my way through the Pit, even without Infinity. Utilize Fire Blast against Dark Archers (Immune to Lightning) and Lightning Sentry + Death Sentry through the area.
Burst of Speed grants great mobility all the time, making Enigma less important.
Barbarian - Berserk
When you are looking at Elite hunting, no build around the Barbarian is as efficient because of the Zerker. When properly equipped, this person just jumps onto a boss, uses Howl, and one-shots the boss.
Find Item adds an opportunity for additional drops in the boss. This increases farming efficiency associated with a Barbarian build by around 30%.
This build is often called the "Pit-Zerker" because it may be the best build to farm here.
Druid - Hurricane Tornado
This Druid is perfect for farming the Pit by absorbing a lot of harm with Cyclone Armor. He has little to fear with a high Life pool through Oak Sage and summons to tank melee attack damage.
With Physical and Cold Damage, this build is capable of killing every monster in the region. A lot of the low Life monsters explode from a couple of ticks from Hurricane.
Necromancer - Poison Nova
Corpse Explosion is an extremely powerful capability to clear out density quickly. As it is a native Skill from the Necromancer, almost all their builds are powerful within the Pit.
Due to the low Life of monsters, Poison Nova is particularly powerful to produce the first corpses for the chain reaction with Corpse Explosion.
Bone Armor enables you to be virtually immortal since many damages in here's Physical.
Paladin - Blessed Hammer
The Hammerdin may be the best build for farming the Pit like a Paladin. Even before Enigma this character can shred el born area. His high mobility from Charge, Vigor, and Staff of Teleportation
There aren't any monsters that may be Immune to Magic, that allows the Hammerdin to kill everything.
Sorceress - Fire Ball Nova
This hybrid build is made to destroy the Pit in solo gameplay. With both Fire and Lightning Damage, you can kill every monster inside.
Infinity can improve your kill speed significantly but is not required whatsoever!
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As alluded to earlier, the Pit is a straightforward area to farm due to the low Life monsters that spawn here. High mobility is essential to make this farming area as efficient as possible.
Amazon - Lightning Fury
The Javazon may be the pinnacle of harm on the Amazon. To kill every Elite Group she uses Mercenary with Infinity as Dark Archers are Immune to Lightning. Any other monster is simply pickings on her, even without them.
Without Enigma, she faces some mobility problems.
Assassin - Lightning Sentry
The Trapsin can kill my way through the Pit, even without Infinity. Utilize Fire Blast against Dark Archers (Immune to Lightning) and Lightning Sentry + Death Sentry through the area.
Burst of Speed grants great mobility all the time, making Enigma less important.
Barbarian - Berserk
When you are looking at Elite hunting, no build around the Barbarian is as efficient because of the Zerker. When properly equipped, this person just jumps onto a boss, uses Howl, and one-shots the boss.
Find Item adds an opportunity for additional drops in the boss. This increases farming efficiency associated with a Barbarian build by around 30%.
This build is often called the "Pit-Zerker" because it may be the best build to farm here.
Druid - Hurricane Tornado
This Druid is perfect for farming the Pit by absorbing a lot of harm with Cyclone Armor. He has little to fear with a high Life pool through Oak Sage and summons to tank melee attack damage.
With Physical and Cold Damage, this build is capable of killing every monster in the region. A lot of the low Life monsters explode from a couple of ticks from Hurricane.
Necromancer - Poison Nova
Corpse Explosion is an extremely powerful capability to clear out density quickly. As it is a native Skill from the Necromancer, almost all their builds are powerful within the Pit.
Due to the low Life of monsters, Poison Nova is particularly powerful to produce the first corpses for the chain reaction with Corpse Explosion.
Bone Armor enables you to be virtually immortal since many damages in here's Physical.
Paladin - Blessed Hammer
The Hammerdin may be the best build for farming the Pit like a Paladin. Even before Enigma this character can shred el born area. His high mobility from Charge, Vigor, and Staff of Teleportation
There aren't any monsters that may be Immune to Magic, that allows the Hammerdin to kill everything.
Sorceress - Fire Ball Nova
This hybrid build is made to destroy the Pit in solo gameplay. With both Fire and Lightning Damage, you can kill every monster inside.
Infinity can improve your kill speed significantly but is not required whatsoever!
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The Frenzy Berserker Barbarian build uses Frenzy and Upheaval as its main attacks, with two Shouts to enhance damage and defense. By investing in some key enhancements, the Frenzy Berserker Barb gets important damage mitigation and Fortify, a damage soak mechanic where your character takes 30% decreased damage until all Fortified everyday life is removed. It also helps augment the Fury generation. Later, you will want to pick up and increase some important passives, however, these skills and augments are going to be enough to provide you with a good balance between frenzied damage output and survivability without running out of gas. Furious Hammer from the Ancient may also be played with this build for additional Single Target.
Later down the road, you could attempt and have fun with Kick + Power Kick rather than Upheaval. Kick is probably not the strongest skill, but it is a very fun one and Beta is built to have fun!
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Basic Skill - Frenzy: Unleash an immediate flurry of blows, dealing damage with each set of hits. If Frenzy hits an enemy, Attack Speed is increased for 3 seconds. This is further augmented with Enhanced Frenzy, which generates additional Fury whenever it hits bonus Attack Speed, and Combat Frenzy, which provides you Damage Reduction for every stack of Frenzy you have now.
Core Skill - Upheaval: Tear into the ground together with your weapon and fling debris forward, dealing extra damage. Adding Enhanced Upheaval adds an opportunity to Stun all enemies it damages. Furious Upheaval creates great synergy with Frenzy, as dealing direct harm to an enemy having a Skill that isn't Upheaval causes the next cast of Upheaval to manage 8 times increased damage, stacking as much as 8 times.
Defensive Skill - Rallying Cry: This Shout increases your Movement Speed and Resource Generation for any short time for both you and your allies. Enhanced Rallying Cry grants Unstoppable while active, and Strategic Rallying Cry grants Base Life as Fortify. While Rallying Cry is active, additionally you gain more base life as Fortify any time you take or deal direct damage.
Brawling Skill - War Cry: War Cry increases damage accomplished for both you and your allies, but that is not in which the real magic happens for that Frenzy Barb. Enhanced War Cry grants Berserking for 3 seconds, which you'll want to get more use from using the two passives you'll consume this tree. Power War Cry increases your damage bonus if you will find 4 or even more enemies nearby. If you're experiencing survivability or playing a support role, you can substitute Mighty War Cry instead, which grants 28% of the Base Life as Fortify.
Brawling Skill - Leap: Leap is an incredibly important movement skill, allowing both horizontal and vertical changes. Leap forward and slam down, dealing damage and knocking back surrounding enemies on impact. Enhanced Leap cuts down on the cooldown by 4 seconds if you do not damage any enemies (ideal for general movement purposes), with Power Leap, should you damage a minimum of one enemy, you'll gain 40 Fury, that is exactly how much Fury you will need to cast one Upheaval.
Ultimate Skill - Wrath from the Berserker: What else with this build? This gives you Berserking and Unstoppable for 5 seconds. For the next ten seconds, dealing direct damage with Basic Skills (Frenzy, in this instance) will grant Berserking 5 seconds.