Hi all, I had posted this on Reddit at the end of Season 1 and have been keeping it up to date there since then, but the moderator bot keeps deleting the post and I don't want the information to be lost, so I wanted to post it here too. I know there are some old guides from years ago still up, so I figured all this information could at least be stored here since it was a pain to aggregate everything (has taken >6 months). A lot of this information I had to figure out myself based on actual testing, other information I had to track down from theorycrafting players who tested it themselves.
My original post had pictures and videos embedded for examples/demonstrations but I haven't figured out how to embed here so here is the original link if you want the multimedia version - https://www.reddit.com/r/diablo4/comments/1925ekc/updated_pvp_thorns_barbarian_comprehensive_guide/
Last update March 5th, 2024
Skills and Paragon
Beginner Friendly, Non-Meta Builds
Sample Build Stunlock SG - Basic attack, no ubers build with standard Thorns package. Butcher's Cleaver + Anemia + Concussion = Opponent will be permanently CCed (stunned, slowed, feared) unless their unstoppable is on. SG gap closer + Iron Skin safety net. See notes section of build planner for specifics. https://d4builds.gg/builds/ac302d51-6b83-47bc-8fbb-4a827451ba2a/?var=0
Sample Build Stunlock Selig SG - Similar to above but adds Selig + Ubers. See notes section of build planner for specifics. https://d4builds.gg/builds/2191e2f0-e56b-416e-ab63-6b6caccdc52b/
Sample Build Stunlock Selig Charge - Similar to above but gap closer changed from SG to Charge for 3rd unstoppable source. See notes section of build planner for specifics. https://d4builds.gg/builds/01324743-2d39-4225-b44c-550b718c7008/?var=0
Sample Build Classic Thorns Barb - Similar to above but with comprehensive/AOE Thorns package https://d4builds.gg/builds/7ab05fa4-6664-4d7f-93d9-e52ba6887dfe/?var=0
https://youtu.be/CXlM6KsBLcc
Video Demo - Stunlock Selig SG - When enemy unstoppable is off they are either feared (green skull over them), slowed, or stunned
Intermediate Difficulty, Non-Meta Builds
Sample Build Selig Charge Stun Rend - Rend with stunlock and Charge experimentation for S3. Selig safety net. Rotation/accuracy is important. See notes section of build planner for specifics. https://d4builds.gg/builds/6c0c26ba-1ab5-4543-ab16-c1755bc5df4d/
Sample Build Selig DS Stun DOT - DS with stunlock and DOT integration. Selig safety net. Rotation/accuracy is important. See notes section of build planner for specifics. https://d4builds.gg/builds/6b4e2e7a-df4a-4e14-a98e-259504a3a00b/
Advanced Difficulty, Prototypical Meta Builds
Sample Build Meta Rend - No safety net (Iron Skin or Selig) and rotation/accuracy is important. See notes section of build planner for specifics. https://d4builds.gg/builds/8dba7f3f-52f6-4cdf-94f0-80d06fa38cef/
Sample Build Meta DS - No safety net (Iron Skin or Selig) and rotation/accuracy is important. See notes section of build planner for specifics. https://d4builds.gg/builds/fc67e0ff-bf84-450e-be29-1dc45631f4fa/?var=0
Matchups - I won't go into detail here since I am a n00b but:
· DOTs: If enemy is stacking DOT consider switching Rubies to Amethysts in pants/legs
· Stuns/Freezes: If enemies are stunlocking you, consider dropping War Cry + Raid Leader and adding 3rd unstoppable source (WoTB, Iron Skin/Iron Warrior, Metamorphosis)
· Ranged Opponents/Runners/Kiters/Bubbles: Switch to Lunging Strike and fish for Anemia or Concussion procs, burst them down with DS or Rend once they are CCed. They are usually squishy so sometimes basic attack is enough.
· Elemental opponents: Swap gear with +armor affix and aspects that add armor to DR affixes and Might aspect
· Sorcerer: Teleport with invulnerable sources like Protector bubble aspect, Flame Shield, Ice Block, Lycander/protection shrine, and Flame Shield enchant make them hard to pin down. Disengage while invul on, re-engage with shouts once off. If you try to tank 3 secs of Lightning or Fire while invul is on, you die. Any Sor with shrine effects on is using Lycander and can stun lock you via lucky hit/chance to stun affix. Two sources of unstoppable required (regardless of their build).
· Fire Sor: Meta Sor build #1. Vs. GG one swap out Juggernaut, Razorplate, Tibaults, Death Wish, and Inner Calm. Add Rapid, Iron Warrior, Anemia, etc. Use Amulet/Chest/Pants with 3 to 4 DR each (DR, DRD, DRB, DRF or DRC). Amulet with MS. 70 to 85 FR. Switch to Battle Lunging Strike to close distance and apply bleed for DRB. Tactical Iron Skin for heal+barrier+DR. Switch Outburst/Tough as Nails to Swiftness. Switch Revenge to Imbiber Glyph. FW and Firebolt Enchant are both DOTs and do not trigger thorns, burning DOT looks like poison dmg on health globe. DR Dot: Use Amethysts in Chest/Pant swaps. Sors die very quickly once you catch them/once concussion or Anemia procs. Vs. bad one no gear swap needed. Grandfather + life good in 2H slot.
· Cold Sor: Non-meta Sor. 70-85 CR and 3 sources of unstoppable (alternate them) are required so you aren't permanently frozen. Switch War Cry/Raid Leader to Iron Skin with Iron Warrior if you need more unstoppable. Thorns works well vs. Cold so feel free to add Razorplate, Death Wish, and Strategic Challenging Shout. Keep spamming Lunging Strike till you catch them. Otherwise stack DRD/DR/DRB/DRF on all pieces
· Lightning Sor: Meta Sor build #2. 70 to 85 LR required. Vs. good one can be long duel (they try to avoid your shouts, you try to avoid their Flame Shield). They can stun lock you via Arc Lash Enchant if Rallying Cry on CD, so use Iron Warrior or WoTB for second unstoppable source. Thorns works well vs. Lightning
https://youtu.be/iqBVImBpVLo
Video Demo - Selig Rend vs. BL. Sor killing me via stun lock/Lycander Uber Staff (he would engage after Rallying Cry wore off). I changed pants from Might, to Tassets, and finally to Iron Warrior + LR Elixir - needed extra source of unstoppable. Sor appearing to randomly die without me nearby is from bleed
· Barb V. Barb: Vs. GG Barbs switch Ancestral Uniques to 3 to 4 DR unique equivalents (I.E., switch Razorplate to Might chest with DR/DRC/DRB/DRF). No DRD or MS. Consider Flickerstep if you're using WoTB. 85% Armor cap (vs. Lvl 100) recommended. Note: All Barb builds can have thorns integration. Geared Meta builds in general defeat thorns/thorns hybrids, as do DOT based builds
· Selig Barbs: Any barb build (even Meta barbs) can be Selig by just adding Amulet, hard to plan against due to variability. Rend builds burn their fury/makes it so they can't cast core skills, well optimized meta builds are best against Selig
· Rend: Meta barb build #2. Vs. GG one swap out Razorplate/Tibs to 3-4 DR (DR/DRC/DRB/DRF) Chest/Pants w Amethysts for DR dot, add Might aspect. DOT bypasses thorns so swap out Death Wish too. They heal via Invigorating Fury.
· DS: Meta barb build #1. Vs. GG one you may die. They heal via Invigorating Fury. Same gear principles as vs. Rend except use Ruby instead of Amethyst in armor
· Rogue: Thorns works well vs. most Rogues, consider adding Razorplate, Death Wish, and Strategic Challenging Shout
· Twisting Blades Rogue: Meta rogue build, GG one can burst you down/very high dmg. Meta barb usually wins
· Rapid Fire Rogue: Will try to 1 shot you from distance. Just chase them down, they are squishy. Thorns works well here, consider Razorplate/Death Wish/Strategic Challenging Shout. Make sure Challenging Shout is on. +Move speed, +DRD, and PR boots help.
· Poison Rogue/Druid: Vs. GG player you can die. DOT does not proc thorns, but their attacks will. 70+ PR. Barriers (Iron Skin) stop poison damage! Meta Invigorating Fury builds are better here, sustain offsets poison dmg.
· Shadow Wave Necro: Don't stand in the DOTs vs Necro + use SR boots. Patience, use your mobility. Necro very poor mobility, once their Shadow Wave and Blood Mist are done, they won't be able to do much. Thorns works well here, consider adding Razorplate, Death Wish, and Strategic Challenging Shout
Why try Barb for PVP?
Barb has multiple easy, effective PVP builds. With any of the builds above you will be able to achieve all seasonal PVP objectives, Hatred's Chosen, and farm all PVP cosmetics/mounts.
Special thanks to @ Yordanyz (Discord, one of the best PVP Barbs in D4) for all the input and u/WUZZLYFLUFF who made the original barbarian PVP guide for season 0
https://youtu.be/83QtlpAAN0E
Video Demo - Proof of Concept in Casual PVP
Why try Fields of Hatred and PVP?
· The thrill + unknown when running into another player.
· Achievements, titles, cosmetic, and mount rewards.
Key differences with PVP, caps, dmg basics:
· Critical Strike give a baseline 50%[x] dmg multiplier (even if you have no +crit damage affixes)! Crit strike chance (CSC) affix is useful for proccing the baseline multiplier, and for activating many synergies (Carnage legendary node, Butcher's Cleaver fear, etc.). +Crit dmg affix is additive [+] dmg up to PVP crit dmg cap of 200%. Thorns cannot crit. Only attacks and bleeds (via Gushing Wounds key passive) can crit. +Crit dmg affix is bad in PVP since dmg to close/dmg to bleeding/phys dmg are also additive, are uncapped, and have more uptime.
· Berserking gives a 25%[x] dmg multiplier, increased to 60%[x] if Unconstrained Key Passive. +DWB affix is additive [+] dmg. Blood Rage makes 25% of your total +DWB bonus multiplicative dmg. This makes DWB a more valuable affix/paragon node than dmg to close. Example: if your +DWB is 200%, Blood Rage would give 50%[x] damage multiplier.
· Dmg Affix Priority Order for Weapons/Rings: DWB>Close>Physical>Bleeding (I.E., close has higher base roll than physical so is prioritized over phys). Note: +Physical wouldn't be used in Rend builds (see below for difference)
· Vulnerable applies baseline 20%[x] damage multiplier (even if you have no +vul damage affixes), which is also the PVP cap. Vuln has many synergies that give additional multipliers (Decimator, Violent Rend, Cut to the Bone, Wallop, etc.), and also enables DR Vul. +Vul dmg affix is a useless PVP affix due to cap with exception of Rend builds since Hemorrhage multiplies your bleeding dmg by 15%[x] of your total +Vuln dmg bonus!
· Overpower gives a 50%[x] damage multiplier. Past this is additive [+] dmg up to PVP cap of 150%. +OP dmg is a useless PVP affix since you will exceed cap from base willpower and inherent +OP dmg on 2h bludgeoning. Thorns dmg and bleeds cannot overpower.
· Attack speed from gear is capped at 100% (separate from aspect cap). Gear affixes, abilities (Duelist) and elixirs count as gear. Attack speed from aspects and skills is capped at 100% (separate from gear cap). Rapid, Accelerating, Frenzy, etc. https://docs.google.com/spreadsheets/d/1MkOyco6jYpfaQtSD5zn6QvtSbwxXgcWLKQtPsS3Zjug/htmlview
· Phys dmg note: Thorns and bleeds are physical dmg, but +physical dmg does not directly increase thorns or bleed dmg, only attack dmg
https://youtu.be/6vkFR_k6mxw
Video Demo - 60%[x] physical dmg multiplier (2H Elements) had no effect on Thorns or Bleed dmg. +Phys dmg only increases ATTACK dmg (Flay, DS, Rend, Etc.)
· Phys dmg over time: Only increases bleed dmg
· Bleeding DMG note: Only increases bleed dmg
· Dmg over time note: Increases all DOT dmg (including bleed)
· DMG to bleeding: Increases your DMG to a target that is bleeding, not bleeding dmg itself.
· 92% Inherent DR is granted against other players in PVP. This is separate from other DR sources.
· Armor capped somewhere around 9,000-10,000 for PVP (based on player testing/Diablo 4 Discord pvp-dueling channel), only works for physical damage mitigation.
· DR is not capped. This has been tested in PVP (see link at bottom of this guide); DR is not calculated additively. 20% DR from Shako and 20% DR from Might does not add up to 40% DR, but instead it would be (1-0.2)*(1-0.2) = 0.64, or 64% dmg received, or 36% actual DR. DR Formula is [1-((1-D1)*(1-D2)*(1-D3)*(1-D4))], where Dx is % DR from each item/affix/aspect, etc.
· DRC: Anyone in Melee range is Close for DR purposes, I.E., you can hit them with basic attack = DRC applies.
· DRD: Anyone outside of Melee range is Distant for DR purposes, I.E., you can't hit them with melee attack = DRD applies, even if they are 1 pixel away from you hitting them it is DRD.
· Dodge is uncapped. Dodge works on attacks and spells; dodged attacks deal no damage! Dodge formula is (Dex/100) + [1-((1-D1)*(1-D2)*(1-D3)*(1-D4))], where Dx is % dodge chance from each item/affix/aspect/elixir.
Gear basic principles:
· Best gear affixes by slot (Definitions: DR=dmg reduction, DRB=DR bleeding, DRC=DR close, DRV=DR vuln, DRD=DR distant, DRF=DR Fort, AS=All stats, ASAD=Attack speed after dodge, MS=Movement speed)
· Three sets of gear are needed.
· Set 1: Vs. FW Sor - See matchups section of this guide.
· Set 2: Vs. Rend Barb - See matchups section of this guide
· Set 3: Vs. Other opponents as per below list
· All stats for the bonus dmg, armor, all res, crit chance, dodge, healing, and to activate rare paragon node bonuses.
· Stack strength, life, DWB, dmg to close, physical dmg, DR, and Dodge! DRB/D/C have higher base rolls than DR flat and should be used when possible!
· If not using Juggernaut, then +Armor affix required on only one to two gear pieces to reach cap
· Helm: CDR, life, +armor, strength, DWB, basic skill attack speed (stunlock builds)
· Chest: DRB/DR/DRC/DRD, +armor, strength, life, DRF (if you have Warbringer node)
· Pants: DRB/DR/DRC/DRD, life, +armor, dodge/dodge close
· Gloves: Attack speed/ASAD, CSC, strength. Core variants: +Rend ranks, +DS ranks
· Boots (+evade charges): Vs physical: MS/Str/AS/Dodge, Vs. Elemental: MS/Str/Dodge/Res. Core builds: Fury cost reduction. One with fire res, one with cold, one with lightning, one with poison, etc. Switch as needed. May also consider 2 to 3 res per boot vs elemental.
· Amulet: Movement speed, attack speed/ASAD, CDR, dodge, life, +armor, strength, DRB/DR/DRC/DRD, DRF (if you have Warbringer node). As per build: Wallop ranks, Counteroffensive ranks, Cut to the Bone ranks.
· Rings: Life, DWB, dmg to close, physical dmg, CSC. Core builds: Resource gen, max fury.
· Weapons: AS, strength, dmg to close, DWB. Rend builds: vuln dmg.
Skill Pools and Packages - This guide is not meant to be prescriptive - try any combination from the pools below. You could make other builds work with skills not listed below, but the skills and passives below are very effective when optimized/synergized with gear and aspects.
- Basic - Use Frenzy or Flay vs melee opponent. Switch to Lunging Strike vs. ranged opponent.
- Core - DS or Rend. Core skills can be skipped in some builds.
- Defensive - Rallying Cry for MS, unstoppable, and fortify or fury. Challenging Shout for DR and thorns or fury. Iron Skin is very beginner friendly spell, acts as safety net if you mess up. Outburst (1) + Tough As Nails (1): Consistent bleed status activator for synergies, thorns activator for Revenge. Imposing Presence and Martial Vigor for all builds.
- Brawling - War Cry provides 15%[x] dmg multiplier and fortify if needed. Booming Voice and Raid Leader for longer shouts + heal. Swiftness for MS. Quick Impulses playable if you don't have unstoppable/have extra points. Aggressive Resistance for DR, berserk builds. Prolific Fury playable in Selig builds. Charge playable in Rend builds/multiple synergies. Battle Fervor for Berserking in Charge builds
- Mastery - Steel Grasp is fun, playable in multiple builds. Pit Fighter 9%[x], Slaying Strike 23%[x], Counteroffensive 12%[x], and Cut to the Bone 15%[x] provide dmg multipliers. No Mercy playable in CC builds. Rupture playable in some Rend builds.
- Ultimate - WoTB for berserking and core skill builds + gives second source of unstoppable. Ultimate can be skipped in some builds. Wallop 15%[x] provides dmg multiplier. Invigorating Fury passive should be used with core skill builds. Duelist and Concussion playable in dual wield builds.
- Key Passives - Unconstrained is best for most builds. This has been tested, it is superior to Unbridled Rage and Gushing Wounds. One Exception: A small % of DS builds that can maintain consecutive DS >10 seconds with Unbridled Rage (rare) can use Unbridled. See link at bottom of guide for more detailed explanation
· Technique Pool
- 2H Sword - 20% of dmg inflicted as bleed/5 seconds, bleed synergy activator.
- 2H Axe - 15%[x] dmg multiplier. Only if you have a consistent vuln source.
· Weapon Types
- One dual wield weapon must be a 1H Mace if using Wallop/Concussion
- Slashing should be 2H Axe for +dmg to healthy (unless using a specific ancestral or uber)
· Paragon Boards, Nodes, and Glyph Pool
- Nodes: All PVP builds must use Blood Rage node for dmg multiplier and berserking status. Core skill builds (DS, Rend) with consistent source of vuln should use Decimator node. Warbringer node for fortify in core skill builds with Counteroffensive. Hemorrhage node required in Rend builds. Carnage node should be used in all builds.
- Boards: Blood Rage (Legendary, DWB), Carnage (DWB, Legendary), Hemorrhage (CIDR, DR DOT, and Legendary), Decimator (Legendary, DRV, +Vul dmg in Rend) Warbringer (Legendary, Fury, quick path to glyph slot), and Weapon's Master (quick path to glyph slot)
- Glyphs: Bloodfeeder, Disembowel, Exploit (Hemorrhage/Rend builds), Imbiber, Ire, Marshal, Might or Ambidextrous (8%[x] dmg multiplier), Revenge (8%[x] dmg multiplier), and Territorial
·Aspect and Item Pool
- Helm pool: Andies, Anemia, Exploiter, Iron Warrior, Might, Shako.
- Chest pool: Anemia, Exploiter, Iron Warrior, Juggernaut, Might, Razorplate.
- Pants: Iron Warrior, Juggernaut, Might, Tassets, Tibault's.
- Amulet: Accelerating, Anemia, Death Wish, Edgemaster, Elements, Limitless, Melted Heart of Selig, Rapid, Skullbreaker, Veteran Brawler's.