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Hello Struck Club! I hope you enjoy Diablo IV and have fun testing my builds & theorycrafts :) They are not necessarily meant to be the META 'best of the best builds' but rather interesting synergies that I decided to build around so keep that in mind when testing my setups. On this 'welcome page' i'll share some general information such as mechanical and stats descriptions and the like. I also hpe that shoudl you try out any of my buils & theorycrafs you'll end up enjoying them.You can visit my other Spreadsheet where I've added the full Skill trees for All classes + uniques & some more information here:

CLICK THIS LINK
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Common Terms Legend:
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BarrierBarriers absorb damage from all sources up to a specified amount.WARNING! After playing the BETA of Diablo IV I noticed some major and some minor changes. I'll be updating those spreadsheets after the 2nd Beta Weekend. Example major change: Helms no longer can be Imprinted with Resource aspects. Another: Sorc & Rogue Basic skills no longer generate resource on hit/cast.
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BerserkBerserking grants 25% increased damage and 30% increased Movement Speed. This effect lasts up to 5 seconds.
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ChilledChilled enemies have reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it.
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Crackling EnergyCrackling Energy periodically damages nearby enemies when picked up.
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DazedDazed enemies cannot attack or use skills but are still able to move.
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Fortify
Fortified characters take 10% reduced damage. You become Fortified when you have more Fortify than current Life.
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FrozenFrozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.
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HealthyHealthy characters have more than 80% of their Life.
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ImmuneImmune characters cannot be damaged and all negative effects are removed and prevented.
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InjuredInjured characters have less than 35% of their Life.
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OverpowerOverpowering deals bonus damage based on the sum of your current Life and Fortified Life.
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StealthStealthed characters cannot be directly targeted by enemies. Using an attack or taking damage will instantly remove Stealth.
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UnstoppableUnstoppable characters have all control impairing effects removed and prevented.
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VulnerableVulnerable enemies take 20% increased damage.
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Nature Skills(Druid only) Nature Skills refers to both Storm Magic & Earth Magic together. Any bonuses to or triggers by Nature Skills work with Skills from either of those two magic types
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Blood Orb(Necromancer Specific) Blood Orbs heal you for 15% of your Maximum Life when picked up.
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Elites / BossesElite enemies as well as Bosses both count as "Elites" BUT only Bosses count as "Bosses" (source: in-game loading screen)
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Distant enemyDistant enemies are those who are outside of melee range/reach.
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Close enemyClose enemies are those who are within melee range/reach.
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