Barrage Rogue Endgame Build for Diablo 4 Vessel of Hatred (Season 6)
Last update: 10/28/2024

General Notes
General Notes for the Barrage Rogue Build in Vessel of Hatred
Note: This endgame build has been optimized for Diablo 4 Vessel of Hatred (Season 6).
This Rogue build is unleashes the full potential of Barrage, which fires a volley of arrows in a forward cone. The endgame variant of this build is centered around the Key Passive Victimize. It triggers explosions against Vulnerable enemies on each Lucky Hit. The damage of the explosions scales with your damage bonus against Vulnerable enemies.
So, on the one hand, you need a very high Lucky Hit Chance, and on the other hand, you have to make all enemies Vulnerable permanently. Fortunately, Barrage automatically does this for you, so you only have to focus on Lucky Hits and your damage against Vulnerable enemies!
How well does this build perform in the Pit / Infernal Horde?
In the Pit, this build performs very well due to the many explosions.
How well does this build perform against bosses?
With the Totem of the unique dagger Umbracrux, you can trigger even more explosions, so that even bosses are no match for the build.
When is the build playable and which items do I need?
The build is only playable once you have a high lucky hit chance and damage against vulnerable enemies.
This is possible by acquiring good Fists of Fate gloves, glyphs and legendary items.
Playstyle
Playstyle for the Barrage Rogue Endgame Build
Playstyle and skill rotation against monsters
- The motto of the Barrage build is: just keep firing until everything is dead!
- IMPORTANT: The type of damage dealt by the explosions of Victimize depends on the element of your Imbuement. Therefore, you play with a Poison Imbuement in this variant to trigger poison explosions. This way, you benefit from some synergies that increase your damage.
- As always, use Shadow Step for general mobility in combat and for getting unstoppable.
- Use Dark Shroud every time when it's up to gain damage reduction.
- A few Barrage salvos with Poison Imbuement are usually enough to take care of normal monsters.
- You start the fight against elite groups by throwing a Smoke Grenade to place the Totem of your unique dagger, Umbracrux. You should also use Poison Trap against strong groups.
- Use the Kry-Rune to pull enemies together, causing them to die much faster from your explosions.
Playstyle and skill rotation against bosses
- If you have all the required items from this guide, you can use Barrage and Poison Imbuement consistently and kill bosses with ease. The most important thing is to make bosses stagger by inflicting Crowd Control Effects on them. You can do this with Shadow Step, Smoke Grenades, Healing Potions (Unstable Elixir) and normal attacks.
- Your Smoke Grenade and Poison Trap also trigger the Totem of your unique dagger, Umbracrux. The Totem should be placed right next to the boss so that you can focus the Totem for additional explosions.
- Use the Poison Trap just before the boss gets staggered. Usually, most bosses are dead after the first stagger phase, otherwise you repeat the process. In high pits, you will need to stagger them 3-5 times.
How to fix Resource problems
- You get energy from your passive skill Innervation, which is based on Lucky Hits. The unique dagger Umbracrux gives some additional ranks to Innervation.
- However, the most important thing is to adapt your playing style. You have to make sure to always use a close-range Barrage so that all of your arrows hit. If enemies are too far away, most arrows will miss, so you won't generate any Energy through Innervation. Against bosses, you need to place a totem with your Umbracrux to get more lucky hits for Innervation.
- Finally, your Poison Imbuement will also generate Energy when poisoned enemies are nearby. Your Poison Imbuement's cooldown is reset by Critical Strikes, allowing you to use it continuously.
Skills
Skills for the Barrage Rogue Endgame Build
Specialization
Specialization for the Barrage Rogue Endgame Build
Preparation
Spend X Energy to reduce your Ultimate Skill's Cooldown by X seconds. Ultimate Skills reset other Cooldowns and grant X% Damage Reduction for X seconds.
Note: If you still have energy problems, you can switch to Inner Sight until you fixed them. Preparation and the legendary Paragon Node No Witnesses will get triggered by using a Yom-Rune.
Aspects
Aspects for the Barrage Rogue Endgame Build
Enshrouding Aspect
Using a Healing Potion makes a free Dark Shroud shadow. Each shadow grants X% increased Damage Reduction. You may now drink your Healing Potion while at full Life.
Frostbitten Aspect
Enemies hit by your Stun Grenades have a chance equal to your Critical Strike Chance to be Frozen for X seconds. You deal X% increased Critical Strike Damage against Frozen or Stunned enemies.
Aspect of Noxious Ice
Chilled enemies Poisoned by Poison Imbuement will be further Chilled for X% per second. You deal X% additional Poison damage to Frozen enemies.
Aspect of Branching Volleys
Increase the damage of arrows that ricochet from Barrage to X%. Barrage's arrows have a X% chance to split into 2 arrows whenever they ricochet.
High Velocity Aspect
Barrage arrows now pierce through 1 enemy. Barrage has X% increased Attack Speed.
Items & Affixes
Items & Affixes for the Barrage Rogue Endgame Build
General tips about your Gear
- Armor: You need a maximum of 1,000 armor. Anything above that is useless and has no effect. If you haven't reached your armor cap yet, adjust your equipment, gems and paragon talents accordingly.
- Resistances: You need at least 70% to all resistances. If you have not yet reached these values, adjust your equipment, gems and paragon talents accordingly.
- Affixes: Each item type has different properties (affixes) that are useful for this build. Some of these are mandatory, others are optional. Please pay attention to the following symbols:
Cowl of the Nameless
Crowd Control Duration
Ranks to Rapid Gambits
Ranks to Unstable Elixirs
Ranks to Trick Attacks
You gain X% increased Lucky Hit Chance against Crowd Controlled enemies.
Duriel, Andariel
Rogue
Helmet
- Ranks for Dark Shroud
- Life
- Dexterity
- Armor
- Resistances
- Enshrouding Aspect
Pants
- Armor
- Life
- Dexterity
- Resistances
- Aspect of Concussive Strikes
Boots
- Movement Speed
- Dexterity
- Life
- Resistances
- Frostbitten Aspect
Rogue Motion
- Movement Speed
- Movement Speed from Blade Shift
- Movement Speed per Dark Shroud Shadow
- Shadow Step Duration
- Ranks to Stutter Step
Amulet
- Ranks to Malice
- Dexterity
- Ranks to Frigid Finesse
- Ranks to Exploit
- Ranks to Unstable Elixiers
- Critical Strike Chance
- Attack Speed
- Aspect of Noxious Ice
Imbuement Abundance
- Shadow Imbue Lasts For +X Casts
- Poison Imbue Lasts For +X Casts
- Cold Imbue Lasts For +X Casts
Rings
- Vulnerable Damage
- Attack Speed
- Critical Strike Chance
- Lucky Hit Chance
- Dexterity
- Aspect of Branching Volleys
- Conceited Aspect
Imbuement Abundance
- Shadow Imbue Lasts For +X Casts
- Poison Imbue Lasts For +X Casts
- Cold Imbue Lasts For +X Casts
Dagger
- Dexterity
- Life
- Vulnerable Damage
- High Velocity Aspect
Marksman Augments – Core
- Chance for Barrage Projectiles to Cast Twice
- Chance for Rapid Fire Projectiles to Cast Twice
- Chance for Penetrating Shot Projectiles to Cast Twice
100% maximum
The Umbracrux
Damage
Dexterity
Vulnerable Damage
Subterfuge Cooldown Reduction
Ranks to Innervation
Your Subterfuge Skills create an attackable Shade Totem for X seconds. Any damage it takes is replicated onto surrounding enemies at X% effectiveness. You may only have 1 Shade Totem active at a time. This damage counts as a Trap skill.
Infernal Horde
Rogue
Bow
- Dexterity
- Life
- Vulnerable Damage
- Aspect of Retribution
Marksman Augments – Core
- Chance for Barrage Projectiles to Cast Twice
- Chance for Rapid Fire Projectiles to Cast Twice
- Chance for Penetrating Shot Projectiles to Cast Twice
100% maximum
Note: A crossbow does more damage, but a bow offers many other advantages: Faster barrier through second wind, Vortex from runeword triggers faster, bosses stagger faster, Ring of the Starless Skies reaches the bonus faster. So my preferred choice would be the bow.
Note: If you have the Ring of Starless Skies, you should forgo the Aspect of Branching Volleys.
Runewords
Runewords for the Barrage Rogue Endgame Build
Note: If you are missing the required Runes, you can use Gemstones in the meantime.
1st Runeword (Chest Armor)
Yul
Gain: 50 Offering
Cast a Skill with a Cooldown.
Yom
Required: 500 Offering
Cooldown: 5 Seconds
Evoke the Druid's Petrify, Stunning enemies and gain Resource.
2nd Runeword (Pants)
Tam
Gain: 25 Offering
Cast a non-Channeled Core Skill.
Kry
Required: 300 Offering
Cooldown: 3 Seconds
Evoke the Spiritborn's Vortex, dealing damage and Pulling In enemies.
Note: Alternatively, a Poc or Lith Rune will also work instead of Yul.
Gemstones
Gemstones for the Barrage Rogue Endgame Build
WeaponSapphire
Weapons: Vulnerable Damage
Armor: Willpower
Jewelry: Cold Resistance
WeaponDiamond
Weapons: Ultimate Damage
Armor: All Stats
Jewelry: Resistance to All Elements
You will need two Diamonds to get the 45% damage from your legendary paragon node No Witnesses.
ArmorEmerald
Weapons: Critical Strike Damage
Armor: Dexterity
Jewelry: Poison Resistance
JewelryDiamond
Weapons: Ultimate Damage
Armor: All Stats
Jewelry: Resistance to All Elements
Paragon Board
Paragon Board for the Barrage Rogue Endgame Build
Important notice:
- Glyph Radius: To increase the radius of your Glyphs, you have to level them in the Pit. The starting radius is 3 boxes. At level 15, it increases to 4 boxes. At level 45, the radius is 5 boxes.
- Skill Order: Start with the ESSENTIAL LAYOUT and rebuild it COMPLETELY to quickly access all the important Nodes and Glyphs. Only then switch to the FINAL LAYOUT and add the missing Nodes.
Rare Glyph "Control"
For every 5 Intelligence purchased within range, you deal X% increased damage to Crowd Controlled targets.
Additional Bonus: You deal X% increased damage to Slowed or Chilled enemies or, instead, X% increased damage to Stunned or Frozen enemies.
Legendary Bonus: Increase damage to Crowd Controlled targets by X%.
Legendary Node "Eldritch Bounty"
When you attack with an Imbued Skill you gain X% Maximum Resistance and X% increased damage for that Imbuement’s element for X seconds.
Rare Glyph "Canny"
For every 5 Intelligence purchased within range, you deal X% increased Non-physical damage.
Additional Bonus: Non-Physical damage increases all the Non-Physical damage an enemy takes from you by X%, up to X%, for X seconds.
Legendary Bonus: Increase Non-Physical damage by X%.
Legendary Node "Cheap Shot"
You deal X% increased damage for each Nearby enemy that is Crowd Controlled, up to X%. A Nearby Staggered Boss provides the maximum bonus.
Rare Glyph "Exploit"
For every 5 Strength purchased within range, you deal X% increased damage to Vulnerable targets.
Additional Bonus: When an enemy is damaged by you, they become Vulnerable for X seconds. This cannot happen more than once every X seconds per enemy.
Legendary Bonus: Increase damage to Vulnerable targets by X%.
Legendary Node "No Witnesses"
Your Ultimate Skills gain an additional X% damage from your Damage with Ultimate bonus and grant this bonus to all Skills for 10 seconds when cast.
Rare Glyph "Diminish"
Grants X% bonus to all Rare nodes within range.
Additional Bonus: You take X% reduced Physical damage from Vulnerable enemies.
Legendary Bonus: Increase damage to Vulnerable targets by X%.
Legendary Node "Exploit Weakness"
Lucky Hit: Hitting a Vulnerable enemy has up to a X% chance to increase your damage by X% for X seconds, up to X%. At X stacks, this bonus remains for X seconds before expiring.
Rare Glyph "Fluidity"
Grants X% bonus to all Magic nodes within range.
Additional Bonus: When you cast an Agility Skill, you deal X% increased damage and gain X% increased Energy Regeneration for X seconds.
Legendary Bonus: Increase damage by X%.
Rare Glyph "Control"
For every 5 Intelligence purchased within range, you deal X% increased damage to Crowd Controlled targets.
Additional Bonus: You deal X% increased damage to Slowed or Chilled enemies or, instead, X% increased damage to Stunned or Frozen enemies.
Legendary Bonus: Increase damage to Crowd Controlled targets by X%.
Legendary Node "Eldritch Bounty"
When you attack with an Imbued Skill you gain X% Maximum Resistance and X% increased damage for that Imbuement’s element for X seconds.
Rare Glyph "Canny"
For every 5 Intelligence purchased within range, you deal X% increased Non-physical damage.
Additional Bonus: Non-Physical damage increases all the Non-Physical damage an enemy takes from you by X%, up to X%, for X seconds.
Legendary Bonus: Increase Non-Physical damage by X%.
Legendary Node "Cheap Shot"
You deal X% increased damage for each Nearby enemy that is Crowd Controlled, up to X%. A Nearby Staggered Boss provides the maximum bonus.
Rare Glyph "Exploit"
For every 5 Strength purchased within range, you deal X% increased damage to Vulnerable targets.
Additional Bonus: When an enemy is damaged by you, they become Vulnerable for X seconds. This cannot happen more than once every X seconds per enemy.
Legendary Bonus: Increase damage to Vulnerable targets by X%.
Legendary Node "No Witnesses"
Your Ultimate Skills gain an additional X% damage from your Damage with Ultimate bonus and grant this bonus to all Skills for 10 seconds when cast.
Rare Glyph "Diminish"
Grants X% bonus to all Rare nodes within range.
Additional Bonus: You take X% reduced Physical damage from Vulnerable enemies.
Legendary Bonus: Increase damage to Vulnerable targets by X%.
Legendary Node "Exploit Weakness"
Lucky Hit: Hitting a Vulnerable enemy has up to a X% chance to increase your damage by X% for X seconds, up to X%. At X stacks, this bonus remains for X seconds before expiring.
Rare Glyph "Fluidity"
Grants X% bonus to all Magic nodes within range.
Additional Bonus: When you cast an Agility Skill, you deal X% increased damage and gain X% increased Energy Regeneration for X seconds.
Legendary Bonus: Increase damage by X%.
Mercenaries
Mercenaries for the Barrage Rogue Endgame Build
Subo
Seeker
Passive: Subo reveals all enemies and materials in the area. Active: Subo calls out an enemy target, marking them for X seconds. Killing a marked enemy restores X% of your Maximum Resource andand reduces Subo's Seeker Cooldown by X seconds.
Wire Trap
Subo places a concussive trap that arms after X seconds. When an enemy moves within range, it explodes for X% Physical damage and Stuns enemies for X seconds.
Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.
Weapon: Bow
Basic Attack: Heavy Shot
Subo fires a toughened arrow at an enemy, dealing X% Physical damage with a X% chance to Stun for X second.
Piercing Arrows
Subo's Heavy Shot now pierces through enemies.
Ready At Hand
Damaging an Elite grants you X% Movement Speed for X seconds if Subo is around you.
Molotov
Subo tosses an incendiary at an enemy, dealing X% Physical damage and Stunning them for X second before exploding into flames. For the next X seconds, enemies within the area repeatedly take X% Burning damage over X seconds.
Selecting a Mercenary Core Skill alters their wielded Weapon and Basic Attack.
Weapon: Crossbow
Basic Attack: Salvo
Subo launches X bolts at an enemy, each dealing X% Physical damage. The final bolt explodes, Slowing enemies by X% for X seconds.
Scorched Earth
Subo's initial Molotov explosions cause enemies to take X% increased Damage Over Time from you for X seconds.
Share a Drink
When one of Subo's Molotovs explodes, it has a X% chance to drop a Healing Potion for you.
Cover Fire
Subo charges a countless volley of arrows, then unleashes it over your position for X% Physical damage that Slows enemies by X% for X seconds.
Pin Cushion
Subo's Cover Fire also Immobilizes enemies for X seconds.
Opening Fire
You deal X% increased Critical Strike Damage to enemies Slowed by Subo's Cover Fire.
Trip Mines
Subo scatters X explosive traps that each arm after X second. When an enemy moves within range of one, it explodes for X% Physical damage and Knocks Down enemies for X seconds.
Loaded Munitions
Subo's Wire Traps and Trip Mines inflict Vulnerable on enemies for X seconds.
Mastermind
Subo's Wire Trap and Trip Mines gain X% Size. You and Subo gain X% Crowd Control Duration.
Snipe
Subo charges a massive piercing bolt, then unleashes it forwards for X% Physical damage that Knocks Back enemies.
Incendiary Bolt
If Subo's Snipe hits the target he originally aimed at, a Molotov explodes on them.
Ambusher
You gain X% Lucky Hit Chance against enemies damaged by Subo's Salvo within the last X seconds.
Explosive Charge
Subo fires X Explosive Charges that stick to enemies. Each explodes after X seconds, dealing X% Physical damage. Explosive Charges detonate early if their target dies or takes Overpower damage.
Thrillseeker
Your active Cooldowns are reduced by X seconds when an Explosive Charge explodes. Explosive Charges now detonate after only X seconds.
Bargaining Chips
Targets stuck with Explosive Charges take X% increased Overpower Damage per Explosive Charge stuck. Each Explosive Charge can be detonated by an additional X Overpowers before expiring.
Varyana
Reinforcement
Bloodthirst
Trigger
Barrage
Changelog
- 10/10/24 – Added some missing skill tree skills
- 10/08/24 – Skill tree layout correction
- 10/08/24 – Updated for Vessel of Hatred (Season 6)