All New Updated Active and Passive Skills Coming to Classes in Diablo 4 2.0 Season 6

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Diablo 4 Classes

Each class is getting a new active skill, four new passives, and a new key passive with Season 6!

These have received some changes since we first saw them on the 2.0 PTR, all of which were revealed today. So, let’s take a look at all the new toys we get to play with! Blizzard have also added more connections to existing passives in the skill trees for even more customization options.


Barbarian

  • Mighty Throw [Weapon Mastery Skill, 12 Second Cooldown]: Hurl your weapon, dealing 80 60% Weapon damage upon impact and sticking in the ground. While in the ground, your weapon pulses and deals 35 20% Weapon damage every second for 4 seconds.
    • Enhanced Mighty Throw: While a thrown weapon is out, gain 25%[+] increased Attack Speed.
    • Fighter’s Mighty Throw: Swapping weapons near any of your thrown weapons creates an additional pulse. Each extra pulse generates 5 3% of your Maximum Life as a Barrier for 5 seconds.
    • Warrior’s Mighty Throw: Mighty Throw’s impact deals 200%[x] increased damage and Stuns enemies for 2 seconds.

Passives:

  • Belligerence: Damaging an enemy with a Basic Skill increases your damage by 3/6/9% for 4 seconds.
  • Heavy Hitter: Your Ultimate Skills deal 15/30/45% more damage.
  • Warpath: After Overpowering, you deal 4% increased damage for 4 seconds.
  • Irrepressible: Casting a Weapon Mastery Skill Fortifies you for 10% of your Maximum Life.
  • Barbed Carapace [Key Passive]: For every 25 Fury you spend, you gain 10%[+] Thorns for 8 seconds, up to 120%. Casting a Skill with a Cooldown grants you Unhindered for 5 seconds. During this time, you deal 100% of your Thorns as physical damage to Close enemies every second.

Druid

  • Stone Burst [Earth Core Skill, 30 Spirit Cost]: Gather stones beneath your enemies then detonate them dealing 120 80% Weapon damage. Channeling deals 20% Weapon damage and increases the size of the affected area, up to a 400% increase after 1.0 seconds.
    • Enhanced Stone Burst: Stone Burst’s final explosion damage is increased by 25%[x] within the initial radius.
    • Primal Stone Burst: While Channeling Stone Burst, and for 2 seconds after it ends, gain 30%[+] Attack Speed.
    • Raging Stone Burst: Stone Burst costs 66%[x] more Spirit, and its final explosion deals 50%[x] more damage.

 

Passives

  • Humanity: You deal 5/10/15%[x] more damage while in Human form.
  • Catastrophe: You deal 5/10/15%[x] more damage for 8 seconds after casting an Ultimate skill.
  • Feral Aptitude: You deal 3%[x] increased damage while Healthy and 3%[x] increased damage while above 100% Movement Speed. These bonuses can stack.
  • Backlash: You deal 4%[x] increased damage for 5 seconds after casting a Defensive Skill.
  • One with Nature [Key Passive]: Your Companion Skills each gain 1 additional companion and deal 60 50%[x] increased damage. Gain the Passive Effect of Ravens, Wolves and Poison Creeper.

Necromancer

  • Soulrift [Darkness Ultimate Skill, 50 Second Cooldown]: For 8 seconds, you corrupt surrounding enemies, dealing 65% Weapon damage per second. Every 0.25 seconds of this duration, you absorb the souls of up to 3 enemies, gaining 2 Essence and a Barrier for 2% of your Maximum Life for 5 seconds. You absorb 3 souls at a time from Bosses.
    • Supreme Soulrift: Every soul absorbed increases your damage by 1%[x], up to 30%[x]. This bonus persists for 5 seconds after Soulrift ends.
    • Prime Soulrift: Enemies with their souls ripped out become Vulnerable for 2 seconds. When Damaging enemies affected by Soulrift, you have a 5% chance to absorb their soul.

 

Passives

  • Necrotic Fortitude: Lucky Hit: Your damage has up to a 5/10/15% chance to grant a Barrier for 7 5% of your Maximum Life for 6 seconds.
  • Finality: You deal 5/10/15%[x] increased damage for 8 seconds after casting an Ultimate Skill.
  • Titan’s Fall: While Fortified you deal 6/12/18%[x] increased damage to Elites.
  • Precision Decay: Your Lucky Hit chance is increased by 5/10/15%[+].
  • Affliction [Key Passive]: Enemies affected by Vulnerable, Crowd Control, or Shadow Damage over Time are infected with Affliction and take 15%[x] increased damage from you and your Minions. Your Curse Skills deal 80%(Weapon Damage) Shadow damage to enemies that have Affliction. This amount increases by 30%[x] of your damage to Crowd Control, Vulnerable, and Shadow Damage over Time combined.

Rogue

  • Dance of Knives [Cutthroat Agility Skill, 6 Charges, 1 Second Charge Cooldown]: Channel to launch knives at surrounding enemies, consuming one Charge per second and each knife dealing 70% damage. You gain 20%[+] Movement Speed and 10%[+] Dodge Chance while Channeling Dance of Knives.
    • Enhanced Dance of Knives: Every 30 meters you travel while Channeling Dance of Knives grants 4 Charges.
    • Methodical Dance of Knives: When you stop Channeling Dance of Knives, drop up to 12 Stun Grenades, each dealing 20% Weapon damage. The Channeled duration determines how many are dropped.
    • Disciplined Dance of Knives: Dance of Knives Slows enemies hit by 25% for 3 seconds and has a 20% chance to pierce.

 

Passives

  • Target Practice: Your Critical Strike Chance with Marksman and Cutthroat Skills is increased by 3/6/9%.
  • Balestra: Gain 4/8/12% increased Damage for 4 seconds after using Evade.
  • Evasive: After Dodging an attack, gain 2/4/6% Damage Reduction for 4 seconds.
  • Unto Dawn: Your Ultimate skills deal 15/30/45%[x] increased damage.
  • Alchemical Admixture [Key Passive]: Dealing 3 different types of non-physical damage increases the Potency of your Imbuement skills by 40% for 5 seconds. This Potency is further increased by 20% of the total amount of your Bonus Damage to Poison, Shadow, and Cold.

Sorcerer

  • Familiar [Conjuration Skill, 3 Charges, 12 Second Charge Cooldown]: Summon a Familiar matching the element of your last cast Skill for 8 seconds. It seeks enemies and periodically explodes, dealing 40% of its element’s damage in an area.
    You may have 6 Familiars active at a time.

    • Enhanced Familiar: Familiars apply effects around them every 0.5s based on their element. Fire Familiar: Applies 40 94% Burning damage to enemies. Cold Familiar: Applies 15% Chill to enemies. Lightning Familiar: Stuns enemies for 1 second.
    • Summoned Familiar: Your Familiars’ elements now follow a set cycle through Fire, Cold, and Lightning when you cast any Skill. While you have at least two different element Familiars active, you gain 3%[+] Damage Reduction.
    • Invoked Familiar: While you have a Familiar active, you deal 10%[x] increased damage of its type.

 

Passives

  • Evocation: Gain 4% Cooldown Reduction.
  • Energy Focus: You generate a 6 second Barrier for 0.5/1.0/1.5% of your Maximum Life every second up to 30%. This effect is lost for 5 seconds after losing health.
  • Dampen Layer: You gain 2/4/6% Damage Reduction while you have an active Barrier.
  • Elemental Synergies: Your Frost, Shock, and Pyromancy damage is increased by 1/2/3%[x] for each skill you have equipped of that type.
  • Enlightenment [Key Passive]: Casting any Skill grants 1 stack of Enlightenment, or grants 15 if your previous cast Skill was a different Element. After gaining 100 stacks, you become Enlightened, can no longer gain stacks, and lose 10 stacks per second. While Enlightened, your Bonus Damage with Fire, Lightning and Cold are equal to them combined and you gain:
    • 25%[x] increased damage
    • 45%[+] Mana Regeneration
    • 20%[+] Attack Speed

We can’t wait to get our hands on these! Which one’s your favorite?