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2

Description

A whirling dance of Death that cuts a path through the legions of your enemies.

Many high-level Barbarians choose
Whirlwind
as their main skill.
To best use
Whirlwind
, lead a group of monsters into a tight pack, then click past to the other side of the monsters. The Barbarian will fly through them damaging and destroying them very quickly.
Long Weapons such as Spears, and Polearms make
Whirlwind
even more effective as it will hit monsters in a wider radius.

Whirlwind
consumes a lot of mana and puts you in close contact with monsters, so mana and life-stealing weapons or items are necessary to use
Whirlwind
constantly, especially in Nightmare and Hell difficulties.
You cannot use potions or any inventory items while using
Whirlwind
.
Whirlwind
does not work with: "On Attack", "On Striking", or "When You Kill an Enemy" item properties.

Whirlwind
is affected by weapon speed as follows. After you click to start your
Whirlwind
attack, the game checks for a hit on a target in range at the 4th and 8th animation frames (recall that the game runs at 25 frames per second). After the first two "free" hit-checks, the frames elapsed in-between subsequent hit-checks will depend on your weapon speed. Note: increased attack speed from items outside your weapon does not affect
Whirlwind
- only the speed of the weapon itself counts. The dependence on weapon speed is obtained by subtracting your weapon's increased attack speed (IAS) to its base weapon speed and checking where the number you obtain fits in the following table:
  • One-handed weapons
    Breakpoints: 15, 10, -10, -34.
    Number of frames in-between hit-checks after frame 8: 12, 10, 8, 6, 4
  • Two-handed weapons
    Breakpoints: 15, 0, -10, -30, -60.
    Number of frames in-between hit-checks after frame 8: 14, 12, 10, 8, 6, 4
Examples:

#1
War Pike
of quickness (two-handed weapon)
Base weapon speed: 20
Weapon increased attack speed: 40
Whirlwind
speed: 20 - 40 = -20
Breakpoint reached: -10
Number of frames in-between checks: 8
Hit-checks at frames 4, 8, 16, 24, 32, etc.

#2
Falchion
(one-handed weapon)
Base weapon speed: 20
Weapon increased attack speed: 0
Whirlwind
speed: 20 - 0 = 20
Breakpoint reached: none
Number of frames in-between checks: 12
Hit-checks at frames: 4, 8, 20, 32, 44, etc.

#3
The Grandfather
Colossus Blade
with '
Shael
' (one-handed weapon)
Base weapon speed: 5
Weapon increased attack speed: 20
Whirlwind
speed: 5 - 20 = -15
Breakpoint reached: -10
Number of frames in-between checks: 6
Hit-checks at frames: 4, 8, 14, 20, 26, etc.

Note: two-handed swords are treated as one-handed weapons for
Whirlwind
purposes, regardless of the sword being held in one-handed or two-handed mode. The above calculation for
The Grandfather
, therefore, holds for any way the sword is held.

Barbarians wielding weapons with slow
Whirlwind
speeds should try and keep their whirls very short, so as to take full advantage of the 4th and 8th frame "free" hits. Hold down the
Whirlwind
button and hover the cursor just right after the place where the
Whirlwind
starts. The free hits are taken and almost immediately after it, the
Whirlwind
stops. Then, since the
Whirlwind
button is still being pressed, a new
Whirlwind
starts and we get back the free hits of frames 4 and 8. Keep doing this in a triangular Pattern. By using this technique you minimize the time under which your weapon slows down whirlwinds. This tactic is used by many Barbarians online and is nicknamed "The Dance of Death". This is because you keep spinning close to the target, not zig-zagging in long lines back-and-forth.

When dual-wielding, both weapons try to score a hit against the target. In other words, the game does a hit-check for each weapon. Since both weapons are given the chance to score a hit, the damage done over time is roughly the sum of the damage of both weapons, which is comparable to the damage done whirling with a two-handed weapon. The effect of weapon speed in dual-wielding
Whirlwind
is as follows. While a target is in range, one of the weapons' speed is constantly used to calculate the next hit-check frame. If there's no target in range, the game will alternate between weapon speeds to calculate the next hit-check frame. The best way to make sure you have maximum
Whirlwind
speed when dual-wielding is to use weapons that both reach the final breakpoint, like for instance a
Lightsabre
Phase Blade
and a
Colossus Blade
with 40% IAS.

Whirlwind
will not stop until you reached your destination (Ground or a monster). If you clicked on a monster that flees,
Whirlwind
will not stop until you reached the monster, or the path becomes blocked by obstacles. It is possible to become stuck in
Whirlwind
over many screens. This is an issue, especially in hell difficulty, because it can lead you to unexplored areas with monsters. So try clicking on the Ground but not on the monsters. Again,
Whirlwind
will not stop even on occasions that normally stop you.
Stun
attacks will have no effect, and knockback will not knock you back, even if your weapon breaks, it will be broken after
Whirlwind
ends.
Whirlwind
will not stop even if you take damage enough to kill you. You will die after the
Whirlwind
state ends. So it is possible to avoid Death by a quick save and exit.
Description by Stormlash
5

Lore

Of the Barbarian people, the Tribe of Thunder was the first to draw upon the primal forces of the weather.

Tornadoes would ravage their plains as summer turned to the harvest season.

The shaman of the tribe would interpret the tornadoes as an omen of evil during times of peace, and as a harbinger of great victory during wartime.

Observing the strength of the whirlwind, these Barbarians learned to emulate the swirling melange of the cyclone in their attacks.

As time went on and the tribes intermingled, the ability to attack in the manner of the whirlwind was passed down to all of the Barbarian people.
5

Can be used to make Runewords:

7
User avatar

Teebling Admin

Europe PC
A whirling dance of Death that cuts a path through the legions of your enemies.

Many high-level Barbarians choose
Whirlwind
as their main skill.
To best use
Whirlwind
, lead a group of monsters into a tight pack, then click past to the other side of the monsters. The Barbarian will fly through them damaging and destroying them very quickly.
Long Weapons such as Spears, and Polearms make
Whirlwind
even more effective as it will hit monsters in a wider radius.

Whirlwind
consumes a lot of mana and puts you in close contact with monsters, so mana and life-stealing weapons or items are necessary to use
Whirlwind
constantly, especially in Nightmare and Hell difficulties.
You cannot use potions or any inventory items while using
Whirlwind
.
Whirlwind
does not work with: "On Attack", "On Striking", or "When You Kill an Enemy" item properties.

Whirlwind
is affected by weapon speed as follows. After you click to start your
Whirlwind
attack, the game checks for a hit on a target in range at the 4th and 8th animation frames (recall that the game runs at 25 frames per second). After the first two "free" hit-checks, the frames elapsed in-between subsequent hit-checks will depend on your weapon speed. Note: increased attack speed from items outside your weapon does not affect
Whirlwind
- only the speed of the weapon itself counts. The dependence on weapon speed is obtained by subtracting your weapon's increased attack speed (IAS) to its base weapon speed and checking where the number you obtain fits in the following table:
  • One-handed weapons
    Breakpoints: 15, 10, -10, -34.
    Number of frames in-between hit-checks after frame 8: 12, 10, 8, 6, 4
  • Two-handed weapons
    Breakpoints: 15, 0, -10, -30, -60.
    Number of frames in-between hit-checks after frame 8: 14, 12, 10, 8, 6, 4
Examples:

#1
War Pike
of quickness (two-handed weapon)
Base weapon speed: 20
Weapon increased attack speed: 40
Whirlwind
speed: 20 - 40 = -20
Breakpoint reached: -10
Number of frames in-between checks: 8
Hit-checks at frames 4, 8, 16, 24, 32, etc.

#2
Falchion
(one-handed weapon)
Base weapon speed: 20
Weapon increased attack speed: 0
Whirlwind
speed: 20 - 0 = 20
Breakpoint reached: none
Number of frames in-between checks: 12
Hit-checks at frames: 4, 8, 20, 32, 44, etc.

#3
The Grandfather
Colossus Blade
with '
Shael
' (one-handed weapon)
Base weapon speed: 5
Weapon increased attack speed: 20
Whirlwind
speed: 5 - 20 = -15
Breakpoint reached: -10
Number of frames in-between checks: 6
Hit-checks at frames: 4, 8, 14, 20, 26, etc.

Note: two-handed swords are treated as one-handed weapons for
Whirlwind
purposes, regardless of the sword being held in one-handed or two-handed mode. The above calculation for
The Grandfather
, therefore, holds for any way the sword is held.

Barbarians wielding weapons with slow
Whirlwind
speeds should try and keep their whirls very short, so as to take full advantage of the 4th and 8th frame "free" hits. Hold down the
Whirlwind
button and hover the cursor just right after the place where the
Whirlwind
starts. The free hits are taken and almost immediately after it, the
Whirlwind
stops. Then, since the
Whirlwind
button is still being pressed, a new
Whirlwind
starts and we get back the free hits of frames 4 and 8. Keep doing this in a triangular Pattern. By using this technique you minimize the time under which your weapon slows down whirlwinds. This tactic is used by many Barbarians online and is nicknamed "The Dance of Death". This is because you keep spinning close to the target, not zig-zagging in long lines back-and-forth.

When dual-wielding, both weapons try to score a hit against the target. In other words, the game does a hit-check for each weapon. Since both weapons are given the chance to score a hit, the damage done over time is roughly the sum of the damage of both weapons, which is comparable to the damage done whirling with a two-handed weapon. The effect of weapon speed in dual-wielding
Whirlwind
is as follows. While a target is in range, one of the weapons' speed is constantly used to calculate the next hit-check frame. If there's no target in range, the game will alternate between weapon speeds to calculate the next hit-check frame. The best way to make sure you have maximum
Whirlwind
speed when dual-wielding is to use weapons that both reach the final breakpoint, like for instance a
Lightsabre
Phase Blade
and a
Colossus Blade
with 40% IAS.

Whirlwind
will not stop until you reached your destination (Ground or a monster). If you clicked on a monster that flees,
Whirlwind
will not stop until you reached the monster, or the path becomes blocked by obstacles. It is possible to become stuck in
Whirlwind
over many screens. This is an issue, especially in hell difficulty, because it can lead you to unexplored areas with monsters. So try clicking on the Ground but not on the monsters. Again,
Whirlwind
will not stop even on occasions that normally stop you.
Stun
attacks will have no effect, and knockback will not knock you back, even if your weapon breaks, it will be broken after
Whirlwind
ends.
Whirlwind
will not stop even if you take damage enough to kill you. You will die after the
Whirlwind
state ends. So it is possible to avoid Death by a quick save and exit.
7
Assassins can get
Whirlwind
using the Chaos runeword.
7
User avatar

BillyMaysed Moderator

Sorceress Americas PC
7

 Deleted User 632

 Guest
Whirlwind Barbarian Guide



Whirlwind Barbarian - In depth Whirlwind Barbarian guide.
7

 Deleted User 632

 Guest
New Whirlwind Mechanics

7

 Deleted User 632

 Guest
Patch 2.4
Blizzard wrote:
Whirlwind
  • When targeting an enemy with
    Whirlwind
    , the Barbarian will move to the initial position of the enemy - it will not track them as they move
  • Whirlwind
    will be performed even when targeting adjacent enemies (used to perform a basic attack)
7

 Deleted User 632

 Guest
Patch 2.4.3.
Blizzard wrote:
  • Changed the logic for determining how often
    Whirlwind
    attacks occur.
    Whirlwind
    now incorporates Increased Attack Speed (IAS) from all equipment. The frames between each
    Whirlwind
    attack are equal to the attack frame of a basic attack for that character (modified by increased attack speed). While dual wielding, the attack frame for each weapon will be averaged (rounding up). Overall,
    Whirlwind
    attacks should be at least as fast as they were before. Slower weapons will attack notably faster.
  • Fixed an issue where short-distance whirlwinds could end without executing a single attack.
  • Fixed an issue where
    Whirlwind
    would still apply properties and damage from a broken weapon.
  • Fixed an issue where the first attack of
    Whirlwind
    was treated different from the rest. When dual wielding, the first attack will choose two targets, just like all the other attacks.
7

 Deleted User 632

 Guest
DarkMaster463 wrote:
2.4.3 hidden change to Whirlwind Damage/AR

Instead of WW starting at -50% Enhanced Damage and gaining 8% ED per level, it now starts at 30% ED and gains 5% ED per level. It also starts with 50% Attack Rating now.

Cool change to benefit early investment into the skill, at level 25+ it deals less damage than it used to but I think it’s fine since you generally don’t reach a WW level higher than 30 or so anyways.

Credit to Kabryxis/Warren for scanning the game files for hidden changes.
7

 Deleted User 632

 Guest
9

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