The Heartseeker Rogue Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 in Season 10.
Heartseeker is a fun and easy-to-use Skill that auto-aims. We use Paingorger's Gauntlets to make it clear well.
The Heartseeker Rogue Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 in Season 10.
Heartseeker is a fun and easy-to-use Skill that auto-aims. We use Paingorger's Gauntlets to make it clear well.



























Paingorger's Gauntlets and Shard of Verathiel are mandatory to start playing this build.
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Stats
Heartseeker is a powerful Single-Target Skill that we convert into an AoE one by using Paingorger's Gauntlet.
Shard of Verathiel, Moonrise and Adaptability are powerful sources of scaling for Basic Skill builds such as this one.
We use Ceh, which spawns Wolves and Thul, which spawns a Frost Nova, to apply Paingorger's Mark, which lets us clear.
You can find the Dance of Knives leveling guide HERE.
We use Subo to provide us with Movement Speed and Critical Strike Damage.
Varyana is used as a Reinforcement to pull in enemies together.
A Beast Cornered + Marred Guard is an amazing combo for survivability and damage.
Unpredictable Alchemy gives us [x]40% damage as our Heartseeker is always Cold-Imbued.
Accelerating Chaos allows us to reset our Cooldowns faster.
We use Cir + Ceh to spawn Wolves that can proc Paingorger's Mark.
We also use Poc + Thul for the same reason and also because it gives us [x]15% damage.
It's important to run Elixirs and Incenses at all times. Not only because they increase our Experience gain but also because they provide very strong combat boosts.
For Elixirs, we will use Elixir of Resourcefulness for Maximum Resource to increase the damage Adaptability.
For Incenses, we will use Spiral Morning for All Stats, Song of the Mountain for Armor or Reddamine Buzz for Maximum Life and Soothing Spices for All Resistances and more Armor.
Because the game's server operates in frames (images), Skills can only be cast in a whole number of frames. This means, for example, that you can't cast a Skill in 10.2 frames. To extend this example further, that means that all Attack Speed values that lead to a cast time of 10.01 to 10.99 frames would mean you end up casting at 11 frames, effectively wasting all Attack Speed gains from 11 frames to 10.01.
In order to avoid wasting Attack Speed, you can calculate the Attack Speed Breakpoints for your skills using THIS SHEET.
You might be wondering how frames translate into actual Cast Speed. Because the server runs at 60 frames per second the way we translate frames into Cast Speed is with the formula: 60 / Frames = Casts per Second.
Masterworking (MW) enhances an item's stats. Each MW rank boosts all affixes by 5%. Ranks 4,8,12 give a 25% bonus to a random affix (MW Crit).
In this planner, the color blue on an item denotes that the affix got one MW Crit, the color yellow denotes that the item got two MW crits and the color orange denotes that the item got three MW crits.
For future reference the amount of MW Crits on an affix will be denoted by 1MW, 2MW, 3MW.
Greater Affixes (GA) on an item force the affix to roll at the top of it's range of possible values and then applies a 50% increase to its value. GA increases are additive with Masterworking increases.
In this planner, the yellow star to the left of an affix denotes that is a GA.
To put it all in to practice, let's calculate what stat increase a GA Affix on a 12/12 Masterworked item with 2 MW Crits gets:
Ranks 1-3, 5-7, 9-11 all give 5% -> 9 * 5% = 45%
Two MW Crits -> 2 * 25% = 50%
GA = 50%
Total = 45% + 50% + 50% = 145%
Unless a certain amount of a stat is required and no more, like in the case of Attack Speed Breakpoints, Armor and Resistances, GA and MW priority should be easy to follow.
Guides, which follow a Starter -> Midgame -> Endgame progression, are structured such that the difficulty of the MWing outcome and amount of GAs on items also progresses as expected.
For example, a Starter variant will generally have 1GA items with three 1MW affixes. A Midgame variant will generally have 2GA items with a 2MW Affix and a 1MW affix. An Endgame variant will generally have 2GA/3GA items with a 3MW affix.
From this you can derive that the GA on the starter version is the most important, the second GA added is the second most important and the third GA added is the third most important affix.
In the case of Masterworking, 3MW = most important affix, the 1MW in the Midgame variant is the second most important affix and from the Starter variant with three 1 MW affixes you can know which is the third most important affix.
When GA and MW don't align you are most likely in the presence of a stat with a certain threshold you have to meet or a cap and those will be explicitly stated in the guide anyways.
In the case of Uniques GA and MW, progression standards are generally shifted by one as they are easier to MW because they have 4 affixes and also easier to acquire with multiple GAs.
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