Season 11 is creeping up fast, and anyone paying attention to the PTR can tell the new Tower is a different beast from the usual endgame grind, especially once you care about farming enough Diablo 4 gold to keep your build rolling. It is not just another spin on Nightmare Dungeons; it feels more like a stress test for how stable your build really is. You cannot just chase inflated damage numbers any more. If your defense falls apart for even a few seconds, the scaling on elite packs will slap you straight back to town. Some classes are built to handle that pressure and stay in the mix, others start to crack once the floors climb and mistakes actually hurt.
Barbarian: The Easy Mode Climber
The Barb is clearly sitting at the top right now, and it is not only because the numbers look big on screen. The new shout interactions and Fury tweaks mean you just stay engaged, almost non stop, without that awkward down time where you feel useless. You will notice it early: whether you go for a dual wield Rend style or lean into chunky Hammer of the Ancients crits, the class just shrugs off stuff that would delete other characters. Fortify uptime is trivial, Iron Skin feels almost always ready, and all that stacks into this comfy, face tank playstyle. If you want to climb the Tower without sweating every pull, Barb looks like the safest call, and it is forgiving even when you overpull or misread a pack.
Rogue: Speed, Risk, And Big Payoffs
Rogue plays like the total opposite. You are not built to stand in anything, and you feel that from the first few floors. What you get instead is absurd mobility and this high APM rhythm where you are constantly dashing, repositioning, dropping traps, and flipping between cooldowns. Shadow Imbuement builds are still nuking packs in one go, so rooms can disappear if you line things up right. The tradeoff is simple: the moment you get lazy, you are done. You cannot sit still, you cannot tank stray hits, and bad positioning gets punished fast. For players who like that “always moving, always planning the next dodge” flow, Rogue feels amazing in the Tower, but it demands focus for the entire run.
Sorcerer And Druid: Power With Strings Attached
Sorc sits in this awkward middle ground. Fireball and Chain Lightning hybrids can absolutely melt screens, and on paper the damage looks cracked. But once you push past around floor 50, the margin for error just disappears. If your barrier rotation slips, or you mistime one defensive cooldown, you are usually watching your character fold in a second. It is that classic glass cannon feel, fun when everything connects, brutal when something goes wrong. Druid lands in a better spot long term, but the early levels can feel rough and kind of sluggish. Once your gear comes together though, Pulverize turns you into a walking tank that crashes through packs, while Stormclaw setups bring in real movement speed and a smoother grind. It is a slow burn pick, but late Tower levels really reward the investment with strong sustain and control.
Necromancer: Controlled, Slower, But Still Relevant
Necro ends up in a strange niche. Minions have improved, sure, but their AI just does not keep up with how fast you need to clear higher Tower floors if you want to stay competitive, so most serious PTR players are benching pure summon builds. Bone Spear and Blood Surge are grabbing more attention instead, giving you tight, deliberate gameplay where you set up curses, manage cooldowns, and let self healing carry you through nasty hits rather than sprinting like a Rogue. It is not the flashiest option, and you are not racing through floors, but if you prefer planning pulls, controlling space, and slowly tightening your grip on each room, Necro still feels like a solid, methodical way to climb while you farm and diablo 4 gear for sale that round out your setup.