This build is enabled by Alchemical Admixture greatly scaling our Poison Imbuement damage.
Twisting Blades is the perfect vehicle for Poison Imbuement because it has a massive amount of Base Damage when combined with Bladedancer.
Rain of Arrows is used with Hakkan's Grasp because it gives us 16 Ranks to our Imbuement Skills and also makes Rain of Arrows cast Shadow Imbuement and Cold Imbuement. This increases our damage via Eldritch Bounty, which increases our Shadow/Cold Tooltip Damage and that ends up feeding into Alchemical Admixture.
Leveling
You can find the Dance of Knives leveling guide HERE. That is by far the strongest way to level.
Mercenaries
We use Subo with Molotov and Snipe for more Damage over Time.
Varyana is used with Earthbreaker to Knockdown and increase the damage Malice provides us.
Boss Powers
We use Beast in the Ice's Sleet to help us Freeze for Frigid Finesse and Control.
The rest of the powers are the strongest damage multipliers we have available. Sinerat's Flames is exceptionally good because we double dip Non-Phys Damage.
Runes
We use Tam, which is our best source of Offering, combined with Vex to buff all our Skill Ranks by 3. This is especially good in this build because we benefit from ranks to Shadow Clone, Twisting Blades and Poison Imbuement.
Our second set of Runes is Igni, our second best source of Offering, combined with Mot to provide us with free Dark Shroud without wasting an Aspect or a Skill Bar slot.
Early on when we are struggling to keep our Energy up we will use Poc with Lum to generate Energy as we spend it.
Elixirs and Incenses
It's important to run Elixirs and Incenses at all times. Not only because they increase our XP gain but also because they provide very strong combat boosts.
We use Elixir of Advantage to provide us with more Attack Speed.
We use Dexterity, Armor (if not capped) or Maximum Life and All Resistances.
Attack Speed Breakpoints
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.
In this particular build we aim for the 11 Frame (138.3% Attack Speed) Breakpoint.
Alchemical Admixture Explained
Alchemical Admixture requires us to attack with 3 different elements to get activated, we achieve this by making Rain of Arrows cast Poison, Shadow and Cold Imbuement.
This makes our Poison Imbuement do [x]40% more damage. This multiplier also scales with 20% of our total amount of Damage with Poison, Cold and Shadow. This last part has some hidden implications:
- [+]Non-Physical Damage counts for triple the amount for Alchemical Admixture.
- [x]Non-Physical Damage and [x]Poison Damage double dip by buffing our Poison Damage and also our Tooltip Values.
Masterworking and Greater Affixes Explained
Masterworking
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
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.
Example
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%
Masterworking and Greater Affix Priority
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.
Frequently Asked Questions