Blade Vortex & Unleash
Blade Vortex deals more Damage and Damages more frequently with each Blade. It can have up to 10 Blades active at once.
Normally, when supporting a Skill with
Unleash Support or
Awakened Unleash Support it does less Damage. However. Blade Vortex only adds Blades to its original Cast when reused. This means that the First Cast defines the Base Damag,e and all subsequent Casts only add Blades. Even if the Blades from the original Cast expire. We only refresh Blade Count with any Casts after the first. If at any point we drop down to 0 Blades, the next Cast will be the first Cast and thus again have the full Damage.
To guarantee a high 10 Blade Uptime, we need Skill Effect Duration from the Passive Tree. There is actual Math behind it and I highly recommend checking Painless Chronic Blade Vortex Guide out for even more Details and explanationsations.
The Simple Math for now is use either the full Wheel of
Potency of Will or
Exceptional Performance. If you do not have
Awakened Unleash Support also use the More Skill Effect Duration Mastery.
frequently
Explosion Chains
Blade Vortex on it's own does not have a High Clear. It just deals Damage arround the Player. Allowing a semi Autobomber Playstyle. However the Build scales mainly Generic Damage and Area of Effect. which all also applies to any Sources of Explosion we use.
Obliteration, Foulboorn
Witchbane,
Profane Bloom, Crusader
Sacrificial Garb, Synthesized Sceptres,
Oriath's End or Foulborn
Berek's Respite are our Options for Explosions.
My variant relies on
Berek's Respite and
Oriath's End. Now a Explosion on it's own cannot cause itself again. However an Explosion can cause other Explosions. So if the original Enemy was ignited and shocked. It would Explode for both Fire and Lightning. Those cannot Ignite and Shock respectively, but with
Shaper of Flames,
Shaper of Storms or Ailment spread from Gloves Implicit. We can apply the other Ailment, respectively.
This means if Enemy A explodes, Enemy B gets ignited, and Enemy C gets shocked again. Resulting in an Explosion Chain as long as we Kill said Enemies with Explosions.
Golems
This build uses
Liege of the Primordial and
Golem Commander giving it a Limit of 4 Golems.
The Golems of Choice are
Summon Stone Golem,
Summon Ice Golem,
Summon Lightning Golem and
Summon Flame Golem.
The Build has a total of 150% increased Buff Effect of Golems(assuming 20% Quality), meaning 2.5x Effect on the Buffs.
The Golems grant us Life Regen, Mana Regen, Crit Chance, Damage, Area of Effect, and Attack & Cast Speed.
Using
Summon Stone Golem of Hordes allows us to have our 4 Golems + 2 Mini Stone Golems. Summon those 2 Golems last. The Transfigured Gem specifically ups the Limit of Stone Golems and bypasses the normal Golem Limit.
All the Golems will respawn automatically after 4 Seconds if Killed. Allowing us a smooth uptime on the Golem Buffs and access to
Guardian's Blessing Support.
Heralds
Similar to Golems, the Build stacks Heralds and their Buff Effects.
Heralds are not considered Auras and do not benefit from Non-Curse Aura Effect. The Tree offers a lot of Herald Buff Effect Nodes instead. There is also a Tattoo to further improve the Buff Effect.
The Build has a 126% increased Herald Buff Effect without Tattoos. resulting in a 2.26x Effect Modifier.
The Herald of Choice for the Build are
Herald of Purity,
Herald of Ash,
Herald of Ice and
Herald of Thunder + Herald of the Hive from the Lost Unity Unique.
They grant More Physical Damage, Physical as Extra Fire Damage, Flat Cold and Flat Lightning Damage, as well as More Damage for each Herald affecting the Player.
Lost Unity & Herald of the Hive
Lost Unity grants the Herald Skill "Herald of the Hive" which causes Damaging Pulses. The Frequency of the Pulses can be accelerated by applying Ailments with
Frostblink,
Shield Charge,
Blade Vortex or the Explosions. All Our Damage we scale for
Blade Vortexalso applies to the Damage for Herald of the Hive, making it strong enough to be used as automated Damage in Alc & Go Mapping.
The Skill reserves Mana (25% by default) like other Herald Skills and grants 3% more Damage per Herald affecting you. This build uses 5 Heralds, including the Herald of the Hive, resulting in 25% more Damage. Once the increased Herald Buff effect from Passive Tree (Tattoos and Herald Nodes) are applied.