Transplant onto the Boss or group of enemies (This will proc Bone Curse) then spam your potion button. If you want more DPS, Reaper Form before. That's about it. If you level up or login and need to get some ward just drink your potions one at a time until your zombies stop spawning; don't drink them all; save 1 or two potions so you can DPS a monster down and hope they drop more potions. This will drop your mana to provide some ward.
Mechanics
Understanding the low defense / EHP for this build - This build abuses PrefixExperimental Ward Gained on Traversal. How? Well whenever you pop a potion using this build you essentially consume 1000's of mana. You WILL be in the 10,000's of negative mana but it will not hinder your DPS as far as I can tell, nor stop you from summoning zombies. Meaning with an max of 150 mana with a tier 5 PrefixExperimental Ward Gained on Traversal at -10,000 mana(Formula for Ward Gained = 13 x ([150 - -10,000] / 10)) is 13,019.5 ward per Transplant. BTW if you hit 65k ward it "layers" (not sure what to call it) but it just means you hit ward cap and it resets its count to 0. Its purely visual, once you lose this second "layer" your original layer of 65k returns with no problems. You will hit 5 layers consistently with consistent use of potions. Just note that if you do not have -10,000 mana when entering a mono or boss fight you will be one shot regardless of corruption level. Reaper Form and consuming potions before hand help change this fact. In the video provided you will see the build at its weakest, low negative mana count, low potions, and terrible affix rolls. It still clears instantly. If I get up to 1000 corruption before release I will update and show off the build.
To explain the engine - Cycle of Putrescence allows for your zombies to come back to life after they die and at a decreasing percentage based on how many you have at the time of death. Having two Cycle of Putrescence does not change the percentage chance of revival, for example - Having 4 zombies will not give you 50% zombie revival chance but rather gives you a 200% base revival chance. In the video below you will see that once the explosion chain has stopped I am left with 2 zombies, this count will not change no matter how many times they die. Meaning with these rings you have a infinite number of zombies, while a small amount, it means a lot if you are unable to obtain potions. Potions, the life blood of this build. To obtain insane levels of DPS that lag the game you need to be able to spam Volatile Zombie on enemies with potions which will trigger Sacrifice. This is done through PrefixExperimental Volatile Zombie on Potion Use. This brings us to our next required legendary Jungle Queen's Chaps of Holding, and I mean legendary, there is no point to having this item unless it has PrefixExperimental Volatile Zombie on Potion Use. To make the maximum use of PrefixExperimental Volatile Zombie on Potion Use Use you need as many potions as possible, Jungle Queen's Chaps of Holding gives you 18 potions(most in game I believe) making this best in slot. You can use any belt as long as it has PrefixExperimental Volatile Zombie on Potion Use, just watch the potion count because if you run out, you are out of your only way to DPS effectively.
That's it, once you have those items and affixes you just need to stack damage. Which in this build we stack it with an insane critical strike chance (91%) and modifier (428%) at MAX rolls. Then we focus on Mad Alchemist's Ladle one of the few items that has the MORE modifier and affects spell damage in general. To maximize Mad Alchemist's Ladle this build stacks Slow, Frailty, Shred Armour, Electrify, Poison, Bleed, Damned, Ignite, Shock, and Chill for a 80% MORE modifier. The rest of the build items, Peak of the Mountain, for extra critical strike chance and Ashes of Orchirian, for even more damage and critical strike chance for Sacrifice.