Mechanics
WARD
Now, how do we survive these 100+ stacks of Bleed? We make use of ward on hit and cast from many sources, the main ones being:
Arcane Warden 8/8, Essence Duel 5/5,
Huge Arcane Idol and Large Arcane Idol with
SuffixChance to Gain 20 Ward on Melee Hit,
Icy Flow 5/5 in Shatter Strike.
As well as the mastery passive of Spellblade which gives us 12 ward on skill use as well as 100% of mana spent gained as ward. We also gain stacks of Shattered Aegis 5/5 whenever we hit enemies, giving us generic damage reduction. And of course we'll need to maintain capped physical resistance which will cut the damage our self inflicted Bleeds deal to us by 75%
(self inflicted damage does not gain the resistance penetration from area level that benefits enemies).
CRIT
It is important for us to maintain 100% critical strike chance with Shatter Strike so we can utilize both Cold Steel 2/4 and Eye of Reen to their fullest since they grant massive crit multi. Now Shatter Strike has no sources of critical strike chance in its tree, which means that we need to get our melee critical strike chance in our character sheet to 100%. In 1.1 our main sources of crit will be the newly changed Defender of Welryn 8/8 and Prodigy 5/5 nodes. With enough dexterity and intelligence you can cap your crit with those two nodes alone, But obviously we won't be able to do that right off the bat, so while leveling i'd recommend putting PrefixMelee Critical Strike Chance on your crystal sword and if needed use a Peak of the Mountain as it's easy to obtain and serves as a good temporary bandaid for critical strike chance early on. And of course if you're only missing a little bit of crit you can always seal the PrefixMelee Critical Strike Chance affix at tier 1 or 2, get PrefixCritical Strike Chance on your Huge Arcane Idols, PrefixCritical Strike Chance on rings or gloves and the - Grand Winds of Oblivion blessing.
A very useful mechanic against tanky enemies and bosses is that when you achieve fairly high attack speeds (around 100+ on sheet in my experience), you'll start being able to simply hold down Shatter Strike and periodically tap Mana Strike to weave in Mana Strike's in between the Shatter Strike casts. This is when the build starts feeling very smooth in my opinion.
Gameplay
An optional but important mechanic we can make use of is the Astonish 1/1 in Flame Ward to trigger it automatically upon stun. Beware however that this can become quite awkward if enemies are either too weak or too strong, with a fairly forgiving middle ground. The reason for this is because even when enemies are quite weak, if you take enough hits one will eventually stun out even if you might not be in any immediate danger, and on the flip side if enemies are too strong almost every hit will trigger it and if enemies are super strong they'll start killing you before it ever even has the chance to trigger, at which point it's better to take off the node and manually use flame ward in anticipation of damage.
Anathor useful little tip is that when you get above 100% or so increased attack speed you'll be able to simply hold down Shatter Strike and tap Mana Strike to weave it inbetween casts. This lets you make efficient use of the Blade Weaver 2/10 passive as well as smoothes out the dps and ward curve over the course of longer boss fights.
Otherwise gameplay consists of simply walking up to enemies and pressing Shatter Strike, whenever your mana gets low you Mana Strike once or twice to regain your entire mana globe and keep going. If you think you're in danger you can preemptively Flame Ward to be able to facetank enemies until you're in range. If you're about to hit a particularly tanky you can press Enchant Weapon for a massive damage boost to quickly melt them. Teleporting inbetween packs.
Bugs
(FIXED AS OF 1.0) There is a bug with Frost Claw , its Shiver Shell 3/3 node and Diothaen's Bloody Nib. Causing Frost Claw to trigger from our self inflicted Bleeds and giving us a considerable amount of mana Gift of Winter 3/3 as well as ward from Reowyn's Veil 1/1. This bug is not necessary for this build to function, nor will this build stop functioning once this bug is fixed.
(FIXED AS OF 1.1) The Calculated Destruction 5/8 node 5 points bonus gives generic increased critical strike chance instead of increased spell critical strike chance, meaning we can use it to help cap our crit chance. This bug is also not necessary for this build to function, and we actually gain fairly little from it since we don't stack int to begin with, but it can help in the early stages of the build.