This may be the easiest build to play in the game, with a 2 button rotation creating 90-95% optimal gameplay, and a slightly more complex rotation reaching 100% optimal. I'll also discuss an alternative that may seem like a significant damage buff from in exchange for a bit of risk, but is actually not worth it.
90-95% optimal rotation: Channel 100% of the time. Only stop channeling to pick up loot, and don't do so unless you're sure there are no enemies around. Dropping Warpath means you lose 40% DR from , a ton of armor from , and your resistances from . Alternatively, it is possible to pick up items while still channeling, but the constant movement makes this more difficult. When confronting tankier enemies, use on the enemy to increase the damage they take. This is an instant cast, so channeling will be maintained. Tankier enemies should also be 'orbited' by circling around the fringe of their hitbox, just enough so is connecting but not so much that they can easily hit you. Avoid telegraphs by changing direction when necessary, or moving out and quickly moving back in as soon as possible.
100% optimal: At the start of the encounter and before engaging enemies, cast until reaching max stacks, then immediately use to get mana back. From here, continue to follow the above rotation.
High risk alternative: This section is mostly to address the inevitable questions about adding into the build by explaining the issues with the strategy and therefore why I don't recommend it. The way you would typically run this is by speccing into VR (you have two free slots, so no downside) and taking , , and . Use on tanky enemies, and if you align both Void Rifts properly, they will take 60% increased damage. Unfortunately, there are three problems with this strategy.
- The increased damage from Void Rifts is additive with any increased damage from , so if both are up at the same time the damage isn't as impactful.
- The playstyle is risky due to not being an instant cast skill, so using it will reposition the player while also dropping most of their defenses for a split second, leaving them exposed to possible one shots.
- Because Reversal isn't instant cast, there's a major offensive downside that pretty much negates any benefits, and that is because of how echoes are generated by . In order for echoes to proc from Warpath, the player must have already been spinning for two full seconds. However, whenever we use it breaks the channeling of Warpath, which causes the two second timer to reset. Echoes only last for two seconds, and the debuff from that increases damage taken only lasts for four seconds, so this means that at max echoes will only be generated for half of the time that the debuff is on the enemy, and for the other two seconds you'll almost certainly be doing much less damage then if you never used Reversal in the first place.
For all of these reasons, I cannot recommend using Reversal to buff damage in this build.
The build takes advantage of a number of synergistic mechanics that I will outline below, divided into offensive, defensive, and clearing sections.
The #1 reason this build works so well is due to echoes from the Void Knight skill tree. They act as both a damage multiplier (since multiple echoes can hit the same target) as well as providing incredible clear that lets the player zoom through content. Because of this, in the Warpath skill tree and , , and in the Void Knight passive tree are all mandatory.
The second reason this builds works is due to in the Warpath skill tree. This node provides an incredible 180% damage multiplier when enemies have capped on them. Because capping is so important, we'll also be taking , , and in the Void Knight passive tree. Because has 40% less chance to apply ailments, we're going to want a bit more chance, so we'll take advantage of 's conversion of to and also pick up from the Paladin tree.
Thanks to two incredible uniques and a blessing that is almost solely valuable for , we have multiple layers of defense that allow us to have near similar DR to shield builds while using a 2 hander. First, we have which , since is classified as a movement skill, provides us with a permanent 40% DR to all sources of damage. We also have , which when combined with , can reach over 10k armor against bosses, which equates to about 75% DR against physical hits and 55% against non physical (level 100 zones). also makes it easier for us to get resistances, which opens up some available suffix slots for other defenses (although we'll have to overcome ). also provides a nice defensive boost against nearby enemies, which will almost always be the case for tankier enemies, including boses.
Our ability to clear in the Monolith of Fate quickly and efficiently is powered by three things. First, the fact that our echoes will spin in place behind us means we can continue to run towards the objective while still killing enemies along our path which will provide us with bonus stability. Second, one point in and , along with 3-4 idols with makes for a sizable warpath area, which the echoes themselves will replicate. Third, the use of the movespeed buff from along with a copious amount of from sources which include , , and , coupled with the haste buff from , allows us to move at over 100% movespeed when well geared at endgame. But even before that, 75+% is well within reach fairly early on. If that weren't enough, we also can't be stunned while channeling , and as a hidden benefit, Warpath has a 'pass through' effect on enemies that is similar to Illusory Boots from Diablo 3.