If movement is king of all defensive mechanics, Warpath is the safest active damage dealing skill. Make the safest of all attacks deadly, and you get the ultimate build.
Rant / Slice of Life
It all started while I was organizing 20 tabs of dumped/unchecked idols as I stumbled upon a couple of outstanding ones:


I then checked available uniques, affixes, and gear saved for the forge to mold into perfection (or more likely a mountain of defects), then started gambling/forging.
I love and loathe gambling/forging. The power we can get out of it is HUGE but the frustration of randomness over randomness will do things to your soul too graphical to describe here (kudos to those who get the reference). Anyway, I digress, and the insanity of min-max forging deserves a series of articles of its own.
I could go on and on about all the iterations, trial and errors, but let’s cut to the chase and go straight to what I ended up with after 3 weeks of refinements.
Passives
Nothing fancy but the Axe Thrower (Sentinel) + Shield Breaker (Forge Guard) combo to passively apply a ton of physical shred while you spin (mainly for bosses and other enemies with a lot of health).
Sentinel

5 points in Axe Thrower (40%) is overkill as it has a 1 second cooldown. There’s a slight diminish return for the 4th point, and a larger DR for the 5th point. Adjust as you see fit.
Aegis of Renewal (health on block) is optional. You can go with Juggernaut (Strength and Fire/Void res) and/or more points into Fearless (Vitality/Regen).
Paladin

Bottom half is pretty flexible: the +5% Block Chance from Honour are mandatory but after that, you have 20 points left for 2 offensive options (Conviction for Penetration, Rahyeh’s Strength for Strength) and 3 defensive options (Valor, Flash of Brilliance and Holy Symbol (not the one from the Block lane)).
Upper half is pretty much locked: you want the full 17 points into Bleed nodes, the +12% Block Chance, and then you have 18 points left to feed the Armor node (Staunch Defender) and the HP/Mana node (Reverence of Duality), or 17 points if you went for 5/6 Shield Breaker (Forge Guard passive). Note that if you only put 7 points into HP/Mana, 114 mana is enough to be able to cast 4 Sigils of Hope in a row. Also note that Redemption’s +49% damage when you receive a bleed stack from Penance, stacks.
Forge Guard

With Axe Thrower having a 1 second cooldown, you can go with 5 (or even 6) points in Shield Breaker to be closer to the 20 stacks of Physical Shred cap.
Void Knight

Skills
Warpath
- Can’t be stunned(*), can’t be body blocked, always moving to avoid attacks, Warpath is one hell of a skill.
- Current version has a channeling cost of 2 mana/sec. Adjust as you see fit.
- Whirling Barrier (the armor and elemental resistance node) is lack luster when compared to Sigils of Hope and Holy Aura. I wouldn’t go for it.
- I find Reckless Spin (-4 channeling cost, +25% elemental damage taken) to be a “win more” node: you don’t want to use it when facing challenging content.
- Looking at enemies for potentially dangerous modifiers while spinning can be cumbersome.
Holy Aura
- Don’t use Holy Aura if that puts you below 0 mana as you suddenly become extremly easy to stun, even though Warpath should make you immune (mostly a concern when you have a Warpath channeling cost of 0, as otherwise you usually preserve your mana for more Warpath time).
- Now that I think about the slow node, it felt useless, as if Holy Aura’s area was much smaller than Warpath’. I think you can put that point to better use elsewhere.
Sigils of Hope
+800 armor, +12% block, +120% damage
Precast each wave with 4 Sigils of Hope + Volatile Reversal.
Volatile Reversal
My vote for “Best designed skill in the game”. Usages cover:
- the usual Sigils of Hope spam followed by Volatile Reversal to get mana back to full (when it works… sometimes it leaves you with less mana than you had 2 seconds ago, can’t wait for this bug to be fixed!)
- rush a pack and teleport back for enemies’ skill to whiff, and punish with that juicy +30% DoT multiplier
- taking a dangerous spike ? Teleport back. Just one second of respite is usually all you need for leeched health to kick in and nurse you back to full.
- already mentioned but just using it for the global 30% DoT multiplier on top of increased attack speed is a huge DPS boost. Also, try to take advantage of the reduced cooldown on kill when there’s easy packs near an elite monster, and spam VR.
Rebuke
- In combat, use Rebuke sparingly as being being rooted for a few seconds is enough to put you in a deadly situation the moment you want to move away. Prefer Volatile Reversal’s teleport/increased movement speed to get out of hairy situations, unless there’s ground effects (poison, blood, whirlwind, etc) or slow monsters skills still happening in your back (wisp, spearmen, zealots, ice elementals charged blast, etc).
- The 3 points to increase Rebuke’s duration is to give enough time to assess the situation and move away when it’s safe enough (like right after a big salvo of hits).
- Since Rebuke is not really used to get buffs, no need to invest points to increase their duration. That shouldn’t stop you from precasting Rebuke to prepare for a tough pack or in anticipation of a new wave!
- The 100% increased mana regen is VERY useful: it’s like Focus but for Sentinels. Recharge your mana before the next wave (I try to keep 2 enemies alive to regen mana and rebuff).
When farming Monolith of Fate, I despecialize Rebuke and go with Shield Rush (6 points in Mana Efficiency and some damage reduction is all you need). I respecialize Rebuke while doing easy waves in Arena, going for Duration and Mana Regen first.
Blessings
- The Black Sun: Health on Block - Health - Physical/Void Resistances
- Ending the Storm: Health Regen - Ward on Hit
- Reign of Dragons: Bleed on Hit!
- Fall of the Outcasts: Increased Large Idol Drop Rate (if you're missing on Increased Bleed Duration).
- The Stolen Lance: Increased Shield Drop Rate (if you want to force your luck and get yourself the best possible shield, which, I think, is the most important piece of gear).
- Fall of the Empire: Class Specific Shards. Get as many Increased Bleed Effect and Bleed Duration shards to help you with helmet and body armor crafting hell.
Idols
Optimal configuration is 4 Large Idols (1x3) + 1 Ornate Idol (4x1).
Large Idols (1x3) Prefix:
- Increased Bleed Duration! With “Taste of Blood”, it becomes a direct damage multiplier! Stack it!
- Unfortunately, there’s nothing good besides Increased Bleed Duration, and if you’re missing too many of these, you better have Increased Bleed Duration on both helmet and body armor or you will have to change the build quit a bit and lose a good chunk of DPS (go for Undisputed instead, get more Bleed Chance, go with Smite and Adorned Idol(s) for Smite proc on Axe Thrower which is surprisingly decent!). Also, get the “Increased Large Idol Drop Rate” blessing in Fall of the Outcasts.
Large Idols (1x3) Suffix:
- Physical Damage Over Time!
- Chance To Shred Armor on Melee Hit
- Health is always good
- Block Effectiveness if you don’t have that prefix on your shield, but don’t stack it, the diminishing return is brutal.
- Elemental Resistance if needed
Ornate Idol (4x1) Prefix:
- Chance to Bleed on Hit! Besides the Penance passive (200%), the Blessing (up to 80%), Taste of Blood (up to 95%), and the rare “Chance to Bleed when wielding an Axe”, idols are your only source of extra Chance to Bleed.
- Armor
Ornate Idol (4x1) Suffix:
- Chance to Bleed on Hit While at High Health!
- Chance To Shred Armor on Hit
- Armor / Physical Resistance / Void Resistance
- Shared Physical Damage
Near Optimal: if you’re missing a Bleed Duration idol and your Ornate idol is not that great, I suggest looking for a Large Idol (1x4) with high “Physical Damage Over Time” instead, and replace the Ornate one with a Grand Idol (3x1).
Huge Idol (1x4) Prefix:
- Seconds to Sigils of Hope Duration
Huge Idol (1x4) Suffix:
- Physical Damage Over Time!
- Chance To Shred Armor on Melee Hit
- Health / Elemental Resistance
Grand Idol (3x1) Prefix:
- Damage Over Time!
- Increased Warpath Area! Outrange melee enemies to be extra safe, or just hit more enemies.
- Health Regeneration
Grand Idol (3x1) Suffix:
- Chance To Bleed on Hit while at High Health!
- Chance To Shred Armor on Hit
- Armor / Physical Resistance
- Shared Physical Damage
Gear
General guidline:
As with Bleed Duration idols, Taste of Blood is pretty much mandatory. Get one with good rolls!
Bleeding Heart is strongly recommended: its global leeching works on Bleed damage, and with the burst of Taste of Blood, health come back really fast.
For resistances, there’s different ways to cap them (I say cap but, except for Physical and Poison, 65% is good enough in my opinion):
- Elements: Holy Aura can cover up to 55%. If you manage to get a nice “All Resists while channelling” on your relic (and/or “All Resist” on shield), you’re done! Otherwise, try to get a T4+ Elemental Resistance suffix somewhere.
- Necrotic: Holy Symbol can cover up to 49%.
- Poison: Holy aura can cover up to 25%. Go with 3 “Set Necrotic/Poison Resist” prefixes, and if you’re not lucky with the tiers, complete with a “Poison Resist” suffix. I don’t recommend going for the “Necrotic/Poison Resist” blessing, but if it shows up and you still don’t have the “Chance to Bleed on Hit” blessing, you might as well take it, and even keep it if you feel your DPS is in a good enough spot.
- Physical: Up to 20% from Engraved Gauntlets. I don’t count the 9% from Battle Hardened (Forge Guard passive). The “Physical/Void Resist” blessing is okay, but try to go for 3/4 “Set Physical/Void Resist” prefixes.
- Void: 20% from Abyssal Endurance (Void Knight passive), Up to 24% from Juggernaut (Sentinel passive)
For other stats:
- Stack Health and Health Regen where you can. Try to get “Hybrid Health” on Belt, Boots and Gloves.
- “Frailty on Hit” on either Ring, Relic or Gloves.
- “All Resistances while Channeling” on your relic helps a ton with resists, “All Resists” on shield is not too bad either.
- Going for “Set Necrotic/Poison resists” allows you to put more Health and Health Regen suffixes on your gear.
- For prefixes: Strength, Vitality, Damage over Time and +HPRegen are all good.
- Try to get high implicits on Winged Helm and Solarum Plate in order to cap “Critical Strike Avoidance” with just one strong suffix (T5).
Credits
Thanks to Krucious for his brainstorming help, and to Dr3ad (Apprentice’s Corner) for his take on bleed Warpath and that nice Axe Thrower + Shield Breaker combo.
2020-11-14:
- Fixed a Necrotic/Poison Resist confusion (Gear section).
- Changed Axe Thrower / Shield Breaker combo details to account for the 1 sec CD of Axe Thrower (Passives section).
Will also try Undisputed just for fun…

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