Everything Must Die
Claw and Blade AOE Survival
A Blue Mountain Special, by Ryahl
Everything Must Die is an upgrade to our popular My First 60 Blade/Claw build. There are a few noteworthy changes here. Primarily, the damage component for this build shifts to penetration with the afflictions merely setting up the kill count. This build is a highly reliable soloing build. I still use this as my go-to build for outdoor game play in Romania. While the build excels in aoe fights, it still performs well in single target fights thanks to the guarantees penetrates.
It comes in at just a bit over 400 points invested (408 using TheSecretSandbox) and would be a bit higher coming from the My First 60 build since we used some Blood Passives in that one. None the less, this build should be very achievable in Blue Mountains and should really put a dent into packs of… well, pretty much anything.
Everything Must Die has worked very well in solo instances. In fact, it’s the build I used to handle the vampires, flesh golems and Mara in the Mortal Sins story line. There will be links in that write-up to this build.
If you are using Viper’s Deck Manager, you can import this build by coping and pasting the above code into his import section.
- Blade Torrent
- Clearing the Path
- Hog Wild (Tear em up)
- Inner Spark
- Surging Blades
- Stunning Swirl
- Steel Echo
- Perfect Storm
- Twist the Knife
- Sudden Return
- Fortunate Strike
- Fatal Flourish
- Immortal Spirit
All of the damage in this build comes from three abilities and a host of passives. You begin using Blade Torrent, the same low dps builder from the My First 60. As there, the Perfect Storm passive causes Blade Torrent to add an afflicted state to all of its targets. That’s where the fun begins. Further attacks on afflicted targets will trigger Fortunate Strike for occasional extra damage. More importantly, though, Fatal Flourish begins stacking up penetration buffs because of your application of affliction. This helps to setup future Blade Torrent penetrates.
Your blade finisher is Clearing the Path and here is where the damage gets ugly. Clearing the Path has a guaranteed penetration on afflicted mobs (which your builder just did). Welcome to AOE penetrates. Now, with those penetrations processing, you will begin seeing Twist the Knife increasing your damage output. Sudden Return also adds some damage to the penetrated hit.
For a low cost version of the build, Hog Wild serves as your fist damage finisher. However, once you have the points, Tear ‘em Up becomes your go-to fist finisher damage finisher since it adds a damage output buff to your next attacks (penetration * damage buff = yes please!).
Your penetration also plays a role with your healing, since Immortal Spirit processes a heal over time on penetration. However, most of your healing comes from Inner Spark and Cauterise. Inner Spark places a reactive heal on your defensive target (you when soloing), causing every hit on them to heal them. Cauterize becomes your go to heal when it is needed.
The build features three utility abilities. Surging Blades is a nice dash attack (returning from the My First 60), it has a fairly fast recyle which can be handy. Surging Blades is more than just a combat starter, you can use it to get away from a pack to give yourself enough lead room to start cauterising on the run!
Stunning Swirl returns as your AOE impairment ability. This time, though, impairment plays a nice heal benefit since Renewal will place a heal process on any of your impaired targets. Hitting those targets will trigger heals (that AOE builder and finisher come in handy here).
Finally, Steel Echo is in for those moments where you just want extra special damage. Throwing Steel Echo adds damage to every hit and has the extra benefit of creating a second hit counter on each of your hits – causing even more processing for your passives.
Variant to the Build
Recently, I have made a few small changes to this build. Renewal has been replaced with Perseverance for more heal uptime. Additionally, Fatal Flourish has been dropped in favor for Flight of Daggers.
Additionally, I have begun looking for a replacement to Steel Echo. While it is a decent ability, the recycle is a bit too long for my play style. Depending on the situation, I will cycle in a second 45-second recycle impair, allowing me to double lockdown in a fight. In other situations, you might consider a second dash over the second impair.
Open combat with a Surging Blades, Blade Storm, Clearing the Path and Inner Spark. This uses up your free resources (you used a builder to set affliction-only).
From there, the build cycles between two rotations, the damage rotation of Blade Storm x5, Clearing the Path and the fist DPS finisher. This is followed by the Blade Storm x5, Clearing the Path and Inner Spark rotation.
Use Stunning Swirl to put everything on the ground every now and then (and help get your heal processes moving). Ideally, precede your impairment with a Steel Echo once and watch your next regular rotation mop up the map.
This build will generate its own penetration, so you don’t need PEN on your weapons. However, the build is deeply vulnerable to GLANCING. Glancing will cause your passives to fail, which will cause you to die. Make sure you have enough HIT and SKILL with your weapons to nullify your glance rate. Once you have addressed your HIT, focus on getting up some ATTACK POWER to take advantage of all those sweet, sweet penetrations.
You should also consider a couple of minor talisman in healing to help out your heal actives and passives.
Note – when I ran Mortal Sins, I used a tanking set (6 tanking talisman with a head DPS talisman). That’s not by design, it’s just my tanking gear and the best I had available. However, the build still works well enough with that structure. It just becomes better optimized with a talisman blend.
Assuming you are transitioning from the My First 60 build, your first priority should be picking up Clearing the Path.
Once you have that, begin subbing in the penetration passives in this build over the affliction passives in the MF60.
Once that’s done, work on acquiring the heal skills from fist. Until you have them the Fist consumer and heal in the MF60 will more than suffice.
Your last priority should be Steel Echo. It’s a nice add to the build, but you will be seeing all sorts of fun things happen well before applying it.