When I have mentioned it, some people have been dismissive of the ability to use life gain on kill Cinderswallow to solve one of EA totem's biggest build problems: life sustain. This skepticism is understandable as it was one of the most nerfed items in the 3.16 flask "rework," gaining a huge flask sustain penalty as well as being reduced to only allowing sustain of one of life/es/mana rather than all three.
However, I think a lot of people don't build around one of the mods on the flask that was buffed: it now gains five charges when you "consume" an ignited corpse.
Corpses may be consumed by Offering skills, Devouring Totem Dominating Blow, The Devouring Diadem, and Void Sphere.
In this build I use CWDT Void Sphere as both crowd control and also go generate charges for Cinderswallow.
I demonstrate in this video a combination of mechanics which can allow EA totems to survive in environments that can deal very high damage to players very quickly.
- Cinderswallow Urn
- CWDT Void Sphere acting both as crowd control, and as charge generation for Cinderswallow Urn
- Totem Taunt mastery
My version of the build has relatively mediocre evasion and armour due to using Purity of Elements instead of Grace, and I find that this flask has allowed me to start leveling solo pretty readily. I do have very low xp in this video due to running a bunch of hard invitations immediately after hitting level 96, so it's obviously not a tanky build, but I find the flask allows very decent life sustain during mapping and other non-boss challenges.
Video: https://www.youtube.com/watch?v=16hcWSY07L4
PoB: https://pastebin.com/VD6yRbmf