---Additional Questions and Answers----
Why Rempart instead of other Fortify cluster?
Bladestorm can struggle to generate stacks towards end of campaign, the rampart node alleviates this compared to other node.
Why Chance to Bleed over something like Cruelty or Brutality?
Allows us to avoid having to spec a couple of bad passive nodes (bleed chance) and get bleed multi nodes earlier. Additionally for same reason Bladestorm struggle to generate fortification later in campaign, it also struggles with Cruelty so
its less effective as a damage support. Brutality is a bit more complicated, but the answer is that Herald of Ash is used until like A7 and it costs an alch to get. I'd rather use that alch to try to get a better weapon OR for CWDT for steelskin.
In other words, if I was looking for damage, I'd rather roll the dice on hitting a good weapon. If I was looking for surviability, I would be looking to get a CWDT for steelskin once I put Rallying Cry on left click due to Call to Arms. I think once
you have a good weapon for second half, going Brutality over Chance to Bleed is a good choice, so long as you ensure you get your bleed chance sufficiently high (>80%) which would take at least 1 chance to bleed node plus
vulnerability on bosses.
Why not Savage Wounds?
I had tried Savage Wounds a number of times and in the end found it to be less valuable for end of campaign compared to Cleaving as Cleaving also affected bleed damage, but gave a good increase to hit damage and gave intimidate for hit
portion occassionally. As a result, it ended up outperforming Savage Wounds in playtesting as well as adding some additional safety via better hit damage for fortification generation and clearing mobs slightly sooner via larger initial hit. If I were to
continue on to maps, I would absolutely get Savage Wounds as its a great source for bleed damage
Why do you not have 100% chance to bleed without vulnerability?
The build has 85% chance with first ascendancy and chance to bleed support, because Bladestorm can hit so frequently via its storm portion, if you for some reason miss an inital bleed on the initial hit, little bleeds from the storm can stop gap
the damage until it does hit. Moreover, in single target scenarios later in acts (past second lab) where bleed damage starts to outpace hit damage, you will have vulnerability meaning you will have 100% chance. Finally, not having
100% chance to bleed is less relevant to clear scenario as either your hit damage will take the mob out or if its in a pack once you have bleed explosions, a pop will. Consequently, if you want 100% chance without vulnerability, its a single extra
passive point which you can swing via respeccing the attack speed duelist starter node. This in the end, was a judgment call about trying to get the absolute most of out of the build I could at various points and it not having capped bleed chance
was rarely noticable and it when it was noticable that was fixed with a vulnerability cast (ie single target).
Why do you use Poacher's Mark for so long?
Its a strong damage and sustain source for the hit portion of Bladestorm and it makes life bossing in mid-acts really comfortable as unless you are getting one shot, you will out sustain the fight.
Why no corrupting fever?
Its a good gem, just don't have the links typically to fit it in appropriately. Additionally, does not really have scaling on the tree with nodes we get. You can definitely use it as you want for some supplemental dps. It would probably be a pretty
smart idea pre-bleed pops to use for some help in the damage department. If I were to additional runs, I would try to see if I could fit this in at some point.
Why no Pride/Flesh and Stone?
Pride is just too difficult to fit with the defenses we need and other auras we would like. If I were to continue to mapping, figuring out how to fit Pride would become a massive priority.
Flesh and Stone is outcompetted by combo of Herald of Purity + Rallying Cry and Blood and Sand. While Blood and Sand does not apply to bleed, it nonetheless applies nicely to hit damage and enables stances for Bladestorm
efficiently enough to fit other things such as using Herald of Purity and Rallying later. The non-conditional nature of Herald of Purity also helps put a point in its favor along with the Rallying Cry synergy.
---Required Links---
Travel Setup As Soon As Possible:
Lvl 4 to 9: Dash (G)
Lvl 10 and Beyond: Leap Slam (R) - Faster Attacks (G) - Lifetap (R) [Note: Lifetap can be delayed significantly if Alira is taken and mana flask is used sufficiently well. I did not need to use Lifetap in this particular run, but I prefer to slot it
if I have available slots. Can put Momentum (G) on anytime there is an extra green slot]
*Can use Frostblink (B)
Single Target and Clear:
Lvl 1 To Lvl 11:
Clear: Frostblades (G) - Ancestral Call (R) [Can use Chance to Bleed before getting Ancestral Call]
Single: Spectral Throw (G) - Chance to Bleed (R) / Momentum (G) - Any damage support you have that might apply. Typically, I can usually pick up a Maim around Brutus for this purpose
Lvl 12 to 27:
Spectral Helix (G) - Chance to Bleed (R) - Maim (R) / Momentum (G) [Momentum is cheap to use here if stuck with green socket as we have it from mule already, pretty much out of luck if your 3rd socket is blue] - Any Reasonable Dmg
Support
Optional: You can instead use Spectral Throw (G) - Volley (G)/LMP (G) depending on preference - Any reasonable support - Any reasonable support
Lvl 28
Bladestorm (R) - Chance to Bleed (R) - Lifetap (R) - Melee Physical (R) / Close Combat (G) / Momentum (G) in order of preference for 4th socket
Auras, Utilitly, and Supplemental Damage Skills:
Supplemental Damage Skills:
Lvl 4 and Beyond:
Ancestral Protector (R)
Reservations:
Lvl 4 and Beyond:
War Banner (R)
Lvl 16 to Determination in Late A7 (Drop Ash for Determ):
Herald of Ash (R)
Herald of Purity (R)
Once you have Bladestorm:
Blood and Sand (R)
As needed until Resolute Technique:
Low-level Precision (G) to keep accuracy above 90%
Late A7 w/ Champion of the Cause Allocation:
Swap Herald of Ash (R) for Determination (R) once you have Champion of the Cause, ideally before entering Temple of Decay/Cruel Lab. Although there is some flexibility on this as Fortify and good granite usage can carry you
until you can get Determination in
Cycling Reservations:
So long as you do not over level your Precision there should not be reservation issues as having at least 15% unreserve with Alira, Lifetap on main skill, and poacher's mark means you will be able to not have to worry much
about sustain in single scenarios and for clear you will essentially be eating into your mana flask most of time to solve issues along with Alira regen.
Curse:
Lvl 16 to second lab AND lifetap on mainskill: Poacher's Mark (G)
After second lab AND lifetap on mainskill: Vulnerability (R)
Warcry:
Once Call to Arms is Specced (A8ish about Lvl 53): Rallying Cry on Left-Click
---Flexible Links---
Whenever you have free sockets:
Add left-click steelskin (R) whenever you have free red socket available before Call to Arms. Once you have Call to Arms try to get a CWDT for Steelskin.
---Notable Pathing---
(1) Duelist Attack Physical Damage Start (5pts - Lvl 6)
(2) Master of the Arena (1pt - Lvl 7)
(3) Destroyer (2pts - Lvl 8 w/ Dweller Pt)
(4) Attack Speed/Accuracy Starter Node (1pt - Lvl 9)
(5) Bravery (2 pts - Lvl 11)
(6) Art of the Gladiator (2pt - Lvl 12 w/ Fairgraves Pt)
***Ordering of next 4 passive points is very important. Mana Flows needs to be allocated by Lvl 16 so Heralds can be used as Duelist does not have enough base intelligence for it. If you think you will accidentally
keep pathing downtowards Golem's Blood after getting Two Hand Nodes immediately below, just allocate Mana Flows First. I delay Mana Flows until 15 (small node) and 16 (notable) itself, to allow for most damage
efficiency for clear/single. If you do not want to allocate Mana Flows, you can try to buy Int amulet from vendor, but that will cause accuracy and dexterity issues later. Mana Flows will eventually be respecced***
(7) Two Handed Attack Speed under Destroyer (1pt - Lvl 13)
(8) Two Handed Damage (1pt - Lvl 14)
(9) Mana Flows (2pts - Lvl 16)
(10) Golem's Blood (3pts - Lvl 18 w/ Way Forward Pt)
(11) Hatchet Master (7pts - Lvl 24 w/ Busts Pt) [Note: In run, I was forced into using Swords until 28. As a result, I took Wrecking Ball in 2 hand cluster. In ideal circumstance, you will be using axes by 18 or 23]
(12) Rage On Hit Axe Mastery on Hatchet Master (1pt - Lvl 25)
(13) 50 Life Mastery on Golem's Blood (1pt - Lvl 26) [Note: In run, I couldn't actually afford to fit this as I got stuck having to put a +30 Dex node on tree due to overleveling a gem when I knew I would be changing an amulet out with extra dex on it]
(18) Crimson Dance (3 pts - Lvl 28 w/ Piety Pt)
(19) Bloodletting via Bleed Dot Multiplier Small Nodes (4pts - Lvl 32) [Note: This assumes you will be using Chance to Bleed as one of your main links, if you opt not to, you will need to path Bleed Chance side instead]
(20) Wrecking Ball (5pts - Lvl 36 w/ Deshret Pt)
(21) 60% Inc Dmg with Two-Handed Weapons/10% Reduced Attack Speed 2H Mastery on Wrecking Ball (1pt - Lvl 37) [Note: Take because it applies to both hit and bleed. If modifying to play purely hit, take 40% Inc dmg against rare/uniques]
*** Next sequence of passive point assigns involve use of 3 respecs. Other steps not involving respecs are grouped here so you can understand why seemingly weird point assignments/respec happen. Essentially, its to spec out of
mana flows to get an extra point back and then to get an additional point back from the str node below golems blood to invest those immediately into Cloth and Chain in preparation of res penalty at end of A5
(22) +10 Strength node connected to Proficiency (30 Dex Node) and Hard Knocks (30 Intelligence Node) (1pt - Lvl 38)
(23) Hard Knocks (+30 Intelligence) (1pt - Lvl 39)
(24) +10 Strength node between Tribal Fury and Blade of Cunning Clusters (1pt - Lvl 39 w/ 1 Respec used on Mana Flows notable)
(25) Cloth and Chain (2pts - Lvl 39 w/ 1 Respec used on Remaining Small Mana Notable next to Mana Flows AND 1 Respec of Strength node directly below Golem's Blood)
*** Next sequence of passive points assignments use 2 respecs and require you you have completed Kitava's Torments in Late A5 to have respecs to complete sequence
(26) Two Life/Armor/Evasion Nodes just below Duelist start, make sure both are connected to the attack phys starter wheel [DO NOT take the one leading to attack speed starter wheel] (2pts - Lvl 41)
(27) Rampart via Fortification Gain Small Nodes (4pts - Lvl 41 /w Miasmeter and Torments Pts AND respecing the two 16% phys attack dmg small nodes on Duelist Phys Attack Starter Wheel)
(27) Fortify on Melee Hit Mastery on Rampart (1pt - Lvl 42)
(28) Bloodless (3pts - Lvl 44 w/ Tukohama Pt)
(29) Cannabalistic Rite (5pts - Lvl 47 w/ Abberath and Ryslatha Pts)
(30) Resolute Technique (4pts - Lvl 49 w/ Ralakesh and Gruthkul Pts)
(31) Champion of the Cause (3pts - Lvl 51 w/ Kishara's Star Pt)
(32) First Life Leech Nodes for Phys Attacks in Hematophagy (1pt - Lvl 52) [Can skip this and instead use this for 1 point mastery of choosing, I like having it as after second lab Poacher's Mark is dropped for Vulnerability and it is helpful to have
guaranteed leech somewhere in case you forget to keep Blood Rage up during single target]
(33) Call to Arms (1pt - Lvl 53)
(33) Juggernaut (2pts - Lvl 54 w/ Tolman Pt)
(34) Slaughter (5pts - Lvl 57 w/ Gemling Legion and Yugul Pts)
(35) Barbarism (2pts - Lvl 58 w/ Shakari Pt)
(36) Cleaving (4pts - Lvl 60 w/ Garukhan and Vilenta Pts)
Respecs (5 of 12 used; 8 Respecs NOT ACQUIRED: A1 Fetid Pool, A2 Crypt Lvl 2, A6 Clear Beach, A9 Kill Boulderback for Item in Foothills, A10 Elixir of Allura near Lab Trial in Ossuary):
2 Respec of Mana Flows and Small Mana Notable Leading to It (Used around Lvl 39, see (22-25) above)
1 Respec of 10 Strength Small Node Below Golem's Blood (Used around Lvl 39, see (22-25) above)
2 Respec of 16% Phys Attack Damage On Duelist Starter Wheel ONLY AFTER putting 2 Life/Armor/Eva small points connected to Duelist Phys Attack Start Wheel (Used Around Lvl 41, see (26/27) above)
---Notes on Gear---
At start of run, I will try to buy a Stone Axe or Corroded Blade, look for at least two R-Gs, and then have a R and G singleton socket (aka doesn't have to be linked) beyond that, so that I can get all the gems I need in
for early game, which are Frostblades - Ancestral Call; Spectral Throw - Chance to Bleed [Can use G-G with Momentum instead]; Dash; Ancestral Protector.
After Brutus, you will ideally have at least 3 R-G links for Frostblades - Ancestral Call; Spectral Throw - Chance to Bleed; and Leap Slam - Faster Attacks with sockets for utility such as Ancestral Protector and War Banner
Because early melee can be so socket and currency heavy, I would definitely recommend muling to help alleviate some of these issues.
Try to get a Leather Belt after Dweller and/or in subsequent A1 returns to help deal with early HP issues. Can save Rustic Sash if you were using one before for Rustic + Whetstone at vendor for Phys Dmg on weapon.
No need to do Den for second QS. You can do Den for a rare Rustic, but I would rather just kill an essence that I don't need and make a rare belt myself (ie killing something like an Essence of Woe, I'd otherwise skip as
a Woe will not do much for Duelist outside of making an item rare)
Your flasks for most of first half of campaign should like: 2 HP Flasks, 2 Mana Flasks, Quicksilver
Once you get flask option from killing Casticus in A5, take Granite Flask and drop one of the mana flasks.
Do not use any mana flask larger than a grand mana flask (lvl 18) as duelist doesn't get a large enough mana pool to warrant it AND if your mana flask recovers too much its effect runs out early which is bad
as you want your skills to be actively eating into the recovery to make the most out of the flask. In other words, if flask recovers too much, you just end up with a full pool that will drain quickly versus eating into the recovery and not allowing
pool to be filled such that you are effectively making your mana last much longer.
I usually skip A7 flask. You can do it and pick up Flask of your choice. Sulpher Flask provided some damage and some conditional mild recovery via Consecrated Ground. Jade provides more defensive that pairs well with blind Glad inflicts
from bleeding. Quartz is generally just nice, not as useful in a speed level setting, but a solid flask especially for mapping. Diamond/Aquamarina/Corundum are not worth taking in context of this run.
Silver or Basalt for A10 flask. Silver for the zooms, Basalt for defense.
Take Rare Jade Amulet from Act 3 Quest - The Ribbon Spool - to help with dex requirements and accuracy
Take Turquoise Amulet in A7 if you end up doing the Gruest Necklace quest, I usually skip. Otherwise, can essence/alch a
Turquoise if your Int situation is bleak and have available essence/alch. I will not usually alch an amulet as the alch can be better usd for either Brutality Support or CWDT.
I typically just keep amulet from A3 questunless its gigabad or I need a specific res that I cannot craft on the rare amulet because its got full suffixes. Even then I will usually stick to
a Jade amulet base especially since Blood Rage/Poacher's Mark (until the mark is dropped at least) can cause significant attribute issues for build as they are primary green gems meaning
their attribute requirements get quite high quite fast. To avoid any issues on this front, you can limit your Blood Rage/Poacher's Mark skill gems to below 63 dexterity as with a Jade Amulet (with any roll), Art of Gladiator on tree,
and Duelist starting dexterity, the build will always have at least 63 dex by late A3. In a lot of runs, you can usually get Essences of Sorrow which are good to toss on a belt to get some more dex. Finally, if you are truly dex starved
or attribute suck which can happen take Proficiency (+30 dex node) by respeccing the +50 Life Mastery, the singleton phys leech point, or the single Duelist attack speed starter node specced on tree.
See Weapons section for more on what weapons you should be looking for
---Gem Acquisition---
Please note that due to currency contraints from run to run, you may not be able to always buy the gems as listed here exactly when they are listed. Likewise, due to color/link constraints, you might not be able to
fit the gem into your gear when you buy it or use it period if proper colors/links do not become available at some point.
Ranger Mule Hillock Reward:
Take Frostblades (G) Can sell Burning Arrow for scrap or keep one of them for a topaz ring recipe for later
Mule over Momentum Support (G)
Can sell Burning Arrow for scrap or keep one of them for a topaz ring recipe for later (green gem + iron ring)
Main Character Hillock Reward:
Take Whatever, I typically take a Red Gem incase I want to do a ruby ring recipe later (red gem + iron ring)
Buy Spectral Throw (G) from Nessa. Can wait until after Hailrake/Submerged return. If waiting, use double strike to kill Hailrake instead after clearing packs near him with Frostblades)
Hailrake/Submerged Open Reward:
Take Ancestral Call (R) from Hailrake Quest Reward via Nessa
Buy War Banner (R) if you can afford to, otherwise wait until after Dweller return
Buy Spectral Throw (G) if you haven't gotten it already. If mega down bad on wisdoms can wait until after Dweller return, just use double strike on Dweller
Take Ancestral Protector (R) from Tarkleigh First Reward for Submerged Enter
Take Dash (G) from Tarkleigh Second Reward for Submerged Enter
Lower Prison Enter Reward:
Take Faster Attacks (G)
Optional: Buy Main (R) if you have a transmute available and a red socket to use on either clear skill (Frostblades), single target skill (Spectral Throw), or totem (Ancestral Protector)
Brutus Kill Reward:
Take Leap Slam (R)
Optional: Buy Precision (G), if you have more than 2 transmutes. Otherwise, make sure to have it bought AT THE LATEST by the A1 Way Forward Skill Pt return OTHERWISE the mana reservation can start getting too high). Note, you should
try to have at least two transmutes available for return for Merveil's Caverns, one for Spectral Helix and the second to get a vendor weapon if you have a starter 2H still. If you are down bad
Merveil's Caverns Enter Reward:
Take whatever, can use it in a ring recipe, sell it for scrap, or just leave it unclaimed.
Buy Spectral Helix (R)
Look at Tarkleigh for a Bastard Sword. Use it with a Rustic Recipe, Essence or Chance Orb. Can also get a mallet, but you need a heavy belt to meet strength requirement. I try to have a Lvl 12/13 weapon for Merveil.
If you have a Lvl 8/9 2H already like a Jade Chopper, Longsword, Tribual Maul can wait to try to find Bastard Sword, Mallet, Woodsplitter on ground. If you still have starter 2Hs, I would put high priority on trying to get a new
base at vendor.
Fidelitas/Baleful Gem Reward:
Take Herald of Ash (R)
Buy Bloodrage (G)
Buy Herald of Purity (R)
Weaver Kill Reward:
Take Melee Physical Damage (R)
Way Forward Skill Point Act 1 Retrun:
Buy Steelskin (R) and use it when have open red socket available.
Buy Precision (G) if you do not already have it. Note that if you do not buy Precision by now its mana cost can start getting high enough to interfere with reservations if you ever need to put it in as needed to solve accuracy (ie keep above 90%)
Optional: Buy Blood and Sand (R) for when you swap at 28 to Bladestorm (R)
Optional: Buy Lifetap (R). If cannot afford it here, try to return when you swap to Bladestorm to ensure you have one as not having Lifetap on mainskill makes mana management absolutely brutal during run
Clarissa/Tolman Quest:
Take Rallying Cry (R) and level it up in weapon swap or keep in inventory will eventually use in A8 once we get Call to Arms
Optional: Buy Vulnerability (R) if you have extra alteration. You should buy this before end of A5 (and you are less than Lvl 45) to avoid any intelligence issues
Gravicius Quest:
Take Bladestorm (R)
Return to A1 and buy Lifetap (R) if you don't have one already
Library:
Skip
Open Mines Quest:s
Take whatever. I typically take Stone Golem (R) for some extra regen if I have an open red socket
Open Belly Quest:
Take whatever
Before End of A5 (Less than Lvl 45):
Return to A3 and buy vulnerability to avoid intelligence issues
A7 before Temple of Decay/Cruel Lab:
Buy Determination (R)
As Needed:
Buy Lifetaps from A1 if you can fit them into links. Priortize Leap Slam-Faster then other things.
---Regex---
Act 1 until Level 23: "!to b|scep|bow|dag" r-r|r-g|g-r|stone|nn
24 and Beyond (for 4Ls): "sockets: .-.-.-."
First regex is to help find red-green links and red links. This run ends up being pretty heavy on r-gs in first act and then heavy on reds beyond that. About 5 green sockets is make amount of green sockets you should have at any given
point in run, rest should red unless you want a single blue socket for frostblink. It also helps search for stone axe which is best base to use from 1 to 7 essentially. The first part of the regex greys out anything with block, any sceptres, any bow,
and any daggers. Unfortunately, there was not enough space to also block out claws, but that is not a big deal. You only need to use the first and second regex on the armour vendors, no point in doing it on the flask/ring vendor in the various
towns.
Second regex looks for 4Ls starting at around Lvl 24 is when I will first look to check
---Bandit Choice---
Alira or Kill All. I prefer Alira as it allows for good enough mana sustain with decent mana flask management meaning the build reduces some socket pressure by being able to prolong being forced into multiple lifetaps.
Beyond that, the all resistance is great. Kill All is also a great option and can help with how insanely tight the build is on passive points. Preference is up to you. The tradeoff is essentially less friction/smoother experience earlier versus better power
later. If you are heading to maps, Kill All is more appealing than Alira
---Pantheons---
Major: Brine King is a good option to prevent stun lock scenarios and its an easy to just click and forget.
Minor: Ryslatha for Life sustain redundancy. If you want damage reduction instead, Gruthkul or Tukohama based on your on preference.
---Muling---
Muling Ranger is highly recommended for the extra currency, chance a good links for the run, and to get Frostblades from quest reward and Momentum Support as default support gem which will save Duelist 2 wisdoms.
You do not, however, need to mule as this run can be done perfectly fine without it, you will just be more inconsistent with how the run starts due to lack of extra currency and lack of extra shot at gear/links.
Consequently, a mule is strongly recommened as it will improve run consistency and QoL at early points of run on average against a non-mule run, especially with the changes in 3.21 which have made melee weapon based
attacks weaker at A1 as one cannot rely on Splitting Steel to carry entire act anymore given its dmg nerfs at early levels.
---Weapons---
Managing your weapon properly is integral to a smooth experience using melee weapon bases. I will usually follow this pattern. Note all base steps will be used. This is a guideline as to how to think about when you should be looking
to upgrade
First Base:
Buy Stone Axe/Corroded Sword from Vendor
Second Base:
Buy Bastard Sword (Lvl 12) / Mallet (Lvl 12 w/ Heavy Belt for Str requirement) for transmute UNLESS dropped Lvl 8/9 2H Base OR dropped Lvl 12/13 2h Base already. If you have Lvl 8/9 2H base already, I will usually use that
to do Merveil with and hopefully find Lvl 12/13 2h base along way, if I don't I will check A2 vendor for Lvl 12/13 base and buy it there. I will ALWAYS try to rustic sash recipe a Lvl 12/13 base, essence, or chance orb it.
Third Base:
Pole Axe (Lvl 18)/Double Axe (Lvl 23). If your Lvl 12/13 base rolled like crap if you essenced/chanced it (essentially no relevant dmg mods), replace it with Pole Axe. Always check Pole Axes that drop on ground that are rare.
Can check magic Pole Axes if wisdom economy good. If you do not have a Lvl 12/13 base, buy a Pole Axe or Two-Handed Sword from vendor for transmute and try to rustic recipe it. If forced to Pole Axe, I would skip Double Axe base.
If you can wait until Double axe because your Lvl 12/13 weapon is good, then do so and use a rustic recipe or essence
Fourth Base:
Gilded Axe (28) or Shadow Axe (33). If you're on an 18 base, try to get a gilded axe and make it rare and then craft % phys or flat phys depending on whats open. If you are on 23 base, wait until Shadow Axe and repeat same process.
If no way to make rare, you can always do a rustic recipe and then craft attack speed on it for six alterations (craft gotten from Voll camp area in Dried Lake)
Fifth Base:
Jasper Chopper (37)/Timber Axe (41). I usually wait for a Timber Axe as the 28/33 axe will usually be good enough. If they are turbo doomed, ie made rare but have no damage stats, swap to a Jasper and rustic recipe + attack speed craft it.
I will try very hard to have a good essence and 8 alterations available for T2 Phys Craft recipe you get from Ossuary and I will use this weapon until Late A7/Early A8
Sixth Base:
Labyrs (49). I will try to have an essence + 8 alterations for this. If not, I will try to rustic sash recipe it and craft attack spped. Can skip this step if you got a TURBO good axe from 37/41. If you hit a good Labyrs, ie has either some dmg stats
with open suffix for attack speed OR attack speed with a dmg stat and open prefix for %phys or flat phys, you can probably use this for rest of run
Seventh Base/Last Resort for Campaign Finish:
Absyssal Axe (55)/Karui Chopper(58). Alright if you're here still looking for an axe it means things have good terribly wrong with your RNG in getting a good axe. You will be able to just quality these up with whetstones, leave 1 remaining for
rustic recipe OR use alts to just straight up craft % physical damage and go from there. If you're here, your weapon situation is down bad.
If you plan to continue on to maps, you can just farm BA/Foothills to get a decent 2h or currency to make and slightly delay progression to end of campaign.
---Movement Skills---
You will use Dash (G) from Level 4 until Leap Slam-Faster Attacks at Level 10. You can use Frostblink (B) to supplement movement. However, be aware Frostblink can cause mana issues from time to time while clearing with Duelist and you need
a source of additional intelligence before you can equip it as Duelist does not have enough base Intelligence to equip the gem even when the gem is at Level 1.
---Early Currency Management---
This run can be quite currency intensive in the first two acts. You will need AT A MINIMUM at least once transmute by the time you return from Fairgraves for Spectral Helix. If you have a second transmute AND do not have a Lvl 8/9 2H base yet,
use it to get a Bastard Sword at vendor OR a mallet, BUT with mallet you need a heavy belt. If you have a 3rd transmute and an open red linked to either single, clear, or totem, then buy maim. A 4th transmute should go to buying early precision.
5th transmutes and beyond should be used to craft resistance on res rings. I typically will try to have a sapphire ring by Merveil and a topaz ring before entering Vaal Ruins. Before entering Vaal Ruins, I will try to craft at least one of them with
fire resistance.
In terms of alterations, you need at least 2 for A2 to buy Bloodrage (G) and Herald of Purity (R). I usually do not start identifying rares until I have my transmute situation managed (~3 transmutes or so after Fairgraves return)
---Library, Lily, Both or None---
There is not necessarily a compelling reason to do either Library or Lily on Bleedstorm. You can if you want access to 31 gems. I would probably wait until Lily though especially since she provided double duty via ending up in your hideout if
you plan to continue on to maps.
Deathless A10 All Skill Points and Story Lab run using Bleed Bladestorm Gladiator in 3h37m09s. To get the elephant in the room out of the way quickly, neither Bleed nor Glad is in the best state right now. In campaign leveling, its still strong, but it will fall off. This is due to a number of reasons, but put shortly, you have all the typically melee problems, add on the problems with bleed, and then add on issue with glad being weak in places such as not really having a good 4th node for bleed, you have some serious limitations.
So why play bleed glad? I love the archetype and always have, there are others out there that do too. If you are opting to play bleed glad, you are opting into a build for the sake of enjoyment knowing that it will have some serious limitations with a number of pain points and a lower ceiling than other builds. Nonetheless, it can still be quite fun if you go in knowing and understanding the challenges you will face as you will be taking on a different kind of challenge than a pure efficiency/min max approach.
Ultimately, I found the run to be a novel experience trying to figure out the best way to invest in bleed, what skills to use, and how to path to try to get the most out of the build to avoid the limitations listed above. For the most part, the endeavor felt successful in giving this archetype an honest shot at making a solid run through campaign with it.
Vendor Regex:
Act 1 until Level 23: "!to b|scep|bow|dag" r-r|r-g|g-r|stone|nn
24 and Beyond (for 4Ls): "sockets: .-.-.-."
PoB with Leveling Trees, Notes, Gem Acquisition, and Actual Gear/Tree at End of Run: https://pobb.in/T_XB9gtoB_YW
Some Questions and Answers:
Why Bladestorm?
I also considered Lacerate, EQ, and Sunder as bleed vehicles. Sunder and Bladestorm were the final
two contenders based on their damage profile for bleed. Sunder, however, just felt less playable as its hit damage was worse for sustained fights, you could easily start cancelling waves once your attack speed got fast enough, and kind of pain to stack crimson dance with it. Bladestorm on other hand had a nice mix of speed, less clunkiness on single, some lingering damage from storms, good damage for bleed while in blood stance, and faster stacking of bleeds to ensure damage started sooner than with sunder. Also, eventually pairs nicely with needing Blood and Sand or Flesh and Stone for Challenger Charges once you get Arena Challenger
Why not Challenger Charges (Arena Challenger) first over Blood in the Eyes?
Ultimately, this came down to a philosophical choice. When taking Challenger Charges it really felt like I was just playing a mostly hit based build with a little bit of bleed flavor thrown in towards the end. With Blood in Eyes first along with Crimson Dance soon after, things felt much more bleed flavored. As an added benefit, the run actually got to benefit from bleed pops for a few acts which is immensely satisfying. You can absolutely get challenger charges still as first node and do the run similarly. I might delay Crimson Dance/Bleed Nodes a little further in that use case.
Can this be swapped to anything else instead?
You can definitely use this for generic melee leveling until a point. Bladestorm will hold up well through first half of campaign, but once you start getting into later half of campaign you will llikely need a supplemental mechanic such as Rage Vortex, Impale scaling, PT, or swap to something like Boneshatter. The plus side is that swapping this build and using it as a generic leveling template is pretty easy as taking out the bleed package is essentially about 7 passive points including small strength pathing nodes, an ascendancy node, and a support gem (chance to bleed). To swap to something like Boneshatter Slayer, you would simply get Tribal Fury near start of second half of campaign. You could swap to 2H impale style leveling readily as well by moving Crimson Dance and the Bloodletting Cluster (5pts total) into Merciless Skewering/Harpooner (would need to find an extra passive somewhere).
What about new gems coming in 3.22?
I have not accounted for them in my evaluation/planning of bleed run as I did not have access nor detailed knowledge of them when this run was completed. Beyond that, until I have actually playtested in addition to PoBing them, I would not consider them for inclusion as I dislike doing such things without actual testing.
Additional Questions and Answers in PoB
Table of Contents:
0:00 - A1
21:56 - A2
41:37 - A3 and Normal Lab
1:11:08 - A4
1:31:50 - A5
1:50:43 - A6
2:11:54 - A7 and Cruel Lab
2:39:12 - A8
2:59:35 - A9
3:18:30 - A10 and Merciless Lab
Exported from my twitch: https://www.twitch.tv/balaar_