Ever wish you could sheck off your temporal bonds? Tired of living in the realm of sanity? Do you have a penchant for repetition and flickering screens? Then the Flicker Shield may be for you!
The main purpose of the build is picking up Mana Memory/The Rush of Sacrifice nodes on Shield Rush to cast it indefinitely with health leech to offset the health cost. It scales well with melee, void and physical damage. It has a large amount of survivability based on being able to actually avoid enemy attacks, as you dash and flicker around the enemies, out of their reach.
Abyssal Echoes Skill Tree
Volatile Reversal Skill Tree
|Skill||Skill Details and Nodes|
|Shield Rush||Requires a shield. Charge through enemies in the target direction. You hit enemies in your path and in a wider area at the end of the movement. You do not regenerate mana while rushing.|
|Rush Mastery (2), Desynchronous Charge (1), Mana Memory (1), The Rush of Sacrifice (1), Consuming Path (2), Dark Rush (1), Void Breaker (2), Temporal Strike (4), Warrior's Entrance (2), Echoes of the Charge (1), Splintering Impact (3)|
|Ephemeral Stance||Toggles ephemeral stance. While in ephemeral stance you deal 70% increased physical and void damage, but lose 7% of your current health when you use a skill and lose 37% more mana from mana drain effects. You can only have one stance active at once.|
|Lunge||Dash to a nearby enemy and strike it with your weapon. Cannot be used without a target. Costs more mana the further away the target is.|
|Into the Fray (3), Double Strike (1), Tactician (5), Lunging Might (4), Forge On (4), Unstoppable (1), Rallying Charge (2)|
|Abyssal Echoes||A nova that echos from enemies it hits and applies abyssal decay. Enemies with abyssal decay take void damage over time for 6 seconds, if they take a hit all the damage from abyssal decay is dealt to them immediately.|
|Echomancer (3), Creeping Decay (1), Temporal Echo (1), Abyssal Cadence (4), Distant Echoes (2), Abyssal Infusion (4), Sonority (1), Temporal Reaving (3), Sequel of Decay (1)|
|Volatile Reversal||Returns you to the position you were at 2 seconds ago, reverting changes to your current health and mana since then.|
|Terminal Void Rift (1), Dark Expanse (5), Harbinger of Dust (3), Incipient Void Rift (1), Traveller's Fatigue (2), Food for Wyrms (2), Time Sap (3), Disintegration (1), Traveller's Frailty (2)|
|Vengeance||A melee attack that also prepares you to riposte incoming hits.|
If Vengeance successfully hits an enemy and you take damage in the next 2 seconds you will riposte,taking 30% less damage and striking at a nearby enemy.
|Double Riposte (1), Dark Duelist (5), Zealout's Technique (1), Executioner (2), Bolster (6), Rapid Strikes (5)|
Shield Rush is the main focus of the build. Lunge is used to make up for the lack of movement after getting infinite shield rush, and also for the strength boost. Abyssal Echoes is used for added damage + debuff while casting Shield Rush. Volatile Reversal is used for increased damage debuff, can also be used 2 seconds after completing a shield rush to teleport where the shield rush finished. Ephemeral Stance is used for the increased damage. Vengeance is used early on primarily to kill bosses until the other skills are unlocked.
|Points||Icon||Passive Name||Passive Description||Class||Max Points||Unlocked Lvl.||Required Passive|
|5||Gladiator||Adds 1% block chance and 30 block protection.||Sentinel||5|
|5||Counter Attack||When you take a hit you have a 6% chance to attack enemies around you with Retribution.||Sentinel||5||5|
|5||Aegis of Renewal||Grants a 25% chance to gain 10 health on block.||Sentinel||5||10||Gladiator|
|4||Banish||Retribution has 25% added critical strike chance per allocated point and 10% increased damage per allocated point.||Sentinel||4||15||Counter Attack|
|1||Retaliation||Grants 5% increased damage per allocated point. This bonus is doubled if you have blocked a hit in the last 5 seconds.||Sentinel||5||15|
|5||Abyssal Endurance||Adds 7 health and 15 void protection per allocated point.||Void Knight||10|
|2||World Eater||1.5% of melee damage leeched as health per allocated point. 1.5% of void damage leeched as health per allocated point.||Void Knight||8||5|
|9||Sorrow and Steel||7% increased void damage and 7% increased physical damage per allocated point.||Void Knight||10||5|
|8||Void Blades||Melee attacks deal 3 additional void damage on hit per allocated point.||Void Knight||8||10|
|4||Abyssal Endurance||Adds 7 health and 15 void protection per allocated point.||Void Knight||10|
|5||Heavy Endurance Training||Adds 1 strength and 3 health per allocated point.||Void Knight||8||30|
|5||Void Aegis||5% chance per allocated to gain void aegis when hit. Void aegis causes you to take 10% less damage (multiplicative with other effects), but breaks after you take 100 damage, releasing a void rift which damages surrounding enemies.||Void Knight||5||35|
|6||Woe||7% increased melee damage. 5% increased armor and void protection per allocated point if you have killed an enemy with a melee attack recently||Void Knight||20||40|
|5||Dread||8% increased void damage and 1% increased movement speed per allocated point.||Void Knight||15||40|
World Eater is the most important node in this build. The health leech makes up for the health cost from shield rush spam, it's not maxed as it's quite easy to cap out on the usefulness of the leech. Other passives focus on gaining melee, void and physical damage, as they all increase the damage with shield rush.
Doomblade is hands down the best option for the build, as it brings both implicit void and physical damage to the table. Dreamthorn is a nice alternative if you're not having much luck with crafting. Early on you can add Melee Damage Leeched as Health Shard your weapon to make up for a lack of other leech sources if needed.
Shards are mainly relegated to defensiveness as most of the passives add a lot to the damage. Health is one of the more important defensives as it directly effects the amount of health that you can leech. Glancing Blow Chance and Dodge Chance are good as well as they can reduce percentage of damage taken.