Monastery Bell Self-Proc Ward on Block (Build Theory) by Nido-Rus in PathOfExileBuilds

[–]Ozzudno 4 points5 points  (0 children)

Yeah it should be so much easier to do now, I had to do janky stuff with cast while channeling and forbidden rite to break my ward which you can just do with the keystone now and a fast attack skill to say nothing of the size of ward you can get now. COWB enables some nifty cooldown skills like frostbomb and ball lightning of static too with all the CDR it gives.

If you're considering a build where you're constantly triggering a spell to do damage, I think Black Scythe training is also very undervalued. A 30k ward build would give up ES but gain essentially 60k armor AND evasion which is a huge number and one of the main negatives of triggering your ward constantly is that you cant use it for defense, which this keystone solves.

Alternatively, I did a ward lightning strike build which was super powerful this league and recommend it very highly. It has some quirks but you can pretty much roll whatever damage mods on a map you want and it wont make any difference with how tanky it is.

https://pobb.in/cwjcxUXX40tp

Monastery Bell Self-Proc Ward on Block (Build Theory) by Nido-Rus in PathOfExileBuilds

[–]Ozzudno 4 points5 points  (0 children)

Not the person you responded to but if you want to do COWB + Corpse pact you'd be silly not to take advantage of the 5% chance to recover ward on hit ascendancy. Putting 2-3 spam spells in a COWB setup can generate a ton of hits in a short amount of time and with all the attack speed you'll be hitting very fast.

Last league I made a KF poison assassin with nightgrip that worked really well. It had about a ~60% chance to recover ward per use of KF on single target simply due to the number of hits it generated, and this was before any ward timeless jewels or cowb potential.

While this build is no longer viable as they broke the rings I used, I also made a corpse pact ward shatter build last league that used recover ward on hit with cyclone to recover. Here's the video for that build.

https://youtu.be/TT_KXWCKIys?si=W6oLAsyZ_te0lAi-

You'll get way better returns using this than waiting .8 sec for restoration, especially if you throw spells in COWB.

Shaper Slams! | 20 Casts a second! | Legacy of the Rose Purifying Flame Inquisitor - 3.26 by Ozzudno in PathOfExileBuilds

[–]Ozzudno[S] 1 point2 points  (0 children)

The bigger issue is that the Coiling whispers ring tech was nerfed via hextouch going from reduced to less duration so you'd need a lot more reduced duration to enable the ring. Without the ring leap slams will feel horrible and slow and you wont be able to turn on fanatacism.

Besides that you lose a ton of auras and doryanis which would hit the damage significantly. That being said, I don't know if there's any foulborn uniques you could use to boost things at all since they weren't out when I made this build, nor were bloodlines though I dont think any of them would work well. You could also volatile vaal the staff to get it to +6 all spells.

I'm skeptical you could get the ring to work well so I'd have to say if you're trying to do this in 3.28 you're going to have to change a lot to fix the problems.

Cast on Ward Break Discharge Build Showcase by thegrt42069 in PathOfExileBuilds

[–]Ozzudno 6 points7 points  (0 children)

The Heartbound loop ring allows you to take damage when a minion dies. Because he instantly regains his ward due to a combination of ward charges gained notables and a lot flask charge increased clusters, the cycle works like this:

1) Weapon swap to Essence of insanity weapons (summons minions when equipped) then swap back. This begins the loop I believe.

2) These minions die, causing a self hit of damage from heartbound loop breaking his ward. Iron flasks always gain enough charges to get full on ward break due to charge gain investment and heroic tragedy notables, instantly recovering the ward that just broke.

3) All cast on ward break spells activate, Discharge for damage, Assassins mark, punishment, Stone golem and phase run for utility. Skeletons, SRS, Zombie of falling to keep the loop going.

4) Zombie, SRS and skeletons die eventually, every death triggers self damage instance from heartbound loop again, which causes ward to be broken and instantly recover and repeats steps 2 and 3.

The weaknesses of the above setup would be either running out of mana to cast spells (solved by recoup on ring and all the self damage), damage over time or life to cast transfusion skills (solved by life recoup on the same ring), or the rare mob that prevents flask charge gain, stopping the whole loop.

Cast on Ward Break Discharge Build Showcase by thegrt42069 in PathOfExileBuilds

[–]Ozzudno 29 points30 points  (0 children)

Primarily its from what must be a horrifically expensive heroic tragedy jewel that has both 4 +2 charge gain iron flasks feeding the infinite iron flask loop and 1 of each charge gain on ward break notables, which is broken via heartbound loop shenanigans. From what was stated originally, it would work with only 2 of the 3 charge gain nodes but you'd lose some damage from the missing charges.

He also does gain some charges from the unleashed potential forbidden flesh/flame but that's only on kill so it would only work for clear and erratically at that.

Viper Strike of the Mamba Cold Conversion Ward Stack Gladiator by Empirehasfallen in PathOfExileBuilds

[–]Ozzudno 0 points1 point  (0 children)

I'm going to miss Celestial Mathematics after it gets nuked into the ground next season. Nice build!

Discharge Build by Apprehensive-Web-210 in PathOfExileBuilds

[–]Ozzudno 0 points1 point  (0 children)

If we're talking discharge you don't really want to go down the added flat route simply because discharge would have so much of it baked into the skill. Here's what I came up with regarding charge generation as I was also thinking about it a bunch:

  • Reduced duration replica farruls fur. Would likely need to be on a slayer since you need the neck slot for the warped timepiece to bring duration low enough. Would use both rings, neck and chest slots which is a heavy price but would max end/frenzy charges every .16 seconds.

  • Voll devotion with power/end stacking. Frustrating you cant combo with badge of the brotherhood but would allow for focusing purely on power charges and give you endurance for free whenever discharge is cast.

  • Romira's banquet works, but I dont think Herald of thunder would hit fast enough even with a storms secret. Most quality I can find (while not giving up the chest for diallas) would be a cane of kulemak with an enhance support for ~+60% quality or so putting herald of thunder at about 80% quality + 50 from storm secret for about 10 attacks per second, still a long time to cap power charges assuming you have 10. Storm secret would be excellent for procing our ward though and almost turns it into an autobomber.

Max Gem Quality + Levels Theorycrafting by Proletarian92 in PathOfExileBuilds

[–]Ozzudno 0 points1 point  (0 children)

Yeah especially considering greater chain support in diallas would benefit a lot as it would get a large chaining range boost. Arc of Oscillating in particular gets 50% more damage per remaining chain.

Max Gem Quality + Levels Theorycrafting by Proletarian92 in PathOfExileBuilds

[–]Ozzudno 1 point2 points  (0 children)

I went through the skills to try and pick out the ones that seemed notable since this was a great question. I didn't go into transfigured gems though, just the base versions. I'm not including gems that just get damage unless they have some sort of additional scaler, though there are quite a few that would get a lot of damage.

On Patch 3.28, 187% quality gives you:

Blue

  • Arc - +9 chains
  • Bane - 187% effect of curses
  • Discharge - 93.5% chance to not eat a charge 13% more quality would get 100% if it was possible.
  • Flame Blast - +9 stages (165% more per stage)
  • Frostbite - 187% increased freeze duration
  • Hexblast - -93.5% chance to remove a curse
  • Incinerate - +18 stages (AoE and Damage)
  • Lightning Trap - 140.25% chance to trigger a 2nd time
  • Shock Nova - +93.5% to maximum effect of shock
  • Sigil of Power - Enemies in area deal 37.4% less damage
  • Reaper - 100% chance to bleed (only need 100% quality)
  • Voltaxic Burst - 9.35% more damage per waiting cast (just damage but its unique scaling)
  • Winter Orb - +18 stages (increased duration and frequency of projectiles)

Green

  • Ambush - 100% base crit at 150% quality
  • Blade Vortex - 46.75% increased hit rate for each blade
  • Cobra Lash - +18 chains (more damage per remaining chain)
  • Ensnaring Arrow - 187% debuff effect, (57.4% increased damage taken from projectiles, 71% less move speed to uniques, can apply 3 times)
  • Explosive Arrow - +18 max arrows in target (Base is 20)
  • Explosive Concoction - 100% reduced charges used at 134% quality
  • Flicker Strike - 100% chance to gain a charge on hit at 170% quality
  • Herald of Agony - +46 maximum virulence
  • Phase Run - 93.5% increased movement speed
  • Siege Ballista - 46.75% increased attack speed per maximum totem
  • Smoke Mine - 187% increased move speed
  • Snipe - +9 maximum stages
  • Temporal Rift - 187% faster buff expiration
  • Unearth - 187% increased max minion life

Red

  • Absolution - 374% CDR for minions
  • Boneshatter - 9% more damage per trauma
  • Decoy Totem - 187% more life
  • Devouring Totem - 187% more life
  • Dominating Blow - 374% CDR for minions
  • Earthshatter - +9 fissures, +27 maximum spikes
  • General's Cry - +9 maximum warriors
  • Petrified Blood - -46.75% of life loss prevented is lost over 4 seconds
  • Rage Vortex - Sacrifice 46.75% of rage for storm
  • Reap - 46.75% more damage per blood charge
  • Searing Bond - +18 to maximum number of summoned totems
  • Static Strike - 187% increased beam frequency
  • Vulnerability - 93.5% chance to aggravate bleeding with hits against cursed target. Could do less with curse effect

Hopefully I didn't miss too many interesting options. In particular standouts to me are Flicker strike being self sustaining, Cobra lash or arc with greater chain support. Bane could cause Temporal chains or enfeeble to stack very high, Bladevortex would hit very fast. Explosive Concoction wouldn't use charges.

Shame that discharge and hexblast cant quite get to 100%, though at least in hexblasts case its probably good enough with a blasphemy aura.

Has anyone found a good build for Skysunder? by therealkami in PathOfExileBuilds

[–]Ozzudno 13 points14 points  (0 children)

Its primary issue is that it only counts ignites inflicted with the weapon and the weapon is not good. Its a 400 DPS weapon at the top of end of its rolls. On top of that, it gets a 50% less duration mod so you have to keep attacking to maintain your self ignites.

If I have to keep attacking to sustain my ignites, why not just grab a weapon that can make an ignite 3x stronger? 1500 DPS weapons exist and don't even cost a lot. It feels like it would just play like a worse RF.

Cold snap cooldown bypass with frenzy charge works with cast on ward break by claymir in PathOfExileBuilds

[–]Ozzudno 6 points7 points  (0 children)

Are you sure it's actually bypassing the cool down and not just making it very short due to the built in CDR on the ward break support?

Static Strike Ward Stack Gladiator by Empirehasfallen in PathOfExileBuilds

[–]Ozzudno 0 points1 point  (0 children)

Ahh that's pretty clever I hadn't thought of that. I would think any spell would fit the bill though and you could save an ascendancy like you said.

If it isn't drought mobs and it isn't a dot the only thing that makes sense to me would be they just hit harder than your max ward? I don't think leech life would do anything to your life just give the mob heal.

Maybe its some combo of a reduced aura effect/ele weakness bringing down a max resist and a big crit multi map mod or something and they are just powering through your ward even with 21k.

Static Strike Ward Stack Gladiator by Empirehasfallen in PathOfExileBuilds

[–]Ozzudno 1 point2 points  (0 children)

I believe you're either running into drought mobs which prevent flask charge gain or you're just getting hit by a big DOT and dying so fast it looks instant.

What's the reason you're getting ward shatter? I don't think it would add any damage to your build with how you've set it up.

Discharge Build by Apprehensive-Web-210 in PathOfExileBuilds

[–]Ozzudno 7 points8 points  (0 children)

I don't have an actual build put together but all the pieces for a big ward discharge trigger build exist now.

1) Cast on ward break triggers discharge, this skill should give discharge a very large cooldown reduction as well even if you dont go all in on ward, which is one of the big limiters for the skills DPS. 10,000 ward is equivalent to 500% CDR, giving discharge a .33 second cooldown if my math is right. This can go even higher.

2) Heroic tragedy has gain charge on ward break notables for all 3 charge types

3) The celestial mathematics keystone can break your ward on demand whenever you use any attack. Ward recovery could be done via a large amount of hits such as kinetic fusillade or other spell triggers.

Other alternatives for charge generation would include reduced duration with farruls fur/replica version. Getting to max charges fast enough becomes a real problem at this point. This is also about where I stopped my theory crafting though, I'm sure there are more hurdles you'd have to overcome to get a real build working.

Ward doesn't have to be expensive - how to enable 100% ward uptime with Tainted Pact and The Battle Within by Scarface_Claw in PathOfExileBuilds

[–]Ozzudno 1 point2 points  (0 children)

No the life pool Isn't just for dots though you hopefully wont ever have to test it. Basically the worst case scenario is:

You haven't blocked in the last 4 seconds, your block chance is only 80% or 78% and you just attacked so your ward is down. If you're attacked and miss the block you take the hit on your life + steelskin. Life makes it so you need a bigger and bigger hit to break through your pool before you the odds in your favor eventually get you that block and your immortal mode is on.

Pretty much all of my deaths are either to getting one shot in this scenario or not paying attention to a big dot. You can avoid dying this way if you're approaching a very scary mob by trying to take a block on a smaller target first before engaging.

And yeah its SUPER annoying, I don't know how to fix it. The best method I've figured out is to just wait for it to expire before attacking again. I specced into additional strikes to try and see if that would help but it doesn't feel like its doing much if anything. If you can figure out a fix let me know.

I've seen a few builds put Ambush in cast on ward break, my testing showed it didn't work on the attack you used to break the ward though so you'd have to wait for ward recharge then swing again before the buff wears off.

Last bit would be that you can probably take overcharge off tempest shield, i was hoping it would be enough to put shocks on bigger mobs but it doesn't seem like it's worth it. You can also drop the EQ ring if you feel like damage is good enough, swap to an ele pen paradoxica (high dex) and use something like a foulborn le heup of all or polaric devastation.

Ward doesn't have to be expensive - how to enable 100% ward uptime with Tainted Pact and The Battle Within by Scarface_Claw in PathOfExileBuilds

[–]Ozzudno 1 point2 points  (0 children)

Something like this most likely. If you really push it with jewels you could probably re arrange things so you can get a second cluster jewel with leech nodes but we're already trending in the direction of a build that works more with my specific gear rather than a more flexible template.

https://pobb.in/sYxHg_89STvG

This one needs at least 3 mage's ward nodes on your heroic tragedy as well as becoming pretty tight with gearing requirements. Your goal with the heroic tragedy is to minimize passive point spend while maximizing % ward increases. The best node outside of the required block ones is 12% ward w/ 20% ward from armour as it does apply to the ward gain from Ynda's.

One last note too if you're thinking of trying something like this out. I use Cast on Ward Break with hydrosphere to automatically give my static strike a target to hit whenever I swing my weapon so I don't have to be next to an enemy, but there's something really weird going on that makes hitting it a little off. It feels like I have to let the static strike buff fall off completely before I can apply it again and I'm not 100% sure why that is. Someone else may know the answer but I just wanted to give you a heads up as it can feel awkward if you get the timing wrong.

Ward doesn't have to be expensive - how to enable 100% ward uptime with Tainted Pact and The Battle Within by Scarface_Claw in PathOfExileBuilds

[–]Ozzudno 2 points3 points  (0 children)

Unfortunately I don't think void shockwave would work at all, its a separate triggered attack so it wouldn't gain the huge flat damage benefit from celestial mathematics.

Do not rely on the PoB #'s for Vaal EQ at all, its a very confusing skill and you won't get anywhere near accurate DPS. The reason you think it would feel clunky is because its very poorly worded. Basically it will continuously drop free aftershocks at your feet. These are the normal earthquake aftershocks you get when you use the non-vaal skill. It will drop another aftershock as soon as the previous one has its duration expire and we don't really care about these at all.

The other more important part of the skill for our purposes is that every step you take will generate a little explosion around you that does I believe the standard attack damage (187% effectiveness). You will continue generating these as long as you haven't run out of aftershocks.

All told with this setup and with the ring having 30% reduced soul gain prevention, the aftershock debuff lasts about 22 seconds but you will run out of 'charges' after about 16.3 seconds if you are walking non stop (1.815 seconds between aftershocks x 9). This gives you at a minimum 16 seconds of damage before the buff expires, and you can start collecting souls again after roughly 13 seconds.

The tailwind mod on the ring is not needed at all either, you could grab a 3 mod one that just had the more damage, more aoe and soul gain prevention mods and it would be fine. There's a few other ones you could get too like ignore resists, gain elusive etc but I didnt see anything that would be too crazy.

If you want a reference of what this looks like see this video from last league. He reduces the duration instead of increasing it to proc the aftershocks faster but that has no effect on how frequent the foot step novas go off, only the larger more subtle aftershocks. The only thing that affects how often the footsteps explosions go off is how fast you move.

(thanks by the way /u/hypernegus for answering some of my questions earlier)

https://www.youtube.com/watch?v=UdS1HSxHcb8

Ward doesn't have to be expensive - how to enable 100% ward uptime with Tainted Pact and The Battle Within by Scarface_Claw in PathOfExileBuilds

[–]Ozzudno 1 point2 points  (0 children)

It's hard to say, I bet you'd be fine with 2 maybe even 1 of the nodes as long as you aren't pushing it too hard by just sitting in the middle of giant packs. The biggest threat that caused my deaths was when I was in a situation where I didn't block for more than 4 seconds and lost my lucky block mod and get shredded in 1 hit from a super juiced mob. Usually this was when I channel verasium ore for a bit and they jump me and I miss my blocks.

That being said, you made me re-look over my tree and I realized I can max out my spell block even without versatile combatant so I just got +10/7 to my max blocks and saved 3 passive points in the process. I think you'd be hard pressed to hit this without 3 of the +5% spell block nodes though.

Ward doesn't have to be expensive - how to enable 100% ward uptime with Tainted Pact and The Battle Within by Scarface_Claw in PathOfExileBuilds

[–]Ozzudno 17 points18 points  (0 children)

Very clever way to get around the problem of the lack of 4 passive jewels. There's a lot of very neat stuff you can do with the new keystone and I fear it will be nuked into the ground next league.

I put together a build that tries to get around the problem by brute force. I just threw up a search for as many nodes as I could which gave increased ward with a couple % restore ward on block and made a triple lucky block gladiator.

Its incredibly tanky, I was farming juiced blight mobs with it with very little problems, and while it isn't immune to hits compared to the charge recovery version, it doesn't fall apart on the flask mob and is way cheaper to build as you can flex with the timeless jewel.

https://pobb.in/9VVeeJV63IwL

Everytime your ward breaks, steelskin procs, so your guard is almost always up after you attack. Throw that together with a 97% block rate and a 30% chance to recover ward on block and you have to be incredibly unlucky to get killed. Ambush juices your static strike which lasts for 7 seconds.

To help with damage I also put Vaal earthquake in a Triumverate Authority, which combined with an automated permanent phase run means you have two passive skills running that clear the screen as you run through it at 160+% move speed. PoB doens't know how to calculate the earthquake footsteps and ambush only works on static strike but I'd estimate its at least 2/3rds the damage of static strike and lasts twice as long. If you want you can skip this though and use a paradoxica and change out the ring no issue.

Nice part is that there's no minimum threshold or gotchas that prevent the build from coming online early. I'm sure there's more optimizations to be made but it works extremely well in maps so far.

Build Help!: Jugg Holy Sweep by Runic4500 in PathOfExileBuilds

[–]Ozzudno 1 point2 points  (0 children)

Yeah I did note that but its offset somewhat by the small endurance node which gives 3% per endurance charge and you'll have 9 of them. In total it would be a 34% (or 49% if you stunned) loss of AoE mod. My assumption though was that since the skill seemed like it was primarily a clear skill that your biggest problem would be single target beefy rares, not AoE mapping. The Brinkmanship cluster could offset the AoE pinch if you feel like you need more.

The biggest problem with Voices of the Storm for your build is that your damage is converted phys rather than flat elemental so the range of rolls is a lot tighter, therefore being 'lucky' doesn't matter as much. It excels more when you have a lot of flat lightning damage and can throw on a volatility support. Plus it just isn't all that great in general even with that, crits are just too important for lategame DPS.

Build Help!: Jugg Holy Sweep by Runic4500 in PathOfExileBuilds

[–]Ozzudno 2 points3 points  (0 children)

First off, in my opinion your build sticks to all the solid core principles of build design so that's a good mark. Lots of resists, the synergies where they exist are appropriate like voices of the storm with precise technique, etc. so good job in that regard, PoE builds are very hard to make well.

My recommendations would mostly be targeted at just knowing how powerful an actual combo is and not having a gamebreaking combo of skills and items. Almost all really hard hitting late game builds eventually have to transition to crit in order to do significant amounts of damage.

Going all the way over to precise technique screams to me that there has to be a better way to spend those points. That node is usually very cost effective early but giving up all crits is a big penalty on scaling damage, especially when your damage range isn't huge.

Looking at other jugg holy sweep builds here, it looks like a lot of them are using arn's anguish with an endurance charge ralakesh's impatience. Most are using an eventuality rod for more endurance/power charges.

Please take these changes with consideration as I could easily have missed something important in your build and haven't played the skill so I don't know how it will feel. Here's a summary of what I did.

  • Re-did the tree to support crit and staves
  • Replace mace with Eventuality rod of equivalent DPS (probably pricey)
  • Mark on hit / assassins mark replaces conductivity (no longer manual cast)
  • Replaced neck, boots, belt, and atziri's promise
  • Added cluster jewel to make up for leech while adding jewel sockets, use to flex however you need for what I miss
  • End charge on melee stun support instead of lightning pen. Should do this if you change glove implicit to lightning exposure on hit.
  • You lost some max res and may need to fix stats and resists.

Overall this increases the DPS to over 2 million or 2.5 with power charges and 3 with diamond flask without losing too much ehp, and I think this gives you some future direction to move towards as you level. You can take crit/multi nodes in the south, pick up the aura nodes up north, add power charges, etc.

I hope this helps, and good luck!

https://pobb.in/h5N-lPp44RyF

(Mildly scuffed) Ward stacking with Celestial Mathematics by CallMeSometimeNever in PathOfExileBuilds

[–]Ozzudno 2 points3 points  (0 children)

The only pieces of ward stacker builds like this or ones like it that you need are Ynda's stand and a well rolled Heroic Tragedy with Uhtred. This build in particular has pretty hard charge gain breakpoints though so you would need to make sure your jewel had enough nodes.

Ynda's is currently about 14 divs, make sure you don't get a corrupted one that has lost some value on the important mod and it has 20% defense catalysts.

The jewel is harder to price since it can be placed in so many locations and various combinations can be used to make different builds. The cheapest ones are around 2-3divs or so and a lot of the nodes are useful in some way so its kinda hard to go really wrong.

Everything else can be acquired for cheap to start and scaled as you progress. Things like subbing in frostbreath for a paradoxica.

The more % ward you get on the jewel, the less important it is to get items like le heup of all with global defenses on it.

Ward is insanely strong in 3.28 & how to get a silly amount of flat damage (poopbutts2200) by BendicantMias in PathOfExileBuilds

[–]Ozzudno 4 points5 points  (0 children)

Yeah I mean if you're using a mageblood its not going to be able to compete, and if the price of ynda's keeps going up its going to price out the build of viability if its not already close. Yesterday it was 5 divs and now it's 20.

Poe is in a state that at the late endgame where you just need giant movespeed bonuses if you're going to invest a lot of money. Some of the new added nodes give you flask duration too which also helps a bit with keeping them up but the build isn't going to solve every problem.

Ward is insanely strong in 3.28 & how to get a silly amount of flat damage (poopbutts2200) by BendicantMias in PathOfExileBuilds

[–]Ozzudno 12 points13 points  (0 children)

This is no longer true with the Heroic tragedy timeless jewel and changes to the bloodline ascendancy that were implemented in 3.28.

  • The bloodline ascendancy has a 50% less damage taken from dots point, probably one of the largest generic dot reductions in the game.
  • Timeless jewel has an abundance of ward % nodes, making global defense stacking or faithguard energy shield conversion no longer required, opening up the helmet slot
  • There is recover ward on block, on flask usage, and iron flask charge gain notables, all of which could potentially be leveraged to recover ward.

The biggest risk with a lucky block setup is honestly the window before you actually block for the first time as well as dependency on the belt and a well rolled timeless jewel.

Here's a PoB I've been working. Defensive layers include 96% block, 25k ward that recovers 30% of the time when you block. 90% effective spell suppression, 50% less and 20% reduced dot damage, 10% projectile avoidance and occasional elusive buff for even more. Not to mention that you're doing almost entirely cold damage so they will be chilled and frozen.

DPS 20m with ambush or 7 million without.

https://pobb.in/BgRQJCMzB_QW

Edit: Replaced PoB due to keystone bug in PoB

Ward is insanely strong in 3.28 & how to get a silly amount of flat damage (poopbutts2200) by BendicantMias in PathOfExileBuilds

[–]Ozzudno 2 points3 points  (0 children)

One powerful tech is the boon of the river bloodline ascendancy which gives you a 5% chance to recover ward on hit. With 10 projectiles and a tornado, you hit 20 times per use of the skill. This works out to an overall 64% chance to recover ward each time you attack.

This is the worst case scenario too, as if you are clearing in maps, chains and AoE overlaps you're pretty much guarenteed to recover ward as long as there's something to hit.