Nourish powered Quick Thinking/Hunter Adrenaline loop, inspired by Aznvasion's Nourish Tank Oberon : https://youtu.be/pNOyElTc3gE.
The idea is Nourish boosts energy gained from all sources, including [Hunter Adrenaline]. At 200% strength, Nourish therefore converts about 135% of damage dealt to health into energy. i.e. for every 100 hp lost, we gain 135 energy. [Quick Thinking] then acts as a further hp buffer by using his energy pool of 675 as an additional health bar which equates to about 1620 'health' since it drains energy at 240% efficiency. This energy pool is also affected by damage reduction from both armor and [Adaptation].
As long as you have some baseline of healing health, we can immediately turn damage taken back into energy to heal his 'energy health', which dramatically increases his overall survivability. Note you will still get easily one-shot once the damage exceeds the total eHP and heal rate. Consistent healing can be achieved with a combination of Arcane Reaper which triggers on melee kills for up to 24 health/s or Arcane Grace as well as [Life Strike] on the melee which basically heals you to max everytime you press 1.
We subsume over 2 because overguard prevents [Hunter Adrenaline] from working. Nourish additionally allows you to proc an AOE viral status proc and minor stun every 2s upon taking damage and grants viral damage buff to you and your allies.
Note in this video i had to use Arcane Grace for passive heal since I don't own Arcane Reaper.
EHP CALCULATIONS
Health + Quick Thinking 'Energy Health' = 675 + 1620 = 2295
Armor Damage reduction with Arcane Reaper only = 1310/(1310+300)= 81.37%
Damage reduction with Arcane Reaper + 10 enemy Mecha Pulse (600%) = 3585/(3585+300)=92.28%
Damage reduction with Armor + adaptation = 1-(1-0.9228)x(1-0.9)=99.23%
Total EHP = 2295/(1-0.9923) = 298,051
Base heal rate with Arcane Reaper = 24 health/s
Hunter Adrenaline + Nourish conversion rate = 24*1.35 = 32 energy/s.
Every second, you effectively heal 56 total health pool without healing through other means (i.e. approx 7000 damage after DR). If enemies damage you less than 7000 damage/s, you can effectively outheal damage while sitting at 2hp.
Healing options:
1. [Kullervo]'s 2 is basically an instant heal so just use this if you don't subsume over it
2. [Life Strike] on melee, means you heal to full everytime you press 1. This is an even better option than pressing 2 since your are already pressing 1 alot to heavy attack.
3. Amalgam Daikyu + Nikana Prime/Sepfahn/[Skiajati] gives inbuilt life steal so every attack with 1 also heals you.
4. Arcane Reaper gives baseline heal over time for 10s after melee kills from 1
5. Archon Shards can give +5 hp/s per normal shard (don't waste these)
6. Arcane Grace has a small chance to proc and heal over time (worst option)
7. Molt Reconstruct
8. Magus Elevate/Repair
BUILD SPECIFICS
Duration
Positive duration is needed for Nourish duration and Storm of Ukko duration.
Efficiency
We can dump efficiency since [Hunter Adrenaline] converts damage into energy, and nourish means every 200 damage lost basically completely restores you to full energy.
Range
Higher range is preferred. You can swap [Mecha Pulse] for [Stretch] for even more range.
Strength
Strength boosts the energy gained by nourish and hitting 200% strength is required for 100% damage transfer from 3.