Trove: already applied to your damage through mastery up to a max of 60%

A while ago I challenged myself to find an alternative to Shadow Hunter’s point and click adventure, and I think I found it in the most unlikely spot with Revenant. What I mean by alternative is that it has near or above the dps of SH while also keeping the properties of the gem. These properties included little to no setup time, low ramp up to maximum damage, no major drops in maximum dps, and low amount of abilities used at once. A class not built around damage, a gimmick flask that has no right to work here, and an ally that has the wrong damage type all add up to one of the Cheap Trove Flux to greatest damage dealersand the strongest gimmick build I have made yet. After a lot of theorycrafting to get this to work I am happy with the way it turned out.

Before continuing you must know how both cooldown reductions and damage bonuses work in Trove to fully understand this guide. Cooldowns are first up and they come in two flavours, negative and reduction. There are only two negative cooldowns in the game being Chronomantic and Boomeranger’s Boomerang; both of which add -7 seconds (sounds odd but phrasing is important here). Moving on we have cooldown reduction which reduces all cooldowns by a set amount being either 20% or 9.1%. This is odd as the allies list 25% and 10% respectively but never give it as they divide by the values instead of multiply (ie: x/1.25 instead of x*0.75). Now if you were paying attention I said that it reduces all cooldowns, so this includes negative cooldowns as well lowering them to -5.6 or 6.4 seconds.

For damage bonuses it is easier to figure out but often more painful to hear to those who don’t know about them. There are two main damage bonus allies you will come across being a 20% or 8% increase. Much like cooldown reductions these values are actually lower than listed but for an entirely different reason. Normally you will have a bonus already applied to your damage through mastery up to a max of 60%. Since this is present the increase you would normally gain is lower than you would think as the bonuses are additive. Using ((1.6+x)/1.6) you can find out how useful those allies really are (change 1.6 to whatever your bonus is). That 20% turns into 12.5% meanwhile the 8% turns into 5%. This means that the only time 20% is 20% is when you have no mastery levels at all. The higher you go the lower the increase and overall effectiveness of these allies.

Now that that is over with time to move onto main subject, Aegis Assault. Being the damage orientated Bulwark Bash it allows for the class to excel in a category it was lacking in post health damage nerf. Getting the class gem reduces the cooldown from 7 seconds to 1 seconds while keeping the same 750% damage. If that was not good enough it also has what can only be described as the most confusing and wonderful damage over time in the game. Each time you hit an enemy you put a stacking DoT on them hitting anywhere from 33% (one hit) up to 82.5% (four hits) every second for 5 seconds. What is odd is that once you get a full stack it does not refresh the timers on the follow-up hits but instead starts a whole new stack letting the first one die off. This effectively means that as long as you continue swinging your shield around you can have two full stacks of 82.5% going at once giving. All this adds up to your base dps just by attacking starting at 750% and ending at 915% after 8 seconds. This is ok to start but it is not fast enough nor deals enough damage.A bit to Buy Trove Flux add on here is that this ability is not just pure damage. Like the ability it replaces, Aegis Assault also has healing effects. Every time you hit an enemy with the swing you heal yourself for 2% HP. This is per hit and not per attack making going after large groups at once safer than fighting a single foe solo. A single enemy is only 2% HP per second while 10 enemies, no matter the strength, is 20% HP per second (ever wonder why a Rev never seems to die on Pinata?).

The next piece going forward is Spirit Spears. For this build it is not used for damage at all, rather that is a trap you should not fall into. The true use for this ability is to kill yourself every minute. Doing this activates your passive which increases your physical damage by 50%. As mentioned before bonuses are never what they are listed so instead of 50% you get 31.25% which is still rather large. As it takes 5.3 seconds to go from full health to death using Spirit Spears and the buff lasts a full minute that means you spend 8% of the time giving yourself a large buff for the other 92%. You are a bit less safe since you now do not have an extra life but the bonus damage is more than worth the cost.

The final ability used in the combination is the ultimate Spirit Storm. This is both the worst and greatest thing about Revenant in any build, not just this one. It is the worst in that it has the absolute lowest damage in the game as well as the lowest crit modifier making it deal even less damage. What it lacks in damage it more than makes up for in utility and how broken it is. With the ability to draw in large amounts of enemies at once you can swing away and hit heaps at once. Be a bit careful using it though as it is a bit broken as it is the only ultimate that has two activations. The first activation starts the ability while the second stops the ability. If you do not hit the second activation (can be at any time whether the ability is active or is on cooldown) there is sometimes a problem where the first activation on the next cycle is instead the second activation (first press does nothing while second hit starts the ability). Sounds odd but having two activation states makes this one of the strongest ultimates in my eyes for reasons not yet stated.

With the abilities out of the way it is time to move onto the ally, flask, and emblem choices. Getting these correct are just as important if not more than obtaining the class gem so do not skimp here. First up, allies.
I mentioned this before that the ally that gives you the highest damage is in fact from the wrong damage group so I bet you can guess who it is. If you said Chronomancer Qubesly you are correct and you can through Trove Flux for sale. There is only one reason to take this and that is the 20% cooldown reduction reducing the Aegis Assault from 1 second to 0.8 seconds. This is a stronger buff than damage allies can ever provide, but how strong is it? Best to show you while comparing it to a 20% damage ally, Rapt Berserker, to showcase both.

Chronomancer: (750*1.25)+(82.5*2)= 1102.5% dps
Rapt Berserker: (750+(82.5*2))*1.125= 1029.375% dps
Now with the passive damage bonus activated.
Chronomancer: ((750*1.25)+(82.5*2))*1.3125= 1447.03125% dps
Rapt Berserker: (750+(82.5*2))*1.4375= 1315.3125% dps

If this was not bad enough for Rapt, Chronomancer also has even more benefits. To get the two DoT stacks you go from the original 8 seconds down to 6.4 seconds increasing the speed it ramps up heavily. Also since you swing the shield at a faster rate you gain more health per second going from 2% per second to 2.5%. When you are facing five or more enemies you out-heal the ability of Prowling Shadow. This all adds up to Chronomancer being the strongest ally for Revenant with the second strongest being Elder or Monarch Dragonling (damage proc, bonus damage, and cooldown reduction).