The build I used works in 1.25.
In addition, I did some testing with stone and it gives, with Body of Stone, zero CD Earthen Missiles. That should get you some pretty decent damage, since you have every single equip slot available for increasing damage except amulet, boots, and tool.
That being said, it probably would be boring. Tedious too, since you absolutely must manually work the Timless-Metaflow-Timeless abuse. Fun little experiment, though.
Well I have gotten EM to do 3600 per proc on a brawling Arcane Combat build. So EM can hit decently hard, but of course that build is gonna put out like triple the actual EM spells due to firing off many EM per round (in addition to actual fist hits). And that is end game damage.
I think Themuffintheif ran into the problem many Adventurers have in Madness though, they may have a perfectly fine idea that will work ..... once they get to level 25 or so. But the hardest part of Madness is getting to that point.
But yeah on Insanity I am fairly sure the whole thing and using EM as main damage would work. Well, maybe, EM alone would kind of suck until you can get the CD down nice and low and again that is into the mid-20s since it needs timeless.
I would hazard a guess that most really strong syngeries wind up either requiring a talent that is at 22 or just need so many things together that they functionally don't get enough points until mid-20s and thus they almost all suffer from a late bloomer syndrome.
However I think you can actually repurpose the adventurer build I used in madness to this build. You would need to shift around 9 or so class points and swap a skill line. I think you would lose about a +80% damage addition (one way or another) by doing so, probably also lose some movement speed. But I think you could do that and have the start be fairly similar. You would basically have to take out absorption or battle tactics, either way you lose a lot of damage. And if you take out absorption you basically need to cannibalize some class points (probably disperse magic and step up) to get the extra points into the spell CD and the 5 in temporal. I think you would need a couple from something else too. Taking out battle tactics could make it work, but man reducing your number of melee hits by 70% ouch. The build takes that much later though so its basically the same start and you can choose between mostly completely invulnerable or doing a lot more damage and moving super fast. Also with high Mana on Spell crit (probably about
you would pay for metaflow. It wouldn't have lasting invulnerability until it got wyrm bile though.
I dunno its an option, but really you gotta think about the timing with adventurer builds. By the time you get to being uber you kind of already are
I mean on madness the Corrupted sandworm is like 310k hp I think.
Anyway I guess what I am saying is I think you can make this work in a build that has been shown to be able to get through the first part of madness and you can at a very late point have an interesting choice that makes sense; huge damage(with good defense) vs huge defense (with good offense). But I kind of doubt you can get it or any really nasty good syngery online for the tier 2 section of Madness which is the part most people splatter on. And any build that is decently balanced in defense and offense for 10-25 on Madness probably gets this whole shebang online in maybe like the level 45 neighborhood? This is pure speculation of course. I am using Madness here as it presents an interesting counterpoint to obviously OP things. Of course you could destroy Nightmare with this.
I just have this suspicion that high end adventurer builds are actually almost vaguely resembling "balanced" on Madness in that you can get some super powered gimmicks working late, but you still gotta get through Old Forest and the evil bee/midge rares+ and I don't know of any super powered gimmicks on adventurers that can get online that early to make a playable build that can continue or even do that and get the gimmick working by level 36 ( I grant this seems vaguely possible). Maybe using some kind of magey type thing with auger and zig zag tunnels I dunno, but you probably wind up with gimp damage or just making a silly wildfire almost AM thing.
Of course you also need the items too which is probably going to be fairly hard to find pre-36 unless you use vault. I kind of rushed to the wierdling on my madness run as I had some stuff I really wanted to use and well, it was rough, had to use a targeted teleport to get past a boss, almost couldn't kill a unique guarding stairs to wierdling, made a crazy amount of zig zag tunnnels, etc. I dunno its a problem that always keeps coming back on adventurers. You can make a guy, who by end game should be so good only Madness makes sense to play it on. But they invariably have a whole lot of trouble getting to this magic level ~30 inflection point to make it all work.