Now we have 2 problems to solve: 1) how to hit 34 times or more in a game turn; 2) how to find the enemies who won't die under infinite hits and harmless enough.
How to hit 34 times or more in a game turn?
There're 3 ways to increase our hit number: 1) hit more enemies with every attack; 2) make our hits proc hits; 3) increase our attack speed (which is weapon speed * physical speed. Global speed doesn't help here).
To hit as many enemies as possible in one attack, I have the following idea. First, make our character surrounded by 8 enemies. Second, get a 2H weapon as well as the tentacle (and this fixes the race to Ogre). Finally, use Fearless Cleave! This will cause 32 hits totally, and Fearless Cleave has no CD. We need at least lv 12 to ogre-wield.
However, Fearless Cleave does cost stamina, so we have to find a way to negate this cost. A simple way is to use the prodigy Hidden Resource, but that would require us to be at least lv 25. An earlier solution is to use Adrenaline Surge. To my surprise that this talent can't actually kill you. You can reach negative infinity hp without dying if the only damage comes from overusing stamina. The minumum level for Adrenaline Surge is also lv 12. Before Editing "An earlier solution is Unstoppable + Adrenaline Surge. We need to be lv 22 to have Unstoppable, and that's when this build is completed. (No, we can't use Highborn's Bloom because we have to be Ogre.)"
You may point out that Adrenaline Surge doesn't last long. Actually we don't need a long duration at all because once we start the perpetual motion, the game turn won't pass at all and duration will freeze. The same thing goes for CD and that's why we choose Fearless Cleave.
Interesting things happen when the 2H weapon we're using is a 2H saw because of how they interact with tentacle (see my other post viewtopic.php?f=61&t=51088). We'll get 96 hits with the infamous Razorlock or 64 hits with other 2H saws. However saws also cost steam and though there is a way to replenish our steam with weapon hits, we cannot achieve this by lv 12.
Another interesting option is the 2H whip Hydra's Bite. It also attacks adjacent enemies like the tentacle, but the actual process is much more complex. I get about 90 hits (yeah, this is not fixed) each Fearless Cleave. It even has a 125% base attack speed! This is a very rare drop though and we most likely cannot get it by lv 12.
There aren't many ways to make our hits proc hits which don't involve turn procs. The only talents I know are Flexible Combat and Cleave. Flexible Combat requires us to be at least lv 25 so later. Cleave has no effect when we use Fearless Cleave as our base attack.
Plus, Greater Weapon Focus partly work but I personally consider this as a bug. Greater Weapon Focus says "you can gain no more than one extra blow with each weapon during a turn" and it is indeed a turn proc, but you can actually gain more than one extra blow with "some non-weapon thing", such as Flexible Combat, Tempest of Metal, or tentacle (probably more included). I'm not using this and we don't need it anyway.
2H weapons with a base attack speed faster than using 100% of a turn aren't very common. The ones I know are Colaryem (and you need high strength to achieve this) and that Hydra's Bite. You're welcome to tell me more options.
There're plenty of talents offering physical speed and since 34 is only a little bigger than 32, almost any number would work. The best option is Rampage from Rampage tree. Rampage gives up to 50% physical speed at level 5.0. It not only gives pretty high bonus but is also a tier 1 class talent so we can get it high by level 12. Don't worry about using talent will reduce it duration, for this along cannot reduce it duration lower than 1.
How to find the enemies who won't die under infinite hits and harmless enough?
OK, this is the real problem, but I've finally found a way to achieve this even on Madness. To make our character surrounded by 8 harmless enemies is easy —— just leave a honey tree alive and have some basic defenses, but the bees and bears will die fast unless we have a way to make our character deal absolutely no damage when still hitting. After some digging into the codes, I've found 2 ways.
The easier way is to accumulate 100% invisible_damage_penalty. We just need to sustain the talent Invisibility and then activate an Ethereal rune. The minumum level for Invisibility is also lv 12! Pity that Phantasm tree is going to be reworked in 1.7, so soon this approach won't work any more. But maybe 1.7 is going to introduce another invisibility damage penalty.
The second way is to accumulate 100% numbed_damage penalty. Known easy ways to get numbed_damage_penalties include: sustaining Mediation (50%), being off-balanced (15%), self-attacking when sustaining Numbing Poison (20% at level 5.0) and self-attacking with item_darkness_numbing proc ([1–35cSS:Mindpower + 5]%). This would require Call of the Wild and Poisons tree. To get the final 15% item_darkness_numbing effect, we need a certain drop and at least 25 mindpower, which is certainly achievable by level 12. To gather these penalties, we first equip the item offering item_darkness_numbing proc, and if the item isn't a weapon itself, a 2H weapon with as low damage as possible (because we're going to self attack). Then we sustain Call of the Wild, Apply Poison and Numbing Poison and start attack our character. Once our character get both Deadly Poisoned and Numbing Darkness debuff, we equip a 2H weapon if necessary, use Stunning Blow trying to get our character off-balanced. This may require some time and that's why we need the enemies surrounding us to be harmless enough.
With all these talents (maybe plus some equips) in hand, we move to the honey tree after a good rest, let our character surrounded, get 100% damage penalty, activate Adrenaline Surge and then Rampage, and after all these just use Fearless Cleave constantly. Assuming that we hit 32 times with every Fearless Cleave, use a weapon with 100% base speed, have 37% physical speed bonus (at Rampage level 3.0 for we aren't having enough class points at lv 12), and don't use Greater Weapon Focus, every Fearless Cleave costs 73% of a game turn and generates 96% of a game turn on average. This is perpetual motion, and after a while we'll accumulate thousands of turns. Now we can just deactivate Invisibility/Mediation and get rid of Ethereal and some debuffs, go out and kill things before these turns run out. When they run out, we come back to the honey tree and repeat

Note that the game itself doesn't tell us how many turns we accumulated. So we need to calculate the expectation of turns gained with each Fearless Cleave and count how many Fearless Cleaves we've used (calculable from hp loss). After finishing accumulating turns, we need to calculate how much time EVERY act uses, and once we have used up 80% of the expectation of the turns accumulated, we should retreat to a safe place, do nothing until the turns run out, rest and go to accumulate turns again.
Well, even if we can kill the enemies freely without them ever able to act, we're still not truely invicible now. After constantly using Fearless Cleave we'll die under however minimum damage, and there're quite a lot of enemies having damage when hit. The easiest solution for this is to use a Psionic Shield torque. In case that such thing doesn't drop, we can just use one or two Shield rune. This is not that convenient and we may need to rest a lot just because we run out of shield while still having a lot of turns remained. I don't think using another category point to access a talent blocking small damages is worth it because after just 10 levels, we can have Unstoppable blocking ANY damage.
The complete build sheet
An Ogre Adventurer at lv 12 has 8 category points, 18 class points and 15 generic points at disposal (counting the arena bonus and nothing else).Essential talents are shown below. We have 1 category point, no class point and 4 generic points left after these. For the remaining points, I recommend 1 point in Heavy Armor Training to expand gear choice, 1 point in Weapon Mastery to increase the probability to off-balance our character, unlocking Finer Energy Manipulations and 1 point in Realign and the last point in Combat Accuracy. I choose to spend the category point in Finer Energy Manipulations because with only 1 generic point we get a heal with the cleanse of 1 physical effect, plus Beyond the Flesh! This will help our early survival greatly, and with Beyond the Flesh we can equip one more weapon! And there's an ego on weapon giving 10% physical speed.
We have 3 inscription slots. One should be a physical Wild infusion (or physical + mental if you can get it) to remove the Deadly Poison/Stunned and Off-balance effect. Realign can clear the other one. The rest two should be Shield runes.
Note 1: if you're playing 1.6.7 and using invisibility to negate your damage, just replace the Poisons and Call of the Wild trees with Phantasm 1/1/1/1. You'll have 1 more category point, 3 more class points and 1 more generic points at free disposal. Replace the Wild infusion with the Ethereal rune.
Note 2: if you can get a higher mindpower, you can put less points into Vile Poisons. Level 4.0 requires a minimal mindpower of 29, level 3.0 minimal 34, level 2.0 minimal 39, level 4.0 minimal 49.