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If you want to be tanky, go for melee Diviner. I got my 0 death achievement for legendary difficulty with a Diviner. He seemed a lot more tanky than any Defense build I had and on top of that he can deal a lot of damage.
- Premonition: +Defensive Ability
- Temporal Flux: %Chance to Avoid Projectiles
- Distortion Field: %Damage Absorption
- Trance of Convalescence: Even more %Damage Absorption
With Spirit:
- Death Ward: +Health and %Damage absorption when Health falls below 15%
- Spirit Ward: %Less Damage from Undead
- Death Chill Aura: %Slow Enemies
- Ravages of Time: %Reduced Damage from Enemies
The synergy between Spirit and Dream is very good, here's why:
- Dream focuses on physical and vitality damage, Spirit has skills to increase both physical and vitality damage AND to reduce the enemies' armor and their vitality resistance by A LOT
- Dream's weakness is that vitality damage doesn't affect undead, but Spirit bane pretty much cancels that out by boosting your physical damage against them
- Death Chill Aura only has a small radius, but Phantom Strike makes you invincible until you reach the enemy, so the radius doesn't even matter, because you're always in melee range. Just make sure to target ranged enemies first
Honestly, the Death Chill Aura tree for a melee character is overpowered.
Phantom Strike and Distort Reality are the main skills for AoE.
It's also common to play Diviner as a caster, but Death Chill Aura won't be nearly as useful in that case.
The pets can be pretty useful, too, if you have enough skill points left.