[Blaze] Artillery can do a ridiculous amount of damage if it hits enough enemies. The build focuses on abusing as much of that damage as possible in smaller tilesets or kill-boxes. All abilities should be cast while in Temporal Anchor because the build is too expensive to sustain without getting your energy back after rewinding. We subsume a CC ability that pulls enemies together so that the artillery gains more stacks.
Larva is chosen because it forces a large group of enemies to have overlapping hitboxes. Temporal Anchor already pulls enemies together so range is effectively doubled as you can use Larva to group enemies after the first pull. Other abilities work but none of them overlap hitboxes so they all have middling effectiveness.
Grenade Fan is replaced because it's too weak on this build and competes with [Blaze] Artillery for APM. You should only run one or the other now that the subsume system allows you to make either ability obsolete.
Duration is nearly maxed because it equates to a huge amount of damage as [Blaze] Artillery accumulates stacks. Unfortunately this hurts your Range and trying to have high Duration, Range, and Strength is impossible so we have to [Sacrifice] some of them if we want the maximum damage possible. Mod replacements below will significantly impact the playstyle of the build.
[Overextended] can be replaced on smaller tilesets. This nets you a lot more damage but limits your ability to pull an entire large room into the Larva.
[Augur Reach] is flex mod that should be swapped for more Duration, Efficiency, or Strength on smaller tilesets.
[Equilibrium] now synergizes with the boosted health orb from Dispensary to give you over a hundred energy back per orb.
Arcane Aegis protects you if it procs while you're in Temporal Anchor. It can be replaced with any other arcane to suit your playstyle.