I absolutely love the invoker set playstyle, especially the way it inverts thorns damage in a way to make it essentially an elite killing nuke build - when I first played this build I really didn’t expect this, I thought for sure that a thorns build would be a trash clearer.
What every thornsader knows playing this build is that trash is really not worth your time even though you can kill it. This is in my opinion and experience why the set build itself simply cannot go above a certain point - low 130’s maybe? The rift guardian isn’t the issue and neither are elite health pools. Thornsader can survive in packs decently - perhaps better than valor - but simply has no way to decently get enough trash down to make survive easier.
Unlike every other build capable of clearing 140 and beyond, this build cannot clear trash effectively for progression. My suggestion is to incorporate the set or supporting items to really give a stronger boost to the thorns dmg output. Frenzy barbs have something of this mechanism in via the Bastion’s revered weapon, and the Sanguinary bracer deals a static percent of thorns dmg in AoE. I really think the set itself needs to be changed to give some scaling aoe element to get down some of the trash or give them some debuff to mitigate dmg, etc. the problem with this second suggestion is that the whole point of a thorns build is to get hit often and make those hits feel punishing to the attacker.
All in all, I love the thornsader, especially its huge nuke single attack. I’d like to see more options for AOE dmg to kill trash for optimal progression. The damage of the build is good, but could be better, but the main thing is to have some AoE. Compared to impale, frenzy, and HF valor builds which also do RGK work, the thornsader is woefully behind both for solo and group play.
One suggestion: make a real difference in attacks around the primary skill selection. Slash or smite should give a considerable AoE boost to the thorns build, while also reworking the set bonus slightly to give greater AoE dmg output per monster attacking - this mechanic should imitate the battle rage bloodshed rune for barbs (esp. frenzy barbs) and would scale in packs based on monsters hitting you, rather than monsters hit.