Fathom + Ist
Spirit
CoH
Shako + Cham
Trang's Gloves
Arachmesh
Wartravs
2x beta BKWB
caster craft - +2 sorc, 10FCR, 17@, 12FR, +mana/regen
5x life skiller + Gheed's, 2x res + life SC, 1x res + FHR SC (caps LR/FR before Conviction and 60FHR breakpoint with Spirit), 4x4 + 3x1 free space
Might merc: Infinity, Steel Shade + fire res/ED jewel, Fortitude
The map isn't perfect, but it's good enough since they tend to bunch up on the merc almost immediately, and it didn't take too long to get.
The situations that make the life bar go down are Conviction spawns, under which Hydra shots hurt a bit, and some bad combination of Fanaticism and Mana Burn and missing a teleport. The correct play is probably to drop one of the BKWB for a Dwarf Star since 8.8k average damage is still more than enough; I'm just attached to the idea of keeping the two rings together.
I was skeptical about the Cham rune before I popped it in, but it absolutely makes runs a lot more comfortable not having to teleport to pick up items or walking around the edges to look for hidden items or not having movement speed change suddenly when chill wears off.
The merc dies once in a while without life leech, but it's usually from taking too many hydra shots without me remembering to feed him a potion while looking for the loot and not getting blown up during a run.