The solution, was, of course, not to hit 100 Blades every time it came up, or to go /Mo and use balth's spirit. To this day, I still choose a high-recharge attack skill as to passively ration my energy out (if you can't flurry, you're in trouble).
My build, still based off Racthoh's and and incidentally, my IDS build, uses
Flurry
Defy Pain*
attack skill 1
"Watch Yourself!"
attack skill 2
Dolyak Signet
Healing Signet
Sprint
attack skill 1 = Executioner's Strike or Galrath Slash
attack skill 2 = Thrill of Victory
The focus of this sort of build is survivability, and the synergy of Defy Pain (+20 armor, +health) with this run and Thrill of Victory just seems to click. Killing speed suffers compared to Racthoh's original build somewhat, but the run goes a lot smoother because the initial batch of 15 spiders is doable in one fell swoop and healing is more efficient. There's also very little "omg gonna die" with Defy Pain around, since it creates a huge buffer that the spiders don't Savage Shot through. That said, don't let it run out while you are poisoned.
Secondly are the attributes. Today I had my first complete run in a while (damn you, Europe, skales, and err=7

See, with 16 tactics and a maximum of 405 health, healing signet heals for a whopping 159, just shy of 40% of your health. Thrill of victory does +42 damage, which may make up for the lessened damage due to not having 12 in the weapon - and that's where things get sketchy. For the min/maxers out there, the other attribute spread is 10+1+3=14 Tactics, 10+0+2=12 Strength, and 11+0+1 weapon. A 147 healing signet and +38 thrill of victory is also respectable. Then again, I just tried skull crack as a joke in a sand drake farming build, and that was hilarious - feel free to experiment around.
Not to be neglected for me was scoring the final blow with Thrill of Victory. Kill something with it, and you are healed for the extra damage the skill did. That undoes 4-5 seconds of poison.
The only trouble I seem to have with this sort of build now is the initial 3 driftwood + 1 dryder. I'm about halfway through the last driftwood when the 2 shadow warriors and monk come. Since I hide on the right side of the crevice where the path begins to narrow, which is close enough to the skale, it's really an easy matter to drag the skale into the shadow and let them fight it out. Unfortunately, doing this deprives me of drops and xp, and potentially the second pack of driftwood. The original build kills the initial bunch in enough time.
I haven't tried the physical resist build. Should be interesting and kill faster if Watch Yourself is not needed. However, I am usually too lazy to change from W/N.
