Note that this post is intended for the few that want to push vMA for score, already having Flawless. Summerset patch has upped the achievability of scores like this by a considerable margin, simple application of an aggressive mindset, kill order and spawncamp strategy can put up a sub-30 minute run.
Gear:
Grothdarr: Grothdarr.
BSW - Won't notice the downtime, definitely will notice the uptime.
2x Infused Asylum Inferno, Daedric + Flame enchants. - Even non-Perfect this is probably the fastest for killing. It shreds. Swap to Daedric enchants for rounds 1, 6, 8, 9.
Infused vMA Inferno - You know.
3 Moondancer/Infal/Willpower - Mostly preferential. Noticing a significant difference between the three is likely placebo.
CP: 56 Elfborn | 56 Elemental Expert | 31 Spell Erosion | 23 Staff Expert | 56 Master-at-Arms | 28 Thaumaturge.
Mundus Stone: Lover.
Blue Food.
Bars:
Force Pulse | Swallow Soul/Crippling Grasp | Impale | Merciless Resolve | Inner Light | Soul Harvest
Refreshing Path | Blockade of Fire | Siphoning Strikes | Rearming Trap/Channeled Acceleration | Ele Drain/Harness/Crippling Grasp | Elemental Rage
On the frontbar SS is flexed for Grasp in daedric rounds where Ele Drain must be used for more penetration. Grasp is otherwise backbarred, or a shield can be ran instead.
The following strategies are applicable on every single round.
Have at least some memorization of spawns, ideally the ranged ones. Apply Wall and Path to the highest HP targets of the round. prebuff and DoT up an [ideally] ranged spawn as soon as a round finishes, Trap it so the ranged add doesn't walk out of DoTs [Or stay out of range], Pulse the other adds that are up.
As soon as the wave finishes, or during, make sure to already be moving to the next spawn. Simple movement optimization can take a second or two off every wave, and that will add up fast.
Always save the bow proc to either oneshot a low HP target, or to chunk one with high HP.
Every shield cast is effectively 40 points lost, so get a feel for when you truly need to shield vs. panic shielding, as Path + Siphoning Strikes are very potent HoTs, the addition of SS will most definitely be enough to outheal any combinations of adds hitting you bar lethal mechanics such as poison plant, behemoth scream, Runa shatter, etc- all of the "need to shield" mechanics can be avoided with careful positioning.
Make sure to get the most out of Grothdarr, and stand close inside your Path+Wall.
The 2nd/3rd pulse proc shouldn't be wasted on an already-low health enemy, the damage can sometimes oneshot if the crits align.
Crippling Grasp should be rarely cast, done when four or five pulses won't end the wave, try to cast it on ~180K+ health targets.
If you're running out of Magicka, swap to purple food (not recommended), or make use of the magicka restore combo of Impale + Pulse, as you will get the mag restore from both Destro passive and the NB passive.
Recasting Wall and Path should be avoided per wave barring high effective HP waves as, generally speaking, every non-spammable cast is time lost. Therefore, make sure the first cast of these two gets the maximum value in the moment, such as kiting the three Argonian archers of round 7 into the Path+Wall to get significant damage on all three, or DoTting up a ranged add and kiting the melees into it.
Make sure to drop a Destro ult on the highest effective HP waves where possible, optimal usage can very easily save hundreds of points per ult, such as the round 5 archer + mage + atronach + lemeneid spawn.
Boss burns are the easiest ways to save time, always look at these fights first and make sure they're optimized as certain burns can easily save upwards of 10 seconds, or 400 score, eg. Round 2 Centurion burn can potentially be cleared in ~29 seconds, Round 5 Runa in ~27. While also very effective timesaves, burn strats are also usually very risky, so make sure you understand the flow of the fight and are comfortable with the mechanics to ignore and burn.
If you have any questions, feel free to ask.