You will probably find that the change to EQ has the highest impact on you not dying. Because EQ will usually stun a 360 radius around you. And also kill around you. Which means that you are not getting hit for free by monsters behind you.
The build notes mentioned by others are all valid. Just get more life is an option. But I worry that you are missing pure defensive options over life. That would increase your eHP by a lot.
Some meta points to look at.
You have well over 2k armour on your gear. But you are not scaling armour in your tree that much. Also your Armour flask needs 90% or higher "Armour during flask effect".
Your ascendancy class has only damage boosting aspects. Not much eHP in there other than quality of life stuff like stun immunity on condition.
To me, you have taken the huge damage route, on both your tree and your ascendancy class. Where is the defense?
My changes would be these:
Keep gloves as is. Those links are great, but you have no Endurance charges to scale your immortal call duration at all, and you go past all 3 bonus endurance charges in the skill tree. Pick those up.
Now seeing as EQ is both your single target and AOE skill. That frees up 6 gem slots already.
EQ goes in your 6 link with Melee Phys/Added Fire/Less duration/ And anything that scales your damage but not your attack speed. You want massive hits that hit hard. If you feel you actually need the bleeds, then stick with conc effect/ Inc AOE. If you want a more elemental damage approach, then use Phys to Lightning/WED. Depends if you one shot everything or not, which will decide whether bleeds are even useful for most of the content.
Now onto the nitty gritty stuff.
Put this link in: Leap Slam/Fortify/Faster Attacks/ (Stun) if you have the overall links for it. I like the stun and knockback joined together, they roll separately, so more chance to CC as you leap in. This puts fortify into your movement skill instead of your main attack.
Now use blasphemy-warlords mark. Hatred. as your Auras. This sorts out Endurance charge generation. It also provides Life and mana leach in droves. And increases the effects of stun on monsters. With the massive hits you do, stuns happen often. The blasphemy curse also allows you to skip any leech from the tree, which means easier pathing.
Lastly, find a free spot for Enduring Cry. This is used to start a map out with a few Charges, but also to supplement your charges on bosses that are not generous enough with adds for Warlords mark to keep them up.
All this considered, I would go for something like this on the tree:
Link
This gets you 5 jewel slots and sorts out your Int requirements without taking redundant accuracy nodes (The jewel slot in Templar area collects 20 int on the way there. Those jewels can be used to supplement your lifestyle. If you are against using those jewel slots. Drop 3 of them to recollect that hematophagy node at the bottom of the tree for increased life leech rate.
Overall you should be doing insane damage with all those damage nodes and a damage ascendancy class. You need to have more staying power to just sit and spam out that damage without needing to run like a girl. You are a Marauder after all. The Karui never run from a fight.