[3.25] 41+ million DPS perma-flask Poisonous Concoction | Pathfinder



Fast, responsive, and tanky, Poisonous Concoction is not only one of the strongest starter builds, it's a flexible endgame powerhouse.

This build is probably being transitioned to Trickster (though Ranger will always be an option). The guide will need a fairly heavy rewrite as a result. Stay tuned.

3.25 Updates

Progression PoB's: Trickster

NB: These are using the alternate Trickster version, which I'm league starting. For the Pathfinder version, follow previous league PoBs (though there will need to be some adjustments to cater to the changes). I may switch to Pathfinder later in the league.

Also, remove the Custom "+100% Increased Poison Duration" from the Configuration page. It's no longer required. Just make sure there is a large number in the "# of Poisons applied Recently" field, and PoB will correctly add the 100% - which the build is effectively at permanently on any single target.

Level 87 - 2 million DPS, 22k eHP
Level 90 - 5+ million DPS, 26k eHP
Level 91 - 11 million DPS, 32k eHP
Level 95 - (DoT cap) 37.3 million DPS, 37k eHP
Level 96 - (DoT cap+) 37.5 million DPS, 46k eHP
Level 96 - (DoT cap+) 37.9 million DPS, 56k eHP
Level 97 Trickster - 37.5 million DPS, 134 eHP
Level 98 Trickster - 37.9 Million DPS, 171 eHP
Level 98 Trickster (mapping version) - 34 million DPS, 181 eHP, screen-wide pops
Level 99 Trickster (all in one) - 38 million DPS, 176k eHP

Short Gameplay Video - Big Breach clear


Trickster or Pathfinder?

Up front, I don't know the answer to the question as I'm enjoying the Trickster so much, I'm not sure I will get to the Pathfinder this league. What I can say is that the Trickster version of the build this league may be the most fun, most powerful version yet.

The reason for my enthusiasm is not just the free +2 Frenzy Charges from the Trickster ascendency - as good as that is - but it's the seemingly more effective defense and recovery options built into the class. The one downside is not getting permaflasks. However, with PConc of Bouncing being an on-hit skill and hitting 14 times(!), scaling Projectile damage and Critical Strike Chance allows the build to leverage the "25% Chance to gain a Flask Charge when you deal a Critical Strike" option in Flask Mastery. This gives slow, but reasonable flask charges against bosses - the one downside of losing permaflasks. While mapping, flasks are active as soon as you attack, and stay active until you stop. That includes the usually problematic low duration Dying Sun (which BTW matches the build perfectly). It's beautiful.

The Trickster also is significantly tankier in actual play. I can't explain it with numbers alone, except to say I have died much less this league than almost any previous league, and I'm going to hit 100 without implementing any artificial leveling strategies. That has been impossible with the Pathfinder, as at 98+ the experience loss from regular deaths outpaced experience gain. The only way to get to 100 was via XP groups, 5-Ways (RIP), or targeted scarab strategies and extreme caution.

Finally, utilizing Asenath's Gentle Touch gloves and Unspeakable Gifts mod on a Cluster Jewel, gives absurd clear. I mean that. The pops are glorious, and clear entire screens regularly. Check out this short video of a random Breach clear. That's an 8 mod, fully Scarab and Atlas juiced T16. ES and HP barely move.

The current version of the build is linked in the PoB list above, but I'm still tweaking and making improvements. I'll continue updating as I go.


Neverending Improvements

There's a lot to say about this new version now I'm at the endgame min-maxing stage. I'll do a full post here explaining all the changes and improvements soon. The short version is it's really good.

Let Me Tell You a Story 2.0...

The Trickster version of PConc has a lot of challenges, and a lot of benefits. The biggest challenge is flasks, especially if you're used to Pathfinder. The next is making sense of the all the options.

First, don't believe any hype about the Tanu Ahi gloves, and their application of Adrenaline. I'd love to get Adrenaline reliably. It has massive damage and is AFAIK the largest movespeed buff in the game outside of Quicksilver flasks.

However, no matter what others have said, these gloves are not the answer. The buff they apply is 2 seconds, and requires a very specific set of conditions to trigger. Blood Rage, which some have suggested as a trigger, is not the answer for us. It has to be applied manually, and competes with our high regen which gets in the way of the leech part of the mechanic. On top of that, the buff would only ever be up ~60% of the time as a best case anyway. I tried, and just couldn't make them work, which is unfortunate as they are a much cheaper double corruption option than Snakebite Assassin's Mitts.

So the build versions boasting massive damage due to both Adrenaline and Blood Rage, are pretty much just PoB bait. After much deliberation, testing, and expense, Snakebites remain BiS (Note: this has now changed to be double corrupted Asenath's - see above and the latest PoBs).

I've almost reached what I think is the final form of this Trickster version. It's a combination of our normal Pathfinder build, and a lot of ideas taken from the streamer Jungroan's version. It's not quite as fast as the PF, but it feels significantly tankier due to the ES/Life combination, and the Trickster's high recovery. Bossing, for some reason, feels safer.

There's still a lot to do, and to fiddle with, and this is unlikely to be what I settle on exactly. But for those who are interested, here is the current (almost finished) build:

Trickster Level 97 - 37.5 million DPS, 134 eHP

First Thoughts

I can say that the Trickster has some benefits, and some drawbacks. The obvious benefit is the +2 Frenzy charges from our ascendency. The main drawback is all the flask and poison synergy we lose from Pathfinder. It's too early to tell which is better.

This league our boots are the killer expensive item, and I don't have a pair yet. They are really the key component of the build, so until I get them I won't know how good or bad things are going to be endgame. Our belt and boots work together, so there's no point running the belt without them - to do so is actually a significant DPS, defense, and movespeed loss because the belt effectively blocks any benefit from Frenzy Charges (as it turns them into Affliction Charges). In concert with the boots, though, it will double our DPS.

The league itself is tougher and currency is harder to come by. I haven't engaged heavily with the Town mechanic yet though, as it's not really the kind of gameplay I want with an ARPG. Once the community has minmaxed it, and posted howto's describing the best way to farm it efficiently, I will revisit it.

Quick Upate

I'm playing Trickster, and it's quite tough early game. I've just hit low maps and am struggling already. We'll see if it improves.

Pre-Launch Thoughts

There are some big changes in 3.25 that are going to affect the build. We know that we lose our beloved Aspect of the Slaughter Forbidden jewels due to the complete deletion of the Raider ascendency, and the node's replacement in Deadeye I don't think will make up for it. It's a big loss, not gonna lie.

There are other changes as well, including a reduction in the efficacy of Determination, a simultaneous decrease in the effect of the Versatile Combatant notable (making it require much more block investment to give value), and a slight buff to the flat chaos damage of Poisonous Concoction. On top of that, Endurance Charges no longer grant 4% Elemental Resistance each, so we have to find a way to make up for the lost resistances - this may very well be the most difficult change to fix of all.

When Path of Building is updated with the changes we will know more, but I suspect the build might actually have to change classes to get the most from the new structure.

Update: The change to Versatile Combatant seems to really hurt our defense. The node has been moved, which doesn't affect us, but the increase in threshold from -25% to -10% means we may not be able to get enough Attack Block to push over the Block limit (up from 50 to 65) to get to the Spell Block benefit.



I'm not sure at this stage how to accommodate for this loss. There is an outside chance that if we can get enough Block, we potentially end up with 15% more of both.


Quick Info

Gameplay Videos & Boss Kills


UPDATE: This is all from the old pre-3.24 version of the build, though it is still representative of the build. New videos with the updated build will be added soon.

These are non-curated videos, and represent the average gameplay experience. I'm not mechanically focused, and rely on a build to do most of the work - it's an ARPG after all. Videos are Ultrawide unless otherwise specified (I am slowly creating 16:9 versions for mobile viewing).

3.20 T16 Alch and Go Grotto Ultrawide (16:9)

3.19 T16 Waste Pool

Drox, Baran, Veritania, Al-Hezmin

Sirus, Elder, Shaper, Uber Elder Ultrawide (16:9)

Delve

No-Video Kills

Uber Atziri down deathless. Pretty trivial as we don't have to worry about reflect.

Uber Sirus down - just. It took to the last portal and I almost died to degen after he died. Degen is a weakness of this build, and so this is a pretty tough fight. First phases are trivial, but the last phase is nasty. No loot (which should never happen IMO).

Uber Shaper not down. This fight is particularly difficult for the build due to all the ground and other types of degen, and the accurate movement required. Our high movespeed actually works against us a bit due to this. The first attempt he was at <5% health. The second attempt was a total wash out. It's a very doable encounter for the build for those who enjoy busy mechanical fights, though.

Uber Elder down pretty easily, despite forgetting to untick Maven witnessing - who kept healing both Shaper and Elder - and activate record (hence no video). It turns out that running around in a panic throwing potions randomly with 36 million DPS destroys everything in the arena.

Maven down also pretty easily. Only the last phase gave me any issue. Died once after messing up the final memory game due to the beams. No loot. Also no video, but will drop one here eventually.

Eater of Worlds is ludicrously easy. Video eventually.
Searing Exarch I will never know, because I don't enjoy the fight.

Ubers I will likely never do them all as they are just not fun fights for me. Pretty sure they wouldn't be an issue for someone who enjoys them, though.
Gear and Gem Links
Items:
These are almost best case, and serve as an example only. You won't need things to be this good to play the build.



Jewels:


Cluster Jewels:


Flasks:



Path of Building (PoB)

3.25 converted PoB, no fixes

3.20


NB: PoB doesn't calculate Plague Bearer DPS, which is at least another 10% single target (and more for clear). The build is probably doing +3-4 million DPS more than shown.

Malevolence is not needed in 3.20 (see Update at the top), but if you do use it the following still applies - Swapping out Malevolence for Haste (thereby picking up an extra skill point as you no longer need one of the 20% Increased Frenzy Charge Duration nodes to cover for the Increased Skill Effect Duration on the Malevolence gem) is an option that trades a bit of DPS for more attack and movement speed, and life. You can swap out the Sulphur flask for a Gold flask for a bit of Magic Find too.

I Recommended the Haste version for general mapping, and it is the version I boss with as well. 250+ movement speed and a 4.5+ attack rate is just too good, even on bosses.
3.18


30+ million DPS Avatar of Slaughter version: https://pastebin.com/2FfAR13m
35+ million DPS Quartz Infusion bossing version: https://pastebin.com/rpipt9wp

Note: both versions work for everything in the game. They only differ slightly in their focus. All the gameplay videos were recorded using the Avatar of Slaughter version - which has a slightly faster/snappier feel. If you prefer, you can stick with the Avatar of Slaughter skill tree and simply swap out Inspired Learning for the Brutal Restraint, picking up an extra ~4.5 million single target DPS for bosses (this is what I do).

The boss version uses a very specific Brutal Restraint jewel that gives 4 x 20% Increased Damage with Poison mods instead of an Inspired Learning. I found the jewel using the following (amazing) 3rd party tool that has finally cracked the stupidly obscure Timeless Jewel code: https://github.com/KeshHere/POE-Timeless-Jewel-Finder. I recommend it.
League Start/Leveling Guide

This leveling guide goes up to the non-Frenzy version, and can be played for its own sake, or used as a fast, durable league starter. It can then be transitioned to the Frenzy version of the build, or another build altogether.

It contains full leveling trees with matching itemization and skill sets from actual gameplay. Don't forget to check the notes:

https://pobb.in/sVwLs6Nc_oVL
Discord Server

If you have specific questions about the build, or just want to shoot the breeze on all things Poisonous Concoction, there's a Discord server here:

Flask Blasters

I'm not always on Discord, but I'll answer if I am. I'll also post updated build links here as I level.


Overview

This build is a very good all-round performer that is strong from league start all the way through to endgame. It smashes maps, and is particularly effective for Delve and Heist due to high movement speed and the narrow layouts of those mechanics. It's also a good general bosser. Finally, the movespeed and defense makes Lab runs trivial.

League 3.18 was the first time I played PConc. I originally intended to use it to league start and then transition to Tornado Shot, but I liked it so much I stayed with it. The flask theme appeals to me, and it has a very snappy, responsive feel.

Due to the nature of the skill and the itemization, we get a range of nice defensive layers. As you can see from the videos, the damage is more than enough to deal with all the standard endgame bosses. Ubers are tougher, but still doable - they just rely a bit more on player skill.

Best of all, it's simple to play. There are only two or three necessary buttons - right click to throw potions, one for Plague Bearer, and you can trigger Vaal Grace, Vaal Molten Shell, and/or Vaal Haste if you choose. Flasks are on auto and take care of themselves.

It can do all map mods, though a couple are particularly annoying - low mana/life/ES regen can hurt our ES recovery and send us OOM (particularly with the recent skill nerf), and enemies stealing Frenzy charges on hit is really bad. The build still copes, but it's not fun. The good news is we are immune to all reflect.

The build is also really solid for mid-range delirium farming. However, intensely juiced maps (100% Delirium + all other map buffs) is probably out of reach. It can be done, but it's very tough, and I don't recommend it. If you are looking for a Delirium mapper beyond 60-80%, this is probably not the build for you.

You will need some level of game knowledge to make this version work. I provide a rough level by level walkthrough, and if you know enough to load up a build in Path of Building, I upload progression PoB's each league that you can follow, and take the launch start version of the build to endgame.


Build Breakdown

Methodology

The main idea behind this build is that the poison stacks applied by Poisonous Concoction are not hard limited (with one proviso, explained in "A Problem" below), so it benefits immensely from Increased Attack Speed, Area of Effect, and Increased Duration. The more poison stacks you can apply, the faster you can apply them, and the longer they last the more damage you do. A fast movement speed is also highly desirable.

With all of that in mind, Frenzy Charges fit the requirements perfectly, and the build provides as many charges as possible - and as many bonuses from Frenzy Charges as possible - while maintaining a decent level of defense.

For each single Frenzy Charge we get:

  • 12% increased damage
  • 32% increased evasion rating
  • 10% increased attack speed
  • 6% increased accuracy
  • 5% Damage over Time Multiplier for Poison
  • 9% increased movement speed
  • 10% increased attack damage

No kidding. At endgame you can multiply all that by 10.

There are a few moving parts, which you can read about here:

Detailed Build Notes
UPDATE! These details are out of date as of 3.24. I will update them with relevant details on the new build soon. In the meantime, treat the information below as only partially relevant.

Special Note:: Get the "#% Increased Duration of Ailments you inflict while Focused" mod on the helmet. There are several other possible mods, so ensure you search for this particular one.

1. You need 21 AoE radius, or preferably 22 (52%) to make certain all flasks hit single targets. You can read more about that here.

However, it's difficult to determine what is happening with flask overlap and AoE with PConc, because we are utilizing both GVS (which throws 4 + 1 flasks in parallel), and GMP (which throws 4 or 5 + 1 flasks in a fan configuration). From my own testing it seems that 10 flasks with ~22+ AoE is a sweet spot, and the closer your target is the better.

2. You also need to get some added Frenzy charge duration because of the reduced duration on the gloves and boots. The formula for how much you need to prevent the charges ever dropping is:

60% + (10 x #Frenzy Charges)%

That means you need 130% for 7 Frenzy charges (more for each additional charge), which is covered by +100% from Charge Mastery and 1 minor increased Frenzy duration node in the tree, plus at least one 10%+ increased Frenzy duration implicit on the rings. There are several other +20% duration minor nodes easily accessible if required. You may need to select at least one more until you can run an Unnatural Instinct jewel, which picks up a node for free, and freeing up a skill point.

2a. If you use corrupted Darkray Vector Dragonscale Boots with the +1 Endurance Charge corruption (recommended), you will need to carefully balance Increased Frenzy Charge Duration nodes to counteract the big Reduced Frenzy Charge Duration the boots have.

Bear in mind that Increased Skill Effect Duration on the Malevolence gem and some tree nodes (Damage Over Time Mastery for example) will increase the duration of the Aspect of the Cat cycle on your Farrul's Fur. The effect of that is to require more Frenzy Charge Duration to prevent the charges dropping. It took me ages to figure out what was happening with this. Benefit from my pain. You're welcome.

3. I'm double stacking Wither via the Alt Poisonous Concoction gem as well as Withering Step, because it's such a massive multiplier to our DPS and the more stacks on mobs the better. Using a totem setup is tedious (as well as consuming 3 sockets, for which the build is starved as we lack one full 6 link due to not wielding a weapon). Of course, a totem setup is always possible if you prefer.

4. Don't forget Herald of Agony (a huge damage boost). Despair on Hit on a ring is now not nearly as good as Temporal Chains on gloves - even despite recent nerfs.

5. Dash + Second Wind may seem a bit strange, as the cooldown conflicts with Withering Step. In practice (and you will get used to the timing), it is possible to use Dash toward the end of the cooldown. The build is fast enough on its own, but it's much better to have it than not. Shield Charge is too clunky for me, and feels horrible most of the time. However, it can replace Dash if preferred.


Cost

I generally spend around 100+ Divination Orbs to complete the build each league, though you can start playing it with much less investment than that.

Surprisingly, the final version doesn't benefit from a Mageblood belt because of our use of Unique flasks, so we skip the potential endgame cost. Using a Mageblood would actually result in a drop in power overall (though there may be a way to work one in that improves the build - I haven't found it necessary to try). But also, as we have permanent flask uptime anyway, we don't need it.


Playstyle

Poisonous Concoction is a projectile build, and so requires stopping regularly to throw the potions. As with other projectile builds, this necessitates a start/stop kind of gameplay that is often termed "stutter stepping". What that means is a fast move and fire and move again mechanic that is created by a left click/right click rhythm. It's easier than it sounds, and quickly becomes second nature. It's made more fluid by increased move and attack speed, of which this build has plenty.

There are a few other regular keypresses to activate Plague Bearer and some Vaal skills on cooldown, but it is not complex and that too just becomes part of the easy rotation. We make full use of all available skill slots after activating the auras, which then don't need to occupy skill slots, thereby freeing them up for Vaal skills.

Skill Loadout

This is my suggested loadout, but anything that works for you will be fine (the auras you see loaded here are the Vaal versions).

Note that we can no longer bind a skill to LMB so Withering Step is no longer there, replaced by "Move Only":



Permanent Flasks

One of the things to get right is balancing flask charge renewal. This matters most on bosses where you are not getting hit enough for the Flagellant's flask prefix to work effectively. Overflowing Chalice helps a lot, and pushing the quality on flasks as high as possible.

However, at endgame we achieve permanent flask uptime without relying on combat kills to refresh flask charges, thereby avoiding flasks dropping during boss fights.

How To Do It
Note: this is an end-of-build technique that requires you have enough skill points to take the relevant nodes, and have acquired most of the endgame gear.

1. Swap at least one Medium Cluster Jewel for one with the following Passive Skills:



2. Select the Increased Flask Effect Duration and Increased Flask Charges Gained nodes shown in the green circles:



3. Change all flask enchants to be Reused at the End of This Flask's Effect (except on Overflowing Chalice which remains Used When Charges Reach Full).

4. You must activate all flasks when entering a new area to begin the loop. If everything is as it should be, your flasks will never drop. If they ever do (due to map mods etc.) you may have to restart them.

Further Notes:

It can be tricky balancing Chaos resistance when making these changes, but it's still possible to get to max resist with well rolled rings.

There are also a lot of other Increased Flask Effect Duration nodes on the tree than the ones we use, but pathing to them immediately brings a big price in lost DPS. If you choose to go that route, it's worth considering investing enough in duration to run a Dying Sun flask, and picking up 3 more projectiles and accompanying AoE to compensate. Bear in mind you will need to find 50% total "Flasks applied to you have #% Increased Effect" in order to activate the flask's third extra projectile, which is not easy. It also further reduces your DPS, and necessitates a complete restructuring of the passive tree.

Majordans' build linked below has done both, though if you go that way you will probably have to also choose his itemization to make it all work.


Other Versions

It's important to say this is not my build, though I do think I've managed to push it a little further and in a slightly different direction than others have. I've looked at almost every version of it I could find, taken ideas from them, and made my own tweaks to suit my preferred playstyle. If you want to see those versions, simply do a search in YouTube, and watch for hours.

The other version on these forums (maydie13's Poisonous Concoction AutoFlaskFinder) is about as far as you can push things and is a proper build guide. But bear in mind the itemization is significantly more difficult.

There is also a really interesting version with full physical damage immunity that has been used to farm Ubers almost with impunity. You can see the (3.19) PoB here - and full credit to Majordans. 3.20 updated version here. Note that this version swaps a lot of damage and movement speed for tankiness. Other similar versions also exist, and it's always a trade-off between damage and survivability.


A Problem

GGG have a game breaking code issue with DoT's, and have implemented a "temporary" solution that effectively hard caps the amount of damage that poison builds can do. You can read about that in a Reddit post by the author of the other build here.

The TL;DR is that you can never do more than 35.7 million DoT DPS to a single target. This can be increased with Culling (and we do), but it means the hard DPS limit on this build is 41.5 million and change - unless some new tech is found to further increase it.


Further Improvements

I'm sure this build can be pushed further - and part of my reason for posting here is to see if others can do that! It has already been massively benefited by player input.

If you try this version of Poisonous Concoction, good luck, and if you find improvements please post them here (many thanks to those who already have)!
Last edited by t0lkien on Sep 28, 2024, 1:09:47 AM
Last bumped on Oct 28, 2024, 3:00:21 PM
Are you sure you have enough power to start determination?
"
d1049630894 wrote:
Are you sure you have enough power to start determination?


I'm not sure what you mean, but the Unnatural Instinct version (which I've just transitioned to now) runs Determination, Malevolence, Purity of Elements, Defiance Banner, Herald of Agony, and level 1 Clarity - all with 2 mana to spare. It's also chaos capped, finally.

PoB: https://pastebin.com/JFu6vxZc

Last edited by t0lkien on Jun 29, 2022, 3:46:27 AM
"
t0lkien wrote:
"
d1049630894 wrote:
Are you sure you have enough power to start determination?


I'm not sure what you mean, but the Unnatural Instinct version (which I've just transitioned to now) runs Determination, Malevolence, Purity of Elements, Defiance Banner, Herald of Agony, and level 1 Clarity - all with 2 mana to spare. It's also chaos capped, finally.

PoB: https://pastebin.com/Z9QtTRLJ


I saw in the previous Poe that the power was only 131, so I replaced inspired learning with timeless jewel. And I can't open clarity. I think it's because my belt doesn't increase magic value, and my level is only 94. I wonder if I should change the plaster to sovereignty? I used some equipment left by myself to assemble, so I modified some of the equipment, but it hasn't been assembled yet, and the jewelry hasn't been purchased yet. Oh, I almost forgot that I only have level 3 ambient support. Can you check my Poe and give some suggestions?
I use translation software, so I think I may not express clearly in some places. Anyway, thank you for your reply. :D

https://pastebin.com/JeMPeBj4
30mln dps IS SO BIG!
"
d1049630894 wrote:
I saw in the previous Poe that the power was only 131, so I replaced inspired learning with timeless jewel. And I can't open clarity. I think it's because my belt doesn't increase magic value, and my level is only 94. I wonder if I should change the plaster to sovereignty? I used some equipment left by myself to assemble, so I modified some of the equipment, but it hasn't been assembled yet, and the jewelry hasn't been purchased yet. Oh, I almost forgot that I only have level 3 ambient support. Can you check my Poe and give some suggestions?
I use translation software, so I think I may not express clearly in some places. Anyway, thank you for your reply. :D

https://pastebin.com/JeMPeBj4


I'm no expert, but here are my suggestions:

Your build looks pretty good, but you are missing a couple of important things.

The first thing you need to do is get the Grants Level 20 Aspect of the Cat Skill on one of your rare items (I can't see it anywhere). I put it on my belt. Without that you are not getting any of the benefit from your Farrul's Fur, which makes Aspect of the Cat free.



The next thing I would say is get your AoE radius from 18 to 21 without the use of a Dying Sun. If your character has ascended (the PoB doesn't show it), then you are exactly 21 only when Dying Sun is active. But the extra projectiles don't help single target, and it will drop while you're fighting bosses anyway. When that happens you will lose the AoE and a lot of damage.

If you look at my PoB you will see I have the 12% AoE craft on my neck, and have 5% AoE implicits on 2 of my jewels. That's an extra 22% AoE.



Also you might want to get Non-Channeling Skills Have -# to Total Mana Cost craft on your rare ring, and possibly pick up a Watcher's Eye with Non-Channeling Skills Have -# to Total Mana Cost While Affected by Clarity mod (that's the only reason to run a Clarity gem). Otherwise I think you might run out of ES and mana, especially on bosses.



Apart from that, try to get your Hit Chance to 100%, and work towards getting the Forbidden Flesh and Forbidden Flame jewels with Avatar of the Slaughter on them. They are actually a huge damage, movement speed, and evasion boost.

Last edited by t0lkien on Jun 29, 2022, 3:23:34 AM
"
t0lkien wrote:
"
d1049630894 wrote:
I saw in the previous Poe that the power was only 131, so I replaced inspired learning with timeless jewel. And I can't open clarity. I think it's because my belt doesn't increase magic value, and my level is only 94. I wonder if I should change the plaster to sovereignty? I used some equipment left by myself to assemble, so I modified some of the equipment, but it hasn't been assembled yet, and the jewelry hasn't been purchased yet. Oh, I almost forgot that I only have level 3 ambient support. Can you check my Poe and give some suggestions?
I use translation software, so I think I may not express clearly in some places. Anyway, thank you for your reply. :D

https://pastebin.com/JeMPeBj4


I'm no expert, but here are my suggestions:

Your build looks pretty good, but you are missing a couple of important things.

The first thing you need to do is get the Grants Level 20 Aspect of the Cat Skill on one of your rare items (I can't see it anywhere). I put it on my belt. Without that you are not getting any of the benefit from your Farrul's Fur, which makes Aspect of the Cat free.



The next thing I would say is get your AoE radius from 18 to 21 without the use of a Dying Sun. If your character has ascended (the PoB doesn't show it), then you are exactly 21 only when Dying Sun is active. But the extra projectiles don't help single target, and it will drop while you're fighting bosses anyway. When that happens you will lose the AoE and a lot of damage.

If you look at my PoB you will see I have the 12% AoE craft on my neck, and have 5% AoE implicits on 2 of my jewels. That's an extra 22% AoE.



Also you might want to get Non-Channeling Skills Have -# to Total Mana Cost craft on your rare ring, and possibly pick up a Watcher's Eye with Non-Channeling Skills Have -# to Total Mana Cost While Affected by Clarity mod (that's the only reason to run a Clarity gem). Otherwise I think you might run out of ES and mana, especially on bosses.



Apart from that, try to get your Hit Chance to 100%, and work towards getting the Forbidden Flesh and Forbidden Flame jewels with Avatar of the Slaughter on them. They are actually a huge damage, movement speed, and evasion boost.


Oh, I have reserved some places for skill range and reducing magic consumption, but I forgot the aspect of the cat on the way to find element resistance. I think I need to readjust my belt or ring. Thank you
Hi i got question, how i can max dps in that build?

https://pastebin.com/KQShUfph
Last edited by Jarobot99 on Jun 30, 2022, 7:18:09 AM
"
Jarobot99 wrote:
Hi i got question, how i can max dps in that build?

https://pastebin.com/KQShUfph


Your build and gear look good, but you are lacking a few levels still. You also need to add both Herald of Agony, and Plague Bearer to full DPS calculations (by ticking the "Include in Full DPS" in the Skills section of PoB).

With 3 more levels you can take Dirty Techniques in the tree (and the two minor nodes before it), and 2 more after that you can take Unwaveringly Evil in your Large Cluster Jewel. The final point will activate the last Small Jewel Socket in your Small Cluster Jewel where you can put a damage + life jewel. Then once your Awakened Vicious Projectiles gets to level 5 (it's currently 2), you will have 28+ million DPS. I think the other ~2 million difference between yours and mine is gear related.

However... you are cheating a bit by selecting "9" counts for Poisonous Concoction. You have only 21 AoE, which actually only guarantees 8 flasks overlapping on a single target. You need to get that to 22 to guarantee 9 (see my Note in the OP above).

You might want to try to boost your life and defenses a bit more as you go. You're missing some block on your shield (and the Versatile Combatant notable in the tree), as well as a bit of life. I'd work toward getting to ~5k life.

I had to take Replenishing Remedies in the tree to stop my life flask from running out constantly on bosses. That means I dropped Dirty Techniques. Combined with a ring swap to gain Strength and Chaos Resistance but which lost a +Poison DPS mod, and taking another 9% Spell Suppression, my DPS is back down to 25 million. I'll adjust that up again once I get a Mageblood.

My current PoB is here, if it helps: https://pastebin.com/SRZAYzHZ
Last edited by t0lkien on Jun 30, 2022, 10:36:27 PM
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t0lkien wrote:


P.S. PoB reports Spell Suppression as 91%, but it's 100% in game (which is the only place it matters). I'm not sure why the difference, some quirk with PoB I haven't figured out.



It's the node "Revenge of the Hunted". The number in PoB is the right one so you need to get 9% more

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