[3.22] 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.
League Specific Tattooed Version
Theoretical Best Case Version
(Unfortunately pessimistic) Mid-League Impressions:
GGG have nerfed us so hard and in such a variety of ways, I'm not sure I can unreservedly recommend the build this league. It still works, and still feels great to play if you like the playstyle. However, everything is tougher. For whatever reason itemization is very difficult and expensive, while currency seems harder to generate. Our Chest, for example, is 2x the cost of previous leagues.
The logical and inevitable result is that we die a lot now. Maybe everyone is dying more this league due to what I suspect are under the hood changes to damage and defense across the board, but for a build that is traditionally tanky, it can be a miserable experience.
Tattoos make up for some of the nerfs to us, but not enough to justify the effort and cost required to get the build to a reasonable level of power IMO. Something is seriously wrong with the way GGG are handling poison right now, and I'd recommend people stay away from it until something changes.
We have lost at least 30% damage at mid level, 25% life, almost half our overall defense, and have nothing to show for it in return. On top of that, either most people are playing the league mechanic and farming other areas or are abandoning the league in droves, because itemization is easily twice as difficult. I suspect GGG have been adjusting mod appearance rates on the quiet, which has resulted in a direct (and devastating) reduction of the availability of key items - our rings, gloves, and endgame Watcher's Eye specifically.
The realistically best case I can see currently is around 39 million DPS (probably 41+ million and over poison cap still with Plague Bearer, as PoB doesn't show it) and 100k eHP (3400 HP), which is 80k eHP and 1000 HP less than last league. There are variations that drop permanent flasks for a bit more damage and eHP, but I don't think the tradeoff is worth it. It's also very expensive to get to that version (150-200 divs), and that's only if required items become available.
So in summation, only play the build if you have a fair amount of currency already (it will take up to 100 divs minimum to get to endgame levels), and are prepared to spend hours on trade waiting and hoping for items to appear. Or, of course, play it if you particularly like the build. I do, and it's worth it for me. I am, however, eyeing other builds for the future as I've lost faith in GGG's current direction with poison.
I reserve the right to adjust this opinion if I find something to improve the build, but I'm not hopeful. Everything we do further reduces eHP and survivability. If you're going to play a glass cannon build, it's not going to one operating under the hard-capped damage ceiling of poison.
Sorry it's not better news, but it is what it is. Updated PoB's available above.
First and Second Impressions:
It's actually difficult to tell how the build is going to work out this league. What I can say is that I have died more than is usual on the way to maps, more than usual in Delve, and itemization looks more difficult than usual to achieve. It's very early in the league and the economy yet, so that's not a final assessment, just an observation.
The build before transitioning to the cluster jewel version (and then the Frenzy version) is still fun to play, if a little squishier than I would like. We've lost some power on the passive tree. It remains to be seen if that power can be recovered via league specific itemization (tatoos) or not.
I will keep posting progression PoB's in the section above this as I reach minor goals.
More Nerfs! (from the Patch Notes)
This is probably a straight nerf as we use this implicit on our gloves and it's a massive damage magnifier (or was). If they've nerfed the gem, the implicit inherits the nerf as well. Kind of expected TBH, as Temp Chains has been OP for two leagues now.
Another straight nerf to our helm (third one in as many leagues). Also expected, but... yeah.
The one small upside to the notes is that this new support gem might help us. I don't see how losing another support gem for this could be anything except a net loss, but there might be some interesting synergy with notables we currently avoid because they mess with our duration badly. This gem might potentially counteract the nerf to Temp Chains.
So, while I don't think the build has been too badly affected, it will be even harder to get to max poison DPS, if at all. We'll see what the situation is when the updated version of PoB releases.
P.S. don't be confused by other ascendency changes, which only apply to Ruthless.
Gameplay Videos & Boss Kills
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)
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.
Path of Building (PoB)
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.
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.
Gear and Gem Links
Note: these are almost best case items, and are a guide only. You don't need things to be this good to play the build. See the PoB's and build explanation for how to adjust according to what you can afford/find.
Previous League Versions
Sirus, Shaper, Elder, Uber Elder, Maven all down easily (Non-Uber).
FINAL UPDATE: With everything in place, the build is almost as good as last league, with one major downside affecting single target damage (the skill nerf). There are more tweaks possible, but this is pretty much final form:
Final PoB - Missing the T4 Corrupted Blood Crucible node on the shield because the mechanic is just so painful to deal with (and is nice to have only).
This version requires you have the following Crucible shield nodes:
The Corrupted Blood node on the shield makes possible a gem similar to this, which is needed to help with mana/shield usage, and run all our auras without having to burn 4 skill points pathing to another socket. The reason for this is that you'll never find this gem with the Corrupted Blood implicit (if you do, buy it):
You could also add a Crucible +Chaos Damage base node, or get some more Life. I will likely attempt this once I have the currency to afford the inevitable Crucible tree grind imposed by the league mechanic.
Also, note that the rings required for this final version are exceptionally difficult to find, as they require +1 Maximum Frenzy Charges implicit with Herald of Agony has #% Increased Mana Efficiency and #% to Chaos Resistance While Affected by Herald of Agony. You could, however, run the previous version below without those rings, and just suffer a slight decrease in defense and life flask recovery (which this league is important due to the skill nerf).
Finally, there is a neat piece of tech that allows us to gain Rampage by weapon swapping briefly to proc it using:
Rampage is useful because it gives a nice DPS increase with added AoE style attacks, as well as a movement speed boost. You can never have enough movement speed. On top of that, it's a pretty fun mechanic which helps reduce the drudgery of mapping.
Good luck if you decide to play the build, and as always, feel free to throw any questions or suggestions here. I'm sure there are things I've missed that can improve it.
UPDATE 3: I've hit the penultimate version (I think - just one more upgrade and re-adjustment to go). The next thing is to get to 100, and fix mana reservation so that I'm not wasting 4 passive points just to get a socket slot.
Overall, the news is mixed. I still love the snappy, tanky, fast moving feel of the build, and it remains fun to play. However, things have also changed somewhat.
Here is the current PoB. Don't forget this is not the final version. It's really just an unoptimized proof of concept, though it has all the important pieces in place:
The big points:
UPDATE 2: Well, it works but it's tricky. You'll get more out of less with other builds this league, but if you like PConc and are willing to endure a fairly slow burn upgrade path, this could suit your tastes. Details and PoB soon (when I get to the final form).
UPDATE: This league had such a miserable beginning and continues to be so bland that I decided to try to make this work. It's too early to post any PoB's yet, but I can say it does still work. However, it's significantly tougher to get it anywhere near previous levels of damage and QoL. PoB tells me we can still get there though, so I'll report back here if/when I do.
It's premature to make a definite judgement, but with the massive nerf to the skill itself, as well as the sweeping changes to the Pathfinder ascendency and other various poison/mastery nerfs, the build looks all but dead.
As it will also miss out on any weapon power from the league mechanic, I will be looking to play another build for Crucible.
RIP Poisonous Concoction. It's been a pleasure. Thanks to everyone for the interest (and help) while it lived!
Permanent Flask Uptime
There is a version of the build this league where we can slam Resolute Technique onto a Sanctified Relic, and reclaim 4 x Skillpoints to use on increased flask duration + defense. Then if we 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), we have permanent flask uptime. Just remember to activate flasks at the start of each area to begin the loop!
Thanks to Maydie14 for the tip.
We've hit poison cap for the first time.
This is easily the best version of the build to date. It's using Haste (or Grace), as Malevolence is now unnecessary thanks to an idea from one of the users - Witchfire Brew double Curse which gives level 21 Despair and a massive DPS boost. Defenses now also surpass previous leagues.
- 41.2 million DPS (Poison Cap + Cull)
- 4540 HP, 183k eHP
- 4.5 IAS
- 300% movement speed
- 63.5k Evasion (with Grace)
- 21.5k Armor
- 50% Block + 50% Spell Block
- 100% Spell Suppression
- Chaos res capped
- Ailment Immunity
- Stun Immunity
- 10 Frenzy Charges
- Permanent Flasks
Forbidden Sanctum is tougher on the build in some areas, and benefits it in others. It's initially harder to get DPS up to the level of past leagues, but once there we get a boost - enough so that we hit the poison damage cap for the first time. Due to hitting damage cap, we can reallocate some skill points to defense, giving us our highest eHP value yet as well.
Normal Shaper, Elder, Sirus, Catrina, Cortex, Lycia, Eater of Worlds, Ahuatotli, Kurgalf, Aul, Oshabi, and Uber Elder are all down deathless. Uber Sirus down with one portal left (degen is a killer). Maven down with the usual last phase mess ups. Feared down.
The build deals well with the league mechanic due to the high movement speed, but not as well as proper ranged builds that hit the entire screen, or totem builds that do it all for you while you hide behind walls.
The finalish version for 3.19 has:
- 30 million DPS
- 4550 HP
- 20k Evasion
- 14.5k Armor
- 50% Block + Spell Block
- 100% Spell Suppression
- Chaos res capped
- ailment immunity
= ~140k eHP.
TL;DR - As with most things in 3.19, this build has been butchered by a general smattering of nerfs, some of them unannounced. I'm still working out just how far it can be pushed. It's tougher than last league, but the end result is still worth it if you like the playstyle. It remains snappy, powerful, and durable.
Overall there has been a ~30% loss of power (though with effort it's possible to reach almost the same level as last league). It's still a very solid and fun build to play, but it takes a bit of investment in time and currency to get it to endgame levels. You can see from the itemization this league that I'm pulling out every trick I can (including borrowing Cold Resistance from the Brutal Restraint jewel, Darkray Vector boots for +1 Frenzy and Endurance charges, and adding the Warlord mod Increased Damage per Block Chance to the shield).
It's hard to tell how much I've spent so far, but it's probably around 150 divines to get all the gear required. You can do it for a lot less, and the build doesn't require that level of gear to be strong and viable at endgame.
- 6% Elemental Damage mitigation lost
- the focus mod change hurts Devouring Diadem (around 2 million DPS lost)
- mana reservation and spell suppression nerfs both hit us pretty hard and necessitate gear and tree changes that directly affect DPS
- net result is significantly lower life and DPS (so far)
Ultrawide Twitch stream - just gameplay
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 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, and another to trigger Plague Bearer/Focus (left-click to move triggers Withering Step automatically). You can also 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 don't provide a level by level walkthrough, but if you know enough to load up a build in Path of Building, I upload progression PoB's each league that you can follow.
The main idea behind this build is that the poison stacks applied by Poisonous Concociton 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:
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
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.
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.
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 movespeed, 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.
This is my suggested loadout, but anything that works for you will be fine (the auras you see loaded here are the Vaal versions):
One of the tricky things to get right is the balance of 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 to 26-28 via the Hillock enchant.
However, we can now 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.
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.
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.
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.
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 23, 2023, 5:16:36 AM
Last bumped on Sep 23, 2023, 5:18:25 AM
on Jun 25, 2022, 1:56:52 PM
Are you sure you have enough power to start determination?
on Jun 28, 2022, 10:35:20 PM
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.
Last edited by t0lkien on Jun 29, 2022, 3:46:27 AM
on Jun 29, 2022, 12:24:57 AM
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
on Jun 29, 2022, 1:20:26 AM
30mln dps IS SO BIG!
on Jun 29, 2022, 2:49:53 AM
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
on Jun 29, 2022, 3:03:42 AM
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
on Jun 29, 2022, 4:10:34 AM
Hi i got question, how i can max dps in that build?
Last edited by Jarobot99 on Jun 30, 2022, 7:18:09 AM
on Jun 30, 2022, 5:02:10 AM
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
on Jun 30, 2022, 9:20:53 AM
It's the node "Revenge of the Hunted". The number in PoB is the right one so you need to get 9% more
on Jun 30, 2022, 2:33:49 PM