5 weeks ago

Ascendancy ThumbnailLevel 99 Poisonous Concoction of Bouncing Pathfinder3.24

Life: 4,150111%
ES: 267
Mana: 1
Resistances: 75%/76%/75%/75%
Evade: 74%
Block: 50%
Spell Block: 30%
Armour: 14,949
Evasion: 23,656
DPS: 21,385,954
Speed: 3.94
Hit Chance: 99%
Config: Pinnacle, Focused, Frenzy, 15x Wither
Bandit: Kill All
Pantheon: Soul of Arakaali, Soul of Ryslatha


Lacquered BucklerThe Devouring DiademReplica Farrul's FurSnakebiteDarkray VectorsOnyx AmuletCircle of NostalgiaCircle of NostalgiaStygian Vise
Divine Life FlaskThe Overflowing ChaliceRumi's ConcoctionWitchfire BrewQuicksilver Flask
Ghastly Eye JewelLarge Cluster JewelMedium Cluster JewelMedium Cluster JewelForbidden FleshForbidden FlameWatcher's EyeBrutal RestraintUnnatural InstinctCobalt Jewel


Second Wind
Immortal Call
Cast when Damage Taken
Poisonous Concoction of Bouncing
Awakened Unbound Ailments
Greater Multiple Projectiles
Greater Volley
Awakened Vicious Projectiles
Awakened Void Manipulation
Vaal Haste
Purity of Elements
Herald of Agony
Culling Strike
Vaal Grace
Vaal Clarity
Plague Bearer
Increased Area of Effect
Temporal Chains
Aspect of the Cat

Tree Preview

Tattoo of the Ramako Shaman
+2% chance to Suppress Spell Damage
Versatile CombatantVersatile Combatant
Accuracy MasteryAccuracy Mastery
  • Dexterity's Accuracy Bonus instead grants +3 to Accuracy Rating per Dexterity
Armour and Evasion MasteryArmour and Evasion Mastery
  • 8% increased Evasion Rating per Frenzy Charge
  • 8% increased Armour per Endurance Charge
Charge MasteryCharge Mastery
  • 100% increased Charge Duration
Reservation MasteryReservation Mastery
  • 8% increased Damage for each of your Aura or Herald Skills affecting you
Shield MasteryShield Mastery
  • +1% Chance to Block Attack Damage per 5% Chance to Block on Equipped Shield


1. You ideally want 21 AoE radius, or preferably 22 (52%) to make certain all flasks hit single targets.

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. Charms can make up for the loss of our helm AoE enchant in 3.23, though it's a trade off against other very useful charm mods.

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. Charms solve this particular issue in 3.23

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. Charms also solve this issue in 3.23

3. 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.

4.  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 clunky, and can feel bad, but it also doesn't conflict with Withering Step's cooldown. It can replace Dash if preferred.

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.