13 months ago

Ascendancy ThumbnailLevel 95 Poisonous Concoction Pathfinder3.22

Life: 3,43492%
ES: 295
Mana: 342
eHP:
54,872
Resistances: 75%/76%/75%/75%
Evade: 84%
Supp: 99%
Block: 50%
Spell Block: 34%
Armour: 9,500
Evasion: 18,732
DPS: 10,524,358
Speed: 3.62
Hit Chance: 97%
Config: Pinnacle, Focused, Frenzy, Power, 15x Wither
Bandit: Kill All

Gear

Enameled BucklerThe Devouring DiademFarrul's FurSnakebiteDarkray VectorsLapis AmuletCircle of NostalgiaCircle of NostalgiaStygian Vise
Divine Life FlaskThe Overflowing ChaliceRumi's ConcoctionWitchfire BrewQuicksilver Flask
Ghastly Eye JewelLarge Cluster JewelMedium Cluster JewelMedium Cluster JewelSmall Cluster JewelWatcher's EyeBrutal RestraintUnnatural InstinctCobalt Jewel

Gems

Herald of Agony
Culling Strike
Immortal Call
Cast when Damage Taken
Plague Bearer
Withering Step
Increased Area of Effect
Divergent Poisonous Concoction
Unbound Ailments
Greater Volley
Greater Multiple Projectiles
Void Manipulation
Awakened Vicious Projectiles
Purity of Elements
Vaal Haste
Enlighten
Determination
Vaal Clarity
Increased Duration
Vaal Grace
Shield Charge
Temporal Chains
Aspect of the Cat

Tree Preview

Versatile CombatantVersatile Combatant
Accuracy MasteryAccuracy Mastery
  • Dexterity's Accuracy Bonus instead grants +3 to Accuracy Rating per Dexterity
Charge MasteryCharge Mastery
  • 100% increased Charge Duration
Life MasteryLife Mastery
  • +50 to maximum Life
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

Notes

1. You need 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.

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.

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.