6 months ago
Level 92 Splitting Steel Champion3.25
Life: 3,64496%
Mana: 10
eHP:
26,813
Resistances: 75%/76%/76%/-48%
Evade: 45%
Armour: 20,382
Evasion: 7,003
DPS: 168,183
Speed: 3.75
Hit Chance: 99.5%
Config: Pinnacle, 7x Wither
Bandit: Kill All
Gear
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Gems
Splitting Steel
Brutality
Lifetap
Returning Projectiles
Vicious Projectiles
Sniper's Mark
Blood Rage
Lifetap
Mark On Hit
Determination
Pride
Flesh and Stone
Corrupting Fever
Second Wind
Lifetap
Molten Shell
Cast when Damage Taken
Lifetap
Herald of Purity
Precision
Arrogance
Lifetap
Leap Slam
Tree Preview
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- +500 to Accuracy Rating
- -2 to Accuracy Rating per Level
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- Impale Damage dealt to Enemies Impaled by you ignores Enemy Physical Damage Reduction
- 10% chance on Hitting an Enemy for all Impales on that Enemy to last for an additional Hit
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- 10% of Leech is Instant
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- 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy
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- 10% more Maximum Physical Attack Damage
- 40% increased Physical Damage with Skills that Cost Life
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- +1% to all maximum Elemental Resistances if you have Reserved Life and Mana
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.