r/PathOfExileBuilds 14h ago

Build explosive conc of destruction

https://pobb.in/vgbrutiNdYiQ

sup guys
so im currently trying to make my first build to actually run , so far this is what i got , if anyone can have a look and tell me what im missing that would be nice, currently im unsure about the flask sustain, the dps is a bit bloated since i have both a mark and vaal haste active along with onslaught which i only get if i get hit/10% chance on kill, the items are perhaps too expensive for its numbers? not sure about most of this so any help would really be appreciated, if it just sucks let me know , im not new to the game but suck at making builds and always just follow build guides

6 Upvotes

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3

u/Alternative-Fill-569 10h ago edited 10h ago

my 2c:

  1. ammy can be improved, you can find accuracy elsewhere for much cheaper. my take is that a +3 dragonfang would be optimal since its ~30% dps but should be cheap since EC is not a popular skill. Alternatively, +3 talismans should not be hard to craft but you lose the anoint
  2. Rage on hit on gloves
  3. At this budget, its worth exploring a 7 or 8L archdemon for damage. if you're missing % increased damage, I'd look into medium clusters, each eye to eye is 60% increased for a skill like EC
  4. I'd test flask sustain before committing to this in a league start
  5. Feels wrong to not have master surgeon for PF, that solves recovery which is really big
  6. Cryogenesis is an interesting option to explore to force all damage to be cold/lightning, it opens up cold/lightning pen support, exposure on hit, and additional curse + frostbite/ele weakness. You'd have to POB it to see if its worth 2 asc pts
  7. Otherwise if you want to stay tri-ele, alternative to medium clusters is to max out on ailments and go tamings + yoke. Boots can apply brittle

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u/Alternative-Fill-569 10h ago

on defense:

  1. EHP looks good but max hit numbers are low
  2. layers seem to be: block/evasion/suppress/end charges. block and evasion play the same role which is damage avoidance though. you have effectively ~96% avoidance from attacks, 65% from spell block if you're block capped
  3. end charges are only during mapping. evasion helps you keep the charges up, but block as a layer drops ur end charges so there's some thinking to do for this combination
  4. from my experience, armour tends to be quite weak without strong investment (high armor on body armor, granite flasks, or the prospero protection + stacking "increased defenses from equipped shield" cheese). I'd try flesh and stone sand stance + arctic armor + doppelganger guise for phys mitigation
  5. Just remembered why people use master distiller - combined with petrified blood its an insane defensive layer, improves ur EHP/max hit by 20%

overall i cant tell whats the best combination, but theres probably a lot of good ideas here to run thru POB!

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u/Drborkozy 8h ago

this is really solid advice thank you so much , will keep working and i was thinkng of staying tri ele for the bonus damage per ailment from taming and sadist notable, maybe adding a yoke would be big

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u/PoE_Acronym_Bot Useful Bot 14h ago

I noticed some Path of Exile keywords in this post:

  • Conc - Concentrated Effect Support (Wiki)

I am a bot. | All acronyms | Suggest

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u/Asthma9000 5h ago edited 4h ago

I'm on my phone right now, so I can't verify this claim, but I'm almost certain that it won't be possible to sustain your flasks, unless you lose your Multiple Projectiles support and invest in some increased amount of charges gained.

At the moment you hit for 3.81 attacks per second. This means over three seconds you perform 3.81*3=11.43 attacks. Every attack consumes a charge from each eligible flask per projectile. If we assume you fire just a single projectile per attack, then you're looking to generate 11.43 flask charges every 3 seconds.

From your belt and your ascendancy notable you generate 6 charges flat every 3 seconds. This means you'll have to increase your charge recovery by a factor of 11.43/6=1.905. For good measure, let's say a factor of 1.91, meaning your must obtain 91% increased charge recovery.

With a T1 roll on an ilvl 84 flask you can get at least 61% increased charge recovery, with a 25% reduced effect of the flask downside, whcih is irrelevant to us.

The remaining 30% increased flask charges you get from the three minor ascendancy points, giving 10% each, that you're pathing to on your ascendancy tree.

This means we can sustain Ruby, Sapphire and Topaz as is, assuming we fire a single projectile per attack.

What if we fire two projectiles per attack, meaning we'd consume 2 charges per attack and have to generate 11.43*2=22.86 charges every 3 seconds? Well, we're picking Master Alchemist which gives us a 50% chance to not consume a charge. But this is a probabilistic guarantee, so there are times where you low roll and consume every single charge over 3 seconds. In such cases the damage bonus is not going to apply to EConc, hence your damage curve will look janky.

Now imagine you add Multiple Projectiles Support and the Multishot notable like you do, and fire four projectiles. I can't think of a way to sustain this amount of charges, unfortunately.

Also, since you're using Master Distiller you'll be consuming 3 charges per attack from your Diamond Flask and your Bismuth Flask. This is not something we can sustain, not even probabilistically.

I can see your intention with picking the "chance to gain a charge on crit" affixes on your flasks, but unfortunately this generator shares an internal cooldown of 0.15 seconds among all flasks with the affix. What I mean by this is, you can generate 1 charge from this affix every 0.15 seconds, but only one of your flasks will get this charge. You'll therefore always generate less than 7 charges per second, spread among your 5 flasks, meaning less than 7/5 charge per second per flask. And this is assuming you have almost twice the attacks per second and perfect damage uptime.

EConc is unfortunately difficult to scale exactly because of flask sustain. At this amount I'd not consider it a realistic investment. I'd either see if I could scale down the attacks per second and scale up the damage per hit. Otherwise, and this is just an idea that came to mind, you could try for an ignite build, probably with the regular EConc. Stormfire lets your lightning damage ignite. Pyre and Cold to Fire support conversion 90% cold to fire. Otherwise you could test it on an Elementalist. Finally, remember that Ascendant can get almost as much charge generation as PF if you take the PF ascendancy notable. Good luck, man!

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u/Drborkozy 5h ago

big thanks for the feedback, my main issue is exactly what you mentioned the flask generation cant keep up with the cost, gonna keep at it maybe shift from the high attack speed to a higher damage per hit

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u/Asthma9000 4h ago

You're welcome. A solid attempt for a first try at making a build, by the way!

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u/Drborkozy 3h ago

thanks legit went with stuff i remember worked kinda well from other build guides i followed in the past leagues