Behemoth or how to destroy an ascendancy with a single mod and then pretend it didn't happen

The "no spells" mod impact on this ascendancy has been discussed to death and is sad to see it with a 0.5% usage despite having very interesting keystones.

i know behemoth hates magic but i will quote a wizard on this one... GGG i have come to bargain.

some few easy solutions:

replace the no spells mod with something else like one of this mods:

*50% Reduced mana reservation efficiency
*gems with the spell tag have their attribute requirements tripled
*can not be affected by ally auras


if the no spell mod needs to be kept then upgrade the other nodes to make up for all the power lost:


final blow:
+10% to Unarmed Melee Attack Critical Strike Chance
Your Critical Strike Chance is Lucky while on Low Life
add: Life Recovery other than Flasks cannot Recover Life to above Low Life, 20% of Damage from Hits is Prevented


Sheer fury:
15% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage
add: 1% increased Rage Effect per 16 rampage


Mental Conditioning:
+4 Mana per Strength
Power of Purpose
add: 1% more armour every 30 str



Melee Hits Fortify
Regenerate 0.2% of Life per second per Fortification
add: Adds 2 to 5 physical Damage to Attacks per fortification

self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Last edited by caboom#7201 on Mar 2, 2025, 12:09:58 PM
Last bumped on Mar 2, 2025, 12:09:25 PM

Report Forum Post

Report Account:

Report Type

Additional Info