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
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