Suggestion for a Third Monk Ascendancy - Master of Storms
Hello, Exiles!
I've been thoroughly enjoying the Monk class in Path of Exile 2. The existing ascendancies do a great job empowering elemental and chaos damage builds, but I feel the class is missing a dedicated path for a pure physical damage specialist. Furthermore, several unique skills like Staggering Palm, Vaulting Impact, Wind Blast, and Whirling Assault feel like they have untapped potential that isn't fully realized by the current options. The recent addition of the Hollow Palm Technique was an incredible step in the right direction and something many players, including myself, were eagerly awaiting. However, while Hollow Palm enables unarmed combat, it primarily serves as a powerful numerical boost rather than introducing new mechanics specifically for a physical Monk fantasy. The "airbender" skills still feel niche and often can't compete with pure elemental builds in terms of synergy. I believe it's time to introduce a third ascendancy that deepens the Hollow Palm mechanic and truly unlocks the physical and impactful nature of these skills. I propose the Master of Storms ascendancy. This concept is designed to be the definitive physical damage and crowd control option for the Monk, focusing on mechanics like stun, armor crushing, and converting defensive stats into offensive power. Ascendancy Name: Master of Storms Minor Node (Start): +15% to Physical Damage Notable Node 1: Storm's Onslaught +25% to Stun Duration Eye of the Storm: Your bonuses to Elemental Damage are converted to bonuses to Physical Damage (e.g., Lightning/Cold Penetration converts to Armour Penetration). Staggering Force: Enemies you stun have their Armour completely crushed. Crushed Armour cannot be recovered for the duration of the stun. Notable Node 2: Calm Before the Storm +15% to Evasion and Energy Shield Serenity: You have no Energy Shield. Instead, you have a separate resource called "Calm" (visualized with a yellow orb). Calm does not recharge automatically. You gain Calm on hit, and the amount gained is based on your Evasion rating. Calm can be spent to power defensive or offensive abilities from other nodes. Notable Node 3: Unbridled Tempest +25% to Stun Duration Lost Composure: Stunning an enemy grants you a Rage Charge. +30% to Stun Duration Serene Storm (Active Skill): Consumes all Rage Charges. For a duration based on charges consumed, you gain the Serene Storm effect. While active: Grants a large bonus to Evasion and maximum Calm based on the charges consumed. Your attacks release a shockwave that deals physical damage and has a high chance to stun. Your attacks are Crushing. defeating Crushed enemies extends the duration of Serene Storm. Notable Node 4: Master of Flames +25% to Fire Damage Igniting Palm: All of your Physical Damage is Converted to Fire Damage. Your attacks always Ignite and can inflict Combustion. +25% to Fire Damage Fan the Flames: Enemies killed while affected by your Ignite explode, dealing a portion of their maximum life as fire damage to surrounding enemies. This damage is increased by the number of Ignite stacks and Combustion effects on the enemy. Notable Node 5: Critical Supression +15% to Critical Strike Chance and Critical Strike Multiplier Shattering Blows: Your Critical Strikes ignore Enemy Physical Damage Reduction and Fire Resistance. +25% to Critical Strike Chance Critical Storm: Your Critical Strike Chance is increased by an amount equal to your Evasion Rating. Your Critical Strike Multiplier is increased by an amount equal to your maximum Calm. Last bumped on Sep 3, 2025, 2:28:56 PM
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