I don't play Zealot Often... but when I do

This is why I have my sensitivity high. I recorded this clip for you.

If you’re a good player, yeah. Otherwise pop it. Too many times I see people dropping because they thought they could keep up. Having ppl downed during tough moments leads to cascade failures.

And you’d be shocked how many martyr zealots DON’T take those crucial talents.

Idk how I could fit bleed for the Emperor TBQH


The only talents you don’t see are the two martyrdom perks…

I’m using a different build but I would never recommend using martyrdom using all talent poitns in the middle of the tree. It lacks reliable toughness generation and Chorus isn’t reliable enough to maintain toughness for yourself. It’s more of a team thing at which point I’d recommend using blazing piety for the cooldown or the keystone on the right.

The other half of my build here just because

Sticking to the grenades and the heroic, I did this…


(I really prefer the grenades and the combat ability)

My bad I hit reply before I could elaborate my thoughts, there’s an actual reply now lol

I saw, and I donno how to feel about that, because toughness really isn’t a problem for me. If it is, I don’t think it’s something talents would reliably resolve for a different outcome because the concentration/saturation of damage is so high.

I really doubt that, from what I see in the talent tree screenshot you posted it looks like Chorus of Spiritual Fortitude is literally the only source of toughness generation outside the base mechanics. I’ve skimmed through the video and saw there’s a section where you’ve had no or very low toughness for at least 45 seconds straight which in my opinion, is really bad. It stops you from being able to do a lot of things so you were heavily restricted in what you can do and where you can move in that situation.

You aren’t wrong. What I meant by not a problem, is I meant that it’s manageable under normal circumstances. These aren’t normal circumstances! :stuck_out_tongue: :smiley:

Ah okay understandable have a great day. Chorus builds are very hit or miss in my experience, but oh well.

You too mang!

This martyr hybrid is what’s always worked for me, though I miss the crit CDR, the new CD nerf was ill-conceived. Obviously for FotF otherwise you can’t squeeze stuff in.




I hate giving up Crit DR and the rest on top right. You can put them in duelist instead I suppose, but I always miss bleeds+crit on bleeder+crit CDR. Backstab is still a 1.2 multiplicative source afaik.

I’m not a huge fan of mid paths myself until Marty.

This room is hard on auric most of the time, especially when a lot of shooters are spawning on the other side of the tracks with the train still moving out of the way, and there’s no decent Vet on the team. Most people don’t even look that way before the next part opens up.

I have to say though, normal lasguns are an outdated weapon in the current state of the game, they are completely overshadowed by Recon Lasguns and laspistols. Zealot doesn’t have all the damage buffs that Vet has to make them somewhat tolerable, you need a reliable weapon if you’re running Martydom. Try the original laspistol, it improves Zealot’s mobility in heavy chainsword builds.

I’ll try that. Like I said earlier in this thread, I use lasguns for range soft shell killing. It’s just in this one, we were completely overrun.

I think the problem is some people interpret what they’re seeing as bad gameplay when the reality is it just doesn’t fit into their playstyle and MAYBE they are the one that needs to adjust. I’ll give you a perfect example of people being absolutely clueless ALL THE TIME. I am a zealot and whenever there is a huge gunner spawn I charge directly into them to push them into melee and give my team a chance to kill them. Do you want to know what my team proceeds to do 8/10 times I charge directly into a group of 10 gunners? They focus on EVERYTHING BUT THE GUNNERS.

Gunners should be top priority in EVERY SITUATION. I don’t mean elites, I mean regular gunners. If you are one of those scrubs leaving gunners up everywhere so you can escape a regular horde because “there’s too much going on” then you shouldn’t be on that difficulty. I cannot tell you how frustrating it is to be the ONLY person having to chase down the 10 gunners hiding behind boxes/barrels because no one else can move their a** or use a gun to kill them. They’d rather hide behind cover and wait for someone else to do it.

My problem is in this clip (for the most part) that they were on the walls and hard to aim places. The ones on the ground I charged when I was able/had a moment. When we were at the respawn, Getting close to them was not possible, that’s why I tried to go out the otherside, but got pushed back in. That’s what happened here.

I don’t follow, rephrase?

Pretty cool :+1:, Public Enemy No.1, you did a good job

If this stuff happens, it means that the team isn’t killing enough dudes(mainly specials) before others show up, also, this part of the map is brutal, especially when you later on go to the more open area.

And your situation got even worse when people started leaving…

In conclusion, you got unlucky and the average skill/damage of the group wasn’t high enough for this
Usually sticking together compensates that, but well - it happens :melting_face:

Yeah, do try the Laspistol MK2, methinks you’ll like it. Pull it out when sprinting with heavy weapons (evis, THam), the mobility is great and you can pew-pew some headshots with ghost and smack everything in the face where you shine.
P.S. The MG12, maybe more for the vet, is also the lesser choice vs the 1a since the tree re-work.

I II V E G / C I VI / J I II V

those got the modifiers people look out for getting the “max” out of the game.

thats not to say you didnt play well, made the most of a fd up situation.

this room is a prime example of how stubborn most tend to be and rather duke it out in the open, drop one by one, instead of taking a free choke point that is the battery room.

scene has 3 stages.

2 of them i backtrack, for the timer runs down anyways, funnel the enemies into both doorways and usually am fine.

if the timer has finished all 4 pick one exit, head for the auspex, repeat.

third stage is doable at the front until the final blocking railways come down but even then people totally ignore the ranged trashmobs spawning from the rear door.

and its not even a hard encounter per se.
but like many other maps its a gauge wether the team has what it takes for the “real” encounters afterwards.

sadly more often then not i see a “hühnerhaufen” doing headless chicken, picking each fight without cover and get downed one by one.