+wounds zealot marty builds are bad

The curio blessings for +wounds are bad and give newer players the illusion it adds survivability but in reality, u jus end up squishier. I get that it is under-used and im assuming u guys designed the marty zealot around it for that. It is playable but im giving my feedback and the ppl i talked to about this. +wounds is a wasted curio.

Basically adding trash charms for a dumb mechanic. Should seriously go back to % missing health and let the new players use +wounds when they need it. Its absurd to sacrifice stamina, health or toughness for something else of zero value for mediocre DR and attack speed. Especially with a +15 toughness node not working on the zealot tree already, its insane to slap on wounds knowing that.

Also, not alot of value with 6 wounds on T5 damnation difficulty. And if ur thinking u see alot of wounded zealots with alot of wounds, im willing to argue its cause the dont have real curios, jus +wounds ones. The other curio blessings are meant to keep you alive. + wounds jus means u are building to be dead. On so many levels

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More wounds means you can die more often and it means you have to rely on your teammates to get you up. The whole concept is teaching you how to be bad at the game.

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its so ironic especially when im asked about this. literally means you have to die more because you have less survivablity. like actually actively choosing less survivability jus to have more purple bricks. this is a game thats already too easy. nobody thats gaming on t5 is going down that much

Nah this loadout taxes a ton of talents pulling you all weird directions to maximize its return on damage taken. NOT GOING DOWN. Unfortunately this involves understanding the talent tree, and also being good enough to not only avoid damage in general but also ensure that when you do attempt to sponge hits you only take the big thump.

In short its probably way harder to pull off for most DT players than it should be, but it isn’t terrible because that interaction is almost like healing…but if you mess up you just go down a lot and are a liability.

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i disagree. its not a path for avoiding damage and and its the lower skill ceiling keystone of the bunch. u literally will go down more because less movement, less crits, in turn less survivability. its a fake tanking keystone and a hero thats harder to tank with if you dont go all over the place hunting the good damage mitigation stuff when truthfully, zealot has some insane tanking if you opt into mobility, better footwork mechanics and more ult uptime

also, i agree its not terrible. im jus voicing my opinion cause it can be better. i want it to better. + wounds makes it worse

This guy knows the way to Sigma. I hope more people understand this concept.

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At a max of 7 wounds (in Damnation) you can get 6 stacks which is +48% melee damage, 30% DR, and 24% attack speed. Furthermore, Bleed for the Emperor triggers so much it is almost a constant 50% DR on top of that.

If we ever get to use all 9 stacks via some future update, it’ll be +72% melee damage, 45% DR, and 36% attack speed. That’s all pretty insane and not a bad trade-off for 9 stamina.

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Its for boss one shot memesters my man. Go into heresy or lower and become the living legend you were born to be

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I think that’s one of the problem, people tend to think I maximize the stacks and get huge rewards. But in the game, having this little HP will really make you die more often and sometimes lead to a failed mission. The number of wounds also makes people think it’s ok to die more times, but this actually puts pressure to the whole team.

The issue being

That’s just the hypothetical idea behind it. The reality is:

Most pub Zealots barely survive long enough on one wound to reap those benefits longer than few seconds lol.

At the end of the day it’s a build that relies on failure. Failure to avoid damage. A much more useful concept would be to have opposing benefits. One that scales with increasing wounds and one for decreasing wounds/full hp. That’d at least make it interesting instead of a noob trap.

TOUGHNESS DR, which is a far cry from actual DR in a game where fire is so prevalent, on a build that will inheretely have less HP and toughness on top.

I agree with Newty, the cons far outweigh the pros in martyrdoms case, and have steered away from (almost) completely. Even on my meme thunder monster bonk build, I scaled back to 5 wounds, so I still end up above 1 with holy revenant, while having actual HP and toughness to work with.

Agreed martyrdom needs to either

  • add 1/2 of its effects even when the wound was not taken - 4% dmg per wound at all times, 8% dmg when that wound was taken.
    Since this is the only keystone REQUIRING curio investment, it should be good all the time (And you are sacrificng A LOT of HP/Toughness/ stamina is meh since zealot has alot of it anyway)

  • OR if not the DMG reduction should affect ALL dmg taken not just toughness + martyrdom by default should make zealot completely immune to all stun/stagger/push effects (except being thrown my bosses, mutants, explosions) = the idea is to make breaking his toughness inconsequential in ALL cases

  • OR in the VERY least martyrdom should have extreme toughness regen options ON HIT

This playstyle worked in V2 where zealot just danced with THPm but DT toughness just doesnt work.

2 Likes

I think it’s theoretically ok if you play really well and can hit meaningful breakpoints with the bonus. For me it’s not really worth the hassle though.

The real nail in its coffin is just how garbage its related cooldown talent is. It should probably just increase cooldown speed be X% per missing wound or something so you don’t lose out so hard on Ult uptime without dipping into further away cooldown talents.

Also kinda agree with this:

I’ve found myself coming around more and more to inexorable judgement in large part due to the regular bursts of toughness it gives while being much more flexible with proc condition than the toughness on heavy kill talent. If martyrdom similarly provided a decent toughness generation method it’d make the build feel a bit less needlessly squishy.

I run 7 wounds Martyrdom in Auric Damnation.

Yes, it’s true you don’t always realize its full potential. But remember that it’s a spectrum. You get stronger as you gradually lose health.

Yes, it’s true that I go down. But so do other teammates. However, when I come up I get back a ton of health.

No, I don’t run this because I don’t have other curios. In fact, I have three sets of curios with exactly the perks I want. I’ve been playing Zealot exclusively since launch, this helps with resources.

No, it’s not a low skill ceiling build. In fact, one might say it’s the highest ceiling because you have no special mechanics to help you like crits, holy revenant, toughness regen, shroudfield, ability cooldown reduction, etc. All you have is your dash to save teammates, your Boltgun for packs of Crusher/Bullwarks and your Eviscerator for everything else.

For reference, here is my loadout:


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No “until death”? You’re missing out my man.

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Since Holy Revenant has been nerfed to only give you back 25% health, I find that it’s better to have a many wounds, as it gives you back more health.

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That’s kinda the point. It’s a synergy with martyrdom. You get to be on low hp, so you get to utilize your martyrdom longer. Think about it. Instead of going down and losing almost all stacks when you get back up, you get to keep the stacks and regain a bit of health back.

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Yes, that is true. And I’ve tried it. Still, I prefer to get more health and gradually lose it.

There are other interesting talents to pick.

The perks surrounding martyr wound build are not bad perse. But they did remove one perk and that was the “buff you and all players when you lose a wound” And it would also proc when you was down. Not sure why they did that. If they could add stronger buffs to wound loss for you and team it could make for a good build. ALSO they heavily nurfed Revenant. Which limits you on trading and playing around with wound loss. Which is a problem. Before the overhaul you could regenerate all your lost wounds with Revenant essentially making you unkillable.