I’ve definitely been interrupted by melee hits, but the other day I ulted straight towards a gunner machine gunning directly at me and wasn’t interrupted, so I dunno how else to explain getting away with that. If it’s not fixed in all instances it certainly should be.
I had the exact opposite experience with it being interrupted by a gunner right after I started the dash. Annoying to say the least. Perhaps ping has something to do with it.
Just want to add I’m coming around more to Thy Wrath be Swift as decent competition for Holy Revenant as is. Not 100% sure but pretty sure the move speed also procs when being hit by ranged fire and it feels like it makes a significant difference in ducking out of ranged fire into nearby cover without being burst down nearly as much. Might be placebo or coincidence, will need more play hours to be more sure. Obviously the benefits for avoiding consecutive hits in melee goes without saying.
Seeing as we have a weapon special button it’s really strange to me we don’t have combi-weapons in the game.
120h+ zealot
Not building crit feels bad atm.
Not having mobility feels bad.
Hordes are never a threat, they are a blessing.
What kills me is ALWAYS a ranged threat.
Damage bleedthrough is kinda stupid and takes a lot from the class.
Dash being interruptible sucks.
Stun grenades are amazing and synergise well with the class.
Now moving on to talents
Row 1:
Crit damage reduction is a no brainer. Why get 5% regen or 50% more toughness when you can outright reduce the damage you take?
It’s also too important to pass on as soon as someone with a rifle sneezes your way.
Row 2:
Those are all good choices, but with bleedthrough damage, attack speed on %hp missing isn’t very interesting.
Row 3
Martyrdoom stacks increases allies damage: sorry, but NEVER is that going to be used.
Perhaps ways to change the way the aura works?
=>Lose the damage reduction, but get increased attack speed or crit for the group?
Increase DoT dealt by allies in coherency? Slows enemies in Coherency?
Anyway: you can do better FS
Row 4
Heal on invuln: cool, but really unreliable.
25% damage taken regenerated: probably the most useful, as it’s essentially a +25% hp buff. Good against bleedthrough.
Speed on melee hit: not bad, but you probably wouldn’t want to get hit in the first place.
Row 5:
Ranged damage when close: na, that’s within crusading distance
Damage on hit: slightly lower buff of the three options but a lot more reliable so why pick anything else?
More martyrdoom stacks: with damage bleedthrough that is just asking to die for… +15% damage? ANY other option is better
Row 6
All cool options tbh.
Extra attack speed and extra charge are kinda lame ducks though.
You did better in VT2 giving ults different options for different playstyles
Career skill:
Down from 100% toughness to 50% is an unjustified nerf.
The crit bug that allowed weapons to have 100% crit for a short moment was REALLY cool and felt effective.
Atm getting only ONE garanteed crit is really lame when you compared it to Vet getting 50% ranged damage over a duration (which also increases crit dmg)
Interruptible and not quite as fast as it needs to be. Feelsbad.
Martyrdoom: currently “bugged”. With bleedthrough it’s more of a flavour thing than something I actively work around.
Death Invuln: LACK OF FEEDBACK ON ACTIVATION. THe amount of times I wonder if I have triggered the buff, how long it is active and when it’s on cooldown is a staggering failure in UX (User Xperience)
All in all I really like Zealot because of the utility I bring to the team when in a pinch with good mobility.
However the class doesn’t really feel good to build around, I’m essentially shoehorned into one build (which happens to be my build in VT2).
My guess is:
Players can take headshots, so any stray bullet hitting your weakspot has higher stagger value and thus breaks your poise during the charge regardless of thoughness
Appreciate more people adding feedback to this thread.
Ranged trash mobs are definitely the bane of Zealot, though he’s hardly alone there.
I disagree there, and you even say yourself melee enemies aren’t the threat to begin with, but there are enough threads on that topic specifically so I’d rather not go down that rabbit hole.
Agreed the crit DR feat is generally a winner, especially to reduce ranged threats. Why would you take one of the other two? Well to my mind because the crit one simply isn’t reliable on a lot of weapons. I’m a bit fan of Evicerator so generally take the toughness regen feat with it, though still not sure the +50% on kill isn’t actually better value on average.
It’s not just uninteresting, the values don’t match at all with when you get Martyrdom stacks which is just bizarre, hence the suggested change. However the more I play Zealot the more I think the low hp talents and martyrdom itself are just bad choices for this game and should be replaced entirely with more interesting, and more importantly more interactive options.
Funnily enough I think that feat WAS +crit chance for allies in coherency in the closed beta, which is honestly a much more interesting and competitive option than what we have currently. Also would make the crit build a bit more accessible to more weapons.
To quote myself:
Yeah I think it’s an alright feat that might be getting slept on a bit considering what a threat hordes of ranged trash mobs are.
I’ve noticed it also affects the burn dot inflicted by flamethrower, might honestly be a decent choice in that instance but you’re giving up an awful lot of melee damage for it. Also flamer has surprisingly long range so I’d rather something else if the idea is to pair with it. A general increase to dots might be interesting to synergise with both the bleed and burn you have access to. EG dotted enemies take +25% damage, though I’m sure there’d be more interesting options.
Yeah as said in the original post, if Martyrdom was every 15 health and other feats synergised with it it’d be desirable, but I’m really at the point of “just scrap everything low health related and give us interesting build defining options”.
Again same thing with not taking crit DR, double Ult is what you run if you don’t want to run a crit weapon. Ult uptime is too valuable to ever take the attack speed option IMO.
Its synergy with the tier 2 feat for crit chance on hitting bleeding targets makes that one crit better than it sounds TBH. It would at least be nice if the +25% damage stuck around for 3-5 seconds.
I think the + impact and uninterruptible build with toughness regen on Evic and possibly Thunder Hammer is alright (ideally need toughness on multi hit blessing for both weapons and definitely need +200% cleave on multi hit for Evic). It just needs like 1 more feat to synergise with it to really pop.
Too much of the budget is tied to crit.
You are forced down the critline because everything is related to crit.
Take Vet: his talents allow for a wider aray of playstiles because perks aren’t a direct stat stick boost.
Zealot: I have a crit weapon so I’m gonna just take everything related to crit regardless.
Likewise other “build trees” don’t feel as… good.
Stuff like “+50% ammunition” in addition to the ranged damage feat, or “+20% dodge distance when using a ranged weapon” to synergise more.
Fatshark, a bit more text, and more nuance
Yeah no dodge or general mobility feats other than Thy Wrath be Swift is a weird choice for what seems to be intended to be a mobility DPS character that excels at pushing into the backline and causing mass disruption… seems like an oversight.
Honestly, no dodge is perfectly in line for zealot for the 40k fantasy. Lack of cool “on slide” and “on sprint” blessings on zealot weapons tho is weird because slide is what enables you to get close when range is spammed and vet is sleeping. Imagine if flamer had a blessing that does something like “if above 66% ammo, lose 1 ammo and leave trail of fire on slide”.
If anything im surprised there is no “you are locked to 1 real dodge per 5 seconds, but cant lose more than 10% toughness a hit” or something similar as a feat.
TWbS is competition because it gives both charge and sprint for slide uninterruptable from ranged damage. Not true uninterruptable as block break, explosion clip and superheavy enemy attack breaking toughness still do a slight twitch and slowdown, but no “you are stuck in same place despite w input and prevented from sliding” from enemy flashlights.
Which better be intended with just a bad tooltip as that lets it be competition for Hrev and both are worse than Faith Restores.
NO WONDER it makes ducking out of ranged fire feel so much better. I thought it must just be the move speed since the tooltip specifies melee damage for the no slowdown part. That explains a lot, thank you. And yes, the tooltip should absolutely be fixed to match what it’s doing now, not the other way around.
@bendking This probably explains the discrepancy we have between Ult being interrupted by ranged fire or not.
How on earth is Faith Restores the best talent though? Holy Rev is massive clutch potential and TWbS helps counter one of your biggest threats. Faith Restores felt really unimpactful when I tried it.
Has anyone actually seen curios with toughness damage reduction or am i simply that unlucky with the ones i got?
Oke good to know since its been driving me nuts.
Initially i wrote a wall o text, but i think this TLDR is enough: FRA = boring reliability (when not bugged by 0 damage hits) especially because it in part helps vs chip damage, HR = clutch that you feel, but means things already went bad and (unless it went south because of temp 3 man brainfart) are not too likely to become better, be it in a organized or PUG setup.
Yeah this is the part I don’t get. I dunno chip damage has never felt like any threat whatsoever for Zealot. If I die it’s a disabler or massive burst from a room full of gunners or similar. Very occasionally ranged trash chip me down while travelling across an open area, in which case, TWbS would almost certainly save me more health. Hence I think that’s easily the least valuable one in practice, but thank you for explaining your reasoning.
After the Zelot got the Crusher, this might be a more interesting choice as a zelot support playstyle. And playstyles with the Zelot is exactely what we need on heresy+