Months is the key word there, Patch 13 came out only 2 months ago. And it wouldn’t surprise me if gameslantern is slow when it comes to updating hidden mechanics.
I haven’t noticed this with my Zealot. I just chucked few points in for toughness/health regen and put the rest into damage stacks (like backstabs, bleed stacks, etc.) and speed. Although, if you’re using the Thunder Hammer it does make you feel squishy at times, that’s why I main Heavy Eviscerator.
Punishment is way more useful than that awful talent. Maybe it would be better if it wasnt on Marty but you want to take as little health damage as possible.
Getting the extra stagger and conditional stun resistance is way better.
Punishment doesn’t grant damage? It gives impact, which translates to stagger power which Crusher (my favourite martyrdom weapon) already has impact in abundance. And the uninterruptible is far too conditional to ever be worth grabbing it for IMO, you’re not going to fulfill that condition against hordes of elites unless you’re running heavy sword with extra cleave. It may as well not exist.
You’re misunderstanding those numbers. They were toughness damage multipliers but they only ever mattered for melee hits. Sliding counts as dodge state and ranged enemies literally cannot hit you while in dodge state so toughness damage reduction against ranged attacks while sliding does absolutely nothing. All characters in the game are basically equally invincible to ranged attacks while sliding and always have been. Melee enemies very rarely hit you during slide anyway so the only real application I found for Zealot’s 100% toughness DR while sliding is being able to dodge slide sideways during a Plogryn slam then keep attacking immediately.
Again pretty irrelevant anyway since all the characters had those stats normalised and Zealot doesn’t have that very minor privilege anymore.
Yeah fair. TBH I still think even the mediocre other options you have to spend that last point would be more impactful. If running a brauto I’d take Voice of Terra over it. I can’t remember if duellist is working properly at the moment but if it is I’d take that over it. I’d definitely take punishment over it for more reliable interrupts. Heck I’d even consider taking Fortitude in Fellowship over it. Not trying to have a go and fair enough if only 1 point is negotiable it’s probably a fine enough pick up that COULD make the difference here and there.
Oh I’d definitely take duelist if it actually worked like stated with a visible buff indicator, even despite the fact that what counts as dodging an attack isn’t consistent between all enemies. But yea Martyr’s purpose has made the difference between life and death multiple times in my experience.
Youre right was a typo
Still better than taking health damage on a martydom build lol
Health is an expendable resource on Martyrdom
Each team member has a job to do. Just don’t expose yourself to ranged enemies, that is not your job. Your teammates will deal with them.
While they do so, play rear-guard and protect them. Only engage melee units when they reach your group.
Always remain in coherency. Even if you’re not dealing damage, your Aura is helping the team.
Find the dodging rhythm of your weapon, and while there are enemies around, always be dodging.
I think if you know what you’re doing, diving gunner groups BEFORE they aggro and are still clumped is a big part of your job if you want to be an effective contributor as Zealot. Of course that depends on team comp, if your team can trivially counter fire shooters then there’s no need for you to dive, but if your team is struggling with ranged mobs it’s time to do your job and get in there.
If youre playing optimally you should always be around 5-6 stacks, at 80ish or below health. Until Death and Holy Rev activating every 2 minutes as you need it. Talking health damage after reaching that threshold is the absolute last thing yoh want to do. Martydom is all about toughness damage gating.
Thank you! What a useless perk indeed lol
Dont forget thy wrath be swift perk
Its a must pick on zelot now.
It also makes you immune to ranged stagger.
Works wonders against gunners and shooters.
It takes less skill to not take damage at all as a Zealot because of the class survivability. Dodge a single bullet = regen toughness. Land a crit = unkillable (almost). And run so damn fast, just to name some of its survivability.
Perhaps you struggle because you play it the way you play other classes.
Come again?
My Loner Zealot tweaking after that Mauler hits her with that dollar store chain axe
First of all: Skill issue.
Now we’ve gotten that out of the way Zealot requires you to learn how dodge slide, sprint slide and generally move without taking damage.
Other than that you have a lot of talents that either reduce the damage you take, make you stagger resistant and allow you to regen life.
Thy wrath be swift is a must pick for beginner Zealots and the ones using slower movement speed weapons.
Other than that Zealot is one of the tankiest if not THE tankiest class in the game allowing it to survive and clutch insane situations. Mostly because of the amount of DR, movement speed and abiltiy uptime you get, when you build it correctly. People complaining about Zealot being weaker than Vet in melee generally just lack the skill and experience to play him well.
Curios barely matter except for gunner resist. Pick whatever you like. I go with 1x 3stam 2x 21 health and stamina regen/health
In terms of weapons Zealot has a large pool of viable weapons honestly.
Both eviscerators are good, the new chain axe and and chain sword are great as well.
Heavy sword destroys everything except armored.
Regular axes are amazing all rounders. Especially the Rashad.
Tac Axe with Burtal Momentum & Headtaker/Shred is a great speedy alrounder, albeit a bit trash against armored.
Knife with 1 rending blessing and lacerate is your go to gotta go fast I’m invincible build but trash horde clear. Requires you to be good with it though, otherwise you’re just a burden.
Catachan is a meme.
Hammer is in a rough spot compared to other weapons. You can make it work but you have to compensate massively for it’s downsides.
In general you just pick a ranged weapon that helps you cover what your melee weapon lacks. If you pick heavy sword for instance, get a range weapon that can deal with armor, etc.
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