Zealot Filler Talents

The Zealot talent tree has the lowest amount of total talent points in the game and is probably the reason why it also has the most funneling structure. In order to open it up more I think it needs more filler talent ideas that aren’t too overpowered but fun.

~73 talents vs next Psyker of ~93

After scrapping V2 classes and exhausing random funny ideas I think crowd sourcing may be more effective if you could add a talent to Zealot that wouldn’t break the game what would it be?

The following are my random filler examples so far…



Hidden Knives: On taking melee deal throwing knife body shot equivalent damage and able to break nets on taking a melee hit while netted, 20s CD.

Reasoning: reset back to original again… Option to be charge based system on gaurenteed net break, 1-2 charges.


Grounded in Truth: Knockbacks, pulls & throws distance are greatly reduced.

Reasoning: Talent sync, useful for tanking barrels, bosses and specials.


Faith Un-Blinded: Zealot sees through smoke, gas and flames and reduces their damage & corruption by 10%.

Reasoning: Talent sync, useful for standing in fire. Reduced damage resistance to 10% from 50% over tunned.


Clense the Heretic: Non-taggable enemies & monsters burn with range attacks, active burning enemies in coherency increases your close range damage by 5% stacking 5 times.

Reasoning: encouraging a flame range zealot flavor that synergizes with fire skills and close range shooting. Very enemy reliant as damage boosts will drop off quickly if only trash is on fire but may be ignited by other sources flame grenade, flame thrower, laz gun crit blessings and allies. Could drop monster ignition or only proc on damage boost on talent ignited enemies if too powerful.


Sucker Punch: +20% damage to non-weakspot melee hits

Reasoning: Hitting weakspots will become harder when staggered and non-weakspot hits will do less damage in general so slight boost to damage when staggering.


Sweet Spot: Every 4th backstab hit counts as a weakspot backstab hit.

Reasoning: Riddick, 4th lumbar down. Fun reference but also passive damage boost on unsuccessful backstabs.


Battle Rythm: Push attacks gain 10% damage, on push attack kill next attack +10% critical hit chance, critical hit on next attack restores 25% stamina.

Reasoning: More push focused game play… fun to make combo.


Combat Interrogation: On elite or specialist kill highlight nearest specialist for 5s

Reasoning: Talent Sync, utility. Lowered from all to nearest specialist.


Emperor Provides: 10% chance on ammo/grenade pick up of zealot or any ally in coherency for zealot to regain 33% of Blitz ammunition

Reasoning: Talent Sync, utility. reworked to lower chance but procs with allies as well to prevent ammo hoarding.


Endurance Training: While above 50% stamina, reduce incoming damage by excess stamina

Reasoning: Talent Sync, utility.


Master Reflexes: On perfect block next attack gains +100% damage, blocked target receives knockdown or stagger if boss.

Reasoning: Talent Sync, utility. Rewards excellent play / reflexes at high risk of blocking. Adjustments Seneshal.23.8 inspired.


Live by the Sword: while ranged weapon is empty, +10% damage reduction and +1 to dodge maximum

Reasoning: Talent Sync, utility.


True Sacrifice: Unleash a hidden cash of blitz ability dealing effects to all enemies in your coherency on death. (not downs) Flash grenades, Immolation grenades, or knife barrage.

Reasoning: Talent Sync, utility. Reworked for blitz ability


Specialist: Significantly improve weapon special effects (Depending on weapon: activation speed, duration, damage or stagger.)

Reasoning: Weapon special love for the melee specialist, effect will have to be fine tuned per weapon not any receiving everything mentioned above.


Pushing Faith: Successful pushes restore 5% toughness and +15% toughness damage reduction for 5s.

Reasoning: New TDR & toughness regen for push style game-play.


Restoring Faith: Begin match at 2 wounds, restore 1 health every 5s up to current wound, no longer able to use Med Stations(Pre-Req. For Until Death)

Current: On taking damage heal 20% of that damage over 4s

Reasoning: Natural Bond from V2 to fit Martyrdom play-style, pre-req to Until Death as healing trade-off to temp invulnerability. Trades 33% + health (new 3 wound zealot greater health loss for extra wound curio /talents) for trickling healing up to current wound once you pass a threshold that is the new wound level stim packs will elevate past thresholds for new status or getting downed and picked up. This also acts as a tax talent to Until Death the most powerful survival talent in game trading max health for safety card. While also proving team buff of more med station uses.


Hammer of Faith: +20% Damage to staggered enemies.

Current: 30% Impact Strength

Reasoning: Staggered enemies often non-weakspot hits need damage boost to compare with raw damage weakspot builds.



CANCELLED

Undying Resolve: When downed Zealot can crawl at cost to downed health

Reasoning: More of a fun idea than serious.



Modified Poster Ideas



MixedLetters inspired.

Blood Drinker: Critical hits apply 1 bleed. Enemies who die from bleed replenish 5% toughness

Reasoning: Removing bleed on crit from scourge as above will be tax talent post Scourge with slight toughness compensation.


Ralendil inspired.

Faith's Endurance: While above 75% stamina immune to range attacks while sprinting

Reasoning: Lower window than stripped down for all weapons, niche sprint immunity while at high stamina.


Seneshal.23.8 inspired.

Paragon of Faith: Alternative option Loner Aura, You and allies in coherency gain -15% stamina cost.



Congratulations for reaching this far!

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A very interesting smattering of ideas, I think a decent chunk of them would be quite OP, but this is mainly meant to be an ‘idea generator’ discussion, so I’m not gonna try and downplay any of them.

I think the only ideas I had myself while giving Zealot a think based on their talents the other day would be ‘gain X% toughness on bleed/DoT kill’, to synergize more directly with their attempts at spreading such status. Will see if more doesn’t come to my mind later!

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pretty niche kinda sounds like soul drinker not sure if needs another toughness generator but couldn’t hurt or possibly provide different boost. Was thinking about removing the bleed effect from scourge(on crit causes bleed) maybe just splitting it up with this too would help nerf it.

Blood Drinker: On critical hit causes bleed, enemies who die from bleed restore 5% toughness.

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I think the same…


Hidden Knives Would love the out of prison card. But if you give me that… what will be my fear? No, don’t permit me to have that.

Faith Un-Blinded good… but… no… OP

Sucker Punch Why not… but you won’t convince me to not hit heads. I have never used lacerate just cause lacerate requires you don’t aim heads…

Sweet Spot heu… no

Battle Rythm Would love. Would be great for my two preferred weapons actually… relic blade II and achalys combat axe.

Bounty Hunter No… zealot is not the veteran

Emperor Provides Nope and even if I am close to always the guy to check all chests and loot 3 times ammo the others (and without even trying to steal them).

Endurance Training No… cause stripping down exists, unremitting can enhance it and cause also there is swift certainly that is already extremely strong (but would not say OP, I don’t take it most of the time, but it is strong).

Master Reflexes. Yes. I don’t block (or rarely), I prefer dodging BUT this is something that should be here.

Undying Resolve No until death is sufficient. And if I understand good, it would be OP with martydom builds.

Live by the Sword Good

True Sacrifice No. Too much.

Specialist… Applying on melee weapons… no… it would be TOTALLY OP. But on ranged… it could be interesting as I would like that ranged zealot would be an alternative and not just folklore. So, I may say yes I am in favor but as a talent related to ranged weapons…

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Yeah most of these are just fun dead end talents, could be tuned down and made usable if too much as always. The crawl one was an old joke / mod from L4D2 and True Sacrifice almost like a funny zealot boost when compeletly downed like a super psyker explosion.

This one not necessarily all the above thinking it would depend on weapon how improved and what specifically it does for example I think Thunder Hammer would have drastically increased activation time and duration before it expires making it easier to use.

Hmm if you really wanted to maximize that build could also go for the curio -15% stamina consumption x3. Also still unsure if this would work as a 1 time stamina consumption or low reduction trickle =/

Yes… this is the idea.
Only +3 stamina (there is a +1 stamina in the zealot tree) and stamina reduction while sprinting and 1 stamina replenishment bonus.

With +2 stamina if active on the weapon, it gives you enough stamina.

On veteran you can also do it and be even more efficient with duck and dive.
Not metas builds. But FUN builds! Running through bullets in a long corridor to kill enemies that cannot stop you… so fun!

I tested as veteran (good, even if they have remove vanguard) and on zealot.
Gameplays different. On zealot you play more the ranged immunity in your moves as you won’t have to pay attention to ranged units (especially if you pick also swift certainly).
On veteran, the idea is more to get an assault teamplay. You don’t need to take cover… run in these heretics!!!

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Hmm Stripped down is ranged only though with certain guns perhaps could make it a melee zealot version instead and save a ranged blessing.

Endurance Training: Gain Ranged Attack Immunity while sprinting with over 50% Stamina.

edit: also toned down some of the flagged abilities, always available for down tones.

The Emperor Protects

On Perfect Block, release a 3m shockwave that knocks enemies down/staggers monstrosities.

Faith Rewarded

While missing (%) health, every 2.5s, gain ((%)health * 0.1) to your next Melee Attack.

Paragon of Faith

For every ally in coherency, increase block stamina reduction by 15%

Test of Faith

While under 30% Health, Taunt enemies around you in an 5m radius.

Judgement Untouched

While at +90% health, suppress enemies in an 8m radius.

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swift certainly would be redundant

Only while above 50% stamina., from my understanding the dodge doesn’t prevent damage while sprinting directly at gunners either. As a filler talent it would just fill a niche.

I think it would be on same field of swift certainly (that is NOT working like stripping down) and there’s a blessing for this.

This could break balance on lot of things. I already have ideas of what I could do with such blessing, and believe me it is insane…

There’s no need to add things just to add…

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Well you can already do it with a fast swap dont see how it would suddenly be insane could even bump it up to above 75% if concerned.

Any form of self-save while disabled needs to have a significant opportunity cost, and the only one I can think of is Ogryn’s Pained Outburst - which is both inconsistent due to how stack decay and cooldown works and only works when hounded. Darktide is a team game, and while Zealot is the most self-reliant of all classes, having a get-out-of-jail free talent would make this a must-pick in any build, and also extremely cheap, essentially getting rid of one of the game’s major disablers.

Infinite stun grenades and firebombs is also a no-no. These are powerful tools that are limited for a reason and I think Vets should only have the grenade regen due to their inherently weaker grenades - the spam is what makes those ones powerful.

Essentially the same kind of meme talent as Crystalline Will.

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Just an FYI Zealot currently does have one for hounds, Master’s Retribution, perhaps it should be removed though for same reasoning.

It was my understanding that Veteran grenades were superior except “smoke” of course but I do find them equally powerful. Also currently Veteran has 2.5% chance on any ones kill to regain grenade. Ammo pick ups are significantly less.

Yah most of these are my lower end fun variety based ideas more talent sync or very niche / fun than useful. Thanks for inputs!

Had to wake-up and think about these a bit harder.

Another perfect block option, This being more utility 3m shockwave is small enough to be just around zealot sounds about right it may need to be lowered to just blocked target.

Also not exactly sure how perfect block works in DT was a V2 blessing that negated all stamina cost. It should work at no stamina cost or special damages that would typically override a normal block so basically devil claw weapon special but with a knockdown to stagger effect.

I like it!

Nice but basically a burst Martyrdom really trying to avoid overlaps.

As blocks are rarely used think it sounds more like a replacement aura, should probably un-restrict it from block and just say stamina reduction by 15% for self and allies in coherency could be a useful counterpart to the Veteran sprint aura.

I don’t know if I’d like to do health based talents very uncontrollable but if I did i might swap the two taunting at low health almost sounds like a death sentence and not entirely sure Zealot wants to be a taunting class. More of the melee dps to the melee support of Ogryn.

Cause you could put stripping down on weapons that should NEVER have it.
First… DS and Combat blade.
Do you want to make these weapons totally insane???

And even on ranged… A revolver would be insane… I use the agri revolver actually… I cannot imagine if I could have such talent…
imagine with a flamer…

You basically already have this capability for sed melees by using range swap, reliant on being OP when built sacrificing other builds for this temp immunity while sprinting that consumes its stamina. (while they are .98 sprint now, id also suggest they be brought down to .8 same tier as recon laz i believe)

I’d almost expect you to argue for removing the blessing strip down at this point as borderline OP. Anyways its based on your idea so I see no problem scrapping it as a talent.

In english?
You don’t have actually this ability, UNLESS you take a ranged weapon, UNLESS you put these blessing on it and UNLESS you keep a ranged gun in hands.
But If I could have it on melee weapons, it would be clearly insane… here I would play again combat blade, at least one week. It would make combat blade far above the OP state in term of running out of combats… and even if you want to rush and kill things on your path…

Such talents would multiply by 10 the actual complains about combat blade rushers…

you won’t have 0.98

Again… you should play with things before arguing it is OP etc…
This sentence shows clearly that you did not. You trade less power for comfort.
I can assure you it is FAR from OP, at least if it is limited to the current weapons that have it.

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Just tested it in the Meatgrinder and huh, so it is. Still, I would consider the opportunity cost here - 10 second cooldown, mostly irrelevant in every other interaction Zealot can have, costs a talent point that could be spent on something else, and if Master’s Retribution is already on cooldown and you get hounded, it won’t save you.

By the numbers, Veteran grenades are definitely the weakest, but their power is absolutely in their spammability. Other grenades have more powerful effects, but cannot be regenerated without pickups - that’s their balance. The fact that Veterans can just keep throwing grenades is what elevates them to the best in the game - if vets didn’t have grenade regen, their nades would suck big time.

Not sure where you got that 2.5% figure from. Demolition Team is 5% to regen grenade on Specialist/Elite kill, so this is just factually incorrect information. You might have gotten confused with Competitive Urge, which is the 2.5% chance on ally kill to gain some buffs.

Yah maybe I should have kept the original wording to proc return damage on being hit and can break nets so it can’t proc if already wasted. Or give it a charge system 1-2 times reset on full death?

Thats correct in my haste i looked at the wrong talent / percentile still relevant higher percent chance and more elites than ammo.

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