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!