so i feel the Zealot Preacher is in abit of a rough Spot, it seems like your always out of health and near death, and on Level 4-5 missions thats always one enemy backstab away, which really hurts how you play, turning a fun low level experience into a liability on higher level missions.
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=The Problem=
due to the Zealots Martyrdom Ability (+5% damage for each 15 missing health. Max stacks 3.) as to keep your stacks of Martyrdom up ideally you’ll always want to be at 50-55% health. as so you can keep your damage up with also maintaining the most health.
however your often stuck with much less health and you are afraid to heal as you will have to let your self take damage if you want your damage boon back. this leads to Zealot players not healing when perhaps they should and such becoming the weak link in a team on those level 4-5 missions. in a firefight momentum is everything, and having to revive a downed Zealot, or worse having to go find and save them can cost a game as your playing with a man down.
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=The Solution=
change the Zealots Martyrdom Ability to give them Health on Kill based on Martyrdom level - Martyrdom Ability (+5% damage for each 15 missing health. Max stacks 3. Also when at Max Martyrdom Stacks, melee kills restore 2health per stack of Martyrdom) - this way a Zealot can stay in the fight longer and gain more benefit from Martyrdom.
before taking into consideration other skills a level 1 Zealot Preacher will take damage until they are at 55%ish health(+15% damage=3Martyrdom Stacks) and a single kill will restore 6 health bringing them up to roughly 60%ish health(+10% damage=2Martyrdom Stacks) and the heal on kill would turn off.
this would also synergize well with other allies in Coherency abilities,
Holy Fervour(+20% Power to allies in Coherency for 5 seconds. On gaining a stack of Martyrdom.) this may have to be reduced some for balance(or add a cooldown), but with it Zealots could keep this buff active to aid the team, as long as they are fighting in the same area(allies in Coherency).
also Honour The Martyr(Martyrdom has 6 max stacks.) with this a Zealot Preacher will take damage until they are at 10%ish health(+30% damage=6Martyrdom Stacks) and a single kill will restore 12 health bringing them up to roughly 20%ish health(assuming no Health Curios)(+25% damage=5Martyrdom Stacks) and the heal on kill would turn off. keeping them as a glass cannon but with extra bonuses to stay as such and not desolve if a Special looks at them funny.
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i think this change could allow Zealots to play more loose with their Abilities and have more fun as they can keep their health up as long as they do Melee damage, but Ranged enemies would still be their Bane. as such i feel this would let them own the Melee Spot once again, when it comes to Game play.
(Veteran=Ranged)(Zealot=Melee)(Psyker=Mage)(Ogryn=Tank)
Thoughts Comments Concerns?
Thanks