Zealot Reworked Falsely Advertised As More Open

Removed Zealot innate invulnerable passive.
Reworked and increased viability movement talents.
Everything else is scrambled up.

Obvious push by testers for momentum play.

Abolished Blasphemers locked away by Providence
Grevious Wounds located on the finesse side
Superfluous noob-bait nodes

What is “momentum play” ?

2 Likes

What?

7 Likes

Sounds like you mainly have a problem with the nodes in the middle like the 15% elite damage requiring the revive speed talent, and nodes like Master’s Retribution or the new block talents being a waste of a point.

I agree to a small extent, the 15% elite damage is a pretty big talent to just ignore. Holy Revenant into Against the Odds is no brainer (imo) for most builds and goes right into the revive speed and 15% damage buff. but everything else you’re saying is pretty schizo. Momentum was good but wasn’t as viable as Piety way back when IoD got changed to be CD rate.

3 Likes

Momentum has aged poorly in the new meta of keystones just being always active buffs instead of having various ramp ups and peaks through combat persistence. But in general I would say Zealot got some of the greatest creep of all from these changes. Having like 3 cost nodes in the way of chunky buffs is a lot better than 25 of your nodes being set and never having a choice in blitz. The attack speed on most weapons breaks the animations with marty. Its just silliness.

3 Likes

3 Likes

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