Restructure Tree?
- Yes
- No
- Other
Misc Talent Tree Stats
This time organized it in easier picture format. Post Blitz favored bundled talents similar to Ogryn DR and Psyker corners for specific styles such a sprint, damage reduction and range themes. Still a general theme of left side (heavy / range), middle (support / survival) and right side (fast / weakspot / backstab).
Number adjustments and better recommendations desired. (added Other option for numbers too high or too low on some nerfs/buffs⌠some polls could not be modified once started.)
Post your own filler talents
Because many of my failures will need replacements to match Ogryns massive amount. You may find it harder to have ideas then strike them down as well.
(Total talent options are now equivielant to Ogryn Rework 94, New Zealot 94 (old 74), Psyker 93, Veteran 98. Start to keystone remains 17 points, Vet 17-18, Psyker 16-17, Ogryn 14-16)
Baseline Normalization:
- Class Iconics: Until Death, Zealous Blur
Until Death:
Fatal Damage instead grants you invulnerability for 5s. CD of 300s. (tax talented to lower to 180s)
Zealous Blur:
While sprinting, sliding, dodging +25% toughness damage reduction.
-
Normalize Toughness damage taken while sprinting, sliding, dodgeing to 1.0 (all classes, Zealot iconic replaces hidden feature at +25% instead)(another +25% TDR re-added via zealot talent)
-
Normalize Sprint Speed to 5 (Many movement new/old based talents for aggressive behavior)
-
Normalize Stamina Delay/Regens to 1
-
Zealot gains 1 wound baseline. (front liner + Martyrdom usage)
-
Max Weapon sprint speed is reduced to 0.8 from 0.98
-
Flat Nodes removed: Supression, Stamina, 1 Movement, 1 Melee, Health, 1 Toughness, 1 TDR
-
Flat Nodes Added: 5% Crit, 5% Ranged Damage
Reasoning: If it works for big slow pincushion Ogryn easier for tiny humans, should baseline stats in general making talents all the easier to understand. Favoring more impactful Iconics for every class.
Baseline Changes?
- Yes
- No
- Other / Some
Tier 1 (Pre-Blitz Nodes)
Enemies within Enemies without:
Regenerate 3% toughness per second while at least 3 enemies or allies are within 5 meters.
Current: Regenerate 2.5% toughness per second while at least 3 enemies or allies are within 5 meters
Reasoning: Tuned for regrouping with allies and better play on namesake.
- Yes
- No
Fortitude in Fellowship:
+50% Coherency Radius and Regeneration
*Current:+50% regeneration. *
Reasoning: All coherency boosters are weak should be combined at very least.
- Yes
- No
- Other
Voice of Terra:
Regenerate 4% toughness on range kill, and additional 6% toughness on elite or specialist ranged kill.
Current: 4% flat rate
Reasoning: Boost to priority target range kills for slow high impact weapons.
- Yes
- No
Second Wind:
Replenish 10% toughness on successful dodge.
Current: 15% toughness
Reasoning: small tweaking nerf likely needs more reduction.
- Yes
- No
- Other
Blitz Nodes
Blades of Faith:
Same, remove replenishment on kills (Talent Sync Tax next to restore function)
Current: replenishment on melee elite & special kills
Reasoning: Over tuned for flat blitz talent point, re-added utility in tax blitz talent point.
- Yes
- No
- Other
Scavenger:
Melee elite & special kills restore 1 knife. (Locks out Blind Faith)
Reasoning: Powerful for baseline added tax talent for functionality.
- Yes
- No
Blind Faith:
blades of faith gain slight seeking behavior, on hold and lock greater seeking and +50% damage but consumes 2 knives on use regardless.
(Locks out Scavenger)
- Yes
- No
Holy Stunstorm Grenade of Atoma:
Stunstorm grenade increases damage taken by stunned targets by 20%.
- Yes
- No
- Other
Extra Napalm:
Immolation Grenade blast and burn radius increased by 50%
- Yes
- No
- Other
Tier 2 (Pre-Aura Nodes)
**Flat Nodes:
5% Toughness Damage Reduction (TDR)
5% Movement Speed (Mo)
5% Ranged Damage (RD)**
Shield of Contempt:
When you or an ally in coherency takes damage, reduce it by 50% Triggers once every 10 seconds.
Current: When you or an ally in coherency takes damage, they gain +60% damage reduction for 4s. Triggers once every 10 seconds.
Reasoning: Does not prevent triggering damage for little burst resistance, now effects burst damage instead of a post damage⌠damage resistance.
- Yes
- No
Enduring Faith:
+25% toughness damage reduction on critical hit for 5s.
Current: +50% toughness damage reduction on critical hit for 4s
Reasoning: Too much TDR focused on quick auto crit weapons and builds, slightly more usability for slow weapons and reasonable TDR levels.
- Yes
- No
- Other
Good Balance:
A successful dodge grants +25% toughness damage reduction for 5s.
Current: A successful dodge grants +25% damage reduction for 2.5s
Reasoning: Short DR for already avoiding damage⌠extended duration and changed to toughness damage reduction for balancing.
- Yes
- No
- Other
Restoring Faith:
Begin match at 2 wounds, restore 1 health every 5s up to current lost wounds, no longer able to use Med Kits, Med Stations or Health Stims (Pre-Req. For Holy Revenant)
Current: On taking damage heal 20% of that damage over 4s
Reasoning: Natural Bond from V2 to fit Martyrdom play-style. Trades 33% + health (new 3 wound zealot greater health loss for extra wound curio /talents) for trickling healing up to current wound. This also acts as a tax talent to Until Death heal/CDR. Also providing passive team buff of more meds.
- Yes
- No
Holy Revenant:
When Until Death ends, you regain Health based on Damage you dealt during Until Death, to a maximum of 25% Max Health. Melee Damage dealt heals for 3 times that amount. Until Death CD reduced by 120s.
Current: No CD reduction
Reasoning: Short DR for dodging damage⌠extended duration and changed to toughness damage reduction for balancing, still increased Until Death CD by 60s with this reduction, due to its powerful survival ability.
- Yes
- No
Dance of Death:
-75% spread, -50% recoil, +25% swap speed for 5s on successful dodge.
Current: no swap speed, for 3s.
Reasoning: Currently fun talent for high spread/recoil weapons could be fun option for slow weapons too, increasing swap speed and duration for added use.
- Yes
- No
Thy Wrath be Swift
: Immune to stuns on melee hit for 2s, In addition +25% toughness damage reduction while moving, sliding and dodging. (Baseline +25% TDR while mobile removed)
Current: On enemy melee hit +15% movement speed and immune to melee stuns.(Baseline +50& TDR while mobile in class)
Reasoning: Currently encourages zealots to run from combat instead of face itâŚattacking gain immunity instead more in-line with Zealot ideology. Added new mobility talents elsewhere. Restores half current baseline mobility TDR.
- Yes
- No
Sainted Gunslinger:
+6% reload speed on melee kill stacks 5x, after reload gain +5% toughness damage reduction for 5s per stack.
Current: No TDR
Reasoning: range flavored TDR, very limited to reload not as consistent as current dodge TDR.
- Yes
- No
Unremitting:
Your melee hits gain +5% movement speed for 3s stacks up to 3 times.
Current: -20% sprint stamina cost
Reasoning: Currently weak talent similar to curio secondary regains some lost movement boosts from nodes/talents and abilities by rewarding aggressive actions instead of retreating.
- Yes
- No
Aura Nodes
Beacon of Purity:
Restores 1 health every second up to half current lost wound and remove 1 corruption healing 1 health per corruption removed every second for you and allies in coherency.**
Current: Remove 1.5 corruption from your current wound healing 1.5 health per corruption removed every second for you and allies in coherency.
Reasoning: heal corruption at slightly slower rate but built in trickle to half wound heal inspired by Kerrillian aura. Synergizes with new restore faith to finsih off other half of wound heal but very slowed rate rewarding taking no damage.
- Yes
- No
Emperorâs Calling:
When Zealot leaves coherency allies gain 10% toughness and Zealot gains 5% movement speed for 5s & 5% Toughness regeneration over 5s stacking up to 3 times, ally toughness regeneration can only occur once every 10 seconds.
Paragon of Faith:
(Seneshal.23.8) Alternative option, You and allies in coherency gain -15% stamina cost.
Current: Loner, zealot always in coherency of at least 2
Reasoning: Loner is anti-team aura, aura. Zealot gains speed boost to engage distant enemies and allies gain immediate toughness boost. Encouraging regrouping and supporting team.
Alt. Zealot gains sprint-based Aura without encroaching on Veteranâs and that work well together.
- Emperorâs Calling
- Paragon of Faith
- Loner
Tier 3 (Pre- Ability Nodes)
** Flat Nodes +15 Toughness (T)**
Desperation:
Up to +10% damage based on depleted Stamina.
Current: +20% melee damage for 5s after depletion of stamina.
Reasoning: Allows for more usage extremely rare/forced to deplete stamina and rapid regeneration rates when not in use at lower damage boost, but to include range with supporting linked talent below(Emp. Bullet).
- Yes
- No
Hammer of Faith:
Zealot does +10% 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.
- Yes
- No
The Emperorâs Bullet:
Restore 100% stamina on depleting full clip, increase reload speed by 20% while at 100% stamina consuming 50% at end of reload.
Current: Gives your melee attacks 30% Impact Strength & 10% attack speed for 5s after emptying your ranged weapon.
Reasoning: Synergy with stamina talents increasing range damage on fast reload or melee sprint engagement when out of ammo, depending on scenario.
- Yes
- No
Duelist:
+50% Weakspot and Critical Damage on next 2 weakspot or critical hits after successful dodge.
Current: for 3s
Reasoning: Still a potent damage boost but more critical timings and dueling characteristic of dodge specific attack and counter.
- Yes
- No
- Other
Scourge:
Melee hits on bleeding enemies grant 10% critical chance for 5s, stacks 2x. (New Tax talent prior to regain crit on bleed, additional crit nodes to regain crit)
Current: Melee crits add bleed, 3 stacks
Reasoning: Too much for one talent removed bleed on crit adding it instead to a tax talent prior to selecting, while extending duration for slower weapons in addition there is another passive crit node to regain 5% flat crit.
- Yes
- No
Ability Nodes
Unburdened Zeal:
Fury of the Faithful also gain +20% movement speed and damage reduction for 5s. Hitting an enemy during charge with next hit bonus does double damage.
New Talent (UZ)
Reasoning: Talent sync extra speed and DR for the cautious Zealot. Extra damage for the talented Zealot.
- Yes
- No
Redoubled Zeal:
Gain additional charge but at 33% increased cooldown.
Current: Additional charge only
Reasoning: Zealot has tremendous CD reduction talents with little trade-offs, this is typical CD increase of a 2nd charge, requires trade-off choices with more planned CD usage and less spam usage in mind.
- Yes
- No
Chorus of Spiritual Fortitude:
Wield a Holy Relic that releases pulses of energy every 0.8s, 3 times. While channeling, allies in coherency have stun immunity. Each pulse replenishes 25% toughness to allies in coherency. If the ally is at full toughness they instead gain +25 Max toughness. 60S base cooldown.
Current: 5 pulses, added invulnerability, 20% toughness per pulse to reach +100% Max toughness over +75.
Reasoning: Too good in duration and invulnerability, excessive perks to be added with further talents / trade offs.
- Yes
- No
Banishing Light:
Each Pulse also staggers and suppresses enemies within coherency (locks out Eternal Light)
Current: Builds up stagger distance with each pulse
Reasoning: more immediate distance staggering for better special resistance, less at max pulse.
Eternal Light:
channeling also grants invulnerability to you and allies in coherency and for 3s after. (Locks out Banishing Light)
Current: N/A New ability choice branch
Reasoning: loss of stagger but guaranteed of allies / self being invulnerable during and for an additional 3s after, more vulnerable to special interruption.
Holy Cause, Ecclesiarchâs Call:
extended buffs to channel duration as well as after canceled or finished.
Current: buffs only proc after final pulse.
Reasoning: More useful team buffs.
Splitting apart Chorus talents in general?
- Yes
- No
- Other
Shroudfield:
Enter stealth for 3s confusing aggroed enemies for duration or until attacked. While in stealth gain +20% movement speed, pass through enemies, +100% backstab damage, finesse damage & critical chance. Exiting stealth taunts confused enemies. Base Cooldown 45s
Current: enemies immediately de-aggro and attack allies while blocking zealotâs path, and often do not re-aggro on zealot
Reasoning: Provide a buffer pseudo stun period and re-aggro of enemies depending on un-stealth, ally attacking, or duration while also adding Zealot mobility to lining up for proper backstabs and longer CD for powerful ability equivalent to Veteran stealth.
- Yes
- No
Tier 4 (Pre- Keystone Nodes)
Flat Node: +5 Melee Damage (MD), +5% Critical Chance (Cr)
Invocation of Death:
+100% ability cooldown regeneration for 2s on melee critical hits.(locks out other CDR talents)**
Current: +200% ability cooldown regeneration for 4s on melee critical hits.
Reasoning: Extremely easy up time for crit heavy builds making CDâs too spam-able. Nerfing regeneration and period, making abilities more impactful. Removing double dipping on CDRs
- Yes
- No
Martyrs Purpose:
Ability cooldown reset on toughness break, can only occur once ever 60s (locks out other CDR talents)
Current: 1% of damage taken converted to ability CD reduction
Reasoning: Powerful alternative and emergency CD more aligned to Martyr play style. Removing double dipping on CDRs
- Yes
- No
Pious Cutthroat:
Back stab kill restore 5%-20% CD based on target killed, weakspot kills gain half the reduction, weakspot backstab kills gain double. (locks out other CDR talents)
Current: Back stab kills restore 20% of ability CD
Reasoning: Rewarding CD reduction based on target killed as well as adding weakspot kills to broaden tree, double bonus for weakspot backstab kill, Ogryn+ 20%, Elites/Specials 10%, un-tag-ables 5%. Removing double dipping on CDRs.
- Yes
- No
** Flat Nodes +5% Melee Damage, +5% Critical Hit**
Punishment:
Melee attacks that hit at least 3 enemies grant 30% impact strength and Zealot becomes uninterruptible for 5s.
Current: Stacks up to 5 times for 25% impact strength and uninterruptible.
Reasoning: More impact boost because no one knows what it does anyway, by time it takes to gather 5 stacks no longer need uninterruptible too low of a gain.
- Yes
- No
Grievous Wound:
Enemies you stagger receive 10% brittleness for 5s stacks up to 2x.
Current: +50% Stagger on weakspot hit.
Reasoning: Brittleness on stagger equivalent to other classes at slower pace. (Moved to Tier 4 Left)
- Yes
- No
Faithful Frenzy:
2 Handed weapons gain +10% melee attack speed, 1 Handed Weapons gain +5% melee critical chance & melee critical hit damage, ranged weapons gain 5% damage.
Current: +10% melee attack speed.
Reasoning: Weapon specific bonus specific per weapon low flat bonus for ease of use.
- Yes
- No
Keystone Nodes
I Shall Not Fall:
Martyrdom grants +6.5% toughness damage reduction, toughness regeneration and total toughness per missing wound.
Current: toughness damage reduction only
Reasoning: Better survive-ability on low health / curio total toughness loss.
- Yes
- No
Inexorable Justice:
Moving & successful dodging grants you momentum up to 10 stacks. When you hit an enemy spend all momentum, gaining 2% Melee attack speed, 2% Range damage, & 5% stamina for 6s.
*Current: Moving grants you momentum up to 10 stacks. When you hit an enemy spend all momentum, gaining 1% attack speed and 1% damage for 6s *
Reasoning: More competitive mobility keystone and movement based synergy by adding dodge momentum baseline, adding stamina restore, less stacking, number fiddling giving more range flavor for keystone.
- Yes
- No
Inebriateâs Poise:
Momentum stacks also grant 2% rending, and 2% reload speed for 5s.
*Current: Successful dodges grant 3 momentum *
Reasoning: More competitive mobility keystone and movement based synergy by adding dodge momentum baseline, adding stamina restore, less stacking, number fiddling giving more range flavor for keystone.
- Yes
- No
NEW Talent Fillers
Tier 2 (Post Blitz)
Hidden Knives:
Damage attackers and break nets on taking a melee hit, Can only occur once every 20s(Locks Masterâs Retribution / Masterâs Retribution Locks this talent).
HK, Post-Blitz Talent
Reasoning: Talent sync and useful self save if trappers are your issue, large risk at procing early off CD. Damage equivalent of a body shot throwing knife. Locking other special escape talent for balance.
- Yes
- No
Endurance Training:
While at 100% stamina, +50 Toughness Damage Reduction damage on next melee hit, consumes stamina proportionate to hit up to 50% stamina.
Reasoning: Talent Sync, utility, high DR for 1 time hits at consumption of stamina. (ET)
- Yes
- No
Tier 3 (Post Aura)
Pushing Faith:
Successful pushes restore 5% toughness, +20% stagger strength and +10% toughness damage reduction for 5s.
Reasoning: New stagger, TDR & toughness regen for push style game-play. (PF)
- Yes
- No
Sweet Spot:
Every 4th backstab hit becomes as weakspot backstab hit.
Reasoning: Backstab boost for non-weakspot backstabs⌠also Riddick reference 4th lumbar down. (SS)
- Yes
- No
Blood Drinker:
Critical hits apply 1 bleed. Nearby enemies who die from bleeds replenish 2.5% toughness
Reasoning: Too much for one talent added in Scourge added small toughness replenishment as tax return bonus. (BD) (MixedLetterâs Inspired Idea)
- Yes
- No
Tier 4 (Post Ability)
Grounded in Truth:
Knockbacks, pulls & throws distance are greatly reduced.
Reasoning: Talent sync, useful for tanking barrels, bosses and specials. (GiT)
- Yes
- No
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. (FuB)
- Yes
- No
Clense the Heretic:
Non-taggable enemies & monsters burn (minimal damage) with range attacks, active burning enemies increase 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 allies, flame grenade, flame thrower, laz gun crit blessings. (CtH)
- Yes
- No
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. (SP)
- Yes
- No
Battle Rhythm:
Push attacks gain +10% damage, on push attack kill the next attack gains +10% critical hit chance, and when that critical hit, hits restore 25% stamina.
Reasoning: More push focused game play⌠fun to make combo. (BR)
- Yes
- No
Field Interrogation:
On elite kill highlight closest special enemy for 5s
Reasoning: Talent Sync, utility. Backstab tree usually ahead behind enemy lines and in danger. (FI)
- Yes
- No
Master Reflexes:
On perfect block next attack gains +100% damage and impact. (Blocks all melee damage and consumes no stamina)
Reasoning: Talent Sync, utility. (MR)
- Yes
- No
Specialist:
Improved weapon special effects (Unique / Varies per weapon. Activation speed, duration, damage, stagger⌠flashlights while ADS or stagger while not, hold flamethrower up to light surrounding area.)
Reasoning: Weapon special love for the melee specialist. (St)
- Yes
- No
Emperor Provides:
5% chance on any player ammo pick up to gain 33% of Blitz ammunition
Reasoning: Talent Sync, utility. (EP)
- Yes
- No
Faithâs 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. (FE)
- Yes
- No
Live by the Sword:
while ranged weapon is empty, +10% damage reduction, +1 to dodge maximum and restore 1 dodge when spending last bullet.
Reasoning: Talent Sync, utility.(LS)
- Yes
- No
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