Warhammer: Vermintide 2

Warhammer: Vermintide 2

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[UPDATED FOR UBERSREIK] Zealot Guide - For the inane and insane (By Bracko)
By Bracko
Alternative titles - "Ignoring the meta", "How to take 1000+ damage and not use healing items", "Dealing with <15 FPS", "Doing almost everything that people tell you not to do", "Comfortably moving up a difficulty", "Laughing at your puny fleshbag teammates", "Playing Zealot on Legend", "How to not learn to play the game"...

...and of course...

"HOLY SIGMAR, BLESS THIS RAVAGED BODY!"
   
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Foreword - Who wrote this stupid guide? [SKIPPABLE]
[If you know what you're doing and just want a Zealot build, skip to Act 3. If you want some in depth analysis of Zealot and his skills/talents, skip to Act 2. If you want the ravings of a lunatic, strap yourself in and get reading...]

I am a maniac. The people that get to know me soon understand that I have three primary tenets that guide me as I play games.

A. I hate rules / metas.
B. I dislike elitism and the "git gud" mentality.
C. I enjoy 'alternative' methods of winning.

I'm the sort of idiot that runs ramming/flamethrower/harpoon only ships on Guns of Icarus, or builds their RPG character around one stat or weird ability, or just adapts a silly aggressive playstyle. I'm the sort of idiot that uses "vehicles" as "battering rams" or "portable launching platforms", gets a group of players in a PvP game to only play healers and decides that they'll only use the throwing function of Tediore guns in Borderlands 2.

And at least some of the time, it works every time!


[Pictured, punching a tank to death whilst riding said tank.]

As I said, I am a maniac.


[And you though Sienna was bad...]

Yeah, it doesn't always work. I try to only do these things when I'm around friends or in solo games, I dislike being a burden to a team. It took me nearly 280 hours on Vermintide 2 to start getting adventurous enough to try and create something so ridiculous and meta-defying that it works.

But this is it, my Magnum Opus.

And it all begin with me dealing with a really ♥♥♥♥♥♥ computer.
Prologue - Who is this guide for?
You may wish to read the following guide if ANY of these following points apply to you;

  • You deal with a terrible (or simply very hard working!) computer that drops framerates harder than my toaster (we're talking FPS of maybe around 10-ish on hordes)
  • You are struggling to move from Veteran -> Champion or Champion -> Legend and would like a playstyle that is more durable whilst you adapt to the learning curve.
  • You're tired of being one-shot by that stupid stormvermin that totally snuck up on you and would like to get through one damn match without being cheap shot.

[Don't lie to me or yourself, we've ALL had this experience.]
  • You enjoy the role of a tank, but being a stumpy dwarf just doesn't cut it, you're tired of "SER KRUUBEEER, YAAAAAAH" and you also don't enjoy setting on fire a lot (or find Sienna's melee unappealing).
  • You were promised an enjoyable melee combat experience but all everyone does is shoot stuff and you want that to change.
  • You're a very experienced player looking for a casual change of pace where you don't have to be on constant alert for fear of being downed by one sneaky enemy.
  • You'd like a very aggressive melee playstyle that doesn't involve being a squishy slayer.

...or if you're just a maniac like I am.
Act One - The bit where we talked about Bounty Hunter...

[Some people just don't get me...]

For the newer players or those that don't read many guides, let me break down the basics of Saltzpyre.

  • Witch Hunter Captain: Who caaaaares? Super long cooldown for a slight push and some crit chance, some extra blocking and... like, that's it? You just play him until you unlock...
  • Bounty Hunter: "Literally the only Saltz worth playing" Ranged crits up the yazoo, strong anti-special/boss capabilities, practically neverending ammo.
  • Zealot:

  • So... Ubersreik introduced a bunch of changes, and basically Bounty Hunter is now crying in a corner whilst Papa WHC is getting all the glory. Yikes-a-rooni. I figure this all needs a bit of changing...

==========================================================
HEY BOYS THIS NEXT BIT IS ALL TOTALLY OUT OF DATE, BUT WHATEVS
==========================================================

I'm gonna ignore the Witch Hunter Captain for this guide, but we should definitely talk about the differences between Bounty Hunter and Zealot.


[Sorry bud, you just didn't make the cut. Try again next time.]

==========================
BOUNTY HUNTER VS ZEALOT
==========================

So, to understand the current reliance on the "Ranged Meta", we should first break down Bounty Hunter and understand why he's so popular.


[The bread and butter of any Bounty Hunter worth his... Saltz. Get it? GET IT!?]

We're talking a nearly neverending supply of ranged criticals and ammo here, with the triple shot of the repeater crossbow all benefitting from Blessed Shots. How much damage does a full critical body shot do to a target?


[Oh.]

So, regaining a whopping six ammo for free from each Blessed Shot, which he gains every 10 seconds (or on a melee kill!), with a fair chance of also getting a normal critical hit (which would, again, restore ammo)

Oh, and did I mention that was only PER TARGET the bolts hit, and they totally penetrate enemies? We're talking one blessed shot might be able to easily recover over 20 ammo if well placed.

So, he's a ranged rapid firing, wide area covering, neverending horde-and-special deleter. Huh. But...

What about his melee?


[You okay there? You've gone awful quiet...]

With no innate bonuses to his melee attack speed, damage or general survivability/hardiness (besides temp HP on kill, which every class gets), the Bounty Hunter usually has to depend on the faster weapons he has available (such as the Falchion) to avoid taking damage and pick up a quick few kills so he can fire his next blessed shot. He can easily deal with a few trash rats in melee and he always has "Locked and Loaded" in an emergency, but beyond that, he is reliant on either time and patience or his ranged weapon for horde clearing.

This is why Bounty Hunter is the polar opposite to Zealot, and why Zealot is just as viable!

That isn't to say that a BH can't be good at melee, or that he's useless at it. It just requires a LOT of skill in order to learn and use without dying every four seconds to some trashrat that totally snuck up on you don't you lie this has so happened to you before I'M NOT SALTY I'M SALTZY ♥♥♥♥♥♥♥♥♥♥.

Anyway, some people have lives, we don't all have time to figure out how the hell this tiny sword works! And some of us just don't want to!


[Ooh, that's kinda small...]

Let's go for something a bit more... ambitious.


[Things are about to get reeeeeeaaaaaaal fun...]
Act Two - This really, really ravaged body of mine
The meat of this guide;

Why is Zealot good?

Let's take a look at his abilities...


[That's... underwhelming.]

He gets slightly stronger when he's hurt and he has a small dash with a medium sized attack speed bonus? That's... not interesting at all. I guess Zealot must be useless then. Oh well, let's burn this guide to the ground.


[Just get this over with, Sienna...]

Wait...

What are those hidden passives hiding under there?


[That's... better-ish?]

Uninterruptible heavy attacks and "resist death"? Ehhhh?

Okay, enough beating around the bush. All four of those abilities seem mediocre-at-best if you don't build around them or fully understand them, but we know better. We know...

  • Fiery Faith will provide an additional passive at level 15, which we'll be using a lot. We'll also be going up and down in health quite a lot, so this isn't a "worst case scenario" perk like you might assume.
  • Holy Fervour's 25% attack speed might not seem like much, but the ability only has a 1:00 cooldown, a dash is super useful for reaching teammates in danger and we're so not gonna stop at 25% attack speed. Oh, and we'll make this ability so much better when we reach level 25, so hang tight!
  • Uninterruptible heavy attacks means that, whilst your wind-up CAN be interrupted, as soon as you swing, you're gonna mash SOMETHING up, regardless of hits taken. You're gonna be taking hits, so this is gonna be more useful than it sounds.
  • Heart of Iron's description really doesn't do it justice. It triggers 5 seconds of NOT BEING ABLE TO DIE if you take damage that would normally down you. It has a TWO MINUTE COOLDOWN, and we're gonna increase the utlity aspect of this perk further.
  • Did I forget to mention that a HIDDEN passive exists for Zealot? He actually has the most health of any class in the game, tied with Ironbreaker, Foot Knight and Unchained (150, as opposed to the normal 100 like Bounty Hunter's).

Okay. So that's Zealot's base kit. Let's get into our build.
Act Three - A build to please SIGMAR HIMSELF!
Here's your talents...


[You can't fool us, you just picked the middle one for most of them!]

..and here's why all of them are important!


[...Oh. Again.]

  • Saint of Battle is the least interesting talent on our list, and possibly the least useful, but don't be fooled! The extra crit chance here will help us when we steal a trick from the Slayer and Bounty Hunter later...
  • Flagellant forms the core of our build, reducing damage from all but the lightest attacks. Not only do we boast more health than any other class, but we'll cling to both our HP and Temp HP harder.

[The damage a Bounty Hunter takes on Legend from a Chaos Warrior's axe Vs a Zealot's damage taken]
  • Undying Fervour will continue to bolster our defensive capabilities by giving us additional stamina. We're gonna use this quite a bit as we're gonna be using our push-strike quite a bit (for the unaware, holding left click after performing a push will execute a swift follow-up strike.)
  • Do I have to explain Righteous Zeal? Fighting stuff will make you tougher as you gain temp health from killing. When an enemy hits you, you'll be so tough it might not even break your temp HP (Because we brought Flagellant!).
  • BEEP BEEP, update alert! Righteous Zeal totally isn't a thing anymore, but that's okay! "Repent! Repent!" is practically an upgrade. Okay, so maybe our horde temp hp generation is down a little bit, but now we have an incentive to go kill the big boys for nice chunks of hp! Or, if you're really set on just getting HP on waves, "Sigmar's Herald" is pretty decent too.
  • Because Righteous Zeal simply wasn't enough, Pleasure from Pain upgrades Holy Fervour from a kinda useful attack speed boost to a life saving burst of temp health gain. Remember, that's 2 temp hp PER HIT, and you'll be hitting far more than one enemy every time you swing!


[It's starting to make sense...]

By now, your eyes should be starting to widen in a mix of horror and awe as you're starting to understand what this guide is building towards.


[Pictured - Zealot]

Your items are as follows...


[Hah, he doesn't even have red weapons equipped. What a noob!]

  • Your Two-Handed sword is what's gonna turn enemies into paste. Stealing a technique commonly used on the Slayer class, with 5% attack speed on your sword, 5% attack speed on your charm, 20% from Swift Slaying and 25% from your active ability, this thing is gonna be swinging hard and swinging fast, plus it's able to deal with armour much better when you can actually power attack at some point during the current year. Plus, the extra stamina is somewhat useful.
  • I say the Ranged Weapon is your choice, but a Crossbow will compliment your sword's shortcomings and give you a quick and easy way to dispatch pesky specials. What's extra helpful is the theft of the Bounty Hunter technique in the form of the critical part of your build. You're not as good at it as the BH is, but you're using a quick reloading weapon with a 20% crit chance in total that can also pierce a ridiculous amount of enemies for 2 returned ammo each, meaning that you should be well stocked for special/horde destroying bolts.
  • Natural Bond...


    [Pictured - The "experienced" players with a grudge against nature itself closing this guide.]

    Okay, let's talk properties first. The Stamina is once again another useful little buff, and the +Health is a PERCENTAGE, synergising with the Zealot's already larger HP pool to give him 180HP, almost twice that of a normal class, PLUS the damage reduction from flagellant. Natural Bond is here as a way of constantly regaining health as you're definitely gonna lose a good chunk of it pretty quick. However, with your ability to resist death and gain ridiculous amounts of Temp HP quickly, the amount of times you'll actually NEED a medkit to restore your wounds is... kinda low to be honest. Therefore, with Natural Bond, you'll be able to continue to gain real HP even when your temp HP is depleting, and giving you the ability to regenerate from the brink of death over time thanks to Heart of Iron. And worst comes to the worst?

    Just get someone to use a medkit. It's really not hard, guys.
  • Extra attack speed and better power against the little idiots you're gonna be chopping up. Lovely. The perk is your choice but to be honest, you're probably gonna be the grim carrier so it's not really going to matter.
  • Curse Resistance is a must if you're gonna be taking any grims. The point of this entire build is to have as much HP as humanly possible, and the difference between 40% of a HP bar and 60% is pretty drastic. The Crit Chance will also help your offensive capabilities by increasing your attack speed and ammo retention, although the extra damage from criticals alone is also nice. The bomb perk is your choice. I like throwing lots of bombs. Maybe you'd prefer a wider radius or the shrapnel perk? This one is your choice.

======================================
[UPDATE 20/06/18 (Or 06/20/18 for the people that use a calendar the WRONG WAY ROUND!)]

After reading your comments and continuing to experiment with this playstyle, a number of fantastic alternatives have presented themselves. Feel free to change your playstyle by using the following:

For your melee weapon, you may want to take attack speed over stamina if you're finding the additional stamina simply isn't being used up. Every little helps, right? Fantastic for the Zealot who forgot what his block button was.

For those who really aren't a fan of the Two-Handed Sword, the flail is a completely viable alternative! It's charge attack is fantastic for advancing on a horde. Releasing it mid-charge is also hilarious fun! In addition, it's ability to ignore armour and bash around shield stormvermin gives it some fantastic crowd control. Even it's simple basic attack can smash through hordes once you get your attack speed going, and it can be built in exactly the same way as the two handed sword.
Fantastic for lazy Zealots who can't be bothered going around the shield stormvermin.

Those Natural Bond haters have a fantastic alternative in the "Boon of Shallya" perk. For those who don't know, the "30% increase in healing recieved" also applies to the temp hp you generate, meaning that you'll be gaining even more temp hp on a hit/kill than before! Fantastic for Zealots who want to literally drown in white HP.

Finally, for those who are completely against blocking and just want to spam left click until they find the "delete_horde.exe" icon, consider swapping out your Undying Fervour talent for Holy Crusader. Sure, you'll lose out on that juicy emergency stamina, but your crits are gonna be tearing through hordes even harder than before. For the Zealots who's bodies shall be truly ravaged.
======================================
Act Four - Putting it all together
So, shall we recap what we have all together?

  • A ridiculous amount of base HP.
  • Damage reduction, making it harder to lose HP and Temp HP.
  • Increased attack speed and crit chance with a usually slow weapon.
  • Plentiful anti-special ammo
  • Huge Stamina Pool
  • Temp HP on kills.
  • An ability that serves to increase murder speed and generate silly amounts of temp hp.
  • A heavy attack swing that just won't quit
  • 5 seconds of panic time when you run out of health (perfect for grim carrying!)
  • Due to the above, a natural defense against leeches, gutter runners and hookrats, giving your team extra time to save you and your precious books.
  • Increased defensive and offensive capabilities the lower on HP you get.
  • Natural Health Regen if you brought Natural Bond, meaning that you're always gaining HP even if you're losing Temp HP.
  • A silly big sword that, thanks to all of the above, will swiftly cleave through rats and northlanders with ease.
  • Extra Attack Speed + Heavy Sword Attacks = Not too shabby Boss DPS, not BH/Shade/Huntsman level but definitely considerable!
  • Undying Faith in Sigmar!


[I'm not even cherry-picking games here, this is just what happens when I run this build. And yes, green circles aren't the only indication of skill, blah blah blah... still shows something is happening though, ey?]


[Told ya.]

Chaos Warriors and Shield Stormvermin might still be a bit of a pain in the arse, but you know what?

That's why this is a team game. Contrary to popular belief, you don't need to be able to do literally everything with one loadout. It's a perfectly viable role to keep 2-3 or three Chaos Warriors occupied for as long as you can while you let your team handle the intense DPS. Your team roles are "Tank -> Melee Wave Clear -> Ranged Anti-Special" in that specific order of importance, and it's fine that "Melee Anti-Special" and "Ranged Wave Clear" aren't part of your loadout! You can bet your ass someone else will have that department covered!

In terms of your playstyle, your crossbow will be your main anti-special weapon. You can pick off Stormvermin in specials pretty efficiently, and fire at hordes for a nice bit of temp HP and about a 1 in 5 chance of recovering ammo... oh so much ammo.


[We finally found the secret to Saltpyre's endless ammo supply...]

You will be the frontline on hordes, not overextending too far from your team but defintely the closest to the fight. Unlike basically every other class, taking a few hits should be fine as long as you keep trying to dodge and block the heavy hitters and occasional straggler. Your active ability will serve as either an engage ability to quickly mow down a wave of trash or as an emergency ability to reach a teammate in danger or quickly relocate to recover large amounts of temp HP. What's even better is that taking damage will charge your ability even faster, meaning that the more temp hp juggling you do, the quicker you can get a large lump of it back, meaning more juggling, meaning...

You get the point.
Epilogue - Thank Sigmar, it's over!
Anyway, so I'd like to thank everyone for reading through this guide before I get swarmed by a wave of angry elitist ♥♥♥♥♥♥♥♥♥♥♥, diligently explaining why everything I just typed was completely wrong and that I should never play Legend again.


[Hark! A wave of angry ♥♥♥♥♥♥♥♥♥♥♥ approach!]

I hope you found this build/guide useful, and enjoyed reading it as much as I enjoyed making it. Let me know if you enjoyed it and feel free to leave any constructive or corrective feedback!

Thanks again, and remember...

Sigmar is Watching.




[Glowing reviews]
Addendum
If you enjoyed this build and are looking for more quirky, tanky, meta-defying character builds, I highly recommend Ingrett's Foot Knight Guide! His Foot Knight is reliant on ramming and keeping a strong pool of temp HP, so it plays somewhat similiarly to this Zealot build. You should definitely give it a look!
UPDATE - Post Beta [1/11/18] (Or [11/1/18] if you're weird.)
Saltzpyre and the future of this build

[If you don't care for rambling and just want the new build already, it'll be a few sections down. Go get 'em, tiger!]

Over the past few months, there have been plenty of small changes, but none that have really necessitated a proper update to this guide. However, with the balance beta currently being tested (and weapon changes before this from Bogenhafen), I figure now is as good a time as any to discuss a few topics.

In the next few sections, I will talk about;

  • The current state of Saltzpyre, including the neutering of bounty hunter and the buffing of witch hunter
  • The changes to temp health and perma health, as well as healing traits (looking at you, natural bond!)
  • Changes to Saltzpyre's arsenal
  • The UPDATED Zealot build
Victor, your new vicious frontliner
I'm gonna be somewhat brief here, but let's discuss the state of Saltz's careers as of the current beta (or, for future readers, this may just be the norm now. ^^)

  • Witch Hunter Captain. Oh boy, he's good now. I mean, some people liked him before, the absolute loonies, but now WHC is a real big deal. Changes to his ability, the temp health talents and his new increased health pool make WHC a far more usable class than before. I personally build him as a "Lite-Zealot" with extra team buffing capabilities. How?

    The exact same loadout I'll bring on my Zealot build of course. The key to this, however, is crit chance and the temp on crit hit perk. You can turn Witch Hunter Captain's ability into a small, strong damage boost with knockback that generates temp health comparable to Zealot's. Just take as much crit as possible, a big damn sword with resourceful combatant and crits/headshots that generate temp health, then watch as you rapidly refill your ability just by cleaving through hordes. Rinse and repeat. I like the extra cooldown reduction on Animosity but duration works pretty well too, easier to spam it when you really need it.

    Plus, your teammates will love you for their new extra damage output.

    In fact, I liked this class so much I decided to dress up as him for halloween. Scaring children as a Witch Hunter has never been more fun!

  • Bounty Hunter. Ha. Hahaha.

    Ha.

    The changes to Scrounger and Blessed Shots have really done a number on this class. A good Bounty Hunter can still kick some serious pact-sworn ass, but gone are the days of the super-endless ammo Bounty Hunter. I'd rather take Witch Hunter nowadays, but that's just my opinion.

    Goodness, never thought I'd say that.

  • Zealot. He still plays the same role he used to play. However, with the temp hp on kill perk made far less useful for hordes, his reliance on his ability is now higher than ever. Other than that though, this boy is still very much nigh-invincible.
How does Health work now?
Temp Health has a new decay rate, staying for a little longer while you're still generating it but then reducing much quicker as combat ends. This makes living off a hp bar that's basically just white... much harder. However, don't be fooled, with enough temp hp, it can still be done. Alternatively, a hint of caution at the start of a fight to allow you to set up a small buffer of temp before getting really aggressive can help protect those precious green hit points.

[Remember, as Zealot, you can play very aggressive until you lose Heart of Iron. Only then do you have a reason to fear the enemy.]

Okay, now let's talk about the new Natural Bond and Boon of Shallya, and why I nowadays dislike natural bond (for Zealot, at least).

Here's your average beta player atm.


[It's only a joke, plz don't kill me.]

He's radical. He's hip. He's subscribed to the beta because he likes to keep up with the current trends and it would seem Natural Bond is good now. It used to be bad, or so a ton of people said. He's using it and so is everyone else, because practically everyone else is using it.

And he totally doesn't realise it's not really changed much.

Let me explain.

The issue with Natural Bond before was that squishy classes like Shade, Huntsman, Bounty Hunter, etc... (those big damage boys with no HP) always thought they were amazing because of their damage. As a result, it's pretty rational to assume "Hey, I always kill the most stuff and do well. I hear the coolest kids use Natural Bond, so I will too."

And then they die (mostly). Because they have like no health to regen in the first place.

And thus the Natural Bond meme was born because those boys often wouldn't ask for healing (which natural bond prevented them from doing to themselves).


[And nothing of value was lost.]

Now, I'm only being a bit of a pedant for amusement's sake. There were plenty of players who could pull off squishy classes with natural bond with few to no mishaps. But there were enough players who used Natural Bond badly to deter the entire community from it's usage altogether, so much so in fact that there were cries on the forums for completely stupid stuff like "natural bond filters" to stop people from being matchmade with them entirely.

And Ironbreaker, Unchained, Zealot, Foot Knight, those chunky health boys, were sat there wondering what the hell people were talking about.

Because Natural Bond works so much better on a class that has both more HP and also natural damage resist in the first place, there's a huge difference between;

- A 100 HP Huntsman who takes 50 damage, (Leaving him with only 50% of his HP) which then requires 25 ticks of 2 HP natural bond to heal (4 minutes, 10 seconds)
- A 216 HP Ironbreaker who takes 50 damage, (Leaving him with ~84% of his HP) down to 35, which then requires 18 ticks of 2 HP natural bond to heal (3 minutes)

Essentially, Natural Bond was so much better for tanks than it was for squishy boys. And if a tank ever did get low, he could just get healed by a teammate. It's wasn't difficult. With him taking up no healing normally, a team could usually spare a single medkit.

However, the new Natural Bond heals 1HP every 5 seconds, but allows self-healing, and how the tables have turned. Essentially, healing wise, everything is the same, but I'm thinking more about usage of healing items...

Tanks can use HP potions now, right? The things that heal... 75 HP... Hold on, a max HP built Ironbreaker needs nearly three HP potions to get to full hp, while a squishy class get's 3/4 of his HP from a single HP potion? Sounds like the tank is suddenly gonna be drinking a lot more potions... Potions that the rest of the team wants because they're still just as squishy, especially with the lack of temp health. Therefore, tanks are gonna want all the medkits instead, just like all of the old natural bond users, and lack of spawning medkits could lead to one player going down a lot and dying, possibly ending the run and...

Hold on, doesn't this feel weirdly familiar? There's still a demand for medkits, and that there will still be players that only really use them. The only thing that's really changed is the medkit seekers can supplement their hp with potions now, and it's slightly more convenient than it was before.

My rambling aside, the point is, for our beautiful Zealot, Natural Bond can be rivalled by Boon of Shallya as his healing items will be more effective (making him less wasteful when using healing) and his ability usage can help him build a bigger temp hp buffer to combat the new decay rate, hopefully leading to less healing being required in the first place.

I'm sure this segment will recieve the most discussion, and I welcome the debate. = )
Saltz's Weapons, and why I'm a Pistolier now
I'm a happy pistol boy now.


[You're off the f***ing chain!]

Lemme tell you why I dropped the crossbow.

A. The scrounger nerf. One of the main draws of the crossbow was it's ability to never run out of ammo. With scrounger and a decent crit chance, firing into a horde could yield silly amounts of ammo back. However, with scrounger only half as good as it used to be, this isn't so viable anymore. In fact, it's even worse when you consider...

B. Crossbow's nerfed cleave. Crossbow isn't as good at punching through hordes anymore. I mean, it's not terrible, but it's certainly not what it used to be. Less targets and less ammo back means that the crossbow has to be used more sparingly, and... well, if you're gonna require reloads and caution, requiring complex breakpoint builds to really maximise it's effectiveness, why not just us the recently buffed...

C. Brace of Pistols. It has better stagger now. It has more ammo now. It's ability to unload all of it's ammo in an emergency makes it a fantastic horde clearer, special deleter and overall flexible weapon. The lack of a reload means it can be whipped out on a whim and, to put the final nail in the crossbow's coffin...

Oh, Ubersreik. Why must you torment me so? This reload hurts my brain. Hah, just kidding, it's still a damn good weapon and it's boss damage has gone up dramatically. It's still cool in my book. ^^

D. Zealot's ability. Did you know the "temp hp on hit" talent that Zealot can improve his ability with at Level 25 still applies to Zealot's ranged weapons? Correct me if I'm wrong, but as of the current beta, Zealot is now the only character who can gain a strong amount of temp health from ranged attacks. And little compares to the short burst of versatile horde destruction that the brace of pistols can offer, allowing Zealot to build his temp hp pool and eliminate dangerous elites before the enemy even reaches him. A particularly keen-eyed Zealot may even find...

E. Conservative shooter to offer him far more ammo than normal. Brace of Pistol's first shot has pretty decent accuracy, and shooting at head level during hordes has a decent chance of yielding results. Plus, against slower bosses and paired with a strength potion, the BoP can output serious damage. Anyway, why do you need a weapon dedicated to specials and elites when you have...

F. The new two-handed sword. It's updated push attack makes it far more viable against tougher enemies than when I wrote this guide originally, making the crossbow's dedicated anti-toughdude specialty a little more redundant.
The New and Improved Zealot Build
Talents

[Okay, now you really are just picking the middle ones and nothing else. I'm on to you, Bracko!]

5, 10, and 25 are as they were, but let's talk about 15 and 20.

15: Undying Fervour or Holy Crusader?

This is a hard one. The extra stamina you get from Crusader really helps with survivability and dealing with elites, but I find that the ridiculous power of your low hp crits can be an absolute life-saver as well as upping your damage contribution to the team. I pick Undying Fervour nowadays because I enjoy the extra strength, but it is just as viable to take Holy Crusader. I'll leave this to you.

20: Repent! Repent! or Sigmar's Herald?

Another hard one. Sigmar's Herald is more consistent but Repent offers you a hefty reward for hunting those tougher enemies, and the rewards are well worth it. I enjoy Repent more because those nice big juicy temp health boys can help keep that bar full for longer periods of time and make using your ability on a few marauders well worth your time, but Sigmar's Herald is just as viable. This one is also up to you.

Items

[Heeey, look, all fancy and red now. SEE MOM? I'M GOOD AT THE GAME, I SWEAR!]

I've repeated myself a lot in this guide, and my fingers hurt, so I'm gonna be uber quick with this one.

Big sword. Very good. Lots of cleave. Mhhhm, yeees. Trait gives ult quick. Ult kills things and makes you not die. Lots of attack speed. Veeerryyy niiice.

Pistols, Bang Bang. Kill everything quick. Versatile. Rewards marksmanship. Good against big boys, defo with buff potions.

Necklace. Keeps you healthy. Keeps you safe. Makes ability even better.

Charm. Horde damage ftw.

Trinket. Crits and more HP. Easy.
The End. Again. For real this time. (I hope).
If someone read all of this guide originally, and then all of the updated guide, I salute you. Your ability to withstand my torrent of useless information and droning on is much appreciated.

And if you just came for the build, I hope you enjoy it.

As ever, hope this guide was both entertaining and informative. Good luck and happy slaying, fellow Zealots.

Ya boi,
Bracko
86 Comments
ash i think 8 Jan @ 10:37am 
i'd love an updated guide for this class! it's the best one out there as of right now!
THE GOBLIN MAN (REAL) 30 Jul, 2024 @ 4:40pm 
good
Dr. Eggman 20 Sep, 2020 @ 2:15am 
so this guide is basically useless as far as traits go. rip :/ will still fav and sub for if it ever gets updated.
Bracko  [author] 31 Jul, 2019 @ 11:02am 
Maaaaybe, we'll see. I've been very inactive over the past few months. If WoM rekindles the fire, then maybe. ^^
NMEbase 29 Jul, 2019 @ 7:00pm 
but will we see a WoM update?
Da Huntress 8 Jun, 2019 @ 12:01pm 
How do you feel about the Axe and Falchion?
Catpuccino 23 Apr, 2019 @ 12:41am 
A&F/BoP or go home
Das Claw 24 Mar, 2019 @ 7:05pm 
:chug::chug: I APPROVE THIS GUIDE :chug::chug:IT'S LIKE PLAYING PAC MAN BUT WITH HEADS :chug::chug:
Conagher 4 Mar, 2019 @ 6:02am 
Im also a bit on the fence about Concoction vs Decanter, Concoction is just so damn nice- Turning ANY draught into a few seconds worth of allspeed, straight damage, and a Lock and Load refill all at once makes the hero-power all the more terrifying, but a much longer period of concentration or Strength potion would also be useful. Will need to put a bit of thoughts into the rest of my stats though XD
Conagher 4 Mar, 2019 @ 5:56am 
I think I might borrow a page from this guide when it comes to rolling my gear though. VS Chaos and Vs Armored for most of my gear so that I SHOULD 1 tap Chaos Warriors on a dome-shot, throw in some Crit chance where I can fit it, and go with Swift Slaying for dealing with hordes.

Im only now getting up into the "near cap" levels (30+2, Laddering boxes Im up at 570 currently, with 1 vet charm), but I spent most of my time leveling on Vet and practicing my aim when it came to 180'ing to derail a Blightstormer or the like, so Champion has been a bit of a wake-up call for me, and I can only imagine how hard Legend is gonna hit.

I may need to re-evaluate the team heal, but it has been awesome before, when I have attempted the champion runs with it, but I've also found myself on the wrong end of a few dozen stormvermin before, and that temp hp would REALLY help.

What trait would you recommend healing wise? For Squishy Sniper-boi?