Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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Empu Oct 26, 2023 @ 6:49am
What curios should I be using? (I'm a zealot)
I'm currently running +stamina blessings with Toughness Regen / Stamina Regen perks and whatever nice i can get on 3rd slot, I guess i'm doing okay on rank 5 difficulty, but could I improve more using other perks?

Same for weapons, i'm using a heavy eviscerator and Kantrael Shotgun, but have 0 clue what perks, blessings etc to run.

I've watched some guides and generally they skip past that kind of information so I was hoping someone on the forums could give me a rundown hopefully!

Thanks :)
Last edited by Empu; Oct 26, 2023 @ 6:49am
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Medicles Oct 26, 2023 @ 7:34am 
I use two +3 stamina and one wound blessing on curios on damnation, but i have seen people go for health and toughness instead. I am not sure how effective the toughness or health are without heavy stacking, i mean, you could survive a crusher overhead when having more than 260 health, according to damage numbers from the past, but you could also not get hit by it in the first place. Though its ironic to say that, since i use +1 wound, but i do admit that i am making mistakes from time to time and thats just a safety net. Still, i dont see much of a reason to switch my +3 Stamina curios, they help with so much during gameplay, whereas toughness and health are just other safety nets again.
Etrusco Oct 26, 2023 @ 7:50am 
If you are going crit zealot go for at least 2 toughness curious and make sure you grab Enduring Faith and all the +15 toughness nodes you can get, that +50% toughness damage reduction is terrific. If you are not going crit given that health has a bigger pool, the % modifiers are a lot stronger but you could add one toughness to improve a bit the % toughness recovery of some weapons/talents.

I would stay away from wounds unless you are doing a Martydom build, before I used to believe extra wounds are nice because you diminish the penalty for going down but it is better not getting used to going down and having tools to aid prevent this scenario (defensive curious). For the third curio option is between another health/toughness or stamina.
👀nɐMelɐK Oct 26, 2023 @ 8:48am 
Toughness is heavy overrated. Especially for melee. It only works like a shield for ranged, for melee attacks it works like damage resistance, and %-based at that. So more toughness is not automatically good, if you have incoming toughness from blessings and or talents they fill up 100 toughness a lot quicker then 200.
I usually go combat ability cooldown reduction, corruption resistance (all sources) and 2 or 3 gunner damage reduction - on either 3 x +health or 2 wounds and stam on my Martyrdom Zealot
Last edited by 👀nɐMelɐK; Oct 26, 2023 @ 8:49am
It kind of depends on what you're going for, I prioritized wounds on each one for that basically permanent 40% damage reduction from Bleed for the Emperor and then extra toughness/toughness regen, corruption resistance and flamer damage resistance as those last two are my biggest concern with my build. You could easily swap that for whatever you want though.

Also I tried the shotgun but personally I have found the revolver to be much better at dispatching problematic ranged enemies, maybe I didn't have the right perks though.
Empu Oct 26, 2023 @ 9:43am 
I'm doing a crit zealot build, i'll try the suggested toughness route :) Still interested in all input and thanks to all who've replied <3
wifeburger Oct 26, 2023 @ 10:31am 
3x +20-21% Health curios on all four Operatives, +2/3 Stamina is a luxury that you don't need, and stacking Toughness is a noob trap for people who don't understand how toughness works. The actual stats on them are up to personal preference but you can't go wrong with +4% Combat Ability Regeneration. You can also just run three +1 Wound curious and do a funny haha troll wounds-maxxing build too, wouldn't recommend that on any other character though.
Empu Oct 26, 2023 @ 10:47am 
Originally posted by Spookburger:
3x +20-21% Health curios on all four Operatives, +2/3 Stamina is a luxury that you don't need, and stacking Toughness is a noob trap for people who don't understand how toughness works. The actual stats on them are up to personal preference but you can't go wrong with +4% Combat Ability Regeneration. You can also just run three +1 Wound curious and do a funny haha troll wounds-maxxing build too, wouldn't recommend that on any other character though.

Hey, would you explain why toughness is a noob trap, and health is better? thanks :)
wifeburger Oct 26, 2023 @ 12:57pm 
Originally posted by Empu:
Originally posted by Spookburger:
3x +20-21% Health curios on all four Operatives, +2/3 Stamina is a luxury that you don't need, and stacking Toughness is a noob trap for people who don't understand how toughness works. The actual stats on them are up to personal preference but you can't go wrong with +4% Combat Ability Regeneration. You can also just run three +1 Wound curious and do a funny haha troll wounds-maxxing build too, wouldn't recommend that on any other character though.

Hey, would you explain why toughness is a noob trap, and health is better? thanks :)
Toughness only protects you from ranged damage, when it comes to melee damage, toughness will only protect you from 100% of the melee damage if you are at 100% toughness, otherwise whatever missing percentage of toughness you have missing is the percentage of damage that will bleed through into your health ON TOP of your remaining toughness taking 100% of that damage. Also in Hi5STG+ there will almost always be a ton of bomber/flamer spam at any given moment, and fire damage will instantly delete any amount of toughness you have. Lastly, every character in the game has ways to replenish toughness, which allows you to keep it constantly filled up, or at the very least, constantly regenerating.
Taiji Oct 26, 2023 @ 1:22pm 
All wounds if using the martyr thing.
Otherwise stam, wound and hp.
I use toughness regen, revive speed and block efficiency for my perks.
Bomoo Oct 26, 2023 @ 2:52pm 
There's a LOT of conflicting information out there, mostly because everyone has a personal preference for what curios they run, and many of them think that means they can speak authoritatively on why everyone should be running the curios they like running and if you don't you're an idiot. Okay.

You more or less need to feel things out and find what works for you. Personally I like one toughness curio, one health curio, and either a +3 stamina if I'm running the +2 wounds talent, or +1 wound if I'm not. Generally I'm preferring the +2 wounds talent with a +3 stamina curio to the alternative.

As for perks, for my zealot I like to take toughness regen on all of them, one sniper resist is a must, maybe a gunner resist probably as well, one corruption resist. If you happen to have a locked +10% dockets or +12% block efficiency or +12% stamina regen, I think those are all perks I'm okay with. And at least one of each +5% health and toughness, ideally on the health and toughness curios for the sake of neatness.
Last edited by Bomoo; Oct 26, 2023 @ 2:55pm
Vance Oct 26, 2023 @ 3:03pm 
2x Health and 1x Toughness gives you a bit of a buffer to work with, along with some toughness regen on each of them.

And perhaps 2x resistance against gunners because they will be everywhere at Heresy and higher.
Pitviper Oct 26, 2023 @ 3:07pm 
Except for my Ogryn, I run one wound and two health. Reasoning being everyone but the Ogryn only has two wounds on difficulty 4 or 5 and it's harsh to get downed. Having a spare wound adds breathing room if something happens. Ogryn doesn't need the spare wound as he already gets granted 3 wounds on difficulties 4 or 5. I've seen cases made for three health though on everyone though, which can work, but again. If you go down as anyone but big man, you're next down is gonna be your last.

Also remember, not just downs are gonna be an issue with only two wounds base. Corruption can be gained from a variety of sources, especially beasts of nurgle if they eat you.
Jinaw Oct 26, 2023 @ 3:35pm 
anyone who says to take a wound outside of martyrdom is bad and planning around being carried
"b-b-but you go down too sometimes!" I sure do, and it's usually to situations that are so bad that no one can revive me, or something silly that isn't going to happen again before medicae. The odd times when I go down twice in a row between medicae AND the team is doing well enough that it would've been feasible to revive me are far and few between, and usually involve someone blowing up a poxburster in my face that the corruption from would've taken me past the dying threshold anyway. Much better to build to prevent going down by taking toughness or health. I prefer the former to avoid stunlocks.
Etrusco Oct 26, 2023 @ 4:11pm 
Originally posted by Spookburger:
Originally posted by Empu:

Hey, would you explain why toughness is a noob trap, and health is better? thanks :)
Toughness only protects you from ranged damage, when it comes to melee damage, toughness will only protect you from 100% of the melee damage if you are at 100% toughness, otherwise whatever missing percentage of toughness you have missing is the percentage of damage that will bleed through into your health ON TOP of your remaining toughness taking 100% of that damage. Also in Hi5STG+ there will almost always be a ton of bomber/flamer spam at any given moment, and fire damage will instantly delete any amount of toughness you have. Lastly, every character in the game has ways to replenish toughness, which allows you to keep it constantly filled up, or at the very least, constantly regenerating.

Remember we have toughness damage reduction and all toughness "recovery" ways are % based, meaning the higher the base toughness we get the higher the base amount we will recover. Given that as a crit Zealot you can get a considerable amount of toughness dmg reduction your effective health against ranged attacks is going to be much higher.

It is much easier to avoid taking melee dmg compared with taking range dmg, against melee pretty much against anything but ragers you need to worry about slow telegraphed attacks compared with hitscan shots. At full toughness you will take no dmg, but the problem is what happens after, the bigger your effective toughness is the higher the percentage you are going to have after getting hit with gets translated into taking less health dmg from melee hits.
Last edited by Etrusco; Oct 26, 2023 @ 4:15pm
Originally posted by Empu:
Originally posted by Spookburger:
3x +20-21% Health curios on all four Operatives, +2/3 Stamina is a luxury that you don't need, and stacking Toughness is a noob trap for people who don't understand how toughness works. The actual stats on them are up to personal preference but you can't go wrong with +4% Combat Ability Regeneration. You can also just run three +1 Wound curious and do a funny haha troll wounds-maxxing build too, wouldn't recommend that on any other character though.

Hey, would you explain why toughness is a noob trap, and health is better? thanks :)
It's not a noob trap, everyone thinks they have "the meta build" but really it doesn't matter what you take as long as it fulfills your playstyle. Yes, there are limitations to going all in on toughness since flamers take it away and it doesn't block 100% of melee damage HOWEVER there is no way to get health back outside of health pack and medicae (both of which are limited) and corruption lowers the amount of health you can regain from health packs but not toughness.

Basically figure out what works for your playstyle and go with that, if you're not sure you can always take some of each. As long as you're having fun, it really doesn't matter
Last edited by Schindler's Fist™; Oct 27, 2023 @ 6:14am
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Date Posted: Oct 26, 2023 @ 6:49am
Posts: 25