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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.
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
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.
Hey, would you explain why toughness is a noob trap, and health is better? thanks :)
Otherwise stam, wound and hp.
I use toughness regen, revive speed and block efficiency for my perks.
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.
And perhaps 2x resistance against gunners because they will be everywhere at Heresy and higher.
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.
"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.
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.
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