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On the serious note, though, probably Flagellant (T2 talent).
-flagellant talent's damage reduction
-invincibility when you'd take a lethal shot
-dash skill (good for getting out of bad situations and to reach that packmaster when your gun is out of ammo)
-speed boost from the ult (you can interrupt the dash skill with blocking right after you activate it, so it won't launch you into the middle of the horde. This will stagger enemies near you and it'll leave you with a sweet speed buff like the slayer has.)
-uninterruptable charged attack (surprisingly useful on the flail when trying to stagger a horde with charged attack.that one packrat that usually interrupts the attack doesn't do that much damage due to point 1 and 2, not even on legend. you can sometimes get the hp right back from one or two charged attacks)
he's pretty much a mix between a tank and the slayer. He can get a lot of melee kills if used well, he can take a lot of hits. He's the perfect grimoire carrier since he's really hard to down. He won't get any meaningful amount of ranged kills, but he's really good at melee (i can melee solo a horde on legend with the flail).
Hes kind of like sn aggressive higher damage lower cc IB. And hes super easy cause of temp hp on ult. Overall I think he's good because by the time you get hit little enough not to need his tankiness, legend is easy anyways.
Repent
REPENT
My build focuses on crits and am at the +20% crit rate cap, add a few crit boosts with that and you should be dealing good damage with a "little" RNG odds. Toss Swift Slaying on and you should be a whirlwind of steel when using any weapon. This alone can allow non CC weapons be able to deal with hoards while letting you kill speicals/elites faster. With your ult or a speed potion you get INSANE attack speed, or use a strength potion and melt stuff that much faster.
Im currently using a Rapier for its pure CC potential paired with a crossbow. The Rapier sucks for anything outside of CC, but I can also put that to my favor as well thanks to the level 25 talent of gaining 2 temp HP per hit while in an ult. Ult on something stronger and in the extra hits I need to take it down Im getting back more HP than if I would just have killed it faster, assuming I can avoid damage that is. If I can make full use of the ult and keep attacking, I can gain a good 20% temp HP, that's a full heal more often than not with grims. Farm some elite for a free heals all day to keep up aggression, or using your ult on a boss for nearly the same effect. And as it is temp HP, you keep your passive buffs (being both power by default and higher crit boosts with a talent) for being low green HP while keeping healing supplies for when it gets really bad.
Zealot even has a way to prevent death itself. He can't be downed by some random (un)lucky hit thanks to Heart of Iron and you can keep using this over and over again assuming you survive long enough.
Zealot may not have the best weapons to pick from. They all tend to over focus in one area at the cost of others. But with proper use a Zealot can often carry a team or at least pull wins out of the oh so often crap spawn RNG the game loves to give thanks to being able to survive near anything from needing to be killed twice over.
You dont even play legend though lol? Anyone can be "nearly immortal" on champion...
And seriously: 150hp and talent making him take less damage on hits, its a life saver.
When most things nearly, if not, one shot you. Someone that can survive an extra hit no mater what is as "nearly immortal" as you can get.
Plus. Who else can keep themselves at near full HP without needing to fight for kills, or gain HP in the middle of a boss fight? All without using up limited resources.
Breakpoints are likely different on the current patch but the general philosophy should still apply.
the health mechanic is the one thing that really makes him a big no-no imo