ZEALOT

HAMMER TIME

The Zealot is a versatile class that spends most of there time upfront in the enemies faces, usually alongside the Ogryn, if you have one. This build is made for the Thunder Hammer, and it deals a lot of single target damage. The revolver plays an essential role to help deal pinpoint damage against elites and tough enemies that are out of range of your hammer.  This build is best played with teammates nearby, while you deal with any elites/specialists that get too close, your team will help deal with hordes or ranged elites. Focus on the elite enemies, the one downside of this build is a lack of horde clearing capabilities.

WEAPONS

The Thunder Hammer is one of the hardest hitting single target weapons available in the Zealot’s arsenal. When activating its special mode, it will deal devastating damage to the target.

Headtaker is a quick and easy way to increase your offensive capabilities for hitting enemies. This is a stackable effect that will continuously build up. Thrust is an effect perk for dealing with Elites or Monstrosities. Charging up your charge attack will increase it’s damage the longer you hold it. This builds up with Headtaker as well.

Carapace & Unyielding include some of the hardest enemies in the game, since the lesser elites will already have taken huge amounts of damage, having some extra damage when dealing with Crushers of Monstrosities will help greatly.

The revolver is a quick and versatile range weapon, used in this build to pick off key ranged elites, or use it prior to engagements.

The two Blessing selected build off each other and help fill the role of quick use/selective use. Hand Cannon increases rending on a critical hit, which on its on is ok, increase in damage is great. Surgical is we’re it shines, because you can get a guaranteed critical hit just by aiming for a short duration. When you can get a guaranteed critical on demande, this weapon becomes a crucial aspect of this build. Use is when you can, not constantly, and see how much is compliments the Hammer.

Perks are a little more open, I’ve selected Maniacs and Carapace, to cover a wide amount of problematic enemy types, and heavy armored enemies.

CURIOS

x2

(I made a mistake in the Curio images here, i’ll fix it soon)
Curios are really flexible, with only a couple perks that really benefit builds. In this case, Toughness can be substituted for Health if required, but Toughness is still recommended. You will want at least 1 Curio to have 1 Wounds on it, wounds increase the amount of health bars you have. This is beneficial, especially on higher difficulties, as it allows some leeway if mistakes happen, or you get overwhelmed.
Stamina Regen is really important and should be the only modifier you go for one each Curio you use. Combat Ability Regen is really helpful with this build to keep your ability available as frequently as possible. Damage resistance against Gunners is helpful as they can output serious damage.

SKILLS