Table of Contents
Class
Weapons
Curios
Talent Tree
Description
── AT A GLANCE ──
Horde Clear: [4/5]
Crowd Control: [3/5]
Elite Killing: [3/5]
Special Killing: [3/5]
Monster Damage: [4/5]
Survivability: [4/5]
Team Utility: [4/5]
Ammo Economy: [Moderate]
Skill Floor: [Easy]
Canones
The Canones is a rainy support build, aimed at maximising uptime of Chorus of Spiritual Fortitude to suppress enemies and buff teammates. It's one of a couple Chorus builds I like to run, and the one I opt for when the team already has a soulblaze psyker on the team. If the team lacks this, then picking up the Artemia Mk III Purgation Flamer is a good shout. It's a versatile build able to a little bit of everything, and can fit into most team compositions quite comfortably. I would also say it is pretty beginner friendly, able to perform well with even just basic knowledge or the game, whilst retaining some tricks and techniques for more advanced players.
Chorus of Spiritual Fortitude has quite a lengthy cooldown. There was a time in the past where, due to each individual crit giving flat cooldown reduction, high cleave weapons could proc multiple instances of Invocation of Death , leading to Chorus being up semi-permanently. Whilst this has been nerfed (thankfully for game balance, less thankfully for zealots), it still remains one of the most powerful abilities in the game, and can turn the tide of a bad situation. See it as a 'reset' button when the situation gets overwhelming. Your goal is to enable your team, meaning that yes, you're likely to score less damage because you're setting up your allies for success.
Whilst it contains plenty of damage in it's kit, you should be dealing the lowest overall damage in a team. A big part of this is our ranged capabilities, or lack thereof. During engagements, your job is to protect the backline by acting as a vanguard. Keep your veterans and psykers safe so they can deal with the ranged threats. Both our ranged and blitz options are saved for 'oh shit' moments, to bail your team out of a run-ending encounter. Whilst we can contribute to ranged fights, without a veteran on the team, ammo for ranged attacks is limited. Instead you should be saving ammo for your
Due to the lengthy cooldown, do not spam Chorus of Spiritual Fortitude. Save it either for when your team has taken damage and gotten overwhelmed, or proactively to stun priority enemies, such as Monstrosities and large groups of elites (think Crusher , Dreg Rager Scab Mauler ). Whilst channelling, your goal is to make sure that all pulses go off, to maximise suppression time, maximise team overshield, and to make sure everyone benefits from the extra damage Ecclesiarch's Call provides. You can still move around and dodge, but are unable to sprint. Whilst most enemies will be affected, keep an eye out for any Mutant that can charge in and interrupt you, or Scab Trapper that can snare you from a distance. Focus on dodging these threats and making sure the full duration goes off.
Playstyle
You should be seen at the Vanguard of most engagements. You are a tanky support. Your kit contains multiple sources of damage reduction, allowing you to get into the thick of things. Hordes of lesser enemies are where you cut your teeth
Curios
Gunner Resistance is the most useful resistance node as it applies to Dreg Gunner Dreg Shotgunner Scab Gunner Scab Plasma Gunner Scab Shotgunner and Reaper. This is the largest collection of enemies out of any of the resistance perks. These enemies can absolutely shred you in seconds, and it's not uncommon to see teammates seemingly insta-die when faced with a firing squad of them, especially with toughness grace period being removed. The ability is multiplicative, so it does have some diminishing returns. 0.80×0.80×0.80=0.512
3x Gunner resistance = 48.8% damage reduction
2x Gunner resistance = 36% Gunner resistance.
It's your call if you feel you need to opt for 3 or 2 or these. Because we are not running toughness or health curios, I do like to make a small dip into both to help give the extra damage reduction Martydom gives us more to work with. Revive speed comes in clutch the higher you push Havoc. Most of the time, you will want to be using your ability to give your teamates the oppurtunity to do the reviving. However, there will inavariably be times when you need to do the picking up, and shaving a few seconds off can make or break a run.
Strengths
- Easy to learn, with a high skill ceiling
- Good horde clear
- Great Team utility with buffs and Heals
- Able to suppress anything except Beast of Nurgle
- Very tanky with excellent survivability
- Well-Rounded
- Good at dealing with high Density
- Good boss damage
Weaknesses
- Subpar mobility
- Requires Rev-time and space to deal high boss damage in melee
- Team Reliant
- Mediocre carry-potential
- Moderate ammo economy
- Weak to corruption (Martydom builds lose wounds quickly to corruption)