2.5-4% Bonus Critical Chance on Chained Hit. Stacks 5 times.
Hitting at least 3 enemies with an attack, increases your damage by 24-36% for 3 seconds.
10% Critical Chance for every 0.3-0.45 second while aiming. Stacks 10 times. Discharges all stacks upon firing.
4.5-6% Critical Chance for each expended round in your weapon (resets on reload).
This is last updated for patch 1.5.3.
Patch: 1.4.12 -> 1.5.3
I am also VERY ranty but I feel like I explained all the mechanics in how Martyrdom works and my reasoning behind each talent/perk/blessing/weapon.
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My playstyle is that I kill EVERYTHING in melee except for specialists. Against specialists, I'll throw knives at their heads or pull out the ranged weapon if they are out of range of the throwing knives.
Currently the Eviscerator XV is arguably the strongest melee weapon in the game for zealot. It has insane horde
clear and it doesn't have any weaknesses because it does REALLY good damage against every enemy type.
It has a very simple melee attack pattern: Most of the time you just spam light attacks. Occasionally you have to do a special -> Heavy to kill Crushers/Bulwarks/Bosses.
In order to tank everything in melee, you should have the mentality of "ALWAYS BE HITTING". It's similar to how Ogryn need to be "ALWAYS BE HEAVY ATTACKING" to regain toughness, Zealot needs to be always hitting to get crits to proc Enduring Faith for the 50% Toughness damage reduction and toughness for killing things. If you're always chain hitting and critting, you'll be as tanky as other builds.
I didn't expect to need this section but when I copied and pasted this guide into WordPad, it was a 10 page document lol.
(Control F and search for the chapter to skip to it)
Why Martyrdom?
How Martyrdom works:
Martyrdom Misconceptions:
A Martyrdom vs Inexorable Judgement comparison:
Melee Weapon:
Eviscerator Tech:
Range Weapon:
Curios:
Talent Discussion:
Fury of the Faithful:
Dealing with...:
Help! This build sucks and I can't stay alive:
Some tips:
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Martyrdom works because you have INSANE toughness damage reduction. As long as you keep your toughness up, you can charge into most situations and be invincible as long as you have stuff to kill/crit.
TDR Talents:
The TDR formula is here: https://www.reddit.com/r/DarkTide/comments/190kdpq/a_simple_guide_to_toughness_damage_reduction/
With this specific build you get ~75.56% TDR at almost all times. Even when you're running below ~63HP at 2 wounds, you are almost just as tanky as a full health non-Martyrdom zealot build. With Gunner resistance, you can tank gunfire for days after getting a crit.
You get to tank a free hit whenever you get hit at 100% toughness, so the idea is to be at or near 100% toughness at all time so that if you do take a stray hit, it doesn't do any health damage. With so much toughness damage reduction, you can take a stray hit and instantly top off your toughness from killing enemies + dodging and be ready to take another stray hit after 2 swings.
There's a lot of misconception with how Martyrdom works when I see pubs playing it.
A lot of players would start the game at 100% health and let it trickle down to 0 throughout the game and then hit the medicae the second they get low on health. A lot of them also take the Bleed for the Emperor talent (which is terrible), thinking that it will make them more tanky.
The problem with this approach is that you never get "tanky" unless if you're low on wounds, and if you're naturally good at avoiding damage, you might not hit the 2 wound power spike until midway through the game. And if you heal at the medicae after hitting 2 wounds, you lose all the insane passive offensive and defensive bonus from Martyrdom and start from scratch again.
A lot of players would also make the mistake of going the top left side of the talent tree because they think that the Bleed for the Emperor talent is tailor made for Martyrdom. Yes it is "made" for Martyrdom builds, but it also sucks ass. As a matter of fact, the entire top left side of the talent tree sucks ass. If you combine the whole top left side talents, I'm pretty sure it's still worse than the single Second Wind talent on the top right side.
Martyrdom gives you the most stat bonus out of the 3 keystones.
I like to compare Martyrdom against Inexorable Judgement because they both give somewhat similar extra stats to make the Zealot strong.
With Martyrdom at 5 missing wounds:
With Inexorable Judgement at 15 stacks of momentum:
And keep in mind that this is the absolute best case scenario for Inexorable Judgement, with 15 stacks of momentum. Realistically, I find myself to usually be at 7ish stacks in games so the comparison is usually much worse.
Personally I think it's better to go Inexorable Judgement if you're using a range weapon that needs that extra bit of ranged damage to hit an important breakpoint.
Note that all breakpoints are tested at 2 wounds / 5 Martyrdom stacks. This is fair because Holy Revenant gives you 1.5 worth of wounds/health back
The Eviscerator XV is one of the best weapons for a Matyrdom build.
IMO Martyrdom works best if your melee weapon has the shred blessing available. You don't NEED to have Shred, BUT it's much more consistent if you have a crit% blessing to proc Enduring Faith consistently.
Eviscerator XV
The best part about this build. Once you are good with the throwing knives, you can equip ANY ranged weapons you want and make it work. Eviscerator XV is versatile enough to cover every armor type. Throwing Knives are good enough to kill specialists.
That being said these range weapons are highlights of range weapons that I like. You can take your favorite range weapon if you want.
Throwing Knives:
Throwing Knife Tips
REMEMBER THAT ALL THESE RANGED WEAPONS ARE SUGGESTIONS. You can take your own favorite weapon as long as you're decent with the throwing knives. I don't know enough about every weapon to do a write up on them.
Zarona Revolver:
My weapon of choice for carrying pubs even if it's a somewhat redundant pick since we have throwing knives. Revolver makes a great safety net while you are still learning how to use the knives.
The Revolver has a HUGE hitbox for headshots so you should be aiming for the head whenever possible. You can kill most specialists with a crit so I like to focus on getting as much crit as possible to make it more consistent.
This gun is very ammo efficient IF you're only using them against specialists. If you're using them against lesser ranged shooters, you're wasting ammo.
Personally I dislike using them against gunners most of the time because I can engage in melee 99% of the time. If you're going to depend on your revolver to take out every gunner, you might as well play Veteran.
Accatran Las Pistol:
The best part about the Laspistol is that it ignores suppression. It's a very versatile weapon to complement the throwing knives. It also does pretty good boss damage with the Infernus Blessing.
Bolter:
Bolter got good again in the last patch.
Flamer:
The Flamer is currently the ultimate anti-Bulwark weapon in the game. It currently goes through the Bulwark's Shield, so when you run into a group of Bulwarks + other elites, they will all melt after getting 15 stacks of burn on them.
I'd only recommend the flamer if you hate Bulwarks and can use throwing knives decently. If you suck with the knives, you won't have a range weapon to pick off specialists and have to depend entirely on your team.
Note that most of the perks for curios have diminishing returns with the exception of +Toughness% and +Health%.
I generally hate triple stacking perks as a result because the third stack barely adds anything.
IMO this is the best build for Martyrdom. It hits all the REALLY good must have/OP Zealot talents with 1 free point to spare.
You get the best Blitz in the tree (Throwing Knives), the best Aura (Benediction), the best ability (Fury of the Faithful), and the Martyrdom keystone gives you the best raw stats bonus in the game (~40% melee damage, ~25% toughness damage reduction, ~20% attack speed).
Invocation of Death give you a perma 20% attack speed buff since you get FotF back within 10 seconds if you have a horde to hit.
FotF is the best ability option for Zealot because it's the most versatile.
You get a instant 50% toughness, +20% attack speed for 10 seconds and a very important guaranteed crit to proc Enduring Faith (50% toughness damage reduction). You also get a guaranteed mini stun/stagger of all the enemies surrounding you.
If you are new to the build, you should ration and save ALL FotF charges for emergencies. You should fully think of FotF as a defensive ability, when you get better at the build, you can start using FotF more offensively.
Eventually you can start using FotF for offensive purposes for the 20% attack speed buff. Like if you have a thick horde in front of you and there's no crusher/ragers/boss in sight? You can PROBABLY get away with using FotF to stat pad on some hordes. Eventually you can also try to min-max the 20% attack speed buff and have it up at most times while still always having one FotF charge in your back pocket for emergencies.
If you are new to Martyrdom and can't stay alive with this build, try to start out with a more defensive oriented build.
Maybe something like:
https://darktide.gameslantern.com/build-editor?id=9cc5dfaf-c5b7-4db1-b9f1-86d1669d739d
Basically swapped Rampage for Momentum for more toughness regeneration.
Also ditched 3 points from Punishment and Innovation of death for Thy Wrath be Swift and Good Balance. Good Balance applies to both toughness and health damage so your toughness damage reduction will be even more insane. The bad part about this build is that you will have to be much more conservative with your FotF because you don't have the crit cool down reduction from Invocation of Death.
Instead of playing at -5 wounds right from the start, you can also try dropping down to -3 or -4 wounds until you get better. I don't THINK (as in I haven't tested) there's a big breakpoint difference from -4 to -5 wounds but you do lose attack speed and toughness damage reduction.
Eventually you want to work towards playing at -5 wounds at all times. I would slowly change the defensive talents to offensive ones as you get more and more comfortable with Martyrdom.