Zealot
Reduces Heat buildup by 3-6% and increases weakspot damage by 1-4% for 3s on chained weakspot hits. Stacks 5 times.
35-50% Cleave on Hit. Stacks 5 times.
10-16% Toughness on Elite Kill.
Ranged hits add 1-4 stacks of bleed to enemies.
WIP
Perks:
The idea is to run a less damage focused martyrdom build by using that ability as the main source of damage and not really focusing much else, ignoring things like sustained assault and punishment. The survivability mainly stems from scourge, which gives us extra crit chance when hitting bleeding enemies, and bleeds on crit. This is important since it will feed enduring faith, reducing the toughness we lose which is big since as a martyr you will realistically have 10-15 health for most of the game, especially if you want that penance. Other important perks are things like vicious offering and blood redemption since the goal is to maintain high toughness at all times. If that bar goes down you are pretty much dead. Martyrdom gives us the freedom to focus on survivability since with the 7 wounds we have, being at 1 wound gives us 48% more melee damage, 24% more attack speed 35% toughness damage reduction.
Weapons:
Since you wanna be in the swarm at all times, relic blade is ideal, not much to say about it. Spearhead is great for taking out ogryns since you really don't wanna get close to those, and if until death is on cool down or you aren't confident in your dodges/parries against ragers and whatnot, its a great option to back off and regain some toughness in coherency. Wrath gives us nasty cleave and cranial grounding will let you keep it charged for a long time, and will allow you to use charge more haphazardly on things like pox walkers. Glory hunter will keep toughness up which is the main goal mentioned above, and puncture will boost our crit chance. Same reason why we take knives, anything for more enduring faith.
Curios:
Pretty simple, we don't take 3 wounds to avoid putting all our eggs in one basket, its doable if you are insane at the game but I am not, so I opt for the toughness. The ability regen is nice since your dash replenishes toughness and makes your attack speed even more insane, good to get close to enemies, far to enemies, or even use to move 1 inch closer just to get that crazy stat boost. The extra toughness needs no explanation, and the damage resistance is there for the hardest damage to avoid, not the highest damage. Things like ogryns, ragers and maulers are threats that you can parry/dodge and kill easily compared to a cross-map sniper or gunner. This reduction is insurance against getting shot while you're distracted.
Playstyle:
Please please please do not eat an explosive barrel at the start, this sort of martyrdom build uses it as an emergency clutch tool. Play smart, stick with your team, try not to take damage. When you inevitably take damage, go wild, play confident at 1 wound. You should only be afraid when until death is gone. If that's the case, don't worry. You have a bolter.