Refreshed Dodge Efficiency on Weak Spot Hit. {melee_weakspot_damage} Melee Weakspot Damage.
12-24% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.
5-8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.
1-4% Toughness for every 10% of magazine spent during continuous fire. Stacks 5 times.
The 'sister build' (Or I guess brother, in this case?) to my Benediction variant, this set up was actually crafted based off a build I saw here. I wasn't sure how a Zealot could get all that they wanted with Purity, and well, they can't, since there's so many tax nodes. But, you can still get pretty close, and be a solid support for your team. This is the main build I tend to use week over week for havoc (since nobody wants to be the support). I rather like it, you get to still be pretty durable/tank a few hits before going down, but you can't dish out nearly as much damage as the 'no tax node' benediction variant. That being why I classify it as support, as you'll often find yourself relying on your team to quickly deal with things, while you dance around the front line and keep things from getting to close. I omitted the attack speed pip for more toughness as well, you can still do pretty well with the duelling swords 'animation cancel poke' when it comes to hitting things, to the point you can more often than not still keep IoD and Enduring Faith up a majority of the time in the horde. I also take Holy Revanent, cause while it doesn't help tooo much when you get nuked for all your HP and go full corruption, it still gives you that little bit of bleed health wiggle room otherwise, and has saved me cause of it. If you're confident you will ONLY ever get hit by big bonks, you can trade it for second wind instead.But yeah, I focus on spamming chorus with this and just poking what I can, and throwing down flame when needed to thin the horde or burn down a monstrosity/line of bulwarks/reapers. You have to rely on your team mates for ranged, but it's the sacrifice that has to be paid. That, or you can run a boltgun, if you're confident in your teams wave clear. (I've just noticed that I've more often lost to people not being able to survive in a wave/deal with something the flamer could tick down quickly, over ranged targets that can get pot shot by anyone else).