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Zealot (Build)

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For other meanings, see Zealot.

A Zealot or Zealadin is a Paladin build that uses, as the name suggests, Zeal as his main attack. This is usually accompanied by Fanaticism, which boosts damage and attack speed. Zealots are very good at Player vs Monster gameplay, but are poor at Player vs Player fighting.

Stat Point DistributationEdit

  • Strength: Higher damage is a good thing for the Zealot most of the time, but at the very least, increase it enough for equipment requirements.
  • Dexterity: Although a higher Attack Rating can't be argued, most Zealots find it better to have enough for 75% chance to block, or just enough to satisfy their equipment requirements.
  • Vitality: Even the most offensive-oriented Zealot is a melee hero. As such, he needs to be able to survive in close-combat, lest he wind up as a useless asset against the minions of Hell. For that reason, it is recommended to dump points here after satisfying Dexterity and Strength requirements.
  • Energy: Zeal is one of the cheapest skills in the Paladin's repetoire at a fixed cost of 2 Mana per use. As such, Zealots often let their equipment provide the Mana needed.

SkillsEdit

TL;DR Edit

Level 1

Level 6

Level 12

Level 18

Level 30

Primary skillsEdit

Zeal is the Zealot's main attack. The Zealot relies on a powerful, high damage melee weapon and then maximizes his output with Zeal's high attack speed bonus. Depending on their skill point distribution zealot builds may have anywhere between four soft and twenty hard points in this skill: the number of hits per use is limited to five (achieved at four points), and investing in Sacrifice increases Zeal's damage via synergy faster than Zeal does. 

Fanaticism is the most common aura used in this build. The increased attack speed is crucial for Zealots, so that they can finish their attack quickly in case they start dying during their attacks. Of course, it also increases the rate that Zealots and their parties can do damage.

Holy Shield is used mainly because Zeal is best with fast one-hand weapons, which makes it natural to use a shield in combination. With Holy Shield, the Paladin's block rating is boosted considerably. Not all Zealot builds max Holy Shield, as the defense and block boosts are already very substantial at level 4 or 5 if coupled with good gear and skill boosting equipment.

Zeal can be used with the faster 2-handed weapons as well, but this is not recommended. In this case, Holy Shield is nearly useless, and the build becomes incredibly offensive-oriented. Although it is risky (the Paladin will take a lot of damage) and the only gain of this version is higher damage output, the two-handed Zealot can survive because Zeal cannot be interrupted, and even a fairly low amount of Life Steal will be sufficient to restore the Paladin's hitpoints rapidly.

Synergy skillsEdit

Not only is Sacrifice a requirement for Zeal, but it also gives Zeal a 12% synergy damage bonus from each level spent in Sacrifice. In addition, in the early levels Sacrifice is a decent skill to have, dealing high damage at a relatively low cost, especially if the player has good luck with Life Stealing equipment.

Defiance is a synergy for Holy Shield. It is not required to max Defiance, since Paladins often have a very high defense rating anyway, but any spare points may be placed here.

Utility skillsEdit

Given that the Zealot has little need for a maxed out skill after finishing Zeal, Fanaticism and Sacrifice at the bare minimum, players have some freedom to spend the rest of their skill points on what they desire.

Holy Fire, Freeze, and Shock all offer the Paladin elemental damage that he can make use of, but later on, if he needs such assistance, Vengeance may wind up being a better choice. Resist Fire, Cold, and Lightning, in addition to synergizing with Vengeance, all passively increase the Paladin's max resistances through synergies. Redemption is a useful aura to have, both for mana and health regeneration, and to prevent monster resurrection. Vigor is useful for trekking through large areas or for corpse retrieval. Meditation is useful for party play among mana-starved allies, while Salvation is useful for allies with less magic resists.

Required PointsEdit

These skills must have at least one point if Fanaticism is to be made readily available. Without this, the Zealot will be at a severe disadvantage later on.

For a Zealot using a shield, these skills must also have a point each if the player intends to use Holy Shield. The disadvantage is not as severe as that of being without Fanaticism, however.

Points Left OverEdit

Each character is capable of earning 110 Skill points if all the quests that reward said points are done, on all difficulties. The Zealot can certainly have points left over, especially if he uses Two-Handed weaponry.

  • The Two-Handed Zealot only needs 63 Skill points if the player intends to maximize Zeal's synergy bonus from Sacrifice. After this, the player has the freedom of spending points on skills they desire.
  • The weapon and shield Zealot can be more limiting in the freedom of skill points, but even then, he will still have points left over, even after having obtained all Primary and Synergy skills.

EquipmentEdit

For any viable Hell Difficulty Zealot, there are three attributes which are considered almost necessary for a melee character to finish the game: Some amount of Crushing Blow, Cannot Be Frozen and stacking resistances. Once these attributes are built to a proper level, the player can then work on some of the other attributes that will help make his Zealot more effective. Some (but not all) of these things would be Life/Mana Leech, Increased Attack Speed, Faster Hit Recovery, Increased Block and Faster Block Rate.

The list below has many items a player may never see or be able to manufacture. In this case, it will not hurt to look over the more inexpensive items to obtain the attributes to make the character durable enough to finish the game.

WeaponsEdit

1-handedEdit

  • Grief: High damage, and one of the few items that transfers damage when using Smite. Often socketed in a Phase Blade due to the -30 Base Attack Speed, and the character's Dexterity is usually over 120 to maximize block percentage.
  • Breath of the Dying: Lower average damage than Grief, but has lower requirements, is indestructible, has higher IAS (Increased Attack Speed), dual leech and a massive boost to all stats.
  • Stormlash or Crescent Moon: Static Field procs are similar to Crushing Blow, except much faster, although ineffective past 50% health and more commonly resisted.
  • Death: Similar to Breath of the Dying, but with excellent Crushing Blow and Deadly Strike at the cost of less damage. Procs Glacial Spike to freeze multiple targets at once, but has no IAS.
  • Last Wish: Life Tap proc, Might Aura, Chance to cast fade, and the huge Crushing Blow chance. Preferred in a Berserker axe.

2-handedEdit

ShieldEdit

  • Herald of Zakarum: Blocking related bonuses, resistances, and skill bonuses.
  • Exile Rune Word: Life Tap proc, aura skill bonus and the innate Defiance aura. Best made in an Ethereal Vortex Shield, since it also has a self-repair attribute.
  • Stormshield: 35% physical damage reduction is a big perk of this shield.

HelmEdit

ArmorEdit

  • Leviathan: Physical damage reduction.
  • Arkaine's Valor: faster hit recovery, 1-2 point bonus to all skills and level dependent Vitality bonus.
  • Fortitude: 300% Enhanced Damage is the big perk for this armor.
  • Chains of Honor: A number of damage bonuses and a +65 bonus to all resistances.
  • Enigma: Teleport is a big bonus to this armor, as well as the Magic Find bonus and the +2 to all skills.

BeltEdit

  • Verdungo's Hearty Cord: The cookie cutter suggestion, due to its percent physical damage reduction and life-related bonuses.
  • Nosferatu's Coil or Arachnid Mesh: Both of these belts feature slowing their opponents. Arachnid Mesh has a +1 all skills bonus, while Nosferatu's features life leech.
  • Thundergod's Vigor: Lightning Absorb, Strength and Vitality bonuses and a boost to maximum lightning resist.

GlovesEdit

BootsEdit

  • Gore Rider: Boost to Crushing Blow, Open Wounds and Deadly Strike.

AmuletEdit

RingEdit

HirelingEdit

Although many players just solo with Zealots, Hirelings can certainly increase the survivability of any character if maintained properly. Typically, most choose the Act 2 Defensive Mercenary in Nightmare Difficulty (the "Holy Freeze Merc") or the Offensive version (the "Might Merc"), but the others have plenty of potential if geared properly. The Helmet and Armor are standard choices, the only thing that would vary are the weapons. Act 3 Hirelings with cold attacks used to be popular, but are rare now, due to many monsters being immune to their attacks. Although Barbarian Warriors are quite rugged, they can be overcome by large mobs. On the other hand, if properly equipped, he can definitely play a major factor in increasing the character's survivability. The Rogue Archers should not be counted out either, although without particular gear, her ability to assist in later stages of the game diminishes by quite a bit. Although the weapons vary, the armor and helmet choices are mostly stock, with some variation in regards to armor.

HelmetEdit

ArmorEdit

  • Fortitude Runeword: 300% Enhanced damage against everything.
  • Duress Runeword: Features 15% chance for Crushing Blow.
  • Gladiator's Bane: Cannot be Frozen, and flat damage reduction at a high level.
  • Hwanin's Refuge: Static Field proc. Still useful, even if lightning immunes aren't affected by it in Hell Difficulty.
  • Treachery: may be of more benefit to a Rogue for the Increased Attack Speed.
  • Skin of the Vipermagi. Iron Wolves can make better use of the Faster Cast Rate as they usually attack from range.
  • Duriel's Shell: For Hirelings, this armor is prized highy, mostly for being relatively easy to find, its Cannot be Frozen attribute and Vitality bonus.

WeaponEdit

Rogue (Act 1)Edit

  • Faith: The Fanaticism aura and obscene damage are the big perks of this bow.
  • Ice: The chief reason for this choice is the Holy Freeze Aura.
  • Witchwild String: Amplify Damage proc and two sockets to customize it with.
  • Riphook: Slows opponent and Open Wounds.

Desert Mercenary (Act 2)Edit

  • Hone Sundan: Crushing Blow and three sockets.
  • Obedience: Crushing Blow and an Enchant Proc.
  • Once could also add Breath of the Dying, Last Wish, Death or Doom, as these are all very powerful. They are also equally difficult to create. Another note is that if you have a Might Aura Mercenary, do not use Last Wish, as its inherent Might Aura would be redundant.
  • Reaper's Toll, Insight and Infinity are also good options, but only for other builds, as conviction is unnecessary, you have low mana demands, and Decrepify would override your Life Tap, if you have it.

Iron Wolf (Act 3)Edit

  • Spirit Sword and Spirit Shield: This combination will give the hireling excellent resistance bonuses, as well as a total +4 to their skill levels.
  • Lidless Wall: Has +1 to all skills and a Faster Cast Rate bonus.
  • Rhyme: Has Cannot Be Frozen and Faster Hit Recovery.

Barbarians (Act 5)Edit

There are numerous swords that a Barbarian can use. Listing them all would be impractical. Here are some Unique Swords and Runewords particularly beneficial to a Barbarian Mercenary:

  • Bloodletter: Fast Attack Speed, and has life leech. The sword will likely be obsolete by early Hell, however.
  • Headstriker: Level dependent Deadly Strike, as well as level dependent maximum damage.
  • Azurewrath: The base damage is a bit low, but the added damage makes this blade frightening once it can be equipped.
  • The Grandfather: Very high damage and Attack Rating bonus.
  • Lawbringer: a relatively cheap runeword with a Decrepify proc.
  • Breath of the Dying, Grief, Death are also options, albeit difficult ones considering the runes required.

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