Warhammer: Vermintide

Verminsurance: A look at Zealot and Handmaiden

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Introduction

Zealot and Handmaiden are two careers I'm far too often seeing misunderstood and undervalued. A lot of people seem to assume that Handmaiden is some sort of bad tank and that Zealot is… well they aren't sure. What I'm here to let you know is exactly what they are.
They are insurance.
"But what is insurance?"
Well one thing to notice right of the bat, is that both of these careers are pretty hard to kill right? They're not frontline tanks, but they fit a survival archetype. They're supposed to save your run.
"So what are they supposed to do?"
They're supposed to survive. That's about it. Both of their kits are designed to keep them in the fight for as long as possible, then allow them to get out if it's too far gone. Just slap a tome and a grim on these guys and watch them cling on for dear life.
The key to their success is their independence. They are both well geared to surviving on their own, hence their performance in solo runs. This is why they are often portrayed as off or mixed tanks. But don't be fooled.

Zealot

The first of our survivalists, and the more offensive of the two. Zealot is built more to hit lots of things quickly to stay alive. With a (broken) passive that increases his damage at low hp, the ability to cheat death and a few defensive skills, zealot is meant to stay in the fight to the last second, dealing more damage as more shit hits the fan, trying to fix whatever has gone wrong through shear damage. Then once his cheat death procs and everything has gone to hell he has the ability to get out of there.
Slap a rapier and a repeater xbow on this guy and you'll have a great all rounder who shines in being not dead. The ability to kite and kill helps him teeter on the edge of life long enough to hopefully rescue a couple teammates and bring the run back into one piece.
Of course he isn't invincible, and you shouldn't treat him like he is. When playing zealot you will hopefully be playing a midline role. Helping out the frontline when things get heavy, and sniping elites and specials before they get too close. As an all rounder you definitely don't want to be in the backline, as you don't have the snipe potential or ammo capacity to consistently take out any danger you can spot. You also don't want to commit to the frontline unless you have to as then you're committing your insurance to the fight.

Handmaiden

Here we have the defensive survivalist, often mistaken as a weird tank. In reality handmaiden acts more as a reactive clutch in fights. Working well to keep everyone alive as long as possible, giving them increased stamina regen to keep them blocking and pushing as long as possible, an uninterruptable revive to ensure they get back in the fight, and the most powerful movement ability in the game to ensure her own survival. I'm going to be treating handmain's lvl 25 talent, that gives her invisibility for 3 seconds (which i think should be a part of the base dash, albeit in a weaker form), as an integral and required part of her kit.
Give her a spear and a longbow and she'll struggle to die. With a defensive weapon with incredible mobility, one of the best special killing weapons in the game and a 3 second window where nothing even recognises her existence, handmaiden can really take on the world. Pair that with a 50% damage reduction when the last hero standing and you have yourself the queen of clutch.
Handmaiden also loves the midline, being able to snipe with almost the capacity of the waystalker, but missing the longevity of regen, handmaiden has an easy time picking off an pesky elites or specials trying to mess up your day.

Read:  Concept for a new Sienna career

Conclusion

These two careers are adept at survival. The best in the game. Better than tanks because while they generally can't take as much damage, they can get out of those situations and keep on surviving through the worst of it. Bring one of these guys if you want someone to help counter rng, and to keep a run alive if you aren't sure you'll make it. While they won't solo skittergate from start to finish for you, they'll make a run a lot more failproof. If you'd rather to every fight to the last man in hopes of finishing full books or nothing, then by all means bring more offense. Just don't devalue these two amazing careers when they can't frontline tank as hard as, well, frontline tanks. These guys are good candidates for natural bond, due to their innate survivability, and good book carriers too. Play these guys if you want to feel like you can take on the world until that leech drags you into the horde as you duck under the gutter runner to shoot the packmaster coming at you through that troll.


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