this thread is less of a " build guide " , and more of a " building blocks guide "
it is written specifically for gm zeal vs zeal on uswest non ladder only
skills
max zeal / fanaticism / holy sheild / defiance first
then sacrifice( gives 12ed per point )/ last 3 points in blessed aim
or blessed aim ( gives 5% ar per point ) last 3 points sacrifice
or a combination of blessed aim / sacrifice for a specific build
the duel
players square off , say go above their heads , and when both have " go " up , you attack
it is considered bm to walk away , or engage in any kind of evasive manouvers
anything that cuases one zealer to " chase " another is considered bm
angling before engaging your opponent is normally considered bm
angling after engaging is normally considered ok
slow , kb , poison ( up to 50 -100 is normally considered ok ) and non pally skills are considered bm ( with the following exceptions )
battle orders and battle command ( from cta ) have always been bm , but are now allowed in every zeal tourny , and most zeal games
iron maiden from steel carapace is allowed
chilling armor from fort is allowed
glacial spike from death is allowed
posion nova from andys is allowed
firestorm from torch and pheonix is allowed
angling
im not an expert on angling , and am not 100% sure on the game mechanics that allow it
but it is possible to " angle " your opponent , so that he no longer can land a hit ( or can barely hit at all )
once you have engaged , u can move very slightly and attack , and possibly change the angles to your opponents disadvantage ( remember your opponent is standing still , so any move that isnt away will change the angle each player faces the other at )
there is no animation that shows if you have been successful or not
rather , you must judge your posistion from what happens
the advantage of angling your opponent is clear , however , u can often get hit while shifting posistions , and can also end up being the one with the bad angle
in general , shifting posistions is done when u feel your at a bad angle , rather than to try and gain an angle advantage
remember that actually moving away so far that your opponent must follow you to engage is bm
becuase theres no clearcut confirmation , this is something that many players can easily become paranoid about
becuase of the nature of zeal pk ( which is rooted in the idea of a fair duel ) angling before engaging is generally considered bm , and generally banned in tournys
the basic gear
zealots face a number of prerequisite goals when selecting gear
they want cbf ( cannot be frozen ) , 50 dr ( or close ) , 75% block , 4 frame zeal ( often needing open socs for ias jewels ) , while always wanting more def , ar , ow , life and ofc damage and ds
ds items
hilords / gores / edc / edz / eth razor / eth heavens light ( with lo ) / fools (with lo )/ eth up lance guard / guillimenes face set helm / ds vis helms
dr items
ber is sheild , helm , armor / eth up shaft / ss / eth spike thorn / dungoes / coa / 08 gaze
cbf items
cham rune in sheild , armor , helm / trang belt / eth up duriels / eth gbane / raven frost / eth runemaster / 08 hellmouth
ar items
fools weps / vis helms / alma / hoz / hsarus set boot+belt / angelic set ammy + rings
ias items
ias jewels in armor , sheild , helm / hilords / andys / ik set glove + ( belt or boot ) / ias glove / eth up crow caw
armors
zbug fort / zbug stone / eth pru sa + ap / eth up shaft / eth valor / eth duriels / eth templars might / eth up black hades / eth up tooth / eth up crow caw / 2soc rare armors ( 2k + def ) / eth glad bane / eth up skullders / eth steel carapace
weps
edc / eth death / ebotdz / eth heavens / eth redeemer / eth razor / eth runemaster / eth up headstriker / eth nords / eth fools / eth cruel weps ( 400+ ed )
sheilds
ss / alma ( eth + non eth ) / eth hoz / eth spike thorn / eth up lance guard / 2soc 30/20 pal sheild
fhr
this is probably the least understood aspect of zeal , and yet it is very important
when a hit takes away 1/12th or more of your total life , you go into a recovery phase
the length of this phase is determined by your fhr , and is measured in frames , and has its own animation , which is easy to see
while in the recovery phase , a player cannot attack or block
zeal is uninterruptable , and many people seem unaware that while their zealot is swinging away on their computer screen , on the servers side , its in a recovery animation , and is neither attacking , nor blocking
the fastest attack speed for zeal is 8/4/4/4/4 ( which is 8 frames for the 1st swing , then 4 frames for each of the next 4 swings )
at 200 fhr , the recovery phase lasts 3 frames , and a zealot is ready for action on the 4th frame , just in time for the next zeal attack ( the fhr tables are a list of the time you're in the recovery phase )
however , at less than 200 fhr , the recovery phase is 4 frames or longer
meaning that , if your zealot gets hit , and loses 1/12th life or more , he will lose his block for the next zeal swing
if you have less than 15 fhr , the recovery phase lasts 8 frames or more , and leaves you without block for the next 2 zeal swings
lets look at how this affects the chance to hit , at 15 - 199 fhr
22.5k ar edc vs 42.5k def is basically a 40% chance to hit
with 75% block , this is an actual 10% chance to hit ( 1 strike per 10 zeals )
with no fhr hits , this is 100 strikes per 1000 zeals
the chance to block the next swing after being fhr hit is 40% ( chance to hit with no block )
with every hit a fhr hit , the chance to hit is 10% for 1st strikes , and 40 % for double hits ( 2 hits in a row )
this means 4 hits in 10 will result in a " double hit "
so every 1000 zeals , u will be hit 100 + 40 = 140 times
no fhr hits = 10%
all fhr hits = 14%
this is a huge differnce in the chance to strike
at less than 15 fhr , it gets even worse , as u are in the recovery phase for 8+ frames , and the next two zeal attacks will be at 40% chance to strike a( giving 2 x 40% chances that you will be hit , and put into the recovery phase for 8 more frames )
the effects of being fhr hit are subtle , as the time frame ( 4/25 frames = .16 seconds ) is very small , and easy to miss
when you are getting fhr hit , you are getting " double hit " more often , and you even get triple hit ( 3 strikes in a row )
once you start looking for this , you will start to see it more and more often
the fhr hit ( losing 1/12th or more life from a strike ) answears the 2 most common questions newer zealers have
#1) why does my mass ar fools angelics build not hit as often as it should ?
#2) how can a hilords edz 15k ar setup hit so much ?
this has led many zealers to say " ar is a myth "
the answears are clear
using a fools + angelics setup , while giving alot of ar , generally lowers your damage ( thru lack of ds mainly ) and especially your minimum damage , such that most hits dont take 1/12 life
therefore , when compared to a standerd edc vis rends setup , it will seem as if the fools setup hardly hits more at all , and for alot less damage
while using a 100 ds , eth death hilords gores 80-30 vis 40-15 ss setup , every single hit cuase's fhr becuase the min damage is so large
its a well known aspect of this build , that it double hits , and triple hits , alot
so it altho its initial chance to strike is less , once it does strike , its more likely to hit again and again
since this is such a huge damage setup , 2 or 3 hits are all thats often needed to win
damage is taken at 1/6 in pvp , and with 50 dr , this is reduced to 1/12
and 1/12 is the threshold for a fhr hit
if u want to 100% fhr hit , u need your minimum damage to match or be more than your opponents life
the more life you have , the more damage your opponent needs to deal , in order to fhr hit you
This post was edited by Matao on Aug 29 2010 01:16pm