Zealous
From GuildWiki
[edit] Definition
A weapon with a "Zealous" name prefix is equipped with a weapon upgrade of the same name:
- Zealous Axe Haft
- Zealous Bow String
- Zealous Dagger Tang
- Zealous Hammer Haft
- Zealous Scythe Snathe
- Zealous Spearhead
- Zealous Sword Hilt
There are no Zealous Staves available.
For more details, see: weapon upgrade
[edit] Effect
A Zealous weapon upgrade provides the following bonus to the wielder:
- Energy gain on hit: 1
- Energy regeneration: -1 (i.e. -1 energy per 3 seconds)
Every time a zealous weapon hits a foe, the attacker will gain one Energy. To balance the energy gain, zealous weapons always come with -1 energy regeneration, which continues as long as you have the weapon equipped. Therefore, it's generally a good idea to switch to another Weapon Set while not engaged in combat.
Zealous weapons merely cause the attacker to gain energy when they hit with an attack, not steal it from the target in the way that vampiric weapons steal health.
[edit] Notes
In order to actually have an overall energy surplus you must hit a foe at least once every 3 seconds, otherwise the -1 energy regeneration will take away more energy than you will gain from successful attacks. The faster the attack rate of a weapon, the more energy you gain using a zealous upgrade. This means Swords, Daggers and Axes with their attack rate of 1 hit per 1.33 seconds are more suited for zealous upgrades than slow weapons like Hammers, or Bows. The effective value of a zealous Scythe depends largely on the number of foes hit per swing, which can be up to three adjacent enemies. Skills that allow you to hit multiple foes (like Cyclone Axe, Barrage and Hundred Blades) are very useful in combination with zealous weapons. Consider augmenting a zealous weapon with skills that increase attack rate, such as Berserker Stance, Flail, Flurry, Whirling Charge, and "I Will Avenge You!".
Also note that the zealous upgrade does not give any energy for attacks made while enchanted by Illusionary Weaponry, but the wielder will still suffer 1 pip of energy degeneration. Keep in mind that many pieces of armor provide energy regeneration, so a Zealous weapon upgrade may still leave several pips of energy regeneration.
- 1 assuming three strikes per swing.
- 2 at 16 dagger mastery.
- 3 at 0 dagger mastery.
- 4 assuming a single strike per swing.
