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Vet Run and Gun
Horde-Clear
Anti-Special
Anti-Elite
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 Vet Run and Gun
 Veteran Build - Warhammer 40k: Darktide 

 Vet Run and Gun
 Veteran Build - Warhammer 40k: Darktide 

By bannor1

Class

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Weapons

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Cadia Mk IV Assault Chainsword
Transcendant
Cadia Mk IV Assault Chainsword
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10-25% Damage (Unarmoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Wrath

Wrath

+40% Cleave on Hit. Stacks 5 times.

Devastating Strike

Devastating Strike

+80% Cleave for 5 seconds on Critical Hit.

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M35 Magnacore Mk II Plasma Gun
Transcendant
M35 Magnacore Mk II Plasma Gun
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Blaze Away

Blaze Away

+8% Strength for every shot fired during continuous fire. Stacks 5 times.

Gloryhunter

Gloryhunter

+25% Toughness on Elite Kill.

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Curios

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Blessed Bullet
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Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+2-5% Toughness
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+2-5% Health
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
+7.5-30% Toughness Regeneration Speed
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This build was last updated before the Bound by Duty patch, the talent tree may be incorrect or broken.

Talent Tree

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Description

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Running this build you will be very tanky. Coming through the center tree Close Order Drill gives you excellent damage mitigation when in coherency. Charismatic increases that aura range. Krak grenade into grenade tinkerer into fire team increases damage overall... and krak grenades specifically provides an answer to boss fights. Save those grenades to dump on nurgles etc, and grenade tinkerer ensures you'll be taking huge chunks out of that boss health bar with every grenade. Field improvisation is great for lots of reasons... grenade refresh, faster heal, toughness regen, and cleanse corruption. You could choose to opt for demolition stockpile here... but I find I'm saving those kraks for the big boss fights and using plasma to take down lesser heavies so I usually have time to pick up grenades. Field improvisation turns health packs and ammo crates into infinite health regen and infinite grenades. This makes most boss fights trivial. Voice of command with Duty and Honor is your bread and butter. You'll be popping this combat ability all the time. It pumps up toughness for your whole team and is basically your oh shit button. Tactical awareness ensures you'll be spamming your ability pretty constantly. Bring it down ensures that every Ogryn falls to your plasma in moments and increases your krak damage in bossfights. Here in the tree we've got a choice... between Iron will and confirmed kill. I think both are very good here so it depends on playstyle. Iron will makes you nigh invincible every time you drop voice of command due to being so far above 75% base toughness. However, 25% + 25% over 10s toughness on elite or specialist kill is very very good, and can be more useful in the thick of battle when your ability is on cooldown. Competitive urge and rending strikes.... Damage damage damage! Now, continuing on down the right side of the tree... Agile engagement is key. You'll be constantly swapping between plasma and chain, take advantage. That 25% dmg is badass. Chain sword to clear hordes, plasma to clear the heavier mobs. Rev up that chain sword in between. Onslaught now gives you brittleness instead of rending... far superior, brittleness is a rending debuff that applies to your teammates as well. The rest... Desperado into trench fighter drill into close quarters killzone... Everything about that feels good. Crit chance, finesse, and especially the attack speed of trench fighter... so good. Then 30% close damage on combat ability, well that's just icing on the cake. If you have any survivability issues, I would drop close quarters killzone and toughness boost to pick up iron will and superiority complex.

2 years ago