5-8% Strength for 4.5s on Kill. Stacks 5 times.
1-2 Extra Chained Energised Hits and 2.5-10% Impact on Energised Hits.
Chaining Charged Attacks reduces their Charge Time by -12--6%. Stacks 5 times.
10% Critical Chance for every 0.3-0.45 second while aiming. Stacks 10 times. Discharges all stacks upon firing.
I am an exclusively Auric Maelstrom (Waves of Specialists modifier minimally) or Auric High Intensity - Shock Trooper Gauntlet (HISTG/HiShock) player (in the case where the Maelstrom has no Waves of Specialists modifier). I have close to 2000 hours across both Vermintide 2 and Darktide. My builds are the product of extensive testing, both in the field at the highest difficulties possible, and in the Psykhanium.
This build has been played extensively at the Auric Maelstrom level as of Patches 13, 14, 15, Traitor Curse (both parts), with considerable success.
Traitor Curse Part 2 reworked the skill tree, giving us more points to work with.
The Helbore is very much an acquired taste, even at its peak in Patch 13. Its slow pullout time and long initial charge up means that players who are used to other guns being able to respond more quickly to specials will find the Helbore jarring to use. Playing the Helbore requires a change in attitude and playstyle:
By playing as per above, you can increase how much you have the Helbore out and firing, which means that:
And yes, in case you're wondering, you need to adopt this mindset and be good enough at ranged into melee combat at the Auric Maelstrom level to be able to play this weapon well. This weapon build has a higher skill floor than Plasma, Revolver, Autogun or Laspistol.
We start off with the Helbore Mk 3 in the ranged slot. The Helbore Mk 3 boasts the capability to one-shot headshot almost anything in the game without crit, and with crit, it can hit some obscene one-shot bodyshot breakpoints. The hard to hit breakpoints would be the non-crit one-shot headshot Flamer breakpoint if your Helbore Mk 3 is not a god roll (80 damage, 80 stopping power, +25% Maniac), so we use Focus Target keystone to add the extra few % of damage to hit this breakpoint. Marksman's Focus is also viable to add the extra few points of damage, but it's less consistent to stand still (requires a slight playstyle change) to start stacking Marksman's Focus vs. just pinging the Flamer and lining up the headshot with Focus Target. Weapons Specialist isn't very good for how the Helbore should be played. I explain it in the overview section, but you really want to have your Helbore out most of the time.
Plasma is really the top end of the meta right now with a similar or better damage profile relative to the Helbore Mk 3, but has 100 cleave, the ability to deal with Bulwarks, and little to no pullout time. So, what is the advantage of the Helbore over Plasma?
However, I will still say that despite all this, in my view, Plasma is still overall stronger than Helbore right now, so you picking Helbore is really because you want to play Helbore.
The perks and blessings are incredibly standard.
The Power Sword was actually secretly the best melee weapon in the Vet's arsenal in Patch 12 and 13, and it got buffs in Patch 14 that really pushed it even further. However, this status only applies if you're very good at the melee game. With a poor dodge distance and dodge count, the Power Sword heavily punishes uncontrolled and poorly timed dodging. However, if you can play at the minimum level of melee skill required, the Power Sword has by far the best horde clear in Vet's arsenal, top tier Maniac DPS, one shots Dogs, and can kill Maulers, Ragers and Crushers in mixed hordes easily. The skill floor is high, but the performance on the weapon is essentially unmatched.
What's the issues with the other weapons?
Take it from me that if you struggle on the Power Sword in melee, it's not a Power Sword issue, it's a skill issue on your part. Rather than blaming the tool, learn how to melee better:
With regards to which Mk to choose, the Mk 6 is the superior option right now. Straight line cleaves on lights help to relieve pressure if you can't heavy because they have better cleave profiles (it's easier to headshot on straight line attacks) than the diagonals of the Mk 3. The Mk 6 has the option of Push Attack > Overhead Light which the Mk 3 does not have access to, and the Mk 6 has innate 25% block cost reduction as well while the Mk 3 has none.
There is some debate online about the blessings to take for the Power Sword. Perks are straightforward:
We go for Confirmed Kill as Exhilarating Takedown is still bugged, and even with Confirmed Kill being nerfed, it's still a strong source of toughness against Gunner packs.
Krak Grenades are very strong to eliminate/soften packs of armoured enemies and Bulwarks. You can still use them like Frag Grenades in a pinch, but they have a longer fuse timer. They also can chunk bosses. You don't need the Grenade Tinkerer's enhanced damage, because the Kraks can already one-shot Crushers and Bulwarks without the upgrade, but if you have a spare point it's very much worth considering to chunk bosses harder, soften entire packs more and to deal with Nurgle Blessing Crushers/Bulwarks.
Catch a Breath is stronger in shootouts, while Get Back into the Fight can be strong if your melee skill is still lacking.
Survivalist is mandatory if you're playing with pubs. It's the reason why Vet is so highly desired as a one-of in a team. The difference in ammo economy at HISTG and above with and without Survivalist is like day and night. You're actively screwing over your team if you don't pick Survivalist. Just to emphasise how important Survivalist is, if this was a PvP game, I would report you for inting/griefing if I see you not picking Survivalist. The only exception is if you know someone else is already taking Survivalist, in which case, I would recommend going for Krak Grenades and Fire Team.
Demolition Stockpile lets you throw Kraks at your problems freely.
Infiltrate fits the Helbore extremely well. It lets you Stealth to take out your gun and take the initial shot (which has no Onslaught stacks) against a priority target, and following that, you can then take more Onslaught-empowered shots with -90% Threat. Stealth in general performs better than Voice of Command in terms of clutch potential and objectives. Voice of Command is still really strong even post-nerf, but Helbore has synergy with Stealth which is also very strong.
We take the +1 charge for better clutching, and the -90% Threat Profile which lets you continue to take shots in the middle of a horde as long as someone is taking aggro.
We do not take the toughness damage reduction as Infiltrate can let you reposition away from Gunners and Shooters, and we do not take the +30% damage bonus, as points are already scarce, and the Helbore does not hit anymore notable breakpoints even with the bonus.
We then path to Shock Trooper:
We then path to Focus Target to pick up the extra damage to one shot headshot Flamers non-crit:
This is actually up to your preference. I would say Health is the most important, Stamina can be mixed in, and Toughness isn't too important because this build has 140 toughness.