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Mithrandir Wizard Gandalf

Mithrandir Wizard Gandalf
Build for Darktide

Ranged
Other
Support
Allrounder

Weapons

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Deimos Mk IV Blaze Force Sword
Transcendant
Deimos Mk IV Blaze Force Sword
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+4-10% Increased Melee Damage (Specialists)
+4-10% Melee Damage (Elites)
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Nomanus Mk VI Surge Force Staff
Transcendant
Nomanus Mk VI Surge Force Staff
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+10-25% Damage (Carapace Armoured Enemies)
+10-25% Damage (Flak Armoured Enemies)
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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Toughness
+2-5% Health
-
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
-
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Toughness
+2-5% Health
-
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Talents

Description

Magic Caster. Spell Caster. Energy Caster.

 

Force Sword is versatile and good close melee weapon. Gave it bonuses to fighting specialists and elites. Especially higher than Malice difficulties.

Duelling Swords, Catachan Swords, Axes are good alternates. Chainswords are better options. Especially higher than Malice difficulties.

 

Force Staffs: All shoots normal energy blasts. Each has unique special abilities. Gave it bonuses to shooting carapace and flak enemies. Especially higher than Malice difficulties.

Nomanus Force Staff shoots lighting like Christopher Lee and Count Dooku.

Rifthaven Force Staff shoots fire like Aang and Firebenders. 

Trauma Force Staff shoots circular blast of energy along the ground like Jak's and Daxter's Wave Concussor. Voidstrike Force Staff shoots charged energy balls like Makoto Misumi and Anos Voldigoad.

 

Stub Revolvers, Autopistols, Laspistols, Autoguns, Lasguns are good range weapons that don't generate Peril. Alternate between your abilities that generate Peril then switch to your either melee weapon or range weapon to use will waiting for your Peril to decrease overtime and to avoid self-destructing.

 

Primary Range. Secondary Melee. Cast energy more frequently than melee fighting.

 

Assail homing projectiles of psychic energies are good range attacks and pierce multiple enemies as long you aim at them. Especially when massing waves of enemies are attacking you and your team. Have long enough range to kill enemy gunners and snipers. Make sure you aim, in the general direction, at the enemies. Homing Projectiles only work if you aim, in the general direction, at the enemies. Homing Projectiles need one or two seconds to lock on the enemies then they will fly towards their targets.

 

Smite of psychic energies are good area range attacks and target multiple enemies as long you aim at them. Can stun and damage multiple enemies. Especially when massing waves of enemies are attacking you and your team. However, its range is not as long enough reach as the Assail and you will depend on your team to kill enemy gunners and snipers.

 

Braint Burst of psychic energies are good range attacks and have high damage. Have long enough range to kill enemy gunners and snipers. However, it only targets one enemy at a time and has a one or two or three seconds cast time. Depending on the person's skill of using the ability efficiently and level difficulties the cast time varies between one to three seconds.

 

Telekine Shield is good defensive ability and good for those who are good at Quelling their Peril. Bolstered Shield is good for teams that are moving alot and narrow chokepoints. Especially if massing enemies are attacking from one direction. Sanctuary Shield is good for teams that are keeping their pace, as in everyone moving at same speed and not running off somewhere else, and offers good protection when surrounded by enemy gunners and snipers. Especially if massing enemies are attacking from everywhere.

 

Psykinetic's Wrath is good offensive ability and good for those who are having a hard time Quelling their Peril. Its ability is like in-case-of-emergency-break-glass if generate Peril at and over 100% to avoid self-destructing yourself. It is good for teams during intense moments and unable to Quell their Peril efficiently.

 

Curios: two high health and one high toughness. To be more tanky and survivability.

 

Quell your Peril alot. Quell Especially when Peril reaches 90%. Quell ESPECIALLY higher than Malice difficulties when you will only have two or one wounds. 

Higher than Malice difficulties of having 100% or more Peril will instant self-destruct. Regardless of having full/high toughness and/or full/high health.

 

Your Role: Provide Support to your team. Your abilities are to support your team and not a one-person-army. Attack from behind. Attack from sides. Attack from distance. Team player. Stick together and Stay close to your team. Let your team attack first. Let your team be the heroes. Hide behind your team and Ogryns. Work AWESOME with Ogryns. You can never have too much Ogryns. 

Together with your team even Balrogs are no problem. YOU SHALL NOT PASS!

5 months ago