Table of Contents
Class
Weapons
Curios
Talent Tree
Description
This build is all about getting shit done and making a bloody mess in the process. You're going to handle the mission objectives, revive and assist teammates, and complete any other objectives that need doing, and you're going to do it like a White Scar would: quick, fast, and in a hurry.
-----==== Gear ====-----
Catachan Mk VI Combat Blade
Stick and move. Stick and move. At 80% mobility you'll have superior run speed, sprint speed, dodge speed, and dodge distance. As long as you're mashing light attack and dodging when you hear the incoming attack audio cue, you can single-handedly take out the biggest hordes in the game without taking a hit. The dodge distance can be disorienting at first because it does tend to fling you further than you might be used to, but that's what keeps you alive when handling hordes. Every other melee weapon will feel like its underwater once you start using one of the combat knives. Between the two, I prefer the Mk VI over the Mk III because it has more wide attacks and is better for hordes but they're both amazing at what they do. Go with what you like. Or whichever is in your inventory I guess.
Blessings: Flesh Tearer and Lacerate
Both serve the same purpose - bleed stacks on both crit and non-weak spot hits. Remember, a single stack of bleed does the same damage regardless if it came from a light attack or a fully charged heavy, so it's quantity over quality here.
- If you want more single-target DPS you can switch out the Flesh Tearer blessing for Mercy Killer. Also consider switching to the Mk III. My main is a Mk VI with Flesh Tearer but I also have a Mk III with Mercy Killer for single target damage.
- The knife's alt-fire is a punch and I remember thinking it was useless at first. Then I figured out that after your punch makes contact with an enemy you can cancel it almost instantly into a unique light attack which does quite a bit more damage than a normal light does. It's still fairly niche in its application but it looks cool at least. Fully charged heavy knife into right hook into light knife for maximum style points.
Zarona Mk IIa Quickdraw Stub Revolver
Also known as the scopeless sniper rifle, this revolver will one or two shot specials from any distance. Also, the rounds this thing fires are about the size of a Leman Russ so there's a lot of aim-forgiveness. Killing specials is your bread and butter because doing so helps reduce the gun's long reload time.
Blessing: Point Blank - Sometimes you'll be cutting a horde to shreds and suddenly there's an armored welder with a chain-axe right in front of you. This blessing gives you extra crit chance on your revolver to handle that threat.
Blessing: Crucian Roulette or Speedload - Crucian Roulette pairs excellently with Point Blank in terms of dealing with elites in melee range. As long as you aim for the head even Crushers can be downed in one clip. Speedload is a a decent alternative, especially if you're new to the revolver. Just remember that the blessing procs only after close range revolver kills. If you go with Speedload then make sure to get an extra carapace damage perk to help make up the difference.
Curios
+Two wounds to help make up for the lower amount of wounds in higher difficulties, and +3 stamina for more push blocks and longer sprint times.
- Toughness Regeneration Speed for obvious reasons. Also it pairs well with the Catch a Breath talent.
- Gunner Damage Resistance because in the game's current state, gunners are everywhere and they can easily wipe your group if they aren't prioritized. The Determined talent helps with the suppression they cause but not the damage they deal, which is significant. This one is a must have, imo.
- Bomber Damage Resistance because I've become convinced that the flame-thrower enemies specifically target downed teammates. I feel like I'm constantly helping a teammate up in the middle of a fire. This perk helps specifically with that scenario because fires take a long time to go out on their own, and the damage they do in Damnation is no joke.
-----==== Core Abilities ====-----
Shredder Frag Grenades, Grenade Tinkerer, and Demolition Stockpile
Honestly, between Shredder and Krak grenades its 6 in one hand and half a dozen in the other. Go with what you like. I like the bleed damage just because it fits the build. Grenade Tinkerer gives some extra damage and wider spread which is nice (if you don't count the obvious heresy that comes from improving technology without a Tech Priest, you filthy heretic). The 60 second cooldown from Demolition Stockpile is a personal favorite because it ensures that I'll always have some boom on deck and ready to go.
Infiltrate
This is how you get shit done. Not only do you move even faster, you can do pretty much anything you want and it won't break stealth. This includes doing the puzzle minigame, helping/rezzing teammates, and everything else. The only modifier I like is the extra charge. The longer cooldown penalty is, imo completely unnoticeable. You have nice idea how many times that extra charge has saved a run.
- Note - stealth will break after helping/rezzing a teammate. Keep that in mind when there is more than one teammate down.
Speed Aura
Are you a White Scar or a lumbering, disease-ridden Death Guard?
-----==== Passive Talents ====-----
Longshot
We all know how deadly Snipers are. Since you've got a revolver it will typically fall on you to get rid of them as soon as possible. This talent ensures that a single shot is all you need, even if you miss the head and hit the body.
Volley Adept
Killing specials should be a priority for you since the revolver can one-shot almost all of them. The bonus to reload speed after doing so is too good to pass.
Exhilarating Takedown
An excellent talent to help keep you alive, despite not being shown in the build graphic above. Definitely worth considering for any extra points you might have.
Catch a Breath
Works wonders in combination with Infiltrate. Overwhelmed? Go dark, create some space, get some quick toughness back. Enemies drop aggro as soon as you do so the 8 yards is nothing.
Leave No One Behind
You thought you were fast before? Just wait until a teammate goes down in your line of sight. Turn it up to 11 and hit Infiltrate to go even faster. Remember, always equip your knife when running or sprinting!
Determined
Suppression is absolutely brutal in this game and it can easily wipe your run if you aren't careful. Since you'll be highly mobile on the battlefield, oftentimes on the front line, suppression immunity is a must-have.
Serrated Blade
This one is fairly obvious since every hit applies a stack of bleed. I do want to point out something you might miss. The Mercy Killer blessing gives an extra 60% weak spot damage on bleeding targets, meaning that with Serrated Blade you don't need to wait for a bleed proc to get the benefit since every strike causes bleed.
Agile Engagement
This functions similarly to the Weapons Specialist keystone so pairing the two is a no-brainer, especially once you start getting the hang of stance-dancing.
Reciprocity and Desperado
More crit = more bleed procs (Flesh Tearer).
Skirmisher
You're going to be sprinting everywhere, so an extra 25% on the first hit is great. Remember that the first heavy strike from a Mk VI knife is a wide slash so you can start your horde clear off with a bang. Conversely, the first heavy strike from a Mk III is a downward stab and excellent for taking out heavies. The extra 10% melee speed from Trench Fighter Drill sounds like a no-brainer but I've never felt the difference, tbh. Both knives already strike fast enough to get the job done so I'd rather go for Skirmisher.
-----==== Keystone ====-----
Weapons Specialist
10 melee kills gives you 10 stacks of Ranged Specialist when you switch to your revolver. This means you can empty your clip 20% faster and the first shot has a 1 in 3 chance of critting. The synergy between this and the revolver's blessings utterly trivializes Crushers, Ragers, and anyone else who dares ally with the ruinous powers.
Keystone Modifiers: Always Prepared and Invigorated
- Both of these are pretty lame, imo, but you have to pick one in order to get On Your Toes which is too good to pass up. Pick whichever you want.
Keystone Modifier: On Your Toes
- Stance-dance between melee and range for extra toughness, which is never a bad thing.
Optional Keystone Modifier: Fleet Fire
- 20% reduced reload time after 10 melee kills is nice but not necessary. Again it's more for those new to the revolver's long reload time and tiny clip size. Feel free to use this point anywhere if those things don't bother you.