Logo
Games
Lantern
Do you like this build? Users can vote on their favourite builds!

Table of Contents

Plasmashouter Veteran Guide (2024)
Morf 11 months ago
 Plasmashouter Veteran Guide (2024)
 Veteran Build - Warhammer 40k: Darktide 

 Plasmashouter Veteran Guide (2024)
 Veteran Build - Warhammer 40k: Darktide 

Anti-Special
Anti-Elite
Anti-Boss
Ranged
Other
Support

Weapons

Divider
weapon container top
Catachan Mk III Combat Blade
Transcendant
Catachan Mk III Combat Blade
weapon container middle
2-5% Melee Critical Hit Chance
10-25% Damage (Flak Armoured Enemies)
Riposte

Riposte

12.5-20% Critical Chance for 6s on successful Dodge.

Flesh Tearer

Flesh Tearer

5-8 Bleed Stacks on Critical Hit.

weapon container bottom
weapon container top
M35 Magnacore Mk II Plasma Gun
Transcendant
M35 Magnacore Mk II Plasma Gun
weapon container middle
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Gets Hot!

Gets Hot!

Critical hit chance scales by your current heat level up to 27.5-50%. Also increases critical ranged attacks damage by 4-10%.

Blaze Away

Blaze Away

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

weapon container bottom

Curios

Divider
weapon container top
Blessed Bullet
Transcendant
Blessed Bullet
weapon container middle
+1-3 Max Stamina

+1-3 Max Stamina

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+2-5% Health
weapon container bottom
weapon container top
Blessed Bullet
Transcendant
Blessed Bullet
weapon container middle
+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+2-5% Toughness
weapon container bottom
weapon container top
Blessed Bullet
Transcendant
Blessed Bullet
weapon container middle
+17-21% Max Health

+17-21% Max Health

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+5-20% Damage Resistance (Gunners)
weapon container bottom

Talents

Divider

Description

Divider

PLASMASHOUTER v.1 (20/06/24)

 

This build balances team support and Special/Elites hunting, while having pretty decent Boss killing potential and mobility.

 

                                                                                   For team support:

  • Toughness for everyone!

You have Vioce of Command AND Born Leader (after the last patch it will work even if your toughness is full). Combine it with ability cooldown reduction (from curious) and Tactical awareness and thats a lot of support. Also, Gold Toughness from Duty and honor won't allow enemy snipers, bursters and so on to damage/corrupt your and your team health (You still loose all touhness from sniper shot, but there will be no health damage from it). Remember, while fighting, you MUST shout the second it goes off cooldown. Don't hold this skill for long - you'll have it again soon anyway. And your zealot needs this gold toughness bar BEFORE burster hits him.

  • Damage buff

You have Focus Target and Redirect fire. Under perfect circumstances thats equals -32% health for all bosses AND +12% damage buff for everyone the rest of the time. (Redirect fire damage buff will update it's time on max stacks even if you mark with one, so keeping it nearly 100% uptime is really easy - just mark everething).

  • Jucy loot

You have your mobility (and no, it is not for rushing ahead solo) - go and clear sideways from that ammo, stims, medpacks and resources - let your team pick stuff on the main road. Then go back, shout on your teammates and kill some heretics. Rinse and repeat.

  • And some extra ammo on top

Survivalist. They nerfed it a bit, giving it 5 sec internal cooldown. Still, it is a considerable amount of ammo for the whole team. One of the best (if not THE best) aura out there.

 

                                                                                 For your own glory:

  • Elites/Specialists. 

Well... Plasmagun. You will almost always oneshot enemy gunners in the head (dont forget to mark!) as others elites/specialists that comes to your sight. Just don't waste too much ammo on mutants - easier to kill them with melee. Learn how to animation cancel reload (its preety simple - google it). Hit heads. Be awesome. Your priority of targets: Specialists (exept mutants) - Elites - Mutants - Horde. If you are confident in your melee-oriented teammates, prioritize gunners to ragers/crushers. If you have a good Psyker with shield - ragers/crushers to gunners.

  • Bosses. 

Do red stim (you'll have it, if you scavenge for resoures, using your mobility). Build some Focus Target stacks and mark a boss. Position yourself so you can see his weakspot and start unloading the might of your jucy plasma. Use shout and grenades to stagger boss, so you can continue your fire. Look at him explode if a few seconds. If the boss focusing you - tank him with dagger, combining blocks and dodges, or, If you are skillfull enough - just kill him using both of your weapons. (it is not easy, but pretty possible with dagger's long dodges - you just need to learn boss attack patterns. Mandatory skill for auric maelstorm with "Monstrous" modifier)

  • Horde. 

Just pull out the dagger. You can easily outrun a horde with it (heavy attack animation, while sprinting, pushes you forward). If you wanna fight it - just dodge every 2-3 light attacks and watch them bleed to death really fast. And stay on the outside of the horde! Use your awesome dodges and stamina to do so. Also, dagger heavy hit can smack single enemy pretty damn hard if you aim to the head.

 

                                                                                                  FAQ

 

     Why no Confirmed kill?

Because i feel like Exilirating Takedown is easier to trigger and it gives tougness damage reduction (TDR). So, with it, I can restore more toughness for my team with Born leader. Yeah, I know that I have TDR from Close Order Drill and Iron will. I'm just sick of stealth dagger zealots that run forward to aggro all the map and never stay in cohenecy. Also, if you random teammates are dead - you'll won't have TDR when <75% tougness. And you need it the most in such a moment. Still - it is more a preference, so swap it if you like.

 

     But I want a Powersword! 

Sure. You will loose on mobility, so positioning will be crutial, but you will have even better hordeclear. Also - meleeing a boss, that aggroed on you, becomes impossible. But you can drop Reciprocity, Desperado and Melee dmg node for whatever you like (for example: Confirmed kill, Target down and For the Emperor).  For Powersword: Mk3, Power cycler, Brutal Momentum (because of ignoring hit mass). Perks: Flak and whatever.

   

    Why no Demolition Stockpile?

Vets nades are not THAT powerfull. Due to plasmagun awesomness Krak is a bit overkill for armored. Frag moslty is a "oh shit button" (for example, when surrounded by horde and shout is on cooldown) so you will not need them often. Also, Field Improvisation will get you some nades, and most important it will give nades for your team. On top of that is cleansing corruption with medpack (it will clear only not filled up wound, but still often usefull) and providing some toughness regen. Also, it doesn't matter, who place this things - the talent will work anyway. Thats all combined is much more important than meeeh grenade every 60 sec you will forget about anyway.

 

    Stamina Curio oO?

Yeah, you saw it right. Stamina curio = improved mobility (AND PLASMA NEEDS IT) and ability to block a couple ragers with some groaners while raising you teammates. Or block/push horde when you are trying to get out of encirclment. Or tank bosses with ease. 16-17% max tounhess won't save you from such scenarious, but extra stamina will. Just learn to block and use your mobility. After 160-170+ max toughness is not that important as it seems - your ability to regenerate it becomes more valuable. And you already got it covered.

 

     Stamina regen?

With a lot of stamina you will need more regen to always have it available. It basically doubles down on what stamina gives you making it awesome. And you don't actually have any good other options anyway. 

You can somewhat mix/swap it with Toughness Reg Dealy, but, with your tougnhess regen from talents i feel it is an overkill and you won't feel the difference much (google how it works - it is not that great, as it seems)

  

    I want to go 3 gunner resistance!

Bad idea. They stack in a way, that 2nd gives you: (100-20%)-20% = 16% (instead of 20%). Third will give you 12.8%. And you can supress or kill that gunners with your plasma preety easily anyway. Or tank them a bit with your toughness regenration methods (shout!). Or just use your mobility to get to cover and not get hit at all. Because of it, more than 1 Gunner Resistance is usually a deadweight. Actually, you can swap even this one for toughness or block cost reduction, if you want. I like to keep it just in case. But no more than one.

    

    Combat ability regen?

Yup. This 3.6 seconds on your shouts cooldown easily can make a life-death difference. Basically, it is 1 free shout out of 10. And thats a lot. See it as difference between "kill 4 specialist, shout, drop the rest of em, kill 4 more..." and "kill 4 specialists, wait for a shout, get netted, die". Basically in almost any given monent in a fight shout is a MOST impactfull action you can take (maybe exept reviving a teammate), so you want to use it as much as possible.

    

        But what about Plasma?

Perks: flak, non negotiable. Unyeilding can be swapped to carapace (Boss vs Crushers). You will not need maniacs - it will not give you breakpoints (meaning "it will still take the same amount of shots to kill them"). Blessings are not that important as, for example, for Colomnus, but Blaze away and Gets hot are the best for damage. You still will be fine with Shattering Impact (just a little less damage), or Gloryhunter (more suvivability/support for a price of damage). Crit chance with Get's Hot and Reciprocity can get pretty high and thats free damage. Blaze away is a good damage buff by itself (it max rank is 3, not 4!) and you will spam basic attacks a lot. Also, never charge plasmagun - it is literally worse in damage per second, builds more heat per damage, and has worse ammo economy. Only charge it, while ambushing some crushers, for a fancy oneshot on your first hit.

11 months ago