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Veteran Ghost | +AAA Dmg | +AAA Mobility | +AAA Support
Jouncey 4 months ago
 Veteran Ghost | +AAA Dmg | +AAA Mobility | +AAA Support
 Veteran Build - Warhammer 40k: Darktide 

 Veteran Ghost | +AAA Dmg | +AAA Mobility | +AAA Support
 Veteran Build - Warhammer 40k: Darktide 

Anti-Special
Anti-Elite
Anti-Boss
Ranged
Melee
Support

Weapons

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Cadia Mk XIIIg Assault Chainsword
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Cadia Mk XIIIg Assault Chainsword
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Shredder
[80/80]%
Penetration
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
2-5% Melee Critical Hit Chance
Wrath

Wrath

25-40% Cleave on Hit. Stacks 5 times.

Shred

Shred

2.5-4% Bonus Critical Chance on Chained Hit. Stacks 5 times.

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Vraks Mk V Infantry Autogun
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Vraks Mk V Infantry Autogun
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Ammo
[80/80]%
Stopping Power
[80/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Unarmoured Enemies)
Dumdum

Dumdum

4.5-6% Close Range damage on Repeated Hit. Stacks 5 times.

Fire Frenzy

Fire Frenzy

Gain 7-10% Close Damage for 3.5 seconds after killing an enemy at close range, stacking 5 times.

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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
+6-12% Stamina Regeneration
+2-5% Toughness
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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
+6-12% Stamina Regeneration
+2-5% Toughness
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Blessed Bullet
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Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
+2-5% Toughness
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Talents

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Description

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Overview:

As a Veteran Ghost you have two primary jobs: flank & support. This build specializes in killing Elites, Specials, Ogryns  and Monstrosities (bosses). This is crucial on Auric Damnation and Maelstrom missions where they come in frequent waves. In addition, you can revive teammates and complete objectives in stealth, which will avoid any and all enemy disruption. 

 

The build itself focuses on Ability Modifiers over Keystones for high burst damage when coming out of the Infiltrate ability. Blessings, perks, flat modifiers and teammate talents will sustain damage effectiveness when not using your ability, so you won't miss Keystones at all. It's not a super meta build. It's a finesse build that weaves between team offense and team support. If played optimally, in most team comps, you can expect good scores in Team, Defense and Offense stats. You should also have high scores in Disabler and Special kills. This build is meant to be played at a very fast pace.

 

Weapon: Vraks Mk V Infantry Auto Gun

There are other weapons that can work in this build, but the fire rate, damage, reload speed, and ammo pool are too inviting to pass up. The other gun that could match well is the Accatran Mk XII Recon Lasgun; mainly because it has the fastest fire rate in the game and an even more generous ammo pool  

  

Blitz: Krak Grenades 

I go with Krak Grenades to deal with Ogryn and Mauler waves, but Shredder is a fine choice if you want more CC; especially if other classes on your team can take out Crushers, Bulwarks and Maulers faster. I like having the guarantee of dealing with heavy armor when doing Quick Play. No matter your choice, we always want the Grenadier passive so we can have nades throughout the mission. This allows us to ignore in-game pick ups, which gives more opportunities to our teammates. 

 

Aura: Fire Team

If you choose a gun that's less ammo efficient, then Survivalist will make sense and often does in most Vet builds. However, the Vraks Mk V has a large enough ammo pool (especially with Fully Loaded) that the 1% replenish isn't as useful. And since we're trying to maximize burst damage, Fire Team is the go-to choice here. This will also provide a nice, albeit modest, bonus to Dumdum & Fire Frenzy blessings  when our ability is on cool down, in addition to our melee weapon. Lastly, it's team friendly when fighting in coherency, so everyone gets the buff. 

 

Ability: Infiltrate 

Infiltrate is the nucleus of your burst damage. All of the maximum damage this build does is predicated on Infiltrate. The second you come out of stealth, let the bullets rain. Unlike some of Vet's other abilities, Infiltrate gets so much utility and synergy from its modifiers. As a result, we're taking all subsequent modifiers under Infiltrate:

 

  • Surprise Attack: +30% Damage for 5 seconds when leaving stealth. This is the most obvious buff to take. It will synergize with Fire Team, Dumdum and Fire Frenzy for a total damage of potential of 115%, not including other modifiers further down the tree. 
  • Overwatch: Gives us a second charge in exchange for -33% increased cooldown. The second charge is so nice to have because you get a another get-out-of-jail-free card that can be really useful in a pinch; such as using 1 charge to flank enemies out of position and another to revive a teammate. Or if you simply need to flank twice in short succession. For those who think the cooldown increase trade-off isn't great on paper, don't worry. We offset this by taking Tactical Awareness, which shaves off 6 seconds for every Special killed. And considering the highest difficulty can easily see over 150 Specials, you'll have plenty of CDR. In other words, there's no reason not to take it considering the utility you get, coupled with the CDR.  
  • Hunter's Resolve: Having +50% toughness damage reduction for 10 seconds upon leaving stealth gives us terrific survivability when flanking. This is especially helpful if you're flanking out of coherency. 
  • Low Profile: -90% aggro for 10 seconds upon leaving stealth. This means all enemies, most importantly Elites and Specials, will mostly ignore you, giving free reign to mow them down, without having to worry about tactical evasion. This also helps deter aggro from lesser enemies so you can kill your primary targets without disruption. Lastly, it's helpful for revives when surrounded or if you mess up an objective puzzle and need extra time. Note: This could also work well with a blessing like Raking Fire, which gives a +40% damage buff when shooting enemies in the back, but it's conditional. That said, the behind the back condition will count within a 180 degree circumference, so it's fairly generous. You'll always want Low Profile if you have Raking Fire on your weapon.  

 

Ability Modifiers:

Like I mentioned in the overview above, we're ignoring all Keystones to maximize damage off Infiltrate. The bonus is we also get buffs to our damage while on cooldown, so we improve kill potential between stealth uses.  

 

  • Close Quarters Killzone: +15% close damage for 10 seconds. Activates upon leaving stealth. This will stack on top of our the 115% damage we're getting from blessings and our aura. So now we're up to +130% at max damage potential. More is always better. 
  • Bring it Down!: +20% damage to Ogryns & Monstrosities. Considering all the aforementioned damage potential, now we get a flat damage buff to the tankiest enemies in the game. We also take Suppression Boost and Keep Their Heads Down to help keep aggro in check when firing in and out of stealth. We also take Iron Will which will pair beautifully with Hunter's Resolve; overall giving us a combined 100% toughness damage reduction when coming out of stealth. Considering we also have Low Profile, we'll have a lot of kill freedom and tankiness when leaving stealth. Lastly, we get our ability CDR from Tactical Awareness in this tree. 
  • Marksmen: +20% strength for 10 seconds. Activates upon leaving stealth. Strength, from my understanding, is a combination of cleave, damage and impact. So once again, we're stacking the deck on our ability to trigger insane burst damage. This tree also gives us +5% Ranged Damage Boost node, followed by Precision Strikes, which grants a flat, beefy +30% weak spot damage. This is why we don't miss Keystones. We're doing just fine when on CD and become an assassin titan when this stacks on all our ability-triggered damage. The last two passives we take are Fully Loaded to expand our ammo reserve by +25% and Superiority Complex which gives one more final base damage boost to Elites by +15%. Do the math. 
     

Melee & Curios:  

You can choose any melee weapon you want. I just like the speed and TTK of the Cadia XIIIg. Honorable mentions to Cadia Mk IV and Turtolsky Mk VI and IX. There's few wrong choices in this category and this chouce will come down to personal preference. 

 

Curios, unlike your melee choice, have less wiggle room because we're playing on the highest difficulty. All three of your Curios should have Ability CDR. We want to use our ability in this build, or any build for that matter, as much as possible. I use to run toughness regen a lot, but talent trees can get you good toughness boosts and regen, which negates this option pretty handily. Thus I go with +12% Stamina Regen across all three. Since we're going to use our ability to reposition (sprint) most of the time, getting our stamina back quickly becomes essential. This also helps our defense if we're stuck out of position, or just need to kite enemies for a better engagement, which happens often in Auric Damnation & Maelstrom. Finally, I go with +17% Toughness perks on two Curios and +3 Stamina on the third one. More toughness, i.e. shields, is never a bad choice and more stamina = more blocking and longer sprint time.   

This is my first entry on this site. I actually main Ogryn and Psyker. But I recently had to rebuild my Vet Stealth because of the Unlocked and Loaded update. I ended up having so much fun because the playstyle is so unique. I thought it would be a fun experiment to share with the community. Thanks for talking a look.

4 months ago