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Bub's Weapon Specialist
Whoa there Bub 2 weeks ago
 Bub's Weapon Specialist
 Veteran Build - Warhammer 40k: Darktide 

 Bub's Weapon Specialist
 Veteran Build - Warhammer 40k: Darktide 

Weapons

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Maccabian Mk IV Duelling Sword
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Maccabian Mk IV Duelling Sword
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Cleave Damage
[80/80]%
Penetration
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Thrust

Thrust

Up to 5-20% Strength based on the charge time of your heavy attacks. Stacks 3 times.

Uncanny Strike

Uncanny Strike

12-24% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.

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M35 Magnacore Mk II Plasma Gun
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M35 Magnacore Mk II Plasma Gun
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Charge Rate
[71/80]%
Ammo
[80/80]%
Stopping Power
[80/80]%
Thermal Resistance
[69/80]%
Damage
[80/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Unarmoured 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%.

Rising Heat

Rising Heat

Up to 7.5-20% Strength scaling with Heat Level.

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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
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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
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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
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Talents

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Description

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Overview

This is a pretty meta Weapons Specialist vet.  Any melee weapon works, Maccabian Mk IV Duelling Sword is simply the best non-ogyrn weapon in the game right now.  M35 Magnacore Mk II Plasma Gun is the best ranged weapon in the game right now.

 

Talent Tree

There is one flex pick, Kill Zone.  There are only a few good 1 point options, listed below.

  • Longshot can help with breakpoints, but kill zone is more consistent
  • Field Improvisation is always good.
  • On Your Toes if you feel you need the survivability. 
  • Stamina Regeneration Boost is always nice.  If you manage to get both, then your stam regen is the best in the game, tied with pskyer. 
  • Marksman Good damage, good uptime.  I don't like it as much as Kill Zone, but I can see the argument. 
    • This does not work like other weakspot perks.  It ups the total damage, not just the additional weakspot damage.  This makes it better than something like Precision Strikes.  Unfortunately they are not swap-able. 

I don't believe there are any controversial picks in this build.  It is very meta.

 

The top of the tree can be re-routed if you prefer.  Instead of taking One Motion and Out for Blood, you can take Close Order Drill and Confirmed Kill.  This is personal taste for every vet build, although some do prefer one side or the other.  Out for Blood works great with grenade builds.  Confirmed Kill works great with specialist/elite removal builds.  This build is both and both work fine.  I like the Movement Speed Boost node that goes with Out for Blood.  It is worth noting that Confirmed Kill stacks with each kill, while Exhilarating Takedown only stacks 3 times.  Confirmed Kill also works with melee and is much better because of it, which is why you rarely ever see a vet with the left side at the top of the tree.

 

You can take Smoke Grenade and go through Close and Kill to get the Critical Chance Boost and Melee Damage Boost nodes on the right of the trees.  These are both very good.  Smoke Grenade is not as good as Shredder Frag Grenade.  They have some utility, especially with the mod that makes the smoke invisible and draws a circle on the floor.  I would rather have them than Krak Grenade, which are almost useless. Giving up Survivalist sucks, as it is the best aura in the game.  If you already have Survivalist on your team, than go ahead and grab the extra damage and probably grab Marksman instead of survivalist, as you no longer route past Kill Zone.

 

Finally, if you want to change this to a pure grenade build, you can drop Kill Zone and Always Prepared and take Health Boost and Grenade Tinkerer.  Take a Godwyn-Branx Mk IV Bolt Pistol with Lethal Proximity. I don't really recommend that, but it is entertaining to have +50% grenade radius on your Shredder Frag Grenade.  I wouldn't recommend dropping anything else to get Twinned Blast.  It is only 1/5 grenade throws that you get a second one and you don't get to choose when that happens, so can very easily be wasted.  Feel free to drop Demolition Team and grab one of the flex picks above.  I don't know that you need to spam smokes, although feel free that that is what you want to do.

Weapons

Any melee weapon works.  I actually like all of them. Weapons that are particularly fun with weapon specialist (in my opinion) are:

There are many good blessings on Maccabian Mk IV Duelling Sword:

  • Uncanny Strike helps with carapace and offers a tiny bit of extra damage to bosses.  Technically it adds some damage to flak and maniac, but dueling sword doesn't need that.  
  • Thrust is for mutant one shots.  Helpful for other things.  
  • Riposte and Precognition are also very good blessings.  
  • Any combination of the above blessings are good.  

Not recommended blessings on dueling sword:

  • Rampage is helpful for horde clear, but is the least good at of everything else I have mentioned.  Which is kind of insane, as it is the best blessing on many other weapons. 
  • I see many people recommend Agile.  It is a waste of a slot.  It isn't bad and infinite dodge is fun and safe, but if you play smart (or just. . .you know normal, like any other weapon), you have plenty of dodges and dueling sword already has among the best dodges in the game.  
  • Shred is a less good Riposte.  You have to build up to it and you lose all your stacks on one missed attack and have to build up again.
  • Relentless Strikes goes away as soon as you touch any other enemy, so is only good on bosses.  If your team is missing boss damage, then go ahead, but if you really need boss damage then Achlys Mk VI Power Sword or any of the chain weapons are better at that specific role.

 

For ranged weapons, high alpha, low magazine weapons work the best with Weapons Specialist and Always Prepared.  Ones that I like listed below:

 

Plasma can take Blaze Away instead of Rising Heat if you want more boss damage or find that you are not hitting head shots and need additional shots to take out enemies.  For the love of god, do not take Shattering Impact.  Shattering Impact will only help you against bosses and not that much.  Taking the 71%/69% split on charge rate and thermal resistance supposedly minimizes the firing delay on left clicks.  I can't tell the difference, but have been promised it is there by discord.

 

If you take Zarona Mk IIa Quickdraw Stub Revolver, then Surgical and Hand-Cannon are fine.  You will get limited use out of handcannon, but there isn't much else to take.

 

Bolt Pistol is also good and has a number of good blessings. 

Personally I would use Lethal Proximity and Puncture.  You get all the crit you need out of Weapons Specialist.

Curios 

I always take + toughness and + stamina.  Stamina affects most of your gameplay and a little extra helps a lot with sprinting and blocking.  Vet has low bases in this area so a little extra always helps.  Back in the days when all fire instantly removed all toughness, there was a better argument for health.  We aren't in those days anymore. 

For the small sub nodes, every build in the entire game should use stamina regeneration and ability cooldown on curios.  They are the most impactful stats.  For the last slot there are a number of decent options:

  • Stamina regeneration is the most important cooldown stat.  It affects your ability to move and to resume blocking and pushing.  Some weapons are more dependent than others.
  • Ability cooldown is the second most important.  Abilities can make or break games.  On all three curios, that is 12%.  For shout, this is a reduction of 3.6 seconds, which is further reduced by other talents and teammates.  In a 30 minute game, this is 8.2 more shouts (assuming maximum spam, which admittedly is unlikely).  Shouts can literally save games, even when you don't notice.  Maybe someone took a overhead.  With shout, that is no damage, without, that is a down.  That single down can cost a game.
  • Sprint and block cost are always great. 
  • +toughness is always great. 
  • Gunner Resist is good. 
  • Bomber resist is decent, although personally I would never take that. It helps with both napalm and tox bombers, both of which can easily end games.
    • Remember that damage reduction on curios is multiplicative, so you get diminishing returns. 3 gunner resists gives 48.8% damage reduction, not 60%. 2 gunner resists gives 36%, not 40%.  So never take 3 unless you really struggle with gunners.  Gunner resist only works on the guys with the big machine guns, not normal shooters.  
    • I believe every other curio stat is additive (as in non-damage resist stats).  
  • I wouldn't frown at + health, but personally find toughness to be more beneficial.
  • If you are starving for money, take those ordo docket increases.  I won't judge you.
  • Everything else is bad.  Especially toughness regeneration, which only affects coherency toughness.  I don't want to ever see this.  Corruption resistance is niche in havoc and even there, it is questionable.  Better to bring a zealot with Beacon of Purity.

How to play

Play like normal.  Try to hold on to Weapons Specialist between fights, but it really isn't that big of a deal if you swap by habit.  

 

You have both grenade regen perks.  It is important to understand how Demolition Team and Demolition Stockpile work.  Demolition Stockpile ticks down as long as you are not at the grenade cap (3).  As soon as you hit the cap, it resets.  So to get maximum usage, you never want to be at 3 grenades (unless Demolition Stockpile got you there). If Demolition Team got you to cap, then you just lost that much time on Demolition Stockpile.  So make sure you are using them before you reach cap.  As a added bonus, you will probably see yellow numbers for damage done on the scoreboard if you follow these rules.  Do not pick up grenades unless no one else can use them.  You literally conjure them out of your bum and no one else does.

 

Shout during fights on cooldown.  Do not wait for the prime opportunity to stagger things.  Gold toughness is an enormous security blanket that protects you from all sorts of things including:

  • Health damage bleed through from melee
  • crusher and mauler overheads
  • dog guaranteed corruption on pounce
  • sniper shot health bleed through
  • mutant health damage
  • Burster health damage bleedthrough and corruption
  • Basically anything that normally hurts you through toughness

Don't wait, shout.

 

Finally, you do not have Volley Adept.  So learn to animation cancel your reloads (if you are using plasma).  Plasma has three points at which you can reduce the reload time.  Animation cancels can be done by tap sprinting or QQ (weapon swapping very quickly).

Plasma animation cancels:

  1. As soon as the mag is pulled out
  2. As soon as the mag is put in
  3. Right after the first ratchet of the venting cap.
2 weeks ago