Arbites
7.5-15% Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
3.5-5% Strength for 3.5s on Hit. Stacks 5 times.
6-12% Critical Chance for each Enemy Hit by your previous attack. Stacks 5 times.
5-6.5% Strength for 3.5s on Close Range Kill.
[[[NOT INTENDED FOR HAVOC]]]
This build assumes you have a basic knowledge of terminology and game mechanics, although I will do my best to explain everything thoroughly.
All good builds have three components:- The ability to deal with ranged enemies [gunners, snipers, bombers, etc]
- The ability to deal with armoured enemies [crushers, maulers, scab ragers, etc]
- The ability to deal with dense hordes [waves of generic chaff enemies such as poxwalkers and bruisers]
Bonus: The ability to survive "Darktide" moments where you're suddenly in an extremely dangerous situation, or trapped against a wall
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This builds accomplishes this very elegantly:- Ranged enemies: Shotgun & Ability
- Armoured enemies: Grenades -> Melee
- Surviving "Darktide Moments"
This build provides top-tier horde clear and survivability potential available for the class without sacrificing your ability to deal with ranged enemies or armoured enemies. It has no immediate weaknesses that cannot be overcome with the answers provided above.
Hordes? Melee/Shotgun.
Armor? Grenade and beat them to death.
Ranged enemies? Stance up and kill them, or just shoot them to suppress them.
Thus, your playstyle is quite simple. Have you ever played 'weapon swap' double barrel veteran before? This is that, but 10x better.
Run around like a maniac hot swapping between your tactical axe and shotgun. Due to its ammo economy, as long as you only use it into dense hordes, you can typically finish an entire level with 0-1 ammo pickups comfortably.
This has similar kill potential to Scrier Psyker's Assail builds while being as tanky as a Zealot.
A note on build choices:
- I chose two stamina curios since this build leverages taxe and shotgun mobility/horde clear to stay alive, rather than a large amount of toughness regen over time. Since we're spamming push attacks and moving around alot, more stamina is important - but it's also perfectl yfine to take 1 stam 2 toughness.
- Since this is a popular point of contention: Yes, you need to take 3 gunner resistances. It's the most common type of instant-damage to take in the game. The other resistances are massives skill issues and can be avoided much more easily. The only one I would consider is swapping out one for a single sniper resistance.. Just in case.
- I take deathspitter on shotgun for bonus cleave into super thick hordes.
- Don't mess with the TAxe blessings/perks unless you know what you're doing. This was the combo I found most consistent for getting the most BM value.
- Combat ability regeneration can be replaced with bonus toughness. However, with good enough movement, you won't really *need* a ton of toughness, so I opted to better ensure castigator is up when you need it.
- "But taxe doesn't have the best horde clear, why not take rashad or crusher?"
- - You can. I prefer the taxe because it has pretty comparable horde clear but much better mobility. Moving faster means dodging more, as well as moving from enemy to enemy faster. I really don't like slow weapons, but that's personal preference on my part and can be subjective. Using this build with a slower weapon may be a little harder, but do whatever floats your boat. I find that I can kill as fast as I can move with the TAxe/shotgun, which is.. very fast. A slower weapon would hinder you IMO.