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The Stagger Knight (will revive you)
Tank
Frontliner
Support
 The Stagger Knight (will revive you)
 Arbites Build - Warhammer 40k: Darktide 

 The Stagger Knight (will revive you)
 Arbites Build - Warhammer 40k: Darktide 

Class

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Weapons

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Branx Mk VI Shock Maul and Suppression Shield
Transcendant
Branx Mk VI Shock Maul and Suppression Shield
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Power Output
[60/80]%
Penetration
[80/80]%
Crowd Control
[80/80]%
Defences
[80/80]%
Damage
[80/80]%
10-25% Damage (Unyielding Enemies)
10-25% Damage (Flak Armoured Enemies)
Hammerblow

Hammerblow

+25% Impact for 3.5s on Hit. Stacks 5 times.

High Voltage

High Voltage

+25% Damage vs Electrocuted enemies.

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Exaction Mk VIII Exterminator Shotgun
Transcendant
Exaction Mk VIII Exterminator Shotgun
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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 (Maniacs)
Sustained Fire

Sustained Fire

+20% Damage on Second, Third and Fourth shots in a Salvo.

Fire Frenzy

Fire Frenzy

Gain +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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Gilded Mandible
Transcendant
Gilded Mandible
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+4-10% Revive Speed (Ally)
+6-12% Stamina Regeneration
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Guardian Nocturnus
Transcendant
Guardian Nocturnus
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+4-10% Revive Speed (Ally)
+6-12% Stamina Regeneration
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Laurel of the Just
Transcendant
Laurel of the Just
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+4-10% Revive Speed (Ally)
+5-20% Damage Resistance (Gunners)
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This build was last updated before the Bound by Duty patch, the talent tree may be incorrect or broken.

Talent Tree

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Description

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Stay unharmed. Save damsels in distress. Make heretics fly.

  • Outrageous stagger. It's what makes this build both fun and extremely safe. Weaving dodges and heavy>light horizontal chain, melees can't touch us.
  • +66% Revive Speed under Nuncio-Aquila: we save the girls (and the run)
  • Extremely durable:
    • Shield provides efficient blocking, helps against our weakness (ranged enemies) & have great special for support
    • Passive toughness regen is good while sliding/dodging/blocking
    • 65% damage resistance with Forceful, Imposing Force & Hold the Line, + 50% toughness resistance (Canine Morale is almost always up thanks to Go Get 'Em!) as long as you're cleaving. When stacked, Toughness can tank Sniper shots and Poxbusters; add Aquila to become basically immune to damage
    • True Grit safeguards against twists of fate. Picking a talent you don't want to proc is a bit weird, but in Auric/Havoc it will proc eventually, allowing you to keep fighting for your run. Afterall we didn't pick 3* res speed on curios to be downed before our mates!

Flex:

  • Some talents can be swapped for more offensive options or flexibility. Sorted by 'most easily swapped' : Will of the Lex, Go Get 'Em!, Soulguilt Scan/Imposing Force 
  • Melee weapon can be swapped with a Skullcrusher weapon when the team have no Skullcrusher applicator. This blessing provides HUGE support to the team, but you're giving up blocking efficiency and most importantly, protection against ranged. Your call. 
    • If you're after additional mobility, you want Munitorum Mk III Shock Maul (Skullcrusher / Hammerblow). Makes you nimble; have a great special & overall quick attacks with simple patterns
    • If you're after more damage, Indignatus Mk IVe Crusher (Skullcrusher / Hammerblow) is the way to go. A technical but rewarding weapon that becomes better the more you practice with it. Good damage & great stagger (you can make ogryns fall on their ass which feels awesome). The gist of it:
      • Swap Will of the Lex for Targets Acquired. We want the attack speed & Walk It Off will compensate since we're spamming push attacks
      • Push attack light followup is the most powerful move, it's quick and have 225% finesse modifier
      • Push attack heavy followup is the fastest way to reach H2 (heavy cleave with lots of stagger), which pairs perfectly with Drive them Back 
      • Single target damage: H1>block cancel>H1
      • Cleave: push attack > H2 > L1 > H2 > L1 until Drive them Back fades out, then go back to push.
      • Very high density/surrounded: push attack > H2 > rinse & repeat
      • Use special attack to: open bulwarks, CC packs of crushers/maniacs, apply Skullcrusher in AoE
  • Ranged weapon:
    • MkVIII 'Shotgun' (Sustained Fire / Fire Frenzy) is a sniper, good at long range but also at thinning high density with those blessings + Drive them Back. Overall an awesome, extremely reliable weapon
    • MkIII Shotgun ( Scattershot / Deathspitter ) have more ammo & more damage; Sniping requires more shells, however with this setup it becomes good at dispatching lines of shooters at midrange. Packs of ranged shooters left unchecked are a very serious threat to you and your whole run. The horizontal spread makes it more efficient than MkVIII at dealing with these
      • Take when there's no lasgun vet/castigator arby better suited for the task.
      • Scattershot is great, the other blessing is up to you. I like the versatility of Deathspitter but the weapon have a lot of great alternatives depending on your own gameplay, f.e Sustained Fire for those shooters at midrange, Fire Frenzy for brutal close range damage, or even Born in Blood to have a way to quickly top your toughness. You do you.
      • More than ever, aim for heads! The true power of this weapon is unleashed when you manage to align heads with its horizontal spread
      • When gunfighting you want to be under Aquila, mostly to mitigate damage but also for the sweet ranged buffs, including +30% suppression. Suppression mechanic is often overlooked but it's basically ranged stagger, and MkIII is quite good at it.
    • Bolt Pistol (Surgical / Puncture ) is extremely ammo efficient, great if you plan to leave 100% of ammo to e.g Rumbler Ogryn. In that case drop Drive them Back for Targets Acquired; imo Drive them Back true value comes when both your melee & ranged can benefit from it. Some value is lost with Pistol; otoh Drive them Back value increases the more we're using melee (in this setup Pistol is only drawn to snipe specials).

Random notes:

  • This is a support build: massive stagger, high-speed res, buffed Aquila, & leaves all grenades/ammo/health stations to the team
  • Have a build that swap Breaking Dissent for Part of the Squad in case the group already have BD.
  • Imo compared to the other two nodes, Execution Order is the belle of the ball, Terminus Warrant is alluring but high maintenance girl, and  Forceful is the not-so-pretty but definitely most reliable one. Discreet but always there for you, providing permanent stagger, damage resistance and toughness regen.
  • On Targets Acquired: taking damage is not something we actively seek, just something that happen naturally when we're in the thick of it. I'm still not completely sold on this one but when it does proc the buff is noticeable and feels good. What I don't like about it the enticement to play a bit sloppy instead of trying to minimize damage taken and become better at the game. On the other hand the buff is great and a perfect fit for a build that can handle taking damage, so, why not. For "never get hit" endgame goal there's plenty of other builds (and two whole Vermintide games)
  • On Curios: Perks aside Toughness can be swapped to fit your liking, but hear me out. Revive Speed is a perk that provides no value 99% of the time, but when shit hits the fan it can save the run thanks to Aquila bringing revive speed to 66%+ well-timed Dogsplosion for breathing room. Saving a run is beyond "value", it means winning the game instead of losing it. If nobody gets downed during the run, it's great: win-more perks would've been useless anyway. But if things go awry, that extra speed can make all the difference between bringing a mate back or eating game-ending CC while trying. 
    In the end it's about striking a balance between "always good" Curio perks like Toughness/Stamina regen, and "useless most of the time but invaluable when things are dire" stuff like Revive speed and +% health.
  • TTK is lower than more aggressive builds, but Shield MkVI have great attack patterns and does surprisingly good damage
  • You still have two mortal enemies: the Trapper (single most important sound in the game) and the Barrel (bumped into the void is the oneshot True Grit can't save you from). Stay sharp and mind the barrels

On stagger (learn everything about Stagger: https://www.youtube.com/watch?v=t8_VTP2mglo )

After a few seconds in melee to stack the buffs it becomes silly. F.e with shield:

  • Heavy on head:
    • Interrupts Crusher overhead (stagger level 2)
  • Light on head:
    • Interrupts Crusher overhead (stagger level 1). Yup, you can solo Crusher packs spamming light attacks and dodges
    • Anything smaller falls on their ass (stagger level 3)
  • Light on body:
    • Interrupts Mauler overhead (stagger level 2)
    • Most things falls on their ass (stagger level 3)
  • Heavy on body:
    • Attacking Maniac takes a step back (stagger level 2)
    • Attacking Maulers falls on their ass (stagger level 3)

In practice, most of the time you're spamming heavy>light horizontal loop and watch stuff flying around, while being mostly immortal. Pretty fun!

 

5 months ago