BARKTIDE (easy havoc all-rounder)
Arbites Build - Warhammer 40k: Darktide
BARKTIDE (easy havoc all-rounder)
Arbites Build - Warhammer 40k: Darktide
Class
Arbites
Weapons
Branx Mk XI Shock Maul and Suppression Shield
Transcendant
Range:
19.63
[12.62 | 21.85]
Angle:
0.67
[0.48 | 0.73]
Damage inflicted by the powered up/activated attacks on Power Maul and similar power weapons.
Damage vs Flak Armoured:
0.89
[0.66 | 0.96]
Damage vs Carapace Armoured:
0.66
[0.42 | 0.74]
Damage vs Flak Armoured:
0.89
[0.66 | 0.96]
Damage vs Carapace Armoured:
0.66
[0.42 | 0.74]
Weapon's effectiveness against Armoured enemies.
Stagger vs First Target:
12.04
[9 | 13]
Cleave Damage Distribution:
11.02
[9.5 | 11.5]
Cleave Stagger Distribution:
11.02
[9.5 | 11.5]
Stagger vs First Target:
17.93
[13.75 | 19.25]
Cleave Damage Distribution:
11.02
[9.5 | 11.5]
Cleave Stagger Distribution:
11.02
[9.5 | 11.5]
Increases a weapon's Stagger, Impact and Cleave.
Dodge Distance:
0.88
[0.8 | 0.9]
Dodge Limit:
2.76
[2 | 3]
Sprint Cost:
1.87
[2.25 | 1.75]
Push Cost:
0.74
[1.5 | 0.5]
Affects Stamina efficiency, as well as the length and speed of dashes.
Damage vs First Target:
160.4
[130 | 170]
Damage vs First Target:
230.25
[163.75 | 251.25]
How much damage the weapon inflicts.
10-25% Damage (Carapace Armoured Enemies)
Confident Strike
+8% toughness on Chained Hit.
High Voltage
+25% Damage vs Electrocuted enemies.
Judgement Mk IV Subductor Shotpistol and Riot Shield
Transcendant
Damage vs Flak Armoured (Near):
0.71
[0.42 | 0.81]
Damage vs Flak Armoured (Far):
0.6
[0.34 | 0.68]
Damage vs Carapace Armoured (Near):
0.12
[0.06 | 0.14]
Damage vs Carapace Armoured (Far):
0.06
[0.03 | 0.07]
Damage vs Unyielding (Near):
0.82
[0.5 | 0.93]
Damage vs Unyielding (Far):
0.6
[0.34 | 0.68]
Weapon's effectiveness against Armoured enemies.
Attack Speed:
1.22
[1 | 1.29]
Measure of the time it takes to Reload.
Melee Critical Chance:
0.2
[0.05 | 0.25]
Chance of landing a Critical Hit and how much damage it will do.
How much damage the weapon inflicts.
Sprint Speed:
-0.01
[-0.56 | 0.16]
Dodge Distance:
0.88
[0.8 | 0.9]
Dodge Limit:
2.76
[2 | 3]
Measure of Movement Speed, Sprint Speed, and Dodge distance bonus while the weapon is active.
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Full Bore
+20% Strength for 5s when every pellet in a shot hits the same enemy.
Pinpointing target
+8% Strength every 0.4 seconds while aiming, stacking 5 times. Discharges all stacks upon firing.
Curios
Blessed Bullet
Transcendant
+13-17% Toughness
+1-4% Combat Ability Regeneration
+5-20% Damage Resistance (Gunners)
Blessed Bullet
Transcendant
+13-17% Toughness
+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
Blessed Bullet
Transcendant
+13-17% Toughness
+1-4% Combat Ability Regeneration
+6-12% Stamina Regeneration
This build was last updated before the Bound by Duty patch, the talent tree may be incorrect or broken.
Talent Tree
Description
Trivializes the hardest difficulties. The talents and traits are designed to work with each other to compliment survivability and damage.
Shield weapons will block incoming damage, triggering both Walk It Off and Shield Plates , augmented by Up Close and Confident Strike .
Cyber-Mastiff is center point of build. Razor-Jaw Augment adds bleed stacks along with pounce damage, Voltaic Mandibles Augment electrocutes enemies, and Serrated Maw adds brittleness. Cyber Mastiff will destroy elites and specialist in mere seconds. Bloodlust upon using Castigator's Stance will increase damage for monstrosities and bosses, along with stacking of Keeping Protocol. Monstrosity Hunter will help deal additional damage to bigger targets.
Castigator's Stance is your "Oh No" button, giving you a chance to reposition and reduce heavy pressure from enemies.
Execution Order 's Malocator will ensure cooldown is shorter than 45 seconds. Synergizes well with Imposing Force , Canine Morale , No Escape , Not Far Behind, and Writ of Execution .