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Tough Arbites
Horde-Clear
Anti-Special
Anti-Elite
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 Tough Arbites
 Arbites Build - Warhammer 40k: Darktide 

 Tough Arbites
 Arbites Build - Warhammer 40k: Darktide 

Class

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Weapons

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Branx Mk III Arbites Shock Maul
Transcendant
Branx Mk III Arbites Shock Maul
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Penetration
[76/80]%
Finesse
[76/80]%
Crowd Control
[76/80]%
Damage
[76/80]%
Mobility
[76/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Confident Strike

Confident Strike

+8% toughness on Chained Hit.

High Voltage

High Voltage

+25% Damage vs Electrocuted enemies.

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Judgement Mk IV Subductor Shotpistol and Riot Shield
Transcendant
Judgement Mk IV Subductor Shotpistol and Riot Shield
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Penetration
[76/80]%
Reload Speed
[76/80]%
Critical Bonus
[76/80]%
Damage
[76/80]%
Mobility
[76/80]%
4-10% Ranged Damage (Specialists)
10-25% Damage (Unarmoured Enemies)
Man-Stopper

Man-Stopper

Increased Cleave on Critical Hit and gain +25% Ranged Attack Stagger.

No Respite

No Respite

Up to +20% Damage on Hit (Staggered Enemy), scaling with Stagger.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+5-20% Damage Resistance (Snipers)
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+5-20% Damage Resistance (Snipers)
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+5-20% Damage Resistance (Snipers)
+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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Hello,

I´ve been playing this game for too long and I just felt like starting to share the builds I play with. I like having tools for as many situations as possible and I feel this build does that.

Talents prioritize Toughness and Toughness regen; specialist, elite and monstrosity damage; and stagger stuff (to benefit the Shock Maul blessings). 

In general, this is how I play this:

  • Shock Maul: side electrify hability/side heavy loop combo and lights for croud control, top heavy/top electrify hability loop combo for armoured enemies, monstromonstrosities and weak spots in general. You are voulnerable to stagger so if your combo gets interrupted, you can quickly reset by holding push and attack/heavy/electrify hability, you can alternate the push combo to enter the vertical or the horizontal combo (I´m sorry if I don´t make sense at all).

     

  • Shotpistol and Riot Shield: If you´re getting shot, pull the shield and shoot back, if anything gets close you can also punch its face with the pistol while you send the dog out to kill something. Also, I hate snipers, so these blessings give you like 30% damage against them. Don´t waste time aiming or thinking, just start shooting and they WILL die, pistol´s range and damage is brutal.

     

  • Shock Mine: Save them for emergencies. Instant hands free croud control, drop them only when you are trully overwhelmed or need a mental break.

     

  • Castigators Stance: If your toughness gets down, use the hability and get it instantly and fully replenished.

     

  • Execution Order: Always kill the marked enemies to get the 30% damage against monstrosities and 50% cooldown to spam the Castigator Stance every time you need it.

     

  • Doggy: Nice to have around. Send it to kill something. Can pet him in the Mourningstar.

I´ve seen many builds promising that you will carry the team and beat every mission flawlessly... I won´t feed you the same lies. This is a build I´M good with and I choose to share it, feel free to do whatever you want with it and any opinions and comments are welcome. It has tons of toughness and ways of replenishing it, you can kill ranged, close range, monstrocities, control crouds, have a dog, and so on. Have fun.

5 months ago