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Veteran Combat Shotgun Build That Fuck's
Anti-Special
Anti-Elite
Anti-Boss
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 Veteran Combat Shotgun Build That Fuck's
 Veteran Build - Warhammer 40k: Darktide 

 Veteran Combat Shotgun Build That Fuck's
 Veteran Build - Warhammer 40k: Darktide 

Class

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Weapons

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Maccabian Mk IV Duelling Sword
Transcendant
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)
Riposte

Riposte

+20% Critical Chance for 6s on successful Dodge.

Uncanny Strike

Uncanny Strike

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

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Agripinaa Mk VII Combat Shotgun
Transcendant
Agripinaa Mk VII Combat Shotgun
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Ammo
[80/80]%
Stopping Power
[80/80]%
Stability
[60/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Full Bore

Full Bore

+20% Strength for 5s when every pellet in a shot hits the same enemy.

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

+1-4% Combat Ability Regeneration
+2-5% Toughness
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+1-4% Combat Ability Regeneration
+2-5% Toughness
+6-12% Stamina Regeneration
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Talent Tree

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Description

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This is the area where I would list breakpoints on which enemy types but unfortunately with how wildly the effectiveness of the shotgun can be depending on factors such as if pellets hit, distance, crit and weak spot hit it's a little difficult to list thing all. In this build I try to sure up a lot of the weaknesses of the shotgun by providing a high reload and high damage build. I'll list below an average of shots to kill every enemy type.

 

Breakpoint with SPECIAL shells loaded & 15 stacks of FOCUS with a HEADSHOT & Executioner Stance

1-Shot all Specialist.

1-Shot all Elites with exception of Maulers/Crushers.

1-Shot Maulers with a CRITICAL HIT body shot. (13 FOCUS stacks needed)

3-Shot Crushers with at least ONE critical headshot. (Around +70% chance for at least ONE crit to happen with 3 shots at 40% crit chance.) 

 

Without the SPECIAL shells & 15 Stacks of Focus with a HEADSHOT & Executioner Stance:

-All the same as above with the exception of Maulers will take anywhere between 2-3 shots depending on Crits & the Crushers you should ONLY use special shells on it. Crushers will take 4 shots if shot with the SPECIAL shells without Executioner Stance activated.

 

As stated, earlier damage range varies wildly depending on multiple factors so this is the only datapoints I can provide. To quickly summarize the Talent choices, I pick a lot of reload perks to sure-up the weakness of shotguns being handloaded. The Fire-Team aura is taken because it adds a breakpoint for Armored Ragers that make 15 stacks of FOCUS with a HEADSHOT 1-shot them. (No-Special Ammo Needed) Deadshot is to increase the damage for big targets like Crushers, Maulers & Bosses BUT it also can make up for missed headshots by still 1-shotting enemies. Marksman Focus is used because it further increases the reload speed bonus & increases ranged finesse damage making headshot breakpoints more plausible. We also take all the grenade perks as shredders are great for creating space for the team and dealing good, decentralized damage. Lastly, we take quite a few toughness restoration talents for ease of use and good bounce back potential.

 

Hope you enjoy, please refer to the video for any additional info! 

Video

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2 months ago