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Plague Marine on Adderall
Allrounder
 Plague Marine on Adderall
 Hive Scum Build - Warhammer 40k: Darktide 

 Plague Marine on Adderall
 Hive Scum Build - Warhammer 40k: Darktide 

By Auricom

Class

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Weapons

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Improvised Mk I Shivs
Transcendant
Improvised Mk I Shivs
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Penetration
[60/80]%
First Target
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Unarmoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Uncanny Strike

Uncanny Strike

+8% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.

Riposte

Riposte

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

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Branx MKII Needle Pistol
Transcendant
Branx MKII Needle Pistol
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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)
1-2 Stamina (Weapon is Active)
Stripped Down

Stripped Down

Gain Ranged Attack Immunity while sprinting with over 50% Stamina.

Run 'n' Gun

Run 'n' Gun

You can Hipfire with this weapon while Sprinting. 15% Close Damage while Sprinting. Also reduces weapon spread at all times by -30%.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+2-5% Health
6-15% Sprint Efficiency
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Health
6-15% Sprint Efficiency
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Health
6-15% Sprint Efficiency
+6-12% Stamina Regeneration
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Talent Tree

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Stimm Lab

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Description

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Ranged Weapon - The Needle Pistol

Fires two different types of needles, both of which are apply stackable dots. The main difference between the marks is the weapon's secondary mode, the blue toxin. The default mode, aka the yellow toxin, is the same for both mks.

·       The yellow toxin does very high single target damage and ignores armor. This thing trivializes Crushers. Unfortunately it can't penetrate Bulwark shields.

·       The MkVI blue toxin causes enemies to explode on death, damaging nearby enemies but currently sucks. The explosion damage is so absurdly low, I refuse to believe it isn't bugged. Also doesn't do any stagger at all, further making me think it's bugged. For now, leave the MkVI alone.

·       The MkII blue toxin is used for spreading the dots across hordes. Enemies killed while affected by this toxin will spread a slightly weaker dot to surrounding enemies. You know it's working if you see enemies explode into a little ball of green smoke. The blue toxin is primarily used as a horde killer but dont sleep on its single target damage. Switching modes in the heat of the moment can be tricky, so feel free to use it against pretty much anything else.

o   Horde strategy note: Try to limit your shots to one needle per enemy . Empty the clip in a horizontal motion across the horde to ensure maximum toxin spread.

 

Needle Pistol Blessings:

  1. Stripped Down – Ranged attack immunity when sprinting with more than 50% stamina. It’s a Poor man’s Desperado, sure, but it’ll still keep you alive.
  2. Run n Gun – Synergizes perfectly with Stripped Down. Might as well kill things while you’re running around all crazy like.

Needle Pistol Perks:

  1. +25% Carapace Damage – more crush for the Crushers
  2. +2 Stamina while active – synergizes with the blessings

Important note regarding crits:

The Needle Gun suffers from two glaring issues regarding critical hits:

  1. It can only crit off the initial hit. As in, the actual needle puncture. The dots themselves do not crit. This means 6 chances to crit per reload.
  2. Critting with the Needle Pistol does not increase the damage of each the dot like you might think. Instead, it adds two extra ticks of damage to the dot. Only two extra ticks is bad enough, but the extra ticks themselves are not the high damaging ticks. How the dot damage works is, the first 8 or so ticks of a dot (either color) are the highest damaging. After that, the dot's damage starts to drop off. Tl;dr – the Needle Pistol is not for critting.

Equally important note regarding Needle Pistol Blessings:

The following blessings have misleading in-game explanations so be ye ware:

  • Speedload - Faster reload on killing enemies at close range. Can only proc off of the initial needle hit, not dots.
  • Gloryhunter - 25% toughness on elite kill. Can only proc off of the initial needle hit, not dots.
  • Desperado - 20% crit chance for 6 seconds on successful dodge. This means you get a 20% chance to crit on your initial needle hit, which only does 2 extra low damage dot ticks. For 6 seconds.
  • Concentrated Fire - 5% crit chance on chained ranged weakspot hit up to 5 stacks. See above for why crits aren't good on this weapon.

Melee Weapon - Shivs

You can run the combat blade if you want. The shivs don’t do as much finesse damage as the knife and unfortunately you can’t heavy attack speed boost from them like you can with the knife, but the shivs attack faster. Why is that so important? Deep breath

Faster attacks means more crits.
More crits means more kills.
More kills means your Cartel Special Stimm as a lower cooldown (Sample Collector).
A faster Cartel Special Stimm cooldown means a faster Stimm Supply ability cooldown.
A faster Stimm Supply ability cooldown means you’ll have a much easier time maintaining 4 stacks of Chemical Dependance.
Easier upkeep of 4 stacks of Chemical Dependance means you and your teammates (who you're currently getting addicted to stimms) get all the stimm buffs much more frequently.


Oh, and you can throw them. The shivs. They can be thrown for some reason. I guess it’s for when your ranged weapon is out of ammo, and you desperately need to kill exactly three enemies. It’ll do the job. Probably. Hopefully.

 

Shiv Blessings:

  1. Uncanny Strike - because you can never get too much of a good thing.
  2. up to you. I prefer the extra crit chance bonus from dodging, for obvious reasons.

Shiv Perks:

  1. 25% Unarmored Damage
  2. 25% Flak Damage.

Tbh, you can run whichever perks you want. The stamina perks are worthy alternatives.

 

Curio Blessings:

  1. 3x Max Stamina - 
  2. Two Health Bonus - In my experienceI find that I stay alive much easier with extra health than extra toughness.

Curio Perks

  1. Stamina regen - Synergizes well with the Needle Pistol Stripped Down blessing, which makes you invulnerable to ranged damage while sprinting at over 50% stamina.
  2. Sprint Efficiency - See above.
  3. Health Bonus (but this is negotiable). 

 

Talents

As a general rule of thumb with the Scum, get all the survivability talents you can.

Regarding Voice of Tertium, I don’t know if it procs only from the initial needle pistol hit or if the dots can proc it too.

Nimble – This talent is currently broken.

Regained Posture – You’re gonna be dodging constantly, might as well get some stamina back when you do, for increased ranged immunity uptime (Needle Pistol Stripped Down blessin).

Hive City Brawler vs Hyper Violence – If you’re pretty good at staying alive, go with Hyper Violence for the melee damage buff. Otherwise, stick with Hive City Brawler for increased survivability.

Sample Collector – All of the sudden maintaining four stacks of Chemical Dependance is easy.

 

Blitz: Chem Grenade – All of the blitzes are great but I prefer this one. The Chem Grenade works wonders as area denial. Also, if you’re working a device and you keep getting interrupted, toss two down at your feet. Most enemies will die before they can get to you. The bazooka is a great alternative. It’s dealer’s choice, really. The Blackout grenades are fun but imo are slightly inferior to it’s alternatives. If you do go with Blackout, make sure to get the Pocket Toxin talent at the end of the Chem tree if you do.

 

Aura: Gunslinger Improved – I prefer this because I’m always running out of ammo with the Needle Pistol. Tbh, Anarchist is just as good.

 

Ability: Stimm Supply – 20 seconds of buffs, for you and your team. This ability should never be off cooldown.

  • Ability Modifier: Fast Acting Stimms Must have. Stimm Supply only lasts for 5 seconds but the effects remain for 15 seconds so there’s no penalty. And as fast as this game is, no one should be expected to stand near the Stimm Supply for 20 seconds. I imagine this talent will just get merged into the main ability at some point.
  • Ability Modifier: Practiced Deployment - Effectively merges your Cartel Special Stimm and Stimm Supply cooldown into one. As long as you get Sample Collector (reduces Cartel Special Stimm cooldown for each kill) further down in the tree, you’ll be able to use Stimm Supply incredibly fast. Sometimes it’s almost instantly.

 

Keystone: Chemical Dependency – Not much to say. It just increases the amount of times you and your team gets buffed. Shame the other keystone talents are kind of lame.

  • Keystone Modifier: Chem Enhanced – A shot of 20% extra crit chance
  • Keystone Modifier: Chem Fortified – Dropped in a glass of 20% toughness damage reduction, garnished with a sprig of 50% toughness replenish, and you got a hell of a  stimm cocktail.
  • Keystone Modifier: Maxed Out Chems – The Chemical Dependency stacks drop off one at a time so there’s not reason not to get this.

Stimm Lab

Strength branch for the Crit bonus at the end. After that I advise getting the Toughness branch for team survivability. You can run one of the other two if you want but I feel like you're kind of messing with your team if you do. They can't see what buffs they're getting, and I'm pretty sure most people expect at least the toughness buff from a Stimm Supply.

 

 

 

3 days ago