Lazbity
Arbites Build - Warhammer 40k: Darktide
Lazbity
Arbites Build - Warhammer 40k: Darktide
Class
Arbites
Weapons
Branx Mk III Arbites Shock Maul
Transcendant
Damage vs Flak Armoured:
1
[0.74 | 1.07]
Damage vs Carapace Armoured:
0.88
[0.53 | 0.97]
Damage vs Flak Armoured:
1
[0.74 | 1.07]
Damage vs Carapace Armoured:
0.71
[0.42 | 0.78]
Weapon's effectiveness against Armoured enemies.
Critical and Weakspot Power:
1.15
[0.75 | 1.25]
Critical and Weakspot Power:
1.15
[0.75 | 1.25]
Attack Speed:
1.11
[1 | 1.14]
Attack Speed:
1.11
[1 | 1.14]
Increases the Weapon's Attack Speed and grants bonus to Critical Hits and Weak Spot Hits.
Stagger vs First Target:
21.1
[15.5 | 22.5]
Cleave Damage Distribution:
4.95
[3.75 | 5.25]
Cleave Stagger Distribution:
4.95
[3.75 | 5.25]
Stagger vs First Target:
16.5
[12.5 | 17.5]
Cleave Damage Distribution:
1.65
[1.25 | 1.75]
Cleave Stagger Distribution:
1.65
[1.25 | 1.75]
Increases a weapon's Stagger, Impact and Cleave.
Damage vs First Target:
349.5
[257.5 | 372.5]
Damage vs First Target:
251.25
[201.25 | 263.75]
How much damage the weapon inflicts.
Dodge Distance:
0.93
[0.89 | 0.96]
Dodge Speed:
1.11
[1.05 | 1.15]
Sprint Speed:
0.09
[-0.45 | 0.45]
Measure of Movement Speed, Sprint Speed, and Dodge distance bonus while the weapon is active.
10-25% Damage (Unyielding Enemies)
Confident Strike
+8% toughness on Chained Hit.
High Voltage
+25% Damage vs Electrocuted enemies.
Exaction Mk VIII Exterminator Shotgun
Transcendant
Ammo Reserve:
64
[40 | 70]
Weapon's Ammo capacity.
Damage vs Flak Armoured (Near):
0.96
[0.58 | 1.05]
Damage vs Flak Armoured (Far):
0.73
[0.42 | 0.81]
Damage vs Carapace Armoured (Near):
0.61
[0.34 | 0.68]
Damage vs Carapace Armoured (Far):
0.49
[0.27 | 0.54]
Damage vs Unyielding (Near):
1.18
[0.74 | 1.3]
Damage vs Unyielding (Far):
0.96
[0.58 | 1.05]
Damage vs Maniacs (Near):
0.96
[0.58 | 1.05]
Damage vs Maniacs (Far):
0.73
[0.42 | 0.81]
Weapon Stagger:
44.5
[27.5 | 48.75]
Measure of the Impact and Stagger inflicted on enemies.
Sway:
31.19
[50.33 | 26.4]
Spread:
40.59
[45.71 | 39.31]
Recoil:
27.35
[46.05 | 22.67]
Moving Recoil:
24.13
[34.04 | 21.65]
Recoil:
23.51
[40.11 | 19.36]
Moving Recoil:
20.84
[29.4 | 18.69]
Affects Recoil, Spread and Sway after firing the Weapon.
Damage vs Unarmoured (Near):
1.1
[0.84 | 1.17]
Damage vs Infested (Near):
0.88
[0.66 | 0.94]
Damage:
977.25
[791.25 | 1023.75]
How much damage the weapon inflicts.
Dodge Distance:
0.81
[0.75 | 0.85]
Sprint Speed:
0.09
[-0.45 | 0.45]
Moving Spread:
43.93
[45.96 | 42.57]
Measure of Movement Speed, Sprint Speed, and Dodge distance bonus while the weapon is active.
Increase Ranged Critical Strike Chance by 2-5%
10-25% Damage (Carapace Armoured Enemies)
Scattershot
+12% Critical Chance for each Enemy Hit by your previous attack. Stacks 5 times.
Deathspitter
+6.5% Strength for 3.5s on Close Range Kill.
Curios
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
Blessed Bullet
Transcendant
+17-21% Max Health
+1-4% Combat Ability Regeneration
Talent Tree
Description
Hi, this is my take on the lazy arbites build.
Swapped out dog proximity talents because Go Get 'Em! increases targeting range and often puts them further away. You could swap this talent (to Unleashed Brutality or otherwise) if you want to keep Man and Cyber-Mastiff and Canine Morale over Walk It Off and Imposing Force.
Doubled down on a few ranged damage talents because pointing and clicking is lazier than melee.
I'd consider the following nodes flexible to swapping in case there's other talents you'd like to take: